Halo MCC/Infinite/general Griefing thread - Six months, two maps, no refunds

What did you think of Infinite after the campaign showcase?

  • It looked good

  • Good, but they need to iron out some issues

  • Majorly apprehensive

  • It sucked donkey dick

  • I need to see more

  • I don't know

  • Craig monke


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I'm still not sure how they haven't fixed the graphical issues with the original graphics of Halo 2 when using Nvidia cards. Still, they're making good progress and the custom game browser will really make PC MCC come to life. I wonder how they're going to implement the cut Reach armor, though. Will we be able to disable it like CE and 3, for people who prefer the original vision? Because I can't imagine how they would implement that with how crazy Reach customization can get.
 
I'm still not sure how they haven't fixed the graphical issues with the original graphics of Halo 2 when using Nvidia cards. Still, they're making good progress and the custom game browser will really make PC MCC come to life. I wonder how they're going to implement the cut Reach armor, though. Will we be able to disable it like CE and 3, for people who prefer the original vision? Because I can't imagine how they would implement that with how crazy Reach customization can get.
My guess is probably not in this case. Some of these are armor pieces that Bungie originally planned to include with Reach's map packs, but never finished and released to the public. Others are additional robot-arm variants of existing chest pieces, giving additional options for those that want to rock the handi-capable look. Since there's nothing too different from the existing armor collection, I doubt they'd include the ability to disable these specific items like the Halo 1/3 skins. But hey, we won't know until they come out next season.
 
So basically nothing until 2021, fair enough. We've got a couple weeks until the alleged Infinite update, so I guess we'll have to wait until then.

I'm prepared for absolutely nothing to be shared other than maybe the menu and a new color scheme or two.

I'm still not sure why we can't change the main menu background video to the ones from previous updates.

I installed a small mod to change the intro video to Bungie's Halo 2 logo movie, I haven't skipped it since.
 
Apparently Master Chief has been leaked for Fortnite.

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Mocap actor for Chief in Infinite let it slip that it might be a spring release date. Don't know if he'd actually know the release date though. Forgive the plebbit link, I couldn't find a way to download the video.
I could buy that, Microsoft needs their golden goose sooner than later. And unless they want another Halo 2 situation, it would be unwise to try to overhaul the campaign at the last minute when all we seen was 8 minutes of gameplay. Really, I think the delay was mainly about polishing the graphics and finetuning gameplay systems.

Now if only 343 will stop turtling up and give us some information about the beta...
 
IGN's series on devs reacting to speedruns is one of the few legitimately good things they produce, and the Halo 1 speedrun video is no exception:

Aside from the insane run (beating the game on Legendary in just over an hour), there was plenty of discussion from the devs along the way as they reminisced on Halo 1's development. Some fun things I learned that I didn't know before:
  • The female voice in Under Cover of Night (the track that plays towards the beginning of Truth and Reconciliation) is actually Marty's voice pitch-shifted. Humorous anecdote about one of the devs asking Marty about "that great female singer" he got for the track, and Marty giving him a really satisfied look in response and not telling him the truth until days later.
  • The Library was initially of a considerably different layout, that would have seen you descending a massive spiral stairwell as you worked your way down to the Index. It didn't work out, so it got trimmed back to what we know and love (or more likely hate) today. They pretty much all agreed that the final version was far too long.
  • A lot of the campaign level design was done relatively independently of other levels, so each map's designer was trying to make their level the really epic and memorable one without realizing that everyone else was doing the same. This often led to even more getting added in (like another level to the Library) when less would have sufficed.
  • The reason that you overload the pulse generators with Chief's shields in Two Betrayals is twofold: they needed a method that only the Chief could do, and they couldn't add anything else to the level at that point. Hence, shield overload.
  • There was originally going to be some dialogue after you left the cave in Halo (they had a laugh at the "not a natural formation" line so they definitely recognize how silly that line was), but Marty specifically requested they remove it because he didn't want anyone talking over the triumphant music swell. Probably a good call, that's a classic moment.
  • After Halo 1 shipped, a lot of them thought that they'd be moving on to other projects, like a planned dungeon crawler. Obviously, the massive success of the game proved otherwise, but it's interesting to hear about their initial thoughts.
Really entertaining to watch, especially when they get flabbergasted as the runner breaks the game (and Marty laments at how he's skipping all the music cues).
 
The female voice in Under Cover of Night (the track that plays towards the beginning of Truth and Reconciliation) is actually Marty's voice pitch-shifted. Humorous anecdote about one of the devs asking Marty about "that great female singer" he got for the track, and Marty giving him a really satisfied look in response and not telling him the truth until days later.
IIRC Marty himself even mentions it in one of the videos on his main YouTube channel. Which gave me a bit of chuckle to hear him once again bring up the matter in this dev commentary.
 
