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Halo: Reach |OT7| What are They to Say Now?

Idea for Rocket Race that doesn't suck: Mongooses, and the guy on the back has a grenade launcher only.
Halo 4 just needs a full Mario Kart gametype. Let the mongoose driver shoot rockets straight forward if he drives over an ammo crate. Or press Y to drop a trip mine after you pick one up. No need for passengers then, just make it an 8-person FFA playlist.
 

Flipyap

Member
So much more functional and aesthetically pleasing than the super-bulky Halo 4 BMX helmet
qjJuC.jpg

I can't even recognize that as being the chief :/
That's mostly due to it being rather catastrophic promo art. I posted some better shots of the helmet a while ago, in case you haven't seen them:
The overall shape does look much better at more standard angles, but there's a whole mess of detail reminiscent of Doom 3 and other id games that looks very out of place (understandable, as the games share the same art director).

eL5WD.jpg


83ZLt.png
 

MrBig

Member
That's mostly due to it being rather catastrophic promo art. I posted some better shots of the helmet a while ago, in case you haven't seen them:

No I saw your post and actually tried to find it again as an example but couldn't locate it.

All I see is greebling and unnecessary/unfitting detail pieces that distort the look of the design.

And yes, it is a huge deal for something as iconic as the chief.
 

CyReN

Member
Purely speculation, Sundance tweeted:

"As one door closes another opens. I have no official comment but I wish everyone the best. Lean and mean in 2012. It's time to focus.
 

Tashi

343i Lead Esports Producer
Purely speculation, Sundance tweeted:

"As one door closes another opens. I have no official comment but I wish everyone the best. Lean and mean in 2012. It's time to focus.

Yea I just read that and shit myself. I will cry.
 
No I saw your post and actually tried to find it again as an example but couldn't locate it.

All I see is greebling and unnecessary/unfitting detail pieces that distort the look of the design.

And yes, it is a huge deal for something as iconic as the chief.
I agree. It just doesn't look right, imo. Maybe when we get our first glimpse at gameplay I'll change my mind. I hope so.
 

Flipyap

Member
No I saw your post and actually tried to find it again as an example but couldn't locate it.

All I see is greebling and unnecessary/unfitting detail pieces that distort the look of the design.

And yes, it is a huge deal for something as iconic as the chief.

Sure, I'm not exactly a fan of the design, I just think it looks much more like Master Chief than what that promo art might suggest.
 

Homeboyd

Member
Hey heckfu, thanks for letting me know you were getting the weekly!

More like.... Shrekfu... or something.. like that
Im jumping on now.. you in??

Edit: If anyone else wants in.. we've got 2 spots. Will only take about 10-15 min to knock it out.

Let me know if you're interested.
 
Im jumping on now.. you in??

Edit: If anyone else wants in.. we've got 2 spots. Will only take about 10-15 min to knock it out.

Let me know if you're interested.
Do you have Halo honor?!

Flipyap and I are going to finish it on the legal way later this week. Anyone wants to join us?
 

Manathen

Neo Member
No I saw your post and actually tried to find it again as an example but couldn't locate it.

All I see is greebling and unnecessary/unfitting detail pieces that distort the look of the design.

And yes, it is a huge deal for something as iconic as the chief.

It seems like the artist was told to add detail but did so without reason and I hope that bluerealm model wasn't the ripped high poly for the game, it looks like the edge density is too high in some places causing awkward bumps, which often happens when you fail to terminate unnecessary edges or space them out to create a good topology. You can get away with a little bit of that when you rip normals from the high poly for the low poly. This is mostly near the top of the helmet.

The uneven horizontal flow of the visor from the sideview is, I hope, a mistake.

The back of the helmet has some really nice hard surface work which I like with the exception of the bottom border. Everything else in the helmet has a solid execution by the 3d artist, he or she did a good job with a lot of the technical work which I have to commend even if I don't like the design and I wouldn't mind seeing more of their work.
 

op_ivy

Fallen Xbot (cannot continue gaining levels in this class)
Dayum. Hadn't heard this interview he did back in early Decemeber about the state of the Professional Halo Community.

Very frank. And he called out the stupid stylish comment that irked me and Zeouterlimits. So a cool guy (that I wasn't aware of previously).

i like that he says that players of reach are yearning for halo 3, like halo 3 players did with halo 2... personally, i still think its all nostalgia, and people are always yearning for the experiences they had earlier in the series. i think reach is a fantastic game, especially the multiplayer, and despite its flaws, i'd rather play it then CE, 2, or 3. there.
 
i like that he says that players of reach are yearning for halo 3, like halo 3 players did with halo 2... personally, i still think its all nostalgia, and people are always yearning for the experiences they had earlier in the series. i think reach is a fantastic game, especially the multiplayer, and despite its flaws, i'd rather play it then CE, 2, or 3. there.

