Hope the game is harder to play =)
Kenoid said: Hope the game is harder to play =) |
Playing alone on legendary with some of the skulls on can be hard as hell!
Have you played it this way?
For me it was hard enough with this settings and I guess for 98 % of the gamers, too.
Maybe Bungie will include a mode where you can beat the game only using the knife and no save-option in the level.
"In the absence of the gold standard, there is no way to protect savings from confiscation through inflation. There is no safe store of value..."
Phobos said:
Have you played it this way? For me it was hard enough with this settings and I guess for 98 % of the gamers, too.
Maybe Bungie will include a mode where you can beat the game only using the knife and no save-option in the level. |
That last bit sounds like a worthy achievement to add.
Yeah, but Halo 3 Legendary will be easier when you become fluid with the controller, although I am not good with the skulls
cross my fingers for a great multiplayer. Halo 3 is great,nbut i thought halo 2 was way better:)
* "We basically hit every single piece of the engine, making things better across the board"
* New tech engine starts with a refined approach to distance and detail that allows for a dramatically expanded number of enemies, light sources and other details.
* The engine is an "imposter" engine using a smart, yet common programming technique for the engine and the new LOD system.
* There can be a large amount of "imposter" objects both far and close to the player. Far objects still look greatly detailed despite having low polygon counts and cheap shaders (at a distance). They look much more detailed the closer the object is to you. "Imposter" objects that are really close to you are SUPER detailed with much clarity.
* Adding all these objects (vehicles, enemies, buildings, scenery, etc.) don't take a profound hit to the system because of the technique they're using.
* The imposter system frees up memory that Bungie can use for other in-game enhancements, the first of which is lighting.
* Halo: Reach can have 20-40 dynamic light sources at one time, the most notable of which are on weapon effects.
* "As plasma bolts come searing past, they move across the screen with each plasma bolt having its own independent light source, casting color and shadow about the space to remarkable effect."
* Refined approach to distance and detail
* Allows dramatically expanded number of enemies, light sources and other details
* Described as "imposter tech"
* Level of Detail (LOD) system allows building of bigger and more populated spaces for exploration
* Distant objects are rendered at low poly with cheaper shaders, ie "imposters"
* Imposter look great at distance and detail increases the closer you get to them
* Less chance of pop-up and stippling as environmental geometry, plants, buildings, enemies or anything else can be placed into the visual field at the same extreme distances without profound hit to system performance
* At extreme close range items can be rendered with incredible detail, ie, a wall was shown from inches away with tiny rivet features in the metal popped on the screen with perfect clarity
* Imposter system indirectly frees up memory which can be devoted to other technical aspects
* Lighting being one of those aspects
* From Halo 3's 3 or 4 light sources, Reach's engine presents 20 to 40 dynamic lights at the same time
* Weapon effects benefit greatly from the improved lighting, ie Plasma bolts moving across the screen with their own independent light source, casting colour and shadow across the environment
* More improved lighting examples, a Warthog gun firing at a wall with hundred of real sparks flying from the stone, the particles interact not just with the wall geometry, but with it's normal map additionally, the particles scatter down onto a nearby vehicle and react with its curves and lines, the sparks bounce and flow along the tiny textured surface
* New weather system bringing rain to many missions, adding to the atmosphere
* The sky is no longer a sky-box like past Halo games, it's a true space in the overall environment, ie a ship descends from orbit and towards you, you can watch it make the full descent as a real object would fall
* Motion capture heavily implemented, a majority of the cut-scenes based on captured actions
* On-screen characters exhibit an animation technique known as variable gait blending, when a character changes speed, ie walking to running and vice versa, the animation of walking blends seamlessly into running and then sprinting, also, when turning on a pivot, players no longer stay still and magically turn in a circle, they realistically move around the pivot with their bodies and lifting their feet in reaction
* Bungie hired company Image Metrics to aid with human faces, which now appear dramatically more lifelike than Halo's traditional potato faces
Do you get to play as all the different spartans?
"In the middle of mission 3, you encounter a bunch of covenant fighting this big ass monster (it had tusks, it seemed like some sort of prehistoric animal)
When you see the covenant fighting the monster, you are told not to engage combat, but to just go by unnoticed. You stand and watch the covenant fighting the monster, only to see the covenant get owned."
From Tom Morello
This has nothing to do with the thread(except being Halo related), but I though it was funny.
Has anyone actually received this issue yet? I havent.
Its libraries that sell systems not a single game.