any reason why it wont?A27_StarWolf said:I want this so bad, but it won't happen on an xbox 360.
any reason why it wont?A27_StarWolf said:I want this so bad, but it won't happen on an xbox 360.
A27 Tawpgun said:As far as forge goes, hell yes.
GhaleonEB said:Off the top of my head, the only lead roles that come to mind from Bungie veterans on Reach were Marcus and Marty, which help explain why the art and sound design were so outstanding in Reach. I'm sure there are others. (Was Chris Butcher on Reach?)
Jaime was sandbox lead for Halo 3. I won't presume anything, but I wonder what he thinks of the job Sage and company did. It's classy of him to stay quiet on the subject and I hope he continues to do so, but I can't help but wonder how happy he was with what was done to the Halo sandbox.
I remember hearing - I think it was a podcast - how Sage had really gone deep into the nuts and bolts of how vehicle handling and behavior worked in the series. I got the impression he'd done a tear down of it and been working on putting it all back together, something that was in process when the Beta was cut. But sort of like the watches and fishing reels my brother and I would disassemble and put back together as kids, they didn't quite work perfectly afterword. (My father was perpetually displeased with our tear down projects.) Reach's vehicles feel close to the rest of the series, but are off by just enough, in enough crucial ways, that I find the entire set very dissatisfying to use, and I avoid them whenever possible. Just as much as the infantry combat this is something I hope the guys at 343i are really zeroing in on.
That's just silly... halo 2 had the best lunges in the series.Kuroyume said:Hopefully understanding what makes Halo special doesn't mean an AR that has longer range than the pistol and DMR, or a melee lunge that sends a person flying into you from like 9 feet away. I wouldn't mind seeing a Halo game without melee.
(Was Chris Butcher on Reach?)
Tashi0106 said:Halo game without melee? You know what also sounds totally awesome? A Halo game without guns.
GhaleonEB said:Off the top of my head, the only lead roles that come to mind from Bungie veterans on Reach were Marcus and Marty, which help explain why the art and sound design were so outstanding in Reach. I'm sure there are others. (Was Chris Butcher on Reach?)
Tashi0106 said:Halo game without melee? You know what also sounds totally awesome? A Halo game without guns.
Louis Wu said:UI Art Lead was Dave Candland. Chris Carney was a Multiplayer Design Lead. Art Team Manager was Dave Dunn. Engineering Overhead (not sure if that's just advisory or a lead role) was Charlie Gough. Environmental Lighting Lead was Justin Hayward (who started as a Bungie Artist in the summer of 2001). Sandbox Engineering Lead was Eamon McKenzie (hired during the creation of Halo). Mat Noguchi was Infrastructure Engineer (again, might just be advisory, can't tell). Roger Wolfson was Online Engineering Lead. Michael Wu was Environment Team Lead.
These are just the leads that were around during Halo (I probably missed a couple). There were plenty of non-leads that worked on that game, and plenty of leads that started on Halo 2.
Butcher did not work on Reach.
We need a Halo without shields too.Tashi0106 said:Halo game without melee? You know what also sounds totally awesome? A Halo game without guns.
LOL indeed. sound familiar?Jironimo said:]"The first Halo game made primarily by people that didn't work on the first Halo game."
lol
I played Elite slayer this morning on it. No one used the focus rifles, because they suck. :/A27_StarWolf said:How do you guys think a highlands with the snipers replaced with focus rifles would play out?
RIP Beta Face Melterneoism said:I played Elite slayer this morning on it. No one used the focus rifles, because they suck. :/
Hey You said:Yep. People will be hating just as much on 343i's games as well.
Rinse and Repeat every post-launch.
Louis Wu said:UI Art Lead was Dave Candland. Chris Carney was a Multiplayer Design Lead. Art Team Manager was Dave Dunn. Engineering Overhead (not sure if that's just advisory or a lead role) was Charlie Gough. Environmental Lighting Lead was Justin Hayward (who started as a Bungie Artist in the summer of 2001). Sandbox Engineering Lead was Eamon McKenzie (hired during the creation of Halo). Mat Noguchi was Infrastructure Engineer (again, might just be advisory, can't tell). Roger Wolfson was Online Engineering Lead. Michael Wu was Environment Team Lead.