Same here.
 

MrBig

Member
It seems like the artist was told to add detail but did so without reason and I hope that bluerealm model wasn't the ripped high poly for the game, it looks like the edge density is too high in some places causing awkward bumps, which often happens when you fail to terminate unnecessary edges or space them out to create a good topology. You can get away with a little bit of that when you rip normals from the high poly for the low poly. This is mostly near the top of the helmet.

The uneven horizontal flow of the visor from the sideview is, I hope, a mistake.

The back of the helmet has some really nice hard surface work which I like with the exception of the bottom border. Everything else in the helmet has a solid execution by the 3d artist, he or she did a good job with a lot of the technical work which I have to commend even if I don't like the design and I wouldn't mind seeing more of their work.

I would hope that's where the finger can be pointed, but the design would still be based on concepts from 343 and whatever mesh they had for the chief at that time

If that design had to be retained the biggest problem with it (apart from the ornate greebling) would be the flat horizontal line of the top part of the helmet. Make's it look like the top's just stuck on there, as opposed to how the visor was incorporated into the flow of the top/back of the helmet in halo 2/3.
 

Tunavi

Banned
i like that he says that players of reach are yearning for halo 3, like halo 3 players did with halo 2... personally, i still think its all nostalgia, and people are always yearning for the experiences they had earlier in the series. i think reach is a fantastic game, especially the multiplayer, and despite its flaws, i'd rather play it then CE, 2, or 3. there.
The game shipped with 9 maps, there are numerous MAJOR balance problems, forge world is embarrassing, and loadouts ruined what made halo so popular (everyone starting on the same foot, earning your abilities/weapons, not simply choosing from a list).

Reach is a good game, edit: but its not nostalgia that makes the other games more well received.
 

Karl2177

Member
The game shipped with 9 maps, there are numerous MAJOR balance problems, forge world is embarrassing, and loadouts ruined what made halo so popular (everyone starting on the same foot, earning your abilities/weapons, not simply choosing from a list).

Reach is a good game, but its not nostalgia.

Very well put.
 
I've been replaying Halo 2's campaign. And there's one thing I have to admit that Halo 2 does better: interior combat. Sure, not as good as Halo 3's Crow's Nest, but it gets 75% of the way there.

My shining example?

On High Charity, the whole walkway before, and the interior of the Mausoleum of the Arbiter. That whole sequence is simply fantastic.
 

Tashi

343i Lead Esports Producer
Content producer, did a lot of stuff for the CoD stream.

CoD stuff you say huh? Let's hope for a Halo & SC2 2012 huh?

To make everyone feel a little less depressed after Tashi's game:

http://www.bungie.net/Stats/Reach/GameStats.aspx?gameid=875539338&player=Shake Appeal

If you believe, miracles can happen.

Oh I believed bro, I believe so damn hard. We should have won but those rejects on our team were running the flag the long possible ways and we just couldn't hold those guys up anymore.

In brighter news, that kid who went super positive with me is a cool dude and he's now on my friends list. I need more people to play MLG with.
 

Homeboyd

Member
The game shipped with 9 maps, there are numerous MAJOR balance problems, forge world is embarrassing, and loadouts ruined what made halo so popular (everyone starting on the same foot, earning your abilities/weapons, not simply choosing from a list).

Reach is a good game, edit: but its not nostalgia that makes the other games more well received.
I'll agree with almost all of that (especially the 9 maps part).. but Forge World certainly isn't embarrassing. Yeah, compared to Far Cry 2's editor, certainly doesn't compare. But Forge 2.0 compared to Forge 1.0 is a huge leap in the right direction. I hate the grey as much as the next guy, but there is a ton of stuff they put in there that came directly from the fans (as well as a ton of new great stuff they added on their own).

Tyson even said there were tons of things they wanted to add but couldnt do to time restraints. I just think the progression we saw with Forge was monumental and am very excited to see what 343 has in store for us after hearing another years worth of suggestions, complaints, etc...
 

daedalius

Member
All I see is a bunch of complaining about Chief's best look yet.
8cAmC.gif

Going with this.

Also, really hope Halo is on the MLG circuit next year; but who knows. If we get a H4 beta, who is going to want to keep playing Reach for the whole season? Reach shipped maps were bad, I never leave the Anniversary list not and I'm pretty happy about it.
 

