Is halo5 going to be as cartoony as halo4s was?

<mark>Do not create/use alternate accounts.</mark>

Halo reach was the last of the great art designs and graphics in halo.
Halo reach just had an awesome mood to the game via the graphics and art design.
The game had a real spartan feel to it, a sense of dullness and depressing combined with great art design. The spartan armour was all worn and scratched, u could see the screws in your wrists, and the steel armour actually looked like real steel. Then you had maps like Countdown, reflection, powerhouse, & my person pay favourite BoneYard! After that we had this halo4 monstrosity, where the Art work was overly bright, overly shiny, overly colourful, the textures were all pastel and soft, and the spartan weren’t even red vs blue it was pastel pink vs pastel baby blue.
Halo 5 maps and art design for multiplayer maps looked like an improvment but STILL aren’t as good as reach is. If u could update reaches maps like Boneyard and bring up to date with resolutions and pixels etc reaches maps and art would dominate ANY halo game.
Halo 5s Truth map was good, Eden was good but only because it’s in the dark and that gives it less brightness. 343have been using too much brightness on maps.
We we need more gritty grimy maps. Industrial sites not too over board and Sci
Fi. Where’s all the concrete gone? Why is it always forunner structures instead of concrete? Where’s the oil slicks on the concrete from where the scorpion and warthogs have been sitting?
Give us some simplicity back

Adrift, Skyline and Vortex say hello.

“I don’t like all these colours, make everything dark, brown and unimaginative.”

The halo 5 armour does have light scuffs and scratches on it. it doesn’t have any major damage because only an idiot would go into battle with broken gear. And I like the colour the original trilogy was plenty colourful.

Reach? Reach went the typical “ditty to be edgy” route that just about every game does.

I’d rather have a colorful Gane that balances the dirty and the color.

<mark>Do not post discriminatory comments.</mark>

Halo 4 colour was gay martigrah looking.
Reach felt like realism.
Only one map passed in halo 4 and that was adrift. The rest were too smooth too round edged and too soft. Too over the top SCI FI
they all look the same.
Look at Sklyines blocks, then think of Landfall, then think complex, then think of halo 5s empire then think of Eden. always the same soft round smooth overly SCI FI Shaped structures. Where’s the balance, it won’t be taken seriously if it’s always that way, where’s the simple more reality looks that we can all relate too? Like boneyard? Or like The Pit from halo 3? Notice how good halo4s map remake Of the pit looked compared to all normal halo 4 maps? Because bungie made the art design. It was gritty and realistic. Sharp edged, not smooth rounded edges everywhere
halo 4 was gay martigrah I’m hoping halo 5 isn’t the same

I feel like the last three threads I read were copy pasted just like this just titled differently, anyone have a link to the original thread, id like to read it all at once.

> 2535440822861577;5:
> Halo 4 colour was gay martigrah looking.
> Reach felt like realism.
>
> Only one map passed in halo 4 and that was adrift. The rest were too smooth too round edged and too soft. Too over the top SCI FI
> they all look the same.
> Look at Sklyines blocks, then think of Landfall, then think complex, then think of halo 5s empire then think of Eden. always the same soft round smooth overly SCI FI Shaped structures. Where’s the balance, it won’t be taken seriously if it’s always that way, where’s the simple more reality looks that we can all relate too? Like boneyard? Or like The Pit from halo 3? Notice how good halo4s map remake Of the pit looked compared to all normal halo 4 maps? Because bungie made the art design. It was gritty and realistic. Sharp edged, not smooth rounded edges everywhere
>
> halo 4 was gay martigrah I’m hoping halo 5 isn’t the same

You’re obvious reach fanboyism is starting to cloud your judge.

And gay martigrah? That’s kinda offensive, dude.

> 2533274857398125;7:
> > 2535440822861577;5:
> > Halo 4 colour was gay martigrah looking.
> > Reach felt like realism.
> >
> > Only one map passed in halo 4 and that was adrift. The rest were too smooth too round edged and too soft. Too over the top SCI FI
> > they all look the same.
> > Look at Sklyines blocks, then think of Landfall, then think complex, then think of halo 5s empire then think of Eden. always the same soft round smooth overly SCI FI Shaped structures. Where’s the balance, it won’t be taken seriously if it’s always that way, where’s the simple more reality looks that we can all relate too? Like boneyard? Or like The Pit from halo 3? Notice how good halo4s map remake Of the pit looked compared to all normal halo 4 maps? Because bungie made the art design. It was gritty and realistic. Sharp edged, not smooth rounded edges everywhere
> >
> > halo 4 was gay martigrah I’m hoping halo 5 isn’t the same
>
>
> You’re obvious reach fanboyism is starting to cloud your judge.
>
> And gay martigrah? That’s kinda offensive, dude.

It is very offensive.

