Tech Analysis: Halo: Reach
Noble.
The long wait is finally over. It's been three years since the mighty Master Chief bowed out in 2007's epic Halo 3, and while last year's ODST exhibited plenty of minor tweaks and improvements to the base tech, there was little doubt that the vast majority of the Bungie engine had remained untouched. While the gameplay delivered, core gamers spoiled by the cutting-edge graphical techniques seen in titles like Killzone 2 really wanted to see what a next-generation Bungie game could deliver.
Halo: Reach is that game, an enormous technical leap over its predecessors and competitors on 360 and an exciting example of a first-party exclusive that genuinely pushes the console into new technological territory - something we don't see so often on the Microsoft platform.
First things first - let's cover the basic building blocks of the game's visuals. Native resolution for the game remains as per the alpha and beta code we previously analysed - 1152x720, with just a mild horizontal scaling up to 1280 pixels wide that is extremely difficult to detect by eye in most circumstances.
This setup, along with the lack of hardware anti-aliasing support (Bungie goes for a custom solution) should mean that the entire framebuffer can sit within the 10MB onboard eDRAM attached directly to the 360's Xenos GPU, allowing Bungie mammoth amounts of bandwidth without the need to tile the framebuffer out to the main RAM - a sometimes performance-sapping operation.
The new Halo engine is superbly equipped for dealing with a vast array of dynamic lights. Set up Firefight with infinite ammo and invulnerability, then enjoy the light show.
In producing Halo 3, Bungie opted for a number of technical decisions that defined the very look of the game, leading to both good points and bad points in the overall presentation. The game implemented HDR lighting by rendering the whole scene twice at different light levels and combining the two images (a process similar to some forms of proper HDR photography). This meant that the lighting in the game was absolutely sublime for its time, but it also meant that the game itself operated at a sub-HD resolution in order to fit those two render processes into the eDRAM, plus there was no room for hardware MSAA support.
Reach manages to up the resolution to nigh-on full 720p, while retaining HDR and employing an inordinate amount of dynamic lights - every needle from the needler is a bespoke light source, for example. It strongly suggests that another major innovation is the implementation of some form of deferred rendering - something we can confirm for certain if our planned tech interview with the Reach team comes to fruition.
In the meantime, let's drill straight down into the performance. Similar to the previous Halo engine, Reach double-buffers - it displays one frame while rendering the next before flipping the framebuffer. It's also effectively v-synced, though on the odd occasion some frames go over-budget very slightly, resulting in a small, unnoticeable tear at the very top of the screen. The upshot of this is that so long as each frame is rendered in less than 33ms or thereabouts, you have a super-smooth 30FPS shooter.
Reach is capped at 30FPS, just like its predecessors, but impressive motion blur effects make the game feel significantly smoother.
Problems arise when the rendered frame is significantly over-budget. In this case, the game waits for the next vertical refresh before flipping the framebuffer. The upshot of this is that if the frames are consistently over-budget you get a sustained 20FPS frame-rate. It's most noticeable during the cut-scenes, but it can happen during gameplay too, numbing response. That's the unfortunate disadvantage of sticking to v-sync, the plus point being that the game doesn't tear in any noticeable way whatsoever.
In this 10-minute montage of action vignettes from across Reach's single-player campaign, you can get some idea of the overall performance level. The occasional frame-drop doesn't impact the experience at all (there's a slight pause when you cross a checkpoint for example), but fill-rate seems to be the culprit when a particular scene consistently exceeds budget. Masses of smoke and explosions all competing for GPU resources can occasionally cause issues.
Multiple Halo: Reach combat scenes analysed with Digital Foundry tools.
In comparison with Halo 3 and ODST, there's the sense that for the vast majority of the duration, Reach is the smoother game. While frame-rates in optimal conditions are identical, the new game's implementation of motion blur - both camera and per-object based - is markedly superior to what we saw in the old engine. Put simply, the game just looks that much more fluid in motion.
However, on the odd occasion where frame-rate drops, there's the definite sense that performance lags behind both Halo 3 and ODST at their worst. The question is why? Fill-rate is the likely culprit, as opposed to bandwidth or geometry concerns.