Tunavi

Banned
Enumerate them, for my sake, please.
Reach has bad gameplay elements countering OTHER bad gameplay elements

3x scope on the DMR is too powerful, so they countered it with bloom. The DMR is super OP at any distance, but its also super random during DMR battles (because of bloom combined with even the smallest amounts of lag). The only way to survive is to camp. Go out into the open and you'll get pinged by DMR fire from any direction.
The Banshee is SUPER Overpowered, so they made it extremely vulnerable to DMRs, and made it flip as much as possible to avoid DMR fire. Now we have a glass cannon flying all over the place that can't be destroyed by a team without communication (most matchmaking games)
Sprint is countered by a slow base movement speed (you walk like a turtle). Sprint allows people to run away from their battles.
Jetpack is countered by low jump height (spoiler alert: you can't jump anywhere without sprint). Jetpack totally ruins map-flow and breaks the sandbox (there's no argument here)
Grenades and Rockets are Overpowered, and because we can't move and jump at our base movements, they are almost unavoidable.
There is no counter to armor lock. Simply waiting for them to come out is not an option if their teammates are fighting you.
Active Camo is super unbalanced. You knock out the enemy radar AND you're invisible? That doesn't even make sense.
Loadouts ruin everything that made Halo what it is. Halo used to be about spawning on the same foot and competing for the weapons/powerups on the map, now its simply given to you and everyone can start the game differently. If you beat a guy using an armor ability, he should not spawn again with the ability. Thats like killing a guy with rockets, and he just spawns with rockets again.
I'll agree with almost all of that (especially the 9 maps part).. but Forge World certainly isn't embarrassing. Yeah, compared to Far Cry 2's editor, certainly doesn't compare. But Forge 2.0 compared to Forge 1.0 is a huge leap in the right direction. I hate the grey as much as the next guy, but there is a ton of stuff they put in there that came directly from the fans (as well as a ton of new great stuff they added on their own).
Forge is great for customs, but seeing FW in matchmaking makes my eyes, heart, and head hurt.
 

Homeboyd

Member
Someone just tried to join our party and then sent a msg that said:

"dont have anniv maps :("

Would love to xmas gift them to him if anyone has an extra code :))))))))))))))


Edit: Sorry PALS in the party.. got disconnected.

Be back soon™
 

Kuroyume

Banned
Reach has bad gameplay elements countering OTHER bad gameplay elements

3x scope on the DMR is too powerful, so they countered it with bloom. The DMR is super OP at any distance, but its also super random during DMR battles (because of bloom combined with even the smallest amounts of lag). The only way to survive is to camp. Go out into the open and you'll get pinged by DMR fire from any direction.
The Banshee is SUPER Overpowered, so they made it extremely vulnerable to DMRs, and made it flip as much as possible to avoid DMR fire. Now we have a glass cannon flying all over the place that can't be destroyed by a team without communication (most matchmaking games)
Sprint is countered by a slow base movement speed (you walk like a turtle). Sprint allows people to run away from their battles.
Jetpack is countered by low jump height (spoiler alert: you can't jump anywhere without sprint). Jetpack totally ruins map-flow and breaks the sandbox (there's no argument here)
Grenades and Rockets are Overpowered, and because we can't move and jump at our base movements, they are almost unavoidable.
There is no counter to armor lock. Simply waiting for them to come out is not an option if their teammates are fighting you.
Active Camo is super unbalanced. You knock out the enemy radar AND you're invisible? That doesn't even make sense.
Loadouts ruin everything that made Halo what it is. Halo used to be about spawning on the same foot and competing for the weapons/powerups on the map, now its simply given to you and everyone can start the game differently. If you beat a guy using an armor ability, he should not spawn again with the ability. Thats like killing a guy with rockets, and he just spawns with rockets again.

Forge is great for customs, but seeing FW in matchmaking makes my eyes, heart, and head hurt.

SMH

You knock out your own radar and you're not totally invisible. It's not Halo 1-3 invisibility. Not to mention it was nerfed with the update.
 
Sprint is countered by a slow base movement speed (you walk like a turtle). Sprint allows people to run away from their battles.
Jetpack is countered by low jump height (spoiler alert: you can't jump anywhere without sprint). Jetpack totally ruins map-flow and breaks the sandbox (there's no argument here). There is no counter to armor lock. Simply waiting for them to come out is not an option if their teammates are fighting you.
Active Camo is super unbalanced. You knock out the enemy radar AND you're invisible? That doesn't even make sense. Loadouts ruin everything that made Halo what it is. Halo used to be about spawning on the same foot and competing for the weapons/powerups on the map, now its simply given to you and everyone can start the game differently.
In Halo 4, AAs will return, but players will be on the same footing by having access to all of them, selectable from their 8-way Directional Pad. Nice work.
 
While also knocking out your teammates' radars half the time. That they haven't fixed that incredibly annoying bug after a year and a half is shameful and that alone should put it on the chopping block.
Agreed. Unfortunately, Hologram also behaves inconsistently.
 
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