I’m gonna say something controversial, but heed my opinion:
I’m not a professional artist, I’m still in school, but art is everything I do outside of it besides video games occasionally(just a pre statement as to why I care about this). That being said, I have no idea where the fascination with reachs art game from. Perhaps texture work was better, though I’d argue it was the most dull and uninteresting to look at halo. From a design standpoint, it was a significant downgrade.

Look at the mark v helmet, from 3-reach it looks significantly worse, the design got streamlined, and no longer had that strange curved visor, or the back part that protruded. Look at the outlines, look at how bland the reach variant is. The creativity of the original had been deleted, and much like halo 4, had unnecessary lines with no purpose, and protruding boxes as vents where the mouth was, which is a more generic direction. You can see the protruding box idea in most basic helmets, cough,cough, coughity cough cough, where the previous versions didn’t just have generic vents.

The elites were pointy, and massive, yet graceful in halo 3 and 2, but in reach they are simply evil, they charge at you, and scream in their low pitched voices, with their round, rather than angular armor, the lights that illuminate their suits, showing you that their alien and futuristic, because they have lights built in. The reach elites are an alien I would expect to see in a micheal bay movie. They are not nearly as unique as they once were. This design trend continued into halo 4, but luckly the h2a cutscenes may show a return of more classic elites.I can imagine these first three shape armor less, walking around, being their own species, but the fourth looks like it would be a barbarian, he has round armor with little risk taking shapes, he might as well be green or purple with those little alien ears on the side of his helmet that don’t flay backward or forward and are an awkward sheet of flat floating metal, and look at the center joint of his leg, if you take off that black suit that thing has anorexic legs, unlike the others. It looks disproportionate at the upper area, and as such looks more savage, rather than intelligent. Having a large upper body was the point of the brutes, but ironically, they were scrawled down. Look at this, you ever see an alien design so mammalian? He has flesh and distributed hair, what a good design. Then reach happened, and we got this. Now they’re reptilian, and hairless, or in other words, the most generic features you would expect an alien to have. Also, it just looks like a guy in a suit, the proportions are so boring and human, it isn’t even funny how much of a massive downgrade this is. I hope 343’s version of brutes makes it in a game, because unlike reachs design, 343 knows how to take risks in design, and make aliens that aren’t human, and look like they would evolve from a much more brutal planet. This is how you ADVANCE design and make an already established creature interesting again, not devolve it.

The environmental level design was some of the worst, immersion breaking at times when you are on “natural” paths that happen to have randomly high edges, where it’s clear that it is just a wall. Isn’t it convenient how there is a massive direct upward curve? This map looks like someone made a giant cube in project spark and subtracted the top area with a cylinder, as opposed to these shapes, that don’t look like someone dug a ditch and called it a map. Play odst, look how well the city design is. You can imagine how the city’s work before the covie strike. Now go to reach. Look at the one building before the falcon turret section (also, halo reach had turret sections, ugh) It had a first floor with nothing really there, and a second floor that acts as a circular balcony with no additions. What was that building? what purpose did it serve? Unlike odst, it did not convince me, it was simply level design with a city texture, not a city of which levels partake.

The weapons are also much worse. Look at the plasma launcher design, it is just a mess of smooth curves and roundness. It lacks a direction, it is just a mess of weird ideas. I believe this weak design is so rarely seen in the halo prop communities for a reason. You will find a plethora of Spartan lasers, rocket launchers, and turrets, before you see a plasma launcher, it has a lazy design. Look at the assault rifle, their big original idea for it’s new design was “hey, look at these sections we put on the upper section, lets move one up” and also the bottom grip section was a very good shape, but in reach they made it a cylinder, with no interesting curves or shapes, just a literal cylinder. Look how atrocious this is, this is not an improvement. The halo magnum was this new sidearm that no one had seen, it was big and had a curve on top to show how immense it is, as if it needs more barrel to contain it’s power. Odst came along, and that team posited making a sleeker version that would be more of a subtle design, rather than something a spartan like chief would use. Than reach happened, and they said, "Halo magnums have a large upper part, so what if they have a large lower part too?" It looks like someone cut a magnum in half, and shrunk the back end, resulting in a giant barrel attached to a miniature handle. It looks absolutely absurd, disproportionate, and hideous. The reach spartan laser was near identical, 0 risks taken, except they sucked out some of it’s color.

Halo reachs saber was the most generic space ship I have seen in halo, the series with the longsword, the frigate, and the pillar of autumn. Here is a ship with back boosters, a clear streamlined space vehicle shape as a triangle, and it just shot out of holes, nothing unique at all. Halo vehicle designs have a wow factor, and the saber looked like what you think of a space ship. There is nothing interesting or dangerous about it’s design. The hornet is a shape I had never seen before, the falcon however was a shape that is quite basic. It has two sets of blades that spin, with nothing else to their design, unlike the disks and flame effect of the hornet, it has a tail that is very generic, it has a hatch with turrets just like combat helicopters, and a cockpit that is simply a basic stretched glass, like that of an xwing, rather than the strange vertical one that the hornet showcased.

There’s a ton of examples of designs becoming less unique and less exaggerated; less creative. I am not a fan, nor do I understand the fascination.

