This topic ties in perfectly with the recent Gameinformer firestorm.
Everything in Halo 4 so far looks way overdone. Master Chief has way to many details and attachments that it takes away his simplistic and clean Halo 3 look. Next the Spartan IV’s are even more overdone than MC. THEY DON’T EVEN LOOK LIKE SPARTANS! Again way to much detail and they look like Mass Effect and Dead Space had and ugly son. It’s not really the graphics as it is the player models and weapons, they’re just not Halo.
Take for example Halo 2’s multiplayer. The spartans were simple. Simple colors, simple armor. No helmet attachments, no shoulder flairs, no knee guards, nothing. Next, the maps were also simple. Simple colors, simple structures, simple layouts. Did anyone care about the lack of detail? No, they cared about the competetive gameplay Halo 2 breeded because of its simplistic design. Now looking at Halo 4, 343 wants to put an attachment and armor flair everywhere! The maps are crowded with light and useless structures. It all gets in the way of true gameplay.
Just take Lockout and Blackout for example. Both the same map but Lockout was much better for gameplay because it was simpler and had less distractions.
This is the point I’m trying to make^
> II SHABUTIE II
> It’s not really the graphics that over complicate things. It’s all the extra mumbo jumbo that makes the maps too complicated. The Lockout Blackout arguement is perfect. I’m not saying to keep the lo rez textures. Up the texture quality but don’t touch the overall map. Maps now adays have way to many hallways and bells and whistles that aren’t needed. When I think halo I think basic arena combat. Warlock, Foundation, Midship etc…
> sdnomdE
> ITT: Only one or two people capable of differentiating the concepts of graphical power and aesthetics.
>
> The OP isn’t really complaining about the quality of the graphics. He’s arguing that Halo should use a simpler visual and map design style than we’ve seen in recent games. That is to say, he’s not arguing about the level of detail but rather about the distribution of details.
>
> Still disagree with the OP? Fine, but at least understand what the point being made is, even if it’s poorly articulated.
> tsassi
> Over hundred replies and only few people understand that all this new graphical detail games give us today will indeed produce a problem for games. Visual noise consists of details that distract the player from seeing more important details such as corners, hallways and opponents by glancing quickly. When you see a picture, the more visual noise it has, the longer your brain has to work on it. That coupled with things like aliasing and bad resolution, the picture is harder to decipher to your brain.
>
> Even though graphical fidelity increases, a game doesn’t have to suffer from visual noise. Wraparound is a perfect example of how to do a good looking map that isn’t distracted by visual noise. I don’t understand the need to add pipes, chain link fences and all other small distractions to every possible human map. Bungie did it with Countdown and 343i with Warhouse.
>
> The biggest problem for next generation games is what to do with all that graphical fidelity. It doesn’t need to go to diatracting detail. It can very well be used elsewhere. Maybe use those extra polygons for better water physics, they will definitly look better in the water than on the walls. Maybe use all the extra texels to where you need the best texture resolution, the guns.
>
> Just because a game has good gaphics doesn’t mean it has to suffer from visual noise. The game gets absolutely no benefit from that visual noise.
> II SHABUTIE II
> I can’t believe how many people don’t understand the OP. He’s not saying the game should look like Halo 2 or Halo 3. This isn’t about whether or not he wants Hi-Rez textures and great looking graphics. He just doesn’t like all the extras on the maps.
>
> Here is lockout/blackout examples.
>
> LOCKOUT
> BLACKOUT
>
> I’d use a new map to show what I’m talking about but it’s easier to explain with an old and new remake map for comparison reasons.