343I, Halo 4 doesn't look like Halo.

Taking a break from the “HALO IS CALL OF DUTY” or “WEAPON A IS OVERPOWERED” threads, this should be a nice refresher for you. No, what I’m here to talk about today is the art style and aesthetics of the game itself. And yes this is entirely subjective, so inb4 “your opinion, man” posts. My comparisons will mostly be between Reach and Halo 4 since they are the most modern and graphically advanced of the series, and in my opinion embody their individual art styles the best.

I went back to playing the classic playlist of Reach today. When I was playing, I was playing on the beautifully crafted maps of that map pack. And it was a painful reminder. A reminder of what Halo used to look like, and how it looks now.

Let’s start with the Forerunner architecture. In the past, Forerunner buildings were looming and ancient looking. The worn metal walls had engravings on them instead of shiny surfaces and flashy lights everywhere. It looked inspired by the kind of designs ancient humans would build instead of a hyper-futuristic alien race.

I won’t say hardlight was never a part of their design, but it was never the focus like it is now. I feel High Noon got the look perfect. The map is covered with dust, there are designs carved into the walls, and while some portions contain hardlight it’s more subtle and not right in your face. There are also no shiny surfaces, everything looks appropriate to its age.

I guess the simplest way I can make my point is compare this image to this image. By the way, the skybox on High Noon is simply amazing.

The use of hardlight is about the same, but the engravings and weathered look just aren’t there. Forerunner buildings don’t look like that anymore. As someone else put it, they look like they were inspired by Tron.

But enough about the Forerunner for now, let’s talk about the UNSC. First, lets look at their weapons. In the past, the UNSC weapons looked like somewhat advanced versions of modern weapons. Black and Drab were the prevalent colors, not silver and grey. They were also more bulky and simplistic and less streamlined or futuristic and complex looking. I guess the best comparison I could make is between the Halo Reach Sniper and the Halo 4 Sniper, or the Halo Reach Shotgun vs the Halo 4 Shotgun.

On to the marines themselves. Their armor was also simplistic, and also featured green and drab colors. But now we have some rather strange designs, to say the least, with armor that is white and even at times pink, with skull emblems or full visor helmets.

The music is also less based on Orchestral or Spiritual songs than just your average techno. The previous music actually felt relevant to the setting of the game, you were fighting religious zealots on an ancient world created by a hyper-intelligent race. I guess the new music does fit the new setting though, so I will give them that.

One last thing I will bring up is the use of almost magical elements. There is no question the forerunner were an advanced race. But seeing disintegration or appearing out of thin air of organic and non-organic materials and floating buildings everywhere seems a bit too much.

What comes as a real shock to me though is that 343i and Certain Affinity actually worked on the Anniversary Map pack for Reach. You guys got it right the first time. It looked amazing. Now to me it just looks rather generic. I would like to see a return to the classic art style in the future, even if not entirely.

What I noticed about the weapons was how in the first three games, they were more futuristic looking. They were smooth and streamline, and yet simple in design, and then for some reason they got all gritty looking and complex in reach and halo 4. It almost makes the weapons feel too modern instead of the futuristic feel they are supposed to produce.

I will agree that the marines look way too modern though.

I have to agree with the Forerunner aesthetics. Everything in the past games looked ancient and mysterious, the stuff in Halo 4 looks like it just got scrubbed by a janitorial caste of Forerunners. It’s too damn clean.

> Let’s start with the Forerunner architecture. In the past, Forerunner buildings were looming and ancient looking. The worn metal walls had engravings on them instead of shiny surfaces and <mark>flashy lights everywhere.</mark> It looked inspired by the kind of designs ancient humans would build instead of a hyper-futuristic alien race.
>
> <mark>I won’t say hardlight was never a part of their design, but it was never the focus like it is now.</mark> I feel High Noon got the look perfect. The map is covered with dust, there are designs carved into the walls, and while some portions contain hardlight it’s more subtle and not right in your face. There are also no shiny surfaces, everything looks appropriate to its age.

I would say that that is a side effect from the overuse of lighting in the game.

343i took the path with Karin Traviss that the forerunner sturctures were made of a material which could “clean” itself. This is mentioned in the Kilo-Five books. It’s a weak excuse I know, but it is how 343i sees forerunner structures :frowning:

> > Let’s start with the Forerunner architecture. In the past, Forerunner buildings were looming and ancient looking. The worn metal walls had engravings on them instead of shiny surfaces and <mark>flashy lights everywhere.</mark> It looked inspired by the kind of designs ancient humans would build instead of a hyper-futuristic alien race.
> >
> > <mark>I won’t say hardlight was never a part of their design, but it was never the focus like it is now.</mark> I feel High Noon got the look perfect. The map is covered with dust, there are designs carved into the walls, and while some portions contain hardlight it’s more subtle and not right in your face. There are also no shiny surfaces, everything looks appropriate to its age.
>
> I would say that that is a side effect from the overuse of lighting in the game.
>
> 343i took the path with Karin Traviss that the forerunner sturctures were made of a material which could “clean” itself. This is mentioned in the Kilo-Five books. It’s a weak excuse I know, but it is how 343i sees forerunner structures :frowning:

Or, and this is just a thought, the reason all of the Forerunner stuff in Halo 4 is still shiny is because it’s still in use by Forerunners. It hasn’t been lying dormant for millennium like the rest of the Forerunner stuff has.

