Do you have any disappointments on Halo Infinite ?

> 2535447175857524;10:
> - They will cancel the xbox one version: I am NOT trying to spend an extra 500+ dollars to play this game
> - Delay will be a year or longer
> - Too much fan service to the toxic ones: stuff that a few vocal people want that most do not. EX) forgetting halo 4 and 5,

Fortunately I can all but guarantee that these won’t happen. If the delay would be for over a year they would have just said so. They already have so much of the game developed for the Xbox One there is no way they’re dropping it at this point, and from what I can tell they aren’t going to ignore any story elements from H4/5

> 2533274795098161;40:
>

Again, nobody is saying that there are any reasons it can’t run on xbox one, they’re saying it shouldn’t be able to run on xbox one IF that will make the game better, and the product they showed which xb1 can handle was not good enough.
Is it a misconception that better hardware makes better games possible? isn’t that a logical technical reason if anything?
If you want to run 4k 60-120 fps, huge open world, with so much content, long campaign etc, you have to make other sacrifices wether it’s on old or new gen actually, the difference is you have to make more sacrifices on the old one and less on the new one, that’s a fact not a misconception, what isn’t a fact, is that it is necessary, I understand that I can’t know this for sure.
Maybe it wouldn’t make a difference like you are claiming. but I dont “know” that either, only 343 does at this pont. So like I said, if they would have been able to make a better game if they only made it for XSX, then that’s what I would have wanted, when ever it would have come out because of it.
I will repeat, it’s not about using the potential of XSX it about being able to make the actual “finished game”, which the Xbox One doesn’t seem capable of from what I’ve seen of infinite so far.
I don’t believe that 343 doesn’t care and stuff like that, I honestly think (can’t find article so don’t take my word for it) I read at some point even that they said themselves that this has been a challenge, it is also rumored to be the highest budget video game ever made which would mean this is a huge game. And so many who know these things better than me seem to be quite confident that xb1 is holding Infinite back. And thats just logical to me.

But yes you probably are right, it is probably too late for this now, but like I said, IF there are last minute changes that will mean the game can’t run on Xbox One, then I want them to take that chance. And if I heard the news that Infinite was canceled for Xbox One, that would give me some more hope that they are actually taking in all the feedback on doing their best to make this as good as they can, an upgrade from 2013 to 2020 tech could be enough to just keep all the content and also get the visuals up where they should be, that is all I want, i don’t want them to remake the whole game.
I think thats the reason really I had it on the list. But I am obviously getting an XSX so I’m not the one who is harmed by it, I would just see it as I’m probably getting a slightly more polished product. Which is a positive thing to me.
And if it’s so easy to make this game perfect on xb1 too, then why are they failing? They are a proffesional company. Yes it was a game meant for Xbox One and I don’t mind that, but after 5 years of development it does not look great even for an xbox one game in my opinion. And I believe that is because they set the bar too high. Dumping the old gen might be a solution, if it isn’t then don’t bother ofc.
But yeah maybe this shouldn’t have been on my list either way because the “release on xbox one” itself probably isn’t the actual dissapointment.

Players should stop worrying for nothing about the cancellation of the xbox one version of halo infinite.
The developers of halo infinite did not say anything at this level and they confirmed the xbox one version.

> 2533274947805189;42:
> Is it a misconception that better hardware makes better games possible?

Yes, it is.
The quality of a game is defined by its gameplay, not by the number of polygons on screen or resolution of the textures or the pixel count or the frame rate or anything of the sorts.

> 2533274801176260;44:
> > 2533274947805189;42:
> > Is it a misconception that better hardware makes better games possible?
>
> Yes, it is.
> The quality of a game is defined by its gameplay, not by the number of polygons on screen or resolution of the textures or the pixel count or the frame rate or anything of the sorts.

I agree to an extent, story is prio 1 to me and then gameplay, but that is induvidual. Either way I think you’re missing the point, better hardware makes more gameplay options possibile the further games evolve, Halo 3 and Reach could have more stuff in them like armor abilities and stuff, more AI, more different maps for campaign and all those things came from better hardware which let them. New consoles aren’t only made for graphics and fps you know, so what’s your point here?
I’m not saying this makes Halo 3 and Reach better than CE and Halo 2 but what I mean is that the potential and possibilities of making better games become bigger, less boundries to be precise. You could make create Halo 2 for Xbox 360 but you couln’t create Halo 3 for the original Xbox. Therefore I am worried that Infinite might be doable on XSX but not on Xbox One, it seems to be a very huge project, pushing the boundries of the One.
Things that can run on worse hardware can also run on better hardware, but not the other way around, so just by that fact it makes better games possible, because ALL games are possible (except the ones that still can’t be made until way in the future ofc). So I’m not catching you point at all.