> 2535440822861577;5:
> Halo 4 colour was gay martigrah looking.
> Reach felt like realism.
>
> Only one map passed in halo 4 and that was adrift. The rest were too smooth too round edged and too soft. Too over the top SCI FI
> they all look the same.
> Look at Sklyines blocks, then think of Landfall, then think complex, then think of halo 5s empire then think of Eden. always the same soft round smooth overly SCI FI Shaped structures. Where’s the balance, it won’t be taken seriously if it’s always that way, where’s the simple more reality looks that we can all relate too? Like boneyard? Or like The Pit from halo 3? Notice how good halo4s map remake Of the pit looked compared to all normal halo 4 maps? Because bungie made the art design. It was gritty and realistic. Sharp edged, not smooth rounded edges everywhere
>
> halo 4 was gay martigrah I’m hoping halo 5 isn’t the same

The Reach bias is strong with this one. Seriously though going back to reach’s art style would be a colossal mistake.

> 2533274863266427;10:
> > 2535440822861577;5:
> > Halo 4 colour was gay martigrah looking.
> > Reach felt like realism.
> >
> > Only one map passed in halo 4 and that was adrift. The rest were too smooth too round edged and too soft. Too over the top SCI FI
> > they all look the same.
> > Look at Sklyines blocks, then think of Landfall, then think complex, then think of halo 5s empire then think of Eden. always the same soft round smooth overly SCI FI Shaped structures. Where’s the balance, it won’t be taken seriously if it’s always that way, where’s the simple more reality looks that we can all relate too? Like boneyard? Or like The Pit from halo 3? Notice how good halo4s map remake Of the pit looked compared to all normal halo 4 maps? Because bungie made the art design. It was gritty and realistic. Sharp edged, not smooth rounded edges everywhere
> >
> > halo 4 was gay martigrah I’m hoping halo 5 isn’t the same
>
>
> The Reach bias is strong with this one. Seriously though going back to reach’s art style would be a colossal mistake.

Agreed, it was horrible. I really don’t understand why people like it.

> 2533274863266427;8:
> > 2533274857398125;7:
> > > 2535440822861577;5:
> > > halo 4 was gay martigrah I’m hoping halo 5 isn’t the same
> >
> >
> > And gay martigrah? That’s kinda offensive, dude.
>
>
> It is very offensive.

My god…please try not to start political-correctness witch trials; it’s petty and fruitless at very best.

Gay Mardi Gras” is ‘extremely offensive’? You do realize this is a real-life event that does take place every year, right? Or did you not know this, thus in turn, have been the ones who’ve made the only true offensive comments? Google it. You’ll see what OP’s referring to with regards to color schemes/decorative layouts. Admittedly it surprised me, but his analogy is actually rather accurate.

Perhaps if we didn’t jump at the opportunity to be offended by anyone whom speaks to/near us, we’d offer them courtesy enough to grant them a quick trip to our preferred search engines. Perhaps OP would’ve been able to discuss the topic on which he spent his time writing, rather than doing what I am here on his behalf in defending his character from unwarranted, baseless judgement.

Just some help, and friendly advice
Paragraphs, man . . . paragraphs . . . *You spent some time writing all of this, and I personally found it to be a good read. However, you should know that almost no one will ever bother giving it a shot if you submit it in “impenetrable text wall” format :wink:

