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Halo Reach Reveal Thread - Matchmaking/Multiplayer Details Revealed

dilatedmuscle said:
I see what you mean.

I feel like Halo 2 was a terrible turn yet a necessary turn in the franchise. The amazing graphics limited the gameplay and it almost became a corridor shooter... almost.

Halo CE was really open and fresh. Halo 2 was very narrow and stiff compared to CE. Halo 3 was a polished Halo 2.

This is why im excited for Reach, its really going back to the CE formula as opposed to the formula that Halo 2 began. After 10 years we finally regain that CE feel.

Although i dont like the turn of the franchise with Halo 2. If it stayed the same then it wouldve a standard for Halo and the scale of reach wouldnt be so impressive as it wouldve been done over and over again.

Here's the thing that I find fascinating, Halo:CE isn't really that non linear. There are only 2 levels that contain any real non linearity, "Halo" and "Silent Cartographer. It's no coincidence they are fan favorites though ;). But the rest of the game follows the "Fat pipe, Thin Pipe" design of H3.

What's really cool, is how they make it feel less linear. In "T+R" a marine tells you that you can either go in full force or sneak around the side. In "AoTCR" you cross the canyons you later fight in. In "the flood" you have a wide open area,but little direction. Even though it's linear, being on the edge of being lost makes it less so.

Crows nest in H3 tried similar tricks, but in that level they came off as more backtracking.

what I'd love for Reach to do, is to embrace more non linearity akin to "Halo" and "Cartographer" and rely less on tricks like CE did.
 
Sabotage said:
http://i62.photobucket.com/albums/h82/mgmanm1/GameGifs/GameGifs4/hrar.gif[/IMG
[IMG]http://i62.photobucket.com/albums/h82/mgmanm1/GameGifs/GameGifs4/halocgi1.gif[/IMG[/QUOTE]
Bungie Halo > Anime Halo.

Edit - The more I rewatch the vidoc and look at the changes Bungie has made to the weapons, the more I like it.
 
VaLiancY said:
No dual wielding?!

Best news I've heard so far and I'm dead ass. :D
Wow... With the rush of new Reach info I missed this little tid bit.

That is awesome... Duel Wielding is something I am quit happy to see gone.

I really hope they change the Plasma Rifle back to what it was in Halo CE...
 

Gui_PT

Member
Devin Olsen said:
Wow... With the rush of new Reach info I missed this little tid bit.

That is awesome... Duel Wielding is something I am quit happy to see gone.

I really hope they change the Plasma Rifle back to what it was in Halo CE...

No! I hated that weapon when playing on LANs. Everyone just used that because when you're being hit by the PR you almost can't move. Awful!
 
Ok, can anyone tell me if this game is multiplayer-only or a single player with multiplayer components or just a single player or what?

I have absolutely no-clue.
 

Gui_PT

Member
SketchTheArtist said:
Ok, can anyone tell me if this game is multiplayer-only or a single player with multiplayer components or just a single player or what?

I have absolutely no-clue.


MP and Campaign
 

Stinkles

Clothed, sober, cooperative
Dax01 said:
Bungie Halo > Anime Halo.

Edit - The more I rewatch the vidoc and look at the changes Bungie has made to the weapons, the more I like it.


But anime Halo AR takes down Brutes with two headshots!
 

Gui_PT

Member
SketchTheArtist said:
Ok, and based on that ViDoc video, it's more of an open-world like Halo 1 rather than a corridor shooter?

Correct dear sir. It's gonna be all sandboxxy

OuterWorldVoice said:
But anime Halo AR takes down Brutes with two headshots!

MLG Pros could totally do that too if they wanted
 

pmj

Member
No dual wielding is fantastic news. It really bummed me out in Halo 2 how to balance you having twice the firepower, the damage of weapons you could dual wield was seemingly cut in half. You were back at square one, only you had to manage two weapons and lost the ability to throw grenades. There were a lot of other things wrong with Halo 2, but that, for me, was the biggest thing.