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> > 2533274985070673;32:
> > > 2533274945522793;31:
> > > > 2533274985070673;30:
> > > > My only disappoint is that it looks like cortana would not be the main enemy.
> > >
> > > Why is this a problem ?
> >
> > Well… The last we saw in H5 was a Cortana dominatig all the Galaxy and 2 years later she is not a problem…
> > And the main problem is the banished, but hey, not with atriox instead we have a random brute leader that we have never seen before.
>
> Cortana is still an problem in halo infinite and the Major will have to try to stop her.
> For my part, I find it a shame that Cortana is an enemy.
> Normally she was always loyal to the major.

I’m sorry I’m not trying to be a -Yoink-, but how do you not know by now that it’s the Chief, not the major? Master Chief, not Master Major.

> 2533274947805189;45:
> Either way I think you’re missing the point, better hardware makes more gameplay options possibile the further games evolve, Halo 3 and Reach could have more stuff in them like armor abilities and stuff, more AI, more different maps for campaign and all those things came from better hardware which let them.

What did Halo 3 and Reach have in terms of gameplay that would not have been possible on the original Xbox?
Particularly Halo 3 was pretty much identical to Halo 2 with respect to how it played. As for Reach… would sprint have not been realizable? Surely not, there were plenty of games on that system that had it. What about evade? Elites have been doing that since CE. Jetpack? Since Halo 2. Bloom? Drop shield? I highly doubt it.
You could even go further: What did H5G add that would not have been possible before? Clamber? Exists at least since Tomb Raider, which was one generation before the Xbox. Stabilizer? Ground pound?
Even Infinite’s Grappling Hook is nothing new, I’ve seen the same mechanic a couple of times in various Spider-Man games, dating back to at least the PS1/N64 generation.

As for “more AI”, the biggest encounter in Halo in terms of how many bots partake in it at the same time to this day is still the final fight of Two Betrayals where the banshees are located.

Even assuming that the premise were correct, that better hardware allows for more gameplay options (which it isn’t, at least not without any caveats), that still has nothing to do with the initial statement: That better hardware were to make better games possible. Different, sure. We can do quite a lot today that wasn’t possible a decade ago. But that doesn’t mean that the games themselves are getting better.

My only dissapoints:

  • Graphics - Weapon sounds - Blood doesn’t go on ground when you shoot enemies. - Sprint but it doesn’t matter to me in the campaign since its an open world so I’ll need it. I hope it’s not in multiplayer though. - Hit markers - I like ravager and new carbine but it runs out too quick though. - New phantom look - Look on the new brute

> 2533274801176260;47:
> > 2533274947805189;45:
> > Either way I think you’re missing the point, better hardware makes more gameplay options possibile the further games evolve, Halo 3 and Reach could have more stuff in them like armor abilities and stuff, more AI, more different maps for campaign and all those things came from better hardware which let them.
>
> What did Halo 3 and Reach have in terms of gameplay that would not have been possible on the original Xbox?
> Particularly Halo 3 was pretty much identical to Halo 2 with respect to how it played. As for Reach… would sprint have not been realizable? Surely not, there were plenty of games on that system that had it. What about evade? Elites have been doing that since CE. Jetpack? Since Halo 2. Bloom? Drop shield? I highly doubt it.
> You could even go further: What did H5G add that would not have been possible before? Clamber? Exists at least since Tomb Raider, which was one generation before the Xbox. Stabilizer? Ground pound?
> Even Infinite’s Grappling Hook is nothing new, I’ve seen the same mechanic a couple of times in various Spider-Man games, dating back to at least the PS1/N64 generation.
>
> As for “more AI”, the biggest encounter in Halo in terms of how many bots partake in it to this day is still the final fight of Two Betrayals where the banshees are located.

Are you really denying that newer consoles are capable of more gameplaywise than old consoles? Are you under the impression that the only difference between an original Xbox and an Xbox series X is graphics?.. Interesting.
Bungie said them selves that they pushed the boundries with Halo 2 do you think that is just visually or what do you mean? And they needed that new hardware to complete their plans for Halo 3 (though I can’t swear that this part is not about only graphics).
if i’ve understood correctly, a lot of it comes down to how much space can it use and still run well on the console, everything takes space in a game and newer consoles do this better that old ones, I mean look at the loading time on the XSX.

