The problem with 343 was the culture around hating Bungie's Halo and wanting to make it their own instead of honoring the legacy that was created for them to carry on. Just because the leadership changed, the name of the studio changed and the engine changed, does not mean that toxic and destructive mentality within the studios culture and mentality has changed. And even looking at what was shown. There is no grit, everything still looks super clean and plastic and MC's armor still looks off. Imo, this really doesn't change at all what I think about the future of Halo. I need to see 3 successful Halo games in a row, or just 2 really, that is true to Bungie's Halo and shows that they understand the franchise and have a solid plan for it's future. To me, this is still that trash studio filled with devs that don't understand Halo, actively hated it and actively worked to change it for over a decade. I have as much faith in this studio as I did with the last and as little faith as I always had in MS actually caring about the IP. But I talk as if this is actually a new studio. It's not. It's a rebrand. We've seen bad leadership change before and we've seen instances where the culture and mentality in the studio was so damaged already that it couldn't be repaired. We've seen it with Bioware and Rocksteady for example. And I see this situation as no different, at least until they prove otherwise. They even focused on wanting to be unique, as if Halo isn't already. I don't trust them and i don't trust MS.That simple.
I agree that we need to see their words translate to actual games but I think a lot of that culture was driven by upper management that is now gone. A lot of the staff that made the last few games have either been let go recently or have been gone for years so I do think the new leadership are looking to build a team of people that love the old Halo games and understand what made them special. Again, understanding those things and actually translating them into new games are two different things but it’s a much better foundation to build upon than what they were working with before
You've pretty much summed up my thoughts. My main concerns have always been because of Microsoft and 343i's perspective on the Halo franchise. Their hiring practices, subsidiary management, and overal culture has always created severe problems within Bungie, 343, and other studios. I have not seen anything, heard anything to state this is changing from people who worked on Infinite (but aren't in Halo Studios for now). 343 had a longer tenure with Halo than Bungie, and each product has gotten worse in different ways. I'd almost suggest that what they should've done is to create a studio to produce a military space science-fiction game of their own, and use that as the UE5 trial over just remaking Halo CE. If they could do that successfully, then they might develop the talent necessary to to work on Halo titles. Instead, they're just going to experiment more on their golden goose.
So long as there are still “they/them” moderators power-tripping on the halo waypoint forums, you’ll know the root of the company is the same as it was.
@@Everlight_TCG There are only 2 Genders in Halo. Flood and Non-Flood. They can get together and do that, it'll be good. If not Microsoft will probably close them.
diffrerent trend than you might think actually. Seems that treating talent as disposable is becoming the norm more and more which makes using a standardized (idk if that'd be the word for it) engine infinitely more practical.
Here’s my thing with the rebranding. Just show us, don’t tell us. They’ve learned from mistakes but what about what they’ve done well? Infinite had good gameplay, build on that, Halo 4 had an enjoyable story, learn from that, the soundtrack of Halo Infinite was loved, build on that. I feel like 343 focuses on what fans didn’t like, and not what fans DID like.
For what it's worth, the Coalition manage to make UE run like a dream, so I'm hopefully they'll help Halo Studios achieve that same level of actual high performance
The younger generation of developers only know how to use tools that were created, instead of thinking outside the box like the Bungie devs that went out the way to create their own tools on their uniquely modded engine. If y'all don't know what I'm talking about *Creative Assembly* today is struggling to produce content because the younger developers don't know how to utilizing the *Warscape Engine* they admitted the senior engineers are very few that they can't teach them fast enough or in time thus removing development time. If I remember correctly they to talked about wanting to use UE 5. 🤔
To be fair, even Bungie gave up on having a proprietary physics engine after CE. They switched to Havok in Halo 2 and never looked back as far as I know.
The unreal look issue is that it looks like dioramas, realistic but only the materials. They can combat this by emphasizing on the atmospheric effects (Notice how every 'good looking' scene has a lot of fog and atmosphere) and maintain the fidelity across both which could solve the issue.
To be clear, Project Foundry started in 2024 when Chris joined 343. However, since 2022, 343 supposedly had some devs working on smaller initiatives working to get the "feel" of Halo in UE5 before they pushed forward with moving to UE5. So it isn't really a full 2 year effort on a single research project.
@@_-ghostfps-_8651 Didn't hear anything of what the OP said in the video. Luke didn't know how long this project has been going on, where he thinks it's been going for 2-3 years, and the Devs didn't say when they started this project.
@@Jorary209 idk what happened to the previous comment I posted. But Chris Matthews, the new Art Director, proposed the project after he joined the studio (stated in video) and he joined 343 in January of 2024. Previous UE5 work has been mentioned on Twitter by "insiders" as proof of concept work related to feel and physics of Halo in UE5
"... a research project, for our studio so we can prepare ourselves for the next steps of making Halo games." Wasn't this the idea behind Halo Infinite? Seems like we have already heard this whole song and dance before.. again and again... :/
Yeah, but sometimes what research tells you is that something isn't going to work. Slipspace is a genuinely impressive engine, but it's harder to work with than UE5 which has had billions of dollars spent on it, as UE is an actual product in it's own right. More importantly, you can make the best engine in the world, but if you can't find enough people able to develop on it, then it's not very useful
To be fair, i actually liked Halo Infinite as a game. But the updates never came out and the entire idea of building onto the story never came to fruition, so the entire premise fell apart.
@@SpartanArmy117 I agree, the fundamentals of Infinite's gameplay are great (the controls are the best they've been under 343 imo), but the entire ethos of building on it as a platform being hung out to dry, is really damning to me.
Most of the higher ups who were to blame for the halo infinites downfalls aren’t at the studio anymore and with the previous layoffs the studio is almost completely full of new people and with the new engine the next game will be different wheather it’s good or not is yet to be seen
@@TheRealGeorgeGibson That's not coping it's just the truth. The fact that the studio has undergone significant change should not be cause for controversy. Whether or not the next game will be good is yet to be seen.
@@stealthtyrannus The gameplay was great, everything else sucked. The story, the lack of biomes, the lack of mission variety, lack of enemy variety, no innovations, no replayability, etc. It felt like a tech demo for a Halo game where the world/missions/enemies were place holders while they worked on the gameplay.
Being a purple haired black girl and going online as the face of a multiplayer FPS reboot in today's gamer culture..god damn. The guys who stormed Normandy weren't that brave.
@plogiii I never said all the criticism is just hating on “wokeness”. It’s become pretty apparent that some people care way too freaking much about this. It’s ok to be disappointed but some of these dudes make the sad fans like me look bad. I’m not a fan of that.
i'm even more worried that master chief look to have her body type in his armor, chubby , look at his proportions he looks ridiculous and wide from his ass and hips
@plogiii’We just hate the games they make, that’s why whenever a woman or black person appears on screen we start screeching like chimps in a cage and claiming the game HAS to be terrible.’ Sure bro.
I disagree that gamers expect 4k ray tracing and all that. People just want a good game. Simple as that. I legit don't think the vast majority, or that many at all, really care about these things, it is what companies think the consumers want, but when in reality, they just want a polished game that is not trying to rip people off time-wise or money-wise.
I wish what your saying was true, all though yes people really do want a good game that’s number 1, but also if the graphics doesn’t meet the standard at least artistically then people will shit on it big time.
