Barrow Roll
Member
You put the left pointing little bracket thingy at the startmissed you tonight
The less than sign and the 3 make a heart
where's the killtac
pick meee
You put the left pointing little bracket thingy at the startmissed you tonight
where's the killtac
pick meee
Good games and good night, gentlemen.
Regarding Palmer being an ODST in the new halo comic. I'd like to hope for a Halo 4: ODST sequel.
Both games are bad.I spent the last few years watching people blaming Reach for the same reasons you are blaming halo 4 (randomness, power ups, absence of a real ranking system...) and now you're saying that "Reach is better than 4"?
In 4 there are a lot of elements of variability: power ups and abilities (and ordnance) force a player to think to a real strategy every time he engage an enemy and even if it is more skilled the result of the combat can be negative due to some factors.
But is this variability that i like: every power up is something useful but not something that makes you hyper invincible, everyone with a bit of intelligence can overcome it or find a strategy or a counterpart in order to survive; that makes every fight something different if compared to older halos where combats were simply JUMP-STRAFE-SHOOT-THROW GRANADE -> REPEAT TO INFINITE.
On the other hand every gun is useful and consistent (and with every i mean ALL OF THEM), and this is an absolute news in halo (also here there are some things to balance, and they're doing it).
It's obvious the game has (and had, but many things have been fixed) some arguable elements: CSR not in game, JIP (they're fixing it) and maybe playlists' organization (and i'm ok with this; but saying that reach is a more solid game, when everyone until yesterday could see how inconsistent that game is (fu*k bloom) it's inconceivable (even after TU).
343 has done a lot of mistakes, but also done a lot of choices, good for someone, bad for someone else that, in my opinion, have bring the game to another depth level.
I know that the largest part of the fanbase has abandoned the game, disappointed because it isn't that "already cooked" thing that halo 2 and 3 were and i can understand, changes are nevere simple (even when we're talking about games), but saying that halo 4 is the worst halo game ever made like many of you think makes me asking you something:
DO YOU REMEMBER REACH? REALLY? (i don't think so)
The truth is that halo 4 is one of the best halos ever made, for many reason in my opinion, but clearly the nostalgia of old times doesen't allow the majority of you to recognize it (remember not all that shines is gold, even halo 2 and 3 had lot of problems in my opinion far far heavier).
And the truth is that 343i were brave to try to give us not the usual and expected MORE OF THE SAME.
If you only try to be a little more flexible you all will find out that even with halo 4 it's possible to spend many really fun moments like the good old times.
That's my opinion; once again sorry for grammar errors: english is not my mother tongue.
Both games are bad.
Both games are bad.
I spent the last few years watching people blaming Reach for the same reasons you are blaming halo 4 (randomness, power ups, absence of a real ranking system...) and now you're saying that "Reach is better than 4"?
People did blame Reach for a lot of things, and whether you agreed the blame was justified or not, the fact is until Halo 4, it was the least played Halo multiplayer to date.
In 4 there are a lot of elements of variability: power ups and abilities (and ordnance) force a player to think to a real strategy every time he engage an enemy and even if it is more skilled the result of the combat can be negative due to some factors. But is this variability that i like: every power up is something useful but not something that makes you hyper invincible, everyone with a bit of intelligence can overcome it or find a strategy or a counterpart in order to survive; that makes every fight something different if compared to older halos where combats were simply JUMP-STRAFE-SHOOT-THROW GRANADE -> REPEAT TO INFINITE.
This is the mistake most people make. They think a large quantity means more variability. It doesn't. It leads to redundancy. Each powerup is not as useful as the next, neither is each weapon. If you play long enough, you'll see a real lack of variety in the weapons and powerups people use because there is just no way to 100% balance everything. It's why matches are now 8v8 with almost everyone having a DMR/Boltshot with Jetpack or Camo. There is actually very little intelligence involved. This isn't a strategy game. It's aim, shoot, repeat. It's always been that way. You're making a fallacy in thinking the base combat is any different. The only difference here, is the randomness and unfairness inherent to the combat now. It's less about skill, and more about luck. Someone gets a fuel rod cannon, has the ammo perk and he gets close to 15 one-hit kill shots. You get a speed boost or needler. To say the older games didn't require intelligence is ridiculous. They required more. You had to actively venture outside of your base, to secure weapons, to help your teammates etc. Now you can just sit back, rack up assists and have weapons laid at your feet. Furthermore, if anything, in the older games, stealth and map control played a large part of the game. Now, the focus is primarily offense, the majority of the time. What I mean is, in past games, you needed to push right away. To secure key weapons or locations. Now you don't need to do it anymore, so it's actually dumbed down the game further. No longer does it matter about where a weapon is, or why you need to hold a key area. Sit back, dong at will. Rack enough points, get an incineration cannon. Imagine how The Pit would play in Halo 4. No rush for rockets, no sword room, no snipers on tower. Both sides staying back, using the DMR. Forget about Camo being a once in a while powerup that you could use in combination with things like needler or shotgun to really mess things up, you could have the whole team camo from one side to the next etc.
