kylej said:
Yeah but Halo always has really linear and short campaigns. Why should Assassin's Creed 2 have an enormous environment that looks substantially better than anything out of Halo 3 or Reach? Bungie has Microsoft paying the bills and a studio so large that they had to buy an abandoned movie theater complex to hold all their employees. Why are their games so behind the curve? Why do people not expect the latest and greatest from Reach? If Reach is yet another 5 hour long campaign that funnels you down hallways and tight outdoor environments from beginning to end then it should not have plastic tires on vehicles and static structures. Excusing ugliness by claiming it's a design philosophy makes no sense.
I never thought any of the environments in Halo 3 looked poor as a result of the engine. Most of the bad looking stuff was just shitty art direction (pretty sure the same guy who came up with rusty human environment designed the skirmishers). Now maybe I'm just looking at this the wrong way, as I was rarely ever impressed with Assassin's Creed 2's graphics (and almost everything else about the game), but Halo 3 pushed incredibly huge encounters that I have seen in any other console game. I'm thinking of levels like The Covenant where there are tons of AI, vehicles, and structures. The things that cheapened those moments where poor AA and the game's LOD system. But IQ and the new "imposter" LOD system are targeting exactly those issues. Not only will these things be cleaned up but there's doubling the amount of AI and vehicles on screen at once, battles which are bigger than any other game I've played will be made twice as large.
The GI article also mentioned that Bungie was focused on large natural environments so the amount of "narrow corridors" you mentioned could be much less of a focus. I personally love Halo's on-foot corridor shooting so either way it's cool with me. I'm sure the engine can still throw in extra light sources and such in the small corridors but it can't be optimized to render small enclosures with incredible detail when it has to scale up to bigger environments.
One thing I've always appreciated about Halo's art (or possibly gameplay design) direction is the "sterile" nature of it. Much like quality competitive shooters of the past, they've always had simple, very deliberate designs. The geometry was always smooth (lol flat) and clean, shit's not just thrown in to make the level look fuller. Maybe Bungie has just thought of it as a concession easily made to make the engine run better, and that given the processing power they'd fill up every inch of the environment with shit to make it look better. In Halo 3 there are obviously instances where they've thrown some shit around and pasted crap on the wall to make it look pretty (blackout and ghost town) but even then the geometry feels more deliberate than most modern shooters. When someone says sterile environments I think UT99, Halo CE/2, Quake 3, TF2, and many other awesome games.
And since no one will have read this far, I'mma just keep going off about the Halo engine. Far Cry 2 looks incredible not because of the textures (they look pretty muddy and get even muddier at a distance) but because of the real-time lighting and the fact that the heavy vegetation that hides the AF and LOD. If there's anything I want done graphically in Reach beyond better IQ is a realtime lighting. I could care less how extravagant their HDR is, or how many light sources a plasma shot produces, I just want realtime. I want to build a wall in forge and have it cast a shadow on the crate I've set beside it. I want to light a darkened room by putting lights along its ceiling. I don't need a million people on screen at once, or games with 20 vehicles rolling around; just lights and shadows. I'm willing to give up 4-player splitscreen (2 player max) if it allows the engine to render it.