@@DocterBumSki I think there is a big difference here between Graphical fidelity, and graphical vision and style. You don't need the game to be 4K textures on a rubble pile and trash cans etc. All you need is a coherent style and graphics that fit the kind of game you are going for. COD probably cannot go back to different graphic styles or down in fidelity. But I literally don't see how every game has to go for realistic or just incredible high fidelity. There are games that are old, because they had a certain style, still looks great even today. And some looks better than newer games coming out today, mainly looking at titles like Mass Effect. I think you are right in a way, with there being a certain standard, both graphics wise, QOL and features, but it is not the insane things we see today in certain IPs like COD or God of War. Some IPs and titles we expect that from like I mentioned, but even in those titles, 4K textures and ray tracing is overkill imho.
Notice how they use Halo 5 music on the trailer instead of the OG soundtrack. That's a redflag for me. If they exclude Marty's soundtracks then it is only 50% Halo.
To be fair that track is a banger. I know everyone hate’s the 343 games, but the music was not bad. Also they didn’t exclude Marty’s music. Almost all of Infinite used the classic Halo theme
@@EthanRom Eh. Disagree, I am not gonna lie and say I am not biased, but the new music just don't do it for me. I dunno why exactly, but there is something about the new Halo music that just feels... Flat.
Is it not a meme already, how often 343 put out press releases, stating, "We learned from our mistakes", before doing them all over again? Does anyone think anything has changed on that front?
Halo Studios' 'Foundry' is really just them stress testing the UE5 engine, and making assets as a glorified renderer - seeing where they can go and how things can look My biggest hope regarding Halo just has to do with Forge Mode and where they advance it and introduce more to players Ideally, Campaign + Multiplayer uses Forge to some capacity - that way players can tinker more with the game, and also have more control over tools and what they can make Issue with Infinite's Forge was it needed to do so much that was functionally entirely separate from how the campaign worked or multiplayer worked - which led to a delayed release
@@Level_Elevenidk I had no idea it was a halo 5 track, I haven’t played since halo 3, but I hated the song. It sounds like modern marvel inspired soulless movie music.
The problem with 343 is that they have very bad agreement with microsoft, which do not allow to have developers working on a project longer than 15 months. It has something to do with tax optimization. Developers who worked on a project through 15 months can't be hired again by quite a long time. You can imagine how big problem it is - when the worker is trained and implemented in the project, he has to be fired. Switching to Unreal can help them a lot, since many developers know this engine and they can be more productive since the beggining of their hire period.
It will still suck since good games cannot be made like that, masterpieces always comes from experience, honoring one's skills. It's how fromsoft was able to put out good game after good game, they retain their talent across multiple projects.
It's 18 months and that has nothing to do with MSFT. That is a Washington State law regarding contract workers (it's to prevent companies from abusing contract work/workers. Otherwise companies would just keep rehiring contract workers and avoid paying out benefits to them). The issue with MSFT is getting the approval to hire more internal hires vs contract workers. From the sounds of it, it seems that maaaaaaybe they are looking to onboard more internal folks and maybe utilize more 3rd party support and other 1st party studios within XGS. They've a plethora of internal studios to seek additional support from now with ABK in the picture.
Freelance work is common. Imagine if you made everyone full time employees. What are they all gonna do when the game ships? They have no more work to do by then
@@EthanRom wdym? Work on the next game in the series, work on DLC, work on side projects, be moved to another project at the publisher at least temporarily, theres loads that a team could be doing after a game ships.
Along with all the obvious issues, another one would be that they have to train everyone to lear their engine, Slipspace, now it’s easier for them to hire people with the knowledge in the U.R. Engine 5. There’s more people with experience with U.R. 5. Hopefully this goes well and we’re able to see it in the coming years.
as someone who is following Halo's development and was at the HCS event, where they revealed this live and could speak to devs there, 343 has basically been a whole new studio for about a year or so now, leadership has shifted to the guy who brought Master Chief Collection to PC and was in charge of reviving that game and hes the guy in charge of the studio now, is following Halo's development. That specific reveal took 13 weeks to set up and a lot of changes they can make in UE5 takes them three times as long in the current engine Halo Infinite uses. I'm cautiously optimistic as the new studio head has done a lot of good but the first UE5 game will be his first game hes in charge of, so im looking forward to how it turns out.
I think gamers nowadays demand 4K at 60FPS AT LEAST, is because we’re being charged for next gen consoles that cost anywhere from $500 to now $800 for the PS5 Pro so the least that developers can do is give us amazing looking games. We’re just trying to justify spending that kind of money so it’s frustrating when developers lock their games at 30 FPS when I just dropped serious money on an apparently “next gen” console. I don’t know anything about engines so it could be the choice of engine that is not allowing them to make games look amazing but UE is a fantastic engine in my opinion. Hopefully Halo can deliver with this announcement 🤷🏻♂️
I agree with a good portion of the initial take that more big studios using UE means more, and better, tools for everyone. I wouldn't be too concerned about the "unreal" look and feel, AAA will make their own content and will tweak the feel much more than what generic indie games do. (also reminds me of early '00s unreal games lol) Fantastic point about access to pre-trained workforce too. A lot of artists use UE as a portfolio tool and for practice in their own time, people generally are very familiar with the basic tools. People keep pointing at other proprietary engines as options but they don't realise that's not that simple. Those engines are generally very cumbersome to deploy for games that are not exactly the game they were made for. Unreal is a general purpose engine you can mould to your needs, iD tech is very specifically a first person corridor shooter engine. Proprietary engines often come with a lot of workflow restrictions too, you have to work the same way the creator has been working for decades, and in many cases this might be archaic or inefficient. Not to mention most proprietary engines aren't up for licensing most of the time. Sure Microsoft owns iD so theoretically it could work, but look at what happened to FrostByte when EA forced it onto every EA game ever. Dice turned into a tech support studio for everyone under EA and the battlefield games went to shit. Epic has been in the third party engine business for decades and they are set up for support, once you are signed up you have a ton of resources locked behind the developer network paywall and I'm pretty sure proprietary engines don't have an equivalent
Not gonna lie i have been using ue5 a lot as I am pursuing a career in game dev , and using a pre made engine supported by a massive company is really going to help them. They can implement and leverage various new features in halo and all they have to do is preserve the mechanics and design flow from their og platform.
I don't think there is ANY danger in a dev team using Unreal. There's already a CLEAR difference between a multi million dollar teams Unreal Production vs an Indie games Unreal Production. And they can still add to the engine and reformat the engine, you can download the whole source so if they want to change anything that can easily, I really dont think theres any reason to worry about it looking samey. Especially now that resources that originally went into making and maintaining a custom engine can be put into making the fidelity of game on Unreal better.
for the perception thing, a good way to overcome that is to make all the forerunner stuff grungy but otherwise super clean like how they showed and then you make the UNSCs metal gear a lot more scuffed up, a little rust here and there. that way it sells the forerunner tech as something alien while the UNSCs gear is more grounded.
If we actually see the structures in the OG Halo CE, there is a sign of wear, dirt and accumulation on structure closer to the outside world while the interiors are a bit more pristine in some areas. The art direction really gave that impression so maybe they should replicate the material by making it shiny only in some areas and not the whole material? That way they could replicate the artstyle properly with this alien metal.
17:17 the perception/narrative of the lore does not need to be changed. It's a game and meant to be designed that way. You just have to accept the game Devs perception/narrative, which is the lore.
Halo CE was the first game I ever played. I just want to play a game that captures the feeling of both dread but a little hopeful. That's Halo identity. Humanity, fighting against an implaccable enemy that puts us on the edge of extinction. In my opinion, the Covenant was dealt with and the same with the Banished, so the only existential threat to our species is the flood. Make 3 games about humanity destroying the Flood once and for all. It doesn't even have to be Master Chief. I'd be down to play as a Marine or ODST as it would make the Flood seem more dangerous. I just want to feel like we are saving humanity again, the laat couple games it doesn't feel like it.
