Video summary
The central subject of this discussion is the critical reception of the "Campaign Evolved" remake within the Master Chief Collection, specifically focusing on how it diverges from and often degrades the original experience of Halo: Combat Evolved. While Microsoft's strategy to modernize their library was intended to leverage high-fidelity graphics for new consoles like the PlayStation 5 and Xbox Series X, critics argue that the execution has resulted in a product that feels inferior in nearly every aspect compared to Bungie's foundational title. The remake is frequently described as suffering from "lazy design" choices where developers prioritized fan expectations for modern conveniences—such as sprinting and regenerating health—over functional game mechanics, leading to encounters that can be trivially bypassed rather than engaging challenges requiring skill or tactical decision-making. This approach has created a version of the game that lacks the tight physics, coherent storytelling, and emergent gameplay possibilities found in the original, effectively turning what was once an "heirloom" title into a disappointing iteration marked by technical flaws and narrative missteps.
A significant portion of the criticism revolves around severe performance issues and broken artificial intelligence that undermine immersion regardless of hardware specifications. Even on high-end systems with powerful CPUs and GPUs, players report stuttering menus, frame rate drops to single digits in later campaign stages, and visual artifacts like film grain from mandatory upscaling technologies. The AI is consistently described as incompetent, exhibiting behaviors such as enemies getting stuck in geometry loops, failing to detect the player until they are dangerously close, or using assets inconsistently across different eras of Halo lore without proper integration. Specific enemy types, particularly the Flood and Elites, suffer from poor pathfinding that prevents them from utilizing verticality or reacting logically to threats, while regenerating health removes the tension previously created by managing limited core resources. These technical failures are compounded by design choices like mandatory sprinting mechanics that allow players to run past enemies without taking damage, effectively breaking level intent and rendering combat optional in many scenarios.
Beyond mechanical flaws, the remake faces intense scrutiny for its narrative changes, tonal inconsistencies, and poor artistic direction that strip away the original game's unique atmosphere. Critics highlight how bright lighting eliminates the eerie horror of the manicured landscapes, while cutscenes often feature flat voice acting or awkward camera angles that fail to convey dramatic weight compared to the dynamic shots of the source material. Specific levels like "The Library" are criticized for removing environmental storytelling elements and replacing subtle tension with overcompensating gore effects that lack atmospheric buildup. Furthermore, character portrayals have been altered in ways that contradict established lore; Guilty Spark is made to appear confused rather than manipulative, Cortana's emotional delivery feels theatrical instead of threatening, and new characters like Lieutenant Williams introduce abrasive dialogue designed to generate controversy rather than advance the plot. These changes, combined with arbitrary difficulty spikes caused by broken trigger volumes and inconsistent spawning mechanics, result in a "messy medley" where new content clashes poorly with legacy geometry and AI behaviors.
In conclusion, despite some aesthetic improvements that modernize graphics for contemporary audiences, the consensus among reviewers is that Campaign Evolved represents a cowardly approach to remastering rather than an authentic recreation of Bungie's vision. The game fails to justify its existence as a paid single-player experience when it actively erases beloved elements and introduces broken systems that degrade gameplay fluidity and storytelling effectiveness. While acknowledging the historical significance of Halo: Combat Evolved as a genre-defining title that revolutionized console development, speakers argue that 343 Industries' handling of this specific project has produced an unplayable mess compared to the original version. The recommendation remains clear for fans who value immersion, challenge, and narrative integrity: play the original release instead of investing time or money into a remake that prioritizes trend-chasing over preserving the legacy of one of gaming's most important first-person shooters.
Read the full video transcript
You can just turn it off. Yeah, but
okay. But why are they on by default?
This is what the developers have chosen.
>> There are intentional quest markers.
>> Like in the mod, there's a quest marker
in Halo CE. And if you turn them all
off, you no longer get that, too.
>> If you just turn everything off,
>> I find it funny. If you turn off the
features that they put on by default
because they the video game developers
who ought to know better than you, just
the player, they you know they they have
not even suggested they they have made
it so that this is the way that the game
works unless you go and change it. So I
don't know why wouldn't I trust their
their their judgment? It's not like
they're 343 Industries. It did confuse
me right at the start of the game like
in the menu when you boot it up for the
first time that it it's going through
you know graphical settings and
everything making sure that you know if
you're like color blind or whatever and
text to speech was on by default. I've
not had that before in a game Microsoft
staple in the outer worlds too.
>> It was really
>> Microsoft mic. It was like from 25 years
ago like text to speech from
>> and what's frustrating about it is that
Windows has a feature for that called
Windows narrate and the main thing is
game developers need to actually utilize
it for it to function. They have chosen
instead of utilizing the existing
Windows narrate feature to implement
their own text to speech and then force
it on everybody else. And it's patently
for look how virtuous we are that we
have included accessibility for hard of
sight people uh who
>> I thought it was for people who could
not read.
>> You're you're of that mind and you know
what you might not be wrong. Um but the
community manager said it was for blind
people. Well, I was going to say, yeah,
because it it it must be for blind
people and who mistakenly boot the game
up or something because then it's like,
you know,
>> which is like how did they thought they
were buying the original, but actually
it's campaign
right game.