On the other hand every gun is useful and consistent (and with every i mean ALL OF THEM), and this is an absolute news in halo (also here there are some things to balance, and they're doing it).
Every gun is not useful. This is yet another mistake. The large quantity of weapons has lead to redundancy. Maps used to dictate the weapons that would be placed. You'd have sniper at the towers, maybe a large powerful weapon in the middle, etc. Each gun is not useful or consistent. Why would anyone use suppressor over assault rifle? Why would anyone really take carbine over DMR? Yes there are some things to fix, that doesn't mean it'll be balanced at all, most likely, just like with every game that allows loadouts, people will find one that works best and use it, thereby nullifying the point of loadouts in the first place, the difference is though, loadouts have completely ruined any semblance of map control. I could give two shits about the middle hill, when I can just hole up at my base with sniper and camo.
It's obvious the game has (and had, but many things have been fixed) some arguable elements: CSR not in game, JIP (they're fixing it) and maybe playlists' organization (and i'm ok with this; but saying that reach is a more solid game, when everyone until yesterday could see how inconsistent that game is (fu*k bloom) it's inconceivable (even after TU).
How is Reach inconsistent, aside from Bloom? You know exactly what you're getting. If anything, either you like Reach or you don't. Some people have issues with the movement, with the jump height, fall damage, armor abilities. But they are not inconsistent, they don't like them. Bloom is perhaps the most inconsistent thing and people bring up bloom as if it was the worst thing ever conceived, when you'd probably get affected by it's randomness only 10% of the time. The skilled player will still nail down the exact timing of pacing shots or spamming. The skilled player, will still most likely end up winning a duel, even with the randomness thrown in. I dislike bloom, I just played Reach today after 5ish months. I noticed it right away, but the rest of the game was a blast. I didn't need to worry about half the team getting one-hit kill snipers, hiding with mini-shotguns camo'ed in corners etc.
343 has done a lot of mistakes, but also done a lot of choices, good for someone, bad for someone else that, in my opinion, have bring the game to another depth level.
I know that the largest part of the fanbase has abandoned the game, disappointed because it isn't that "already cooked" thing that halo 2 and 3 were and i can understand, changes are nevere simple (even when we're talking about games), but saying that halo 4 is the worst halo game ever made like many of you think makes me asking you something:
DO YOU REMEMBER REACH? REALLY? (i don't think so)
The truth is that halo 4 is one of the best halos ever made, for many reason in my opinion, but clearly the nostalgia of old times doesen't allow the majority of you to recognize it (remember not all that shines is gold, even halo 2 and 3 had lot of problems in my opinion far far heavier).
And the truth is that 343i were brave to try to give us not the usual and expected MORE OF THE SAME.
If you only try to be a little more flexible you all will find out that even with halo 4 it's possible to spend many really fun moments like the good old times.
That's my opinion; once again sorry for grammar errors: english is not my mother tongue.
This last point of yours, you end it by saying, this is just my opinion, but you've used the whole post to shit on the rest of us who have a different one, as if it is invalid because YOU believe it so. We all remember Reach, I bet almost all of us will have played it 10x more than we'll have played Halo 4. It was a far more polished game AT launch. In fact, I'd say it was 343 and their tinkering that did more damage to it than anything else. Title updates that affected certain playlists, a paywall playlist that played completely different than the rest of the game, etc. How you can say Halo 2 and Halo 3 had more problems that were more severe than anything Halo 4 has had, makes me wonder how much you played them. Yes there were cheaters, and glitchers, and boosters etc. It was a different time, a lot of games had bugs then, a lot of games have bugs now, the difference being they get fixed much quicker since people share things at an amazing pace. I don't mean to single you out, but your quote completely tries to invalidate the numerous valid complaints others have had.
I spent the last few years watching people blaming Reach for the same reasons you are blaming halo 4 (randomness, power ups, absence of a real ranking system...) and now you're saying that "Reach is better than 4"
It's that really good game that came out in 2001 then had a sequel in 2004 and then the final one got released in 2007. I think that was the last one though...What's a Halo? I only know Space CoD.
