VivaciousJazzy
Member
I just almost spit out my drink.
I don't think so. Unless Game Informer posts them on their site or 343 releases them.Hey are those Game Informer images legal to post yet since the magazine has been released?
I really wish there was a way to see what armor ability someone is using other than seeing the color of the plug on their back. Maybe make all the lights on their armor glow in different colors for different abilities?
I don't think so. Unless Game Informer posts them on their site or 343 releases them.
Makes sense.
The fighter games are a much larger gamble than a Halo game, so why wouldn't MLG pick them up and waste starcraft 2 advert time on them?
sarcasm
Holy shit. Sik sighting.
Where the hell have you been?
My twitter feed is gonna blow up when Halo is officially dropped. It's ok, competitive Halo will rise again.It's not that, just Halo been swept under the carpet completely at MLG now.
My twitter feed is gonna blow up when Halo is officially dropped. It's ok, competitive Halo will rise again.
It's bloom has expanded past the edges of the screen.Anyone else notice the DMR has no reticle?
Lol ya ok. There will be blood. Obviously some will be mature about it but I see a lot of hate going towards MLG.I just hope people don't make asses of themselves when they announce it and move on to other Halo areas (ie. here,thc,/r/halo etc) and support them.
Looking at the digital screens, I now see that Chief definitely has the Metroid Prime style HUD, which is fucking awesome.
It's bloom has expanded past the edges of the screen.
Lol ya ok. There will be blood. Obviously some will be mature about it but I see a lot of hate going towards MLG.
I just hope people don't make asses of themselves when they announce it and move on to other Halo areas (ie. here,thc,/r/halo etc) and support them.
Maybe they'll let the community decide the gametypes next time around instead of just having one guy set them up. How is a community supposed to feel connected when they don't get to work on and evolve the gametype and maps themselves?
Freddie seems like a jerk though.
lmao. But seriously, this may be a balance mechanic to make it only effective in mid-long range.It's bloom has expanded past the edges of the screen.
lmao. But seriously, this may be a balance mechanic to make it only effective in mid-long range.
Alternatively, Reticles as unlockables confirmed!
The community was onboard with many, if not all, of the changes.
They gave us exactly what we wanted.
Some of the stuff we ended up not really wanting though... [anniversary map(s)]
Someone tell the mods!
lmao. But seriously, this may be a balance mechanic to make it only effective in mid-long range.
Alternatively, Reticles as unlockables confirmed!
Did anyone realize that there is no reticule in the first person images of campaign gameplay?
I'm guessing that it was just disabled as to not clutter the beautiful scenery.
But it seems odd that they have the rest of the HUD up there..
Also the HUD is different between multiplayer and singleplayer.
Maybe dependent on the helmet? Or just one is an older revision.
EDIT: it is only slightly different, I'm assuming multiplayer one is an older iteration.
I assume the Campaign one is simply before any grenades have been picked up. Remember how Halo 3's HUD adapted as you found Plasma, Firebomb and Spike grenades?
Speaking of reticule, you guys remember this shot?
The hell is going on there?
Maybe they'll let the community decide the gametypes next time around instead of just having one guy set them up. How is a community supposed to feel connected when they don't get to work on and evolve the gametype and maps themselves?
lolmorelloSpeaking of reticule, you guys remember this shot?
The hell is going on there?
I believe that's why those GI shots don't have a reticule. Better to have nothing at the moment than this particular weirdness.Speaking of reticule, you guys remember this shot?
The hell is going on there?
Funny enough, that shot was in the Reach GI.I believe that's why those GI shots don't have a reticule. Better to have nothing at the moment than this particular weirdness.
If I had to guess the one reason that Halo and MLG are parting ways I would say "Reach". I don't think community input has all that much to do with it.
The game as it shipped did nothing to unify or excite the Halo community as a whole let alone the pro community. Due to the changes that MLG had to make to please pros spectators got a game that bore a decreasing resemblance to the game that the rest of the Halo world was playing (alterations to maps, player traits, loadouts, AAs, and eventually bloom). To make matters worse, the maps that shipped with the game were not competitive out of the box and most of them were totally useless for high-level play. That meant MLG had to round out their product with a bunch of visually boring Forge World maps.