Bungie is really pushing out the boat with Reach, featuring scenes that are crammed with enemy opponents. The Legendary Edition developer documentary targets the shipyard scene as one of the most intensely packed firefight scenes in the entire game, which allows us the opportunity for an interesting experiment - we can measure performance in his sector to ascertain whether this mammoth AI load maxes out the CPU and slows the game down. The video below is the result of that experiment, and it seems that the game holds its own extremely well in these conditions, suggesting that any frame-drops are more likely down to the graphics load.
Analysis of Reach's most AI-intensive campaign firefight area.
With a framebuffer setup ideally suited to living entirely within the GPU's attached eDRAM, Bungie can enjoy optimal processing conditions, allowing it to really go to town. The very first campaign level is an effective showcase for the key revolutions that Bungie has made on a technical level. As Noble Team first touches down, you're treated to the richness of the terrain, and the sheer scale offered by the mammoth draw distance - which Bungie reckons to be four times higher than Halo 3.
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Comments (143) Latest comment 1 year ago
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gametrailers also had a comparison. i cant believe people actually doubted reaches graphical improvement over halo3...
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Good to see the graphical improvements highlighted for those that said it looks the same as Halo 3. Trolls.
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Got this at Tesco yesterday as they're doing a deal where Reach is £28 when you buy 2100 MS Points for £16. I'm always buying stuff on live so this worked well for me, I hope as it was an impulse buy and haven't double checked the cost of points!
Edited to correct typos. Why did someone neg Flanker22? He did actually have a relevant comment after 'Woo First!'. Lots of people (mostly certain sony fanbois) were questioning if reach looked any better than halo 3.
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/me
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I never got into Halo 3, I think I was a bit slow at buying it as it felt really dated when I did, I bought Reach on Tuesday and have only played it for a short time as my dad was taken in to intensive care so been at the hospital since, really classy game though and look forward to playing it again when I can.
Easily one of the most impressive games (graphically too) I have seen/played this gen, lighting and draw distance, wow!
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Woulld rather they scaled back siomething and went 720P and 30 FPS all the time...but thats the trend nower days....
Who mentioned KZ2 or UC2, I am sure if it was in a similar league DF would have touted it as so.
Bungie is not known for cranking out super tech engines, so seem they have done well.
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From 4 years ago maybe , It doesn't stand up well against UE3 games.
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*nods vigorously*
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I have to admit that despite not being blown away by the screenshots and videos in the beta tech feature (I thought then that it looked only OK), I've been very impressed by what I've seen of the game so far. It looks fantastic despite the odd framerate jitter and at-times weird motion blur effect. It's everything I hoped a Halo game would look like on the Xbox 360 and a noticeable improvement on Halo 3 and ODST.
Well done, Bungie.
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You're right. It makes no sense to compare a sandbox-type game like Reach, with it's huge levels against cramped corridor shooters like KZ2 and UC2, as the comparison wouldn't be fair on either side.
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Sorry, but this is not in the same league graphic or animation wise as UC2, and calling it a corridor shooter is kinda ignorant.
DF would not mentio UC2 and much else in same sentence as it would not be taken seriously, except for fanboys who still think Gears 2 looks good. Can you tell between stiff few frame animations of Halo and fluid mo-cap animations. thought not....
Still a great game, much better than ODST and more of the fun I had with 3.
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I wish your dad a healthy recovery.
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There's reason Uncharted 2 looks incredible you brainless buffoons, and it's all about scale (or lack of). Smoke and mirrors, darling. Smoke and mirrors.
I say this as someone who friggin' LOVES Uncharted, too. Still play it all the time. But I'll always favour sandbox over scripted.
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Halo also has good AI, they are both good, neither has scripted or telegraphed AI....
Halo could do witha few more animations for enemies which run the same way every time and not fluid, does not bother me as its a game, but calling it tech superior to UC2 is LOL.
You can tell people with both consoles, they post and react even handed and enjoy both consoles, and the ones who want to make it sound as though PS3 / 360 / Wii is the only answer...