Examples of gameplay differences in newer and old Halo games:

-Varied mission maps, Halo CE had 2 of almost every mission location, there was a reason for that. Halo 2 pretty much did the same but instead of using the same map they re-used the same structures and textures for 2 missions, Marty has said this was not just an esthetic choice and ofc it wasn’t. newer games do this to but to a smaller extent and they also have many other things using data.

-AI, what you are saying about the AI in CE is not true at all, I don’t even think it’s the most AI encounter in CE itself. Either way it’s not just about the amount of bots, if 2 bots are coded the same they have the same data and don’t take as much space as if every different enemy has their own behavior and own data. I’m not saying they should do this, that would be absurd and even new consoles could not handle that but I like if it is used to a further extent. All of a sudden in Halo 3 they could have so many more flood variants for example, also viecles and stuff in general
They already use this in Infinite to an extent with wild-life, they did in reach too in some missions. I am longing a little for a Halo game to be able to for example have like 3 different behaviors for only Brute minors, etc. This would be revolution for gameplay not in Halo, it would be so exiting and I would love it this might be possible on series x depending on how many different enemies and other AI you have all together ofc, but there is no chance Halo 2 could have it on original xbox.

-more phisics possibilities in newer engines

-Abilities, It’s not as simple as, this has been done so let’s put it in the game… I think they might maaybee have been able to put one or two of those things you listed in the old games, but not all of them. As they said they pushed the boundries with Halo 2 I doubt they would fit pickups or reach’s armor abilities in there without sacrificing other things, with better hardware you don’t need to make as many sacrifices, thats the point. I’m not saying they should throw everything in just because they can, but it would give them the freedom to put more of the things in that they actually want.

I just want to go off track here about sacrifices in Infinite, visuals don’t define a good game to me in any way, but it can effect the overall experience in different ways, CE had great visuals in a way that really made me feel the game in a magical way. With more visual possibilities there will also be more possibilities of doing this in more ways.
The situation Infinite might be in right now is that they have priorotized gameplay (which is good!) and for that the visuals suffer (which is not great) ( and maybe the gameplay suffers too we don’t know that yet) But if it would be upgraded from 2013 hardware to 2020 hardware then maybe the gameplay AND the visuals would be top notch… And don’t you think that is what they should go for? Don’t you think a game with good visuals and gameplay is better than a game with only good gameplay, visuals is a part of the experience and living the game, almost all halo games have done this brilliantly.

-More sounds, and better sound quality, effect, music dialogue etc. ( this is a part of gameplay to me, but if you don’t feel that way just ignore this point)

-More polished detailed shapes in objects, in ce and 2 there were mostly sharp edges in the shape of ground cliffs etc, first in Halo 3 we start seeing more realisticly shaped surroundings, compare missions Halo on CE with any mission on Halo Reach for example TotS or WC and look at the ground you walk on and rocks etc. could they have easily done that on the original xbox?

-Bigger weapon sandbox with weapons that don’t only look different but act different.

There is waaay more someone who has actually made games the last 20 years could list.
Game possibilities have evolved in more than graphics but you are allowed to doubt that.
It’s all about bigger possibilities, you have all the old possibilities and many new ones, therefor better hardware make better games possible. Are you still in disagreement on this?

  • The retainment of Sprint, Slide and Clamber - The new weapons are all generic - No magnum and tactical shotgun - Not enough gameplay in the demo - Hitmarkers - Weapon bloom - Static AI - Being held back by the OG xbox 1 - Season pass that we will probably get with the MP - Any recent news involving 343 and this game - Probably the game itself if 343 doesn’t pull their act together What I liked

  • No Smart-Link ( as far as we know ) - Better art style

> 2533274879721941;48:
> My only dissapoints:
> - Graphics - Weapon sounds - Blood doesn’t go on ground when you shoot enemies. - Sprint but it doesn’t matter to me in the campaign since its an open world so I’ll need it. I hope it’s not in multiplayer though. - Hit markers - I like ravager and new carbine but it runs out too quick though. - New phantom look - Look on the new brute

lol that’s pretty much the same as me

> 2533274947805189;49:
> Bungie said them selves that they pushed the boundries with Halo 2 do you think that is just visually or what do you mean?