>> If you're partially cighted, like I'm
not exactly sure how playing video games
works, but like even if you're partially
sighted and you're going to try and play
a first person shooter, like I don't
quite know how that's going to work. But
also like opening the game with like
here adjust these tiny minute graphics
settings that you know are is that
person really going to be able to tell
the difference?
>> How does it play?
>> That's logic.
>> Like like
>> well the logic is you have difficulty
reading like small menu text and that's
what it's for.
>> It's not for like an actual like blind
blind person who like can barely you
know it's just smears on their screen
for them.
At this point across multiple games, it
does come across as this cringe dick
measuring contest about like how many
how much you know disability we can
cater to
>> like a default hearing [ __ ] Microsoft
mic. It's like
>> and they have better text to speech
>> work and effort into trying on the main
menu to get you to experience the
grandeur of Halo and all of that is
instantly ruined by
>> Welcome to food involved. Don't they
literally have a Cortana voice that
they've used on the Xbox before as like
a, you know, Siri or Alexa smart
assistant? Why Why not just use that?
>> I don't know. And I also I do enjoy this
when you bear in mind that the menu
stutters at least on PlayStation 5. So
that's great.
>> Like at least we
>> bought the performance version under the
expectation that there would be less or
no problems with performance. That was a
mist that I was wrong. I was very wrong.
>> I got performance issues in the sense of
the game kind of ran like dog [ __ ]
considering that you know the machine I
have and how it looked like it the game
doesn't look bad but I have a lot of
games that look
>> better than that that run much better. I
have Unreal I mean Arc Raiders looks
quite good and it runs it easily much
more than that game does.
>> Do you know what the text to speech
reminded me of? It reminded me of a
certain Master Chief action figure.
missed opportunity to throw Microsoft
Sam in there, saying a few slurs at the
beginning.
>> Wait, did they not email you? Did Halos
videos email you about royalty?
>> Shockingly, no.
>> It did make me think of Obby the Chief
though. The second that happened, I was
like, wait, what the [ __ ]
>> It was funny.
>> Like, it it it made me think of that so
much that at first I was like, is that
the point now?
>> Is this a reference?
>> Nice. This is a bizarre reference right
out of the gate for the
>> Yeah, right out of the gate.
>> This game, you know. Hey, I mean, what
what a great first impression though,
right? For for a game that has very much
been marketed as potentially someone's
first Halo game, especially on
PlayStation.
>> You are the [ __ ] for pointing it out
>> for pointing out for complaining
aboutility
options. You hate blind people, you
[ __ ] talked to him about this before.
Well, but uh he really feels strongly
about it, you know.
>> I think uh The Last of Us 2 got like an
award for accessibility. And I remember
when I was playing that game, when you
check the options for accessibility, it
is [ __ ] insane. And like in a sense
of wow, you guys put in so much work to
make sure every person could ever play
this game. everything you could change
like it's bordering on accessibility is
bordering on to like
>> options
>> an actual game editor like like like
completely with with how much effort
they put in now where you can change
everything down to exactly how enemies
work and where they're placed, how
they're spawned and what weapons what
your [ __ ] does. You know what I mean?
Like you can you change everything.
>> That feels like it goes beyond
accessibility in the sense that people
can just like control the game
experience dramatically. I remember
being kind of blown away by it. It was
like you we can color code all the
enemies so you know which ones are
attacking you, which ones have noticed
you like in blatant ways so you couldn't
possibly misunderstand anything. And I'm
like, "Oh,
>> well, I guess uh we could shoot them for
you as well."
>> Yeah.
>> Yeah. Another bizarre a bizarre trend on
top of that is letting you pick a
difficulty setting and then giving you a
modifier layer on top of that, but you
can still like it still gives you the
like the award for like beating that
difficulty even if you bring like damage
all the way down or whatever.
>> Like Doom did that. This game does it
>> a few other ones that I can't remember
off the top of my head. It's just
weirdly
>> the the achievement hunter people are
not complaining that it ruins the
sanctity of beating the game on
legendary and getting the achievements.
>> Yeah.
>> You know what? There should be a thing
for if you beat it on legendary before
they fix the [ __ ] plasma pistol bug.
>> True. They need to pay me for that. They
need to
>> That was very much That was That really
was funny. just like cuz cuz when you're
playing a game and you just suddenly
drop dead, there's a there's an extent
to which you're like, "Oh, I guess I
didn't see something or whatever." You
know, it's it's it's not the game's
fault. It's my fault. But then when it
keeps happening, you're like, "No,
something's wrong. Something's wrong
with this game." Only to realize, "Oh
yeah, like a charged plasma pistol will
just [ __ ] one shot you dead." Like it
won't just take out your shield. It was
a bug that somehow pe the people who've
been getting to play this game for the
past 2 months, they just didn't notice
that it was happening.
>> Played it on Legendary.
>> That's some [ __ ] I don't buy that
for a [ __ ] second.
>> No, I I I find it unbeliev cuz everybody
figured it out soon enough like when
they were playing the game, you know?
Everybody eventually realized like, "Oh,
yeah. I think that's I think it's just
broken." And then to have the tweet
like, "Yeah, we're fixing it out with
the first patch." just like that is that
is unbelievable.
>> The first patch which was 20.2 gigs.
