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Showing all 77 replies.
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File: halo-teabag.gif (53.1 KB)
the pistol, shotgun, rocket launcher, and sniper
the needler was fun to piss people off with
and teabagging
lots of teabagging
it was just a perfect storm: the best console fps of the time and being able to hook 4 xbox hueg together
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>>12610764
Sort of, but with the odd exception of a GoldenEye, FPS games on consoles were usually inferior ports of PC shooters. Quake III and Unreal Tournament were playable on Dreamcast, but certainly not the way to go if you had the option to play on Windows.
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>>12610739
Before Halo, FPS games were all about:
What cool new weapons are being brought to the table
What will the iconic melee weapon be
Will the level design be check points or key cards
What will the bosses be like
How interactive will it be?
The formula appeared set in stone, the few that veered from this path were niche simulation type games or what have you.
Halo answered regardless:
>What cool new weapons are being brought to the table
Awesome human and alien weapons such as the heat seeking needler that explodes, the charging plasma pistol or the meanest shotgun this side of the galaxy. Combine that with the two weapon and shield/health system and suddenly the purpose of every weapon flipped and tripled. It wasn't about going from pistol to rifle asap, it was about adapting with what you had.
>What will the iconic melee weapon be
In a master stroke Halo took the idea of mascot melee weapons and said no, we're going to make melee weapons useful for the first time ever. You'll feel every brutal slap and thunk of rifle butt against alien skull and it's gonna rule. And it did.
>Will the level design be check points or key cards
Check points were the only way to do it, objectives to lead you around but ultra massive levels with vehicles and complex arenas, and the checkpoint system was smart, no longer was it about tripping over invisible thresholds, but nearby enemies.
>What will the bosses be like
Instead every enemy was given significance, encounters were defined by the weapons the enemies carried. God help you if you see an invisible glowing sword running at you.
>How interactive will it be?
Seamless integration of vehciles, dense interiors and jaw dropping exteriors, larger than life scale that for the first time in a video game made massive objects feel truly massive in a way the facade never achieved before.
Halo was such a colossal leap forward and when you see the state of PC FPS games of the time it's obvious why.
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>>12610803
>dense interiors and jaw dropping exteriors, larger than life scale that for the first time in a video game made massive objects feel truly massive in a way the facade never achieved before.
Who the fuck wrote this?
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>>12610764
>had literally been done a hundred times on console before then
Care to show your math? I'm only getting 86, and not only are tons of these ports of PC-original games, there are also releases on here which are basically double-dipping, like the different versions of Doom:
Star Ship
Star Luster
Kidō Senshi Z-Gundam: Hot Scramble
MIDI Maze
Golgo 13: Top Secret Episode
Corporation
Silent Debuggers
Wolfenstein 3D
Escape from Monster Manor
Doom
Battle Frenzy
Magic Carpet
Zero Tolerance
Iron Angel of the Apocalypse
Doom II
Alien vs Predator
Crime Crackers
Super 3D Noah's Ark
Alien Breed 3D
Gloom
Space Hulk: Vengeance of the Blood Angels
Metal Head
Descent
Robotica
Jumping Flash!
The Ultimate Doom
Killing Time
Kileak: The DNA Imperative
Iron Angel of the Apocalypse: The Return
Hexen: Beyond Heretic
PO'ed
Master Levels for Doom II
Epidemic
Defcon 5
Alien Breed 3D II: The Killing Grounds
Congo The Movie: The Lost City of Zinj
Cyberdillo
Testament
Duke Nukem 3D
Alien Trilogy
Descent II
Jumping Flash! 2
Expert
Final Doom
Quake
PowerSlave
BRAHMA Force: The Assault on Beltlogger 9
Disruptor
Gloom 3
Doom 64
Turok: Dinosaur Hunter
Lifeforce Tenka
GoldenEye 007
Quake II
Forsaken
Tom Clancy's Rainbow Six
Half-Life
Turok 2: Seeds of Evil
South Park
Outtrigger
Hidden & Dangerous
Spec Ops II: Green Berets
Turok: Rage Wars
Delta Force 2
Medal of Honor
Armorines: Project S.W.A.R.M.
Unreal Tournament
Quake III Arena
Resident Evil Survivor
Soldier of Fortune
Perfect Dark
Daikatana
Kiss: Psycho Circus: The Nightmare Child
Gungriffon Blaze
Turok 3: Shadow of Oblivion
Star Trek: Voyager – Elite Force
Alien: Resurrection
007: The World Is Not Enough
Medal of Honor: Underground
TimeSplitters
007: The World Is Not Enough
Red Faction
Resident Evil Survivor 2 Code: Veronica
007: Agent Under Fire
Half-Life: Decay
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The campaign wasn't great. My friends and I spent 90% of our time in multiplayer, and whenever we'd try the campaign we'd wind up teamkilling each other for fun after a few minutes. It was boring as shit back in the day. Still is.
