• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Halo: Reach Campaign Trailer

Fall damage hurts the ebb and flow of a game, suddenly you have an invisible stop sign telling you when and where you can go. Anything that restricts freedom of maneuverability and versatility in a multiplayer environment is viewed as a retractor in my book.

Regardless, the video was nice showing off a variety of weapons and it seems like Ascension works just as well in the Reach universe. It is quite a shame it doesn't look nearly as good as Zealot or Reflection though. A man can dream. :)
 
GhaleonEB said:
They've done one each on Friday, Saturday and Sunday. It's sure been a nice way to make the wait until Tuesday go by quicker. :D

what is tuesday?
 
DancingJesus said:
Fall damage hurts the ebb and flow of a game, suddenly you have an invisible stop sign telling you when and where you can go. Anything that restricts freedom of maneuverability and versatility in a multiplayer environment is viewed as a retractor in my book.
It must really suck for you that you can't run on the walls and ceiling, or just through them, I guess. And to think you cannot jump anywhere in a single bound, or just direct yourself instantaneously to any location with the merest thought...

(There are multiple restrictions on player maneuverability in Halo, including, y'know, gravity, and they all contribute to interesting gameplay by promoting foresight, occasionally quick reactions, and even creativity. Fall damage makes for interesting choices and risk/reward scenarios.)
 
Shake Appeal said:
It must really suck for you that you can't run on the walls and ceiling, or just through them, I guess. And to think you cannot jump anywhere in a single bound, or just direct yourself instantaneously to any location with the merest thought...

(There are multiple restrictions on player maneuverability in Halo, including, y'know, gravity, and they all contribute to interesting gameplay by promoting foresight, occasionally quick reactions, and even creativity. Fall damage makes for interesting choices and risk/reward scenarios.)
Hogwash!
 
Stormtrooper30 said:
Alright watched the two Zealot and Ivory Tower matches. Something big concerns me now with the new melee. Bungie said they increased the time between melees... which is true. You can clearly see this from the matches. But they simply extended the melee end animation to last longer, instead of limiting the time between melees. This means that you cannot melee and then shoot a split second later.
This does infact help prevent the sprint-melee-melee thing, but what the hell did this accomplish when two parties melee at the same time? It's still going to be faster to melee-melee then it is to melee-headshot... so what the fuck? It was like this in H3 and was annoying as hell.

Edit: Also, from the looks of the video it seems that no one uses the giant space outside thing on Zealot.


Well in Halo 3 it's still a viable option to melee, jump back and get the headshot. Also in Halo 3 you can melee and then shoot, and then melee instantly. Doing that is more difficult because you melee after only 1 bullet of the BR burst gets out. Doing that though is almost like an option select in Street Fighter. If the bullet registers you get the kill, no need for the melee. However if the bullet doesn't connect, you melee trade. Whenever I full shield melee trade with someone it always ends up 1 of the those 2 ways for me. I agree with you though, when I saw that Zealot video that stuck out to me the most.

As for Reach, I can the lesser skilled players going for double melee while it might actually be better to melee once, jump back out of 2nd melee range and fire off a headshot with the DMR or magnum.

I can dig fall damage but on Ascension(A Halo 2 map) it throws it off a little when getting Rockets. Unless a short lift, or a way to land on the middle structure is discovered, people are going to drop to rockets and immediately go in the portal. Don't have Rocket spawn off the start? Head for the portal with shotgun. I also wonder what slide jumping does to fall damage.
 
Shake Appeal said:
It must really suck for you that you can't run on the walls and ceiling, or just through them, I guess. And to think you cannot jump anywhere in a single bound, or just direct yourself instantaneously to any location with the merest thought...

(There are multiple restrictions on player maneuverability in Halo, including, y'know, gravity, and they all contribute to interesting gameplay by promoting foresight, occasionally quick reactions, and even creativity. Fall damage makes for interesting choices and risk/reward scenarios.)

Not even going to bother to respond how ludicrously you are misinterpreting what I said.
 
