Explosions, Particles and Effects Lack Depth

I can’t help but feel like there’s still a certain degree of “robloxy-ness” in the presentation of the game, and it isn’t helped by the lack of depth and impact in explosions, particles and effects in the game. Does anyone else feel similar?

Explosions fade away instantly, plasma projectiles and muzzle flashes look plasticky/paint-like, bullet impacts fade after a couple seconds, there’s few sparks when shooting metal surfaces, and there’s a general lack of sparks, smoke and effects throughout the environment. it makes it feel like your weapons don’t really fully affect the environment.

I understand that, being a competitive multiplayer, the screen can’t really be overly filled with crazy distracting effects, but I would love to see at least a bit more in the final game.

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> I can’t help but feel like there’s still a certain degree of “robloxy-ness” in the presentation of the game, and it isn’t helped by the lack of depth and impact in explosions, particles and effects in the game. Does anyone else feel similar?
>
> Explosions fade away instantly, plasma projectiles and muzzle flashes look plasticky/paint-like, bullet impacts fade after a couple seconds, there’s few sparks when shooting metal surfaces, and there’s a general lack of sparks, smoke and effects throughout the environment. it makes it feel like your weapons don’t really fully affect the environment.
>
> I understand that, being a competitive multiplayer, the screen can’t really be overly filled with crazy distracting effects, but I would love to see at least a bit more in the final game.

Yeah I see what you’re saying. Still it was a technical preview and is behind the main line build by a couple months so it should definitely have more effect than what we’re seeing currently. I’m excited to see what the next flight will bring.

Yes! I fully agree. I mean halo has always been a tad cartoon but all of the effects in this game are just too much for me. They don’t really match the rest of the style. Flat muzzle and hit effects. And the explosions definitely feel off.

Agreed. One if the first things I noticed was how the frag explosion looked. Didnt leave behind much residue post explosion. Was just a big red and orange cloud. Bullet sparks in the wall were super minimal. And damage on Earth terrain were non existent.

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> Agreed. One if the first things I noticed was how the frag explosion looked. Didnt leave behind much residue post explosion. Was just a big red and orange cloud. Bullet sparks in the wall were super minimal. And damage on Earth terrain were non existent.

For me the worst offenders for the muzzle flashes are the covenant weapons. Plasma pistol and pulse carbine in particular. It’s likely that it’s too late to change the art around it entirely. But I would love to see maybe more “gaseous” effects and sparks that were prevalent in previous halo games plasma weapons…maybe to make it a bit easier on the eyes.

I agree, Halo 3 still has the best video game explosions and part of that was the lingering effects, the vibrancy and the sound. They also happened in stages, the wraith would have primary explosions on the side followed by a delay and secondary and tertiary explosions after a few seconds on the top. The phantom would wind up, drop as it’s gravity drives fail, and then explode on it’s way down to the ground. The scarab explodes with a blinding light that flashes for a few seconds before debris and particle effects ring out.

Infinite explosions sound kind of like “pops” instead of “booms” if you catch my drift. The cinematic timing of Halo 3’s explosion are what make them so special, I believe. Having them unfold over a few seconds rather than instantly are what make it feel like a punch rather than a pinch. Hell, Infinite could benefit from more white… they’re explosions, they’re meant to be blinding and bright. The explosions look extremely dull and desaturated for what they should be

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> I agree, Halo 3 still has the best video game explosions and part of that was the lingering effects, the vibrancy and the sound. They also happened in stages, the wraith would have primary explosions on the side followed by a delay and secondary and tertiary explosions after a few seconds on the top. The phantom would wind up, drop as it’s gravity drives fail, and then explode on it’s way down to the ground. The scarab explodes with a blinding light that flashes for a few seconds before debris and particle effects ring out.
>
> Infinite explosions sound kind of like “pops” instead of “booms” if you catch my drift. The cinematic timing of Halo 3’s explosion are what make them so special, I believe. Having them unfold over a few seconds rather than instantly are what make it feel like a punch rather than a pinch. Hell, Infinite could benefit from more white… they’re explosions, they’re meant to be blinding and bright. The explosions look extremely dull and desaturated for what they should be

I kinda like the audio design of Infinite so far. In fact that only audio I hate is for the needler. it sounds very muddy and weak–should be much more sharp and piercing and “needle” like.

But yeah, I think that better FX in the environment and resulting from weapons would do a huge good job in cementing the FEEL that tech weapon brings to the sandbox

Yes. This is one of the main things that bothered me. They still look better from E3 last year, but explosions still look too plasticky and not real. I really hope they address this before launch. Halo 3 and Reach still have the best looking explosive effects to date which is crazy.