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>>12612967
Exactly. If it weren't for Halo we'd all be talking about Azurik: Rise of Perathia.
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You have to have a comically huge chip on your shoulder to not acknowledge that Halo's AI was just better than anything before it by a huge margin.
Before Halo there were two types of FPS: shooters where an alien/nazi/dinosaur that can barely navigate its environment would stand stock still in an open field to let you shoot them in the head (Turok, Half-Life, MoH, Goldeneye, Unreal, JFG), and shooters that were literally just puzzle games except the blocks were made of meat (Doom, Quake, Serious Sam)
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>>12610803
It's carried by multiplayer. The Halo 1 campaign was, is, and will always be tedius level-replaying backtracking laden horseshit that you have to learn speedrunning skips to actually enjoy.
Half-Life 1 and Doom 3 campaign are way better, even with smaller maps and no vehicles. Hell, Half-Life 2 even with it's unskippable multi-minute cutscene bullshit every time you play it is better.
ODST and Reach were bretty good though, but not retro.
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>>12613842
It's really just Two Betrayals (directly following the library to enhance negative associations) that's an existing level in reverse. Keyes has you go through the ship a different way and the entire surface section is new, the Maw uses some rooms from PoA but again in different ways and with the new engineering/escape sequence. Obviously assets are being reused but the last two levels really don't feel like you're actually playing a previous one backwards.
Two Betrayals really does though. AotCR is already the longest level and repeats that circular room a dozen times. Personally I don't have a problem with the second run through with enemy encounters but it's the worst and most obvious offender of stretching assets. The only new parts are the little pulse generator rooms, all dead-ends that you run in and out of. After you're forced out of the second banshee and cross the underground bridge there's a section where you're walking through what was the tank tunnel, it's kind of atmospheric and leads into the under cover of night music cue but clearly wasn't intended to be an on-foot area.
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>>12610739
massive multiplayer support, 4 player split screen plus ability to link 4 more machines via LAN for a 16 player lan party.
single player had co-op, a good story, levels with plenty of fighting, and immensely satisfying weaponry. even killing with melee felt great since you had a loud SCHWACK accompanying the enemy falling down dead on the spot on a hit from behind.
>>12610764
FPS games always lagged behind PCs on a technical level. Even Goldeneye, which had innovative missions, looked like complete ass. It took the absolute best ports like Duke/Quake on Saturn for games to look almost on par with PCs, except on a PC a year later you got some shit like OpenGL port with a 3d card that made Quake run twice as good with 4x the resolution, and a year later again even a midrange PC could run in 640x480 in software.
Halo was probably the first time an FPS game had the best graphics on console.
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>>12610739
I've owned all the major consoles, including gaming PCs.
Ask anyone who had a gaming PC in the 90s and therefore had the opportunity to experience all the new FPS releases. From a veteran gamer's perspective, Halo has nothing special besides the graphics.
>Recharging health, limited weapon inventory, one-button grenade/melee, automatic checkpoints, magnetism-based aim assist, combined arms enemy squads, Dolby audio and realtime cinematics became the STANDARD
This cancerous mechanics only started to become popular with the PS3 and Xbox 360.
I think people have gotten dumber over the years, so every cancerous player assist mechanic found in Halo has simply evolved into an even worse type of cancer.
Halo franchise is dead and Counter-Strike has been at the top for 15 years. Therefore, the Halo formula is not that great.
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>>12610739
>after a decade it was just ALMOST every game that used Halo design principals
yeah, those were the FPS dark ages of consolization; slow movement, two-weapon limit, shallow shooting mechanics, streamlined level design, zero inventory management or progression mechanics. Compare this to System Shock 2 just a couple years before, or even the first System Shock from '94.
Halo wasn't the primary impetus, but it was the proof-of-concept for successful console FPS games. Back then consoles were (and still are to a lesser degree) the vast majority of the gaming market, so FPS games for a decade after Halo had to be designed to feel good with a controller and to fit onto a wimpy 360, so virtually every aspect of a game had to be stripped-down in order to have console market appeal (notable exceptions of that decade were FEAR and Crysis) The "Halo" decade was inevitable because if you weren't making console games, your studio went tits-up.
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>>12614924
>From a veteran gamer's perspective, Halo has nothing special besides the graphics.