DancingJesus said:
Fall damage hurts the ebb and flow of a game, suddenly you have an invisible stop sign telling you when and where you can go. Anything that restricts freedom of maneuverability and versatility in a multiplayer environment is viewed as a retractor in my book.
I took it the same way. What's your point so? I mean, surely the jump height/run speed issue is in the same train of thought as this opinion right? Restrictions on movement and what have you. Halo is about risk/reward scenarios that really allow for maximum choice despite having these 'restrictions' in place.
 
I have finally shifted to Bumper Jumper config in Halo 3 and am loving it. Didn't really play much of the Reach Beta (think I must have been right into BC2 then) but where is equipment button on Reach's Bumper Jumper config? Will miss having all the mobility buttons at my fingertips.
 
Shake Appeal said:
It must really suck for you that you can't run on the walls and ceiling, or just through them, I guess. And to think you cannot jump anywhere in a single bound, or just direct yourself instantaneously to any location with the merest thought...

(There are multiple restrictions on player maneuverability in Halo, including, y'know, gravity, and they all contribute to interesting gameplay by promoting foresight, occasionally quick reactions, and even creativity. Fall damage makes for interesting choices and risk/reward scenarios.)

I have to agree with him but only to a certain extent. It's difficult to say which is better because each game has different maps built around them. Ascension will play differently now because there is fall damage, as will Ivory Tower. They're not the same maps they once were. The same goes the other way though, Beaver Creek is different from Battle Creek. We'll see when we get our hands on the full game though. If I had to choose I would choose no fall damage because I just love jumping around on the maps and finding new jumps and fall damage will slow me down a little. We'll see though, it wasn't a huge deal in the beta.
 
delume said:
I have finally shifted to Bumper Jumper config in Halo 3 and am loving it. Didn't really play much of the Reach Beta (think I must have been right into BC2 then) but where is equipment button on Reach's Bumper Jumper config? Will miss having all the mobility buttons at my fingertips.

Armor Abilities are on X
 
The Waypoint Pinnacle video looks outstanding. Job well done, yet again.

Fall damage hardly restricts or hurts you in this map. What's the complaints about again, and why?
 
Zeouterlimits said:
The Microsoft conference at Gamescom. Demos to the press on Wednesday, public Thursday to Sunday :D
Getting excited :D
Yup. And of course,

Bungie Weekly Update said:
That’s it for this week. Next stop, Gamescom. Bring a change of pants, people. You’re gonna need ‘em.
http://www.bungie.net/News/content.aspx?type=topnews&link=BWU_081310

So, yeah. Microsoft press conference on Tuesday, demos and such the rest of the week. I'm hoping for a vidoc about the new theater and MP custom options tossed into the mix, myself.
 
Tashi0106 said:
I have to agree with him but only to a certain extent. It's difficult to say which is better because each game has different maps built around them. Ascension will play differently now because there is fall damage, as will Ivory Tower. They're not the same maps they once were. The same goes the other way though, Beaver Creek is different from Battle Creek. We'll see when we get our hands on the full game though. If I had to choose I would choose no fall damage because I just love jumping around on the maps and finding new jumps and fall damage will slow me down a little. We'll see though, it wasn't a huge deal in the beta.

Precisely, each game has maps tailored to the style of flow provided. Halo 1 could never have a map like Colossus from Halo 2 because of the fall damage limitation. I think what will counteract that however, is things like the jetpack which allow for soft landings on maps like Sword Base. It's not a major issue in Reach thankfully, but as he said I much prefer the sense of exploration that is provided as well as the speed you can travel across a map. I like Halo playing as a faster game, and Halo 2 was the byproduct of that. So you see, it's not about going through walls or the limitations of gravity, it's mainly about the speed at which the game is played and how the maps are designed around it. That's all...
 
cuevas said:
How many vidocs were there for halo 3? Seems like they are doing way less for reach

Seems they are doing less but I am pretty sure, almost positive that will we get one more before the launch of Reach and it shall be glorious! :D
 
Also, sorry about not joining customs last night, I had one of those glorious nights that I realized I had more weed than I thought. :D

I was in a state where I would have been useless to any team I was placed on, my reaction time was horrible. :lol
 
Tashi0106 said:
I have to agree with him but only to a certain extent. It's difficult to say which is better because each game has different maps built around them. Ascension will play differently now because there is fall damage, as will Ivory Tower. They're not the same maps they once were. The same goes the other way though, Beaver Creek is different from Battle Creek. We'll see when we get our hands on the full game though. If I had to choose I would choose no fall damage because I just love jumping around on the maps and finding new jumps and fall damage will slow me down a little. We'll see though, it wasn't a huge deal in the beta.