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But its not exactly pushing any tech noteworthy is it, its still approaching 700 P or whatever and 20 FPS when busy...Not a critisism but hardly worth 4 pages and comparing against Halo 3 which is SD...
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Just replayed Killzone 2, COD MW 2 and you realize how simplistic the AI is. The battles are no more then few characters onscreen which respawn to give the illusion of more - when there's more then 10, it's usually on rail gunning from a distance The games are built around set-pieces - not open spaces with a sandbox nature of Halo, esp Reach. This is best singleplayer, mulitplayer and co-op fps on console...Reach I salute you!
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Also, not once did I see the chance to even fly a banshee in the game. I finished it tonight, and the sandbox element just isn't the same as the first game.
I would much rather have seen sacrifices in other areas in order to get some real AA or at least a true 720p resolution. It really hurts the game and is very noticeable if you are playing the game on a sharp, good quality LCD. There are also plenty of graphical glitches within the game. The quality just isn't there aside from the great back drops, nice color and some nice lighting effects.
If you take Halo1 out of the equation, this game is great standing on its own. If you are expecting it to make you feel like the first game did with that game's visual perfection at its time of release, and the superior sandbox and vehicle play, then Reach falls short.
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One thing i will say is the game has a issue with fast moving objects in the cutscenes which was pointed out and should of been sorted before release.
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The character models in Halo: Reach are better than UC2 in my opinion. UC2 characters look like mannequins. Aside from that, you never get a good look at the characters in UC2 in-game. Only in cut-scenes (which are pre-rendered), so the in-game models are probably not nearly as detailed as the cut-scene models, while in Reach.. Well, you know the story. I don't know the amount of polygons etc, however, considering the amount of characters on-screen at any given time in Reach, whether they are higher poly or not, I think it's safe to say it trumps UC2 in that department also.
I could be wrong.
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Sorry, but this is not in the same league graphic or animation wise as UC2, and calling it a corridor shooter is kinda ignorant."
Firstly, I have both consoles. And a PC too. How lucky am I?
Secondly, I didn't say Reach was in the same league in graphics or animation as UC2. But then, the animation in Assassins Creed 2 is better than both (if you exclude the FMV's in UC2) and does that make either of them bad graphically? Nope.
Lastly, UC2 is a corridor shooter. Yes, the corridors that Drake gets to run down are very pretty, but corridors they are. Trying to pretend otherwise is just ignorant.
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I have to address one point though, Uncharted 2 may have it's fair share of corridor type areas but it also has a lot of large, very open areas for both combat and platforming.
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Thank you, my dad just wouldn't wake up one morning (he has had liver problems for years) so was taken into hospital by ambulance, within 2 hours he was on life support in intensive care where he stayed for 4 days, he then started to come around slowly, he is now awake and much better but they still need to stop a slow bleed he has in his intestine, he is on a normal ward now but maybe going to kings college in London.
Been a hell of a roller-coaster ride though hence no time at all to do anything including playing reach.
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It's not that it's a 'great' game graphically (and the framerate, especially in cutscenes, is a blemish), it's how it spends it budget on AI, draw distance, etc. to give a sense of scale. And the art is the best in a Halo game, the skyboxes beautiful, etc. That bit about the explosions shows Bungie are more interested in giving a complete, robust, large-scale experience that people can hammer from every angle in the theatre than they are in laying on more immediately impressive smoke and mirrors. When a Pelican dropship lands in the distance in Halo, you can fly out there with a camera and examine the harnesses inside. Other games don't bother with that level, and so save on their budget, but Bungie make the world of the game as solid and fleshed-out as necessary.
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True, however, you can't really compare those in my opinion. You can look far in UC2, but your path is still linear. Even when you're platforming, there's one way only (jump from spot A to spot B, run to C, etc), otherwise you're stuck and you won't go further. The popular scenery with the mountains etc when that chopper attacks you, you can look far away, but you never interact with that environment. You can never say that UC2 is as open as Far Cry for example. Neither is Halo Reach btw, but, Reach is simply larger in scale and has more freedom in its environments, in the sense to where the player can get, not only what you see visually. You can easily call Reach a sandbox shooter, where that is definitely out of the question with UC2.
