> 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.