Halo 5: Guardians [XO]

Cover art reveal...

http://news.xbox.com/2015/04/games-halo-5-art-reveal-april

halo5_keyart_horiz_final.jpg



Tommy McClain
 
It didn't really strike me until I saw that cover art above with the two face to face. But to me, Spartan Locke's helmet gives off a very sinister look. I wonder if that was deliberate.

And looking at the material (Nightfall, for example) leading up to launch it makes me wonder if we're seeing a story arc that has Locke going sort of in a witch-hunter/Inquisition like trajectory. A person with the noblest intentions eventually doing some of the evilest things for what he perceives as the greater good (saving humanity).

Regards,
SB
 
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I love the cover and the artwork! As Silent has already pointed out, the art making Locke looks very sinister is really amazing, because it's so subtle, but it's there, in the lines of his helmet's silhouette.

If you look at the Master Chief's outline, he looks serene and good.

From the artwork you can also get that there are two coop campaigns, with different teams for each player, one of them is a woman on the Master Chief's side. Who...is she Kelly? One of the other guys could be Fred.
 
Halo 1's elites only melee with their arms.


:LOL:

There's only one bridge like that, and while it's technically possible to make the crossing, it's not really an intended route. Falling is normal.

Also, if it's confusingness in the level design that's bothering you, I'd strongly suggest giving it a replay. Even 343GS is pretty well landmarked once you have a vague feel for it, and in many ways Halo 1 thrives on familiarity.

The things people complain about with Halo 1 that get attributed to "aging" have little to do with age; they were common complaints back in 2001 as well. If there's a difference, it's probably that the game had the novelty back then to encourage replays, through which pretty much all of the "issues" stop being issues. In many respects, Halo 1 is a much better game on the thirtieth playthrough than the first.
In the end you were right. I was just missing a door in the "falling" area.

The best part of that Halo level was the build up leading to the appearance of the Flood. I just wanted to get back to a spacecraft again, to be safe. I can imagine how awesome it had to be at the time, an unknown enemy that was killing everything, elites and humans alike.

They weren't as frightening to me as Halo Reach elites, but still..

Halo 1 still has the best SP campaign imo. Even today I can play it and have loads of fun, even though I've beaten it many dozens of times. Assault on the Control Room is still my absolute favorite level of all time.

Anyway, Reach had the kicking enemies. I don't remember that behavior in any other Halo.
I quite enjoy your passion about the classic Halo games and respect it a lot because of that. I completed Halo 1 TMCC version today.

Some of the stages are memorable, others not so much. The grunts in Halo 1, while faint-hearted, are a force to reckoned with, those loose projectiles can make a big difference at times. In other Halo games once their elite general isn't around they are a bit of a joke.

The white Elite (Ultra, I guess) in the Silent Cartographer stage, manages to create one of those videogames moments you don't forget. Once you see him at the entrance of that previously closed door, everything seems to be frightening, and the build up is amazing.

The background sound adds a lot to the atmosphere. I was nervous trying to look around, searching for him at every corner afterwards. That level in particular becomes unforgettable because of that.

However, the library level is just a great example of malicious game design. :/ Fortunately, the guys who created the remastered version were kind enough to create arrows in order to guide you, this converts one of the worst levels ever created into an interesting one.

Now that I have every Halo game, except ODST, fresh in my memory, I can safely say, without a shadow of a doubt, that Halo Reach is my favourite Halo game ever.
 
The white Elite
White?

Saber... :mad:

(Ultra, I guess)
Ultras were introduced in Halo 2. Halo 1 has goldies, sometimes referred to as "zealots", though the former term is clearly superior.

The background sound adds a lot to the atmosphere.
The CEA audio is alright, though it doesn't hold a candle to the original. There's not a whole lot explicitly wrong with it per se, but I'm not wowed like I am with the oXbox version. The balancing just isn't as good, area audio filters (and visual design) lack that monolithic awe, and he general soundscape is too cluttered and messy to hit home.

I was nervous trying to look around, searching for him at every corner afterwards. That level in particular becomes unforgettable because of that.
Interestingly (or maybe not), the 3 appearances of the elite are totally different objects. You can actually kill the one in the cutscene when he opens the door, although it takes a little setup.