Obviously, they also meant leveldesign, movable objects, i.e. the scarab, etc.
Which once again has no effect on the gameplay itself. You can have the same gameplay within smaller spaces as in larger ones.
Functionally, the gondola ride in Quarantine Zone was pretty much identical to the various holdout zones in the Library. It just was a lot more taxing on the hardware because the floor was in motion.
Besides the fact that CE’s environments were pretty big already. Just count how often you actually have loading zones in, say, Attack on the Control Room/Two Betrayals.

> 2533274947805189;49:
> And they needed that new hardware to complete their plans for Halo 3 (though I can’t swear that this part is not about only graphics).

I am not completely certain which quote you refer to, but I could hazard a guess that they referred to Theater and Forge. Which, while awesome, are completely irrelevant if the gameplay had been crap.

> 2533274947805189;49:
> -Varied mission maps, Halo CE had 2 of almost every mission location, there was a reason for that.

Yes, the rushed development, which is why they had to re-use levels. That has nothing to do with the console’s hardware, otherwise this would not have been possible to (somewhat) fix in Halo 2.

> 2533274947805189;49:
> Halo 2 pretty much did the same

Because it had an equally rushed development, if not worse than CE.

> 2533274947805189;49:
> -AI, what you are saying about the AI in CE is not true at all, I don’t even think it’s the most AI encounter in CE itself.

Then what is?

> 2533274947805189;49:
> All of a sudden in Halo 3 they could have so many more flood variants for example, also viecles and stuff in general

Even if you count every single enemy variant independently (i.e. assume that all Brute Ranks had different A.I., every Grunt ranks, etc.) Halo 3 had less types of enemies than Halo 2. I love that game, but other than making the Scarab a dynamic enemy instead of a scripted event, it didn’t really do much in terms of A.I. Then again, I don’t think any game after the first ever did. In fact, I always had the feeling the A.I. got dumber and dumber from game to game.

> 2533274947805189;49:
> They already use this in Infinite to an extent with wild-life, they did in reach too in some missions.

You mean, how Halo 2 already had wildlife?
Also, once again, unless they are an actual enemy to fight (e.g. Gûta), no relevance for gameplay.

> 2533274947805189;49:
> -more phisics possibilities in newer engines

All Halo games since 2 use Havok. CE was the only title to use its own dedicated physics engine.
Ironically, it was also the only title where physics impacted gameplay objects such as overshield until 343 went out of their way to manually reintroduce it into H5G.
In a way, CE has the best physics engine of the franchise

> 2533274947805189;49:
> As they said they pushed the boundries with Halo 2 I doubt they would fit pickups or reach’s armor abilities in there without sacrificing other things

Well, we know they were working on sprint during Halo 2’s development, and they cut it because of pacing issues, not because it didn’t work.
Invisibility was already a power-up since the first game, it would have been zero issue to bind it to a button.
Overshield already makes you briefly invulnerable while it charges, if you also disable moving during this process, bam, there you have Armor Lock.
Jetpacks already existed in Halo 2.
Rolling since Halo CE.
Hologram and Drop Shield would have been the only ones they’d have to make from scratch, and I doubt either of them presents that much of a challenge, given the fact that both holograms and shields already exist in the game.

> 2533274947805189;49:
> with better hardware you don’t need to make as many sacrifices, thats the point.

Maybe. But that still has nothing to do with the games being better.

> 2533274947805189;49:
> But if it would be upgraded from 2013 hardware to 2020 hardware then maybe the gameplay AND the visuals would be top notch… And don’t you think that is what they should go for? Don’t you think a game with good visuals and gameplay is better than a game with only good gameplay, visuals is a part of the experience and living the game, almost all halo games have done this brilliantly.

They can easily do both. Releasing the same gameplay on both consoles, but if you want the fidelity as well, you know which version to buy. The engine needs to be scalable anyways because of PC.

> 2533274947805189;49:
> -More sounds, and better sound quality, effect, music dialogue etc. ( this is a part of gameplay to me, but if you don’t feel that way just ignore this point)

I was just about to say it, but yeah, that’s not actually gameplay. That being said, just like visuals, this is one aspect that does improve with hardware.

> 2533274947805189;49:
> -More polished detailed shapes in objects, in ce and 2 there were mostly sharp edges in the shape of ground cliffs etc, first in Halo 3 we start seeing more realisticly shaped surroundings, compare missions Halo on CE with any mission on Halo Reach for example TotS or WC and look at the ground you walk on and rocks etc. could they have easily done that on the original xbox?