Now, I'm not trying to bash UC2. It's simply that way by design. UC2 is supposed to be a combination between action and puzzle games, and you can't really have puzzle games combined with open space. Also, people need to be reminded that the tech will reflect what the game is supposed to do. Depending on what you want, you will have some restrictions. If Reach had less enemies, smaller (and less organic) environments and no vehicles, it would look much better than it does now, but, the scale of the gameplay would suffer. In UC2, they chose for the exact opposite path, which is smaller environments, less enemies and (almost) no vehicles. But, because of this they could have a better presentation, a better story, and (arguably) nicer visuals.
Bashing a good looking game for being linear is ignorant, and it's the same story as bashing a game with less appealing visuals that is less restrictive.
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I beg to differ, to be honest. In more hectic firefights I've notice quite a bit of tearing. I think the game drops v-sync to try and maintain framerate.
Completely agree about stuttering cutscenes, though, although it doesn't affect the overall package much.
EDIT: I'm not slagging Reach, it's an amazing game and I am thoroughly enjoying it. And it is also a stunning graphical spectacle. It's just that I definitely HAVE noticed screen tearing, and it makes a bit confused that DF have stated a completely opposite opinion to something I have witnessed with my own eyes.
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1152x720 with 0xAA = 6.3Mb (No problem to fit this in the 10Mb eDRAM).
/ Ken
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I owns both like others, and recognises that these two are pinnacles of the gaming, sure there are smokes/mirrors and decisions made to budgets one area to exploits another.
Ie greater graphic effects for closed small area with fixed numbers of enemies onscreen or greater scale, sandbox world with lots of AI going on but budgeted graphic.
I challenge both set of gamers to image next gen, what the next gen Halo and Uncharted will be like and this is certainly something that the whole gaming community will benefits from.
However right now, we should be thankful and appreicative that Reach and UC are the creams of the crops we can enjoy right now.
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Indeed, it's all about making compromises to present the game the way the devs want it. UC2 wouldn't benefit at all from a Reach presentation, and vice versa.
I haven't played Reach and even as someone who isn't a fan of Halo it sounds good.
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Fanboys in a forum is not convincing. Where in the article does it elude to special grapics comparible with the best, it does not go there.
Does not mean its a good game and a big step up from Halo 3, but get real.
Wyhen I play hirise in survival UC2, its a open large level and you can jump and climb anywwhere at multiple heights. Comments suggesting otherwise have not played the game to any degree.
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when i finally can buy xbox again, i will get Reach. (my old one died)
@Keivz
yeah, i want Reach to reach PC too.
Still hoping Microsoft not just giving empty promise when said that they still not forget, support pc gaming.
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I'm really sorry to hear that, but i'm glad he's doing okay. When he recovers you should play Reach with him, it's brilliant
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It's not sub-hd. The article makes it crystal clear. It runs in 720p which, incidentally, is the same resolution as the vast majority of games on the PS3.
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Native resolution for the game remains as per the alpha and beta code we previously analysed - 1152x720, with just a mild horizontal scaling up to 1280 pixels wide that is extremely difficult to detect by eye in most circumstances.
its sub full 720 P as its horzintal resolution is lower and scaled up, but its close enough to be as good as.
Dont get why they would gimp on that and the 20 FPS in places instead of cutting back on some HDR or alphas...?
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it's a first person shooter like killzone or call or duty
Fallout 3 is an open world game
xbots creating lies again, Im not making fun of reach but calling it an open world game is ridiculous, so killzone 3 has levels 4 times if not bigger than killzone 2, so is it an open world game too???
halo reach is one of the best looking 360 exclusives, but dont compare it to killzone 2/3 or uncharted 2
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In fairness, it's all about freedom of movement. Halo gives you large, open spaces. You need to get to a predetermined point, but how you reach that point is up to you.
By contrast, a game siuch as Killzone funnels you to that point - and needs to due to its reliance on scripting. So while its environments may be large, one person's journey through those environments will be identical and there is very little freedom of movement.
