Halo Halo: The Master Chief Collection

Laskar

Would you kindly?
Founder
I wouldn't say it or 4 are bad, exactly. 4 has a few, somewhat serious issues, but nothing that really damages my ability to enjoy it or that undermines the story it's telling about MC and Cortana.
There was nothing wrong with the storytelling about the MC or Cortana, but the greater story about the Forerunner, the UNSC, and there Covenant splinter factions was severely flawed, and that was the story that the whole 343i series needed to succeed. I mean, once Cortana is dead, they need some other draw for books and games.

Halo 4 is "aggressively not good" on its lonesome. Once you throw in Spartan Ops and the Kilo 5 Trilogy, it is worse.
 

Bacle

When the effort is no longer profitable...
Founder
And yet none of the post-Halo 3 FPS games hold a candle to Halo Wars and Halo Wars 2.

That kinda stuff is what Halo needed more of.
 

Laskar

Would you kindly?
Founder
While we were playing the other night, someone remarked that the Banshee ought to be set up so that the players are forced to do strafing runs instead of using them as hovering turrets. It has been brought to my attention that Halo 3 did exactly that, and it was not a popular move. It might work better in campaign, but the multiplayer crowd didn't like it.

And yet none of the post-Halo 3 FPS games hold a candle to Halo Wars and Halo Wars 2.

That kinda stuff is what Halo needed more of.
Indeed. Whatever the faults with Halo War 1 and 2 were, they had the opportunity to tell stories set far away from the events of the mainline games. That was a breath of fresh air.
 

Husky_Khan

The Dog Whistler... I mean Whisperer.
Founder
And now Halo 4 is up to bat, a mere eight years after its release (helped derail the entire franchise) on Xbox 360 for release in this remastered collection. It'll drop for PC on November 17th.

 

SuperS4

I'll put something witty here eventually.
Seemed okay but I want an Anniversary one.
Why? Outside of Terminals, which already exist. The idea of the Anniversary editions of Halo 1 and 2 were to bring them in line graphically with 3. Well, 3 is already in line graphically with, itself.

But largely, they did little if anything to the game itself. Other then some annoying issues like trees and rocks in the "new" engine not aligning properly with the "original" tree or rock. Thus, you could see an enemy, but attempting to shoot them would have your rounds hitting an "invisible wall" because the original tree/rock was actually still there, just "hidden" by the new one.

EDIT: THis is what I refer to:
Original Graphics

"Anniversary" Graphics


Taken in the same area, same time, just switching between graphics. Really annoyed me on my Legendary playthroughs.
 

Spartan303

In Captain America we Trust!
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Staff Member
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Osaul
Why? Outside of Terminals, which already exist. The idea of the Anniversary editions of Halo 1 and 2 were to bring them in line graphically with 3. Well, 3 is already in line graphically with, itself.

But largely, they did little if anything to the game itself. Other then some annoying issues like trees and rocks in the "new" engine not aligning properly with the "original" tree or rock. Thus, you could see an enemy, but attempting to shoot them would have your rounds hitting an "invisible wall" because the original tree/rock was actually still there, just "hidden" by the new one.


Oh, I wanted the super awesome cutscene is all.
 

Laskar

Would you kindly?
Founder
Why? Outside of Terminals, which already exist. The idea of the Anniversary editions of Halo 1 and 2 were to bring them in line graphically with 3. Well, 3 is already in line graphically with, itself.

But largely, they did little if anything to the game itself. Other then some annoying issues like trees and rocks in the "new" engine not aligning properly with the "original" tree or rock. Thus, you could see an enemy, but attempting to shoot them would have your rounds hitting an "invisible wall" because the original tree/rock was actually still there, just "hidden" by the new one.

EDIT: THis is what I refer to:
Original Graphics

"Anniversary" Graphics


Taken in the same area, same time, just switching between graphics. Really annoyed me on my Legendary playthroughs.
Bloody Hell, that was annoying. It's why I've only played through the first Anniversary game once. Fortunately, Halo 2 Anniversary is so, so much better with keeping the graphics in-line with the collision meshes.

Now, a Halo 3 Anniversary... Blur cutscenes would be nice, but the only thing to fix in the original cutscenes are the wonky faces, and maybe the choreography of Miranda crashing Truth's party in the control room. Blur's cutscenes... sometimes take as much as they give. The graphics are gorgeous, and the animation is top notch, but some of the decisions they made clearly missed the point of the original cutscenes. The Gravemind had twice the presence in the original cutscenes than he did when they gave him an opening shot and teeth.
 

SuperS4

I'll put something witty here eventually.
Bloody Hell, that was annoying. It's why I've only played through the first Anniversary game once. Fortunately, Halo 2 Anniversary is so, so much better with keeping the graphics in-line with the collision meshes.

Now, a Halo 3 Anniversary... Blur cutscenes would be nice, but the only thing to fix in the original cutscenes are the wonky faces, and maybe the choreography of Miranda crashing Truth's party in the control room. Blur's cutscenes... sometimes take as much as they give. The graphics are gorgeous, and the animation is top notch, but some of the decisions they made clearly missed the point of the original cutscenes. The Gravemind had twice the presence in the original cutscenes than he did when they gave him an opening shot and teeth.
I agree, it was better done in Halo 2, but it still happened, just not nearly as often or as...glaring. Halo CE, like, the meshes were nowhere similar. H2, I think the few times it was barely off.

As to the cutscenes, Graveminds design was better done. But I agree, the scope just, didn't feel right. Made him almost comical when the teeth showed up.
 

Spartan303

In Captain America we Trust!
Administrator
Staff Member
Founder
Osaul
I agree, it was better done in Halo 2, but it still happened, just not nearly as often or as...glaring. Halo CE, like, the meshes were nowhere similar. H2, I think the few times it was barely off.

As to the cutscenes, Graveminds design was better done. But I agree, the scope just, didn't feel right. Made him almost comical when the teeth showed up.


Have you played Halo SPV3?
 

Laskar

Would you kindly?
Founder
Have you played Halo SPV3?
Eh. I played the first few levels of the mod last year, and it was really uneven. The content is bloated, as many of the primary weapons have two variants that are differentiated from the primary by fire rate or some kind of gimmick. Some of these weapons are cool ideas (Brutes are armed with old Covenant weapons that don't work very well) but there's too many of them for any individual weapon to really shine. This is a tragedy, because the original Halo was a game where the sandbox was small, but each of those weapons were useful.

There's some new parts to the levels, and these have some interesting ideas Pillar of Autumn has a segment where you fight through a warehouse with a malfunctioning gravity deck, but these segments aren't polished, so they stick out from the original level like a sore thumb. They also feel like padding. Probably would be improved by modifying the levels so that they are parallel paths you can take, not an additional segment in a linear level.
 

Spartan303

In Captain America we Trust!
Administrator
Staff Member
Founder
Osaul
Eh. I played the first few levels of the mod last year, and it was really uneven. The content is bloated, as many of the primary weapons have two variants that are differentiated from the primary by fire rate or some kind of gimmick. Some of these weapons are cool ideas (Brutes are armed with old Covenant weapons that don't work very well) but there's too many of them for any individual weapon to really shine. This is a tragedy, because the original Halo was a game where the sandbox was small, but each of those weapons were useful.

There's some new parts to the levels, and these have some interesting ideas Pillar of Autumn has a segment where you fight through a warehouse with a malfunctioning gravity deck, but these segments aren't polished, so they stick out from the original level like a sore thumb. They also feel like padding. Probably would be improved by modifying the levels so that they are parallel paths you can take, not an additional segment in a linear level.

They've improved it with recent updates.
 

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