You can also kill a grunt in there during the cutscene, but that takes a few hours of setup and careful planning :D:


However, the library level is just a great example of malicious game design. :/ Fortunately, the guys who created the remastered version were kind enough to create arrows in order to guide you, this converts one of the worst levels ever created into an interesting one.
The Library is an interesting one. It was heavily inspired by the middle act of Marathon 2, and in particular the level If I Had a Rocket Launcher I'd Make Somebody Pay. Apparently this has actually been confirmed by one of the level designers, Tyson Green (known as ferrex):
http://forums.bungie.org/halo/archive4.pl?read=78958
http://forums.bungie.org/halo/archive29.pl?read=879037
And as such, it's got a lovely upbeat rhythm to it. Frantic but deliberate mayhem. The dance.

I know I didn't like it much on first playthrough, and I still don't play it very often, but over time I've fallen in love with it. It's really not hard to navigate once you have a general feel for what it's doing, and with the original aesthetics, a nice stroll on legendary can be quite mesmerizing.

Saber's reimagination has its merits, but the atmosphere doesn't totally stack up. And for any playthrough where you have a chance of being impressed by The Library anyway, the navigation aids are unnecessary.
 
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Well, after your replies and videos, all I have to say that I thought you were one of those 3D graphics gurus in the forum, but you are also a geek of the highest order. :)

White?

Saber... :mad:


Ultras were introduced in Halo 2. Halo 1 has goldies, sometimes referred to as "zealots", though the former term is clearly superior.
Yes, the ultra in Halo 2, introduced during the outskirts mission, when you jump on the scarab thing, iirc.

Saber, okay, but is it a colour? Or by saber you mean a Saber Ultra?

Whatever the reality is, I quite remember the level and the moment the Saber elite appears because once I entered the room I spent a lot of time waiting for it to appear. You are so expectant that every single red dot in the scanner makes you feel it's that elite waiting for you.

The tension you feel is something very unusual, and that makes that level a memorable one.
The CEA audio is alright, though it doesn't hold a candle to the original. There's not a whole lot explicitly wrong with it per se, but I'm not wowed like I am with the oXbox version. The balancing just isn't as good, area audio filters (and visual design) lack that monolithic awe, and he general soundscape is too cluttered and messy to hit home.
Well, taking into account that the original Xbox was an audio monster, I don't blame then. I am just playing the game in stereo, simulating 3D through my TV speakers, but 3D enabled or disabled it doesn't make a difference in the end on my TV. The sound is a bit convoluted, Cortana can't be heard clearly compared to the rest of the action and things like that.

Back in the days of EAX sound, sound in games was better.

Interestingly (or maybe not), the 3 appearances of the elite are totally different objects. You can actually kill the one in the cutscene when he opens the door, although it takes a little setup.

You can also kill a grunt in there during the cutscene, but that takes a few hours of setup and careful planning :D:

LOL, can you believe it? How awesome is that? I guess that in the case of the eleite a player needs to gather a few marines keeping them alive with one player and leading them to the door, then a second player completes the rest of the mission, opening the door.

That's interesting because Halo coop usually displaces the laggard player to the position where the player that advanced the most is, if not, some levels couldn't be completed in true coop mode -elevators, doors...-.

3 appearances? I completed the level the other day on Heroic difficulty level (finally managed to beat the entire Halo TMCC on Heroic and I only remember seeing the elite twice.

Shall probably replay the level on Legendary, I am ready for the jump.
You can also kill a grunt in there during the cutscene, but that takes a few hours of setup and careful planning :D:

That video is impossibly geeky, that's gaming, imagination and Halo gameplay brought to perfection. Sometimes you miss so skilled people n videogames these days. The offer, games wise, is so vast nowadays.

I found a skull the other day in that small hill where the grunts are. What's the lecture the grunt does at some point in the video? I don't remember getting to that part, ever, it's hilarious.
The Library is an interesting one. It was heavily inspired by the middle act of Marathon 2, and in particular the level If I Had a Rocket Launcher I'd Make Somebody Pay. Apparently this has actually been confirmed by one of the level designers, Tyson Green (known as ferrex):
http://forums.bungie.org/halo/archive4.pl?read=78958
http://forums.bungie.org/halo/archive29.pl?read=879037
And as such, it's got a lovely upbeat rhythm to it. Frantic but deliberate mayhem. The dance.