That new video really impressed me, but I thought Bungie ditching dual wielding would be too much to hope for. I'll definitely check out Reach now that it's gone.
 

Chinner

Banned
OuterWorldVoice said:
But anime Halo AR takes down Brutes with two headshots!
I prefer Anime Frankie to Bungie Frankie; Anime Frankie has a huge beard and fights crime with his incredibly muscular cat he owns.
 
Chinner said:
i agree with dax for once; spartan laser sucked. i prefer the homing rockets of H2 way more.
Agreed. Missile pod is weaksause and spartan laser is like Zeus' thunderbolt. H2's homing rocket was a nice median and a skilled user could arc the shots in a way that bettered his chances of a kill.

Speaking of Halo 2, probably going to redownload all the maps tonight. Anyone up for H2 customs tonight? I need to buy the H2 map disk before the prices skyrocket.


I like the new donger mechanic. But it will only work if all the guns recieve a similar "nerf." If the DMR takes patience and timing at long range, then all the guns need a similar mechanic to balance it out. Should make a very new and interesting way to fight. The farther away the target, the more time between shots you have to take. In short range you can just pump em offf real fast (hopefully).
 

Toddler

Member
Anybody mind re-capping a few things for me?

1. We see the addition of a few new weapons (hello Grenade Launcher) in the vid-doc, but are there any weapons that we know of that isn't going to make it into Reach? I watched the use of the DMR and started wondering how relevant the BR is going to be with that beast around.

2. Has there been any chatter about a Firefight mode for Reach yet? As of right now, I think if I saw two or three friends on my list playing Firefight, and two or three play Multi-player, I'd want to join the group playing Firefight.

Also, no duel wielding sounds just fine to me. It would seem like I'm missing out on something, but every time I go back and play CE, I don't miss it at all.

Finally, assassination animation > tea bagging.
 

Phatcorns

Member
Random note, anyone remember in the Halo 3 beta that you could headshot with the AR? I still don't understand why they took that out. I would just pop shot people as soon as I broke their shields.
 
electricpirate said:
Here's the thing that I find fascinating, Halo:CE isn't really that non linear. There are only 2 levels that contain any real non linearity, "Halo" and "Silent Cartographer. It's no coincidence they are fan favorites though ;). But the rest of the game follows the "Fat pipe, Thin Pipe" design of H3.

What's really cool, is how they make it feel less linear. In "T+R" a marine tells you that you can either go in full force or sneak around the side. In "AoTCR" you cross the canyons you later fight in. In "the flood" you have a wide open area,but little direction. Even though it's linear, being on the edge of being lost makes it less so.

Crows nest in H3 tried similar tricks, but in that level they came off as more backtracking.

what I'd love for Reach to do, is to embrace more non linearity akin to "Halo" and "Cartographer" and rely less on tricks like CE did.
I agree with you that Halo:CE really isn't non-linear, and on enjoying the openess in those 2 levels, but at the same time the cartographer and Halo were still linear in the end, too.

The level "Halo" gave you 3 linear objectives that needed to be accomplished, but let you decide which one to tackle first and it let you decide where you wanted to begin each objective. All games are linear. They have to be. You have a starting point, and ending point. No way to get around that, unless you are doing some weird open-ended game that would require too many resources and end up ruining the actual gameplay. It's all about methods. How am I gonna get to where I'm supposed to go. The tricks as you call them in CE worked for me. I'm gonna say that I loved "Assault on the control room" and "Two betrayals" probably the most out of all the levels and they were pretty linear.

What those two levels did give you was the feeling of exploration, the feeling of discovery, and bad ass music that chimed in at really good points, along with cool little mini-cut-scenes that drew you into the world even more. I always loved going to the edge of that underground platform in "The Cartographer" (the one that shows you kicking a pebble off the edge) even though I didn't have to, simply because it always drew me into the game even more. I loved seeing the underground bridge activated in "Halo." Additionally, I never felt overwhelmed with enemies. Sure, there were a lot, but instead I felt like it was my time to shine. I'm tired of feeling overwhelmed in the Halo games. I want to beat the shit out of stuff, which is why i hate Hunters now. They've turned into brutes. I'm the protector of my soldiers, not some sissy that gets pinned down in a corner.