This ish is cooked before it even gets put in the oven. I'm praying E-day won't be infected cuz if it is we might have to let these activist have western games 🤷🏾🤷🏾
I’m not worried, pretty sure there will be a company that will eventually have a greater system than unreal engine that’s the beauty of human talent, for now I’m hyped and hopeful for what new things halo studios will bring to the world.
I’m very optimistic about the news, I remember how amazing the armor looked when they were showcasing their slipspace engine back when infinite’s multiplayer was being revealed and we didn’t get nothing remotely to them.
14:25 I think that "action figure" look is also a result of the camera settings they used. It's easy to fix in Unreal, but I think they purposefully made the depth of field and focal length like this just for this presentation, I guess to give it a sort of stylized look.
Don't go into business, you'd be bad at it. This is about attracting developers, it's not marketing it's staffing. More than that, it was announced to an audience they already had at the Halo World Championships, and it's just a vidoc, filming a few interviews with staff is hardly expensive.
I knew as soon as I saw this during worlds you’d cover it hahaha as for the personnel…frank O’Connor, Kiki wolfkill, and Bonnie Ross are gone. A bunch of the old devs are gone from all the Microsoft layoffs. Pierre hintz is studio head now. It’s about as close to a new, fresh studio as you can get without actually giving halo to somebody else
i really hope that bringing it to ue5 makes it so that these games are more optimized and can be played basically on any platform like fortnite. I don't want games to be 189gb just because of graphics and animations. Just want the game to be playable at 1080p
Halo models were designed to be low poly for multiplayer but hide their low-polyness well by being really well designed. It's time for them to level up their modeling. Add more polygons, more greebles, more geometry. Not just dirt textures.
Halo needs more than graphics, the gameplay loop in infinite was genuinely not bad or far off but the theme is my most critiqued point. I am tired of cartoony, shiny and unserious elements of modern halo, it needs to return to an adult, militaresque, gritty and tragic theme that will not only do the story justice but the graphics and gameplay as well.
Problem with both 343, now Halo Studios, and The Coalition is that with the studios names being directly tied to their IP ties them to only make games in that IP and nothing else which means you will really only entice fans of the series to come work there and not creatives who want to make something new, atleast not for the long term which leads to braindrain. Renaming to Halo Studios was the exact opposite what they needed.
Oh no, a woman with dyed hair is part of the team. Now your micro sausage will fall off if you play the next Halo. 🤣 Can't wait until you find out that Tim Cain, one of the fathers of the original Fallout and current head of Obsidian is a vocal member of the alphabet community.
@PeteZajot lets wait and see then, white knight. Liberal women have made gaming worse and thats why ubisoft, 343, Dice, firewalk and other companies have failed.
Oh no, they had a blonde woman and a black woman, we're all doomed 😱 Let's just forget that the leadership lineup went from largely female to now entirely male.
@@qadi796 Like ES6 is going to take years anyway, you might as well take a year or two, do training on Unreal and overall be able to hopefully keep up graphicly, and gameplay wise with the competition because now your not worring if your MDickie era engine is going to load in an NPC correctly.. like even CDPR made the switch to a more comprehensive engine they don't need to maintain on the side now.
@@arcadeportal32 The Witcher 4 going to unreal engine is a huge mistake. I'm soo sick of all these games using that poorly optimized engine. It just doesn't work well for open world games.
@FordHoard CDPR is usually a pretty good dev, so I hope they pull through with it. With ES6, almost 100% are going to be using the creation engine, which, even in Starfield, I needed to use an ini editor just to get my resolutions right. In-game settings on different monitor settings are still borked... and graphicly felt just as dated as Fallout 4, which was already feeling dated. I can only cross my fingers and hope they actually pull off a miracle. As the Witcher 4 and maybe even Larians next game is sure to have all the choices you can think of and really good graphics...
I was there at the event they revealed this to the HCS crowd and people were excited! Moving off Slipspace is the most important thing Halo Studios needed to do.
i would take a halo that looked like halo 3 if the story was actually Halo. but i do not believe the people in charge are capable of understanding what made halo halo. This is a "say hello to the new boss, who is the same as the old boss." Nothing has changed save the talent has dried up.
I don't expect we will see anything released in the next 4-5 years. These images are likely very early development concept art. I'll bet they haven't even fully started the development process.
If most devs are going to have access to the same tools than I believe that the devs that are more creative will just shine more which I believe is already happening. If current devs that are making awesome games are having to deal with their own engine and building it, imagine what these devs are going to do when they don't have to worry about their own engine and building it. Keeping in mind that they are going to have to learn a new engine anyhow which will take time, but the possibilities of creativeness are only getting wider I feel. Which is going to make games even better than they are now. That is my hope and belief and time will tell.
Games will look similars if devs don't bother changing the default settings. It's just a known fact no matter what engine you use. You can tell when a dev try to stand out when they don't use the default and generic shaders in Unreal Engine 3 or 4 games (after all we got Guilty Gears looking Xrd looking nothing like your standard UE3 game, and Hi-Rush being equally stylish in UE4), and devs actually fix the 50hz settings in Unity that for some reason 60hz is NOT the default option by Unity company for 20+ years!
It bugs me when they say they are researching fans’ wants. Like.. we’ve been screaming what we want for a decade. I don’t hate every 343 game. In fact I sunk an ungodly amount of time into H5 multiplayer, but I still think it’s really dumb to state they don’t know what we want
Having everyone using UE5 and looking samey is not a real issue, its just means the bar is raised, if everyone looks the same, then the bigger studios will have to push gameplay and new assets to stand out, we are going to see game studios push harder in ways that are meaningful to gamers, have you seen how many games are using Unity? and how do developers there standout? They innovate on gameplay, assets, story, all of the things that are important.
I might try to joke about the name change because they already were Halo Studio... But considering that my favorite saga came from a studio named "Ryu Ga Gotoku studio" (Like a Dragon Studio) it would sound a bit hypocrite... And even then, RGG made another games like the Monkey Balls, First of the North Star, etc.
Don’t know if he’s gonna mention it here, but the reason why these studios have to move to unreal 5 is because they can’t retain their talented developers who know their engines. When you’re a poorly run company and you’re constantly having to cycle through employees it’s better to have a more universal engine that most developers know how to work with. That’s why I have no hope for the next halo game or the next Witcher game because all the best developers have been poached by better run companies like Larian or Warhorse studios for example
17:31 its actually a issue with flat shapes in reflective material if the shape is to flat it alears two dimensional to the human eye it needs to be slightly rounded to not look fake.
The era of custom game engines is slowly fading as the gaming industry expands at an unprecedented pace. Development teams are under immense pressure to produce more content, faster than ever before, and as a result, many are moving away from proprietary engines toward more accessible, widely-used engines like Unreal Engine. This shift has profound implications for the industry, particularly in how it will reshape talent acquisition and production workflows. By transitioning to engines like Unreal, companies are opening the doors to a much larger talent pool, as more developers are familiar with industry-standard engines compared to custom, proprietary ones. This trend can be seen across several major titles. For example, Call of Duty: Black Ops 6 now uses the Infinity Ward IW engine, a significant departure from past practices where studios like Treyarch would use heavily modified versions of existing engines. In earlier games like Black Ops 3, Black Ops 4, and Cold War, developers worked with distinct, highly customized iterations of the IW engine. However, the industry is moving toward standardization, and consolidating engine usage is likely to result in faster development cycles and increased game output. While Bungie’s use of the Tiger engine in Destiny serves as one of the last bastions of custom engine development for large-scale FPS games, other companies are making similar transitions. Even EA, long associated with its proprietary Frostbite engine. Doom Eternal under the id Tech 7 engine demonstrates a commitment to custom technology, maintaining a distinct identity in a sea of Unreal-powered titles. This dichotomy presents a fascinating tension in the industry. On one hand, adopting off-the-shelf technology like Unreal allows for faster onboarding of developers and smoother production workflows. On the other, studios lose a certain level of prestige and creative control when they abandon their own engines, giving up the technical uniqueness that once set them apart.
