Hello 343 Staff and Halo fan,
I am a product designer. I was trained in aesthetics, System Thinking and Design. I want to start of by saying that "Demo showed should not be judge critically on small details as they are very likely subject to change."
I am going to follow this format for the whole post as well as subtopics:
Objective
[ to ]
Subjective
Before we begin this feedback I want to say a few things as they are important in their subtle ways:
“Design is like a fundamental principle. It applies everywhere. Physical and non physical are just manifestations of design. Design is no something Humans made. It is the nature of existence.” -Experience and Design Education
To 343,
I would like to give this feedback after thinking about it last night and this morning. The reveal, personally was underwhelming However I will as a designer be objective in this feedback and keep my personal beliefs and biases away.
The Gameplay as promised takes its inspiration of Halo CE. It is not a direct copy paste which is a good thing. Else its just an reskinned CE.
There is promise in this new game, I feel that the direction is alright considering changing industry. There are few nicks and dinks here and there but that can be worked on.
Given the pandemic, I can understand how that can have impacted the workflow, being a designer myself I can understand this form personal experience of similar circumstances. What we got to see was very unpolished and need a lot of aesthesis refinements.
The themes behind most aesthetics are well in sync with music and visuals. Most is a keyword.
Overall I feel it was a very good attempt given the circumstances. We all should appreciate the effort. There is definitely potential in This game if intent is worded and delivered to the audience properly. This is a very critical position. I am sure you are well aware of it. Please be careful, mindful and sensitive to your audience. This is very likely the last chance to your team from a lot of people.
I wish you all good luck, work hard, make your last shot worth it!
Now here comes the big part. I want to address a big concern a lot of people have. Its the aesthesis. Many people have difficulty putting in words exactly what’s off. I will put it in proper words to the best of my abilities. I hope you all will find words for the weirdness you felt yesterday.
1. Aesthetics (Biggest flaws in the demo)
Plastic looking
Let me start with the feel that people are talking about. What is meant by plastic looking when clearly the elites armor had gloss and shine. [ I personally felt this ]
When people say plastic they are referring to the characteristics of plastics. Monotonous, Blunt, dull, glossy, flat, no detail ( I know I repeated similar words but this is also for fan who are not designers or strong with feelings and words perhaps )
The art direction is good. Halo had this cartoony look. However what you are seeing and thinking looks flat. It is due to lack of texture details. Its not that graphics are completely bad. Just an part of it is wrong
The game we saw yesterday. Its presentation relies of textures which are not detail enough. (Or stream compression made it got lost.) However it does not happen to old games… so… It cant be this reason entirely.
another important point to add to this has to do with materials and textures and how they are handled. I might be wrong here. I am welcome to suggestions and corrections on this. The older games used textures with a lot of detail on them. Now we use materials with properties which add details like plug and play mechanics. The textures are either non existent or have very little detail.
The engine reads these plug and play elements are renders them realtime. That is, blunt flat texture + plug and play to enhance it
This shift of materials over texture is one reason why the aesthesis suddenly looks different. and plastic as they are not handled properly.
Please address the materials if that is the case here. They don’t behave properly. They seem out of place to people because they are so perfect, spotless, perfect. This is not how it is supposed to look. Specially brute weapons. Also what about the hexagon pattern on covenant weapons.
Second part to do with it is lighting. Which I will address below.
Lighting
Lighting plays a very curial role in the entire presentation. It affects how the materials will behave and look. Currently If I am correct there is GI or global illumination. This is not like shining a torch at something where intensity will be high and so will the effects like shine and shadows. It applies like sunlight. Light bounces around and illuminates all side to varying degrees. Even the shadows. This is a complicated area to access for me as I lack the in depth knowledge.
My only feedback here would be to readjust it. I needs to hint of bight sunlight, better shadows.
Shadows
So there is GI by no shadows. That is non sensical. Characters and environment needs shadows and that was clearly lacking in the demo. Not much to add or explain here.
But just don’t underestimate how big of a difference proper shadows can make (Cough Halo 3 did it better)
HUD
Alright time to take you all to my class. During my design training we had a class on familiarity and newness in new products. So in very essence it means that whenever we make something new, it should have resemblance to past, just enough so people can relate and should also have new stuff so it doesn’t look the same are last one.
Also Iconic should be preserved.
I feel shield is better positioned in top center rather then CE and 2 Styles. It feels more natural and intuitive. So I agree with the change from Halo 3 onwards.
Weapons and bullets counters. They are not alright. They have disappeared almost entirely moved to bottom right. Its an iconic part of halo HUD aesthetics It has been in all games. Do not mess with it. Its layout which helps strongly in creating resemblance and familiarity [ Imagine a car with no headlights on front but mounted on roof. Sudden shock? that’s what happened with infinite for me ]
Think of it like this. Take bmw kidney grills. They change it all the time, stretch and squeeze horizontally or vertically, chrome, matte, simple straights or angular or sharps or lightly curved. you can go on an on. But remember the gill will never leave its place. (Layout)
Same thing. Don’t mess with the layout. Bring that weapons panel and grenades panel to more familiar places.
Ammo counter is terrible. Showing each butter with iconic to. It is what gave it identity. I feel it should also be retained.
Shield generators. Nope. Just no. Its too much of visual distraction. It needs toning down. cant be this solid.