Want halo 4/5 art style back

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> > Lmao. You have a very strange way of denying reality.
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> I don’t deny or reject that people [REDACTED] about the art style. Prove that it’s the majority.

ya, no one can prove that, just like no one can prove the minority like it. However, one can get a feeling of it based off the posts on waypoint, youtube, reddit etc that go voer what people feel about the artstyles. I would argue the bigger trend is that this areas tend to lean into prefer the look of infinite in its current state and not enjoying the overall design language of 4 and 5. Of course the amount of people that post on these forums and other areas are the minority in the gaming community. However, much like a poll it can infer the feeling of the wider population.

To be clear, there is nothing wrong with liking h5 designs, just like there is nothing wrong with liking infinites. However, I would say its an easy expectation that one is gonna be somewhat criticized when going into forums and other social sites where those designs are not preferred and then saying you like them. Some in this thread stated their view perfectly fine, others did not. I dont think we should be pushing on each other to prove anything when all are speaking on generalities regarding a subjective topic.

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> 2533274804813082;100:
> > 2535449665894532;99:
> > Lmao. You have a very strange way of denying reality.
>
> I don’t deny or reject that people [REDACTED] about the art style. Prove that it’s the majority.

Ok, count the number of people on this thread alone and see what you find.

You can like 4 and 5s design all you want. But just looking at what you can find in areas involving Infinite and it’s pretty clear that the majority of people seem to like Infinites art style being different from 4 and 5s.

Trying to say there isn’t proof because someone didn’t go and count every single individual post is asenine.

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I think some parts of the art style should return, for example, if the Swords Of Sanghelios show up they should use the Halo 5 versions of Covenant vehicles.

I enjoy both art styles with bungo’s simplistic/practical approach to armor design and 343’s hyperdetailed/exotic design. I can see how bungo fans might not like 343s designs that were outsourced because each one had a, shall we say, eccentric style that didnt seem to fit previous titles. However, 343’s take on old designs I thought were pretty good.
I would have liked, for lore reasons, the spartans in the opening halo 4 cinematic be fitted with mk4 armor sets as that is what they were outfitted with during the time that that cinematic was portraying.

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> ya, no one can prove that, just like no one can prove the minority like it.

Bingo.

> I would say its an easy expectation that one is gonna be somewhat criticized when going into forums and other social sites where those designs are not preferred and then saying you like them.

Now ask yourself: “Gee, why don’t people praise Halo 4 or 5 more?” I’d wager we just don’t want to deal with the beratement of our views and preferences, and would prefer to simply enjoy our games rather than huddling up on forums complaining.

> I dont think we should be pushing on each other to prove anything–

Hey, opinions are one thing, and opinions truly do not bother me. But claims of fact? Those require evidence, and are best to not be made.

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> > The point they are making is that. Halo 4 and 5 had heaps of visual noise that resulted in a less legible game.
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> Got examples for that? Because this - as with most things - boil down to personal taste and asthetic tolerance. Not an objective fact, especially with the tossed-in qualifier that Halo Infinite would have flopped if more of the Reclaimer asthetic was retained.
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> > The use of negative space in prior titles allowed for a better conveyancing of information.
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> Or made for bland and boring uses of space, usually due to hardware shortcomings but it’s been grandfathered in as “Iconic”.
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> > Situations are immediately intelligible without risk of visual overload to players from much more complex geometry.
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> Can’t say that problem was ever present for me, in either Halo 4 or Halo 5. Bullets coming at you and threat indicators are a pretty big heads-up as well. And even Halo 3 and Reach had “complex geometry” in both their campaigns and their multiplayer, so this is a really weak argument.
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If your gonna quote me, quote me so I get notified.
Also don’t make an argument by putting words in peoples mouth.
I never said infinite would “flop” if it had 4/5 art style.
Had you read the thread you can see i stated much of the art direction from the reclaimer saga is intact.

  1. So in the first section you again bring this to subjective appreciation of aesthetic style.
    That is a separate topic to the point being made.
    I’m speaking purely to design philosophy and convention.

The MCC is the most effective way to show that.

  1. How exactly can you make an argument that the visual design was entirely due to hardware limitations?
    Mass effect, halo 4, pariah, crysis, section 8, red faction, singularity etc. Prove that is at best a weak assertion.

  2. It may not have been an issue for you but are likely not visually handicapped.
    Having very clear visual information is an accessibility feature as well as way to teach and guide new players.
    Halo 3 had decidedly simple geometry.
    The geometry got more complex in halo 3 ODST and Reach.
    This was a design choice spurred by visr mode.
    Not because it was impossible for them to do it previously but because of the impact it had on gameplay.
    Creating silhouettes that madenthe environment easier to read in visr mode and indicate distance, height, direction and such.
    But even then these spaces weren’t cluttered by lines and light sources.
    As for the bullets comment, seriously?