@@om58499 I guess writing too much words hurt the OP. Easier to copy and paste AI... Your account is from 2017 so I presume you are not a bot, that-s the only reason im even replying to you.
@@ToniCroX wait why would writing to much words hurt the op heck the op explain that when most games use the same engine their just look the same which would make them stand out less and yes i not a bot if it to long for you just read the conclusion you get the idea of the op
@@om58499 READ: "I guess writing too much words hurt the OP. Easier to copy and paste AI..." . He used AI for the comment. That's what my original comment was all about, then you chimed in saying that my head hurts if I read too much, and I referenced it in my response... This convo with you is literally useless. Please don't reply. I swear TH-cam comments these days...
After the delayed launch Infinite's graphics weren't even on my list of issues. Halo used to be this kind of chill and fun shooting game and they turned it into a Call of Duty slide cancel movement shooter sweatfest. They previously said Halo was all about competition and now they say it's all about graphics. I hope they return to Halo's more party game focused roots but I very much doubt it considering what 343's said.
Yes of course it costs money to build an engine. And for Indie developers that is almost impossible. But AAA-Developers should see it as their duty to make their own engine once in a while. If you don't want to become an industry that is completely dependent on Valve and Epic, then it is your duty as a AAA developer to invest time, energy and money into new engines.
I think the news is good. We know most of the leads were replaced. But at this point its still 343, we need tangible evidence , we gotta play the freaking Halo game god damn it
Remember when the Xbox 360 got 4 halo games, full trilogies of Mass Effect and Gears of War.......and there was one Halo game on the Xbox1.......and there has been one on the series X.......crazy. And just for good measure, only one Mass Effect game since the 360.
as long as the contents are decent with as little bugs as possible and without any social messaging, it will be good. I guess we have to lower the bar a lot these days just to get a decent game.
I think moving to UE5 is a good decision in this case because then they can focus on the game instead of fighting with the technology and trying to build their game engine tools at the same time they're trying to make a decent Halo game.
My main concern in this is all is that as it look like right now (an the foreseeable future) is that games are pushing the 100€ mark. Already. Really? All other media has stayed in price since 10 years. Games are getting 10€ more expensive per year. In this economy? The industry needs to focus on improving its competitiveness and quality.
I disagree that the issue it that they will all look the same, the art direction does not affect the unreal engine you can choose the art style, when it does become an issue is if everyone has amazing graphics, only the top tier will stand out, and at the end we win. We get more creative experience and takes.
Hot take..... Halo needs to "borrow" elements from Destiny. Specifically, create a shared world with events similar to strikes and patrols from Destiny. Additionally, they need some sort of meta progression or RNG type upgrade system to entice players to do open world things more than once or to want to run whatever their versions of strikes are. By "strikes", I just mean curated missions of varying difficulties that are done with squads of 3 or 4 and reward players with some form of meta progression for completing. The current structure of "campaign stuff and team based multiplayer" just isn't enough to keep people coming back. Imagine if there was a whole additional game mode in addition to the standard campaign and multiplayer that was similar to missions in Helldivers 2 (only 1st person obviously) with objectives, "loot" of some sort, selectable difficulties, vehicles, etc.
I'm just happy that they remembered that the Flood exists
Don't forget 343 still hadn't made a game with the flood halo wars 2 doesn't count
@@skettinbutter3635There’s only been one game 💀
@flimsywrist3176 what do you mean 1 game? Halo 4,5 and infinite didn't have flood
@@skettinbutter3635yea halo wars 2 counts
@@HishUnderscoreisn’t because the flood died in Halo 3?
The problem with 343 was the culture around hating Bungie's Halo and wanting to make it their own instead of honoring the legacy that was created for them to carry on. Just because the leadership changed, the name of the studio changed and the engine changed, does not mean that toxic and destructive mentality within the studios culture and mentality has changed. And even looking at what was shown. There is no grit, everything still looks super clean and plastic and MC's armor still looks off. Imo, this really doesn't change at all what I think about the future of Halo. I need to see 3 successful Halo games in a row, or just 2 really, that is true to Bungie's Halo and shows that they understand the franchise and have a solid plan for it's future. To me, this is still that trash studio filled with devs that don't understand Halo, actively hated it and actively worked to change it for over a decade. I have as much faith in this studio as I did with the last and as little faith as I always had in MS actually caring about the IP. But I talk as if this is actually a new studio. It's not. It's a rebrand. We've seen bad leadership change before and we've seen instances where the culture and mentality in the studio was so damaged already that it couldn't be repaired. We've seen it with Bioware and Rocksteady for example. And I see this situation as no different, at least until they prove otherwise. They even focused on wanting to be unique, as if Halo isn't already. I don't trust them and i don't trust MS.That simple.
I agree that we need to see their words translate to actual games but I think a lot of that culture was driven by upper management that is now gone. A lot of the staff that made the last few games have either been let go recently or have been gone for years so I do think the new leadership are looking to build a team of people that love the old Halo games and understand what made them special. Again, understanding those things and actually translating them into new games are two different things but it’s a much better foundation to build upon than what they were working with before
You've pretty much summed up my thoughts. My main concerns have always been because of Microsoft and 343i's perspective on the Halo franchise. Their hiring practices, subsidiary management, and overal culture has always created severe problems within Bungie, 343, and other studios. I have not seen anything, heard anything to state this is changing from people who worked on Infinite (but aren't in Halo Studios for now). 343 had a longer tenure with Halo than Bungie, and each product has gotten worse in different ways. I'd almost suggest that what they should've done is to create a studio to produce a military space science-fiction game of their own, and use that as the UE5 trial over just remaking Halo CE. If they could do that successfully, then they might develop the talent necessary to to work on Halo titles. Instead, they're just going to experiment more on their golden goose.
Bungie's halo art style was peak. Nothing beats halo reach art style.
So long as there are still “they/them” moderators power-tripping on the halo waypoint forums, you’ll know the root of the company is the same as it was.
@@Everlight_TCG There are only 2 Genders in Halo. Flood and Non-Flood.
They can get together and do that, it'll be good.
If not Microsoft will probably close them.
CDPR making a game in Unreal Engine and now Halo being developed in UE is showing me a general trend in the industry.
diffrerent trend than you might think actually. Seems that treating talent as disposable is becoming the norm more and more which makes using a standardized (idk if that'd be the word for it) engine infinitely more practical.
@@EbonMaster interesting insight
it makes sense right, way easier 2 hire people who don't need months of training just so they can start doing the job they were hired for.
@@EbonMaster that’s actually what I was alluding too. And it will get worse as AI is incorporated into development as well.
Here’s my thing with the rebranding. Just show us, don’t tell us. They’ve learned from mistakes but what about what they’ve done well?
Infinite had good gameplay, build on that, Halo 4 had an enjoyable story, learn from that, the soundtrack of Halo Infinite was loved, build on that.
I feel like 343 focuses on what fans didn’t like, and not what fans DID like.
@@NavyBluePersonGuy great point
Thats why they have been silent, they want to show
@@Varthismalthey didnt show shit. This announcement was a big fat nothing burger
@@prodtr3v and they don't need to show shit. This isn't a trailer or a reveal
@@caltroop848 obviously not now smh🤦🏽♂️ when they game is close to release, don’t tell us “this is what we did differently” just show us in trailers
Oh joy, another studio using Unreal Engine. I love stutters in my games
Don’t forget blur and smears! But at least it will look good in trailers!