These are just the leads that were around during Halo (I probably missed a couple). There were plenty of non-leads that worked on that game, and plenty of leads that started on Halo 2.
Butcher did not work on Reach.
EDIT: Butcher did work on Reach, just didn't make it into the credits.
Was thinking this.Hydranockz said:LOL indeed. sound familiar?
"This is the definitive Halo made by the people who created Halo"
NO I feel the same way. It seems like most people think the "core" game-play of a halo game was of H2/3. Just like I said a few days ago. There not going to make H4 like the other games. At best, we'll get the best things that worked for each game, and of course new things that 343 will put in to make it "their" game. I really hope I like classic come the 29 in MM. But every time I play it it just feels like... been there, done that. I don't get the with REACH.Tashi0106 said:I'm sorry, it's just that it looked like you listed the "core gameplay mechanics" of Halo 3.
You really want Dual Wielding back? That's the first I've heard of someone missing it. I'm so relieved that it's not in Reach, it was a mess in Halo 2 and 3. And equipment really? Damn, I must be really out of touch with the average Halo gamer.
neoism said:I played Elite slayer this morning on it. No one used the focus rifles, because they suck. :/
Tashi0106 said:Halo game without melee? You know what also sounds totally awesome? A Halo game without guns.
Half the time the hit missed though lolneoism said:That's just silly... halo 2 had the best lunges in the series.
Difference doesn't always mean good.neoism said:NO I feel the same way. It seems like most people think the "core" game-play of a halo game was of H2/3. Just like I said a few days ago. There not going to make H4 like the other games. At best, we'll get the best things that worked for each game, and of course new things that 343 will put in to make it "their" game. I really hope I like classic come the 29 in MM. But every time I play it it just feels like... been there, done that. I don't get the with REACH.
SO thanks bungle for making a game that feels a little different this time.. <3 <3 <3
Fixedwwm0nkey said:75% of the time the hit missed though lol
fair enough :lolTashi0106 said:Fixed
That might be, but if there's anything from the Halo 2 melee system they should bring back its the crouch melee. The melee should be accurate, and only count if your facing the player and the reticle is red.Tashi0106 said:Fixed
bobs99 ... said:Of course there will be a selection of people who hate everything, but with Reach they really did change the game from a fundamental level, how much Reach has polarised opinions in my opinion proves that its more than just a group of die hard fans hating on the 'new thing'.
Most definitely, for me it did the trick. I hope H4 is more to everyone's liking. I just hope they don't abandon everything from REACH. :/ No Bloom that's fine, it doesn't bother me like others, but I wouldn't mine it gone.A27 Tawpgun said:Difference doesn't always mean good.
Release your next game on PC and include dev tools and you'll be completely free from all of that rage! (aside from console-only kiddies)urk said:Every sequel has been met with polarized opinions. It's easy to forget the wash left by SMG starts, dual wielding, or the Battle Rifle's bullet spread (or Sword lunging, or melee changes, or vehicle damage models, or newly introduced weapons and equipment, or even the various changes to just a single weapon - hello, magnum), but they're there and plenty of people were, and still are, really, really mad (SO MAD!) about each and every incremental alteration. Some of them even stormed off and started up websites devoted to slamming the sandbox changes from one title to the next until they ran out of steam and megabytes. Nature of the beast.
(Oh, and by my quick and dirty count, 28 of the names on the Halo: CE credits list are still present and accounted for, 44 from Halo 2, and about 80 from Halo 3. For Halo: Reach, I'd be better off counting who's left since I'd be counting single digits.)
So all the people Bungie hired for REACH quit to go to 343 righturk said:Every sequel has been met with polarized opinions. It's easy to forget the wash left by SMG starts, dual wielding, or the Battle Rifle's bullet spread (or Sword lunging, or melee changes, or vehicle damage models, or newly introduced weapons and equipment, or even the various changes to just a single weapon - hello, magnum), but they're there and plenty of people were, and still are, really, really mad (SO MAD!) about each and every incremental alteration. Some of them even stormed off and started up websites devoted to slamming the sandbox changes from one title to the next until they ran out of steam and megabytes. Nature of the beast.
