Halo Reach Thread


Recommended Posts

Well, you can't really tell until you play, but I imagine it will be similar to Halo3, but graphics and gameplay pushed much much farther.

Also, what do you mean it doesn't look like that "developer diaries"? You mean the developer video they released? It looks the exact same... because it is.

Anywho I think it looks fantastic. The more realistic and detailed artstyle is brilliant!

Sure you can. If your familiar with the base technology a developer is working with, having extensively played both H2 and H3, which Reach is building on, it looks like the exact same game. I called it for H3, and I'm calling it again for Reach. There isn't a huge jump taking place.

Like I said, its from an Alpha build and the footage looks more similar to H3 than Reach. Re-watch the developer video; visually it looks nothing like H3, though this leaked footage looks like a straight port.

Unimpressed atm.

So even though I was into Halo for idk 6-7 years or something, I got into COD4... At first I hated having to rank up to unlock weapons and also hated that I couldn't just pick up weapons from spawns. Then I realized.. I actually like the whole RPG element to weapons and being able to have classes.

Honestly, I love Halo, always have and always will.. But I can't play it anymore because I love COD now. If Halo Reach implemented a new system for MP with having weapon classes and unlocking weapons.. My god, I would love this game more than I ever did. I know it more than likely is your standard default weapon on spawn and map weapon spawns... but a girl can hope, right? That and I would LOVE a sprint option. This was another thing that I had a hard time adjusting to after a year of COD straight and then trying to get back into Halo. I felt so damn slow and that's even going back to MLG settings which are slightly different.

The trailer really pumped me up though and made me interested. It does still feel like Halo 3 + new maps but definitely liked how the style is more akin to CE/2. I'll be playing it in beta but it probably won't be a disc always in my Xbox when it's released unlike how COD4 and MW2 have been for me.

Either way, can't waaaaait :)

Sure you can. If your familiar with the base technology a developer is working with, having extensively played both H2 and H3, which Reach is building on, it looks like the exact same game. I called it for H3, and I'm calling it again for Reach. There isn't a huge jump taking place.

Like I said, its from an Alpha build and the footage looks more similar to H3 than Reach. Re-watch the developer video; visually it looks nothing like H3, though this leaked footage looks like a straight port.

Unimpressed atm.

Looks like we are watching different videos. I agree with the other poster, this is night and day better than H3, from graphics to game play. I don't see a port at all.

WOW!!! That is a hell of a lot of stuff to take in! As a long standing Halo fan I really don't know what to make of it! Jet packs? Assassinations? How will that balance out? And some of those new weapons look very powerful indeed!! As I said I really don't know what to make of it. But I do have ODST so I guess I will fully formulate an opinion come May 3rd.

Visually I couldn't ask for more and was there some proper recoil in some of those shots or am I seeing things?

Also the elite barrel roll has me kind of nervous tbh...

Final thought, sprint + Energy Sword lunge = Goodbye balance??!

Looks like we are watching different videos. I agree with the other poster, this is night and day better than H3, from graphics to game play. I don't see a port at all.

Seriously, what's different in visual gameplay? Jet packs?

Also the elite barrel roll has me kind of nervous tbh...

Final thought, sprint + Energy Sword lunge = Goodbye balance??!

I'm wondering if the roll for elites are the "skills" they can deploy. But now that I think about it elites in H2 had jetpacks too, so there is a balance. Suppose everyone gets a roll then, sprint etc. Where is the unique balance?

Halo 1 weapons were brutal on impact, covenant stunned; unique and yet effective!

Can Elites sprint? Perhaps Elites can roll and Spartans can sprint? That would make sense if you're gonna be choosing which you are in MP anyway like in H3.

TBH I think both can sprint and both can roll.

Imagine if they made you choose between the two? I would choose sprint every time. You can barrel roll all you like someone will just shoot you with the Rocket Launcher...

Detail, texture, lighting, shadowing, particles and more. Granted, the base is Halo....because, well, it's HALO.

That doesn't translate to new game-play. Nothing new save for jet-packs and rolls it looks like.

@goji:

Both videos show the same game, and they are obviously the same because they look identical...

Which was my point; nothing new to see here, yet.

That doesn't translate to new game-play. Nothing new save for jet-packs and rolls it looks like.

Honestly, what do you expect in a FPS? Don't forget this is multiplayer beta and they're probably still holding some stuff back like they did with Halo3. The 4player co-op was huge for me.

That doesn't translate to new game-play. Nothing new save for jet-packs and rolls it looks like.

Which was my point; nothing new to see here, yet.

Not sure I follow? It's halo with improved graphics, new campaign, new multiplayer maps and features, load outs, larger scale maps and more AI. It's Halo. If you want a different game, play something other than Halo.

