Halo: Reach
Pure alpha footage dissected.
Exciting times. Footage of Halo: Reach released alongside Microsoft's X10 event gives us our first look at the game actually running in real-time. No CG, no engine-sourced cinematics, it's all run-time, and it's clearly a hugely significant upgrade over the old Halo 3 engine, last seen in 2009's ODST.
There's just over a minute of pure gameplay footage within Bungie's curiously titled "ViDoc", interspersed with the game creators talking about the key innovations in the new Halo engine. You'll hear about the new AI engine that can handle your squad, eight other team-mates and over 30 Covenant opponents simultaneously. You'll learn how the new tech renders around four times as many polygons as the Halo 3 tech. You'll see the development environment in which the new game is being shaped, as well as Bungie's new motion capture suite. It's all extremely cool stuff.
But for us, the chance to check out the game running natively on Xbox 360 hardware, away from super-sampled screenshots and cinematics, is the main reason to watch. Here's where we get our first real experience of the visual make-up of the gameplay, along with a chance to see how this in-development alpha code actually performs. It's our first chance to see the actual game.
First up, here's a compilation of gameplay and cut-scene elements from the video, with our customary performance graphs. We prefer to measure the complete 60Hz output of the console, but in common with most internet video, Bungie's footage is encoded at 30FPS. However, some clips appear to be blending 60 frames down to 30, and even where this occurs, it still seems to be confirming that Reach runs at 30FPS. No real surprises there.
Halo: Reach gameplay footage compilation, with performance analysis.
What can we take from this? Overall performance is extremely smooth during gameplay. Not only do we see a remarkably solid 30FPS in most clips, it's clear that Bungie has added a great deal more in the way of post-processing work to the new engine. While Reach overall seems to run at the same frame-rate as Halo 3, it looks and probably feels smoother owing to a decent camera motion blur effect.
Only two clips - one cut-scene, one gameplay - show a consistent drop down to 20FPS. During the assassination scene (around 00:16), we do see torn frames though. It may well be the case that some clips have v-sync engaged, others don't. We have to remember that this is alpha footage, and presumably there's still a hell of a lot of optimisation to be done; however, it's likely that the fundamental elements of the engine are now solid and the performance overall looks promising.
While overall capture quality of the clips is low even in Bungie's own HD version, there are plenty of edges to measure and all of them seem to point towards a native resolution of 1152x720 for the new engine - a significant upgrade over Halo 3's 1152x640. Anti-aliasing doesn't appear to be employed, but the improvements in post-processing effects and resolution should make this far less noticeable than it was in Halo 3.
Hopefully we'll get to see more of Reach at GDC. There are plenty of teasers in this tiny sampling of footage that leave us hungry for more - the particle shower at 01:10 for example suggests that the new Halo engine still has plenty more surprises in store for us. PhysX look out...
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Comments (56) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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As long as they leave lots of vehicle sections in, preferably the little purple shadow things in, and system link coop, then its a good un !
Not as silly as above sounds, having large levels for vehicles is more important for me than lots of effects in a smaller play area...
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Looks like Bungie is going the way of other devs by not using AA and using different tricks to hide that problem. The more (grey) lower contrast looking levels also help ofc.
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Halo 2 looked like it could've been running on different hardware!
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Gears 2's art style and grand scale of maps masks the relatively low detail in the models and textures. This looks a lot better, imo.
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Just to your MS hating eyes. Grow up little boy.
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those 2 are closer to rez than to a proper fps.
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Call of Duty is pretty-much a shooting gallery in single-player, Killzone 2 is somewhere between the two (though closer to Halo's sandbox than CoD's pop-up enemies)...
I'm a big fan of Killzone 2, but a bigger fan of Halo...
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I simply dont get the atraciton of CoD... they remind me on on rails shooters - fine in the 80's I suppose but surely not today.
I wonder if there is a game with such emergent play as H3 in a fp format except for the PC - which is where I'm back at having rather given up on this gen of consoles.
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HALO consistantly marries great indoor and great outdoor scenes - can anyone suggest a similar game with such successes?
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The stats on the AI are interesting, they've probably dedicated a whole core to that, which is probably why there won't be any Natal support (not that I'd want to play Halo with Natal anyway). Only trouble is, in all the games I've played it's rare for me to notice if the AI is smart or stupid. The enemies always seem mill around out of cover whether the AI is any good or not.
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@ Memeroot - no, I don't think any console shooters are close to Halo. Crysis on the PC has great, emergent gameplay... (As do many other PC games)
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I hope the multiplayer gets an overhaul in turn to mix things up a bit.
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Looks like the movement is more fluid in this game somehow... I approve.
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This game is looking very nice indeed. Amongst the very best console shooters so far, especially when it really is a sandbox, open-wide game environment, instead of linear gameplay and restrict game areas.
I think people are getting overly worried about the AA issue. From what I saw in the vidoc, it's not going to be an issue.
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The Live video in HD doesnt look great at all compared to flash videos.