I think you're overreacting a little here. Losing 1/4 of a shield bar if you badly jump down to rockets isn't going to make a huge difference to the gameplay, at least in a negative way. In fact, that and the stun increase the risk of going for the rockets, which can be avoided by a skilled player.

I didn't have any problems with fall damage in the beta, and I did quite a few large drops on Sword Base and Boneyard. I'd be prepared to bet I could readily make the larger jumps on Pinnacle and Reflection as easily as I could make them on Ivory Tower and Ascension.

Not a Jellyfish said:
Seems they are doing less but I am pretty sure, almost positive that will we get one more before the launch of Reach and it shall be glorious! :D

Hopefully one on Firefight. Theatre doesn't seem to have changed much, and pretty much every other mode has been covered.
 
Played a couple of Halo 3 matches today for the first time in quite a while. Never gets old. Can't wait for Reach. At first I was still doing things from the beta like reloading with X, and trying to sprint, but I got over it and did decent. Can't wait for Reach! Hope to see some cool stuff Tuesday.
 
FWIW, fall damage was taken out of Halo 2 at the very end of development, well after the maps were built (and for a rather amusing reason). That change altered the way they played. Personally, I thought it altered it for the better, but the fall damage in the Beta was mild enough that I didn't mind it. And it gives a nice incentive to be careful with the jet pack.

http://halo.bungie.org/news.html?item=11565
 
Photolysis said:
I think you're overreacting a little here. Losing 1/4 of a shield bar if you badly jump down to rockets isn't going to make a huge difference to the gameplay, at least in a negative way. In fact, that and the stun increase the risk of going for the Rockets, which can be avoided by a skilled player.

I didn't have any problems with fall damage in the beta, and I did quite a few large drops on Sword Base and Boneyard. I'd be prepared to bet I could readily make the larger jumps on Pinnacle and Reflection as easily as I could make them on Ivory Tower and Ascension.



Hopefully one on Firefight. Theatre doesn't seem to have changed much, and pretty much every other mode has been covered.

How about when you rolled off the spawn point for Elites on Boneyard and it killed you instantly because of fall damage. Real risk and reward right? No, that's just dumb. I agree it's not a huge issue, and I'm not really going to be that upset that it's back, I just was responding to the guy who said that he actively enjoys its return. Which I find hard to believe.

GhaleonEB said:
FWIW, fall damage was taken out of Halo 2 at the very end of development, well after the maps were built (and for a rather amusing reason). That change altered the way they played. Personally, I thought it altered it for the better, but the fall damage in the Beta was mild enough that I didn't mind it. And it gives a nice incentive to be careful with the jet pack.

http://halo.bungie.org/news.html?item=11565
Hah, thanks for the link. I never would of guessed that was the reasoning behind it

As you said, it was fairly mild in the beta so I think everyone can rest easy.
 
Actually, as much as a new vidoc would be nice I feel like I want the huge add campaign to kick off even more.

I want it to create hype, we are now a month away from release and I want to see an add that really makes me want to play the campaign right now.
 
Not a Jellyfish said:
Actually, as much as a new vidoc would be nice I feel like I want the huge add campaign to kick off even more.

I want it to create hype, we are now a month away from release and I want to see an add that really makes me want to play the campaign right now.
I've been watching the NFL network for the pre-season games and it seems like the "Battle Begins" trailer is playing every half hour or so. I'm actually kind of sick of it. :lol
 
Photolysis said:
I think you're overreacting a little here. Losing 1/4 of a shield bar if you badly jump down to rockets isn't going to make a huge difference to the gameplay, at least in a negative way. In fact, that and the stun increase the risk of going for the rockets, which can be avoided by a skilled player.