Right XD end me please
For what it's worth, the Coalition manage to make UE run like a dream, so I'm hopefully they'll help Halo Studios achieve that same level of actual high performance
What’s two American women leading the team, and one of them with pink hair. I wonder how it’s gonna go.
@@The_Primary_Axiom The fuck does them being American have to do with anything?
The younger generation of developers only know how to use tools that were created, instead of thinking outside the box like the Bungie devs that went out the way to create their own tools on their uniquely modded engine.
If y'all don't know what I'm talking about *Creative Assembly* today is struggling to produce content because the younger developers don't know how to utilizing the *Warscape Engine* they admitted the senior engineers are very few that they can't teach them fast enough or in time thus removing development time. If I remember correctly they to talked about wanting to use UE 5. 🤔
To be fair, even Bungie gave up on having a proprietary physics engine after CE. They switched to Havok in Halo 2 and never looked back as far as I know.
I'm so sick of all games using unreal engine these days.
@@BalkanGames Nice piece of information.
@@derp3305 Yeah, it's why CE felt so "floaty".
Maybe that's why old games had some unique quirk to them. The programmers were over qualified and could easily implement new things if they wanted to.
The unreal look issue is that it looks like dioramas, realistic but only the materials. They can combat this by emphasizing on the atmospheric effects (Notice how every 'good looking' scene has a lot of fog and atmosphere) and maintain the fidelity across both which could solve the issue.
To be clear, Project Foundry started in 2024 when Chris joined 343. However, since 2022, 343 supposedly had some devs working on smaller initiatives working to get the "feel" of Halo in UE5 before they pushed forward with moving to UE5. So it isn't really a full 2 year effort on a single research project.
Interesting. Is this info available online somewhere? Would love to delve deeper into it
@Jorary209 they said in the video
@@_-ghostfps-_8651 Didn't hear anything of what the OP said in the video. Luke didn't know how long this project has been going on, where he thinks it's been going for 2-3 years, and the Devs didn't say when they started this project.
@@Jorary209 it's been going for 2 years but it wasn't just for visuals
They were testinf physics and game feel as well
@@Jorary209 idk what happened to the previous comment I posted. But Chris Matthews, the new Art Director, proposed the project after he joined the studio (stated in video) and he joined 343 in January of 2024. Previous UE5 work has been mentioned on Twitter by "insiders" as proof of concept work related to feel and physics of Halo in UE5
"... a research project, for our studio so we can prepare ourselves for the next steps of making Halo games."
Wasn't this the idea behind Halo Infinite? Seems like we have already heard this whole song and dance before.. again and again... :/
Yeah, but sometimes what research tells you is that something isn't going to work.
Slipspace is a genuinely impressive engine, but it's harder to work with than UE5 which has had billions of dollars spent on it, as UE is an actual product in it's own right. More importantly, you can make the best engine in the world, but if you can't find enough people able to develop on it, then it's not very useful
To be fair, i actually liked Halo Infinite as a game. But the updates never came out and the entire idea of building onto the story never came to fruition, so the entire premise fell apart.
@@SpartanArmy117 I agree, the fundamentals of Infinite's gameplay are great (the controls are the best they've been under 343 imo), but the entire ethos of building on it as a platform being hung out to dry, is really damning to me.
"Your engine could be strapped together with duct tape and hopes and dreams" sounds like the creation engine
Or the Halo engine after the Halo 2 because of the issues they had with optimization
yeah i cant wait for them to fumble halo for the fourth time in a row
343 renamed itself and people think its suddenly gonna be different than the last 12 years.
They didn't just rename. They've spent the last year and a half restructuring and firing the old studio leads.
@@pixels_per_minute They are gonna flop again mark my words. Id love to be proven wrong.
Most of the higher ups who were to blame for the halo infinites downfalls aren’t at the studio anymore and with the previous layoffs the studio is almost completely full of new people and with the new engine the next game will be different wheather it’s good or not is yet to be seen
@@pixels_per_minuteunfortunate cope..:
@@TheRealGeorgeGibson That's not coping it's just the truth. The fact that the studio has undergone significant change should not be cause for controversy. Whether or not the next game will be good is yet to be seen.
It’s literally a 343 reskin,
We’ve known slip stream was terrible.
Anyone going with hype over a cut scene needs to remember infinite
Old 343 is basically all gone. This is essentially a new studio
80% Of old studio is gone, including managment, its a new studio
I mean, Infinite's campaign wasn't that bad. Most of the complaints were that there aren't enough content .
@@stealthtyrannus The gameplay was great, everything else sucked. The story, the lack of biomes, the lack of mission variety, lack of enemy variety, no innovations, no replayability, etc. It felt like a tech demo for a Halo game where the world/missions/enemies were place holders while they worked on the gameplay.
@@Thebigsigh1975 the devs are still the same, wdym???
Being a purple haired black girl and going online as the face of a multiplayer FPS reboot in today's gamer culture..god damn. The guys who stormed Normandy weren't that brave.
Dude fr. The level of hate I see in some of these people’s hearts is insane 😭
@plogiii I never said all the criticism is just hating on “wokeness”. It’s become pretty apparent that some people care way too freaking much about this. It’s ok to be disappointed but some of these dudes make the sad fans like me look bad. I’m not a fan of that.
Yeah and it's probably unfair, but it's also hard to blame people. They recognize the pattern between this stuff and bad entertainment.
i'm even more worried that master chief look to have her body type in his armor, chubby , look at his proportions he looks ridiculous and wide from his ass and hips
@plogiii’We just hate the games they make, that’s why whenever a woman or black person appears on screen we start screeching like chimps in a cage and claiming the game HAS to be terrible.’
Sure bro.
Don’t forget the reason for the rebrand in the first place. Not getting hyped over halo stuff
Because it's not the same team😂
I disagree that gamers expect 4k ray tracing and all that. People just want a good game. Simple as that.
I legit don't think the vast majority, or that many at all, really care about these things, it is what companies think the consumers want, but when in reality, they just want a polished game that is not trying to rip people off time-wise or money-wise.
I wish what your saying was true, all though yes people really do want a good game that’s number 1, but also if the graphics doesn’t meet the standard at least artistically then people will shit on it big time.
@@DocterBumSki I think there is a big difference here between Graphical fidelity, and graphical vision and style.
You don't need the game to be 4K textures on a rubble pile and trash cans etc.
All you need is a coherent style and graphics that fit the kind of game you are going for.
COD probably cannot go back to different graphic styles or down in fidelity. But I literally don't see how every game has to go for realistic or just incredible high fidelity.
There are games that are old, because they had a certain style, still looks great even today. And some looks better than newer games coming out today, mainly looking at titles like Mass Effect.
I think you are right in a way, with there being a certain standard, both graphics wise, QOL and features, but it is not the insane things we see today in certain IPs like COD or God of War.
Some IPs and titles we expect that from like I mentioned, but even in those titles, 4K textures and ray tracing is overkill imho.
Frankie and Wolfkill are both gone, better times are ahead
Notice how they use Halo 5 music on the trailer instead of the OG soundtrack. That's a redflag for me. If they exclude Marty's soundtracks then it is only 50% Halo.
But...they did use one of marty songs in the video tho
To be fair that track is a banger. I know everyone hate’s the 343 games, but the music was not bad. Also they didn’t exclude Marty’s music. Almost all of Infinite used the classic Halo theme
@@EthanRom Eh. Disagree, I am not gonna lie and say I am not biased, but the new music just don't do it for me. I dunno why exactly, but there is something about the new Halo music that just feels... Flat.