Halo is Halo is Halo.

Honestly, what do you expect in a FPS? Don't forget this is multiplayer beta and they're probably still holding some stuff back like they did with Halo3. The 4player co-op was huge for me.

In terms of Halo, all your really attached to is story now. In 2010 there isn't much ground an FPS hasn't already covered or implemented. 4 player co op was nice, but not really needed. I read it as a cheap excuse to force multi-player on a single-player experience. And before anyone harps on well what about all the other 2-player co-op modes, well ya, those worked well in a non XBox live intensive experience. The platform developed since H1 launched.

Not sure I follow? It's halo with improved graphics, new campaign, new multiplayer maps and features, load outs, larger scale maps and more AI. It's Halo. If you want a different game, play something other than Halo.

Halo is Halo is Halo.

Not even close. Halo 1 is fundamentally different game-play wise from 2 and 3 etc. Halo as a series has an overarching story and concept, but completely different gaming mechanics per each major installment. In terms of development, we all had something to look forward to post H1, and H2. H2 introduced Halo on a brand new engine, and H3 brought the H2 engine into the HD realm.

But on Reach, I was thinking about the assassinations last night; seriously how lame are those? I hope you can turn them off as quick melees, as a means of dispatching your foes was an amazing rush particularly with two or three in a row. I don't' see how this will be implemented without changing the formula and breaking the game-play flow.

In terms of Halo, all your really attached to is story now. In 2010 there isn't much ground an FPS hasn't already covered or implemented. 4 player co op was nice, but not really needed. I read it as a cheap excuse to force multi-player on a single-player experience. And before anyone harps on well what about all the other 2-player co-op modes, well ya, those worked well in a non XBox live intensive experience. The platform developed since H1 launched.

Not even close. Halo 1 is fundamentally different game-play wise from 2 and 3 etc. Halo as a series has an overarching story and concept, but completely different gaming mechanics per each major installment. In terms of development, we all had something to look forward to post H1, and H2. H2 introduced Halo on a brand new engine, and H3 brought the H2 engine into the HD realm.

But on Reach, I was thinking about the assassinations last night; seriously how lame are those? I hope you can turn them off as quick melees, as a means of dispatching your foes was an amazing rush particularly with two or three in a row. I don't' see how this will be implemented without changing the formula and breaking the game-play flow.

Well then play Halo 3.

Those of us that want to try Reach will play Reach, if we like it we'll keep playing it, if not we'll come play Halo 3 with you but I was kinda lookin' forward to getting a new game yknow :)

In terms of Halo, all your really attached to is story now. In 2010 there isn't much ground an FPS hasn't already covered or implemented. 4 player co op was nice, but not really needed. I read it as a cheap excuse to force multi-player on a single-player experience. And before anyone harps on well what about all the other 2-player co-op modes, well ya, those worked well in a non XBox live intensive experience. The platform developed since H1 launched.

Not even close. Halo 1 is fundamentally different game-play wise from 2 and 3 etc. Halo as a series has an overarching story and concept, but completely different gaming mechanics per each major installment. In terms of development, we all had something to look forward to post H1, and H2. H2 introduced Halo on a brand new engine, and H3 brought the H2 engine into the HD realm.

But on Reach, I was thinking about the assassinations last night; seriously how lame are those? I hope you can turn them off as quick melees, as a means of dispatching your foes was an amazing rush particularly with two or three in a row. I don't' see how this will be implemented without changing the formula and breaking the game-play flow.

hello no biggrin.gif I have played Halo3 co-op over Live for at least a million hours since launch. There is nothing better than getting 4 friends together, pumping the difficulties to the max (almost all skulls on) and shoot away. It's so much fun. I played H1 co-op numerous times with friends as well but after we moved out of school, the game now continues over Live. So I don't see it any different than H1.

I am not sure about the fundamentally different part. Sure there are changes to health, weapons, fall damage and vehicles. But most are evolutionary changes and I don't see any revolutionary or fundamentally different stuff between H1, H2 and H3.

The Reach assassinations show up only if you keep the melee button pressed. A simple push and go will show regular animations.

TBH I think both can sprint and both can roll.

Imagine if they made you choose between the two? I would choose sprint every time. You can barrel roll all you like someone will just shoot you with the Rocket Launcher...

Go watch it in HD.

Not saying I'm right but it sounds good if this guy's right :)

Well then play Halo 3.

