Graphics, fake restrictions and sacrifices.

This a long read. TL:DR at bottom.

We all know that Halo 4 is undoubtedly in almost every regard, the best looking Halo game when you’re in the action. You can see the tiny specks and scratches on your gun, you can see the colored hexagons of your gauntlets on your fingertips, and you can see the very pretty particles from explosions and so on and so forth.

But what about when you’re not in the frenetic battlefield, when you’re off on your own for what ever reason? You may be in Forge pondering over your inevitably insane methods to manifest your ideas into the digital playspace, or you are in the boots of Master Chief and taking a short interlude between skirmishes with Requiem’s natives.

When you’re in these scenarios and surely others, have you ever just looked around you and thought to yourself ‘I want to explore this area completely and know it’s secrets’? I know I and other people have but alas there is a sad reality to our exploratory ambitions in Halo 4. Look out to the distance in game, 90% of the time…it’s just a background, a picture, a pretty wallpaper. Looking at it by itself without close inspection, it’s beautiful and nice, but it’s not actually ‘real’.

In EVERY past Halo game (excluding wars), the backgrounds were real 3D objects that had detail and all that, the stuff you’d expect to find in your play space. Some set pieces even stretched on for literal kilometers in game. It just went on forever. Granted, there usually wasn’t too many interesting things past a few hundred meters, the fact it was like that was really cool.

You may think, ‘Oh whine whine whine over another insignificant detail!’ like other people may indeed do, but I’ll tell that maybe not a majority of players care about what’s ‘out there’, the act of tricking and glitching out of maps has long been a tradition in Halo for meta gamers. Sure, what’s over the hills and far away wasn’t meant for the player to see, it’s defintiely added replayability to campaigns. For example, Reach didn’t have the best campaign ever, and I would not have replayed it but maybe a handful of times if it were not for tricking out of maps.

Believe it or not, it was lots of fun treading the unbeaten path. Heck, half the fun was trying to figure out how to get out of the levels. Reach made it the most hard to get out of levels, but it also had the most level of details outside the beaten path. Then there Something about exploring the limbo-ish lands of unfinished areas places was ominous, curious, and exciting. Pair this with the fact there was SO MUCH out there and get a couple of friends? You’ll be exploring for hours. Did you know there were some easter eggs in game that either REQUIRED you to go out the map or LET you go outside once you completed the easter egg? Or what about in Halo 3, you could glitch out of current areas of the level back to other unloaded areas? Or what about in ODST where you could butterfly jump up a 90 degree corner past shield walls and into the unused areas of New Mombasa? You could do these! You could explore.

Here is a video for reference.

Now, back to Halo 4. Simple fact is, there is mostly nothing out there except a picture, in a few cases you may get past a few soft kill zones, but the rest of the time if you ever somehow managed to actually get out there past the absurd amount of invisible walls and soft kill zones, you’ll just fall into a void and fall forever. This reduces campaign replayability by a lot. This kind of fun was sacrificed for better ‘immediate’ graphics. I’ll admit, huge areas you can’t normally get to takes a hit to the RAM. Probably a huge hit. I just somehow think they could have made the immediate graphics -somewhat- better and retained the huge levels. Perhaps if they didn’t spend half the RAM on the gimmick of dressing up your toy soldier, who knows.

Beyond this, it seems as if they wanted to keep things consistant among campaign and multiplayer. The same kind of restrictions are in place and even more. Pretty wallpapers, invisible walls and soft kill zones. These soft kill zones are very liberal as well, just try to walk along the edge of the map in Complex. NO, YOU CANNOT STAND ON THAT BIG ROCK ITS NOT AALLOOOWWEEEED. Some of these even taunt you to no end, the back of the map on Vortex looks fully rendered and so close you can almost taste it. You would not die from fall damage getting there, but no. You can’t go there. If you want people to not go places, make REAL preventative geometry, not misleading areas with a LOLNO countdown timer. Putting that there is just completely lazy developing and makes every player sad about what could have been.

Along with the likes of the aforementioned, HLGing and tactical spots may as well be dead now. Many few HLG as losers who hide because they can’t win, and while I say it is a legit tactic I can understand where it is pretty much a jerk move. However, there were many spots in past games and countless ones in Reach that were simply ‘tactical’ spots. Good vantage points, good line of sight spots, etc. You made yourself wide open to the risk of being killed super quick for the advantage of sight lines. It was a very fair trade off.