@@TheMetalfreak360 Well it doesn’t even matter. Infinite’s OST was mostly Marty. They’re just reusing an old track for a video. It’s not that deep
i love that soundtrack though..Halo 4 and 5 soundtrack been great imo
Everytime I think of modern Halo I think of the Crowbcat video on Halo Infinite
“One single Flood spore can destroy a species.”
I miss the CryEngine. I realy like the look that comes with it.
I think CryEngine still looks better than unreal engine.
KCD2 will be built on a modified version of it
@@noamias4897 and i am realy happy about that.
Is it not a meme already, how often 343 put out press releases, stating, "We learned from our mistakes", before doing them all over again?
Does anyone think anything has changed on that front?
Luckily they got Melissa LGBTQ running things it will all work out!
Halo Studios' 'Foundry' is really just them stress testing the UE5 engine, and making assets as a glorified renderer - seeing where they can go and how things can look
My biggest hope regarding Halo just has to do with Forge Mode and where they advance it and introduce more to players
Ideally, Campaign + Multiplayer uses Forge to some capacity - that way players can tinker more with the game, and also have more control over tools and what they can make
Issue with Infinite's Forge was it needed to do so much that was functionally entirely separate from how the campaign worked or multiplayer worked - which led to a delayed release
The fact they used the Halo 5 OST for this trailer tells me they haven’t learned enough.
That track isn’t bad though. Probably the one song from Halo 5 that I remember actually enjoying
@@Level_Elevenidk I had no idea it was a halo 5 track, I haven’t played since halo 3, but I hated the song. It sounds like modern marvel inspired soulless movie music.
@@Level_Eleven it’s not terrible, but when you have such an iconic library of tracks to choose from, why go with one from the most divisive game?
That track is amazing ur a moron
there are also a couple halo ce tracks too
The problem with 343 is that they have very bad agreement with microsoft, which do not allow to have developers working on a project longer than 15 months. It has something to do with tax optimization. Developers who worked on a project through 15 months can't be hired again by quite a long time. You can imagine how big problem it is - when the worker is trained and implemented in the project, he has to be fired. Switching to Unreal can help them a lot, since many developers know this engine and they can be more productive since the beggining of their hire period.
It will still suck since good games cannot be made like that, masterpieces always comes from experience, honoring one's skills. It's how fromsoft was able to put out good game after good game, they retain their talent across multiple projects.
It's 18 months and that has nothing to do with MSFT. That is a Washington State law regarding contract workers (it's to prevent companies from abusing contract work/workers. Otherwise companies would just keep rehiring contract workers and avoid paying out benefits to them). The issue with MSFT is getting the approval to hire more internal hires vs contract workers. From the sounds of it, it seems that maaaaaaybe they are looking to onboard more internal folks and maybe utilize more 3rd party support and other 1st party studios within XGS. They've a plethora of internal studios to seek additional support from now with ABK in the picture.
Freelance work is common. Imagine if you made everyone full time employees. What are they all gonna do when the game ships? They have no more work to do by then
This. This is the big elephant in the room.
@@EthanRom wdym? Work on the next game in the series, work on DLC, work on side projects, be moved to another project at the publisher at least temporarily, theres loads that a team could be doing after a game ships.
Along with all the obvious issues, another one would be that they have to train everyone to lear their engine, Slipspace, now it’s easier for them to hire people with the knowledge in the U.R. Engine 5. There’s more people with experience with U.R. 5. Hopefully this goes well and we’re able to see it in the coming years.
for the first time in over a decade, a halo studio referenced the flood on it's own
as someone who is following Halo's development and was at the HCS event, where they revealed this live and could speak to devs there, 343 has basically been a whole new studio for about a year or so now, leadership has shifted to the guy who brought Master Chief Collection to PC and was in charge of reviving that game and hes the guy in charge of the studio now, is following Halo's development. That specific reveal took 13 weeks to set up and a lot of changes they can make in UE5 takes them three times as long in the current engine Halo Infinite uses. I'm cautiously optimistic as the new studio head has done a lot of good but the first UE5 game will be his first game hes in charge of, so im looking forward to how it turns out.
I wish this news was Bethesda shifting engines.
Good ahead Halo fans. Kick the football. Lucy’s waiting….
That's good and all but it's still 343 with a different name.
I think gamers nowadays demand 4K at 60FPS AT LEAST, is because we’re being charged for next gen consoles that cost anywhere from $500 to now $800 for the PS5 Pro so the least that developers can do is give us amazing looking games. We’re just trying to justify spending that kind of money so it’s frustrating when developers lock their games at 30 FPS when I just dropped serious money on an apparently “next gen” console. I don’t know anything about engines so it could be the choice of engine that is not allowing them to make games look amazing but UE is a fantastic engine in my opinion. Hopefully Halo can deliver with this announcement 🤷🏻♂️
nobody plays at 4k the fuck you talking about? 90% of gamers use 1080p.
Don't forget the $60~70 price for these shiny AAA games that definitely don't come out half baked 😅
This images will literally be a test for tech. Nothing here should be seen as final Luke.
I agree with a good portion of the initial take that more big studios using UE means more, and better, tools for everyone. I wouldn't be too concerned about the "unreal" look and feel, AAA will make their own content and will tweak the feel much more than what generic indie games do. (also reminds me of early '00s unreal games lol) Fantastic point about access to pre-trained workforce too. A lot of artists use UE as a portfolio tool and for practice in their own time, people generally are very familiar with the basic tools.
People keep pointing at other proprietary engines as options but they don't realise that's not that simple. Those engines are generally very cumbersome to deploy for games that are not exactly the game they were made for. Unreal is a general purpose engine you can mould to your needs, iD tech is very specifically a first person corridor shooter engine.
Proprietary engines often come with a lot of workflow restrictions too, you have to work the same way the creator has been working for decades, and in many cases this might be archaic or inefficient. Not to mention most proprietary engines aren't up for licensing most of the time. Sure Microsoft owns iD so theoretically it could work, but look at what happened to FrostByte when EA forced it onto every EA game ever. Dice turned into a tech support studio for everyone under EA and the battlefield games went to shit. Epic has been in the third party engine business for decades and they are set up for support, once you are signed up you have a ton of resources locked behind the developer network paywall and I'm pretty sure proprietary engines don't have an equivalent
Whatever Halo game they make also needs to be rated M
Not gonna lie i have been using ue5 a lot as I am pursuing a career in game dev , and using a pre made engine supported by a massive company is really going to help them.
They can implement and leverage various new features in halo and all they have to do is preserve the mechanics and design flow from their og platform.
not to mention how easy itll be for new devs to get in and just start working on the game right away instead of training on BLAM! for 6 months
@@commanderwyro4204 this
I don't think there is ANY danger in a dev team using Unreal. There's already a CLEAR difference between a multi million dollar teams Unreal Production vs an Indie games Unreal Production. And they can still add to the engine and reformat the engine, you can download the whole source so if they want to change anything that can easily, I really dont think theres any reason to worry about it looking samey. Especially now that resources that originally went into making and maintaining a custom engine can be put into making the fidelity of game on Unreal better.
Hearing them actually enjoying what they are doing is probably the best news from this whole thing in my opinion
Trash with a different coat of paint is still TRASH 🗑 🚮
lol. it's sad. I want to believe they'll make a good halo game. I want to.
for the perception thing, a good way to overcome that is to make all the forerunner stuff grungy but otherwise super clean like how they showed and then you make the UNSCs metal gear a lot more scuffed up, a little rust here and there. that way it sells the forerunner tech as something alien while the UNSCs gear is more grounded.
