Why no love for Halo Wars? It definitely pushes the hardware, looks ace even by the standards of PC RTSes, and uses some very hardware-specific approaches (e.g. tesselation, DXTc compression on the GPU just in the terrain system). It sold a non-trivial amount (1.6 mln according to VGChartz).
It seems to be true that nobody cares about strategy games anymore - or even, about characters which are not character-based - even on a tech-head forum
I have that game:smile2:
I haven't yet put an overly ex-stream amount of hrs into it, but i have beaten it though.
for me it isn't by any means a bad game, it does however get slow at times, (having to start over and over for each level.) it feels a little different from the norm of all the other halo titles.
since the levels aren't really all that lengthy, it would help if they made a way to not start from scratch so often, assembling your base or fort can take a majority of the time of the level...and it sucks a little when you get carried away, that's pretty much the only thing i'm not to fond of about it.
technically it does set bar for all console RTS's, it's probably the best one around the block i think, it's uses the same engine i think as halo3 but it's full 720p with 2xaa.
though RTS's aren't hugely my cup of tea i don't plan on giving up my copy up for the world, it has some of the best looking CGI movies I've ever seen and music to boot. halo war's movies are just all the more proof that they have the talent working with graphics.
What they have shown looks great in my opinion, but I don't trust Bungie to deliver.
It has got nothing to do with the 360 hardware, but I think it is the "forza"-effect. Allow me to explain:
When the forza screenshots started coming in, people were expecting the game to look like that.
100's of thousands of polygons per car were promised, and so on.
Aside from the 12x AA and 24x AF, it all looked believable.
When the final game was released, it turned out that never once would you race with a car consisting of 100's of thousands of polygons, nor would you ever see one in a replay.
Photomode only.
Not to say that the game looked bad. But when compared to other games (PGR3/GT5P), the game lacked great detail in the replay- or gameplay cars.
It is true that they used an in-engine photo mode to touch up the shots and used them as advertising. however, the polygon budgeting that was used was for the 60 fps gameplay, and also the budgeting was done in a way that hardly any would notice anyway until they switched to replay mode.
why they didn't increase the LOD models during replays i'm not sure of, either way, the developers said them selves that they can still push more with their engine down the road.
http://www.videogamer.com/news/360_has_not_been_maxed_out_claims_forza_dev_2.html
so more correcting I'm guessing is to be made on those specific aspects.
for Halo Reach everyone knows the amount of AA is isn't going to be that same amount.
if you examine all the specific aspects of the one minute cut-scene, it should look like a less impossible bar to reach to many of you. (look at the ground detail, the foliage, the amount of geometry and detail the warthog has at the beginning, the mountains, the amount that is used for main characters.)
anyways, i think Bungie already knows what the feeling was like before to receive comments of fans asking questions why they didn't match the first halo3 trailer, after their statement of killzone2's bar being reachable, i think they now know what goals need to be met.
with how close they are to MS and how MS is more than willing to both fund and market this title, i think they should be up to the task.