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> so today while gathering reference for the prop M6D I want to build I stopped by MCC for some clips of gun usage in game, and I noticed something funny. This is something I mentioned before on other forums but not here:
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> -when Halo CEA came out it had better looking graphics, as far as fidelity and colors, than Halo 4.
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> When Halo 2A came out, it was better looking than Halo 5. This is both the smoothness of the character models in multiplayer and the colors and textures in campaign as well. Both the campaign and the H2A multiplayer look visually superior to H5’s campaign and multiplayer.
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> Is there a logical explanation for this? I don’t understand why the previous games have a better set of colors, textures and FPS than the standard games.
CEA was based more on Reach’s art style than Halo 4’s (notably because… well, Halo 4 wasn’t out yet) but other than some pretty lighting effects, the fidelity isn’t really that good. They blatantly ripped models from past games and threw it into the remake.
Assault Rifle was from H3, Sniper Rifle was the Reach one blow-for-blow except for the green sniper scope. And the Jackal model was blatant enough that the head/neck area was a little… off.
H2A Campaign was basically designed with a hybrid art style taking cues from Halo 4, Halo 2, and Halo Reach, and was more notably original in its construction. (The Elites are generally H4-inspired, but the armor contains Reach stylisms with the minor, others were originally designed, I’m guessing) The Multiplayer probably reflected this in the way that Max Hoberman was trying to recreate H2 in a modern way, but he could have done better. (Like with the Mark VI, and it being basically a modified H4 version with better materials)
In both cases, though, as far as the fidelity goes, they had quite a bit more wiggle room because the systems in H2 and CE’s days were a little more primitive. Enemies had a lower cap in how many could be around, and the game generally had nothing going in during gameplay in the background aside from some explosions above your head, dropships, and a few static models. Whereas Halo 5’s Campaign had a lot of set pieces in the background that could possibly have hampered fidelity for more engagement.
As for where H2A’s Multiplayer stands in comparison to Halo 5’s, It all comes down to the people who lead it. 343 loves Blues and Reds to death, for some reason, while Hoberman (Who worked exclusively on H2A’s Multiplayer, while Saber Interactive did the campaign) was mimicking designs from Halo 2 in a modern fidelity with his own take. and he did well with what he had and in the time he had to do it.
Basically, 343 has a art style with more conventional/generic sci-fi themes, and Hoberman/Saber Interactive went with a clever art style that blended things together in a way that added a certain sense of continuity.
H:CEA was just a hack job smokescreened by pretty textures and lighting effects, They did a passable job on the environments, but the bipeds were just bad.
I’m starting to kind of wish that they’ll back off from futuristic sci-fi at this point and more towards miltary/utilitarian.