• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Halo |OT8| A Salt on the Control Room

senador

Banned
image.php

Heh, my buddy illustrated and colored this pic recently for a local art gallery. He just got a job with Adventure Time.


Link: http://derekdraws.tumblr.com/post/27913600503/heres-my-piece-for-the-blonde-grizzlys-saturday
 
For you biggy
Your helmet looks bawse, havent seen anyone make one but your prop so far.

Scaling it, and changing aspects for human proportions were a pain. Not to mention that it was so flimsy with all the long struts. I'm not entirely happy with how the pep turned out, but I'll start applying bondo and sculpting it before I consider scraping and starting over. I was hoping to install diffused orange and blue lights, but there isn't any room for all that stuff. I'll figure it out eventually.
 
Seemed to be decreased time before charging began.

Can you talk a bit on how the base movement felt? Did the movement seem sluggish at all? Was it also responsive? How long did the recovery time feel transitioning from the throwing a grenade animation back into shooting? Did going from walking to Sprint ever chug like in Reach and how did the recovery time feel going from Sprinting to shooting?

How did the grenades feel? The throwing angle, distance you could throw them, blast radius and damage drop off?

Did you get to use any automatic weapons? For anyone going to PAX, please try out the automatics and give them a fair shot.


Thanks in advance :]
 

lilty

Member
Can you talk a bit on how the base movement felt? Did the movement seem sluggish at all? Was it also responsive? How long did the recovery time feel transitioning from the throwing a grenade animation back into shooting? Did going from walking to Sprint ever chug like in Reach and how did the recovery time feel going from Sprinting to shooting?

How did the grenades feel? The throwing angle, distance you could throw them, blast radius and damage drop off?

Did you get to use any automatic weapons? For anyone going to PAX, please try out the automatics and give them a fair shot.


Thanks in advance :]
Base movement felt close to default Halo 3. It was faster than Reach but certainly not as fast as MLG settings or something. Having sprint sped the game up a lot though. Movement didn't seem sluggish although there were some strafes that looked weird - again, could be the people I was against. Felt responsive besides TV issues.

Recovery time after throwing a nade felt normal to me, so either take that as close to Reach or however you see fit. It lined up with the animation, so check out a gameplay video. Sorry, it's just hard to answer this one.

It was quite easy to go from sprinting to walking and walking to sprinting. As soon as you let go of the thumb stick your spartan stops running and you can start pumping shots in again. Very fast paced and I loved it.

Grenades didn't seem like mini nukes but they were quite powerful. Smaller blast radius than Reach. Bounced pretty well but my friend noticed that on Adrift there were some texture issues with grenades. Nothing I can report on though.

I picked up the AR for about 30 seconds but I never got a good chance to use. Most encounters were mid to long range. The 8v8 set up kind of made some weapons useless.

EDIT: Something I want to say about movement speed. I don't know if you guys felt the same way, but in the gameplay videos Haven didn't seem that big. When you start playing it though you realize it's actually quite a big map. However the game didn't seem slow. It was really easy to get across the map and find enemies. I think sprint played a big part in this, the maps were clearly made with sprint in mind. There was only one moment where I was looking for enemies, and that was on Longbow the first game since I had no idea where they would spawn.
 

dmg04

#DEADWRONG
Something awesome i just noticed during the E3 demo - You can see MC's shadow on the... scattershot? towards the end of the video while he's walking.
pretty slick
 

Tawpgun

Member
Another day another shitty few pages.

Can't wait till PAX news and HaloGAF IRL shenanigans fill the pages up in a few days. Keep us posted PAXGAF.
 
So I think I finally figured out why the Spartan IVs designs haven't quite clicked for me... Their waists just seem disproportionately small:

eq12qiood.gif


It just makes them look kinda awkward and not as organic as the Spartan IIIs in Reach.

So in case it wasn't obvious I was at Fan Expo.

The set up was extremely weird. We were playing the E3 build, 8v8. I also just want to say that the TVs we were playing on were at least 52+ inches, and the input lag was really bad. So what I say about certain weapons, specifically the BR and the DMR may be inaccurate.

First game we played was on Adrift. This map doesn't really work for 8v8 because the tight halls make for some cluster fuck plays. Anyways for this game the load out I had was Battle Rifle primary, Magnum secondary and my armor ability was the hard light shield. The hard light shield was pretty interesting to use; it works pretty much as described. Versus the kids that were at the booth it was pretty useful because they would just keep shooting at it while my shield recharged. However when I went up against a guy who was using it I just threw a nade at his feet and it killed him quite easily. So not the armor ability for me.

The next game I got to customize my load out before the game loaded, so I opted for BR, magnum, promethean vision and the perks or whatever they're called that give you a radar while scoped in and one that increases the shield recharge rate. Promethean vision was very useful as we've seen in the videos so far and can be spammed quite easily. However, we were going up against people who were using the hologram and while in promethean vision it's really easy to fall for them. At least in 8v8.

I didn't really find the awareness perk all that useful. When you're in scope you're likely looking at an enemy anyways so it's easy to get distracted. To be fully honest, I never even noticed the radar in the corner while scoped in. I imagine it's more useful while using the sniper, but I never got the chance to use that because...

I played one game on Longbow. This game went by really quickly because our team was absolutely destroying the other one. I only got one ordnance drop, and obviously I chose sniper but I got really bad luck with it. The drop landed right on my teammate who picked up our sniper off spawn, so he got all of my ammo... (We went on to win that game 600-110)

The other armor ability I tried was the thruster pack. I thought it would be similar to evade but it's really different. When it's used you get this visual effect that blurs your screen making it a bit weird to shoot while using it. You also don't go nearly as far as I thought you would. Basically, it's a nerfed evade which I approve of. I wouldn't use it myself though.

