> The Kinect is simply a different controller. If they can add a feature to it that only works in the new graphics mode they can do the same with a regular controller. It’s like the terminals, if you’re playing in the old graphics then pressing the button to activate it will do nothing.
Not really, because buttons bound to the controller would have to operate with both graphics layers, I assume. The Terminals only appear in the updated version, and are a simple “switch” function, like the bridge in the second level.
The back button is the only anomaly, and that’s because they wanted to push the graphical comparison. It does nothing to alter the gameplay, only swaps from new to old.
> > The Kinect is simply a different controller. If they can add a feature to it that only works in the new graphics mode they can do the same with a regular controller. It’s like the terminals, if you’re playing in the old graphics then pressing the button to activate it will do nothing.
>
> Not really, because buttons bound to the controller would have to operate with both graphics layers, I assume. The Terminals only appear in the updated version, and are a simple “switch” function, like the bridge in the second level.
>
> The back button is the only anomaly, and that’s because they wanted to push the graphical comparison. It does nothing to alter the gameplay, only swaps from new to old.
The issue there is that the Kinect is another controller. They have to map gameplay functions to voice commands/gestures just as they do buttons on a regular gamepad. The difference between the Kinect and a regular controller is how you input a command but they work in a very similar way.
> The issue there is that the Kinect is another controller. They have to map gameplay functions to voice commands/gestures just as they do buttons on a regular gamepad. The difference between the Kinect and a regular controller is how you input a command but they work in a very similar way.
Alright, the Kinect is another controller. So? Here’s how this goes.
“Grenade!” > Kinect > Xbox/Halo: CE/A > ‘Press “LT”’
“Reload!” > Kinect > Xbox/Halo: CE/A > ‘Press “X”’
“Analyze!” > Kinect > Xbox/Halo: CEA > ‘Analyze mode’
“Analyze!” > Kinect > Xbox/Halo: CE > ‘???’
The back button is the exception, which I assume would look like
‘Back Button’ > Xbox/Halo: CEA > ‘Disable Secondary Graphics Layer et al’
‘Back Button’ > Xbox/Halo: CE > ‘Enable Secondary Grpahics Layer et al’
If 343i had added the Analyze Mode to the controller, they would have to add it to the game while running the “original mode.” This would add an element that was not found in the original game, and this would ruin their goal as well as potentially cause even more community outcry.
> > The issue there is that the Kinect is another controller. They have to map gameplay functions to voice commands/gestures just as they do buttons on a regular gamepad. The difference between the Kinect and a regular controller is how you input a command but they work in a very similar way.
>
> Alright, the Kinect is another controller. So? Here’s how this goes.
>
> “Grenade!” > Kinect > Xbox/Halo: CE/A > ‘Press “LT”’
> “Reload!” > Kinect > Xbox/Halo: CE/A > ‘Press “X”’
> “Analyze!” > Kinect > Xbox/Halo: CEA > ‘Analyze mode’
> “Analyze!” > Kinect > Xbox/Halo: CE > ‘???’
>
> The back button is the exception, which I assume would look like
>
> ‘Back Button’ > Xbox/Halo: CEA > ‘Disable Secondary Graphics Layer et al’
> ‘Back Button’ > Xbox/Halo: CE > ‘Enable Secondary Grpahics Layer et al’
>
> If 343i had added the Analyze Mode to the controller, they would have to add it to the game while running the “original mode.” This would add an element that was not found in the original game, and this would ruin their goal as well as potentially cause even more community outcry.
They wouldn’t have had to add it to the original graphics layer. I don’t know where this idea comes from that the Kinect is somehow exempt from constraints that normal controls have. The idea of motion controls is to be more immersive, you perform an action, the action is performed on screen. It is in no way a work around to constraints. The coding on the analyze function for the Kinect is similar to the coding that would make it work with a control. It’s got nothing to do with the relationship between the Kinect/controller and the graphics layer.