>> Yeah.
>> It was bordering on being like a jump
scare for every name that kept entering
the screen on the credits for play
testers. I was just like, "No, there
can't be this many. Stop. There can't
be."
>> But again,
>> don't give us their names. You can't
make their names public. They're in
danger.
>> Something of a point of pride of beating
it on Legendary before, including the
prequel levels. And my god, holy, I hate
the prequel levels. Oh yeah, they're the
worst.
>> It's so dumb.
>> You thought the library was too tedious
and we needed to fix it. By the way,
here's the prequel levels that are even
more tedious and repetitive and just the
same [ __ ] room layouts over and over.
>> I can't believe that 343 were like,
"Yeah, we could we could fix Halo Combat
Evolved." We can.
>> We know.
>> I can I can believe that. was weirdly uh
you know indulgent of them in the sense
of like you really want to provide that
director contrast for extra work like
you could you could not do the extra
work and then not humiliate yourselves
that's an option
>> but it's it's because they recognize
that in order for this to have any well
I say to have any value for this to have
any value especially with no multiplayer
for whatever reason it will emerge that
there was no multiplayer when there is
inevitably all the articles that come
out that tell us like how disastrous the
development of this game was. Um like I
you know oh well we got extra levels so
that that means you definitely want to
play this instead of just getting MCC
for much less money just playing the
original game. See there's new content
new new missions. It's like yeah but
they're much worse than the original
missions. Yeah, it's
>> somewhat superfluous as well. The
[ __ ] skins, man. Because obviously
I've just thrown up some footage and
I've got my reskinned weapons and
>> the purple. Yeah, purple like needle all
over you thing. That just looks
ridiculous.
>> I enjoyed the mech one where he's got a
little head.
>> Yeah, that one was funny. On the one
where he's what is he? He's like a
hybridized with a uh with a hunter. So,
he's made of wood.
>> Yes, I ended up using that on the
prequel mission. Actually, I'll pull
that up cuz I got the third person view
going for that. Does anyone else try the
uh the old third person?
>> Yeah, I didn't even know it was an
option.
>> No, I couldn't find the score.
>> It's It's um Man, it is It is It is
funny that they marketed third person
when it was clearly
>> It was clearly like
>> they needed it for the PlayStation.
>> Oh god, I wish id known this existed. I
would have been. So I I chose um because
I'm doing a bunch of Odyssey videos, I I
went for the obviously like the Spartan
one where their thought process was, oh,
you know how they call him a Spartan?
>> We should totally make that a skin. So I
was running around calling myself
Fagamnon the entire time. And it turns
out that like I could have actually seen
myself in all my glory the entire time I
was playing. I just didn't know that
third person existed. I was expecting to
see myself in cutscenes at least, but
no.
>> I gave this by the way,
>> first and third person. And then I was
like, "You could do a vote if you want
to keep me in first or third." And they
like categorically voted for first. They
hated third person like watching it.
>> I noticed, by the way, in your clip
already, something that I noticed when I
was using the needle rifle in third
person is I think there's some sort of
issue with um like almost where it
places that your gun is firing from
compared to the reticule where like the
bullet will bounce off of uh the cover
even though your reticule is well clear
of it.
>> I noticed it when you were firing your
pistol that it bounced off.
>> Shocking. Nobody. It does not feel like
this game has been optimized in any way,
shape, or form for third person.
>> My favorite part I will say for third
person and I noticed it very early is,
you know, how in in com in Combat
Evolved and including in this one when
you switch to the pistol, you know, he
pulls the slide back and that's like the
delay, you know, it's like a 1second
delay. Um, and it's super helpful to
actually see that delay because then you
know like, oh, now I can shoot. But in
the third person mode, they don't
animate that. it just switches
immediately to the pistol, but you can't
fire yet because it's still working off
of the, you know, 1 second delay before
you can shoot. So, you've just got this
nice mismatch where it's like, well,
I've changed to my pistol and it looks
like he's ready to fire, but you haven't
put in the animation of him racking the
slide, but like you're still counting
that, so I can't shoot for no reason.
It's It's just some great attention to
detail, you know, the kind that you
would expect from a game that probably
cost well over hund00 million to make.
It's something I look at a lot of the
times when I'm playing a game is
especially if it's multiplayer or co-op
and you could see other people. Can I
see the animations that they're seeing
in first person? Is it actually a part
of the like the the third person model?
And I always appreciate it when they do
because it's like it's good to know what
people are doing and the sounds that
happen as a result. It could be a big
deal big deal. It's not necessarily a
nitpick at all if someone's reloading or
healing or anything like that and
they're and you could see it and you can
hear it. I mean that's that's part of
the game. However, there's no
multiplayer. So, you don't need the
feedback of what the enemy players are
doing
because they've released a Halo game
without multiplayer.
>> Um, also,
>> firefight, which is bizarre.
>> When trying to show the shitty skin, I
just bumped into when I noticed like an
enemy stuck in a wall and he can't get
out. So,
>> yeah, many such instances.
We'll get to that. I figure, you know
what? I figure the best.
>> Yeah.
>> I was gonna ask, was this the remix or
the regular mode?
>> The remix? Oh, uh, no, no, regular.
>> Okay, because it happens very often on
remix mode.
