Hydranockz
Member
Has backpedalling always been slower than moving forward?
Oh, you mean the guys who made the much loved and successful Timesplitters FPS franchise?Yeah if they picked someone who had actually created a successful shooter I might listen to their opinions more.
HD helps you see distant objects.Not when I've got enough problems seeing distance objects.
Oh, you mean the guys who made the much loved and successful Timesplitters FPS franchise?
Yeah.
Oh brilliant franschise, why won't you return?
Also, to those who played Timeplitters, who was your go to character for multiplayer?
Mine was robofish.
Robofish was the Oddjob of Timesplitters.
They need to give dat shit the HD treatment and port it to XBLA.
Free Radical still trying to bash Halo after all these years? These are the guys that said "Halo is for babies" and then created the avant-garde mature shooter Haze?
Look at this shit.
Cool article at EDGE about Halo: CE, where they talk to another developer about what they didn't like about the game. I agree with some of the complaints, like how repetitive some of the campaign levels were, but this one about the multiplayer really made me scratch my head:
There's just so many design decisions in Reach I will never understand and lack of bleedthroughs is near the top of the list in terms of shit that makes no fucking sense. You shoot the shit out of someone and melee only pops their shields? Meanwhile they can just melee you then melee you again or pop you in the dome? Really? Who the bloody fuck thought that was fair?
Well fortunately we got the guy who made SOCOM games on PSP holding the reigns so I anticipate flawless design decisions in H4.
I thought Doak's criticism was pretty good.
Monitor response time and input lag are not the same thing. A common misconception.
http://www.tweakguides.com/Graphics_8.html
It also has a DVI input.
If it makes you feel any better that game was pretty fun.Well fortunately we got the guy who made SOCOM games on PSP holding the reigns so I anticipate flawless design decisions in H4.
Makes perfect sense to put him to work on a halo game on the 360.
Passive aggressive kylej is "best" kylej? Ah, that's not even passive really.The only thing crazier than that would be to hire a guy who worked on such a catastrophic bomb that it bankrupted its studio and let him make the gameplay decisions.
Wait
Passive aggressive kylej is "best" kylej? Ah, that's not even passive really.
I don't really want to fight about it but :
If 'we' just hired people who worked on successful projects, most of this industry (and probably a good few others) would be out of work over night.
Just finished reading the article. I kept thinking that David Doak had to be joking, but I guess he was serious. I loved the waves of enemies throughout Halo:CE. The AI made for a lot of fun encounters with a little variety for replay value. The floaty vehicles made for fun jumps and suicidal cliff drops. And grunts have mad popularity. Kind of sad that he doesn't have a sense of humor. I wonder what he'd say about Yoda and R2D2 from Star Wars?Cool article at EDGE about Halo: CE, where they talk to another developer about what they didn't like about the game. I agree with some of the complaints, like how repetitive some of the campaign levels were, but this one about the multiplayer really made me scratch my head:
uh, what? I'm hardly a professional-level player by any stretch of the imagination, but I don't recall one instance where I had trouble with managing my relatively simple weapon cache. It's one of the things I loved about Halo that set it apart from the other magic-backpack-of-weapons shooters. I'm actually spoiled by it now and find other shooters and their weapon wheels to be cumbersome and awkward.
For me the question mark isnt over project success but thought process, Socom is a pretty different game to Halo. Will he overcome that mindset to make a good Halo game. Rather than simply a good game.
Your right though, there's not many people in the pool to choose from. With Bungie I will forever question how Sage ended up in such a high position when the Halo veterans were around, with Halo 4 though I guess 343 dont have much choice. Thats still not a comforting thought.
If 'we' just hired people who worked on successful projects, most of this industry (and probably a good few others) would be out of work over night.
Implementing anything poorly is a bad move.Hiring a designer from Shadowrun and then implementing features from Shadowrun into a Halo game (poorly) was a bad move.
Who were the leads on Halo 2? Those people should have worked on Reach instead of who did.
Implementing anything poorly is a bad move.
Hey, I don't like Reach either.
To me it has always been more a management/early production issue.This is what drives me crazy about the decision making process in Reach. Lots of ideas that were questionable to begin with that were almost always implemented poorly.
To me it has always been more a management/early production issue.
Simple but fundamental decisions like the 3x Zoom on the DMR baffle me.
But calling Halo a game for babies? Come on.
Ehm? Time Splitters? Never heard it?Yeah if they picked someone who had actually created a successful shooter I might listen to their opinions more.
Yeah. I don't get it. These guys were well known that they bashed Halo. But calling Halo a game for babies? Come on.Free Radical still trying to bash Halo after all these years? These are the guys that said "Halo is for babies" and then created the avant-garde mature shooter Haze?
Look at this shit.
I would guess that it was because Bungie wanted to bring big changes to the Halo sandbox and they liked what Sage brought to the table. I know you and many others lament this decision pretty thoroughly (I go back and forth between dislike and utter hatred), but at the very least we got the Grenade Launcher out of him. ;-)For me the question mark isnt over project success but thought process, Socom is a pretty different game to Halo. Will he overcome that mindset to make a good Halo game. Rather than simply a good game.