> 2533274894863132;9:
> I’m gonna say something controversial, but heed my opinion: I’m not a proffessional artist, I’m still in school, but art is everything I do outside of it besides video games occasionally(just a pre statement as to why I care about this).
>
> That being said, I have no idea where the fascination with reachs art game from. Perhaps texture work was better, though I’d argue it was the most dull and uninteresting to look at halo. From a design standpoint, it was a significant downgrade. Look at the mark v helmet, from 3-reach it looks significantly worse, the design got streamlined, and no longer had that strange curved visor, or the back part that protruded. Look at the outlines, look at how bland the reach variant is.
>
> The creativity of the original had been deleted, and much like halo 4, had unnecessary lines with no purpose, and protruding boxes as vents where the mouth was, which is a more generic direction. You can see the protruding box idea in most basic helmets, cough,cough, coughity cough cough, where the previous versions didn’t just have generic vents. Halo reachs saber was the most generic space ship I have seen in halo, the series with the longsword, the frigate, and the pillar of autumn.
>
> Here is a ship with back boosters, a clear streamlined space vehicle shape as a triangle, and it just shot out of holes, nothing unique at all. Halo vehicle designs have a wow factor, and the saber looked like what you think of a space ship. There is nothing interesting or dangerous about it’s design.
>
> The elites were pointy, and massive, yet graceful in halo 3 and 2, but in reach they are simply evil, they charge at you, and scream in their low pitched voices, with their round, rather than angular armor, the lights that illuminate their suits, showing you that their alien and futuristic, because they have lights built in. The reach elites are an alien I would expect to see in a micheal bay movie. They are not nearly as unique as they once were.
>
> This design trend continued into halo 4, but luckly the h2a cutscenes may show a return of more classic elites. I can imagine these first three shape armor less, walking around, being their own species, but the fourth looks like it would be a barbarian, he has round armor with little risk taking shapes, he might as well be green or purple with those little alien ears on the side of his helmet that don’t flay backward or forward and are an awkward sheet of flat floating metal, and look at the center joint of his leg, if you take off that black suit that thing has anorexic legs, unlike the others. It looks disproportionate at the upper area, and as such looks more savage, rather than intelligent. Having a large upper body was the point of the brutes, but ironically, they were scrawled down.
>
> Look at this, you ever see an alien design so mammalian? He has flesh and distributed hair, what a good design. Then reach happened, and we got this. Now they’re reptilian, and hairless, or in other words, the most generic features you would expect an alien to have. Also, it just looks like a guy in a suit, the proportions are so boring and human, it isn’t even funny how much of a massive downgrade this is.
>
> I hope 343’s version of brutes makes it in a game, because unlike reachs design, 343 knows how to take risks in design, and make aliens that aren’t human, and look like they would evolve from a much more brutal planet. This is how you ADVANCE design and make an already established creature interesting again, not devolve it. The environmental level design was some of the worst, immersion breaking at times when you are on “natural” paths that happen to have randomly high edges, where it’s clear that it is just a wall. Isn’t it convenient how there is a massive direct upward curve? This map looks like someone made a giant cube in project spark and subtracted the top area with a cylinder, as opposed to these shapes, that don’t look like someone dug a ditch and called it a map.
>
> The weapons are also much worse. Look at the plasma launcher design, it is just a mess of smooth curves and roundness. It lacks a direction, it is just a mess of weird ideas. I believe this weak design is so rarely seen in the halo prop communities for a reason. You will find a plethora of Spartan lasers, rocket launchers, and turrets, before you see a plasma launcher, it has a lazy design. Look at the assault rifle, their big original idea for it’s new design was “hey, look at these sections we put on the upper section, lets move one up” and also the bottom grip section was a very good shape, but in reach they made it a cylinder, with no interesting curves or shapes, just a literal cylinder. Look how atrocious this is, this is not an improvement.
>
> The halo magnum was this new sidearm that no one had seen, it was big and had a curve on top to show how immense it is, as if it needs more barrel to contain it’s power. Odst came along, and that team posited making a sleeker version that would be more of a subtle design, rather than something a spartan like chief would use. Than reach happened, and they said, "Halo magnums have a large upper part, so what if they have a large lower part too?" It looks like someone cut a magnum in half, and shrunk the back end, resulting in a giant barrel attached to a miniature handle. It looks absolutely absurd, disproportionate, and hideous. The reach spartan laser was near identical, 0 risks taken, except they sucked out some of it’s color.
>
> Play odst, look how well the city design is. You can imagine how the city’s work before the covie strike. Now go to reach. Look at the one building before the falcon turret section (also, halo reach had turret sections, ugh) It had a first floor with nothing really there, and a second floor that acts as a circular balcony with no additions. What was that building? what purpose did it serve? Unlike odst, it did not convince me, it was simply level design with a city texture, not a city of which levels partake.
>
> The hornet is a shape I had never seen before, the falcon however was a shape that is quite basic. It has two sets of blades that spin, with nothing else to their design, unlike the disks and flame effect of the hornet, it has a tail that is very generic, it has a hatch with turrets just like combat helicopters, and a cockpit that is simply a basic stretched glass, like that of an xwing, rather than the strange vertical one that the hornet showcased. There’s a ton of examples of designs becoming less unique and exaggerated, less creative. I am not a fan, nor do I understand the fascination.

