See
Red Dead Redemption 2 and GTA 5 are widely praised for their incredible attention to detail, e.g
birds in Red Dead Redemption 2 create certain shapes while flying
animals, when killed in Red Redemption 2 decay over time and you can see them decay with bones appearing
cars and other objects and even animals when shot or damaged have bullet holes or injuries which can be viewed in a proper realistic manner
i wonder if 343 is adding soo many things and a whole lot of things in Halo Infinite like never seen in previous titles, and have promised incredible attention to detail on them, should this attention to detail technique applied by Rockstar games in their franchises be applied by 343 in Halo as well to give it a rare and sense of realism feel to it?
personally I’m fine with or without this technique being applied, but what do you guys think
all opinions are accepted Spartans
Would really love to see exactly this, and to some extent I expect this from a flagship next-gen title, especially one that is supposed to bring the most open world Halo has ever seen.
Previous titles featured somewhat open missions within the constraints of a very linear campaign, a lot of effort went into the design of cinematic moments and the progression of gameplay. Reach, CE, and 3 are very specifically guided campaign experiences for me, very specifically distilled to make you feel a certain way and lead you to key conclusions and experiences at just the right time. Going to a more open title means sacrificing some of that specificity and guidance, but in exchange for more detail and a more interesting/immersive world to explore. I would hope that Infinite might find a good balance between the first person narrative and progression of games like far cry with the immersive details of red dead, all set within our beloved world of Halo.
I would love to see the kind of graphic details you gave examples of, but I would go further, and welcome more gameplay mechanics that give you the sense that you’re in the world of Halo, whether that mean bases, calling in pelicans or vehicles etc… If the world of the campaign was only as interactive as previous campaigns, I think I would have a hard time being entertained by traveling all over maps and searching for goodies and making the sort of interesting player decisions that Joe Staten mentioned (When he said that thing about being able to go explore these ruins, or save some marines, or go take out a Banished war base.)
Good thoughts here, thanks for posting.
I think they are going to be paying a lot of attention to detail in infinite. I remember them saying that in the campaign demo when the warthog drives over the suicide grunt the tire pops, and you could actually see that if you look closely. Also in the new inside infinite update, they show how the grappling hook “gears” or something rotate to the right when shot out, and then rotate to the left when pulled back in. I’m sure there’s so much they are going to do since they have until Fall
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> I think they are going to be paying a lot of attention to detail in infinite. I remember them saying that in the campaign demo when the warthog drives over the suicide grunt the tire pops, and you could actually see that if you look closely. Also in the new inside infinite update, they show how the grappling hook “gears” or something rotate to the right when shot out, and then rotate to the left when pulled back in. I’m sure there’s so much they are going to do since they have until Fall
True
Rockstar have always gone for borderline obssessive levels of detail in their games since GTAIV when tech matured enough to let them realize their vision of a simulated game world. While fantastic and testament to the ability and talent of Rockstar’s dev teams, I don’t think the same approach would work for any FPS game such as Infinite. Adding complicated background simulations and background detail can lead to compromises in core Halo game pillars such as the following:
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Easy readability of the screen: while adding a lot of background environment detail is great it should never compromise player readability of both their surroundings and NPCs/ other players. This is particularly important in multiplayer where you virtual life literally depends on your ability to distinguish the enemy players from their surroundings. - A comprehensive and well developed physics engine: For me, the best Halo moments happen when the game’s sandbox and physics engine interact to create amazing gameplay moments. Moments such as having a nearby airborne traffic cone (launched by a granade or something else) leaps into the path of a rocket meant for your Spartan’s face. The more details and background simulations (such as the already mentioned corpse decay system) you add, the less likely it is that you’ll have the remaining technical resource to implement a complex physics engine that allows for those amazing in-game moments. Remember how Halo 4, while looking absurdly good for its time, had a notably less complex physics system and particle system (among other stuff) from Halo 3?There are other points that can be made, but the important thing to remember here is that Halo as a series has very, very different priorities from those of Rockstar’s games. Mind you, I do hope Halo: Infinite has a bunch of cool details that will impress come launch day, but those should never come at the cost of what a good Halo game can and should be.
I would love to see all the super small details too!
But I don’t want that to be a huge focus, I’d rather less details but an amazing game than a lot of little details with a mediocre play style.
I’m sure we will definitely see things that we never have before, but you also have to remember that this is a brand new engine that they’ve had to work on from the ground up. They didn’t have any previous games to bounce stuff off of so their workloads have been far greater than a usual sequel would be. I wouldn’t go in expecting this to be super high quality right out the gate or for there to be tons of detail like GTA or RD may have.
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> > 2535471015334583;3:
> > I think they are going to be paying a lot of attention to detail in infinite. I remember them saying that in the campaign demo when the warthog drives over the suicide grunt the tire pops, and you could actually see that if you look closely. Also in the new inside infinite update, they show how the grappling hook “gears” or something rotate to the right when shot out, and then rotate to the left when pulled back in. I’m sure there’s so much they are going to do since they have until Fall
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> True
That’s very important actually