Your right though, there's not many people in the pool to choose from. With Bungie I will forever question how Sage ended up in such a high position when the Halo veterans were around, with Halo 4 though I guess 343 dont have much choice. Thats still just a practicality rather than a comforting thought though.
Constant replays of the first game, along with the additions made to subsequent Halos really make CE difficult for me to enjoy all the way through to the end now. I'd probably match most of his criticisms for the campaign, especially with the cutesy comedy of the Grunts. Facing something as sobering as humanity's extinction at the hands of an alien conglomerate doesn't have quite the impact when you hear Grunts yelling about food nipples and performing mild acts of slapstick. I loved having The Covenant speak their native tongues in Reach; it really added to the menace that I always thought they lacked in previous Halos. I really, really hope that's repeated with H4's campaign, with an option to turn on a skull to hear the funny stuff if you want.Just finished reading the article. I kept thinking that David Doak had to be joking, but I guess he was serious. I loved the waves of enemies throughout Halo:CE. The AI made for a lot of fun encounters with a little variety for replay value. The floaty vehicles made for fun jumps and suicidal cliff drops. And grunts have mad popularity. Kind of sad that he doesn't have a sense of humor. I wonder what he'd say about Yoda and R2D2 from Star Wars?
I get that impression too. I remember one video where they introduced Sage and he talked about the project not progression enough, so he was brought in. The guy next to him made a snarky remark claiming Sage was taking credit for stuff, it was really weird and felt there was some tension there. Reach must have been a rocky project, with tons of stuff getting cut early and no clear focus.To me it has always been more a management/early production issue.
Touché Mr. Roche. Touché.Well, based on this thread...
...we do cry a lot.
Map problems have been an issue for longer than Reach's tenure.
Halo 3 had some bad maps for sure(Epitaph, Isolation, Orbital, and Foundry) but the maps overall are still way better than Reach.
I get that impression too. I remember one video where they introduced Sage and he talked about the project not progression enough, so he was brought in. The guy next to him made a snarky remark claiming Sage was taking credit for stuff, it was really weird and felt there was some tension there. Reach must have been a rocky project, with tons of stuff getting cut early and no clear focus.
Map problems have been an issue for longer than Reach's tenure.
I don't remember seeing any such implied tension, are you sure you're not projecting expectations? You're making a few bold claims there.I get that impression too. I remember one video where they introduced Sage and he talked about the project not progression enough, so he was brought in. The guy next to him made a snarky remark claiming Sage was taking credit for stuff, it was really weird and felt there was some tension there. Reach must have been a rocky project, with tons of stuff getting cut early and no clear focus.
I would say there's more bad than good, and lot of mediocrity in between. Very, very few stand out.Halo 3 had some bad maps for sure(Epitaph, Isolation, Orbital, and Foundry) but the maps overall are still way better than Reach.
I never got that sense of tension. Which vidoc was it, it would be interesting to check out. I was surprised by how many of the people in the vidoc seemed to love the changes Reach brought about. There was a sense that he went too far in terms of nerfing stuff, but from the vidocs I would never have imagined just how different Reach would be. I remember personally questioning Sage's high position but didnt pick up on too much tension within Bungie. Looking back that could make sense, but to be honest with you thats looking back with a skewed opinion.
I guess it's me thenI don't remember seeing any such implied tension, are you sure you're not projecting expectations? You're making a few bold claims there.
I would say there's more bad than good, and lot of mediocrity in between. Very, very few stand out.
I would say there's more bad than good, and lot of mediocrity in between. Very, very few stand out.
Except Nuketown was stupid and Nuketown 24/7 showed how much stupidity BLOPs players can take.Just to pitch in about the maps.....In Cod BlackOps they quickly realised they only had one great map, Nuketown. So occasionally they did a playlist called Nuketown 24/7. Same map and a few different variants. It'd be cool if something like this was done in a Halo game.
Just to pitch in about the maps.....In Cod BlackOps they quickly realised they only had one great map, Nuketown. So occasionally they did a playlist called Nuketown 24/7. Same map and a few different variants. It'd be cool if something like this was done in a Halo game.
It was right before my post, friend. An indirect response, I suppose.Personally I think Reach's maps are the worst that have ever come with a Halo game, I disagree that Halo 3's maps are as bad, but for the sake of discussion, even if they are, does that somehow redeem Reach? Either way I would hope Halo 4 improves a lot in that department.
Half those maps are awful.Valhalla, Avalanche, Guardian, The Pit, Heretic, Citadel, Last Resort, Blackout, High Ground, Narrows, and Standoff are all good maps.
Nuketown is such a bad map, it is just as bad as Rust.Just to pitch in about the maps.....In Cod BlackOps they quickly realised they only had one great map, Nuketown. So occasionally they did a playlist called Nuketown 24/7. Same map and a few different variants. It'd be cool if something like this was done in a Halo game.
Rust.de_dust?
Also, dat BR.