> 2533274946634226;13:
> Just some help, and friendly advice
> Paragraphs, man . . . paragraphs . . . *You spent some time writing all of this, and I personally found it to be a good read. However, you should know that almost no one will ever bother giving it a shot if you submit it in “impenetrable text wall” format :wink:
>
>
>
>
> > 2533274894863132;9:
> > I’m gonna say something controversial, but heed my opinion: I’m not a proffessional artist, I’m still in school, but art is everything I do outside of it besides video games occasionally(just a pre statement as to why I care about this).
> >
> > That being said, I have no idea where the fascination with reachs art game from. Perhaps texture work was better, though I’d argue it was the most dull and uninteresting to look at halo. From a design standpoint, it was a significant downgrade. Look at the mark v helmet, from 3-reach it looks significantly worse, the design got streamlined, and no longer had that strange curved visor, or the back part that protruded. Look at the outlines, look at how bland the reach variant is.
> >
> > The creativity of the original had been deleted, and much like halo 4, had unnecessary lines with no purpose, and protruding boxes as vents where the mouth was, which is a more generic direction. You can see the protruding box idea in most basic helmets, cough,cough, coughity cough cough, where the previous versions didn’t just have generic vents. Halo reachs saber was the most generic space ship I have seen in halo, the series with the longsword, the frigate, and the pillar of autumn.
> >
> > Here is a ship with back boosters, a clear streamlined space vehicle shape as a triangle, and it just shot out of holes, nothing unique at all. Halo vehicle designs have a wow factor, and the saber looked like what you think of a space ship. There is nothing interesting or dangerous about it’s design.
> >
> > The elites were pointy, and massive, yet graceful in halo 3 and 2, but in reach they are simply evil, they charge at you, and scream in their low pitched voices, with their round, rather than angular armor, the lights that illuminate their suits, showing you that their alien and futuristic, because they have lights built in. The reach elites are an alien I would expect to see in a micheal bay movie. They are not nearly as unique as they once were.
> >
> > This design trend continued into halo 4, but luckly the h2a cutscenes may show a return of more classic elites. I can imagine these first three shape armor less, walking around, being their own species, but the fourth looks like it would be a barbarian, he has round armor with little risk taking shapes, he might as well be green or purple with those little alien ears on the side of his helmet that don’t flay backward or forward and are an awkward sheet of flat floating metal, and look at the center joint of his leg, if you take off that black suit that thing has anorexic legs, unlike the others. It looks disproportionate at the upper area, and as such looks more savage, rather than intelligent. Having a large upper body was the point of the brutes, but ironically, they were scrawled down.
> >
> > Look at this, you ever see an alien design so mammalian? He has flesh and distributed hair, what a good design. Then reach happened, and we got this. Now they’re reptilian, and hairless, or in other words, the most generic features you would expect an alien to have. Also, it just looks like a guy in a suit, the proportions are so boring and human, it isn’t even funny how much of a massive downgrade this is.
> >
> > I hope 343’s version of brutes makes it in a game, because unlike reachs design, 343 knows how to take risks in design, and make aliens that aren’t human, and look like they would evolve from a much more brutal planet. This is how you ADVANCE design and make an already established creature interesting again, not devolve it. The environmental level design was some of the worst, immersion breaking at times when you are on “natural” paths that happen to have randomly high edges, where it’s clear that it is just a wall. Isn’t it convenient how there is a massive direct upward curve? This map looks like someone made a giant cube in project spark and subtracted the top area with a cylinder, as opposed to these shapes, that don’t look like someone dug a ditch and called it a map.The weapons are also much worse. Look at the plasma launcher design, it is just a mess of smooth curves and roundness. It lacks a direction, it is just a mess of weird ideas. I believe this weak design is so rarely seen in the halo prop communities for a reason. You will find a plethora of Spartan lasers, rocket launchers, and turrets, before you see a plasma launcher, it has a lazy design. Look at the assault rifle, their big original idea for it’s new design was “hey, look at these sections we put on the upper section, lets move one up” and also the bottom grip section was a very good shape, but in reach they made it a cylinder, with no interesting curves or shapes, just a literal cylinder. Look how atrocious this is, this is not an improvement.
> >
> > The halo magnum was this new sidearm that no one had seen, it was big and had a curve on top to show how immense it is, as if it needs more barrel to contain it’s power. Odst came along, and that team posited making a sleeker version that would be more of a subtle design, rather than something a spartan like chief would use. Than reach happened, and they said, "Halo magnums have a large upper part, so what if they have a large lower part too?" It looks like someone cut a magnum in half, and shrunk the back end, resulting in a giant barrel attached to a miniature handle. It looks absolutely absurd, disproportionate, and hideous. The reach spartan laser was near identical, 0 risks taken, except they sucked out some of it’s color.
> >
> > Play odst, look how well the city design is. You can imagine how the city’s work before the covie strike. Now go to reach. Look at the one building before the falcon turret section (also, halo reach had turret sections, ugh) It had a first floor with nothing really there, and a second floor that acts as a circular balcony with no additions. What was that building? what purpose did it serve? Unlike odst, it did not convince me, it was simply level design with a city texture, not a city of which levels partake.
> >
> > The hornet is a shape I had never seen before, the falcon however was a shape that is quite basic. It has two sets of blades that spin, with nothing else to their design, unlike the disks and flame effect of the hornet, it has a tail that is very generic, it has a hatch with turrets just like combat helicopters, and a cockpit that is simply a basic stretched glass, like that of an xwing, rather than the strange vertical one that the hornet showcased. There’s a ton of examples of designs becoming less unique and exaggerated, less creative. I am not a fan, nor do I understand the fascination.

I apologize, but it was a rant. You can tell organization wasn’t on my mind by my mention of vehicle designs at the start and end. I thank you for the suggestion though. I’ll edit it now :slight_smile:

> 2533274894863132;14:
> I apologize, but it was a rant. You can tell organization wasn’t on my mind by my mention of vehicle designs at the start and end. I thank you for the suggestion though. I’ll edit it now :slight_smile:

Nah no need to apologize. If that was you ranting then consider me impressed. When I rant I tend to start on ____Halo topic, then finish somewhere around the absurdity of the discontinuation of Surge soda distribution.