Not that jump. I'm talking about the Man Cannon that takes you to the middle of the map. The guy in the video lost all of his shields. If he took fire in Mid air, which will happen with higher skilled players, the fall will kill him. In fact, I could only see lifting from rocket platform as a useful option right in the beginning because later in the game there will snipers in either tower ready to snipe anything that hits that cannon.

edit: Dax, get ready to pull host EVERY SINGLE GAME. When I was in my dorm playing Halo 2, I pulled host all the time.
 
GhaleonEB said:
FWIW, fall damage was taken out of Halo 2 at the very end of development, well after the maps were built (and for a rather amusing reason). That change altered the way they played. Personally, I thought it altered it for the better, but the fall damage in the Beta was mild enough that I didn't mind it. And it gives a nice incentive to be careful with the jet pack.

http://halo.bungie.org/news.html?item=11565
WLT asks: "Why did you guys [take] out the fall damage?"

Unfortunately falling damage didn't play nice with the energy sword, which made it into the game pretty late. If you lunged at someone below you you'd get accelerated so fast that when you hit the ground you'd die. We had to make a last minute decision whether to keep it like this or to turn off falling damage in multiplayer. We'd been playing without falling damage for quite some time anyway, and it didn't bother us too much, so we chose the latter.
:lol :lol :lol
 
DancingJesus said:
I've been watching the NFL network for the pre-season games and it seems like the "Battle Begins" trailer is playing every half hour or so. I'm actually kind of sick of it. :lol

No no, I am saying less of that trailer and more of the Live Action goodness that we all know is coming soon. :D

That is what gets me pumped for Halo, not a 30 to 40 second SP mashup of cutscenes. I watched the "Battle Begins" trailer a couple of times to see the different areas but it is not one that gets me hyped like the live action trailers do. The live action ad campaigns really get the hype train rolling for me because they just say "This is Halo...it is kind of a big deal." :lol
 
Hydranockz said:
Wat? It didn't kill you at all...

Oh, I so wish I saved the film right about now. It's after the first phase in invasion on the frigate. And it didn't just happen once, it happened numerous times to my friends and myself. But that's besides the point.

Anywho, I was thinking since the outer space area seemed underutilized in the Waypoint video on Zealot, maybe if there is a power weapon up there, it would give incentive to travel up there in a Slayer gametype. It'd hopefully spread out the map a bit.
 
Tashi0106 said:
Not that jump. I'm talking about the Man Cannon that takes you to the middle of the map. The guy in the video lost all of his shields. If he took fire in Mid air, which will happen with higher skilled players, the fall will kill him.

Ah yeah, I missed that one first time around. That is quite a lot of fall damage admittedly, but I don't think the guy crouches.

Hydranockz said:
Wat? It didn't kill you at all...

If you did a roll just as you went off, then you could be killed due to the extra damage caused by the sudden acceleration. I had that happen a few times as well, but I think you could survive it if you - as ever - crouched at the right time.
 
DancingJesus said:
Oh, I so wish I saved the film right about now. It's after the first phase in invasion on the frigate. And it didn't just happen once, it happened numerous times to my friends and myself. But that's besides the point.

Anywho, I was thinking since the outer space area seemed underutilized in the Waypoint video on Zealot, maybe if there is a power weapon up there, it would give incentive to travel up there in a Slayer gametype. It'd hopefully spread out the map a bit.
There is.
 
Man Bungie make me laugh.

10y3yuh.jpg


Haven't been this thread for a bit, I assume this has been spotted?
 
2 Minutes Turkish said:
Man Bungie make me laugh.

10y3yuh.jpg


Haven't been this thread for a bit, I assume this has been spotted?

2ronz7k.jpg



Oozer3993 said:
He died because he jumped, from the second level of the ship. If he had just fallen off the edge of the bottom level, he would have survived. I played primarily Invasion in the Beta and I NEVER died when dropping from the bottom level. I barely even lost anything off my shields just falling off. I'd just get the stun.


I remember that fall being survivable. He touched the beam before making the roll. He shouldn't have died from that fall. I could be mistaken though.

Regardless, the bug looks identical to that.

Dax01 said:
Moderate.

I'm playing on a 19" compared to a 42" from the last six or so months...and holy crap I suck now.:lol


You really need to set it to open. Eh, at least it isn't strict.
 
Top Bottom