So here we have straightforward explanation to your questions. You might note i have not given my opinion on the matter. I have not discussed the merits of artistic freedom or aesthetics.
That would be a separate conversation without any quantifiable answer.
You can favour one from the other or be happy with both.
Sound design language and preference are not thebsame thing.

No clue why anyone would want Halo 4/5 art style or multiplayer back since they were pretty bad. I’m actually glad that it looks like there going back to their roots.

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There are a few armors I would like to have make a return like Anubis. Copperhead, Argus, and Cinder to name a few.

Personally I don’t see why you want older games style back when this one looks really nice as it is… It’s fine just stop being picky you’ll get used to it as you play.

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> Infinite’s art style is…too classical and it doesn’t look like a 2021 game at all and there lots people exist that prefer the 343 time art style than bungie time one.Halo 5 multiplayer is my fav multiplayer in the series so when I got the test I’m a little disappointed

Yeah let’s not do that

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No, no, no, no, no, no. no, no, no, no, no, no, no, and NO.

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> 2535411919953126;106:
> If your gonna quote me, quote me so I get notified.

See your name in the very post that you quoted? Yeah, I quoted you properly bud.

> Also don’t make an argument by putting words in peoples mouth.
> I never said infinite would “flop” if it had 4/5 art style.

True, but you did decid to chip in to directly support the post that did.

> How exactly can you make an argument that the visual design was entirely due to hardware limitations?

Because of the thus-far nonsensical claim (in light of lack of examples) that negative space better conveyed information. My mind goes to adding fog effects to hid low-res models and terrain, but if you’ve got a specific example for what you meant by this by all means, share with the class.

> It may not have been an issue for you but are likely not visually handicapped.

Moderately so, actually, but you have yet to really give examples as to what way this was an issue for Halo 4 and 5. Particularly, on topic, in regards to the art style.

Halo 3: ODST has the exact same geometry as Halo 3. Literally all VISR did was add outlines. Granted, Reach was more detailed.

As for the bullet comment, yes. You’re still being quite unclear in identifying just what issues you’re seeing that were not present in the Original Trilogy.

The council has spoken: no 343 art style.

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Reach is prime Halo. I live playing online is Guardians but the lack of detail in the maps throws me off and makes me not want to play it.

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While I like all art styles, the community is predominantly against the later art style from what I’ve seen. The closest thing I can imagine returning from the newer art style would be if they incorporate the Gen 2 series as a core variant. Other than that, 343 seems to be more focused on being more classical which isn’t an issue to me, but to each their own.

> 2535418141657688;1:
> Infinite’s art style is…too classical and it doesn’t look like a 2021 game at all and there lots people exist that prefer the 343 time art style than bungie time one.Halo 5 multiplayer is my fav multiplayer in the series so when I got the test I’m a little disappointed

Can’t say that I agree. I think this is largely dependent on the platform you were playing on.

The art style pay’s hommage to the classic style - but dam is it crisp. Take a moment to truly watch some gameplay, especially from a high end PC. Look at the ground, the detail on small puddles - the insane detail on walls when close. The hands, the armour. It’s incredible. Hell if you freeze on a reload you can see the dirt and paint chips on the magazine.

Here’s extensive footage captured on a Core i7 - RTX 2080 Ti system, with settings maxed out: https://youtu.be/KpTfuf1uqw4?t=831

People are being needlessly contentious. Pick a word and die on that hill at all costs. There is no possible way to give an absolute metric unless every person who has ever played is polled, there is enough small scale samples in every Halo video, every Halo youtuber poll, every Halo forum it’s just they’re not conclusive and don’t get considered. I’ll go ahead and remove the word objective and give 2c.

The floor textures in 4 and 5 are poor in many places, more noticeable in natural terrain. Lower resolution textures that have a repeating pattern were used and it doesn’t neatly repeat, so the ‘seams’ of the texture are visible. Where it clashes with its repeated texture is very easy to find.

The lighting in both games was too harsh with less respect for the player experience, many times staring directly into glare in key places, Haven is a great example, though it happens frequently. The brighter the light the darker the dark areas are, so a result of their choice to use harsh lighting is crushed blacks. The lighting direction 343 went with in 4 and 5 is of poor quality.

When there is an established item in game say the Banshee, there is certain design language each design uses. The expectation is that when it changes it’s usually to make it more interesting or to try something new. With most classic weapons and vehicles the use of colour was more monotone and made less interesting, many were over-designed which weakened their silhouettes. The combination of both left both games with less visual pop as a result. Most items in game retained their general appearance so most alterations detracted from the established design, not built upon it. Texture quality is another component that taken a downgrade for in-game items. Halo may have been a less graphically impressive game before H4, but the artistry of the texturing was better than 4. A common criticism i’ve always had is that whether it is a tree, a rock, metal, whatever really all textures have too much eccentricity and low texture detail, it makes everything look like clay.

