I have but one major concern after the demo

Most of what I saw isn’t concerning. Lighting will be fixed. Pop in (I hope) will be fixed, etc. What concerns me the most, and I’m afraid this is a major design choice, are the ‘Minecraft-like’ pylons all over the demo. What are those? Why does it take up so much of the landscape? They are ugly and hope pylon looking objects are not all over the final game. Seriously, what is with this? Rest I saw looks good. Open World Halo sounds cool. Going back to earlier designs is very cool. I know there are lots of DOOM & GLOOM posts, but it’s not all bad, at all!

Looking back at the initial teaser, I see nothing of the like regarding those pylons:

https://i.ibb.co/MDD6KDC/halo-infinite-screenshots-tqth-1080.webp
https://i.ibb.co/pvxdFJN/Halo-I-warthog.jpg

But in the demo, lots of the pylon looking structures (full credit to original poster of image)

https://i.ibb.co/TWrgnb3/Edo-Lpf-FXg-AIAe-Rr.png

I just think they need textures on them. A flat shiny grey is a bit much

The world would definitely be more visually pleasing without those Minecraft pylons everywhere cluttering up the environment.

No idea why they thought that would be a good idea.

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> I just think they need textures on them. A flat shiny grey is a bit much

Nearly everything has flat non detailed textures.

From a gameplay perspective, I would imagine it would be a clear defining boundary of where each chunk of the ring we are on and going to at any given time. As far as a visual perspective I think this is how the piece of ring looks after being jettisoned from the base part of the ring (as far as I have seen from Halo Wars 2). I dont necessarily like the way it look either but I think this is the art direction they are going. They just need to make them more interesting looking because it does break up the beautiful vistas and landscape they are trying to portray imo, but I do understand their purpose. Just make them look more visually interesting since we are going to see them a lot.

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> > 2533274840624875;2:
> > I just think they need textures on them. A flat shiny grey is a bit much
>
> Nearly everything has flat non detailed textures.

there is actually a lot of detail on everything. The issue is with color saturation and general lightning. If they break up the solid colors with silver or browns, it will look better. At least to me

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> > >
>
> there is actually a lot of detail on everything. The issue is with color saturation and general lightning. If they break up the solid colors with silver or browns, it will look better. At least to me

lololololol yeah mate thats it! The issue is colour saturation and general lightning. Thanks for clearing that up. All seriousness unfortunately changing that isnt going to fix this mess

Very good observation, those pylons are indeed nowhere to be found prior to the reveal. I wonder why we are only seeing them now.
Also, yes the graphics could be fixed, but the thing is, those models are not going to change, the overall design choice is boring, plain and lifeless. Chief’s armor and the elites are the only models i have no problem with so far, and i think look like classic Halo.

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> > 2533274925473364;4:
> > > 2533274840624875;2:
> > > I just think they need textures on them. A flat shiny grey is a bit much
> >
> > Nearly everything has flat non detailed textures.
>
> there is actually a lot of detail on everything. The issue is with color saturation and general lightning. If they break up the solid colors with silver or browns, it will look better. At least to me

If there was detail in the designs we would see that without good light and colouring. if you take away those aspects from the other Halo games and other games in general, you will still see the detailing, maybe even see it even clearer without shadows. That being said, I have to remember that colouring and light is part of the detailing in a game I guess, but the actual objects designs are a very big problem to me, many of them at least, maybe not all as much.

This is my biggest problem with the visuals too, throw a bunge of Forerunner at them 343, there is no architecture design, no variation, no resemblance to forerunner in any other game, and one of the things that bug me the most: No mystery…

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> > > > 2533274840624875;2:
> > > >
> >
> > there is actually a lot of detail on everything. The issue is with color saturation and general lightning. If they break up the solid colors with silver or browns, it will look better. At least to me
>
> lololololol yeah mate thats it! The issue is colour saturation and general lightning. Thanks for clearing that up. All seriousness unfortunately changing that isnt going to fix this mess

its not that much of a mess. Its fine to not like it, but its not really that much of a mess.

