That was when the teams where a lot smaller and they didn't have a revolving door of contractors. Even bungie struggled with the same engine. Destiny 1 was notoriously difficult to work on.A lot of people in here blaming the BLAM engine for supposedly being difficult to work with when it brought forth the most amazing physics/sandbox system that the franchise has ever seen.
Dont forget how Halo 3 launched in 2007 with:
a working forge mode
a working theater mode
the best physics of any halo game
plenty of DLC that got released in a timely manner - even now they have 0 issues porting over maps from Halo 4 to Halo 3 MCC (Icebox, Edge, Waterfall and more to come possibly)
Things that were completely absent as soon as 343i took over. Both Halo 5 and Infinite still don't have a working theater mode.
I'm sure BLAM has it's issues but pales in comparison with the incompotence of the actual devs. So this whole switch to another engine does sit right with me. The next game is either going to have 0 identity of the games prior or will be just as much of a buggy mess as the other 343 games.
Well, then I hope 343 is unfit for the task and therefore stay TFO of open world designs.Terrible? Arkham Knight, Days Gone, Fortnite, PUBG etc. again, its down to the developers, always has been
That was when the teams where a lot smaller and they didn't have a revolving door of contractors. Even bungie struggled with the same engine. Destiny 1 was notoriously difficult to work on.
Moving to UE should alleviate some of the issues. Whether or not it still feels like Halo is another matter.
Infinite is on the same engine Halo has always been on thats why it feels the same.I think that Halo Infinite's multiplayer felt entirely Halo-y, so I would think that changing engine doesn't have to equate to a different feeling game. If Microsoft are dead set on continuing with 18 month contracts for contractors working on their games (and it'll be interesting to see if that happens, one would assume that Activision and Bethesda would have fairly strong opinions on that) then using the most popular tools would make a lot of sense.
Oh, I agree with that, but the major issue with the open world design of Infinite was there was a severe lack of variety in the open world, whether thats the actual gameplay loop or scenery variety (biomes).Well, then I hope 343 is unfit for the task and therefore stay TFO of open world designs.
I'm a bit confused then, I thought it was the Slipspace engine?Infinite is on the same engine Halo has always been on thats why it feels the same.
Which is just an upgrade version of Blam!I'm a bit confused then, I thought it was the Slipspace engine?
Which is just an upgrade version of Blam!
Yeah me too.Ah
Ah right, either way I don't feel worried about them changing engine - I'm not convinced that an engine has a "feel" if I'm honest - I assume that feel is a lot to do with speed, rotation, jump and ttk. I'd also say that the Halo games don't all feel the same - infinite feels like Halo should to me, but it does play differently to other titles. Nonetheless, this news is all positive for me, I'm pleased to hear about a new game being announced, and I'm looking forward to seeing what they do with it. Who knows, maybe using a more well known set of tools will lead to them delivering the game on schedule!
But they mostly use contractors
Really? Halo Infinite runs really well on my PC, and unlike UE5 games have zero stutter and frame rate is rock solid.
I think this is really worrisome how studios are moving away from dedicated engines and by extension work force. Soon everything will be done by contractors. Third party engines, third party assets, third party work force. Sounds like the death of innovation and creativity right there.
Haven’t seen it running on UE5. So far, every single game on this engine has subpar performance. The last thing Halo needs is a game that stutters, has huge frame time spikes, and kills performance.I take it you’ve heard of the Gears of War franchise before?
Moving to UE is perhaps the best decision they’ve made in a long while. Sticking with the outdated engine is the Disaster that’s already happened.
That is not Halo's priority. Halo's priority is making a game that is worthy of its legacy. High performance, believe it or not, is not what makes a good game. It is window dressing. Halo's problem isn't to actually run well, it is to actually be a fun game people want to buy and play.Haven’t seen it running on UE5. So far, every single game on this engine has subpar performance. The last thing Halo needs is a game that stutters, has huge frame time spikes, and kills performance.
High performance is what makes a game play well, especially a multiplayer shooter. If Halo starts running like shit, there will be hell to pay.That is not Halo's priority. Halo's priority is making a game that is worthy of its legacy. High performance, believe it or not, is not what makes a good game. It is window dressing. Halo's problem isn't to actually run well, it is to actually be a fun game people want to buy and play.
Something like 80% of the sales are on PC and the PS5 version received poor reviews. Furthermore, it’s a single player game. Halo’s bread and butter is its multiplayer. If the game starts stuttering and running poorly on PC and Xbox, good luck with the reception. This isn’t 2008 anymore. Gamers now overwhelmingly prefer 60fps because it plays better.Black Myth Wukong has pretty bad performance, but people are willing to accept that to play the game. Too bad that it indirectly made it not able to run well on Series S.
Of course proprietary engines put devs and publishers to the test. They require a consistent programmer staff that isn't rotated out by the month and in ideal circumstances are custom written to play to the strengths of what the game is intended for. The use of licensed engines is just a symptom of an underlying illness - that this industry can't preserve its workforce. Instead everything is on a contractual basis and outsourcing is prevalent now. Does anyone truly think a game like Ghost of Tsushima could look and run as well as it does if it was on UE5? Nobody believes that because it wouldn't be possible.Contractors aren’t immune to steep learning curves.
