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Halo 5 Campaign Info Post - Building an Epic Campaign

nib95

Banned
Also, really like the art direction of this Sanghelios level. Has an almost concept art like look about it.
 
Took two screens from the Cinematic trailer, hope its okey to post.

halo-5-guardians-cinejgj6r.png


halo-5-guardians-cinel7k8a.png
 

Welfare

Member
I really don't think The Swords of Sanghelios level is much different than the campaign demo we got at E3. It's still pretty much choose path A or choose path B.

The best Halo levels in prior games are not linear like this. See: The Silent Cartographer, Assault on the Control Room, Tsavo Highway. Again, I'm not saying that there shouldn't be linear levels mixed in, I mainly just don't want another Halo 4 campaign. So far, everything we have seen from this game looks like Halo 4's campaign plus squads.

Um, AotCR and Tsavo are linear.
 

Vire

Member
That's what I'm fuckin talking about. Awesome gameplay, when they go through the ruins and the passage opens up at the end.... Hnnng.

Looks tremendous.
 
Again, before we buy into the marketing hype of the latest fancy new shining object. How does this level look any different than Reclaimer (minus the on rails Elephant portion) in Halo 4?
 
I really don't think The Swords of Sanghelios level is much different than the campaign demo we got at E3. It's still pretty much choose path A or choose path B.

The best Halo levels in prior games are not linear like this. See: The Silent Cartographer, Assault on the Control Room, Tsavo Highway.

Really?
 

btags

Member
The game is looking really great. I am curious to see what the low end of the dynamic resolution scaling is, and how often it comes up. I am hoping for a low around 900p and for that to be a rarity, but time will tell.
 

greenegt

Member
Whoa. Looks awesome. I love the scale of the environments (HUGE). Also love that they are committed to consistent 60 FPS. I'll gladly take dynamic res to keep the gameplay smooth.
 
That resolution info sounds great to me. After the beta that was only 720p and that E3 analysis where it was barely 900p (correct me if i'm wrong) i wasn't expecting this. I was prepared for the worst, which is 720p or a bit higher. This sounds like the perfect solution. Let's just hope it goes from 1080p to 900p and not much lower though. I am sure DF will be on it,..but at the same time....when the game is out i am also very sure i won't give a crap anymore, too busy playing.
 
Since they have dynamic resolution, their excuse for not having local coop makes a lot less sense. I'd gladly sacrifice resolution for couch coop.
 
That resolution info sounds great to me. After the beta that was only 720p and that E3 analysis where it was barely 900p (correct me if i'm wrong) i wasn't expecting this. I was prepared for the worst, which is 720p or a bit higher. This sounds like the perfect solution.
The demo at E3 looked way worse image quality wise.
 

mcrommert

Banned
Since they have dynamic resolution, their excuse for not having local coop makes a lot less sense. I'd gladly sacrifice resolution for couch coop.

Not to defend every choice they made, but it seemed from what they said that losing coop had more to do with ai processing and game logic than res
 
Again, before we buy into the marketing hype of the latest fancy new shining object. How does this level look any different than Reclaimer (minus the on rails Elephant portion) in Halo 4?

I have no idea why I'm engaging with you in this silliness, but here goes:

In this level, we see several significant differences from Reclaimer. Not only does the player control the overall pace of advancement, each encounter offers significantly more options in terms of how to address it. While it's true that some levels have offered you a choice in which objective to fulfill first (Halo being the most notable example, with the choice of what order you want to tackle rescuing the lifeboats), most of them are limited to giving you multiple, largely divergent ways of addressing how you accomplish your objectives. Tsavo Highway, for instance, was largely about getting from point A to point B, but had a number of interesting diversions en route. This does something similar, though naturally without vehicles.
 

Bsigg12

Member
Since they have dynamic resolution, their excuse for not having local coop makes a lot less sense. I'd gladly sacrifice resolution for couch coop.

I can't imagine trying to optimize for split screen would have allowed them to also optimize for a dynamic resolution.
 

Nutter

Member
Again, before we buy into the marketing hype of the latest fancy new shining object. How does this level look any different than Reclaimer (minus the on rails Elephant portion) in Halo 4?

How does it feel to be ignored for crappy opinions?

Wanting more levels like Silent Cartographer is a good and all, but calling Tsavo highway a open level is a troll like no other.

Keep it up though.
 

Papacheeks

Banned
I must be alone in this, but after watching that, I'm not a fan of the aiming down sights, the Call of duty climbing animation, and the boosting. I guess because of story an dhow they are suppose to move it makes sense. But I recently just played Halo 2 on original xbox with some friends and had a blast with the way everything felt oldschool.

This I guess is not a halo for me.

To everyone else looks like you'll all enjoy it and happy your all excited.

I'm just old who likes the quake/arena roots halo use to have.
 
I have no idea why I'm engaging with you in this silliness, but here goes:

In this level, we see several significant differences from Reclaimer. Not only does the player control the overall pace of advancement, each encounter offers significantly more options in terms of how to address it. While it's true that some levels have offered you a choice in which objective to fulfill first (Halo being the most notable example, with the choice of what order you want to tackle rescuing the lifeboats), most of them are limited to giving you multiple, largely divergent ways of addressing how you accomplish your objectives. Tsavo Highway, for instance, was largely about getting from point A to point B, but had a number of interesting diversions en route. This does something similar, though naturally without vehicles.

I'm specifically talking about everything that comes after the Elephant portion in which the player does control the progression forward. A significant portion of Reclaimer is simply taking out Jackal snipers and jumping around on the sides of cliffs in a narrow canyon. The only thing new here is being able to break through walls, and going through wall A while sending your squad to go path B.
 
There are many.

Name them. Make sure they don't have vehicles, since that's the criteria we're judging this footage on. Ground-based combat to open a mission with. Point them out to us, the ones with larger play spaces, the ones that had more mechanics for you to engage with the level design.
 

jem0208

Member
Name them. Make sure they don't have vehicles, since that's the criteria we're judging this footage on. Ground-based combat to open a mission with. Point them out to us, the ones with larger play spaces, the ones that had more mechanics for you to engage with the level design.
I'm struggling to think of a single on foot Halo level with environments like these.
 
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