@jackofhearts
You’re clearly the most reasonable and intelligent supporter of the ‘analyze’ feature and quite frankly it’s a pleasure reading your responses. You really do make a lot of sense.
I have to say that I think the philosophy of wanting to keep the game as close to the original is in contrast to their decision to make numerous upgrades and additions already. Improvements like skulls and terminals indicate that 343 aren’t going for a straight HD port. That said your point about a superfluous button does make sense. It’s safe to say that if they so desired to map it to a button they could have but we really can only guess at 343/Microsoft’s motivations as to whether it was done to maintain purity of the port or to artificially add Kinect exclusivity. Clearly you’re more optimistic about Microsoft’s intentions than I am.
By the way, have you ever considered a career in PR?
> The coding on the analyze function for the Kinect is similar to the coding that would make it work with a control. It’s got nothing to do with the relationship between the Kinect/controller and the graphics layer.
Can the analyze feature be added for the controller? From a technical stand point, yes. There is nothing that is technologically limiting the D-pad from activating the Analyze Mode in the same manner that saying it would. It is entirely possible.
Here’s the problem. Halo: Combat Evolved has no such feature. When you say “Analyze,” you’re not pressing a button. You’re not utilizing the core code of Halo: CE. The Kinect is recognizing the vocal command, and is then applying that element to the HUD and UI. What’s keeping 343i from mapping the Analyze to a controller button (the D-pad, for instance,) is their unwillingness to change the core mechanics and controller functions of Halo: Combat Evolved.
This was the goal of the game. When you switch back to the Classic Graphics, it is Halo: Combat Evolved, as it was 10 years ago. The hidden switches and graphical elements to activate the Terminals are gone, the character models and animation are exactly as they were, and there is no Analyze feature added to your UI. I would venture to guess that 3D is not functional with the Classic Graphics as well. The only difference is that when you press the back button, you’re given instant access to the Anniversary Graphics and functions.
@Shadow Artiste
Thank you, and I actually have not thought about that as a career. My goals have been to work for 343i (previously Bungie, but Halo shifted companies,) in mainly an artistic manner. Concept art and the like
It’s a silly gimmick. Why would you care? And if you really do just check out Halopedia. I swear all the info will be uploaded there.
> > The coding on the analyze function for the Kinect is similar to the coding that would make it work with a control. It’s got nothing to do with the relationship between the Kinect/controller and the graphics layer.
>
> Can the analyze feature be added for the controller? From a technical stand point, yes. There is nothing that is technologically limiting the D-pad from activating the Analyze Mode in the same manner that saying it would. It is entirely possible.
>
> Here’s the problem. Halo: Combat Evolved has no such feature. When you say “Analyze,” you’re not pressing a button. You’re not utilizing the core code of Halo: CE. The Kinect is recognizing the vocal command, and is then applying that element to the HUD and UI. What’s keeping 343i from mapping the Analyze to a controller button (the D-pad, for instance,) is their unwillingness to change the core mechanics and controller functions of Halo: Combat Evolved.
>
> This was the goal of the game. When you switch back to the Classic Graphics, it is Halo: Combat Evolved, as it was 10 years ago. The hidden switches and graphical elements to activate the Terminals are gone, the character models and animation are exactly as they were, and there is no Analyze feature added to your UI. I would venture to guess that 3D is not functional with the Classic Graphics as well. The only difference is that when you press the back button, you’re given instant access to the Anniversary Graphics and functions.
>
> @Shadow Artiste
> Thank you, and I actually have not thought about that as a career. My goals have been to work for 343i (previously Bungie, but Halo shifted companies,) in mainly an artistic manner. Concept art and the like
Wow, that’s a lofty goal. But what the hey, go for it. Halo is probably my favorite video game franchise, it’d be a real privilege to work for them, so good luck.