(Oh, and by my quick and dirty count, 28 of the names on the Halo: CE credits list are still present and accounted for, 44 from Halo 2, and about 80 from Halo 3. For Halo: Reach, I'd be better off counting who's left since I'd be counting single digits.)
Yup, I forgot a bunch. Some of those I knew, some I didn't. Sorry, Lars! I was multitasking!Louis Wu said:UI Art Lead was Dave Candland. Chris Carney was a Multiplayer Design Lead. Art Team Manager was Dave Dunn. Engineering Overhead (not sure if that's just advisory or a lead role) was Charlie Gough. Environmental Lighting Lead was Justin Hayward (who started as a Bungie Artist in the summer of 2001). Sandbox Engineering Lead was Eamon McKenzie (hired during the creation of Halo). Mat Noguchi was Infrastructure Engineer (again, might just be advisory, can't tell). Roger Wolfson was Online Engineering Lead. Michael Wu was Environment Team Lead.
These are just the leads that were around during Halo (I probably missed a couple). There were plenty of non-leads that worked on that game, and plenty of leads that started on Halo 2.
Butcher did not work on Reach.
EDIT: Butcher did work on Reach, just didn't make it into the credits.
Registering Halo4sucks.comurk said:Every sequel has been met with polarized opinions. It's easy to forget the wash left by SMG starts, dual wielding, or the Battle Rifle's bullet spread (or Sword lunging, or melee changes, or vehicle damage models, or newly introduced weapons and equipment, or even the various changes to just a single weapon - hello, magnum), but they're there and plenty of people were, and still are, really, really mad (SO MAD!) about each and every incremental alteration. Some of them even stormed off and started up websites devoted to slamming the sandbox changes from one title to the next until they ran out of steam and megabytes. Nature of the beast.
(Oh, and by my quick and dirty count, 28 of the names on the Halo: CE credits list are still present and accounted for, 44 from Halo 2, and about 80 from Halo 3. For Halo: Reach, I'd be better off counting who's left since I'd be counting single digits.)
I would have rendered. But not anymore because I think your argument is dumb. Multiplayer is by FAR the most popular mode in Reach. People might buy Halo games really interested in campaign, but they stay for for the multiplayer. If there's any important mode to focus on sandbox and balancing, if there's any mode thats the most fragile, its multiplayer.Lake Minnetonka said:I think a lot of the people who keep on whining about reach are narrowminded. They yap and yap about how the bloom or melee makes them die and vehicles blow up or something but they only do the multiplayer they need to try firefight and play the campain with friends because there only playing a third of the game when firefight and campain make up the majority of the game.
Of course bungie knows what there doing when they make games and halo reach is such a big game that its impossible to make every bit of it perfect but they made the game and made firefight and campain gameplay so perfect that mayble the last third couldnt be perfect at the same time.
So my suggestion for the people getting mad at halo is that they try firefight because the game plays like perfect there and not frustrating at all. it can be very rewarding if you give it a chance and not just be narrowminded and only do multiplayer because bungie didn't have time to make that good at the same time.
can someone render this video for me, thanks guys
http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=11751112&player=lakeminatonka
...No it does not. More often than not firefight is just a laggy mess.Lake Minnetonka said:So my suggestion for the people getting mad at halo is that they try firefight because the game plays like perfect there and not frustrating at all. it can be very rewarding if you give it a chance and not just be narrowminded and only do multiplayer because bungie didn't have time to make that good at the same time.
Its an impressive read. Dam good story telling, I really enjoyed the story of Harvest.KevinRo said:Finished Harvest after starting yesterday. The ending between Mack and sif made me bawwww :'((
Lake Minnetonka said:So my suggestion for the people getting mad at halo is that they try firefight because the game plays like perfect there and not frustrating at all. it can be very rewarding if you give it a chance and not just be narrowminded and only do multiplayer because bungie didn't have time to make that good at the same time.
Lake Minnetonka said:I think a lot of the people who keep on whining about reach are narrowminded. They yap and yap about how the bloom or melee makes them die and vehicles blow up or something but they only do the multiplayer they need to try firefight and play the campain with friends because there only playing a third of the game when firefight and campain make up the majority of the game.
Of course bungie knows what there doing when they make games and halo reach is such a big game that its impossible to make every bit of it perfect but they made the game and made firefight and campain gameplay so perfect that mayble the last third couldnt be perfect at the same time.