Now almost every spot like that in Halo 4 maps have soft kill zones or invisible walls. The same logic still applies in this game, if you’re up high with no cover you’ll have good lines of sight and you can be killed quick. Hell, you can die much faster in this game. Killtimes are much quicker and now you have Promethean Vision. If you can’t kill someone from their tactical spot, you’re just a bad player, no other reason.

But instead of letting players think outside the box in Halo 4, 343i completely and artificially restricts player movement, tactics, and clever thinking with the things I’ve mentioned. LOLNO countdown timers and lazy developing AKA invisible walls. The only time invisible walls are okay is if you have aerial vehicles, the rest of the time a much more professional developing method is making real geometry.

Look, I still like this game, and there are improvements. Combat is better, immediate graphics are astounding, and it’s fun. It could have been so much funner if 343i didn’t sacrifice huge levels for immediate graphics and if they didn’t completely lazily and artificially restrict player thought and tactics.

P.S: I’ve still found spots to hide in and get a leg up, 343i.

TL:DR: Campaign has fake wallpaper backgrounds that completely destroys out of level exploration and glitcihing. Multiplayer has so many invisible walls and soft kill zones it isn’t funny. Totally inhibits creative player tactics.

> This a long read. TL:DR at bottom.
> P.S: I’ve still found spots to hide in and get a leg up, 343i.
>
>
>
> TL:DR: Campaign has fake wallpaper backgrounds that completely destroys out of level exploration and glitcihing. Multiplayer has so many invisible walls and soft kill zones it isn’t funny. Totally inhibits creative player tactics.

Campaign has always had “fake wallpaper backgrounds”, even in Halo CE. The fake wallpaper looks amazing by the way.

As for MM, it has kill zones and invisible walls to stop people from camping in places outside of the map like the oh so many popular places in Halo 2, 3, and Reach.

> > This a long read. TL:DR at bottom.
> > P.S: I’ve still found spots to hide in and get a leg up, 343i.
> >
> >
> >
> > TL:DR: Campaign has fake wallpaper backgrounds that completely destroys out of level exploration and glitcihing. Multiplayer has so many invisible walls and soft kill zones it isn’t funny. Totally inhibits creative player tactics.
>
> Campaign has always had “fake wallpaper backgrounds”, even in Halo CE. The fake wallpaper looks amazing by the way.
>
> As for MM, it has kill zones and invisible walls to stop people from camping in places outside of the map like the oh so many popular places in Halo 2, 3, and Reach.

Okay, you only read the TL;DR I presume so I’ll give you the benefit of the doubt, but you’re wrong. There was a link in my post. This one. Sure, if you get to the very end of the campaign levels you’ll find a wallpaper. That’s after you’ve traversed kilometers of ground in what could take hours.

And what do you mean ‘outside the map’? There are hardly any spots in MM where you can camp outside the map. Can you straggle the line a little or sit on a pipe somewhere? Sure, but can you just go out of the map and sit on a huge cliff and snipe at your own discretion? No. Except maybe in Halo 2 and super bounces…but that game is off XBL now anyway. I don’t advocate super bounces.

Let’s have an example. Here. Sniping in a tree is perfectly fair and viable. Yet, in Halo 4…some lazy dev just put a slippery barrier around the foliage of trees instead of making an actual collision box for the branches. How lazy, or restricting can you be?

I was just talking about this while playing campaign with my friend today. I don’t know about reach (not really a fan), but in halo 3 getting out of campaign was some of the most fun i’ve had. HLG was also really fun for me. You could find a way to hide in almost any map, and some of the spots took a lot of practice and were risky to get to in an actual matchmaking game. That’s what made it so rewarding when it worked. Kill zones were a horrible addition with reach, and remain a horrible feature in halo 4.

> I was just talking about this while playing campaign with my friend today. I don’t know about reach (not really a fan), but in halo 3 getting out of campaign was some of the most fun i’ve had. HLG was also really fun for me. You could find a way to hide in almost any map, and some of the spots took a lot of practice and were risky to get to in an actual matchmaking game. That’s what made it so rewarding when it worked. Kill zones were a horrible addition with reach, and remain a horrible feature in halo 4.