>> I guess that's
>> Oh, you mean you mean to say that when
you you just arbitrarily remix the
encounters that there are issues that
make
>> not accountable? Yeah. No, this is one
of the encounters they intended is what
I like what I found. It's like, oh dear.
Well, they intended, even though no,
we'll get the look. All right. You know,
I figured the best way actually to to
start this sort of conversation is to
sort of contextualize it. You know, this
is a remake. This is a remake of Combat
Evolved. And
>> it'd be nice before we spend a while
talking about this game, if we if we all
just spend a little bit of time talking
about Combat Evolved
>> and what we think about it and why it's
why it's so nifty. Not to assume that
literally everybody here likes that
game.
>> I'd be surprised if they didn't.
>> I'm glad they I'm glad they finally
fixed.
>> Also, out of curiosity, cuz I know me
and Platoon accounted this way, but we'd
never played Combat Evolved before um
before doing it for this. So, I don't
know if anyone else has everyone else
here had more experience or uh or some
people new. Maybe do we want to start
with just the first impressions
>> because I feel like that's if we start
with first impressions and then go to
the more experienced people, I think
that's more productive.
>> Well, likeers
Yeah. the people who played Halo for the
first time uh for this or not as much.
Yeah.
>> Yes.
>> Well, that'd be just uh because I know M
has played Halo games before, but I
think Platoon it was your first time
like playing a Halo game at all. Well,
I've played bits of um three and bits of
ODST and bits of Reach, but that's cuz
my friend owned an Xbox and we all
played them co-op, but that like not
even all the way through for any of
those. It was just bits of them and that
was way way way back ago.
>> What about random out of curiosity? I
think you
>> Well, it same as Platoon, but with the
exception of Combat Evolved. Combat
Evolved, I think, was the first shooter
I played, and I have played it a bunch,
but I'm not wellversed in Halo as a as a
franchise. I've only really played
Combat Evolved and Reach.
>> Well, you two are probably still best to
go first at that point cuz uh I'm
slightly more experienced than everyone
else seems to be veterans.
>> Yeah. So, well, yeah, platoon, what?
Yeah, we we're doing we're doing the the
thing, you know, like in a a minute or
less or something like that. What did
you think of Combat Evolves for playing
it the first time?
>> Um, oh, it was it was a lot of fun. Um,
obviously like playing I got the Well,
the Master Chief Collection it turns out
is fundamentally and irreparably broken
on my computer. So, getting it to work
was difficult because it just kept
minimizing itself for no reason, but
once I figured that out every time I
launched the game, it was really good
fun. Um,
>> just to clarify, it's not just you.
>> Oh, cool. I'm glad
>> there's always something wrong with
people's installs of Master Chief
Collection on PC. Yeah, it just kept
minimizing itself every time I opened it
and I had to like you had like half a
second to press buttons until you got
into the actual game and then put it in
windowed mode and then it would be fine.
Um but once I was in the game, it was a
lot of fun. It's um it sort of reminded
me how what what cuz it this was would
have been exceptional for its time
obviously way back in 2002. There's a
reason it spawns this huge massive very
popular franchise. It's a very very
solid game. It's not perfect obviously
because nothing is and nothing from that
era is either. Um, but just to see the
amount of care and attention that goes
into the just the small details to make
almost everything. You're never going to
play that game exactly the same way
twice because of the way um that you get
chain explosions, because of the way all
the guns have so many different effects.
It's a whole set of fun just
experimenting with what all of the
weapons do. I went in expecting that
like every other shooter I've ever
played, I'm never going to use the
pistol. So, I got rid of it and then I
learned after the fact that the pistol
is one of the best weapons in the game.
um had like a very low opinion of the uh
the the plasma pistol as well and never
used it until I very quickly learned
that it was one of the most useful
weapons in the game. So, it's like it
was learn relearning a whole bunch of
stuff and learning a whole bunch of
stuff for the first time. Um and
obviously seeing it the way it was
originally done rather than using
anniversary graphics as well makes makes
you think for as many limitations as
they had, they absolutely eat everything
they possibly could out of the resources
that they had. Um, it's probably more
complex and layered as as a shooter in
terms of the way you can chain
explosions, the way you can combine
different weapons with various different
effects together than a huge number of
modern games are. And quite a lot of
those effects seem to be missing even
from the remake, which is um
interesting. It's uh the word demake has
has been thrown around and um
accurately, I think. Um the voice line
delivery was I mean not in a weird way
not exceptional which is what makes it
exceptional. Uh is one of the biggest
complaints everybody I think has had
about the the remake is how they've
re-recorded redirected a whole bunch of
lines. The original I don't think anyone
there is is brilliant but they don't
need to be because they are all quite
clearly inhabiting the world that
they're in. Nothing really calls
attention to itself. Um every line is
delivered in the way you would expect
the line to be delivered. All the cut
scenes being rendered in engine is cool
because they they like they they paid a
lot of attention to how you pace them,
how you shoot them. Um, it was just made
by a whole bunch of very very talented
people. It made for a wonderful
experience of what gaming used to be,
which I'd almost forgotten given how
long it's been since I played a game of
this era. Um, so overall, a lot of fun
to the extent that having never played
two and don't not really remembering
three, I'm probably going to just carry
on and stream those at some point in the
next couple of months cuz uh, yeah, it
was it was a lot of fun. That may have
been over a minute. I apologize.