I believe that is what is being meant.
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When watching the cutscenes, though - well, they're a league ahead of Halo 3 without a doubt, and work much better due to mocap and avoiding ODST's horrible exaggerated Disney-like animation. All that talk of the clips released nearly a year back being pre-rendered were blown out of the water when Noble Six stepped out of the carrier wearing my chosen purple armour and PimpCat emblem!
All in all, this looks to be as big a leap over Halo 3 as Halo 2 was over the engine of the original Combat Evolved.
Very impressed with what they've managed.
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I dont have an xbox 360 but I will admit reach looks nice, its the best looking halo game, I think it's the artstyle that gives the impression that it isnt that great looking because the more realistic a game looks, the more praises it gets, halo is more art than technical prowess
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I never said you were, and accede to your point. In fairness, I read those comparisons and I thought "wtf?". I can broadly understand comparisons with Killzone in that they are within the same genre - though their approaches to that genre are completely different. One relies on scripting and funneled progress (which is completely fine by the way - after all, Half Life did the same thing). The other relies on open environments and emergent AI.
The comparisons with UC2 however were a true WTF moment. These games do not share genre, approach, premise, or anything whatsoever. It is, quite frankly, no different to comparing Doom with Tomb Raider. Uncharted 2 is an amazing game. Halo Reach is an amazing game. But to compare the two in terms of design, genre, gameplay etc is sheer lunacy.
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Of course they do - a shooting range is hardly gonna be an intensive project, is it?
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Whilst mucking about on level 9 yesterday, I was impressively flanked by three effin Grunts, (I thought they had wandered off elsewhere, whereas they actually got the upper hand, snuck up behind me, and killed me before I could turn around and react) rather embarrasinglly Grunts are the more retarded enemies of the lot :/
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Of cousre COD looks better than Halo, but I bet the AI of Halo trounces that of COD. I guess its a matter of preference, but give me gameplay over graphics anyday.
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If you can live without AI.
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While I appreciate RL's comparison of Halo - Reach against earlier Halo titles, in my opinion, it was to be expected that H:R would have been an improvement over other Halo titles; however, it would also have been interesting to see how H:R stacks up against other 360 titles that have been commended for superlative performance, e.g. Gears 2, Mass Effect 2.
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/runs for cover
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In Reach, the Bungie "30 seconds of fun formula" is still very much intact, with AI running all over the place, explosions, projectiles, etc. The thing is, it reminds me of the AI in Half Life 2. Both games have non-scripted AI that react to the player, and the player alone. This can be fun at times but it also feels very artificial to me. Every Halo (or Half Life 2) fight quickly devolves into basic chaos -- that is why the friendly AI can never keep up, because the enemies only react and move around the player. Actually, I preferred the semi-scripted AI in Half Life 1 because, in the end, it felt less gamey, more challenging, and more REAL. And Half Life 1 style AI allows for awesome boss fights, something that both Halo and Half Life 2 lack.
This is why I would love to see Bungie's post-Halo games innovating along a different path. Have some enemies rush, some enemies provide suppressing fire, some enemies attack allied units, some tanking enemies, some long range bombardment enemies. This could be very interesting and make Bungie's post Halo enemies seem like organized armies instead of a loose collection loose cannon AIs all desperately vying for the player's attention.
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My views:
- the art direction in this game is awesome. With a few notable exceptions, the overall art quality is very high.
- the audio design is even better. (I heard a grunt say wort wort wort!)
- the aliasing is still a big issue for me; or rather, the dot-crawl effect of aliasing thin lines. The outer space scenes in particular were pretty nasty, what with the edges of the space platforms being so jagged.
- as a SANDBOX shooter, there is no comparison with games like Killzone 2 or Uncharted 2. As others have noted, they're VERY linear games, with all action confined to very small spaces. There is no equivalent game to Reach on the PS3. The closest, which I love, are the Resistance games. (They even look a little bit like Reach, tonally.)
- some of the cityscapes look as though they were lifted right from ODST; an utterly boring environment. Could have done without these to be honest.