Yep! In fact how anyone could dog on Halo 3 HLG is beyond me. It took bigs risks and great tricks to get to hiding spots in Halo 3. Most of the time it took grenade jumps, and if they enemy caught you, you’re done.

This post has been edited by a moderator. Please refrain from making non-constructive posts.

*Original post. Click at your own discretion.

good lord, look at that wall!

you did china proud sir.

I agree. I think Halo 4 is good, but way too linear. Video games should not just be movies, despite 343 claiming otherwise constantly. The campaign is way too damn linear.

This thread hits on one of my main issues with Halo 4. Getting out of campaign maps is something that kept bringing me back. One that comes to mind is getting out of the campaign mission ‘Tip of the Spear’, now that was amazing. Driving around in a Warthog watching ‘squishy’ vehicles go at it had an odd, entertaining effect.

That doesn’t happen in Halo 4 (as you’ve stated). You might do some trick jumping, get out of the map, standing on top of a rock, thinking to yourself, “It’s time truly explore this awesome area.” Just to take 2 steps foreword and fall into a void… Needless to say, I am beyond very disappointed.

Halo 4 has kind of killed the exploration factor for me. Flying the Pelican, though awesome, was incredibly disappointing because of all the barriers. And though I hate to say this, I am pretty much done with campaign (except for the ocasional challenge and the very beginning of Shutdown). I have beaten it solo legendary, found every terminal, and unlocked every campaign-related achievement. And though it looks pretty, I don’t really see a reason to go back.

> This thread hits on one of my main issues with Halo 4. Getting out of campaign maps is something that kept bringing me back. One that comes to mind is getting out of the campaign mission ‘Tip of the Spear’, now that was amazing. Driving around in a Warthog watching ‘squishy’ vehicles go at it had an odd, entertaining effect.
>
> That doesn’t happen in Halo 4 (as you’ve stated). You might do some trick jumping, get out of the map, standing on top of a rock, thinking to yourself, “It’s time truly explore this awesome area.” Just to take 2 steps foreword and fall into a void… Needless to say, I am beyond very disappointed.
>
> Halo 4 has kind of killed the exploration factor for me. Flying the Pelican, though awesome, was incredibly disappointing because of all the barriers. And though I hate to say this, I am pretty much done with campaign (except for the ocasional challenge and the very beginning of Shutdown). I have beaten it solo legendary, found every terminal, and unlocked every campaign-related achievement. And though it looks pretty, I don’t really see a reason to go back.

Haha, getting to those funny vehicles in TOTS was fun. Getting the banshee out and on top of the frigate was cool also.

I agree. In the average reach map/level, every location was made in 3-D. Teleporting out of bounds in multiplayer maps was actually an interesting past-time. Now in halo 4, most things outside of the play space is a painting. while this doesn’t affect much, it was a very nice touch in the game world.

> > This a long read. TL:DR at bottom.
> > P.S: I’ve still found spots to hide in and get a leg up, 343i.
> >
> >
> >
> > TL:DR: Campaign has fake wallpaper backgrounds that completely destroys out of level exploration and glitcihing. Multiplayer has so many invisible walls and soft kill zones it isn’t funny. Totally inhibits creative player tactics.
>
> Campaign has always had “fake wallpaper backgrounds”, even in Halo CE. The fake wallpaper looks amazing by the way.
>
> As for MM, it has kill zones and invisible walls to stop people from camping in places outside of the map like the oh so many popular places in Halo 2, 3, and Reach.

In my memory, most Halo games haven’t used wallpaper. They’ve had real geometry for the backdrops. I go back to Halo: Combat Evolved - coming out of that pod and going around to stare out at the landscape and the river. It was real geometry, not a picture.

Remember Reach? The last few levels had Banshees and Falcons engaged in aerial battles and Scarabs fighting tanks as background geometry. I’m pretty sure this wallpaper thing started with Halo 4.

I don’t mind the “fake wallpaper backgrounds” so much as long as they look nice, but I definitely miss being able to explore campaign levels and get out of them or climb on top of things I shouldn’t be able to and whatnot. It was awesome in Halo 3, and then Reach introduced killzones which made it harder but not impossible. Halo 4 is completely impossible. Even if you get out of the map, there’s nothing to stand on and you just fall and die.