This is what made the past games so great. The past music gave off an ancient feeling. It was orchestral and had many monks. They had massive structures that you eventually were going to go to. The had foilage sometimes. Silver warn do textures and unique level platforms. God it was just great.

No it’s just bright lights, baby smooth surfaces, and lasers…lasers everywhere. Requiem didn’t blow me away when it was revealed to be honest.

That biggest thing that threw me off, was how great the Concept Art was. It was not nearly detailed or realistic/ancient as it showed. The Concept Art gave off much exploration, we barely got any. The experience felt linear and music average (not even implemented well).

I think they made the art style fit with they game’s theme. Take a look at Twilight Princess. With the terror on Hyrule, and Ganon’s twilit rule stretching across the land, the game has a dark, gritty, and realistic feel to it then Wind Waker did. In Skyward Sword, we had a pretty town, Skyloft, crafted by the gods. Everything looked so vibrant and colorful, with the fact it was made to resemble impressionist art.

Look at the old art style. We were locked in deadly conflict with a genocidal and another parasitic race. The dust like you mentioned was a great touch. Halo 4 was the triumphant return of the Master Chief. He’s been “dusted off(pun intended)”. 343 felt that to signify the return of the Chief and the re-emergence of the high-tech Forerunners, everything had to look shiny. We had ancient business going on in the original trilogy(Gravemind, Covenant religious beliefs etc.), that’s probably why we had spiritual soundtracks, whereas in Halo 4, the Forerunners technological advances needed to be depicted in a more techno and occasionally epic soundtracks. I’m not a big fan of the Marines myself, but the old design was better in my opinion.

Seeing as the Chief is back on Earth, and the war between species begins once again, I think the old art style will return in Halo 5.

Personally,I like the new stuff. It’s a new trilogy, a new story, a new war. Why should it look the same as the last one?

> Why should it look the same as the last one?

Mostly because people are blinded by nostalgia and have a hard time letting go of the past. People don’t like change, not matter how much they try to deny that.

They feel it would be better to stick with something old and familiar than embrace something new and different.

> > Why should it look the same as the last one?
>
> Mostly because people are blinded by nostalgia and have a hard time letting go of the past. People don’t like change, not matter how much they try to deny that.
>
> They feel it would be better to stick with something old and familiar than embrace something new and different.

The old was different.

The new just looks like generic sci-fi.

That’s not to say I hate the new look, but I thought the old one was more unique.

The Marines looked more WW2 era inspired, and the Forerunner buildings looked more ancient and cultish. Now the marines look like typical modern ‘hardcore’ marines, and the forerunner aren’t that different from any other commonly seen futuristic society.

> > Why should it look the same as the last one?
>
> Mostly because people are blinded by nostalgia and have a hard time letting go of the past. People don’t like change, not matter how much they try to deny that.
>
> They feel it would be better to stick with something old and familiar than embrace something new and different.

Not this again. I love both art styles, but is it wrong to miss an art style? Is it so wrong to see it again? It’s opinion. Change needs to be embraced, but a person needs to indulge and adjust, or the change isn’t nessassary.

> Or, and this is just a thought, the reason all of the Forerunner stuff in Halo 4 is still shiny is because it’s still in use by Forerunners. It hasn’t been lying dormant for millennium like the rest of the Forerunner stuff has.

Requim has been just as dormant as the Halo rings. Besides the ancient temples in Ontom were all as clean as possible.

> > Why should it look the same as the last one?
>
> Mostly because people are blinded by nostalgia and have a hard time letting go of the past. People don’t like change, not matter how much they try to deny that.
>
> They feel it would be better to stick with something old and familiar than embrace something new and different.

Yeah, because star wars 1-3 was so much better than 4-6. Jar Jar Binks was the perfect addition to the story. -Yoink- nastolgia, newer is always better.

/sarcasm

Halo 4 looks like a sweet 2012 game :slight_smile: And yea… Its much Halo in it

> I have to agree with the Forerunner aesthetics. Everything in the past games looked ancient and mysterious, the stuff in Halo 4 looks like it just got scrubbed by a janitorial caste of Forerunners. It’s too damn clean.

Maybe the watchers can create hard light mops for the Knights to use?

It was stated in the Forerunner Saga that the Halo Array (which the original trilogy took place around, obviously) was an oddity in that it didn’t use hard-light extensively like most other installations.

Halo 4 takes place on a “traditional” Forerunner installation (Requiem) which, as has been demonstrated, is basically mostly hardlight. I would expect it to look different, for instance, cleaner.

Canon explanations ftw

As for everything else… pretty much nitpicking.

> I have to agree with the Forerunner aesthetics. Everything in the past games looked ancient and mysterious, the stuff in Halo 4 looks like it just got scrubbed by a janitorial caste of Forerunners. It’s too damn clean.

Well, in defense of Halo 4, Requiem isn’t like other Installations we’ve seen before. It’s been maintained and sealed off from any outside interference.

> > I have to agree with the Forerunner aesthetics. Everything in the past games looked ancient and mysterious, the stuff in Halo 4 looks like it just got scrubbed by a janitorial caste of Forerunners. It’s too damn clean.
>
> Well, in defense of Halo 4, Requiem isn’t like other Installations we’ve seen before. It’s been maintained and sealed off from any outside interference.

Guess the Ur-Didact just likes things tidy.

i like the art style

If you don’t think Halo 4 looks like Halo, then you need to see an eye doctor…FAST!