>> No, it's all good. I'm glad to hear the
insight of somebody who's never
experienced it before.
>> Which uh that's Oh, well, actually, I
mean, nevertheless, you said that you
have played Halo C bunch, but um um
Random, what do you uh what what are
your thoughts on Combat Evolved?
>> Uh just on the just on the original.
Nothing about the one that's just
>> the original. Yeah. No, we're having fun
right now.
>> Yeah. Okay. So, um, Combat Evolved, I'm
99% sure is the first shooter that I
ever played cuz I can't think what else
it would have been. It was either this
or the why I'm a Fire Warrior game,
which is nowhere near as good. Um, yeah,
it's extremely fun to play. It has
obviously influenced so much of what
came afterwards, both with Halo and just
with like shooters in general. Um, the
music in this game is [ __ ]
incredible. And every time it switches
to a new track, it's like, "Oh, yes, I
remember this." And it's just, yeah, I
don't know. It it it does that in a way
that very few games manage to do. Um,
and like I I typically don't play games
through more than once or twice. Combat
Evolved. I've played I can't I can't
even count it because I played it the
first time when I was maybe 12. I don't
know. Uh, including, by the way, the uh
the Cursed Halo mod, which I played a
couple of weeks ago for the first time,
which I would definitely recommend. Um,
yeah, like Platoon said, it it
encourages not just shooting because
like that is what it comes down to, but
there is a lot of creativity from the
player. There's a massive variety of
weapons. There's a good variety of
enemies. Um, the addition of vehicles um
adds to the creativity as well. And the
variety level variety is great. Um, like
the story itself is very simple, but it
does everything that it needs to do to
allow for you to shoot some aliens. Um,
and yeah, I guess in summary, this is
one of my favorite games coming from
someone who doesn't really play
shooters, which tells you how much I
like it.
>> Mhm.
>> Yep. That's uh I I guess it's a So, you
know, it's it's funny that this remake
will sort of pitch itself. It's like,
yeah, we might we might be someone's
first experience with like Halo first
person shooters. It's like, man,
>> what a terrifying prospect that is. Uh,
Mubes, what do you think of Halo Combat
Evolved? So, my just a a brief thing on
like I had loads of friends who were
playing all the Halo games and I just
sort of was late to gaming in general.
I'd played Doom, not Doom, Quake uh
pretty early on, but Halo I always heard
about. It was only when I was uh
probably into 360 and Halo 3 came out
and all my friends were playing it
constantly. I was like, I'll get it. And
then played the campaign and was
confused. Obviously, I I do remember a
bit of that, but also was just like,
this is fun. and then played [ __ ] tons
of multiplayer and custom games and that
was just like a mainstay of that era.
Um, that's what Halo was to me was the
fun game you play with friends that's
like like I never quite got into
understanding anything about it broadly
about you know with the story and then
funnily enough uh I I unfortunately
missed ODST cuz I couldn't afford it but
Halo Reach was the one that I like was
more properly you know engaged with
story-wise because I was coming into
what where it began technically instead
of the third of the of the franchise.
And then Halo Wars was actually what I I
particularly enjoyed, even though uh
it's like sacrilegious in the sense of
an RTS on console that runs at like 30
FPS or whatever, but it was uh
surprisingly
sort of like I don't even know how to
express like consumable for uh what it
is and like some relatively fun
cutscenes and stuff. I I was that that's
my like Halo is completely borked to,
you know, as a regular fan goes compared
to what I've got. But um I was like,
"Yeah, this is a good excuse to play
Combat Evolve the first time." So, I
don't know. And oh my god, the first uh
the first thought and you could just you
could just see it already. It's just
like how much wonderful clarity there is
in the uh graphic design of this whole
game. I was like, it's nice to go back
and play a game where I understand
everything that's happening. The the
rules given to mechanically are all
extremely tight and straightforward. The
challenge is right there and it's up to
me to be able to understand the levels,
understand the enemies, defeat them, and
move on to the next challenge and then
get some story along the way. That's fun
with, of course, has been mentioned just
banger music, you know, uh the the
dialogue is not like wasting my time or
desperately trying to poke at meta or
anything. It just you gets nice and
immersive of people taking this whole
situation very seriously. And then it's
uh it's relatively easy to follow too in
terms of just like the pieces involved
on the board, which I was actually
surprised by because I didn't know like
coming from pieces of like Halo Wars and
Halo 3 and Halo Reach. I thought that
this story was going to be way more
complicated and bigger, but Halo 1 is
actually like relatively
straightforward, which again baffles me
why they wouldn't have adapted this
properly for a movie or a TV show by
now, but oh well, you know, things
happen. And uh yeah, no, just extremely
fun and engaging and just a good sort of
uh value proposition of my time where
it's like you get these levels, you've
got this mission story-wise, like get
through it and there's all these
different options and uh as mentioned,
you can sort of mix it up every single
time you go through. And then of course
I was not even remotely upset by the
fact that I was noticing all of the
levels were repeating in reverse or not
necessarily all of them but a lot of
them because uh it had weighed like
completely different value from story
mechanics, level design and obviously
enemy engagement uh which there's so
much to say about the way they've
designed the flood and the covenant to
completely alter uh the experience of
the game. So, it makes a lot of sense
that this was kicking off um Halo and
and what a fun experience it was before
switching over to something else.