I know I didn't like it much on first playthrough, and I still don't play it very often, but over time I've fallen in love with it. It's really not hard to navigate once you have a general feel for what it's doing, and with the original aesthetics, a nice stroll on legendary can be quite mesmerizing.

Saber's reimagination has its merits, but the atmosphere doesn't totally stack up. And for any playthrough where you have a chance of being impressed by The Library anyway, the navigation aids are unnecessary.
Ah, revisiting those old posts makes you understand the context a little better.

You mentioned a few days ago that the levels' art is dimmed in the anniversary editions of the classic. Well, navigation aids aside I can't stand that level in classic mode. It's too dark and the textures are very very dated. My TV is very well calibrated so I can see everything, but still, the graphics look very poor in classic mode.

In the original Xbox, I played on a different TV, your typical CRT, and the level was so dark too, which made the navigation frustratingly more difficult than it should. The flood battles are very well balanced, that's not a problem at all. Maybe some day I will play that level again and start to like it.

I am curious about two things, what elites are those cooper like elites that appear by the end of the game? They are quite thought and I haven't seen them in other versions of Halo. Confronting them is a challenge and beating them is quite an achievement.

What game do you find more difficult on Legendary, Halo 1 or Halo 2? I always thought that Halo 2 was more difficult, 'cos when I completed it on Legendary -save the Hangar part, which I had to tone down to Heroic, then resume Legendary- I started to play Halo 1 directly on Legendary too, and I thought at the time that Halo 1 Legendary was the equivalent to Halo 2 Heroic, somehow.

Nowadays I played both on Legendary, and some tricks that worked fine for me in Halo 2 don't work so well in Halo 1, so maybe Halo 1 Legendary is tougher. Which one is tougher for you?
 
Saber, okay, but is it a colour?
No, Saber is the studio that made the "Anniversary" visual layers for CEA and H2A.

The elite is supposed to be gold, hence "goldie." Saber's redesign doesn't show the color very well.

Halo 1's elite heirarchy is basically Gold > Red > Blue, with Gold sometimes having sword. There are two special types of elites: the silvery-blue camo elites that have no shields and sometimes have sword, and the black elites that can use plasma grenades which you meet in the last couple levels.

LOL, can you believe it? How awesome is that? I guess that in the case of the eleite a player needs to gather a few marines keeping them alive with one player and leading them to the door, then a second player completes the rest of the mission, opening the door.

That's interesting because Halo coop usually displaces the laggard player to the position where the player that advanced the most is, if not, some levels couldn't be completed in true coop mode -elevators, doors...-.
I did those tricks (at least the grunt-killing one, I don't remember with the elite-killing one) in single-player mode so that I could use checkpoints better. Marines don't follow the player on Silent Cartographer, although in some areas they'll walk back to the base camp.

The grunt-killing one is tricky. A grunt from the surface that is placed downstairs will be frozen whenever you go downstairs to see him again, because his intended loadzone isn't active. This means that when you take marine(s) downstairs, they won't shoot the grunt. BUT, when you go to leave, you head into the outdoors loadzone, which means both the grunt and marines are active. So they start shooting each other. However, once you get far enough away, the combat will be frozen for proximity reasons, and will only resume again when you're watching up-close in the cutscene. This means that if your grunt doesn't have enough health, he'll die during the skirmish when you're trying to get away from the cartographer facility. When I first tried doing this trick, it was on easy difficulty, and the grunt always died before I could start the cutscene. So I had to redo the setup on heroic.

Why did I use a grunt from the surface rather than one of the grunts that spawns in that room? Because the ones that spawn down there are native to that loadzone and would be active while I was trying to set up the marines, causing a firefight during an activity which needs to be cool and deliberate. Those grunts also don't exist during the cutscene.
As for how I got a surface grunt to the downstairs area... lots of brute force maneuvering and using warthogs as fences to cut off escape pathways as I go. It takes a while. Also, it's a good thing that Silent Cartographer has infinite checkpoints on the beach, hehe.