Damn, you chose possibly the only wrong choice for your LARP.
Literally nobody who "had a gaming PC in the 90s" thought Halo had remarkable graphics. It is the most unremarkable possible thing about it.
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>>12614950
I take it the irony of using specifically System Shock 2 in an argument about games having slower movement, a lower weapon limit, shallower shooting mechanics, streamlined level design, and simpler progression mechanics than their predecessors is completely lost on you.
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>>12614978
>movement speed
You have a literal speed stat to upgrade, as well as speed hypos
>weapon limit
You can cram several weapons into your inventory, but it requires precise management
>shooting mechanics
Leaning around cover, different ammo types, weapon mods, weapon repair, weapon maintenance
>level design
Very intricate, lots of optional secrets and rewards exploration; the first System Shock has level design in spades.
>progression mechanics
Character skills, stats and attributes; entire psionics skill tree; aforementioned weapon mods; OS stations; implants; nanite economy.
Yes, the nonexistent "irony" is lost on me.
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I didn't play CE until trying the PC version in 2018. I honestly have no firsthand experience with how people perceived the game at the time of its release, and frankly I don't care. I played it on Legendary, beat it, and it was fucking awesome. The guns, the physics, the AI, the aesthetics, the music, everything kicked ass. Coming from a place of having no childhood nostalgia for the game, all I can say is that it's a legitimately good game.I played the other Halo games from 2-4 and frankly I think they're all pretty shit and generic, but CE was something special
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>>12615001
Wow, that whole post went right of your head, huh.
Just go ahead and reread the post you replied to until it clicks which predecessor to System Shock 2 I might have been referring to. Not, I'm sure, that you've played it.
Actually you're going to just reply to this post with something retarded, so I'll just spell it out.
System Shock 2 is dumbed down from System Shock. Specifically in 5 of the 6 ways that you explicitly mentioned.
So what you did is you used a game that was dumbed down to accuse a game that came out 2 years later of being responsible for FPS games being dumbed down.
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>>12615027
I recognized your cheap "gotcha" but I thoroughly dismantled it. System Shock 2 has superior progression and deeper shooting mechanics, superior movement speed (stat + hypo + implant), and even a possibly bigger weapon limit (8 weapons is a stretch but doable). The only thing the first System Shock has over the second is goated level design, though 2's level design is still excellent (I like SHODAN and the plot in the first game more as well). I'm a huge fan of both games but lets not be intellectually dishonest with cheap gotcha nonsense. SS2 is the overall deeper game and cannot honestly be labeled as a dumbed-down version of SS1.
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>>12614924
>Counter-Strike has been at the top for 15 years.
that's more because they have the most profitable gaming company on the planet developing it and less because of any specific merit that type of shooter has over halo
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>>12610756
>>>12610756
>of the time
perfect dark was better and came out the same year
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>>12614924
>>12614952
CE's AI alone is leagues beyond anything released at the time, and honestly anything since. No other shooter has enemies that feel as alive and dynamic. The level design, implementation of vehicles and physics were also unparalelled. You could name games that had some of these things going for them, but none that combined all of it into one. Add to that a wealth of fun little nuances and gimmicks and you have a game that was significantly different from anything else on the market. Also, the visuals remain excellent to this day and there was literally not one FPS on PC in 2001 with better graphics. Go ahead, name a single PC game released that year or before that had huge environments with dozens of motion captured enemies, a full physics system, bump mapping, dynamic and colored lighting, fully rendered shadows for all characters, tons of particle effects, water caustics, decals and corpses with lengthy culling times, tiny details like bullet casings, and all running at a solid 30fps.
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>>12615269
>if playerhealth_is_low: ai_pushforward
>else ai_seekcover
Tell me why this is so revolutionary
I remember in medal of honor (ps1) seeing enemies kicking or running away from grenades, seeking cover, lying down, moving around...
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>>12613891
Even the level where you try disabling the Halo is completely different since you spend half of it flying banshees, and the rest is spent running backwards while covies and flood are killing each other left and right.
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Two Betrayals is a great level even if it reuses much of the same map from AOtCR. The lighting and mood is totally different, the level progresses backwards and the combat encounters are totally different. Sneaking around the forerunner compound in the snowy cover of night and then watching the flood and covenant waging all out war is too cool. The only levels in the game that are legitimately shit are the library andthe maw, seriously that level is hot ass and almost as bad as the library, i don't give a fuck about le ebin warthog run, all of the other levels range from decent to great and the reused content is way overblown.
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it's funny how this board is still filled with the people that have an eternal chip on their shoulder because some games dared to be about something other than a fat italian jumping on a turtle
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