> 2533274894863132;9:
> I’m gonna say something controversial, but heed my opinion:
> I’m not a professional artist, I’m still in school, but art is everything I do outside of it besides video games occasionally(just a pre statement as to why I care about this). That being said, I have no idea where the fascination with reachs art game from. Perhaps texture work was better, though I’d argue it was the most dull and uninteresting to look at halo. From a design standpoint, it was a significant downgrade.
>
> Look at the mark v helmet, from 3-reach it looks significantly worse, the design got streamlined, and no longer had that strange curved visor, or the back part that protruded. Look at the outlines, look at how bland the reach variant is. The creativity of the original had been deleted, and much like halo 4, had unnecessary lines with no purpose, and protruding boxes as vents where the mouth was, which is a more generic direction. You can see the protruding box idea in most basic helmets, cough,cough, coughity cough cough, where the previous versions didn’t just have generic vents.
>
> The elites were pointy, and massive, yet graceful in halo 3 and 2, but in reach they are simply evil, they charge at you, and scream in their low pitched voices, with their round, rather than angular armor, the lights that illuminate their suits, showing you that their alien and futuristic, because they have lights built in. The reach elites are an alien I would expect to see in a micheal bay movie. They are not nearly as unique as they once were. This design trend continued into halo 4, but luckly the h2a cutscenes may show a return of more classic elites.I can imagine these first three shape armor less, walking around, being their own species, but the fourth looks like it would be a barbarian, he has round armor with little risk taking shapes, he might as well be green or purple with those little alien ears on the side of his helmet that don’t flay backward or forward and are an awkward sheet of flat floating metal, and look at the center joint of his leg, if you take off that black suit that thing has anorexic legs, unlike the others. It looks disproportionate at the upper area, and as such looks more savage, rather than intelligent. Having a large upper body was the point of the brutes, but ironically, they were scrawled down. Look at this, you ever see an alien design so mammalian? He has flesh and distributed hair, what a good design. Then reach happened, and we got this. Now they’re reptilian, and hairless, or in other words, the most generic features you would expect an alien to have. Also, it just looks like a guy in a suit, the proportions are so boring and human, it isn’t even funny how much of a massive downgrade this is. I hope 343’s version of brutes makes it in a game, because unlike reachs design, 343 knows how to take risks in design, and make aliens that aren’t human, and look like they would evolve from a much more brutal planet. This is how you ADVANCE design and make an already established creature interesting again, not devolve it.
>
> The environmental level design was some of the worst, immersion breaking at times when you are on “natural” paths that happen to have randomly high edges, where it’s clear that it is just a wall. Isn’t it convenient how there is a massive direct upward curve? This map looks like someone made a giant cube in project spark and subtracted the top area with a cylinder, as opposed to these shapes, that don’t look like someone dug a ditch and called it a map. Play odst, look how well the city design is. You can imagine how the city’s work before the covie strike. Now go to reach. Look at the one building before the falcon turret section (also, halo reach had turret sections, ugh) It had a first floor with nothing really there, and a second floor that acts as a circular balcony with no additions. What was that building? what purpose did it serve? Unlike odst, it did not convince me, it was simply level design with a city texture, not a city of which levels partake.
>
> The weapons are also much worse. Look at the plasma launcher design, it is just a mess of smooth curves and roundness. It lacks a direction, it is just a mess of weird ideas. I believe this weak design is so rarely seen in the halo prop communities for a reason. You will find a plethora of Spartan lasers, rocket launchers, and turrets, before you see a plasma launcher, it has a lazy design. Look at the assault rifle, their big original idea for it’s new design was “hey, look at these sections we put on the upper section, lets move one up” and also the bottom grip section was a very good shape, but in reach they made it a cylinder, with no interesting curves or shapes, just a literal cylinder. Look how atrocious this is, this is not an improvement. The halo magnum was this new sidearm that no one had seen, it was big and had a curve on top to show how immense it is, as if it needs more barrel to contain it’s power. Odst came along, and that team posited making a sleeker version that would be more of a subtle design, rather than something a spartan like chief would use. Than reach happened, and they said, "Halo magnums have a large upper part, so what if they have a large lower part too?" It looks like someone cut a magnum in half, and shrunk the back end, resulting in a giant barrel attached to a miniature handle. It looks absolutely absurd, disproportionate, and hideous. The reach spartan laser was near identical, 0 risks taken, except they sucked out some of it’s color.
>
> Halo reachs saber was the most generic space ship I have seen in halo, the series with the longsword, the frigate, and the pillar of autumn. Here is a ship with back boosters, a clear streamlined space vehicle shape as a triangle, and it just shot out of holes, nothing unique at all. Halo vehicle designs have a wow factor, and the saber looked like what you think of a space ship. There is nothing interesting or dangerous about it’s design. The hornet is a shape I had never seen before, the falcon however was a shape that is quite basic. It has two sets of blades that spin, with nothing else to their design, unlike the disks and flame effect of the hornet, it has a tail that is very generic, it has a hatch with turrets just like combat helicopters, and a cockpit that is simply a basic stretched glass, like that of an xwing, rather than the strange vertical one that the hornet showcased.
>
> There’s a ton of examples of designs becoming less unique and less exaggerated; less creative. I am not a fan, nor do I understand the fascination.