If we actually see the structures in the OG Halo CE, there is a sign of wear, dirt and accumulation on structure closer to the outside world while the interiors are a bit more pristine in some areas. The art direction really gave that impression so maybe they should replicate the material by making it shiny only in some areas and not the whole material? That way they could replicate the artstyle properly with this alien metal.
The halo 5 soundtrack they used for this hits hard, and ironic in a good way 🎉🎉
17:17 the perception/narrative of the lore does not need to be changed. It's a game and meant to be designed that way. You just have to accept the game Devs perception/narrative, which is the lore.
Halo CE was the first game I ever played. I just want to play a game that captures the feeling of both dread but a little hopeful. That's Halo identity. Humanity, fighting against an implaccable enemy that puts us on the edge of extinction. In my opinion, the Covenant was dealt with and the same with the Banished, so the only existential threat to our species is the flood.
Make 3 games about humanity destroying the Flood once and for all. It doesn't even have to be Master Chief. I'd be down to play as a Marine or ODST as it would make the Flood seem more dangerous. I just want to feel like we are saving humanity again, the laat couple games it doesn't feel like it.
This ish is cooked before it even gets put in the oven. I'm praying E-day won't be infected cuz if it is we might have to let these activist have western games 🤷🏾🤷🏾
Get ready to be banned on a game about genociding a different species because you didn't use the correct pronouns when they diversify the locust
I’m not worried, pretty sure there will be a company that will eventually have a greater system than unreal engine that’s the beauty of human talent, for now I’m hyped and hopeful for what new things halo studios will bring to the world.
I was hoping Luke would cover this video. Really hoping the future of Halo is bright
at the like 10 minute mark where they're showing the renders, it sounds like an offshoot of the Starfield theme music
I’m very optimistic about the news, I remember how amazing the armor looked when they were showcasing their slipspace engine back when infinite’s multiplayer was being revealed and we didn’t get nothing remotely to them.
Daily Reminder Valve Source 1 / 2 Engine literally fork from ID Engine. Kinda weird they dont use ID.
Source 2 Engine capable Single / Multi-player game.
14:25
I think that "action figure" look is also a result of the camera settings they used. It's easy to fix in Unreal, but I think they purposefully made the depth of field and focal length like this just for this presentation, I guess to give it a sort of stylized look.
I have to say my mantra:
The industry sets the standards, the gamers just hope they live up to them.
I like how major developers are basically just throwing in the towel well it was a good run imo rip gaming
Halo 4, Halo 5, Halo MCC, Halo Infinite... After 5 games why would the next one be any different.
I expect nothing from this franchise anymore
wasting money on corporate marketing, not a good sign
it was a video they shot in house and put up at the HCS tournament, relax
This reads more like a hiring video. 80% of the old work force were contract workers, so now that they restructured they need to get new devs.
Don't go into business, you'd be bad at it.
This is about attracting developers, it's not marketing it's staffing. More than that, it was announced to an audience they already had at the Halo World Championships, and it's just a vidoc, filming a few interviews with staff is hardly expensive.
I knew as soon as I saw this during worlds you’d cover it hahaha as for the personnel…frank O’Connor, Kiki wolfkill, and Bonnie Ross are gone. A bunch of the old devs are gone from all the Microsoft layoffs. Pierre hintz is studio head now. It’s about as close to a new, fresh studio as you can get without actually giving halo to somebody else
i really hope that bringing it to ue5 makes it so that these games are more optimized and can be played basically on any platform like fortnite. I don't want games to be 189gb just because of graphics and animations. Just want the game to be playable at 1080p
Mate
.. shut your mouth
Halo models were designed to be low poly for multiplayer but hide their low-polyness well by being really well designed. It's time for them to level up their modeling. Add more polygons, more greebles, more geometry. Not just dirt textures.
Halo needs more than graphics, the gameplay loop in infinite was genuinely not bad or far off but the theme is my most critiqued point. I am tired of cartoony, shiny and unserious elements of modern halo, it needs to return to an adult, militaresque, gritty and tragic theme that will not only do the story justice but the graphics and gameplay as well.
Problem with both 343, now Halo Studios, and The Coalition is that with the studios names being directly tied to their IP ties them to only make games in that IP and nothing else which means you will really only entice fans of the series to come work there and not creatives who want to make something new, atleast not for the long term which leads to braindrain. Renaming to Halo Studios was the exact opposite what they needed.
The whole thing about all games looking the same in time is a little concerning
Based off the staff, nope, it’s DOA, one looks like a Concord character…
Oh no, a woman with dyed hair is part of the team. Now your micro sausage will fall off if you play the next Halo. 🤣 Can't wait until you find out that Tim Cain, one of the fathers of the original Fallout and current head of Obsidian is a vocal member of the alphabet community.
@PeteZajot lets wait and see then, white knight. Liberal women have made gaming worse and thats why ubisoft, 343, Dice, firewalk and other companies have failed.
@@PeteZajot Cringe
Oh no, they had a blonde woman and a black woman, we're all doomed 😱 Let's just forget that the leadership lineup went from largely female to now entirely male.
@@alexlyster3459 the women have gay flags and pronouns on their bios they are activists
Bethedsa needs to be next imo, I like the mods, but the games clearly are not getting enough love..
There mindset is literally, "ah well the mods will fix it" but even the Modders are sick of it now
@@qadi796 Like ES6 is going to take years anyway, you might as well take a year or two, do training on Unreal and overall be able to hopefully keep up graphicly, and gameplay wise with the competition because now your not worring if your MDickie era engine is going to load in an NPC correctly.. like even CDPR made the switch to a more comprehensive engine they don't need to maintain on the side now.
@@arcadeportal32 The Witcher 4 going to unreal engine is a huge mistake. I'm soo sick of all these games using that poorly optimized engine. It just doesn't work well for open world games.
@FordHoard CDPR is usually a pretty good dev, so I hope they pull through with it. With ES6, almost 100% are going to be using the creation engine, which, even in Starfield, I needed to use an ini editor just to get my resolutions right. In-game settings on different monitor settings are still borked... and graphicly felt just as dated as Fallout 4, which was already feeling dated. I can only cross my fingers and hope they actually pull off a miracle. As the Witcher 4 and maybe even Larians next game is sure to have all the choices you can think of and really good graphics...
I was there at the event they revealed this to the HCS crowd and people were excited!
Moving off Slipspace is the most important thing Halo Studios needed to do.
Actually we need the Kevinkoolx Engine to be retooled.
i would take a halo that looked like halo 3 if the story was actually Halo. but i do not believe the people in charge are capable of understanding what made halo halo. This is a "say hello to the new boss, who is the same as the old boss." Nothing has changed save the talent has dried up.
I don't expect we will see anything released in the next 4-5 years. These images are likely very early development concept art. I'll bet they haven't even fully started the development process.
If most devs are going to have access to the same tools than I believe that the devs that are more creative will just shine more which I believe is already happening. If current devs that are making awesome games are having to deal with their own engine and building it, imagine what these devs are going to do when they don't have to worry about their own engine and building it. Keeping in mind that they are going to have to learn a new engine anyhow which will take time, but the possibilities of creativeness are only getting wider I feel. Which is going to make games even better than they are now. That is my hope and belief and time will tell.
I see the biggest benefit is they can roll people in and out faster and outsource.
2:45 yea sadly even Valve was thinking about going Unreal with Deadlock
Hope they bring back the halo mega blocks game
Games will look similars if devs don't bother changing the default settings. It's just a known fact no matter what engine you use. You can tell when a dev try to stand out when they don't use the default and generic shaders in Unreal Engine 3 or 4 games (after all we got Guilty Gears looking Xrd looking nothing like your standard UE3 game, and Hi-Rush being equally stylish in UE4), and devs actually fix the 50hz settings in Unity that for some reason 60hz is NOT the default option by Unity company for 20+ years!