If I was to word the aesthetic of the 3 main factions the UNSC had a more rigid look that leaned toward retro-futurism, the Covenant used a lot of sleek curves and tiled texturing for their look which gave it a more insectoid appearance. Finally the Forerunners Had brutalist architecture, when mixed with the blue lighting leaned towards magical science. I’d put forward that the choice to make the UNSC look like it’s using 90’s / 00’s war aesthetic grounded the game, the Covenant delivered the sci-fi, Forerunner the fantasy and Flood the horror and grotesque. In 4 and 5 new UNSC additions like the railgun, mantis, mammoth, saw etc were more round and ornate like Covenant weapons. Covenant suffered from overdesign which detracted from the sleek look established over 6 games to something more rigid. Forerunners began to use tiled texturing like the covenant and a night and day overhaul to it’s entire aesthetic. Whether it was design language criss-crossing giving less distinction to each faction or the radical change to the Forerunner i’d call both a lesser change that what came before.

It would be far easier and quicker to just do a video essay to highlight the differences. The word objective can’t be used because it is absolute. What I will say subjectively is that Infinite will be in a much nicer position re-establishing design choices they actively made worse with their previous games. The awestruck comments about the return of the forerunner aesthetic, chiefs armour, the return of the SPNKR, or conversely the hate they received for how they initially shown off the covenant or natural environments should be telling enough that leaning towards the games that didn’t die in 6 months is a wise choice.

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> 2533274804813082;112:
> > 2535411919953126;106:
> > If your gonna quote me, quote me so I get notified.
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> See your name in the very post that you quoted? Yeah, I quoted you properly bud.
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> > Also don’t make an argument by putting words in peoples mouth.
> > I never said infinite would “flop” if it had 4/5 art style.
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> True, but you did decid to chip in to directly support the post that did.
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> > How exactly can you make an argument that the visual design was entirely due to hardware limitations?
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> Because of the thus-far nonsensical claim (in light of lack of examples) that negative space better conveyed information. My mind goes to adding fog effects to hid low-res models and terrain, but if you’ve got a specific example for what you meant by this by all means, share with the class.
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> > It may not have been an issue for you but are likely not visually handicapped.
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> Moderately so, actually, but you have yet to really give examples as to what way this was an issue for Halo 4 and 5. Particularly, on topic, in regards to the art style.
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> Halo 3: ODST has the exact same geometry as Halo 3. Literally all VISR did was add outlines. Granted, Reach was more detailed.
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> As for the bullet comment, yes. You’re still being quite unclear in identifying just what issues you’re seeing that were not present in the Original Trilogy.

I did not get notified. That happens sometimes when you edit post quote. So you did not.
This time you did. I was only pointing that out, could have been clearer though as I failed to actually explain that.

Doesn’t change the fact I did not say it. Nor did I voice my support of the stance. I added context. There is a distinction to be made between understanding a person’s argument and agreeing with it outright.

I provided multiple examples to show the limitations do not exist.
Negative space and visual noise for function is a common concept.
Google it, you will find far better explanations than I could provide on the topic. I don’t consider myself a particularly strong writer.
Jon shafer has a post on the concept of negative space beyond just the purely visual for example that I recall being a strong explanation of why practicing restraint has tangible merit.

Moderately so then. I can give anecdotal evidence but that hardly seems fair to you.
What I can say is this is tied closely to the prior point so by virtue of looking into that you can find answers to this that, again, will be better structured than anything I write here.

Geometry in halo 2 and 3 are decidedly simple.
ODST changed that as I explained above.
I cannot recall the exact source for this information it was in an interview I believe.
However here is a quick mention of it by the art team.Go to around 4:24.

OK apologies. I honestly thought you were being facetious.
Well bullets only navigate towards a single thing.
They don’t help highlight objectives or pickups nor do they work before AI goes hostile.
I get the impression you think I’m saying the reclaimer games fail to this at all.
Not the case I’m just acknowledging the strong argument one can make that the early games do this better than the reclaimer saga.
Further evidence can be seen in design. Lets consider what 343i added to their games despite the linearity of the spaces.
FOF tags, weapon spawn tags and a literal tracking system.
This is a clear admission by them that they believed things needed to be easier to see, including objectives enemies and even hidden collectibles.

> 2535418141657688;1:
> Infinite’s art style is…too classical and it doesn’t look like a 2021 game at all and there lots people exist that prefer the 343 time art style than bungie time one.Halo 5 multiplayer is my fav multiplayer in the series so when I got the test I’m a little disappointed

Fair enough, and you’re entitled to your opinion! I personally prefer the older art style, and I started with Halo 4 as my first online multiplayer game etc. My decision mostly comes down to the fact that the Elites just look so obscure and bulky. It’s hard to imagine them as being a nimble elite warrior race.

> 2535418141657688;1:
> Infinite’s art style is…too classical and it doesn’t look like a 2021 game at all and there lots people exist that prefer the 343 time art style than bungie time one.Halo 5 multiplayer is my fav multiplayer in the series so when I got the test I’m a little disappointed

Im with you as well i saw nothing wrong h5 they should’ve kept it