- the gameplay is sublime. Best Halo yet.
- the framerate is very variable. It doesn't impact on multiplayer, but there are several moments in the campaign (on Heroic and Legendary) at least where the game is borderline unplayable due to the crashing of the framerate.
- so far, this is GOTY for me, with RDR a close second.
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I'd love to know how they go about the terrain rendering. It's quite astonishing to see the amount and detail of terrain that they mange to pack in to every frame. It's almost as good looking as RDR, except that of course it has a zillion FPS elements on top of that.
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Yes, Halo missions CAN be very linear, by DESIGN. But the big difference is that the missions take place within a SANDBOX environment. So, technically speaking, if you removed the invisible walls in the editor, you could fly around the entire map, including much of the "background" environments. And that's exactly what happens in the larger, more expansive missions.
See: Forgeworld. It is a truly massive environment, and yes, you can visit pretty much any part of it, in real-time. That's an astonishing technical (and artistic) achievement.
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This also looks good for 360 devs in general, like Ive said before the work done on the Reach engine will be shared among the 360 Dev community and I expect 343 Industries in particular might even come out with their own engine that pushes the bar even further(from the ground up which short of being able to code to the metal with the hardware might be as good as it gets 1st party wise on 360... Ive given up on seeing Rare come up with something like this since they are now all about Kinect which is a shame).
GOW3 should be special too, Epic rarely disappoint in raising the bar, Rage and Crysis2 I will reserve judgement on till we can compare.
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With their multi-platform project, perhaps we'll see them reach that elusive native HD resolution on the PS3 with their next game.
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nope, are rendered by the engine in real time just like the first uncharted, because if you dress drake with some of the unlockable costumes you will see your character dressed like that.
you know what means RENDERED? fmv videos are rendered and theres no fmv in uncharted.
maybe you mean 'scripted' but are rendered on the fly with higher resolution models
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This is the reason why Reach is an impressive game on what the engine is capable of doing all at once with it's has sandbox battle nature, realtime non scripted action, huge areas, huge battles, vehicles feel natural, physics, some excellent explosions (realtime), the AI is still the best in fps and all looks great...It's the whole scale that surpass all other fps on console, and I haven't even played multiplayer or co-op yet.
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MS should programe to the metal and make a linear GOW or UC type of clone so we can see whether the 360 can stack up against the PS3 exclusives in the visual department. I'm still amazed at how good GOWIII and UC look not just because they are easily ahead of any other game out there from a purely visual point of view but because the PS3 tech is 4 years old now.
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Halo Reach accomplishes alot more during gameplay than UC2. In UC2, the AI for the most part is scripted and uninspired. In Reach, every enemy has it's unique AI. There are also 20-30 enemies on-screen at certain times. And unlike UC2, the large draw distances in Halo Reach can usually be explored. It also seems like you didn't play the game, because the levels are designed like mild sandboxes. If Halo Reach is a corridor shooter then that is one big-ass corridor. In general, the scope is much bigger. UC2 was a great game though, easily deserved GOTY 2009...I'm just saying.
And I think it was pretty clear in the article that Reach is "nigh-on" full 720p and has a "super smooth" 30 FPS thanks to Motion Blur.
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The games look good. This looks substantially better than previous Halo games on 360.
This is a Good Thing.
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I strongly agree and I'm sorry if I sounded like I was trying to take shots at UC2. UC2 was meant to be more of a story driven cinematic-type game, so I understand the design decisions.
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Oh, didn't mean to sound like i was having a pop at yourself, i'm just perplexed at the "Xbox/PS3 rulez LOL" crowd.
I read the article as a comparison with the old Halos but it took no time at all for the PS3 fanboys to jump the comments thread and start gushing about Uncharted et al (i'd like to point out that i only own a PS3 myself and played most of the big exclusives to death because first and foremost i'm a videogame fan; if i had the free time and cash i'd also have a 360 and would have been queueing at midnight last Monday to get my hands on Reach).
As Retroid said, different games need and do different things, Uncharted is epic for some reasons and i'm sure Reach is equally epic for different reasons.