I get what your saying and I must say that allthough I don’t agree with you at all you gave a lot of good reasons for your opinion on the “fake wallpaper backgrounds” which is refreshing since its usually just “omg 343 changed or didnt change something I like/hate this game sucks if you dont agree with me your a noob”. I kinda see it the opposite way, when your playing the actual intended game it looks amazing and the experience of the game is what counts. Yeah messing around with glitches is fun but if they have to take away ram or other resources to use on content for things actually intended to be in the game to help improve something they never intended for us to experience then thats a huge mistake. if you took all the time people spent enjoying campaign or matchmaking vs all the time people spent enjoying glitching outside of campaign/matchmaking maps and compared the two you would find that the actual campaign/matchmaking experience is used far more often therefore its only logical to sacrifice detail on things that are not available to the players anyways to improve upon the actual game available to the players.

You’ve got to remember that we’re playing on 7-year-old hardware.

The more that generally noticeable detail is increased, the more that mostly unnoticeable detail needs to be decreased to maintain stability. Remember all of Halo 2’s graphics problems? That’s because the hardware couldn’t handle the software well. Like trying to play Crysis on a Netbook. Just because the software is advancing doesn’t mean the hardware is.

When the NEW Xbox comes out, I’m sure we’ll see some major advances in the graphics department. But for now, I’d rather that my hands look prettier than the trees that are a mile away.

And the developer/mapper induced limitations (kill zones/invisible walls) are done so that you can’t exploit them in Matchmaking. Glitching or exploiting is not tactical or creative, it’s cheating.

> You’ve got to remember that we’re playing on 7-year-old hardware.
>
> The more that generally noticeable detail is increased, the more that mostly unnoticeable detail needs to be decreased to maintain stability. Remember all of Halo 2’s graphics problems? That’s because the hardware couldn’t handle the software well. Like trying to play Crysis on a Netbook. Just because the software is advancing doesn’t mean the hardware is.
>
> When the NEW Xbox comes out, I’m sure we’ll see some major advances in the graphics department. But for now, I’d rather that my hands look prettier than the trees that are a mile away.
>
> And the developer/mapper induced limitations (kill zones/invisible walls) are done so that you can’t exploit them in Matchmaking. Glitching or exploiting is not tactical or creative, it’s cheating.

Right, I know. I do acknowledge that wallpaper backgrounds are because of old tech. I just hope 343i doesn’t turn this into a habit with their next games.

But, riddle me this, Symthic…is it truly cheating to simply jetpack up in the base of a tree to blend in a little? Is it really cheating to stand on a rock that gives an interesting line of sight? It never was in past games, why it should be considered cheating now is beyond me.

Even though outside the map exploration may not be there. Exploring the levels themselves is still there. I really like campaign, I’ve found the physical representation if the mantle, doctor Halsey’s log, two covenant battlenet/comm thingies in the level Requiem.

Unfortunately, there are sacrifices to be made when you’re developing on ~7 year old hardware. There’s only so much that can be done with the CPU, RAM and VRAM capabilities. We’ll just have to hope that Halo 5 is on the next gen of Xbox and that it’s powerful enough to have the higher-fidelity textures, models and framerates we want while not sacrificing the set-pieces.

> > > This a long read. TL:DR at bottom.
> > > P.S: I’ve still found spots to hide in and get a leg up, 343i.
> > >
> > >
> > >
> > > TL:DR: Campaign has fake wallpaper backgrounds that completely destroys out of level exploration and glitcihing. Multiplayer has so many invisible walls and soft kill zones it isn’t funny. Totally inhibits creative player tactics.
> >
> > Campaign has always had “fake wallpaper backgrounds”, even in Halo CE. The fake wallpaper looks amazing by the way.
> >
> > As for MM, it has kill zones and invisible walls to stop people from camping in places outside of the map like the oh so many popular places in Halo 2, 3, and Reach.
>
> Okay, you only read the TL;DR I presume so I’ll give you the benefit of the doubt, but you’re wrong. There was a link in my post. This one. Sure, if you get to the very end of the campaign levels you’ll find a wallpaper. That’s after you’ve traversed kilometers of ground in what could take hours.