>> Um Rags, why don't you tell us what you
think of Combat Evolved?
>> Similarly to um uh to to Random, I think
that Halo Combat Evolved was the first
firsterson shooter I I played. Um,
I remember how big that controller was
on the original Xbox. My little hands
could could barely hold on to it, but it
really did kind of like it was my
introduction to an entire genre of game
that um and I that I and I really
appreciate it kind of for that alone
being my first p first first person
shooter. I love Halo. It's a very very
nostalgic for me. Halo 2 in particular
is really the most nostalgic for me of
all the Halos because it's the one I had
most regularish access to and played a
whole bunch of. But um Halo was I mean
without going too long and and how much
like Halo has been a part of my I guess
gaming you know career and and hobbywise
and everything. I I I really really like
Halo. I want to see it done well. I want
to see it justified. I want to see new
generations, you know, experience it and
enjoy it. It is kind of one of those
things that you, it's like an heirloom
game in a way where like multiple
generations can keep rediscovering it
because it's so just like fundamentally
excellent at the core. Uh, it doesn't
age poorly. It only ages uh ages well.
There's so many good lessons to take
from it with its simplicity in terms of
its story. But um what what's the well
what's the the phrase that people often
say where something's like mechanically
not like super duper complex but there's
a lot of depth to it. Halo is an
excellent example of that. It's not like
a super complex game in terms of its
story or its gameplay but you can keep
coming back to it over and over. It
doesn't feel old. You can just hop in,
boot up the game, play a level or two,
and it just never gets old. It's it's
very familiar. It's cozy. It's it's it's
an old friend that's always, you know,
he's always going to be there for you.
he's never going to let you down. Um, so
again, without going on too long, Halo
means a lot to me in terms of my gaming
past and I want it to be enjoyed by
future generations of gamers for years
to come. And with games like the Halo
remake, I um it puts a little puts a
little crack in that that dream of mine,
unfortunately. But maybe it gets more
attention placed on um on how good the
original was. So maybe some good will
come out of it. Maybe. But I guess we'll
see as time goes on. But it seems like
that is the case. Uh, this game didn't
release to incredibly positive reception
or numbers, but it did get people
talking about how great the original is.
>> Progression, what do you think of Combat
Evolved?
>> Um, so for me, Halo is a game that I
have associations with all of them
around the times that they came out, but
it really is for me just another game
that I have on my shelf. It's easy to
pick up. It's easy to play. If I'm
looking for something to play with
somebody, I'm usually going to recommend
Halo just because you can get anybody
into it rather easily. However, I talk
about it as much as I do simply because
it is the flesh puppet that Microsoft
trudges out whenever they are trying to
sell Xboxes because it was one of the
biggest things they ever sold. Um, the
reality was Halo was not my first first
person shooter. And um, as much as I
like it, I like it for all the reasons
that have been listed so far, just to be
clear. But it completely and
fundamentally changed the course of
first-person shooters away in something
of a tragic direction. Uh, that really
wasn't recovered for about 15 years. Um,
there was an era of '90s first-person
shooters which were more so focused on
like fast gameplay,
uh, small kind of action stories as
opposed to like big narrative
experiences. And it's not so much Halo's
fault as Halo was so good at what it did
that its derivatives learned the wrong
lessons from it. Particularly in regards
to the recover, the regenerating shield
concept would become uh just the
regenerating health that would become
endemic of Call of Duty games. And that
put the first person shooter genre in a
bad place for a long time. And so
there's a perspective that Halo can be
blamed for that. I still think
fundamentally though it's a really good
game and this remake has solidified
aspects of appreciation for me that I
hadn't before because I wouldn't think,
hey, the voice direction was really good
back in the day. That's not something I
really ever thought about until I saw
how badly you can butcher these lines.
>> Yeah.
>> John, what do you think? I'm sorry.
>> Sorry. I just wanted to emphasize there
is a there is a alternate perspective of
Halo had a negative effect on the first
person shooter genre and on the games
industry as a whole but not because Halo
was bad but because people wanted to
have their own success of Halo. There's
so many times I've read the stories from
games in the 2000s of so and so saw a
headline about how Halo 2 beat Pirates
of the Caribbean at the box office and
they wanted their own Halo 2 and it led
to the industry as a whole into a bad
direction which is an unfortunate
>> Halo Killer. Uh that's a as a term.
>> Yeah. that whole concept. Um, which Call
of Duty 4 was like the the Halo killer,
unfortunately. But
>> yeah, I feel I would feel remiss if that
wasn't brought up because we're being
very nostalgic here and people usually
want to hear that perspective as well.