Thank you.

And I like Reach, but come on, Halo 4 is gorgeous. I remember playing the Reach beta and being blown away by the visuals at the time, but colors are nice. The Brutes confused the hell out of me. They were all fuzzy in H2, then groomed in H3, then a different species all together in Reach … I guess you could say the change is due to those particular Brutes being of a different race, sort of like the Elites in Halo 4.

But I am still mad about what they did to the Mark V helmet.

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

*Original post. Click at your own discretion.

If you people hate the design and halo 5 or halo 5 in general then
1.dont buy it
2.make your own game sense you know so much and is so much better then any 343 artists/dev
3.every one has a opinion and it’s like a fart , smells like s***
4.dont stay around a fourm of a game you constantly hate.

> 2533274894863132;9:
> I’m gonna say something controversial, but heed my opinion:
> I’m not a professional artist, I’m still in school, but art is everything I do outside of it besides video games occasionally(just a pre statement as to why I care about this). That being said, I have no idea where the fascination with reachs art game from. Perhaps texture work was better, though I’d argue it was the most dull and uninteresting to look at halo. From a design standpoint, it was a significant downgrade.
>
> Look at the mark v helmet, from 3-reach it looks significantly worse, the design got streamlined, and no longer had that strange curved visor, or the back part that protruded. Look at the outlines, look at how bland the reach variant is. The creativity of the original had been deleted, and much like halo 4, had unnecessary lines with no purpose, and protruding boxes as vents where the mouth was, which is a more generic direction. You can see the protruding box idea in most basic helmets, cough,cough, coughity cough cough, where the previous versions didn’t just have generic vents.
>
> The elites were pointy, and massive, yet graceful in halo 3 and 2, but in reach they are simply evil, they charge at you, and scream in their low pitched voices, with their round, rather than angular armor, the lights that illuminate their suits, showing you that their alien and futuristic, because they have lights built in. The reach elites are an alien I would expect to see in a micheal bay movie. They are not nearly as unique as they once were. This design trend continued into halo 4, but luckly the h2a cutscenes may show a return of more classic elites.I can imagine these first three shape armor less, walking around, being their own species, but the fourth looks like it would be a barbarian, he has round armor with little risk taking shapes, he might as well be green or purple with those little alien ears on the side of his helmet that don’t flay backward or forward and are an awkward sheet of flat floating metal, and look at the center joint of his leg, if you take off that black suit that thing has anorexic legs, unlike the others. It looks disproportionate at the upper area, and as such looks more savage, rather than intelligent. Having a large upper body was the point of the brutes, but ironically, they were scrawled down. Look at this, you ever see an alien design so mammalian? He has flesh and distributed hair, what a good design. Then reach happened, and we got this. Now they’re reptilian, and hairless, or in other words, the most generic features you would expect an alien to have. Also, it just looks like a guy in a suit, the proportions are so boring and human, it isn’t even funny how much of a massive downgrade this is. I hope 343’s version of brutes makes it in a game, because unlike reachs design, 343 knows how to take risks in design, and make aliens that aren’t human, and look like they would evolve from a much more brutal planet. This is how you ADVANCE design and make an already established creature interesting again, not devolve it.
>
> The environmental level design was some of the worst, immersion breaking at times when you are on “natural” paths that happen to have randomly high edges, where it’s clear that it is just a wall. Isn’t it convenient how there is a massive direct upward curve? This map looks like someone made a giant cube in project spark and subtracted the top area with a cylinder, as opposed to these shapes, that don’t look like someone dug a ditch and called it a map. Play odst, look how well the city design is. You can imagine how the city’s work before the covie strike. Now go to reach. Look at the one building before the falcon turret section (also, halo reach had turret sections, ugh) It had a first floor with nothing really there, and a second floor that acts as a circular balcony with no additions. What was that building? what purpose did it serve? Unlike odst, it did not convince me, it was simply level design with a city texture, not a city of which levels partake.
>
> The weapons are also much worse. Look at the plasma launcher design, it is just a mess of smooth curves and roundness. It lacks a direction, it is just a mess of weird ideas. I believe this weak design is so rarely seen in the halo prop communities for a reason. You will find a plethora of Spartan lasers, rocket launchers, and turrets, before you see a plasma launcher, it has a lazy design. Look at the assault rifle, their big original idea for it’s new design was “hey, look at these sections we put on the upper section, lets move one up” and also the bottom grip section was a very good shape, but in reach they made it a cylinder, with no interesting curves or shapes, just a literal cylinder. Look how atrocious this is, this is not an improvement. The halo magnum was this new sidearm that no one had seen, it was big and had a curve on top to show how immense it is, as if it needs more barrel to contain it’s power. Odst came along, and that team posited making a sleeker version that would be more of a subtle design, rather than something a spartan like chief would use. Than reach happened, and they said, "Halo magnums have a large upper part, so what if they have a large lower part too?" It looks like someone cut a magnum in half, and shrunk the back end, resulting in a giant barrel attached to a miniature handle. It looks absolutely absurd, disproportionate, and hideous. The reach spartan laser was near identical, 0 risks taken, except they sucked out some of it’s color.
>
> Halo reachs saber was the most generic space ship I have seen in halo, the series with the longsword, the frigate, and the pillar of autumn. Here is a ship with back boosters, a clear streamlined space vehicle shape as a triangle, and it just shot out of holes, nothing unique at all. Halo vehicle designs have a wow factor, and the saber looked like what you think of a space ship. There is nothing interesting or dangerous about it’s design. The hornet is a shape I had never seen before, the falcon however was a shape that is quite basic. It has two sets of blades that spin, with nothing else to their design, unlike the disks and flame effect of the hornet, it has a tail that is very generic, it has a hatch with turrets just like combat helicopters, and a cockpit that is simply a basic stretched glass, like that of an xwing, rather than the strange vertical one that the hornet showcased.
>
> There’s a ton of examples of designs becoming less unique and less exaggerated; less creative. I am not a fan, nor do I understand the fascination.