We must ha ve different definitions of backgrounds. All of the levels in Halo 4 have just as detailed backgrounds as previous titles. Remember the Midnight level when you first come out of the cave? All animated geometry in the background. Same with every other level in the game except maybe the Pelican level but that is understandable because of how huge it is.

I figured since you were saying background, you were referring to the far off skyboxes, which have always been wallpaper in ever Halo. I’m not sure what game you’re playing, but my Halo 4 has detailed, geometry as it’s backgrounds.

> > > > This a long read. TL:DR at bottom.
> > > > P.S: I’ve still found spots to hide in and get a leg up, 343i.
> > > >
> > > >
> > > >
> > > > TL:DR: Campaign has fake wallpaper backgrounds that completely destroys out of level exploration and glitcihing. Multiplayer has so many invisible walls and soft kill zones it isn’t funny. Totally inhibits creative player tactics.
> > >
> > > Campaign has always had “fake wallpaper backgrounds”, even in Halo CE. The fake wallpaper looks amazing by the way.
> > >
> > > As for MM, it has kill zones and invisible walls to stop people from camping in places outside of the map like the oh so many popular places in Halo 2, 3, and Reach.
> >
> > Okay, you only read the TL;DR I presume so I’ll give you the benefit of the doubt, but you’re wrong. There was a link in my post. This one. Sure, if you get to the very end of the campaign levels you’ll find a wallpaper. That’s after you’ve traversed kilometers of ground in what could take hours.
>
> We must ha ve different definitions of backgrounds. All of the levels in Halo 4 have just as detailed backgrounds as previous titles. Remember the Midnight level when you first come out of the cave? All animated geometry in the background. Same with every other level in the game except maybe the Pelican level but that is understandable because of how huge it is.
>
> I figured since you were saying background, you were referring to the far off skyboxes, which have always been wallpaper in ever Halo. I’m not sure what game you’re playing, but my Halo 4 has detailed, geometry as it’s backgrounds.

There are a few things that aren’t quite ‘wallpaper’, yes. Like coming out of the cave on the second mission, I think. Those towers and stuff. I like those but those are not seen a lot at all.

Even the approval of HLG can’t stop me from agreeing with your point. Exploration has probably been a huge part of the game to any player who has spent more time with Halo than just the first month after release. It has been one of those things that has gotten me back to campaign in the previous games. It has offered me many hours more entertainment than the campaign would otherwise have offered.

The huge skyboxes are something Halo has been known for. I remember a year back when me and my friend glitched out of Tip of the Spear, I tried to drive my Warthog to the edge of the map. It took at least five minutes straight driving to one direction and then back to the other. And regardless of the fact that I was driving on a single flat polygon most of the time with a 512x512 texture stretched so far there were no details, it still was exciting.

To be honest, I haven’t really looked much into the skybox sizes of Halo 4. I really have go back as from what I could tell when I looked a couple of times during my first play trough, they didn’t exactly look small. But now that you said, they are definitely smaller than in the previous games. However, what I did notice was the linearity. Every time I saw a nice cliff I thought I could trick jump myself on to the top of, I hit an invisible barrier.

Invisible barriers are understandable when they are blocking you from flying straight out of the map with a Banshee. In such situations, they keep a player on the right path. But invisible barriers blocking player’s access somewhere where player would only want to go if they attempted to get out of the map are something I don’t understand. Leaving those routes open definitely wouldn’t make a player, who is just trying to get through the level, get lost. But somehow the developers still lock all players out of those places, maybe in fear of the players seeing where they had to make sacrifices to get those nice graphics (it’s all just smoke and mirrors, after all… always). But as a matter of fact, that exploration and seeing those sacrifices has only made me appreciate the developers and the effort that goes behind the game even more.

But honestly, I will need to go to check out the Halo 4 campaign and pay a little more attention to the background and see if it has potential for exploration. This far I’ve been out of most levels in most Halo campaigns. I am planning to attempt the same in Halo 4. Infinity is a level I would really wish to find a way out of. It has such an interesting background.

Edit: And about the graphics, I think they wasted most of the performance on the fancy lightning system. At least I can’t think of anything else concerning that Halo 4 seems to have about the same amount of geometry as Reach and the texture resolution is in fact lower on most objects.