Since day 1 MLG was fighting an uphill battle to make Reach a competitive game that rewarded the most skilled players while also offering an entertaining video experience to fans watching streams and/or replays. I'm surprised they fought that battle for as long as they did.
I like Reach more than most on this board, but it pales in comparison to Halo 3 as an MLG product. Maybe if Starcraft 2 featured a mechanic that caused your cursor to land in a random place if you clicked the mouse too fast Reach would've had a shot at staying on the circuit.
Funny enough, that shot was in the Reach GI.
Add another gaf member as a fan of simple non-detailed maps. I've felt that Halo:CE maps, while not very attractive by today's standards, played and still play phenomenally well. Outside of game physics and sandbox settings, my enjoyment of a map begins with the layout quality, which is the foundation for good flow/feel, and not the detail.It's crazy how much better Lockout looks compared to Blackout. No, it's not rose tinted glasses. The textures are low res and the map is a simple design but the colors are so nice. Blackout out on the other hand kind of looks nice but is also ugly. They need to move away from grey/metallic colors/rust. That should be a challenge 343 should take. Cut down on using metallic surfaces on the map. We've already seen one map that is just covered in it so they really should stop there. No one likes these abandoned factories/garbage dumps/oil refineries. Enough already.
People like to see the individual skill in competition and Reach really did away with a big part of that, outside of watching sniping highlights. Armor abilities watered down the importance of things like overshield and invis and the strategy involved in fighting over them. I'd argue that it just isn't fun to watch people trying to get 5 shot kills in a game with bloom, no bleed-through, and a smorgus board of AA's that only made it harder to get those kills. Those things slowed the game down way too much. Poor maps also played a part, but not as much I don't think.If I had to guess the one reason that Halo and MLG are parting ways I would say "Reach". I don't think community input has all that much to do with it.
The game as it shipped did nothing to unify or excite the Halo community as a whole let alone the pro community. Due to the changes that MLG had to make to please pros spectators got a game that bore a decreasing resemblance to the game that the rest of the Halo world was playing (alterations to maps, player traits, loadouts, AAs, and eventually bloom). To make matters worse, the maps that shipped with the game were not competitive out of the box and most of them were totally useless for high-level play. That meant MLG had to round out their product with a bunch of visually boring Forge World maps.
Since day 1 MLG was fighting an uphill battle to make Reach a competitive game that rewarded the most skilled players while also offering an entertaining video experience to fans watching streams and/or replays. I'm surprised they fought that battle for as long as they did.
I like Reach more than most on this board, but it pales in comparison to Halo 3 as an MLG product. Maybe if Starcraft 2 featured a mechanic that caused your cursor to land in a random place if you clicked the mouse too fast Reach would've had a shot at staying on the circuit.
Perhaps the image was rendered not in-game, but in engine on a machine that outputs at a higher resolution, and a bug in the reticle class didn't account for such a large resolution.I still don't understand the actual bug there. The closest guess I can come to is that the reticule code was intended to be drawn for 4:3 but wasn't moved over for 16:9 at the time. So the rest of the HUD moved over but the reticule was still over in it's general location for 4:3.
By the way, when was that composer reveal scheduled again?
It was already revealed to be Freddie.
So I was thinking about who was designing what in Halo 4. Did I get it all correct?
Lead Game Designer: Scott Warner
Lead Campaign Designer: Jesse Snyder
Lead Spartan Ops Designer: Chris Haluke
Lead Multiplayer Designer: Brad Welch
By the way, when was that composer reveal scheduled again?
Yep.
Already confirmed it is a heavily modified Reach engine. Every Halo game has utilized the engine of it's predecessor.
Question to Frank or David: The GI article mentions it's the Reach engine, but uptill then I thought it was new internal developed engine? So, what is it actually?
Question to Frank or David: The GI article mentions it's the Reach engine, but uptill then I thought it was new internal developed engine? So, what is it actually?
Could you give me the direct source?Already confirmed it is a heavily modified Reach engine. Every Halo game has utilized the engine of it's predecessor.
That's true tooI thought they got the Reach engine and massively reworked it, similar to what Bungie did with the Halo 3 engine and reworked it for Reach.
All halo engines start with the one before it... It's disingenuous to say something like that. I mean you could say Halo 4 is based off of the Halo 1 or 2 engine and still technically be accurate, I think.