Those of us that want to try Reach will play Reach, if we like it we'll keep playing it, if not we'll come play Halo 3 with you but I was kinda lookin' forward to getting a new game yknow :)

Nothing wrong with a new game, no doubt. I just hope its fresh enough to warrant a 60 dollar price tag on top of what you already get with H:3. ODST in comparison had revisions in the engine (no where near what Reach has) and they still charged 60 for a new multi-player mode. Rip-off! Like I said earlier, there were reasons to expect freshness going forward from H:1. I hope the game warrants purchase outside of nostalgia.

hello no biggrin.gif I have played Halo3 co-op over Live for at least a million hours since launch. There is nothing better than getting 4 friends together, pumping the difficulties to the max (almost all skulls on) and shoot away. It's so much fun. I played H1 co-op numerous times with friends as well but after we moved out of school, the game now continues over Live. So I don't see it any different than H1.

Touche :D Many found value in it, I simply didn't care. I'm all about matchmaking in a very connected xbox live world.

I am not sure about the fundamentally different part. Sure there are changes to health, weapons, fall damage and vehicles. But most are evolutionary changes and I don't see any revolutionary or fundamentally different stuff between H1, H2 and H3.

Were getting way nerdy here, but ok:

Halo 1 weaponry had an interesting balance, ideologically. Granted the pistol was the god weapon, and horribly broken, but it was loved by the pros and despised by the noobs. However, the balance between overall covenant and human weaponry was pretty good. Human weapons would tear you to shred where as Covenant weapon would immobilize via a stun while slowly tearing at your shields and then health. Problem was that only two weapons really existed, Plasma rifle and pistol. Despite the limited weaponry, the difference in covenant and human tech was a great game mechanic that was sadly removed IMO from H2 and 3. Concerning the removal of the health bar, it was was a huge mistake IMO on their part, as you relied in 2 and 3 on a BS health system that still existed but simply wasn't shown to you. That removes a degree of strategy from game-play. There was something very intense about having one bar of health in H1 with your heart beating through your speakers. Even with full shields, would you live or die?

H2 delivered a brand new engine, with a brand new experience: new weapons, weapon balances, physics etc. It fundamentally changed how the game was played and I still hate that game. Halo 1 made you feel like a tank, items had weight, where as in 2 the world felt more free and trivial. Grenades didn't feel right after H1, nor did the weapons balance. Bungie answered many fan gripes in 3 after receiving well needed flak for what they did in 2. They deserved it.

The Reach assassinations show up only if you keep the melee button pressed. A simple push and go will show regular animations.

Good. I can easily see very casual gamers enjoying the animation while possibly being hosed by other players. Assassinations are a "cute" addition.

Not saying I'm right but it sounds good if this guy's right :)

Pretty good analysis, and I think he's probably spot on! My main gripe remains whether or not this game is fresh enough for a $60 price tag. Its a legitimate complaint and I hope you all don't think I'm bitter at life here. I love(d) the Halo franchise since launch, but I don't see anything really evolutionary here to "upgrade" to borrow a pc term. With what they've done with forge and added content, what's stopping them from adding DLC equipment or possibly weapons?

