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> > RDX: Xbox Series X Phil Spencer Reveal! Xbox July Event, PS5, Xbox Lockhart, Halo Infinite, Fable 4 - YouTube
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> > At 1:02:30 Dealer said that he has heard that Infinite is “extremely demanding and the base consoles are not running very well.”
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> > Halo means a lot to many of us… And it just upsets me that Halo Infinite will not reach its full potential game DESIGN wise just because it has to be on the Xbox One.
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> It’s also going to be on PC, and potential there is capped only by the power of whatever computer you’re using. Most computer games have graphic settings available. When I first got Oblivion, I had to play it on Very Low (Yep…), but my next computer could play it on Ultra. There’s not two versions of the game, just different settings.
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> Theoretically, they could design Infinite so that the same “Low/Medium/High” settings that you’d use on PC would be in effect there too - Series-X would be Very High, the One would be Medium or Low. Same game, but with reduced graphical settings on the One compared to the SX and PC.
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> Additionally, just because it “can be run” on a given platform, doesn’t mean it has to run well on top of that. For all we know the One could be capped at 30fps with framerate dips while the SX version would be running amazing. We’ll just have to wait and see for more info on that, maybe in July?
The thing is, you’re talking about performance. I’m talking about design. Gameplay/level design. Performance is scalable, yes. The XONE version will have lower res and framerate.
But design is different. With the XSX specs such as the SSD, velocity architecture, ram, and etc. Game designs are taking new creative challenges.
Here is an example… May not be the best example but bear with me. Let’s take Halo CE Assault on the Control Room…
Remember when you had to cross the bridge, then take the elevator way down to meet up with your marines and drive a warthog?? You fight various enemies as well as a wraith.
Well, did you know speed runners can actually jump off that bridge in a specific way to avoid using the elevator?? This method prevents the enemies from spawning. Why is that?? BECAUSE they haven’t loaded in yet. Game design wise, the elevator portion was NEEDED to load in the enemies and the wraith.
** Whenever you’re in an elevator or a tight hallway in almost ANY game, it’s because it was put there to load in assets (enemies, AI, etc) for the NEXT big area.**
So when a speed runner SKIPS the elevator and just jumps down without dying, it makes sense why the enemies aren’t there. They were never loaded via the elevator.
Now with the XSX specs, that problem is fixed. Because the XSX is SUPER FAST, the enemies WILL spawn even IF the speed runner jumps off the bridge and AVOIDS the elevator. In fact, the wraith and covenants WILL be there BEFORE you even GET to the bridge.
So with that said…
If the XSX has the power to INSTANTLY spawn an entire section of assets like AI. Then why design the map in such a linear and limited way??? That’s the CRUX I’m trying to get at.
What’s the point of having that elevator if the enemies are already there in the 1st place. And THAT, is when developers can change level DESIGNS. Maybe there could have been an entire open field with enemies everywhere. Like on mountains and off in the distance.
Here’s another example:
Halo 2 Regret. Remember those underwater elevator rides? Those elevator rides were put there to load in enemies for the NEXT tower.
With the power of the XSX, that underwater elevator wouldn’t be needed because all the enemies WILL have been loaded in an instant. Thus, completely changing the map design.
XSX has an SSD whereas the XONE uses an HDD.
THIS is what bothers me. Graphics is scalable. But level designs like this are NOT. It’s possible that 343 can create TWO versions of Halo Infinite where XSX has COMPLETELY different level designs than the XONE. It’ll almost be a DIFFERENT game altogether. But, that probably won’t happen.
P.S.
The reason you keep seeing ‘Loading done…’ In Halo campaign is because the area you’re in finished loading assets for the NEXT area. XSX allows developers to avoid the “area to area” level design. Because it can spawn an entire level all at once. Which changes how a level is designed.
I love Halo… It’s my favorite franchise of all time. And that’s why I’m typing all this out. It’s because of passion. I just hope 343 finds a way to get the XONE version to work WITHOUT making any compromises from the XSX version.