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Your home planet is calling, they want you back for checkups.
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Run along, troll.
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But I will say this, Halo Reach is a fantastic looking game in terms of graphics and seems to run smoothly. UC2 is the best looking game so far this gen for me though.
But then not sure where this Halo Reach vs Uncharted 2 comparison has come from?
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Welcome to Reach. Hats off to Bungie for all the above reasons.
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I cant see how its possible to compare them as they are very different. The most impressive part of UC2 is the fantastic graphics. Reach has so much else going for it though. The music is probably the best in any game to date. The machmaking system is incredible. The enemy and coop AI is better than in any game im sure. And on top of this it looks rather nice. Its not the best looking game this gen for sure but looks isnt everything.
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Trust me Gears 3 will put those games to shame in the grapichal department. Now its all about Reach.
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Yes, it is a cheap way to get that 1 million points achievement in about half an hour but boy is it mental crazy bonkers fun. You'll see the engine strain to keep it all together but it just about gets away with it.
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Because to some people it seems incredibly important that one "side" "wins" against the "other". It's the modern entertainment equivalent to arguing whose dad could beat up someone else's dad.
Everyone sensible, however, just wants to go down the pub / watch a film together. Metaphorically speaking.
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I'm not so sure. To get the best out of hardware it needs to be the following-
Linear
Single Player
Gears 3 won't be linear enough and will have to cope with 4 player co-op through the main campaign.
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I was really looking forward to playing this as i hadn't played a Halo game before and it was meant to be great.
However when i played it I though it was crap, the single player just didn't do it for me. Graphics were ok but the gameplay was rubbish.
I then bought Mass Effect2, and that was a superb game, one of the best games this generation. It had really intelligent combat/campaign and story, Halo was miles behind.
Is Halo Reach better than Halo 3 or is it more of the same?
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Who actually has any idea what they're talking about here - because it doesn't seem many of you do?
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Reach = Large playing area, sandbox action, realtime camera view, very large amount of characters onscreen, larger character size, individual AI for 30+ characters onscreen - the best, loads of options and styles in mulitplayer and co-op, realtime action, much bigger playing area and freedom.
It's so much easier to make a liner game with no sandbox or advance AI, with set pieces ttha look great then to have sandbox, large areas to move around freely, with advanced AI and huge realtime battles.
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Small/large characters? Realtime camera views? Realtime action? The fuck does that even mean? Pretty sure the poly count in the characters of Uncharted 2 are still higher than Reach's. Pretty sure I can use the right stick to control the camera freely in Uncharted 2. Pretty sure the PLAYER isn't scripted when PLAYING the game thus meaning that everything I do in Uncharted 2 is in real time. Trying playing the game before being a biased jackass clinging to trivial cons of Uncharted 2 just because Halo doesn't look as good as it.
Here, let me show you how dumb I look when I do the same thing as you.
Halo Reach has the worst motion blur I have ever seen in a video game. It is still sub 720p. Double buffered frame rate that can tear up here and there. So-called open world environments but still feels as linear as a Call of Duty game. No iron sight aim. Character animations not as fluid. Realtime action that isn't so real time. Camera views that isn't so real time. Rendered polygons in each frame not in real time. Everything is fake, you are all suckers. Halo never existed.
If it's sooo easy to make such a great looking linear game then why has there yet to be a game on the 360 that actually does look as good as the best looking PS3 game? Why are the 360's heavily scripted, linear up the ass games not as good looking as Uncharted 2? Maybe you should wait for Gears of War 3 and prey that you are able to bring up this debate again.
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You sound very pissed. You need to calm down.
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I don't diss UC2 - but people esp PS3 fans who can't except the scale and size of the battles in Reach singleplayre/co-op/mulitplayer, the AI: read everywhere as the best AI esp when 30+ onscreen + vehicles all fighting, sandbox nature all sort of wham bang going on surpassas all other fps - PS3 fans have justify PS3 with UC2, a platform action game that is no way in scale of the whole package of Reach (online, multiplayer, co-op, map editor, singleplayer (where playing harder increases enemy AI))...a game that can be played for life...a game now the 4th in the series and still highly praised highly by many reviewers and critics, Reach is a dam fine game...COD don't make me laugh!!! - desperation!