I think reach was going for a simple functionality
over style, these are war machines not parade floats. Reach and odst had a great simple utilitarian feel that fits the halo universe very well, and the environments in reach I found to be the most naturalistic.
don’t get me wrong I think halo 4 had the best forrunner structures and lighting was the best but the external areas like the plants and rocks looked cartoonish and did not match the realism
of the other elements in the game.
reach had a great balance between these elements that showed a real eye for naturalistic design.
flamboyance is fine for the covenant since there philosophy is religious, much like the baroque designs found in medieval and renaissance churches but unsc designs should appear functional like modern military gear.

> I think reach was going for a simple functionality
> over style, these are war machines not parade floats. Reach and odst had a great simple utilitarian feel that fits the halo universe very well, and the environments in reach I found to be the most naturalistic.
> don’t get me wrong I think halo 4 had the best forrunner structures and lighting was the best but the external areas like the plants and rocks looked cartoonish and did not match the realism
> of the other elements in the game.
> reach had a great balance between these elements that showed a real eye for naturalistic design.
> flamboyance is fine for the covenant since there philosophy is religious, much like the baroque designs found in medieval and renaissance churches but unsc designs should appear functional like modern military gear.

A cylinder rather than a designed shape is not more functional. Adding giant attachments to a magnum is not more functional. Increasing protrusion of vents, thus increasing area to get hit without reflecting a bullet along with areas to pool heat is not more functional.
Randomly adding lights was never how the covenant expressed their flamboyant designed, elites built stranger physical gear, addorned fabric, and had specially made weapons, as seen in halo 2 chancellors, halo wars’ arbiter cape and special energy sword handle, and now with the prophets bane and arbiters new armor. The arbiters armor in general shows that they used physical designs to show specialty. The brutes armor having lights made even smaller sense, the brutes armor was supposed to look simplistic and brutal, not with smooth curves, complex designs, and lights. Their champion vehicle was a big wheel with borrowed forerunner hover tech, this race would not have special lights on their armor. This was a lazy design idea.
The environments in reach were not done well, it felt too convenient, far too many directly right upward angles, which should only be done in small amounts, but almost every natural section lead to an extreme angle at some point, which shows absolute complete lazyness. Look at the picture of powerhouse, it literally looks like they had a flat area and just dragged the land up. In this presumably excavated area, why was the floor so flat, and why was the area uptop also flat? surely this unattended section of land would be morphed by rain and wind to be patchy, to have crack, with plumets and rises of terrain? Nope, just flat. They probably thought “only people with jetpacks will see this anyway” these same people responsible for the best skyboxes and backgrounds in video games. Simply shameful.
The city’s were bland, those buildings felt absolutely pointless, unlike odst. There was no sense of direction, what city is designed around the philosophy of sections that lead to balconies with nothing else? Where were the stores, the police stations, the buildings being raided, the areas meant for city personel. How did those people get around? surely they have personal ships, where were they? Window washing platforms? Were those buildings just citys without homes, police, or variation? Just door textures, an occasional food stand, an elevator to a ground floor that leads to an outside area with jetpacks inside a chain fence that leads to unfinished poles with platforms: whatthe -Yoink- was that even supposed to be? “Yeah go to the tenth floor Tom, no, not the one with a foodstand around no other businesses, the one with the balcony that leads to a chain fence and jetpacks, you know, incase you need to jet pack to the building over there. What? Just make a bridge?.. Shut the -Yoink- up Tom, jetpacks are better.” Reachs city design was embarrassing.

From the beta, m**uch more cartoony. From the Agent Locke trailer, so much more cartoony :frowning: