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Halo |OT2| Hyper-Athletic Speed And Mass And Weight and Power

blamite

Member
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 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?

Or maybe when you aim at someone the nanobots that are in charge of displaying their name on your HUD could also tell you what AA they have equipped.
 
I don't think so. Unless Game Informer posts them on their site or 343 releases them.

So unfortunate that the beauty must remain hidden from the world for any longer.

But if you do have them, I spy a red guy using the magnum in the background of one of the multiplayer screenshots!
It's profile looks a lot like the Halo Reach pistol.
 

CyReN

Member
15r3I.jpg
 

CyReN

Member
My twitter feed is gonna blow up when Halo is officially dropped. It's ok, competitive Halo will rise again.

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.
 

Tashi

343i Lead Esports Producer
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.
Lol ya ok. There will be blood. Obviously some will be mature about it but I see a lot of hate going towards MLG.
 
Lol ya ok. There will be blood. Obviously some will be mature about it but I see a lot of hate going towards MLG.

And that is probably a big reason why MLG is not going to make any more financial risks on Halo in the first place.
MLG has been nothing but kind to Halo, especially with Columbus.
And even still, if they took off Halo from the circuit, they would be disrespected by a large portion of the community.



And in a galaxy waypoint far, far away..
ErXuE.png


OSPYO.jpg
 

FyreWulff

Member
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?
 
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?

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)]

And that itself is also a reason I think..
So far for Halo, MLG has pretty much designed the game for us.
They told us what is competitive, and over time we have learned.
But I think now, they don't want to be designers, afterall they are not designers. The development studios are.
They want to setup and broadcast tournaments, and rightfully so, that is what they know how to do.
Now games are being designed for competitive gaming (starcraft, gears of war 3, black ops), and they should just stick with those types of partners.
They don't need to craft a game anymore, the game makers come to them. It is smart business.

Freddie seems like a jerk though.

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..
EDIT: actually it is gone in the multiplayer screens as well.. definitely just disabled for beauty.

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.
 

FyreWulff

Member
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!

There's a difference between a community evolving a gametype and a community being given the ability to yes/no vote on decisions made by one person after the fact. Going from playing MLG LANs for Halo 1 to gametypes that resemble the original game less and less because the guy in charge doesn't even seem to want to try building off from the base game, instead seeming to prefer to try and make each Halo play like a previous Halo from the get go. I get the feeling that it wouldn't matter if Halo 4 defaulted to Halo 2 walking speed or 3/Reach 110% speed, you'd still see the guy in charge of the gametype set it to 110% right off the bat because that's "competitive", without really having a why.

Just an observation I have, from my previous experience and participation in the MLG community.


lmao. But seriously, this may be a balance mechanic to make it only effective in mid-long range.

Alternatively, Reticles as unlockables confirmed!

Unlockable Hearticles
 
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?
 
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?

Very true, good point.



Hmm it bothers me how in many of the multiplayer screens, the spartans body is actually merged into the armor during animations.
Hopefully that is a bug, and not something they are doing to improve processing efficiency!

Speaking of reticule, you guys remember this shot?

ReachCampaign_m10_firstperson.jpg


The hell is going on there?

Holy shit that makes me claustrophobic!
Apparently you used to be able to curve your bullets!
They must have simply replaced that with random directions for your bullets.
 
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?

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.
 

FyreWulff

Member
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.

The divergence of MLG Halo from mainstream Halo started with 3, when they changed up all the player traits back in that game.

I'll wait and see if they actually back Halo 4 or if they'll just keep pushing Starcraft as their main event game. They want to chase after the SC pro gaming scene, let 'em. Just leaving a spot for a competitor to make their name in.

Funny enough, that shot was in the Reach GI.

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.
 
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. :p
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 really is crazy how much better Lockout looks compared to Blackout, for all of the detail they added. The atmosphere/tone is so much better. And I agree that the warehouse/factory locale for maps is like a spat of mud on a brand new white shirt. It's way too hard to get right; usually doesn't have much aesthetic appeal; and much harder to polish without a bunch of extra/useless detail.
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.
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.
 
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.
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.
Anything is possible.
 

TheOddOne

Member
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
 

zap

Member
:)

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?

I 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.
 

TheOddOne

Member
Already confirmed it is a heavily modified Reach engine. Every Halo game has utilized the engine of it's predecessor.
Could you give me the direct source?

I 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.
That's true too :p
 
That scope hurts to look at... Not to mention it takes up a significant portion of the screen, or at least enough to be somewhat annoying while playing.
 
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