Going with proprietary engines that are difficult to use can also stifle innovation, creativity and turnaround time for content and support.
When you’re spending a ton of time wrangling the tools, that’s time taken from actual creating stuff.
What the hell? It's absolutely part of Halo's identity to look well and run smoothly. Series S is also another good argument why moving to UE5 is going to cause a lot of downgrades.That is not Halo's priority. Halo's priority is making a game that is worthy of its legacy. High performance, believe it or not, is not what makes a good game. It is window dressing. Halo's problem isn't to actually run well, it is to actually be a fun game people want to buy and play.
Black Myth Wukong has pretty bad performance, but people are willing to accept that to play the game. Too bad that it indirectly made it not able to run well on Series S.
We both know this upcoming Halo title is not being released on Xbox Series. There is physically no time for that. By the time the game is released in minimum 5 years the Series hardware would have been retired.What the hell? It's absolutely part of Halo's identity to look well and run smoothly. Series S is also another good argument why moving to UE5 is going to cause a lot of downgrades.
Well observed, but that's relevant how?A turd created with less development time running 8K @ 240Hz is still a turd.
And referred to as the Dark Ages.All Halo games ran at 30fps before MCC/Halo 5
Because they most likely didn't spend resources on Mocap for that demo animation.Why is it animated like Robot Chicken Halo?
All the more reason what contractor wants to learn a useless skill that they can't transfer to a different job?But they mostly use contractors
And referred to as the Dark Ages.
30 FPS for a shooter in 2024 would be criminal. And DOA.
Yep. Sounds like a disaster waiting to happen. What kind of publisher uses UE for their flagship games?
They need to spin off like ODST or a flood horror game. Remake CE for a new audience and go from there.Yeah but this some of the conundrum that Halo as a franchise faces imo. It's was built in a different time than the expectations for a shooter today.
A Halo built from the ground up to be a modern FPS would probably feel like a Halo skin on a different game.
Halo 6 is already out mate.Who is ready for the inevitable Halo 6 delay due to the team switching over to unreal engine 6?
What's the biggest ue map yet? I think we may learn a lot from it, I could be wrong but is it star citizen?Wonder if they're gonna continue making open ended sandboxes like Infinite or do more semi-linear like 4/5.
I'd like something like Infinite but with proper missions built into the map that you start like in Destiny. I think they where onto something with Infinite but ultimately fell short. I'd like that idea expanded upon.Wonder if they're gonna continue making open ended sandboxes like Infinite or do more semi-linear like 4/5.
Where is it, because I’ve haven’t seen it.We Halo 6 is already out mate.
Infinite is Halo 6. It came after Halo 5.Where is it, because I’ve haven’t seen it.
I agree, but Silent Hill's fanbase also had to cope with subpar sequels. I have absolutely zero confidence in 343, but just like with the Silent Hill franchise, I think it's not a bad idea to use a remake to bring an ip back on track. I guess we'll see.
Fortnite looks and runs great. Most may not like the art direction, but it’s still a visual/performance knockout.Isn't UE5 weak at making open world games?
Never forget.These pictures they showed are venturing into "Microsoft HIRED THAT MAN" territory. They look nice but UE5 stills often can look nice. I remember that happening when the stills for Shitfinite came out too.
I am thinking of when it was revealed, not those shitty 2020 pictures that led to the delayNever forget.
Yeah the "reveal but not" was awesome, if only they could deliver something along those lines, Halo might be back.I am thinking of when it was revealed, not those shitty 2020 pictures that led to the delay
Microsoft teases Halo Infinite at E3 2018
Short trailer shows off newly announced “Slipspace Engine.”…arstechnica.com
No that is halo infinite, just like Halo Reach wasn’t Halo 4.Infinite is Halo 6. It came after Halo 5.
What's the biggest ue map yet? I think we may learn a lot from it, I could be wrong but is it star citizen?
What? it follows on from 5 mate, Even if they ignore some of the events.No that is halo infinite, just like Halo Reach wasn’t Halo 4.
Is it still the same devs or leadership as infinite - why would it be any different
The time when the game takes place doesn’t matter, for example Metal Gear Solid 3 takes place before Metal Gear Solid. Halo Infinite changes the formula to an open world game so it wasn’t named as a number sequel to the series.What? it follows on from 5 mate, Even if they ignore some of the events.
Halo Reach was a prequel to CE.
Some mental gymnastics there. The story is a direct sequel to 5 and got released after 5. I don't know what more to say.The time when the game takes place doesn’t matter, for example Metal Gear Solid 3 takes place before Metal Gear Solid. Halo Infinite changes the formula to an open world game so it wasn’t named as a number sequel to the series.
I get the concern. But maybe using a third party engine means they can focus less on an engine only they know how it works, and focus more on the gameplay loop. With a third party engine, I imagine you can outsource some work a little easier. Then again, I have no idea what I’m talking about.