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New Halo 4 Gameplay

So Halo 4 looks like Halo 3, which we all know looked like Halo 2, which looked like CE.

Halo 4 looks like a game from 2001.
 
I love how everyone gets completely butthurt when I mention one thing I don't like about the series without personally insulting anybody. Don't worry, I'll bail out of the thread now so all of you can continue loving everything unconditionally. Stay classy.

don't let em win
 
I hope people don't ever mention graphics in the Call of Duty thread. If Halo 4 looks like 3, then Black Ops II looks like Quake III Arena to these people.

Either way, once again I'm pretty fucking excited to play some Halo-ass multiplayer with my friends this Fall.
 
my biggest problem with the new art direction is all the lensflare ala masseffect and killzone.

It kinda works because it's a space-opera, and you're in a visor(but then I think they should add water and fog and embrace the entire concept), but it's really getting out of hand and becoming needless clutter. I want a return to clean and crisp art direction that promotes gameplay and not "cinematic" experiences. I really hope art directors next generation learn what the term "edit" and "refine" mean.
 
They would have to scale back or cut a lot more to get it running at 60fps. Rendering each frame in 16.6ms is no easy task.



It's meant to simulate the perspective of wearing a helmet. Makes sense when you think about it.

No it's not. Most FPS players never look up. By putting the crosshairs below the horizon, Bungie ingeniously gains more screen real estate in space above the horizon. As a result, players tend to be more aware of movement on the Z axis.
 
No it's not. Most FPS players never look up. By putting the crosshairs below the horizon, Bungie ingeniously gains more screen real estate in space above the horizon. As a result, players tend to be more aware of movement on the Z axis.

Yeah I'm sure that's one of the few reasons why they have the reticle in it's current position, especially since Halo has a good amount of vertical gameplay.

However are you trying to tell me that it doesn't look like they are trying to simulate the perspective from wearing a helmet even with the outlines of the helmet indicating so? That and I could have sworn I read/heard someone from bungie mention this way back in the Halo 2 days. Could be wrong on that one though.
 
Looks phenomenal imo. Much cleaner and more visually impressive (mainly due to the lighting), compared to all previous Halo's.
 
Yeah I'm sure that's one of the few reasons why they have the reticle in it's current position, especially since Halo has a good amount of vertical gameplay.

However are you trying to tell me that it doesn't look like they are trying to simulate the perspective from wearing a helmet even with the outlines of the helmet indicating so? That and I could have sworn I read/heard someone from bungie mention this way back in the Halo 2 days. Could be wrong on that one though.

No, I'm saying that the placement of the crosshairs below the horizon is not an attempt to simulate seeing from inside a helmet. The HUD frame is obviously an attempt to communicate the helmet, however.
 
No, I'm saying that the placement of the crosshairs below the horizon is not an attempt to simulate seeing from inside a helmet. The HUD frame is obviously an attempt to communicate the helmet, however.

Have you ever worn a helmet? It does cut off the lower portion of your viewing angle. At least it did for me when playing paintball and wearing a motorcycle helmet.

If not, then why does the crosshair return to the center when you're in 3rd person mode and no longer viewing the world through a helmet?
 
Have you ever worn a helmet? It does cut off the lower portion of your viewing angle. At least it did for me when playing paintball and wearing a motorcycle helmet.

If not, then why does the crosshair return to the center when you're in 3rd person mode and no longer viewing the world through a helmet?

Because in third person mode your situational awareness on X,Y, and Z is increased to such an extent that it's not needed.
 
Because in third person mode your situational awareness on X,Y, and Z is increased to such an extent that it's not needed.

Agreed, that makes sense. So you think it has nothing to do with the fact that he's wearing a helmet, I guess we'll have to agree to disagree unless you work for 343 and this is some official statement.
 
Agreed, that makes sense. So you think it has nothing to do with the fact that he's wearing a helmet, I guess we'll have to agree to disagree unless you work for 343 and this is some official statement.

They've mentioned it's because this way most of your screen won't be floor
 
Agreed, that makes sense. So you think it has nothing to do with the fact that he's wearing a helmet, I guess we'll have to agree to disagree unless you work for 343 and this is some official statement.

There's in-universe explanations for it, sure, but gameplay comes first. They wouldn't design the game around "Well he's wearing a helmet, so we should put this down here". The notion of most shooter players not looking up is pretty spot on.


They've mentioned it's because this way most of your screen won't be floor
This too.
 
I don't work for 343, but I'm an FPS designer.

I see, cool. So I have to ask, why don't more shooters do this?

They've mentioned it's because this way most of your screen won't be floor

I already acknowledged this to be one of the reasons.