Other weapons I got to try were the DMR, sticky detonator, sword, scattershot, and magnum. It's pretty much impossible to use the sticky detonator offensively since you're probably going to get melted before you get the thing to land and explode. It's pretty good if you set it up and play the waiting game though. Scatter shot is really good, but there's this weird bubble area where you're not sure if it's going to be a 1 shot kill or not. And yes, it feels awesome when you get someone and their body disintegrates. No big differences that I noticed with the sword.

DMR was nuts to use on this TV, the lag or something made it feel really sluggish and since it's 1 shot it was very difficult to use. I want to comment on the bloom though since that's a hot topic in Reach. You really don't even notice that it's there. To me it just felt like an indicator to let me know when to take the next shot. To compare it to Reach it feels like it's just above no bloom if that makes sense.

The magnum feels like a mix between the Halo 2 and Reach pistol. It's good pretty good speed and power but it's tough to hit the shots, especially if you're getting shot at while trying to use it.

I think that everyone having sprint worked pretty well. The maps that we played on (Haven, Adrift and Longbow) are pretty big compared to earlier games but having sprint lets you get across the map fairly quick. Longbow in particular was a surprise as I thought it would be a lot bigger based on the footage I saw before hand. However getting from side to side on foot didn't take very long. Sorry, no warthog impressions.

This post has been long enough, but I know there's some things that I'm leaving out or forgetting about. If there's anything you want to know or my impressions on a certain aspect like the menus just ask.

Awesome, thanks for the impressions! Im getting more and more hyped to play this game... November 6th is too far.
 
Yeah, I hated Reach spartans. They're too short, stocky, and bulky. I prefer the larger, more "athletic" models of 2, 3, and 4.

2 and 3 Spartans look like action figures of something made for a comic book.
I thought Reach nailed how Spartans should look. Well they did have some problems, mainly in that the permutations didn't feel like different armor, just attachments. Other than that and some minor nitpicks they looked like dudes wearing super expensive power armor, not dudes wearing plastic cosplay armor.

Also since when was the 6'8"-6'10" range short?
 
Do people actually vibrate like that when they fire an automatic weapon? The shaking looks silly.




Isn't that obvious?


I mean, obviously you shake, but the Spartan animation looks off.

/Nitpicking

Pretty sure that GIF is sped up quite a bit.
But that shot is fricking beautiful.
 
Here is a question for the GIF masters, did anyone make a GIF of HYPERREALISTIC Del Rio from the magic behind video when it's just a shot of him and he moves his head and eyes. I can't get over how realistic he looks.
 

Plywood

NeoGAF's smiling token!
Here is a question for the GIF masters, did anyone make a GIF of HYPERREALISTIC Del Rio from the magic behind video when it's just a shot of him and he moves his head and eyes. I can't get over how realistic he looks.
I'm on it.
Pretty sure that GIF is sped up quite a bit.
But that shot is fricking beautiful.
Actually it's from a short clip that pasts by much too fast so the loop causes it to look that way due to the low amount of frames from that short scene.
 
Thank you kindly.

What kind of witchcraft is 343 using to pull something like that off on 7 year old hardware?

It is super impressive!

I wouldn't be surprised if they are rendering cutscenes at 24fps...
Not only to allow more time for computation, but also for that cinematic feel.
They seem to be really striving for a cinematic feel to the campaign.

Or perhaps black magic
 

Woorloog

Banned
http://i.imgur.com/hXX51.png[IMG]

made a shitload so that you'll have one for every discussion!

[IMG]http://i.imgur.com/06nxf.png[IMG]

[IMG]http://i.imgur.com/G57zR.png[IMG]

[IMG]http://i.imgur.com/gB57k.png[IMG]

[IMG]http://i.imgur.com/YDzXz.png[IMG]

[IMG]http://i.imgur.com/fMOPj.png[IMG]

[IMG]http://i.imgur.com/w32nM.png

6g4vz.png


xTkWE.png


http://i.imgur.com/sZwLd.png[IMG]

[IMG]http://i.imgur.com/cJDUC.png[IMG]

I had to take a field trip to Team Downer to make a few of these.[/QUOTE]

:D Amazing stuff!
Each one, not just the ones i left.


Lilty's writeup was interesting, thanks for impressions.


Also, that's Del Rio .gif is very nice. Reach's faces were pretty good but this is far better.


And sucks to start a week by being sick. Ironically i'm in good mood instead of the usual "fuck the world" feel i have on mondays.
 

Fuchsdh

Member
It is super impressive!

I wouldn't be surprised if they are rendering cutscenes at 24fps...
Not only to allow more time for computation, but also for that cinematic feel.
They seem to be really striving for a cinematic feel to the campaign.

Or perhaps black magic

Yeah, that'd make sense to me. The difference between the 30fps gameplay and 24fps cutscenes wouldn't feel too jarring.

On the other hand, that would mean more blurring--I'm not sure what the calculations and implementation in Halo 4 is like, but I know that I'm better off rendering out a 29.97 sequence without 8 or 16-sampled motion blur from After Effects than a 24p sequence with it. So I'm not sure you'd come out ahead.
 
Can't believe grenades are still getting stuck on textures all these years since the problem first arose..

Grenades have never been caught in textures, geometry on the other hand...

Bungie was on the right track when they started putting invisible walls over stairs, now we just need that on other things. But then again maybe when throwing a grenade at a wall that isn't flat you shouldn't expect it to bounce like it's flat. 343, give us more flat walls.
 
Top Bottom