This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
  • Posts

    • The fact that memory in general is so high I have to take a loan out to build a computer now is just beyond stupid. Who's really to blame here? Low supply or high demand?
    • Display Driver Uninstaller (DDU) 18.1.5.5 by Razvan Serea Display Driver Uninstaller (DDU) is a utility for completely removing AMD/NVIDIA/INTEL graphics drivers and related packages from your system, attempting to eliminate all leftovers (including registry entries, folders and files, driver store). Though AMD/NVIDIA/INTEL drivers can usually be removed via the Windows Control Panel, this uninstaller tool was created for situations where standard uninstall fails, or when you need to fully remove NVIDIA or ATI graphics card drivers. After using this driver cleaner, your system will behave as though it’s the first time you’re installing a new driver—similar to a fresh Windows installation. As with all such tools, we recommend creating a restore point beforehand, allowing you to undo changes if issues arise. If you're having trouble installing an older or newer driver, try it—there are reports that it resolves such problems. Recommended usage: The tool can be used in Normal mode but for absolute stability when using DDU, Safemode is always the best. Make a backup or a system restore (but it should normally be pretty safe). It is best to exclude the DDU folder completely from any security software to avoid issues. You do NOT need to uninstall the driver prior using DDU. Requirements: .NET Framework 4.8 Compatible with Windows 7, 8, 8.1, 10, and 11 (32-bit or 64-bit) Note: Using on Insider Preview builds is at your own risk. Display Driver Uninstaller (DDU) 18.1.5.5 changelog: Added 'Reset to recommended' button for the Options. General fixes and improvements. Download: Display Driver Uninstaller (DDU) 18.1.5.5 | 1.7 MB (Freeware) Download: DDU Portable | 1.2 MB Links: Display Driver Uninstaller Home Page | Screenshot Get alerted to all of our Software updates on Twitter at @NeowinSoftware
    • WACUP 1.99.51.24568 Preview by Razvan Serea WACUP (WinAmp Community Update Project) is a modern, enhanced version of the classic Winamp music player, designed for better stability, performance, and compatibility. Built for Windows, WACUP retains the familiar Winamp interface while adding 64-bit support, bug fixes, and new features like improved audio format support, customizable skins, and optimized playlist management. Unlike bloated alternatives, WACUP focuses on lightweight performance and regular updates, making it the best choice for fans of the classic Winamp experience. Basically, if you miss the good old days of Winamp and want a modern upgrade that doesn’t mess things up, WACUP is for you! WACUP key features: Classic Winamp Feel – Keeps the familiar interface and functionality. Bug Fixes & Stability – Fixes old Winamp issues and improves performance. 64-Bit Support – Works better on modern systems. More Formats & Plugins – Supports additional audio formats and third-party plugins. Customizable UI – Skins and tweaks for a personalized look. Better Library Management – Improved playlists, media organization, and search. No Bloat – Focuses on performance without unnecessary extras. Regular Updates – Community-driven development with new features and fixes. WACUP 1.99.51.24568 Preview changelog: Fixed a deadlock seen from the recent crash reports when doing some of the drag + drop actions within the media library window Fixed a loading crash seen related to a problem with some of the artwork cache image files being restored which should now be better handled allowing for the bad image to be removed without it failing Fixed a deadlock seen from the recent crash reports when the internal metadata cache clearing is triggered which could block the main ui thread for too long with this now being moved to a background thread Fixed some performance issues with some of the methods related to determining artwork support which mainly affected the local library import / refresh (this is still slower for some compared to other players because there's more data & artwork aspects being checked for which means doing more processing on a single file despite the best of attempts to reduce duplicate / heavy processing where possible) Fixed a crash with the JTFE based missing files hotkey which no one seems to have used for an age for this to appear (maybe it's time to seriously consider stripping out features that aren't being used) Fixed how some of the file types which use extra information to reference their sub-songs is handled which was preventing some from being correctly resolved back to their base file (noticed fixing above) Fixed an issue with the handling of files with underscores in their filepath which wasn't being correctly handled causing some of the filename to be lost when shown as the title if title reading is delayed Fixed a few things that might be behind NotSoDirect not being stable for some setups though am still not certain that the changes done for this are going to fully resolve the problem from the crash reports Fixed the OS toast handling when there's no prior shortcut in the OS start menu to now create the shortcut (needed to allow the yes/no buttons for the new build / post-release toast) to be done as a hidden one so it's less likely to cause annoyance for those not wanting to see it whilst still allowing this less than ideal OS api implementation requirement to be met to avoid toasts without the needed buttons Fixed a regression when moving from taglib1 to taglib2 which broke some of the handling in place to allow for external programs to still access files when wacup has a held open cached instance of the file Everything else Updated cppwinrt (gen_win10shell.dll) to 3.0.260520.1 (26 May 2026) Updated libcurl (libcurl.dll) to 8.2.1 (24 Jun 2026) Updated Monkey's Audio (in_ape.dll) to 13.15 (28 Jun 2026) Updated mpg123 (mpg123.dll) to 1.33.6 (6 Jun 2026) Updated OpenSSL (libcurl.dll) to 3.5.7 (9 Jun 2026) Updated pugixml to 1.16 (16 Jun 2026) Updated taglib (tag2.dll) to 2.3.0 (11 May 2026) Updated vgmstream (in_vgmstream.dll) to the latest Git commit from 28 Jun 2026 Download: WACUP 64-bit | 9.6 MB (Freeware) Download: WACUP 32-bit View: WACUP Website | Screenshots Get alerted to all of our Software updates on Twitter at @NeowinSoftware
    • "over a thousand engineering hours" and started selling it but could not take a couple of minuets to send an AI email to ask permission. What an expensive lesson.
    • just tested it yesterday, a simple page with autoloading ADS takes 60mb....just 1 page for 60 megabytes.   poor people with a limited internet never will visit neolose
  • Recent Achievements

    • Week One Done
      Collagen Project earned a badge
      Week One Done
    • Reacting Well
      Wakeen1966 earned a badge
      Reacting Well
    • Rookie
      Almohandis went up a rank
      Rookie
    • Apprentice
      jahara21 went up a rank
      Apprentice
    • Reacting Well
      NovaEdgeX earned a badge
      Reacting Well
  • Popular Contributors

    1. 1
      +primortal
      526
    2. 2
      +Edouard
      265
    3. 3
      PsYcHoKiLLa
      146
    4. 4
      Steven P.
      99
    5. 5
      macoman
      55
  • Tell a friend

    Love Neowin? Tell a friend!