I wouldn't mind if Toys for Bob were contracted to do an Unreal Engine remake of Halo CE for the twentieth anniversary and just apply the simplistic and ominous detail and 1:1 the animations since I believe in them to understand what 1:1 means.
 
IIRC Marty himself even mentions it in one of the videos on his main YouTube channel. Which gave me a bit of chuckle to hear him once again bring up the matter in this dev commentary.
It was actually one of the other devs who mentioned the story IIRC, but yeah, pretty funny.

Remembered another little tidbit from the video: apparently, the in-game AI can't actually drive the dropships like the ones in the level Halo, so the devs had to manually fly the ships themselves and record their movements to replay during the level. They also couldn't tweak their recordings after they finished, so if they screwed up a run (which they did repeatedly since the trees are a bitch to navigate around), they had to do it all over again.

Game development stories really are fascinating, especially from rushed or troubled development cycles. So, pretty much every Halo game (except maybe Reach, I don't recall any major stories about crunch on Reach).
I wouldn't mind if Toys for Bob were contracted to do an Unreal Engine remake of Halo CE for the twentieth anniversary and just apply the simplistic and ominous detail and 1:1 the animations since I believe in them to understand what 1:1 means.
We're soon approaching the point where it will have been just as long between Halo 1 and Halo Anniversary as it is between Anniversary and today. Time flies.

But yeah, they brought up the Anniversary graphics, I think it was Marcus Lehto who was asked his thoughts, and you could tell he was trying his best not to say "they butchered it." Just a noncommittal "they're fine" and then moving straight back to talking about old dev stories and the speedrun.
 
It was actually one of the other devs who mentioned the story IIRC, but yeah, pretty funny.

Remembered another little tidbit from the video: apparently, the in-game AI can't actually drive the dropships like the ones in the level Halo, so the devs had to manually fly the ships themselves and record their movements to replay during the level. They also couldn't tweak their recordings after they finished, so if they screwed up a run (which they did repeatedly since the trees are a bitch to navigate around), they had to do it all over again.

Game development stories really are fascinating, especially from rushed or troubled development cycles. So, pretty much every Halo game (except maybe Reach, I don't recall any major stories about crunch on Reach).
Yeah, they also specifically mentioned in the video that the crunch for Halo 1 was fun, and they enjoyed trying to make it the best it could be. They compared it to Halo 2, where they said the crunch was miserable, and even Halo 3 apparently had some miserable periods. It's pretty obvious they consider Halo 1 to be their greatest creation. They also all said that the level Halo was basically the series' greatest aspects condensed into one level, so 343 is right to take it as inspiration for Infinite.

One funny moment was when one dev asked another what he thought of the Anniversary graphics, and that dev very pointedly didn't say anything (as if he didn't want to get in trouble for insulting them) while the original guy who asked said that they did a good job with Halo 2 Anniversary.
 
Strap in, the big Infinite update has just been posted. Reading through it now.

Fall of 2021, but plenty of examples of the graphics getting improved from the demo, confirmation of no loot boxes (which means the shaders will likely be the game's monetization system, unless they do battle passes too), all the Reach customization slots plus a few more (maybe boots?), and Staten being pleased with the way the campaign was made before he got brought in (which tells me the game won't pull a Halo 2, very good news there). They also said they'll be making more of these updates throughout 2021, so we might end up seeing more comparisons and even videos.

Overall, I'm satisfied with the update. I'm quite pleased they're using the time to polish the game instead of trying to overhaul everything at the last minute, so we should be seeing a cohesive product. I'm still a bit iffy on the shaders, but the examples they've shown look pretty nice, plus the overall artstyle is looking fine (thank god they ditched the 5 rocket launcher).

Looking forward to hearing more of the game and its beta, and finger's crossed we'll see a trailer soon.
 
Fall of 2021 must be a kick in the nuts for Microsoft, but that actually is enough time for Staten to rework things a fair amount. I will say that outside of the fact that they explicitly say they're going back to the old artstyle, the guns and armor look pretty damn good so far and actually evoke classic Halo (especially the one that looks like the Mark IV Grenadier helmet that Jorge wore).

Other than that though, a bunch of text claiming they're fixing the issues isn't reassuring anyone, and they confirm outright that coatings are here to stay and fuck you if you want to go back to the primary/secondary system from the older games. I very much doubt anyone is buying the whole "you can earn the really cool coatings in game, they won't be locked behind premium shit, trust us!"

After the recent shitstorms, they really, really needed a campaign showcase. They didn't have it, and that's probably going to hurt them.
 
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