It bugs me when they say they are researching fans’ wants. Like.. we’ve been screaming what we want for a decade. I don’t hate every 343 game. In fact I sunk an ungodly amount of time into H5 multiplayer, but I still think it’s really dumb to state they don’t know what we want
They actually listened to the community. Now let’s see if their new games deliver on their promise.
I expect everything i want. First game company that can offer it wins my money.
Melissa Boone is the biggest red flag alone. She's going to turn Halo into Concord.
Does Phil Spencer do anything around there? Does somebody have dirt on him that prevents him from making good decisions?
Does it hurt?
@@fffrrraannkk He has bosses too. That man looks like a defeated man that just wants to give up at that job at this point.
@@chrisflynn9695 he's looking at steve balmers life like " just a few more fragments of my soul and that's what imma be doing."
What did Melissa Boone do? Lol
70%-80% of 343 including higher ups have been gutted 3 years ago. Its a new team run by then guy who pretty much saved MCC.
Give them a chance..
Except it's run by a girl who is toxic LGBT activist.
Having everyone using UE5 and looking samey is not a real issue, its just means the bar is raised, if everyone looks the same, then the bigger studios will have to push gameplay and new assets to stand out, we are going to see game studios push harder in ways that are meaningful to gamers, have you seen how many games are using Unity? and how do developers there standout? They innovate on gameplay, assets, story, all of the things that are important.
I might try to joke about the name change because they already were Halo Studio... But considering that my favorite saga came from a studio named "Ryu Ga Gotoku studio" (Like a Dragon Studio) it would sound a bit hypocrite... And even then, RGG made another games like the Monkey Balls, First of the North Star, etc.
Don’t know if he’s gonna mention it here, but the reason why these studios have to move to unreal 5 is because they can’t retain their talented developers who know their engines. When you’re a poorly run company and you’re constantly having to cycle through employees it’s better to have a more universal engine that most developers know how to work with.
That’s why I have no hope for the next halo game or the next Witcher game because all the best developers have been poached by better run companies like Larian or Warhorse studios for example
Were it so easy… 🤔
17:31 its actually a issue with flat shapes in reflective material if the shape is to flat it alears two dimensional to the human eye it needs to be slightly rounded to not look fake.
Craig lives!
The era of custom game engines is slowly fading as the gaming industry expands at an unprecedented pace. Development teams are under immense pressure to produce more content, faster than ever before, and as a result, many are moving away from proprietary engines toward more accessible, widely-used engines like Unreal Engine. This shift has profound implications for the industry, particularly in how it will reshape talent acquisition and production workflows. By transitioning to engines like Unreal, companies are opening the doors to a much larger talent pool, as more developers are familiar with industry-standard engines compared to custom, proprietary ones.
This trend can be seen across several major titles. For example, Call of Duty: Black Ops 6 now uses the Infinity Ward IW engine, a significant departure from past practices where studios like Treyarch would use heavily modified versions of existing engines. In earlier games like Black Ops 3, Black Ops 4, and Cold War, developers worked with distinct, highly customized iterations of the IW engine. However, the industry is moving toward standardization, and consolidating engine usage is likely to result in faster development cycles and increased game output.
While Bungie’s use of the Tiger engine in Destiny serves as one of the last bastions of custom engine development for large-scale FPS games, other companies are making similar transitions. Even EA, long associated with its proprietary Frostbite engine.
Doom Eternal under the id Tech 7 engine demonstrates a commitment to custom technology, maintaining a distinct identity in a sea of Unreal-powered titles. This dichotomy presents a fascinating tension in the industry. On one hand, adopting off-the-shelf technology like Unreal allows for faster onboarding of developers and smoother production workflows. On the other, studios lose a certain level of prestige and creative control when they abandon their own engines, giving up the technical uniqueness that once set them apart.
ChatGPT much?
@@ToniCroXoh to much words make your head hurts?
@@om58499 I guess writing too much words hurt the OP. Easier to copy and paste AI... Your account is from 2017 so I presume you are not a bot, that-s the only reason im even replying to you.
@@ToniCroX wait why would writing to much words hurt the op heck the op explain that when most games use the same engine their just look the same which would make them stand out less and yes i not a bot if it to long for you just read the conclusion you get the idea of the op
@@om58499 READ: "I guess writing too much words hurt the OP. Easier to copy and paste AI..." . He used AI for the comment. That's what my original comment was all about, then you chimed in saying that my head hurts if I read too much, and I referenced it in my response... This convo with you is literally useless. Please don't reply. I swear TH-cam comments these days...
After the delayed launch Infinite's graphics weren't even on my list of issues. Halo used to be this kind of chill and fun shooting game and they turned it into a Call of Duty slide cancel movement shooter sweatfest. They previously said Halo was all about competition and now they say it's all about graphics. I hope they return to Halo's more party game focused roots but I very much doubt it considering what 343's said.
Yes of course it costs money to build an engine. And for Indie developers that is almost impossible. But AAA-Developers should see it as their duty to make their own engine once in a while. If you don't want to become an industry that is completely dependent on Valve and Epic, then it is your duty as a AAA developer to invest time, energy and money into new engines.
I love Halo!
i loved halo
Craig is what made Halo Infinite the greatest Halo of all time so stop hating.
I think the news is good. We know most of the leads were replaced. But at this point its still 343, we need tangible evidence , we gotta play the freaking Halo game god damn it
Important question: Will Cortana get that giga chad jaw!? 😂
Remember when the Xbox 360 got 4 halo games, full trilogies of Mass Effect and Gears of War.......and there was one Halo game on the Xbox1.......and there has been one on the series X.......crazy.
And just for good measure, only one Mass Effect game since the 360.
Gawdammit, they need to get Marty O’Donnell back!!!
We need the Luke Stephens Engine to be used by everyone.
as long as the contents are decent with as little bugs as possible and without any social messaging, it will be good.
I guess we have to lower the bar a lot these days just to get a decent game.
Epic going to have a great few years
I think moving to UE5 is a good decision in this case because then they can focus on the game instead of fighting with the technology and trying to build their game engine tools at the same time they're trying to make a decent Halo game.
My main concern in this is all is that as it look like right now (an the foreseeable future) is that games are pushing the 100€ mark. Already. Really?
All other media has stayed in price since 10 years. Games are getting 10€ more expensive per year. In this economy?
The industry needs to focus on improving its competitiveness and quality.
I disagree that the issue it that they will all look the same, the art direction does not affect the unreal engine you can choose the art style, when it does become an issue is if everyone has amazing graphics, only the top tier will stand out, and at the end we win. We get more creative experience and takes.
Meanwhile, at Digital Extremes...
Ray Tracing can kick rocks to be honest
Hot take..... Halo needs to "borrow" elements from Destiny. Specifically, create a shared world with events similar to strikes and patrols from Destiny. Additionally, they need some sort of meta progression or RNG type upgrade system to entice players to do open world things more than once or to want to run whatever their versions of strikes are. By "strikes", I just mean curated missions of varying difficulties that are done with squads of 3 or 4 and reward players with some form of meta progression for completing.
The current structure of "campaign stuff and team based multiplayer" just isn't enough to keep people coming back.
Imagine if there was a whole additional game mode in addition to the standard campaign and multiplayer that was similar to missions in Helldivers 2 (only 1st person obviously) with objectives, "loot" of some sort, selectable difficulties, vehicles, etc.