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> > 2533274840624875;6:
> > > 2533274925473364;4:
> > > > 2533274840624875;2:
> > > > I just think they need textures on them. A flat shiny grey is a bit much
> > >
> > > Nearly everything has flat non detailed textures.
> >
> > there is actually a lot of detail on everything. The issue is with color saturation and general lightning. If they break up the solid colors with silver or browns, it will look better. At least to me
>
> If there was detail in the designs we would see that without good light and colouring. if you take away those aspects from the other Halo games and other games in general, you will still see the detailing, maybe even see it even clearer without shadows. That being said, I have to remember that colouring and light is part of the detailing in a game I guess, but the actual objects designs are a very big problem to me, many of them at least, maybe not all as much.

your confusing detail with texture. Games like reach faked detail with fantastic textures that gave the illusion of wear and tear on guns. It’s apparent there is a ton of detail in many of the weapons (I mean, look at the ammo counter on the AR when the light hits it, moister is on it, the reflections are great, you can see some scratches and so on). However, the detail is so small and fine that its all lost without the proper lighting. The game needs some changes to the textures/color mix to enhance the detail. There are plenty of mock-ups already of the brute that just add silver and chipped paint to the armor and it looks better.

The pylons have been part of Forerunner structure since at least H4. There are a ton of forerunner structure areas indoors that have pylons just like these on display below.

I bet there will be areas of the ring that feature these things a lot less, though I think they’ll still be around here and there.

I understand why people might not like them, but they definitely get across the “naturally unnatural” build theme of the ring.

I think the repetitive hexagon shape looked boring. I’d like to see the ring sections look more like they did on the ark in Halo Wars 2. With that said, if there is a lore reason for the hexagons, and maybe we only see them for a couple missions, then this is all no big deal (to me).

I think we all assume that those are the ring sections after breaking apart, but it could be new sections being generated (chiseled from some forerunner material). I like the idea of artificial materials contrasting a natural environment, but it could have went better for the demo reveal.

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> > > > > I just think they need textures on them. A flat shiny grey is a bit much
> > > >
> > > > Nearly everything has flat non detailed textures.
> > >
> > > there is actually a lot of detail on everything. The issue is with color saturation and general lightning. If they break up the solid colors with silver or browns, it will look better. At least to me
> >
> > If there was detail in the designs we would see that without good light and colouring. if you take away those aspects from the other Halo games and other games in general, you will still see the detailing, maybe even see it even clearer without shadows. That being said, I have to remember that colouring and light is part of the detailing in a game I guess, but the actual objects designs are a very big problem to me, many of them at least, maybe not all as much.
>
> your confusing detail with texture. Games like reach faked detail with fantastic textures that gave the illusion of wear and tear on guns. It’s apparent there is a ton of detail in many of the weapons (I mean, look at the ammo counter on the AR when the light hits it, moister is on it, the reflections are great, you can see some scratches and so on). However, the detail is so small and fine that its all lost without the proper lighting. The game needs some changes to the textures/color mix to enhance the detail. There are plenty of mock-ups already of the brute that just add silver and chipped paint to the armor and it looks better.

No confusion, textures are the details of the actual object itself, and yes the textures is what I am talking about, which I think is flawed. The ammo counter looks amazing, no doubt, but I don’t find it fitting in with the actual AR itself because the AR has non of that detail.

Can you give some examples of the lots of detailes that you found in the AR? I might be missing your point sorry.
Give some examples of details on the pillars too

Reach didn’t fake details, Reach detailed as much as they wanted and could do at the time, all those things you said, are details.

> 2533274793299160;1:
> Most of what I saw isn’t concerning. Lighting will be fixed. Pop in (I hope) will be fixed, etc. What concerns me the most, and I’m afraid this is a major design choice, are the ‘Minecraft-like’ pylons all over the demo. What are those? Why does it take up so much of the landscape? They are ugly and hope pylon looking objects are not all over the final game. Seriously, what is with this? Rest I saw looks good. Open World Halo sounds cool. Going back to earlier designs is very cool. I know there are lots of DOOM & GLOOM posts, but it’s not all bad, at all!
>
> Looking back at the initial teaser, I see nothing of the like regarding those pylons:
>
> https://i.ibb.co/MDD6KDC/halo-infinite-screenshots-tqth-1080.webphttps://i.ibb.co/pvxdFJN/Halo-I-warthog.jpgBut in the demo, lots of the pylon looking structures (full credit to original poster of image)
>
> https://i.ibb.co/TWrgnb3/Edo-Lpf-FXg-AIAe-Rr.png

I’d imagine what we saw in the demo is but one small location of a relatively large map.