You'll notice that I used the same sort of setup at the start of the video; I had a frozen grunt downstairs, and I brought in a marine. Sometimes, if you fire a weapon, active AI will briefly recognize and shoot at frozen AI.

3 appearances? I completed the level the other day on Heroic difficulty level (finally managed to beat the entire Halo TMCC on Heroic and I only remember seeing the elite twice.
-If you go to the cartographer building before going to the security room, Goldie is in the hallway behind the door that gets closed.
-He's in the cutscene when you open the door.
-You finally fight him at the end of the level.

That video is impossibly geeky, that's gaming, imagination and Halo gameplay brought to perfection. Sometimes you miss so skilled people n videogames these days. The offer, games wise, is so vast nowadays.
Too bad you weren't around for the glory days of High Impact Halo. The tricks in my video are nothing compared to some of the big stuff that was done there. The site sort of went into cryo in April 2011, although shortly thereafter someone finally managed to land the legendary Tower to Tower trick that people had been attempting since 2004:


What's the lecture the grunt does at some point in the video?
The thirsty grunt is off in a side hallway on the Maw Run.


What game do you find more difficult on Legendary, Halo 1 or Halo 2?
Halo 2 is harder, but Halo 1 is more challenging.
 
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Too bad you weren't around for the glory days of High Impact Halo. The tricks in my video are nothing compared to some of the big stuff that was done there. The site sort of went into cryo in April 2011, although shortly thereafter someone finally managed to land the legendary Tower to Tower trick that people had been attempting since 2004:

That's one of the things I loved about Bungie way back in the day. Just how much they were into simulating physics in their games. Back in Myth: The Fallen Lords, lots of people used to experiment with the physics in that game as well. All of this back before it was common to have physics simulations in games (extremely rare back when Myth: TFL came out). Can't remember if they were also doing physics simulations in Marathon.

Regards,
SB
 
Halo 1's elite heirarchy is basically Gold > Red > Blue, with Gold sometimes having sword. There are two special types of elites: the silvery-blue camo elites that have no shields and sometimes have sword, and the black elites that can use plasma grenades which you meet in the last couple levels.

Reminds me the Golden Axe days (genesis). :D

Halo 2 is harder, but Halo 1 is more challenging.

Yeah, it's funny how many levels can be skipped over with certain jumps or just ploughing through with a ghost or invisibility or plain... walking through on High Charity.
 
Can't remember if they were also doing physics simulations in Marathon.
Marathon has some amount of "physics." Explosions and such can knock people around, and weapons have massive recoil that forces you backwards (oddly enough, even the rocket launcher that looks like it ought to be recoilless). There's various sorts of creative traversal techniques that can be used.

Also, fusion pistol + water = :yes:
 
No, Saber is the studio that made the "Anniversary" visual layers for CEA and H2A.

The elite is supposed to be gold, hence "goldie." Saber's redesign doesn't show the color very well.

Halo 1's elite heirarchy is basically Gold > Red > Blue, with Gold sometimes having sword. There are two special types of elites: the silvery-blue camo elites that have no shields and sometimes have sword, and the black elites that can use plasma grenades which you meet in the last couple levels.
Aaaah, thanks for the insight and the clarification. iirc, when I played the originals -played Halo 2 fist then Halo 1-, the white ultra was Halo 2 exclusive back in the day. The black elites are awesome at using plasma grenades, gave me hell. Golden elites of Halo 2 were a bit more "colourful" than in Halo 1, wearing more sumptuous, ostentatious armours.

I can tell you though that some of the golden elites appear in the anniversary edition with the correct colour and armour, but they are few and far between.

I did those tricks (at least the grunt-killing one, I don't remember with the elite-killing one) in single-player mode so that I could use checkpoints better. Marines don't follow the player on Silent Cartographer, although in some areas they'll walk back to the base camp.