> Here’s the problem. Halo: Combat Evolved has no such feature. When you say “Analyze,” you’re not pressing a button. You’re not utilizing the core code of Halo: CE. The Kinect is recognizing the vocal command, and is then applying that element to the HUD and UI. What’s keeping 343i from mapping the Analyze to a controller button (the D-pad, for instance,) is their unwillingness to change the core mechanics and controller functions of Halo: Combat Evolved.
But doesn’t it still have to check if you’re aiming at the targeted NPC?
…Unless they hacked a function into the graphics engine to set a flag if an NPC is being rendered at the center of the screen, which would be crude on so many levels but effective nonetheless.
…Hm. Interesting.
> But doesn’t it still have to check if you’re aiming at the targeted NPC?
I imagine that it would be fairly simple. If your cursor registers <<Halo: CEA Grunt>> while in Analyze Mode, it registers that info as “collected”
> > The coding on the analyze function for the Kinect is similar to the coding that would make it work with a control. It’s got nothing to do with the relationship between the Kinect/controller and the graphics layer.
>
> Can the analyze feature be added for the controller? From a technical stand point, yes. There is nothing that is technologically limiting the D-pad from activating the Analyze Mode in the same manner that saying it would. It is entirely possible.
>
> Here’s the problem. Halo: Combat Evolved has no such feature. When you say “Analyze,” you’re not pressing a button. You’re not utilizing the core code of Halo: CE. The Kinect is recognizing the vocal command, and is then applying that element to the HUD and UI. What’s keeping 343i from mapping the Analyze to a controller button (the D-pad, for instance,) is their unwillingness to change the core mechanics and controller functions of Halo: Combat Evolved.
>
> This was the goal of the game. When you switch back to the Classic Graphics, it is Halo: Combat Evolved, as it was 10 years ago. The hidden switches and graphical elements to activate the Terminals are gone, the character models and animation are exactly as they were, and there is no Analyze feature added to your UI. I would venture to guess that 3D is not functional with the Classic Graphics as well. The only difference is that when you press the back button, you’re given instant access to the Anniversary Graphics and functions.
>
> @Shadow Artiste
> Thank you, and I actually have not thought about that as a career. My goals have been to work for 343i (previously Bungie, but Halo shifted companies,) in mainly an artistic manner. Concept art and the like
If they can limit the analyze mode to the CEA graphics layer using Kinect, they can do the same with a regular controller. Thus, not changing the core experience with the original CE engine.
> > > The coding on the analyze function for the Kinect is similar to the coding that would make it work with a control. It’s got nothing to do with the relationship between the Kinect/controller and the graphics layer.
> >
> > Can the analyze feature be added for the controller? From a technical stand point, yes. There is nothing that is technologically limiting the D-pad from activating the Analyze Mode in the same manner that saying it would. It is entirely possible.
> >
> > Here’s the problem. Halo: Combat Evolved has no such feature. When you say “Analyze,” you’re not pressing a button. You’re not utilizing the core code of Halo: CE. The Kinect is recognizing the vocal command, and is then applying that element to the HUD and UI. What’s keeping 343i from mapping the Analyze to a controller button (the D-pad, for instance,) is their unwillingness to change the core mechanics and controller functions of Halo: Combat Evolved.
> >
> > This was the goal of the game. When you switch back to the Classic Graphics, it is Halo: Combat Evolved, as it was 10 years ago. The hidden switches and graphical elements to activate the Terminals are gone, the character models and animation are exactly as they were, and there is no Analyze feature added to your UI. I would venture to guess that 3D is not functional with the Classic Graphics as well. The only difference is that when you press the back button, you’re given instant access to the Anniversary Graphics and functions.
> >
> > @Shadow Artiste
> > Thank you, and I actually have not thought about that as a career. My goals have been to work for 343i (previously Bungie, but Halo shifted companies,) in mainly an artistic manner. Concept art and the like
>
> If they can limit the analyze mode to the CEA graphics layer using Kinect, they can do the same with a regular controller. Thus, not changing the core experience with the original CE engine.
At this point I am standing on the sideline trying to understand the meta-philosophy behind this discussion. You’ve both definitely left me behind.