Worst level in Halo 4's campaign? You can only pick one.
Go go go.
CortanaWorst level in Halo 4's campaign? You can only pick one.
Go go go.
Worst level in Halo 4's campaign? You can only pick one.
Go go go.
Oh yeah I remember a level called Cortana in Halo 4.
I spent the last few years watching people blaming Reach for the same reasons you are blaming halo 4 (randomness, power ups, absence of a real ranking system...) and now you're saying that "Reach is better than 4"?
In 4 there are a lot of elements of variability: power ups and abilities (and ordnance) force a player to think to a real strategy every time he engage an enemy and even if it is more skilled the result of the combat can be negative due to some factors.
But is this variability that i like: every power up is something useful but not something that makes you hyper invincible, everyone with a bit of intelligence can overcome it or find a strategy or a counterpart in order to survive; that makes every fight something different if compared to older halos where combats were simply JUMP-STRAFE-SHOOT-THROW GRANADE -> REPEAT TO INFINITE.
On the other hand every gun is useful and consistent (and with every i mean ALL OF THEM), and this is an absolute news in halo (also here there are some things to balance, and they're doing it).
It's obvious the game has (and had, but many things have been fixed) some arguable elements: CSR not in game, JIP (they're fixing it) and maybe playlists' organization (and i'm ok with this; but saying that reach is a more solid game, when everyone until yesterday could see how inconsistent that game is (fu*k bloom) it's inconceivable (even after TU).
343 has done a lot of mistakes, but also done a lot of choices, good for someone, bad for someone else that, in my opinion, have bring the game to another depth level.
I know that the largest part of the fanbase has abandoned the game, disappointed because it isn't that "already cooked" thing that halo 2 and 3 were and i can understand, changes are nevere simple (even when we're talking about games), but saying that halo 4 is the worst halo game ever made like many of you think makes me asking you something:
DO YOU REMEMBER REACH? REALLY? (i don't think so)
The truth is that halo 4 is one of the best halos ever made, for many reason in my opinion, but clearly the nostalgia of old times doesen't allow the majority of you to recognize it (remember not all that shines is gold, even halo 2 and 3 had lot of problems in my opinion far far heavier).
And the truth is that 343i were brave to try to give us not the usual and expected MORE OF THE SAME.
If you only try to be a little more flexible you all will find out that even with halo 4 it's possible to spend many really fun moments like the good old times.
That's my opinion; once again sorry for grammar errors: english is not my mother tongue.
Worst level in Halo 4's campaign? You can only pick one.
Go go go.
In 4 there are a lot of elements of variability: power ups and abilities (and ordnance) force a player to think to a real strategy every time he engage an enemy and even if it is more skilled the result of the combat can be negative due to some factors.
But is this variability that i like: every power up is something useful but not something that makes you hyper invincible, everyone with a bit of intelligence can overcome it or find a strategy or a counterpart in order to survive; that makes every fight something different if compared to older halos where combats were simply JUMP-STRAFE-SHOOT-THROW GRANADE -> REPEAT TO INFINITE.
On the other hand every gun is useful and consistent (and with every i mean ALL OF THEM), and this is an absolute news in halo (also here there are some things to balance, and they're doing it).
It's obvious the game has (and had, but many things have been fixed) some arguable elements: CSR not in game, JIP (they're fixing it) and maybe playlists' organization (and i'm ok with this; but saying that reach is a more solid game, when everyone until yesterday could see how inconsistent that game is (fu*k bloom) it's inconceivable (even after TU).
I know that the largest part of the fanbase has abandoned the game, disappointed because it isn't that "already cooked" thing that halo 2 and 3 were and i can understand, changes are nevere simple (even when we're talking about games), but saying that halo 4 is the worst halo game ever made like many of you think makes me asking you something:
DO YOU REMEMBER REACH? REALLY? (i don't think so)
The truth is that halo 4 is one of the best halos ever made, for many reason in my opinion, but clearly the nostalgia of old times doesen't allow the majority of you to recognize it (remember not all that shines is gold, even halo 2 and 3 had lot of problems in my opinion far far heavier).
And the truth is that 343i were brave to try to give us not the usual and expected MORE OF THE SAME.
If you only try to be a little more flexible you all will find out that even with halo 4 it's possible to spend many really fun moments like the good old times.
DONE WITH SCHOOL FOR 8 MONTHS
HALOOOOOO
DONE WITH SCHOOL FOR 8 MONTHS
HALOOOOOO
There's some kind of a "Halo 4 making of" article on Gamasutra: http://www.gamasutra.com/view/feature/191234/making_halo_4_a_story_about_.php.