Has nothing to do with gameplay.
Also, need I really point towards the Breakout maps with regards to “new hardware allows to make more than sharp edges”?

> 2533274947805189;49:
> -Bigger weapon sandbox with weapons that don’t only look different but act different.

Halo CE was pretty much the only game in the series that actually had a distinct function for every weapon. Ever since Halo 2, the majority of “new” guns are reskins of preexisting ones with some very minor alterations.

For the record, SPV3 already does add new enemies, guns, vehicles, levels, etc. to CE’s campaign and has been confirmed to run in HD(!) on devices as low as five times the minimum system requirements that CE has. That being said, I am not certain how much of that is graphics related, as SPV3 (to my knowledge) does not provide its own system requirements.

> 2533274947805189;49:
> Game possibilities have evolved in more than graphics but you are allowed to doubt that.

I didn’t say they hadn’t.
What I said was:
A) Better hardware does not allow for better games. It just allows for different games that might not have been possible before. None of this implies that the quality of the games gets better, not even that the hypothetical ceiling would be raised.
B) Halo specifically has never made much use of the improved hardware to supports its gameplay. There are ways to do that, such as real-time linking of different areas through portals the way that Prey and, well, Portal did. Halo’s changes, however, were always more simplistic.

> 2533274947805189;49:
> therefor better hardware make better games possible. Are you still in disagreement on this?

Absolutely.

> 2533274801176260;52:
> > 2533274947805189;49:
> > Bungie said them selves that they pushed the boundries with Halo 2 do you think that is just visually or what do you mean?
>
> Obviously, they also meant leveldesign, movable objects, i.e. the scarab, etc.
> Which once again has no effect on the gameplay itself.

What?.. all those things are part of the gameplay…
I stongly disagree with this xD

So you are under the belief that the re-using thing is solely because of rushed development and was nothing to do with limited possibilities? Interesting. I don’t believe this at all, but I know this could have a part in it for sure.

> Then what is?

For example the Firefight scene in Reach when you defend Halseys lab. Also there are no infection forms in that part of TB so remember all the parts that have those have very many. But like I said a big part of it that I wish for is using more different types of AI.

> Even if you count every single enemy variant independently (i.e. assume that all Brute Ranks had different A.I., every Grunt ranks, etc.) Halo 3 had less types of enemies than Halo 2

I would love to agree with this because Halo 2 is my favorite, but this can not be true? now that I think of it the amount of different AI might not be super different, but I fail to see how Halo 2 has more? They had enforcer, regret, jetpack-elites and tartarus what I can think of, Halo 3 has 3 types of pureforms, Flood Brute combat form, jetpack Brutes, Hammer Brutes, advanced Scarabs and AI Arbiter. What am I missing then? plus more viecles. which is pretty much an AI by it’s own when an enemy is in it.

> You mean, how Halo 2 already had wildlife?
> Also, once again, unless they are an actual enemy to fight (e.g. Gûta), no relevance for gameplay

Do you mean the birds? how are they more relevant for gameplay?
Yeah the Guta were relevant and the Guta were a little relevant because there is an achievment for hunting them so that gives them perpous, also when you first see them your first reaction may or may not be to shoot, which changes the diagolue from your team which changes the feeling, also they sometimes get in the way when in battle and get killed, these are things that effect the gameplay to me personally, but it might depend on how you see it, but your point is taken.
We don’t know how infinite will do it yet, and I’m not too bothered because I just like having them there in my experience.

> All Halo games since 2 use Havok.

They say they kept modifying it though, I think you will find the physics are different in different games, there is no doubt about that to me, it gets very obvious when you try different trick and stuff, they don’t all work the same in all games physically. The point was that with newer technology that can handle newer engines, the possibilities are bigger, they don’t stay the same forever.

> Well, we know they were working on sprint during Halo 2’s development, and they cut it because of pacing issues, not because it didn’t work.
> Invisibility was already a power-up since the first game, it would have been zero issue to bind it to a button.
> Overshield already makes you briefly invulnerable while it charges, if you also disable moving during this process, bam, there you have Armor Lock.
> Jetpacks already existed in Halo 2.
> Rolling since Halo CE.
> Hologram and Drop Shield would have been the only ones they’d have to make from scratch, and I doubt either of them presents that much of a challenge, given the fact that both holograms and shields already exist in the game.