So my suggestion for the people getting mad at halo is that they try firefight because the game plays like perfect there and not frustrating at all. it can be very rewarding if you give it a chance and not just be narrowminded and only do multiplayer because bungie didn't have time to make that good at the same time.
can someone render this video for me, thanks guys
http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=11751112&player=lakeminatonka
A27 Tawpgun said:I would have rendered. But not anymore because I think your argument is dumb. Multiplayer is by FAR the most popular mode in Reach. People might buy Halo games really interested in campaign, but they stay for for the multiplayer. If there's any important mode to focus on sandbox and balancing, if there's any mode thats the most fragile, its multiplayer.
Some people don't want to keep playing Campaign and Firefight due to lag, or boredom.
Lake Minnetonka said:I think a lot of the people who keep on whining about reach are narrowminded. They yap and yap about how the bloom or melee makes them die and vehicles blow up or something but they only do the multiplayer they need to try firefight and play the campain with friends because there only playing a third of the game when firefight and campain make up the majority of the game.
Of course bungie knows what there doing when they make games and halo reach is such a big game that its impossible to make every bit of it perfect but they made the game and made firefight and campain gameplay so perfect that mayble the last third couldnt be perfect at the same time.
So my suggestion for the people getting mad at halo is that they try firefight because the game plays like perfect there and not frustrating at all. it can be very rewarding if you give it a chance and not just be narrowminded and only do multiplayer because bungie didn't have time to make that good at the same time.
Matchmaking already uses the presence of DLC as a major factor in matching, but it doesn't necessarily completely override other factors such as skill or latency.
They were on the home stretch to freedom.bobs99 ... said:. It honestly feels like they themselves had no care about keeping the brand feel.It kinda feels like they lost interest and just did Reach cos they had to.
Lake Minnetonka said:I think a lot of the people who keep on whining about reach are narrowminded. They yap and yap about how the bloom or melee makes them die and vehicles blow up or something but they only do the multiplayer they need to try firefight and play the campain with friends because there only playing a third of the game when firefight and campain make up the majority of the game.
Of course bungie knows what there doing when they make games and halo reach is such a big game that its impossible to make every bit of it perfect but they made the game and made firefight and campain gameplay so perfect that mayble the last third couldnt be perfect at the same time.
So my suggestion for the people getting mad at halo is that they try firefight because the game plays like perfect there and not frustrating at all. it can be very rewarding if you give it a chance and not just be narrowminded and only do multiplayer because bungie didn't have time to make that good at the same time.
urk said:(Oh, and by my quick and dirty count, 28 of the names on the Halo: CE credits list are still present and accounted for, 44 from Halo 2, and about 80 from Halo 3. For Halo: Reach, I'd be better off counting who's left since I'd be counting single digits.)
That sounds good.Hitmonchan107 said:That's a very wide blanket you're throwing over all of us.
I love Firefight. I really love campaign.
Saying that we should avoid an area of the game and enjoy the other parts of it won't solve anything.
The best solution is to adapt the ideology of the marketplace of ideas. Speaking up is the most effective way of combating undesirable elements. Remaining silent is not. The best ideas of a free and open public discussion will rise to the top.
We might moan about the mechanics of the game, but I think as a whole we seek ways to improve them.
You've got that backwards.A27 Tawpgun said:All of Halo 2> Halo 3/Reach
:lol because it doesn't have an AR? Or did you not have live then?Dax01 said:You've got that backwards.
A27 Tawpgun said:That sounds good.
Here's the thing, we all might bitch about how Halo 3 was so much better, but the reason we don't play it (my reason too) is because it got old after 3 years. I too felt they needed to change up the formulas, and I thought AA's were a decent idea on paper but I really don't like the way they were implemented.
That being said,
All of Halo 2> Halo 3/Reach
First Year or Two of Halo 3 > Reach
Reach > Halo 3 right now.
If that makes sense. Honestly, I never realized how bad the BR spread was until I played Halo 3 again.
Yeah, I think Halo 2 was worse than Halo 3 because it didn't have the AR. No. It had nothing to do with the grossly unbalanced sandbox, the button glitches, or the superjumping.MrBig said::lol because it doesn't have an AR? Or did you not have live then?