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> > 2533274793299160;1:
> > Most of what I saw isn’t concerning. Lighting will be fixed. Pop in (I hope) will be fixed, etc. What concerns me the most, and I’m afraid this is a major design choice, are the ‘Minecraft-like’ pylons all over the demo. What are those? Why does it take up so much of the landscape? They are ugly and hope pylon looking objects are not all over the final game. Seriously, what is with this? Rest I saw looks good. Open World Halo sounds cool. Going back to earlier designs is very cool. I know there are lots of DOOM & GLOOM posts, but it’s not all bad, at all!
> >
> > Looking back at the initial teaser, I see nothing of the like regarding those pylons:
> >
> > https://i.ibb.co/MDD6KDC/halo-infinite-screenshots-tqth-1080.webphttps://i.ibb.co/pvxdFJN/Halo-I-warthog.jpgBut in the demo, lots of the pylon looking structures (full credit to original poster of image)
> >
> > https://i.ibb.co/TWrgnb3/Edo-Lpf-FXg-AIAe-Rr.png
>
> I’d imagine what we saw in the demo is but one small location of a relatively large map.

I’d agree. Will have to wait to see if they are there for a Lore/Story reason. But it sure stood out to me.And given that they are on the official box art, I guess we are stuck with them.

I hope we can go to other parts of the ring where the pylons presence aren’t so prevalent.

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> > > > > 2533274925473364;4:
> > > > > > 2533274840624875;2:
> > > > > > I just think they need textures on them. A flat shiny grey is a bit much
> > > > >
> > > > > Nearly everything has flat non detailed textures.
> > > >
> > > > there is actually a lot of detail on everything. The issue is with color saturation and general lightning. If they break up the solid colors with silver or browns, it will look better. At least to me
> > >
> > > If there was detail in the designs we would see that without good light and colouring. if you take away those aspects from the other Halo games and other games in general, you will still see the detailing, maybe even see it even clearer without shadows. That being said, I have to remember that colouring and light is part of the detailing in a game I guess, but the actual objects designs are a very big problem to me, many of them at least, maybe not all as much.
> >
> > your confusing detail with texture. Games like reach faked detail with fantastic textures that gave the illusion of wear and tear on guns. It’s apparent there is a ton of detail in many of the weapons (I mean, look at the ammo counter on the AR when the light hits it, moister is on it, the reflections are great, you can see some scratches and so on). However, the detail is so small and fine that its all lost without the proper lighting. The game needs some changes to the textures/color mix to enhance the detail. There are plenty of mock-ups already of the brute that just add silver and chipped paint to the armor and it looks better.
>
> No confusion, textures are the details of the actual object itself, and yes the textures is what I am talking about, which I think is flawed. The ammo counter looks amazing, no doubt, but I don’t find it fitting in with the actual AR itself because the AR has non of that detail.
>
> Can you give some examples of the lots of detailes that you found in the AR? I might be missing your point sorry.
> Give some examples of details on the pillars too
>
> Reach didn’t fake details, Reach detailed as much as they wanted and could do at the time, all those things you said, are details.

it did fake details. Those details did not exist on the model itself, they existed on the texture placed on the model. As for the pillars, ya, I dislike those but we do not see anything up close on the pillar so I cannot see the detail actually there.

As for examples, looks at chiefs gloves, his armor, hell even the weapons once they are in lighting that allows that detail to show. You can see the bumps and ridges of the pump on the bulldog when chief reloads it. Digital foundrys video shows a lot of this and even explains how older games (like reach) baked in the lighting on the textures themselves, that way they are present in even the shadow areas. Infinite is not doing this, resulting in the gun or some portions seeming flat. Why they are going that? prob cause they are including ray tracing in a post update and it showing as bland on other consoles is an ok loss.

I am just saying that the models and honestly, even the textures do not lack detail. Its there, but what they are using when it comes to lighting (real-time) is resulting in some detail appearing as none existent. I think that can be corrected by adding other items to the texture (more scratches and such) but the addition to more on the texture does not mean its more detailed. It just has more on it that the eye can easily pick up and the change from real-time lighting to ray tracing for the hardware that can support it may do wonders for the game. We have to wait and see though to do adequate comparisons instead of just relying on theory.

Yeah that is a concern with me as well. Definitely makes the landscape look unfinished and plain. I thought qbert was going to make an appearance on the ring. Hopefully that gets some sort of improvement. But my #1 concern is over all function of the game and multiplayer at launch. As of this moment I still plan on waiting at least a week before buying it just to see how the game works first. The number one problem in gaming today is getting games to actually work right it seems.