Each update, theatre gets worse and worse...

Err… How…? Do they not test when they try fixing other bugs? Of the top of my head i can say: Switching to someone else randomly, Not facing the correct way, No-one having animations, no first person hands and weapons… If the engine is a heavily modified version of halo 4… why couldn’t they just leave it alone?

It doesn’t get worse, it stays the same…

I agree. I find the theatre very frustrating. I also can’t stand the rewind options. I want to be able to scan backwards

At least you are able to access your games. 9 times out of 10,I can’t even access my films.

> 2533274942042829;1:
> Err… How…? Do they not test when they try fixing other bugs?

They do, but it’s never straight forward in the world of software development. Fix one bug, potentially open up 7 more in other areas that will only manifest themselves on specific conditions. You can test until the end of time but you’ll never become a pokemon master :wink:

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> If the engine is a heavily modified version of halo 4… why couldn’t they just leave it alone?

The Halo 5 engine was not built from Halo 4, it’s a newly built engine with small amounts of legacy code.

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> > 2533274942042829;1:
> > If the engine is a heavily modified version of halo 4… why couldn’t they just leave it alone?
>
>
> The Halo 5 engine was not built from Halo 4, it’s a newly built engine with small amounts of legacy code.

And surprisingly, this little detail is why I haven’t truly given up on 343 yet.

It’s not like I remember. You played Reach and Halo 4 and there was obviously a lot of DNA between the two. Same with Halo CE to Halo 2, and 2 to 3. You could feel those games all directly benefiting from each other.

And yeah, the longer I play, man… Halo 5 is missing a lot of code. A lot of numbers; a lot of variables, just aren’t there.

The way I have seen it, is that 343 used Halo 5 to start building up their own framework / template for Halo. Taking the little bits from the older engines that wouldn’t make sense to re-develop and setting up new core services that they can develop and iterate over the next few years. Forge is a perfect example of this.

Maybe they could have just ported Halo 4’s engine and ran with that, maybe they could have pushed Halo 5 back a little, maybe a lot of other things. Sometimes it’s better to stop patching and hacking old software, start fresh and build outwards.

> 2533274813317074;7:
> The way I have seen it, is that 343 used Halo 5 to start building up their own framework / template for Halo. Taking the little bits from the older engines that wouldn’t make sense to re-develop and setting up new core services that they can develop and iterate over the next few years. Forge is a perfect example of this.
>
> Maybe they could have just ported Halo 4’s engine and ran with that, maybe they could have pushed Halo 5 back a little, maybe a lot of other things. Sometimes it’s better to stop patching and hacking old software, start fresh and build outwards.

Yep. Biggest thing that most people probably didn’t notice are the gun and vehicle physics. In Halo 2 and 4, the BR would magnetize the entire burst as soon as you press the trigger, and as long as the reticule was red when you pressed it, none of the burst would miss because it was hitscan. It’s the same for both Halo games that have a hitscan BR.

In Halo 5 it’s still hitscan, but it’s more like the bullets themselves have magnetism and it isn’t tied to the gun. Your target can avoid some of the burst if your reticule doesn’t stay red the entire time (I always found it odd part of the burst would miss even though it’s so much faster.) The entire magnetism setting has been redone from scratch.

With vehicle physics, I noticed the Scorpion takes way more abuse. Never has the Scorpion ever been this stable while flipping. You just toss it down a giant hill and it doesn’t tweak the hell out like it does in every Halo game. The Warthog is also extremely easy to recover from flips.

The 5 engine is new and completely built from the ground up if 343s word mans anything.