No, that that that's chill, but I don't
care if people felt that way that Halo
ruined first person shooters is kind of
how almost how I feel cuz I I like it so
much. Well, the argument we made for one
of the most like I hate this like comfy
console sci-fi shooter that is Halo. I
just want it to sit on my shelf and be
something I can go back to. I don't want
it to be this thing that Microsoft keeps
trying to resurrect because they're
fuckups who can't manage companies
properly. That's what I that's what I
hate about the current circumstances and
that's why I bring it up. It's just it's
frustrating
>> being a fan of Halo dealing with this
[ __ ]
>> A lot of the most influential games have
that effect, right? cuz like Doom
created a genre for
>> well Call of Duty Core as well as
brought up
>> and you don't say Doom is a bad game
because it changed gaming in a
first-person shooter direction but the
derivatives are what was the problem
with Halo?
>> Yeah, fair enough. Uh John, what do you
think of uh Combat Evolved?
>> Uh I got a long history with the
franchise even before I started making
films with it. I mean, that wasn't until
like Halo 3 introduced theater mode. But
like I I started playing around 2003,
I think. And it was the the cons or the
game that made me like try to convince
my parents to get an Xbox. Like right
after I just convinced them basically to
get me a PS2 so I could play GTA V city.
And then I saw this. I was just like,
you I got to get an Xbox too. I' be
like, dude, look. It's like you drive
the vehicles. Looks so much fun. And uh
I love the campaign. It's so lean.
There's no fat on it. It's just like
it's a very sharp zigzag of plotting
where it's just like we're doing we're
here doing this now and now you got to
do this and it's it's very immersive
because the plotting like what you're
doing mission to mission makes a lot of
sense. It's like we got to rescue our
guys and now and now we know where our
captain is and it's nighttime and it's
time for a stealth mission and it's all
just very like well considered and paced
out. And if you watch the vioc for these
games, I mean it's obvious like they
really cared about making something that
was, you know, fun and they, you know,
you can tell they were working their
asses off. I shudder to think what a vi
on Halo Studios would be like. I think
it would be maybe one of the most
embarrassing things put to film with all
the horror stories I've heard about
>> next week.
>> Interesting.
>> I've never heard it said I've never
heard it as VIO. I always thought it was
Vidok.
>> Oh, is it okay? It could be.
>> I don't know if it is now. Now I'm
questioning.
>> I don't know. I don't think it's ever
actually been said, but Vid do it.
>> See Vidok.
>> Vidok makes more sense. I don't know.
Videog runs off the tongue better for
me. Anyway,
>> yeah, no worries.
>> We're all right.
>> We'll allow it.
>> I'm a I'm a big fan. And this I mean
it's just I think the most offensive
thing I find about it is it's just
Sorry, are we are we talking just about
our just original Halo? Okay,
>> just just for now. Yeah, because we're
having fun right now.
>> It's a It's a good game. It's always
it's always stuck with me. It's got a
very floaty fun feel to it. Uh I love
the physics in it. Like even though
they're kind of unrealistic and
ridiculous, I love that you can like
collide two Warthogs together and they
sink into each other like rubber bands
and then they like do back flips.
>> Um
>> it's very unique because like every
obviously physics became very realistic
like a couple years after. So, it's fun
to go back to when they didn't have real
physics engines and experience just how
janky it is.
>> Yeah. I mean, even Halo 2 changed that.
Like, they they've changed the vehicle
physics in a way where I was just like,
even though I really like Halo 2. Um, so
like there's just a way this game plays
that I'm very fond of. And, um, yeah, I
don't know what else to say at this
point. I think I kind of summed it up.
>> You on that that mention of the vehicles
on my first try with this game. I was
having so much fun driving ghosts and
warthogs through levels that I
absolutely was not allowed to be doing.
>> Yeah.
>> It's cute that the game lets you it
there's neat little things you can do
like fly the banshee on assault in the
control room and then the remake had to
[ __ ] that up and point it out.
>> Sorry. Well, um the thing like
>> this is a really interesting comparison
or at least I'll just I'll do it in the
form of praising of combat, but like
this is absurd me driving this [ __ ]
vehicle through this area, but it does
work. They do let you like like I I
struggle to believe for even a second
that they had no idea this was happening
for a player, but I I choose to believe
that they they were like, "Go for it. If
you do this, go for it." Yeah. Like have
some fun. instead of them locking the
game up or resetting you or putting an
invisible wall that destroys the ghost
if it crosses a barrier. You know what I
mean?
>> It's like I really like it when that
sort of [ __ ] happens. I don't
>> This isn't even breaking it. You know
what I mean? Like this is this is kind
of how it would work. You wouldn't
really want to drive a ghost into this
[ __ ] room, but if you do, this is how
it would go.
>> There's one really I know wouldn't jump
ahead too much, but it's kind of
relevant to this. There's one bit in the
remake which I'm pretty sure they've
only changed to stop players having fun,
which is that they have made certain
doors close faster than they used to.
So, you can't get a banshee through
them. And that's the only reason they've
done it, I'm pretty sure.
>> Yeah. Door force closes if you're in the
banshee. You can get it in there on
co-op, but only if you do like the dodge
roll into the hallway. Whereas, yes, in
the original Combat Involved on Two
Betrayals, you can fly the damn Banshee
through the level.
>> Yep. I like how Mhler said like, "Oh,
yeah, look at this." Like the vehicle
doesn't explode when you take it
somewhere that you're not supposed to
take it. Like that may or may or may not
be foreshadowing for later.