The grunt-killing one is tricky. A grunt from the surface that is placed downstairs will be frozen whenever you go downstairs to see him again, because his intended loadzone isn't active. This means that when you take marine(s) downstairs, they won't shoot the grunt. BUT, when you go to leave, you head into the outdoors loadzone, which means both the grunt and marines are active. So they start shooting each other. However, once you get far enough away, the combat will be frozen for proximity reasons, and will only resume again when you're watching up-close in the cutscene. This means that if your grunt doesn't have enough health, he'll die during the skirmish when you're trying to get away from the cartographer facility. When I first tried doing this trick, it was on easy difficulty, and the grunt always died before I could start the cutscene. So I had to redo the setup on heroic.

Why did I use a grunt from the surface rather than one of the grunts that spawns in that room? Because the ones that spawn down there are native to that loadzone and would be active while I was trying to set up the marines, causing a firefight during an activity which needs to be cool and deliberate. Those grunts also don't exist during the cutscene.
As for how I got a surface grunt to the downstairs area... lots of brute force maneuvering and using warthogs as fences to cut off escape pathways as I go. It takes a while. Also, it's a good thing that Silent Cartographer has infinite checkpoints on the beach, hehe.

You'll notice that I used the same sort of setup at the start of the video; I had a frozen grunt downstairs, and I brought in a marine. Sometimes, if you fire a weapon, active AI will briefly recognize and shoot at frozen AI.


-If you go to the cartographer building before going to the security room, Goldie is in the hallway behind the door that gets closed.
-He's in the cutscene when you open the door.
-You finally fight him at the end of the level.
You are the geek of Halo par excellence. Those stories are fun, something to teel to your grandchildren. :)
Too bad you weren't around for the glory days of High Impact Halo. The tricks in my video are nothing compared to some of the big stuff that was done there. The site sort of went into cryo in April 2011, although shortly thereafter someone finally managed to land the legendary Tower to Tower trick that people had been attempting since 2004:



The thirsty grunt is off in a side hallway on the Maw Run.

That would be great and fun, but fate lead us to different experiences. Back then I remember I was a forum member of one of my favourite forums ever, an Age of Empires forum called mrfixitonline.com --so many many great memories. I am proud to have played and talked to to some of the best players that graced that game.

I also talked directly to a developer of the game, Captain Kid. mrfixitonline had a lot of replay games played by the greatest of the greats, players like Arch_Koven, Ralber and many others.

Halo 2 is harder, but Halo 1 is more challenging.
What do you mean? Aren't both things exactly the same so it's technical draw? Do you mean that Halo 1 requires more skill?

Reminds me the Golden Axe days (genesis). :D



Yeah, it's funny how many levels can be skipped over with certain jumps or just ploughing through with a ghost or invisibility or plain... walking through on High Charity.

Halo 1 is more open world than Halo 2, and you can skip some sections, or avoid fighting, basically. Other times you just have to let some battles take place without your intervention, if you don't want to risk dying, are patient and play shrewd, I let play it out several times.
 
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I wantz my single player footage...

None before E3?
I would imagine if they are ready to show single player they'll hold it for E3 when all eyes are on the press conference. The things they trickle out before E3 tend to be the things they can't squeeze into the conference.

Very much looking forward to Microsoft's conference this year.
 
I'm pretty sure IIRC at least with Reach they showed SP before E3. And I think other recent Halo's although I cant remember for sure.

It actually can make sense imo. You get the stand alone hype blast of "WORD FIRST FOOTAGE" when the world isn't drowned in gaming news of E3. But you dont lose much because you can still show a lot more at E3 and people will still be excited for that when it comes.

Again, look at COD. We've already got a BLOPS 3 trailer, and they follow that timeline of footage before e3 every year. It doesn't mean all eyes wont be on the obligatory BLOPS 3 stage demo when it comes.
 
I'm pretty sure IIRC at least with Reach they showed SP before E3. And I think other recent Halo's although I cant remember for sure.
I don't recall that. I remember the initial announcement being at E3 then a multiplayer beta in May before the next E3.

It actually can make sense imo. You get the stand alone hype blast of "WORD FIRST FOOTAGE" when the world isn't drowned in gaming news of E3.
Showing off Halo 5 single player should be the news drowning out the others news ;)
 
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