Some self made art. Alien soldier designs, Ogre (the big skeleton cyborg) and Vultures (the smaller lanky guys). They have some flaming skull decals on their armor (Cause I think it looks cool).
#artwork#drawing#illustration
You see, in OG lore, the forerunners were humans, prone to human error, and so they had to add speed bumps into the hallways to prevent accidents.
In 343 lore, forerunners are just lame ass niggas with nothing interesting about ‘em
I've been so poor that I couldn't afford diapers for my kid because my boss was a month late on paying me. I've been so poor that I've had to live in moldy apartments, rotting trailers, and even in the back seat of my car.
Never did drugs.
Never stole from anybody.
Never destroyed other people's property.
Never randomly assaulted anybody.
Never raped, tormented, or murdered anybody.
Bad people do bad things because they can.
Halo 4 is functionally a hard retcon of the entire franchise. It's not the same universe anymore. And no amount of forced sad scenes where a violin plays in the background while Cortana goes through AI-schizophrenia (never how rampany was meant to work) will help it in isolation.
Here’s the thing buster, we would listen if there existed a good argument for it. But to date, there’s overwhelming evidence of why sprint is bad for Halo and no evidence (just feelings) of why it’s good.
See, sprint belongs in a game like Arma, if you’ve ever heard of it. Military sandbox game, meant to be fairly realistic (mods make it even more so). In that game sprint acts like it really would in real life if you’re carrying like 75lbs of extra gear, it drains your stamina extremely quickly which requires some time to recover and the lower your stamina the more your weapon sways while aiming. You really only use it to quickly get to cover if fired upon in the open, or to move between covers. Any other time you’re going to be jogging or riding in a vehicle across the massive maps.
Halo is much much much smaller, even on the largest levels. The only time you walk a long distance is if you somehow lost your vehicle near the start of a vehicle section, but even then there are usually multiple available nearby or you can just revert checkpoint or suck it up and walk for 90 seconds one time as the consequence for losing your vehicle (I know consequences are becoming a foreign concept these days). People use this long walk argument as if it’s the whole game, it’s so rare.
Enemy weapons are not ballistic, they are tuned to have travel time which gives the player a chance to see shots coming and dodge depending on distance. We’ve seen what happens when a campaign is tailored for sprint. You get the Promethean enemies in H4 and H5 which have tracking weapons and hitscan weapons. Because if they weren’t tracking or hitscan they wouldn’t ever be able to hit you while moving insanely fast with sprint.
It’s also apparent in the level/map design. Maps have larger/longer hallways to accommodate sprinting. This is documented (midship in H2/H3 vs the version in H4/H5) so you can see that the time to cross the map in sprint AND non sprint games is nearly the same, indicating the map in the sprint games is stretched out to accommodate the faster speed.
There is no argument against anything I’ve said here. The only other thing I’ve seen sprinters claim is that it gives them “tactical options” which is just code for “me wanna close the distance or run away without being punished”. It’s not a real argument. Especially in a game that without sprint has plenty of tactics available and typically requires or at least favors thoughtful positioning and use of the sandbox (in both campaign and multiplayer).
This is meant to educate not to debate. As I said, there’s no valid argument against anything I’ve said here so if you or anyone else wants to reply with anything other than a new pro-sprint argument that no one has ever made before then don’t bother.
I don't want to comment much on this game because I do want a good Halo game again, but this take is awful. If a mechanic is in the game, level design and gameplay will be designed with it in mind. "Just turn it off" isn't going to change this. A good example of this is 3K:TW.
A cinematic artist in the gaming industry gave harsh critiques of this Halo Campaign Evolved cinematic on LinkedIn:
“It's hard to believe that this Cinematic for one of gaming's most iconic levels is what Halo Studios is shipping, but it appears to be. From the original 18-second cinematic, which had:
-A great establishing shot, showing the scale of the area, reinforcing the rings grand architecture
-Sleeping grunts, foreshadowing upcoming ambush gameplay (you're making a game, remember?)
-A quick gag of the grunts running scared
We now have a bloated 30-second cinematic of:
-A more constrained establishing shot.
-Doorway framing, a cinematic language of its own not appropriate for a scene like this
-Grunts awkwardly... arguing? Standing around? Flailing their arms? What are they even doing? Why are we watching them do this for so long?
-A stupid compression-effect shot on the grunt, so clearly made by someone just ITCHING to make a shot like this
-Inappropriate for Halo, an enemy, and for a character who you cant even see the face of.
-The cherry on top is the fully disconnected lighting between the cinematic and the gameplay space as the cinematic ends
Stuff like this needs to be rightly criticized, and all the more for remakes, which should have none of the confusion and cross-department bickering as new games might.
You're remaking a game. You know the space. You know the story. You should know the intent.”