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A pretty colossal upgrade overall, and should compete well with the top-tier on the consoles, graphically.
Zappa: it's '720p' at the moment, 720 vertical lines, and hardly jaggy with all the blur and PP filters.
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The HDR lighting in Halo 3 always looked really nice, but you can see that they have improved the lighting much further for Halo Reach. There are now a lot of discrete light sources and the shadows they cast make the environments look very nice. The gun models are also hugely improved.
It's interesting to hear that they can now use around 4 times the polygons as they could in Halo 3. The particle system has also been majorly improved, since in Halo 3 they could only have 100 physics based particles and now they can have thousands. As far as the character models, I think they are the best I have seen in any first person shooter.
I love the new weapons and the fact that they are making a return to more of the open alien world feeling of Halo Combat Evolved. It is also exciting that they seem to be making Halo Reach a very story-driven game.
All in all this game is shaping up incredibly nicely. I can't wait until they show us more.
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Whatever, the gameplay is the most important aspect and it sounds like Bungie are really going to town with this game and even at this stage it comes across as being a hell of a lot more exciting than either the disappointing Halo 3 or the even more so Halo 3 ODST. I hoping it recaptures the feeling of playing Halo for the first time rather than feeling like a retread of the previous games. Fingers crossed.
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Jim Carrey got away with pulling the same faces for years...can't see it stopping any time soon...
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Personally, I'd take 2x AA + proper 720p along with the reduced shader effects / geometry to accommodate for change. But 99% of other gamers don't seem to care about jaggies or screen tearing these days so I'm clearly in the minority. It blows me away that were in the year 2010 and consoles still don't commonly employ AA, which PC gamers have had for a decade now.
I'm a Halo fanboy but this one might not be a day one purchase for me. Crackdown 2 on the other hand...
Oh and for the member that mentioned the lack of the bright colour pallet... I totally agree. It looks pretty, but its strange to move away from the high contrast vistas of Halo CE and move to the standard & dull generic FPS pallet. However, I'm all for the maturation of the Covenant Elite.
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All about trade-offs given the fixed specs of the hardware. And while PC games have had AA for years now, in all likelihood the actual number of PC gamers that has made real use of the feature is but a fraction of the total population.
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You're absolutely correct. I just feel that they are focusing on the wrong areas. But as I said, I'm in the minority here.
I disagree about PC gamers not using AA though. A $100.00 Graphics Card can do 2x AA at resolutions > 1280x1024 in 99% of games. I find your assumption that only a fraction of PC gamers use Anti Aliasing to be quite... unfactual. Do you have any links that can support this?
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It was more a response to put you mentioning that PC gamers have had the option for AA for over a decade in perspective. I don't have hard figures. But I know that even on services like Steam (on which I assume hardcore gamers are overrepresented) the average hardware spec of the userbase is well behind the tech curve. So that's one. And second, I assume I'm not the only one in valuing other graphics effects over AA when I'm configuring the graphics options for a game.
So on a console game it's either there or not. On the PC it's an option which in practice means that not all PC gamers will actually use it.
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Fair response. I completely disagree but you're entitled to your opinion
Again, I'm probably the minority here as I've always been an early adopter and own most game related platforms released since 1987 and have a relatively modern PC. I was just assuming that after a decade of the tech existing, that we'd actually have it employed in a console environment. As the majority don't seem to care either way, we might end up seeing another console generation infected with the 'jaggies'.
Thanks for your thoughts. I write games myself so its good to get another educated opinion from a fellow gamer.
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You said the graphics suck and will not improve in the final build otherwise you'll eat your shoe with ketchup.
Now you say it's better looking than most average looking games but not as good as the best looking games but 'we'll' see how it looks in the end'
You don't by any chance suffer from multiple personality disorder do you?
Btw out of interest which console games this gen do you think looks good in your opinion? You can factor in the time of release.
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So in your opinion we have the following games that looks good this gen-
Uncharted 2 (agree),
Killzone 2 (agree- though not without some issues)
Infamous (ok-ish, a jag fest)
Ratchet and Clank Crack In Time (...agree)
Yakuza 3 (looks like an updated Shenmue graphics engine- so no)
FFVIII (Not bad but not brilliant- it's got boxy hands for starters)
All PS3 games, no third party games (except FF) and no 360 games. Omits to mention Bioshock, GTAIV, FM3, Gears, Resident Evil 5, Batman AA, Mass Effect, COD, AC etc etc etc. All the just mentioned games looks inferior to Infamous, Yakuza et al (PMSL!). Just so those of you who don't know, our good ole Semi doesn't own a 360, only gives games 2 hours playtime to hold his interest (but still completed Mass Effect 2 which he didn't rate highly) and is now a PC gamer hoping to sell his (in his words) crappy PS3 but actually might hold onto to it because of HOW3 and amongst others.
Conclusion- NOT ONLY A TROLL BUT WEARS FANBOY TINTED SPECTACLES. Also doesn't seem to be able to make up his mind from time to time.
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