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Because to some people it seems incredibly important that one "side" "wins" against the "other". It's the modern entertainment equivalent to arguing whose dad could beat up someone else's dad.
Everyone sensible, however, just wants to go down the pub / watch a film together. Metaphorically speaking.
Completely agree Retroid. Except my dad could beat up your dad, any day of the week
I personally don't care who ''wins'' at what. We all make our choices and should be free to enjoy them. Still people compare UC2 to Reach, which is baffling. They are completely different and brilliant in there own ways, and even though I'm not a fan of Halo games, I'm sure they are great fun to those who enjoy them, and that's what it's all about when playing games, having fun with the games you enjoy.
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Aww, does the truth hurt? Also, shouldn't you be getting back to your hole in the ground before the sun comes up?
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My GOTY last year was Uncharted 2. It is sublime.
My GOTY this year, so far, is Halo Reach. Also sublime.
Both are stellar games, both have nothing to do with each other.
Each game has an entirely different rendering/scene technology, with vastly different abilities.
Anyone seriously comparing the two doesn't know what they're talking about.
So, run along troll.
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[link url=http://www.next-gen.biz/features/halo-reach-review
]http://www.next-gen.biz/features/halo-re...[/link]
9 / 10
Gamereactor review:
[link url=http://www.gamereactor.se/recensioner/24192/Halo%3A+Reach/?sid=437e1af523d69d6e4c9beb575d8888d9
]http://www.gamereactor.se/recensioner/24...[/link]
10 / 10
/ Ken
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What about the water physics ? Isn't this a downgrade compared to Halo 3 ? It was a very nice feature imo.
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Edit: Here's your evidence:
[link url=http://www.gametrailers.com/video/behind-the-uncharted-2/58094
]http://www.gametrailers.com/video/behind...[/link]
6:40-6:51: She says something like, the transition between the interactive moments and the PRE-RENDERED cut-scenes needed to be as seamless as possible..
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The gran majority of cutscenes are pre-recorded with engine and higher IQ regarding Uncharted 2, that is correct. The developers themselves have stated this in interview(s) and videos have some compression artifacts visible aswell as per developer stated upped detail like disabled LOD switching, better lighting and skin shading etc. Though some minor/shorter ones are realtime but majority are videos.
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Gears? Borderlands? Fallout?
The texture quality of Reach is fantastic. Pick a building on the map. Run up to it, zoom in. It's amazing.
It's also BIG, unlike most games. You can't seriously compare the scope of Reach to most games.
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[link url=http://www.psu.com/PSU-talks-Uncharted-with-Naughty-Dog-Co-Vice-President--a0001851-p1.php0
]http://www.psu.com/PSU-talks-Uncharted-w...[/link]
Read the last paragraph of that interview.
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Question : What about Alan wake ? What about Gears of War 2/3 ? WHAT ABOUT ANY LINEAR 360 GAMES ? None of them reach the level of best PS3 exclusives
Please, stop your stupid excuses... PS3 is just more powerful. Deal with it.
End of the discussion...
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But overall, it's a pretty amazing package, the moreso that it fits on to one DVD. (Unlike, say, ME2, grrrrrr).
Look, anyone who is comparing this to Uncharted 2 or other linear games, doesn't know what they're talking about, and definitely do not know anything about game engines and rendering technology.
Halo Reach is OUTSTANDING, visually, marred only by some ordinary design choices. Which are in the MINORITY.
There is nothing else available on console like this. Nothing. The only thing that comes close to scope and variety is Resistance 2, and that's not very close.
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What's your problem? No need to burst into fantard rage because an exclusive in the "competition" gets some praise for it's tech.
If you actually looked at the specs of the X360 to the PS3. You would know that it's almost impossible to compare just exactly how big the difference is between. It depends on the game engine and how well optimised it is for the hardware. The PS3's Cell SPEs can be used to a great advantage, likewise the X360's superior GPU w/eDRAM set up is also a factor.
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