Another thing HaloCE did really well is, despite the fact that you were within a linear level and couldn't access certain areas and doors, you felt like those places behind the next door, or just beyond the horizon, existed. A bunch more covenant unaware of your presence are on the other side of a wall or below you in more underground structures. In the next canyon/valley that doesn't even exist in the game, there are more marines fighting it out. So you had the feeling of a big world within a linear level.

I don't necessarily need real intelligent AI, I just want multiple paths to get to where I'm going, each that provide a different challenge or obstacle, and that is what Halo:CE did. Usually it was just in the form of enough space that I could go different ways if I wanted. And sure there were the bottlenecks and tight spots that you had no choice but to go through, but the changes in pace were nicely done. I almost like AI that responds the same way everytime, because once I get used to it (by playing through enough times), then I get to start having fun in my own way, the way I am gonna break them down. It becomes my game and my strategies, and not with the way the AI responds. In my head I have already gone through the motions of what I'm going to do. Elite pops out over here (sticky) 3 grunts over here (3 head shots) a banshee is gonna fly in at this point (stick if possible or just pistol it down) hunters run around the corner in the distance (snipe them down before they have a chance to see me).

The story definitely carried the game as well. On every mission I was pumped about what I was doing. Escaping the Pillar of Autumn, exploring Halo, discovering the Flood, saving captain Keyes, and doing all kinds of sneaking around on ships and within cool structures. I haven't been too into the earth/city levels. I see buildings like those all the time. Put me in space where things are foreign and have a certain mystique about them.

I also didn't like ODST because the enemies path too much. I dont get to decide which group i'm gonna mow down, or how I'm gonna systematically eliminate everything one by one. All encounters just ended up being a big mess of mobs, me with no shield, and a shitty pistol to try and deal with them. That's just not fun for me, maybe for others. I like groups that I can eliminate one by one, not just a big mess. Even in Halo:CE most encounters, everything was in groups (even if they were large groups), but they had their area to hold and I was free to experiment with how to take them down, and i could repeat those experiments, especially the really awesome ones with hero-like results.
 

feel

Member
GhaleonEB said:
No gifs/avatars of the AR rotating and turning into the new one? GAF am disappoint.
Well here it is
2mo1bo3.jpg

Don't know if someone will dare use it, and risk getting hunt down by psycho anti-AR halogaf.
 

Sill4

Member
Letters said:
Well here it is
2mo1bo3.jpg

Don't know if someone will dare use it, and risk getting hunt down by psycho anti-AR halogaf.
I can think of at least one person...

eazy

Dax01 said:
I'd use it but I has Sophie.
One day I'm going to shop Sophie wielding an AR for you.
 

GhaleonEB

Member
Letters said:
Well here it is
2mo1bo3.jpg

Don't know if someone will dare use it, and risk getting hunt down by psycho anti-AR halogaf.
Now that's what I'm talking about. Thank you, good sir.

I'll bring Soffish back as the Beta nears.
 

Kapura

Banned
No way I'm going to pass up an opportunity like this to get some quality avatar.

Edit: Beaten to the punch. Ah well. Time to grab something else quickly.
 

kitzkozan

Member
Truant said:
The Reah ViDoc looked amazing. I'm eating crow right now.