You missed what I said though :), I said they could probably fit one or two of them in there, but not all of them as they were already pushing the bounries, I have no doubt they could fit sprint in there, and maybe more if they really had to, sprint is one of the simpler ones.
Jetpacks did not exist since Halo 2 whaat? it was introduced in Halo Reach, The elites jetpack is not a abilitiy, it is part of the AI. It’s not like they would go: Oh now this elite is flying so now whe just transfer that to chief, easy peasy xD. Same goes with rolling so that is completely irrelevant when it comes to the players abilities, they didn’t have rolling in CE, they had an AI who was programmed to do that animation when being shot, same with the jetpack. So just like the others you mention, these would have to be made from scrath lol.
You seem to think a lot of these things about making games are really simple. The armor lock isn’t that simple, they have to code, how long it lasts, how fast it recharges, how much it can be used if it isn’t recharegd all the way, make the animation, switch to 3rd person, lock your controler etc, it takes space, and yeah they might fit it in, but together with all the other abilities too? doubt. Look at infinite, do you think they could have just thown all those abilities in CE? on the original xbox? Hell lets ad all reach’s armor abilities, H3’s pickups, all weapons from past games, H4’s armor abilities and H5’s spartan abilities too, and change the missions to Halo Reach or Halo 5 maps with CE’s graphics. would that work, as the original Xbox has no gameplay limits? That is too much to fit on the controler lol but imagine it not being that. And if that wouldn’t work, where do you personally think the limit is?

> They can easily do both. Releasing the same gameplay on both consoles, but if you want the fidelity as well, you know which version to buy. The engine needs to be scalable anyways because of PC.

But they havn’t done both. Maybe they shoud employ you if you think it is easy :wink:
If what you are saying is true then I completely agree with you, but I can’t take your word for it, and the people I have spoken to who are way more knowledgable about these things than I am are not as convinced as you are, most certainly flat to save data for other things.

> I was just about to say it, but yeah, that’s not actually gameplay. That being said, just like visuals, this is one aspect that does improve with hardware.

Ofc it improves with better hardware because there is more space for it.
It is not directly gameplay no, but would you like the gameplay equally without sound though?

> Has nothing to do with gameplay.
> Also, need I really point towards the Breakout maps with regards to “new hardware allows to make more than sharp edges”?

I disagree stongly, geometry effects gameplay directly, it is what you walk on, jump on etc litterally what you play on.
The breakout argument makes no sense, because Halo 5 has plenty of maps and missions that don’t have geometry like that, in CE all of it has the type of geometry I was talking about, so does Halo 2 to a smaller extent.
This has a lot to do with gameplay in my opinion. As much as anything, the world built to play in. No gameplay without it.

I split in 2 because too big:

> Halo CE was pretty much the only game in the series that actually had a distinct function for every weapon. Ever since Halo 2, the majority of “new” guns are reskins of preexisting ones with some very minor alterations.

I disagree, there are plenty of newer weapons that have their own identity that were not in CE (in my opinion), Energy Sword, Hammer, Concussion Rifle, Brute Shot, Battle Rifle, Sticky Detonator, Grenade Launcher, Boltshot, Carbine Rifle, Fuel Rod Cannon, Mauler, Beam Rifle, Railgun, Spartan Laser. Even the ones of these who have a similar version in the other faction function differently and work better/worse for different types of enemies.
Even though you don’t agree the pont again is that the possibilities are larger, do you deny that?

> It just allows for different games that might not have been possible before. None of this implies that the quality of the games gets better

With more possibilities you have less limits and can create the game you want to make without sacrificing as much, therefor the end product “can” become better by it, though I am not saying that tech is always needed, but with infinite I believe it might be to get it at it’s best. You can rather limit your self, more creative freedom. I think we are mostly seeing this part from different perspectives.

So the way I see it is(kind of):
Purple and Blue is the best of 2 different worlds.
Old gen has purple, new gen has blue
Old gen does not have blue, New gen has purple though.
New gen has bigger possibilities for the best.

> Halo specifically has never made much use of the improved hardware to supports its gameplay.

But Halo Infinite is a completely different game almost, it’s not like the other halo games. much larger

Disappointments:
-A chance of the magnum and the original shotgun not being at launch (Could be wrong as the game is getting delayed)
-A lack of enemy variety, seeing a fun to fight goliath would’ve knocked my socks off

  • Not much interaction with wild life or wild life interacting with us
    -I know I’m kind of beating a dead horse but the environment felt static

And that’s about it. Sprint, clamber, and slide are concerning factors but the game is open world, so I’ll have to see how it’s executed in multiplayer first.