"There were a lot of mistakes we made along the way in which we knew weren't necessarily the right way to do things," says Wolfkill of the steep learning curve. "But given what we had to deliver and our timeframe, we accepted that these are necessary mistakes, and we acknowledged and cataloged them.
There was inefficient prototyping -- the team didn't clearly define and communicate the parameters of successful prototypes early enough in development, which slowed the process. The team also started to realize that Halo 4's narrative, rooted in volumes of sci-fi lore, was at times too inside baseball, and wasn't self-contained enough. It was an accessibility issue that needed to be addressed.
Sub-teams would get too close to a singular component of a game, such as a new enemy design, and not think of the design in the larger context of the games mechanics, lore and narrative, leading to inefficiencies in the overall development process.
343 also struggled with balancing familiarity with reinvention, as the studio wanted to please a large fanbase, but at the same time bring something new to the series. While the game received high scores, some critics pointed out a feeling of sameness.
."It's during that time you're questioning yourself: 'How is this going to work, will it be as I envision it in my head?" says Holmes. For Halo 4, he says there were a few epiphany moments that helped boost the morale of the team. One of the earlier ones that Holmes recalls was when the team completed a small piece of the Halo experience that he described as a "very traditional" Halo. User research showed that people thought it was a lot of fun, and it showed that the team was capable of making a Halo game that was true to what the series was about.
343 scrapped it, Holmes says, as it was too traditional. But that first build showed the new team that this amalgamation of different studio cultures could work together and achieve a common goal.
"It's during that time you're questioning yourself: 'How is this going to work, will it be as I envision it in my head?" says Holmes. For Halo 4, he says there were a few epiphany moments that helped boost the morale of the team. One of the earlier ones that Holmes recalls was when the team completed a small piece of the Halo experience that he described as a "very traditional" Halo. User research showed that people thought it was a lot of fun, and it showed that the team was capable of making a Halo game that was true to what the series was about.
343 scrapped it, Holmes says, as it was too traditional. But that first build showed the new team that this amalgamation of different studio cultures could work together and achieve a common goal.
So 343 make games to a deadline and not to a quality bar that they are happy with?
Fantastic compromise.
And scrapping a build of Halo that people liked on the basis of being "too traditional" - you can't make that shit up.
These are fantastic efforts to lower the entire company in fan's eyes, I must say.
This is going to be taken out of context a million times over.We had people who we hired who hated Halo because of 'X,'" says O'Connor.
Am I reading that right?WOW.
WOW.
THAT LAST QUOTE. NO FUCKING WAY
I'm drinking some dunkin now!RIP Tawpgun. Game sucks. Time for babby to wake up and smell the coffee.
dat co-op program8 month summer break? Are you on pluto time?
Fucking seriously? This is more than upsetting. Too traditional? Isn't this what 100% of the community wanted? Scrap Reach and make a sequel to Halo 3 as intended? No, instead we get a creative director who listens to the wrong group of people and in doing so puts out a sequel to our favorite franchise that rubs us all the wrong way. He won't even show his face in this forum because he knows he'll be roasted for it. I have nothing against Josh Holms or anyone else at 343 for making this 4 million dollar mistake, but it's one that they need to recognize and fix with the next iteration of the game.Are you serious?
Just make a campaign, expand on this multiplayer. Bam, Halo 5.
One of the earlier ones that Holmes recalls was when the team completed a small piece of the Halo experience that he described as a "very traditional" Halo. User research showed that people thought it was a lot of fun, and it showed that the team was capable of making a Halo game that was true to what the series was about.
343 scrapped it, Holmes says, as it was too traditional
The unfortunate thing is if 4 would have been too much like the other games (2/3) people would have complained even more (despite the core Halo community's notes) and the game would have been panned a bit critically which could have affected overall sales.
The unfortunate thing is if 4 would have been too much like the other games (2/3) people would have complained even more (despite the core Halo community's notes) and the game would have been panned a bit critically which could have affected overall sales.
It sucks to see that the more traditional variant was scrapped, but one can see why they had to do it. With the population decline we see now I wonder if they go back to that build for Halo 5.
Also, seems like the deadlines would be a MS move. I'd guess 343 would have loved more time on Halo 4.
I think we're going to see a lot of outrage at Josh's last quote there, but these are the times we live in. 343 isn't the only company to do this, and who can say what the effect would have been had they released that version of the game. We'd be happy, but would the game have sold far less?