Split screen was the way so many of us first played Halo. A friend or family member had the console and the game and set up split screen to join in. This fostered a life long love for Halo, and memories of friends, brothers, sisters, fathers and mothers that keep us warm and nostalgic through the many years that have followed.
@Vivid__VFX@Isaac_Hannaford Mmmm. Looking forward to seeing the results! You going to make it an attachment to the base Mark VI? Or just a new helmet all together?
Bioware has closed its doors and current progress with the next Mass Effect has ended with it. Halo has moved to Activision. Mass Effect needs a new hoke and there are plenty of studios out there who could take on that challenge.
#SaveMassEffect
Damn. Gaming Industry is really having a tough go of it right now. Personally, devastated we won't be getting another Mass Effect. My heart goes out to the developers and the fans of Biowares work over the years.
Anyone made any kitbash, renders or artwork similar to this? Making a video and would love to feature some work! Original Artwork by: Gabo Garza. Credit link below.
Hell yeah! And it shouldn't be limited to plasma rifles, pistols and SMGs. If Miranda can parade around with a Shotgun and a Magnum, there's no reason Chief shouldn't be dual wielding everything. Slow down the reload animations as a trade off, but come on! I wanna dual wield fuel rods or SPNKrs!
On that we can agree. Activision have been given a chance to see what they can do with Halo. I'm open and welcoming of the chance for Halo to be worked on by a completely fresh team and see what they can make of it. If it skyrockets Halo back to notoriety, excellent. If it doesn't, then it highlights that perhaps Halos success was born of a very particular group of people, at a very particular time in gaming history, telling a very particular kind of story, with a very particular set of tools and that perhaps it'll never quite be what it once was. We'll see.
I'm afraid, contrary to popular belief, moving assets from the Blam engine powered earlier games to the Unreal Engine isn't just copy and paste. Even if it were that simple, the assets from Reach would be graphically at odds with those of Campaign Evolved in the Unreal Engine, which would make them look horrible.
It takes a lot of engineering, design, iteration and development to move an asset from Reach (Blam) or Infinite (Slipspace (still Blam)) over to Unreal Engine 4. And of course there wasn't "originality". It was a remake. I mean, that's almost the literal definition of "not original". It's a tough argument to defend to expect originality in a remake. We all knew what it was going in to it. A remake of a 25 year old campaign, using older and preexisting assets. None of this was a surprise.
It proved that Halo could work on an industry standard game engine and that the "feel" of Halo, which is something very nebulous and difficult to define, can be captured and distilled into something other than the Blam engine or derivatives therein. That technical achievement, then opened the doors of opportunity to develop Halo on an engine that doesn't require a massive learning curve to get acquainted with, allowing practically any game developer in the industry to quickly gain traction and produce Halo content without the latency of learning an entire bespoke engine.
Activision now have Halo and they'll likely develop it on a different engine again, meaning if it doesn't "feel" like Halo, it'll be due to the choices and decisions of the studio, not an engine limitation.
I think that's what it proved and most importantly for everyone, I think. Because it means we can all look to Activision with hope that they might just have what it takes to bring Halo back to front and center. I'm sure that's something we can all agree is well overdue. Don't you think?
For me the biggest thing was the lost potential. It proved Halo could work very well in the Unreal Engine, which side stepped many of the bottlenecks in development caused by the bespoke Slipspace Engine. It showed, with the right backing and direction, that Halo could have really done some phenomenal things in Unreal. But alas, it was not to be.
Because I enjoyed it. Ammendments made in the 1 month retrospective video as in hindsight a simple number doesn't adequately articulate opinion and personal experience with a multifaceted game experience. I didnt experience the technical issues others did. Cinematics were a little disjointed. But aside from that, solid game from what I've experienced. We've been here before haven't we.