Edit:

There's in-universe explanations for it, sure, but gameplay comes first. They wouldn't design the game around "Well he's wearing a helmet, so we should put this down here". The notion of most shooter players not looking up is pretty spot on.

No I agree, the gameplay implications come first and foremost. Like you mentioned, I just see a convenient, in-universe, association as well. That's all I'm saying.
 
No it's not. Most FPS players never look up. By putting the crosshairs below the horizon, Bungie ingeniously gains more screen real estate in space above the horizon. As a result, players tend to be more aware of movement on the Z axis.
Is this what you guys are doing with Bioshock Infinite too, since it's also going to be around vertical gameplay?
 
the xhair is lower because they found that the multiplayer was a lot more vertical then in most other shooters, the high jump heights and the boost pads from halo 2 meant more acction was occuring abover the players line of sight, to compensate they lower the crosshair, this means that the field of view is higher.
 
Isn't it just because people are more likely to say jump from above into your view than pop up out of the floor.

I'd never ever noticed it wasn't in the centre of the screen before, I wonder if this is why I aim downwards a little (friends have told me this when they've watched me play)
 
This thread is amazing.

"looks just like halo 3"

"No. It looks EXTREMELY more impressive than Halo 3, look at these screenshot comparisons"

"oh, my fault, i meant art style. the art style looks just like halo 3"

"No. The art style is completely different actually. It is in a completely new setting."

"yeah, well, uh, hrm, shit looks meh.

"Bye"
 
This thread is amazing.

"looks just like halo 3"

"No. It looks EXTREMELY more impressive than Halo 3, look at these screenshot comparisons"

"oh, my fault, i meant art style. the art style looks just like halo 3"

"No. The art style is completely different actually. It is in a completely new setting."

"yeah, well, uh, hrm, shit looks meh.

"Bye"
Haters are trying very hard to hate.

It's entertaining to watch.
 
This thread is amazing.

"looks just like halo 3"

"No. It looks EXTREMELY more impressive than Halo 3, look at these screenshot comparisons"

"oh, my fault, i meant art style. the art style looks just like halo 3"

"No. The art style is completely different actually. It is in a completely new setting."

"yeah, well, uh, hrm, shit looks meh.

"Bye"

343 should be ashamed, they are making Halo 4 look so good that haters got problems with hating it.
 
In fairness, I'd always interpret 'Looks like Halo 3!' as a positive comment, opposed to 'Looks just like Halo 3' or 'Looks like Halo 3'.

On another note, the maps are strange. Some times Wraparound looks incredible, some times it looks really grey. As for Warehouse, that has a similar issue, it looks kinda bland on the inside, yet the opening in the middle where you can see the stars is pretty great.
 
when people say it looks like halo 3 we aren't speaking literally. It's like it has that Halo 3-ish look to it where as it doesn't look like Reach. It's hard to explain. It seems more like the true successor to Halo 3 where Reach looked a bit different despite it still being halo.
 
when people say it looks like halo 3 we aren't speaking literally. It's like it has that Halo 3-ish look to it where as it doesn't look like Reach. It's hard to explain. It seems more like the true successor to Halo 3 where Reach looked a bit different despite it still being halo.

No, these people were clearly trolling. If Halo 4 didn't look so good, I doubt we would have as much trolling.
 
343 clearly has technical prowess and "epic" art". I'd like to see a return to the massive moving environmental structures from Halo 2. They had a special name for them they mentioned the making of DVD that I forget, but the sense of scale was amazing.

The I.Q. bump alone should blow Halo 3 away. (I haven't played reach so I can't compare it to that) It had great lighting, motion blur and some impressive vistas but the jaggies ruined it for me. I haven't been this pumped for a Halo game in a long time.
 
i just hope that h4 has a solid framerate. way too many recent games run with sub-30 fps. anniversary did too and reach had pretty big framerate issues as well.
 
Isn't it just because people are more likely to say jump from above into your view than pop up out of the floor.

I'd never ever noticed it wasn't in the centre of the screen before, I wonder if this is why I aim downwards a little (friends have told me this when they've watched me play)

The reverse is also true. If you are jumping down on an area from above, you won't be able to see below you. It would take away some of the inherent advantage of attacking from above.

If true, this is all reminiscent of pre-mouselook days. And to me it doesn't stand for a change that aids traditional Halo combat, more of a change toward CoD-like levels. Less verticality, less options.

EDIT: Too lazy to post a side-by-side, but at first glance I thought the Halo4 reticule was even lower than Reach. But it's the same as Halo3 and up. Halo 2 is a little higher. Halo1, obviously was in the center.
 
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