Spam8358 and Celestis, I think you’re discussing two completely different things.

If I’m not mistaken, Celestis is arguing there’s not really any new hardware which allows new player mechanics which influence all gameplay.
Spam8358 is arguing that new hardware allow for a greater variety non-player assets and functions which offer specific experiences.

Celestis is right in his assertion that there’s really not any new hardware available which allow new player mechanics. There’s no player mechanic from Halo 2 to Halo 5, which would not have been possible to program and animate into Halo CE back in the day. Because in terms of programming, it’s about changing variables, enabling or disabling traits and playing animations and sounds, that’s it. For anything else, it’s sounds and animations, everything which is already present in the game in various forms.

Spam8358 is right that newer and more advanced hardware allow for more intricate geometry, potentially more and/or smarter AI, more accurate physics ,which have an impact on your experience, but aren’t tied to what you can do mechanically as a player.

> 2533274947805189;53:
> You missed what I said though :), I said they could probably fit one or two of them in there, but not all of them as they were already pushing the bounries, I have no doubt they could fit sprint in there, and maybe more if they really had to, sprint is one of the simpler ones.

How much memory do you honestly think a single mechanic use?

> 2533274947805189;53:
> Jetpacks did not exist since Halo 2 whaat? it was introduced in Halo Reach, The elites jetpack is not a abilitiy, it is part of the AI. It’s not like they would go: Oh now this elite is flying so now whe just transfer that to chief, easy peasy xD. Same goes with rolling so that is completely irrelevant when it comes to the players abilities, they didn’t have rolling in CE, they had an AI who was programmed to do that animation when being shot, same with the jetpack. So just like the others you mention, these would have to be made from scrath lol.

When you make a program you want to re-use as much as possible of what you create, that goes for everything, especially with programming.
There’s no reason to code one thing several times for different entities.
Had they implemented rolling for the Chief in Halo CE, the whole mechanic would’ve most certainly been programmed so that every entity ( enemies and the chief ) use the same section of programming. Same goes with the Jetpack in Halo 2, if Chief was meant to have a Jetpack in Halo 2, then the same part in the program would’ve been used for all entities using a Jetpack in Halo 2.

> 2533274947805189;53:
> You seem to think a lot of these things about making games are really simple. The armor lock isn’t that simple, they have to code, how long it lasts, how fast it recharges, how much it can be used if it isn’t recharegd all the way, make the animation, switch to 3rd person, lock your controler etc, it takes space, and yeah they might fit it in, but together with all the other abilities too?

Amount of energy, energy consumption, recharge rate, energy usage threshold are variables, and literally one line of code each.
I seriously doubt disabling other inputs is that difficult.
3rd person camera has been in since Halo CE multiplayer death cameras.
I have an extremely strong suspicion that the animation and particle effect of armor lock take up the most space, and it is a particularly short animation, with a repeating particle system, you’re not looking at a huge amount of space there.

> 2533274947805189;53:
> Look at infinite, do you think they could have just thown all those abilities in CE? on the original xbox? Hell lets ad all reach’s armor abilities, H3’s pickups, all weapons from past games, H4’s armor abilities and H5’s spartan abilities too, and change the missions to Halo Reach or Halo 5 maps with CE’s graphics. would that work, as the original Xbox has no gameplay limits? That is too much to fit on the controler lol but imagine it not being that. And if that wouldn’t work, where do you personally think the limit is?

Ignoring the controller space, every single mechanic since Halo 2 could be added to Halo CE to mechanically function as they do in every subsequent Halo.
It’s possible they could even do it with better graphics.
Halo 3’s equipment is nothing more than a variable grenade slot using a different key.
Abilities can be compared to jumping, crouching, throwing a grenade and so forth. It’s a function you activate by pressing a button.

At this point, I can’t really think of a mechanic which doesn’t pre-date Halo, that is if I recall correctly in sprint being in the Day of Defeat Mod for Half Life, which would be 1998. We could count GTA 3 which released a month prior to Halo CE.

Also, Halo CE had working jetpacks.

> 2533274945522793;1:
> - it seems that the game does not focus on the atriox and “Rise of the atriox” comics …,
>
> - obviously the characters of halo wars 2 will not be present …

Is better to separate games, i mean. Imagine what you need to play Halo wars 3 to continue the story of the game because they use the same characters all the time.