:lol

I'm not the biggest Halo fan,but I must admit this one look absolutely amazing.I'm 100% convinced that it will blow MW 2 out of the water. :D If there's one Halo game which deserve a very high score,it will probably be this one.
 

urk

butthole fishhooking yes
Kibbles said:
Well fuck, some people at GT seem to believe the footage from the ViDoc was tweaked... :lol
Save the VGA trailer elements, which we've already talked about, that's all direct capture. In fact, we actually had to downres Sage's beard before encoding. It was just too visceral.
 

feel

Member
Justinian said:
I've just noticed that during the transition from first person to third person when assassinating, you can briefly glimpse the player doing a left hook while holding the pistol. At first I thought it was part of the climbing onto back animation, but logically, it seems to be a new melee animation for the pistol which mirrors the current plasma pistol punch. The reason being, if the quick melee is instantaneous upon pressing the melee button, the game wouldn't have time to process the holding of the button as an fancy assassination, and would therefore have to play the animation first before deciding if it was an extended kill.

The point is, the melee animations in the Halo games after CE have been a major gripe of mine, and it's good to see an alternative to the weakarse pistol whip that's been in every game since.
Nice catch. I thought he was extending his arm to grab the elite.

Reach's pistol melee animation
2f0bt4j.jpg


Would be cool if in a variation of the attack he flipped the pistol afterward in a nod to Halo CE.
 
urk said:
Save the VGA trailer elements, which we've already talked about, that's all direct capture. In fact, we actually had to downres Sage's beard before encoding. It was just too visceral.

photo_history_post.jpg

VISCERAL!!
now somebody shop in that beard!
 

Kapura

Banned
Letters said:
Nice catch. I thought he was extending his arm to grab the elite.

Reach's pistol melee animation
2f0bt4j.jpg


Would be cool if in a variation of the attack he flipped the pistol afterward in a nod to Halo CE.
A pistol melee animation. If you notice in Halo 3, there are at least two for each weapon. I think it was the same in H2 as well. We can't discount possibilities of others.

Like stabbing with needles or doing the pistolflip.

fjsal.jpg
 
So no dual wielding? Interestign decision, not that I'm bothered. I RARELY if ever dual wielded in 3, mainly because it takes melee out of the game when doing so, and melee is basically my top weapon.

Interesting that melee and assassination is the same button?

Urk, not sure if you can confirm or not (unless it's a surprise or something) but I could have SWORN that in some of that ViDoc footage, the game was running at 60 frames, but it could have just been me WANTING it to look 60 frames.

Surely there's NO way you guys can get this going at 60 is there?

Seriosuly, after that ViDoc, I am in no doubt as to the fucking awesomeness of this game. Super super hyped.
 
mescalineeyes said:
well, yes and no.

melee is push, assassination is hold.

I know, but I figured with Equipment gone, and being able to map grenade selections and the flashlight to the D-pad, we'd have B for melee and X for assassinations?
 
2 Minutes Turkish said:
Urk, not sure if you can confirm or not (unless it's a surprise or something) but I could have SWORN that in some of that ViDoc footage, the game was running at 60 frames, but it could have just been me WANTING it to look 60 frames.

Surely there's NO way you guys can get this going at 60 is there?

Its a rock solid 30.
I dont think any dev could make what theyre making at 60fps on a console.
 
Chinner said:
i agree with dax for once; spartan laser sucked. i prefer the homing rockets of H2 way more.

Ive said before that i would like to see the Spartan Laser have less charge time and less ammo. This way it works easier but it has less ammo so its precious enough to not waste on people and save for vehicles. That way it can do its job (anti vehicle) and people can stop spamming it and making both attacking a lazer person and using a vehicle totally unappealling.
 
abacab driver said:
Its a rock solid 30.
I dont think any dev could make what theyre making at 60fps on a console.

It must have been the combination of being:

a) Rock solid 30
b) Excellent use of motion blur
c) Super smoothness™

that threw me.
 

GhaleonEB

Member
2 Minutes Turkish said:
I know, but I figured with Equipment gone, and being able to map grenade selections and the flashlight to the D-pad, we'd have B for melee and X for assassinations?
The face button real estate is too valuable to use two of the four for melee. X was probably swapped from equipment to armor abilities, with stuff like night vision mapped to the d-pad.
 
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