> 2533274795123910;56:
> Spam8358 and Celestis, I think you’re discussing two completely different things.
>
> If I’m not mistaken, Celestis is arguing there’s not really any new hardware which allows new player mechanics which influence all gameplay.
> Spam8358 is arguing that new hardware allow for a greater variety non-player assets and functions which offer specific experiences.
>
> Celestis is right in his assertion that there’s really not any new hardware available which allow new player mechanics. There’s no player mechanic from Halo 2 to Halo 5, which would not have been possible to program and animate into Halo CE back in the day. Because in terms of programming, it’s about changing variables, enabling or disabling traits and playing animations and sounds, that’s it. For anything else, it’s sounds and animations, everything which is already present in the game in various forms.
>
> Spam8358 is right that newer and more advanced hardware allow for more intricate geometry, potentially more and/or smarter AI, more accurate physics ,which have an impact on your experience, but aren’t tied to what you can do mechanically as a player.
>
> Also, Spam8358, Halo CE had working jetpacks.

I think you are completely right about all of this! This is probably a good way to close that discussion, thank you for sorting that out for us.
I didn’t know that about CE, I’m trying to find info about that now but I can’t find anything, that’s cool though!
Looks like you sent a link but I can’t click it :frowning:

and then you edited the post…
again I don’t believe these things are as simple as you claim, do you have a source maybe? And like I already said it’s probably not about what you can and can not do, it’s about how many things you can cram in there before the console can’t take more, this goes for everything, abilities geometry visuals, AI, the list goes on, it is not limitless.

If anybody managed to but in all the later abilities from all other Halo games along with ”better” geometry etc into CE at the same time on the original Xbox then I swear I will believe you in a heartbeat. Let’s trow in more AI too. Until then I will doubt it.
We are all just speculating here we shouldn’t pretend that we know, until we actually do. That goes to myself too. But I doubt it.

  • Sprint.
  • I’m worried sound design will be generic or “Not very Halo.” from an artistic perspective.
  • Some of the designs just don’t mix well with the rest of the game.(Phantom, Particle effects, some of the Grunts)

343 should be trying to follow Bungie’s artistic philosophy. Bungie created halo, not 343. If 343 wants to make a Halo game that people will actually care about, then they need to make Halo. You can’t take a work of art, redesign it while ignoring many fundamentals, and expect fans of the original to like it. Ocarina of Time 3D is very well-liked because they tried to stay true to the original. (People who argue about how light it is, forget how poor the visibility is in the original, and don’t understand the 3D effect on the original 3DS does not work well in dark areas.They had technical and practical reasons to lighten the game.)

> 2533274947805189;58:
> and then you edited the post…
> again I don’t believe these things are as simple as you claim, do you have a source maybe? And like I already said it’s probably not about what you can and can not do, it’s about how many things you can cram in there before the console can’t take more, this goes for everything, abilities geometry visuals, AI, the list goes on, it is not limitless.
>
> If anybody managed to but in all the later abilities from all other Halo games along with ”better” geometry etc into CE at the same time on the original Xbox then I swear I will believe you in a heartbeat. Let’s trow in more AI too. Until then I will doubt it.
> We are all just speculating here we shouldn’t pretend that we know, until we actually do. That goes to myself too. But I doubt it.

Yes, I was editing it as you posted that.

Source for what exactly?
Programming methods?

The original Xbox could handle Morrowind GotY quite fine. The only issue I ever ran into was an item issue where I had thrown too many items in a single room, whereupon the game spawned a large sack, and put all items into that sack, as the room loaded again.

So, what part of the original xbox would prevent the mechanical implementations of all the mechanics from Halo 2 to Halo 5?
Including Weapons, Armor Abilities and Equipment.
The only thing for these is the physcial memory, the disc space and RAM, that’s it.

I said it is a possability that it could be done with better graphics, not a certainity.
But Halo CE isn’t that graphically demanding, so it is a possability that all the mechanics could be added because they’re not tied very hard to the graphics.
I ever said more AI, but I bet that too is undercut so that there’s even less of an issue, meaning, more AI is possible, though there’s more chance of failure.

You have to specify what is causing the limit, because all you say now is:
“There’s a limit”.
Is it the CPU? GPU? RAM? RAM Speed? Bus speed? CPU Cache? Why are they causing the limit? What in the abilities are causing the game to “reach the limit?”