>> Um, so, uh, in my case, my my history
with Halo is like very garbled, I think,
would be the way to describe it. I think
the first one that I played was Halo 2
um at a friend's house, but then it was
uh Halo 3 was was definitely sort of the
first proper exposure to uh to Halo cuz
I just never had an Xbox or an Xbox 360
and then I really wanted an Xbox 360 uh
after I after I played Halo 3. Um, but
alas, I I only had my PlayStation 3,
which I did seriously consider for a
while whether I wanted to switch it for
an Xbox 360 just to play Halo 3 because
I enjoyed it so much. And then I and
then the first time that I played Combat
Evolved was on PC on a laptop without a
uh without a mouse. It was on the uh the
trackpad. That was the first that was
the first time that I played Combat
Evolve was on the track.
>> And man, I I loved it even then.
>> Even then, it was still a blast. Um I'm
I am very I I am very fond of Halo as a
series. Um I think it's such a cool
world. Um I I adore the soundtrack for
the Halo games. Absolutely adore the
soundtrack, the atmosphere, the vibe. I
enjoy the the the the campy fun that it
has while balancing it sort of or
inspiring and majestic tone. And in the
case of Combat Evolved, it is um it it
is a strikingly elegant game given that
it was the first time um it was the you
know the first in its series solving
many of the problems that come with it.
It was uh the first it it was kind of
the first of its kind in terms of this
kind of first person shooter on a
console. Obviously, they've made stuff
like Golden Eye and Perfect Dark, but um
but in this case, it's you know, it it
was sort of achieving its own uh new
thing as well. And and yet, even with
that being the case that there were a
lot of problems that were being
confronted for the first time, it comes
across as an incredibly coherent sort of
um a a very coherent game with a
coherent style and and um and and and a
really like solid foundation and and
objectives that are that are being
accomplished. um to the point that it's
almost strange that in many ways it
comes across potentially as like the
most coherent Halo game in terms of its
goals compared to the later games even
though they had you know learned a lot
of lessons and those games all have
their their strengths as well um in ter
you know Halo 2 is a very ambitious game
uh which which there's a lot that it it
gains from that and to be respected from
that but then there are the expected
problems that come with it but in the
case of this just like a really tight
campaign
I would echo what John said that it's um
it really is very lean. It's uh
basically doing just about everything it
needs to do and never really taking
things too far or pushing things too far
or getting too um garbled or confused uh
in terms of uh the story that it's
trying to tell or um or the the
scenarios that it's essentially putting
you in. Uh it's it's uh it's just and
and and a really robust sandbox that
allows you to do things like what what
uh what what um what what Mhler was
doing here and which is which is
probably like one of the core strengths
of it is that yes it is simple but
amidst the sandbox that is created in
this game and all of the Bungie Halo
games is a really remarkable amount of
variety and emergent gameplay
opportunities that can um that can sort
of spill out because of how welldesigned
the um the the enemies are, how how um
how much they sort of complement the
weapons that the game gives you to play
around with and the vehicles um and the
variety of environments that you can
sort of play around with them in. It's
just it's a really cool game. I like it
a lot.
I think I said when I finished playing
uh Calbat of I was like, "Free, did you
ever take the ghost into an elevator
just to see what would happen?"
I don't think I ever did this, but this
is very amusing.
This is the kind of jank that you like,
not the kind now where it's like, oh,
this game is running this.
>> Sorry, we don't need to talk about
>> We're still
eating them lotus flowers, aren't we?
>> Can I a bit of lore here with Halo CE?
Um, one of the important things about
appreciating this game is that it is
inexurably tied to the Xbox as a console
and what Microsoft was attempting to do
with it. The Xbox was uh Microsoft's
first console and they were entering
into kind of a competitive market. You
had the PlayStation, you had Nintendo.
They were kind of duking it out in the
casual uh entertainment system space.
What Microsoft wanted to do was leverage
the fact that they had a monopoly on the
PC market by making a console that was
very easy for PC developers to port
their games to. And one of the most
interesting aspects of Halo is that
Bungie was a Macintosh game developer
before
>> they made and they made uh I forget
their names, but it's a handful of RTS
games and they were for Mac OS.
>> One of them. Yeah.
>> Yes. And Microsoft was like, "We're
going to snipe one of Apple's top game
developers and prove that they can make
a game for a console the same way that
you would make a game for PC." And that
revolutionized the games industry
because it it used to be that you would
have a console version and a PC version
and they would be radically different
because of the way that the hardware
worked. Whereas Xbox's revolution was
what if you just made a PC that did
console things.
>> Yep. We had a6 processor which was yeah
unheard of
>> which eventually became normal. It took
Sony a while to uh to be willing to do
that as notably with the PlayStation 3,
but that was very much flying a bit too
close to the sun. I would say that
they're doing that right now, but I
don't think there will be any
consequences for it. So, you know,
>> it is um that that is crazy to think.
I'm pretty sure the first time that Halo
got shown publicly was at Macworld
>> like Steve Jobs.
>> That's very funny.
>> Well, that was Yes. because that that is
an interesting thing as well is that
Halo started as a as a real-time
strategy game
>> and then eventually
>> um they chose either a company that
specialized in two genres that really
hadn't been represented on console up to
that point because console games were
like third person action games and
brawlers and puzzle games and stuff like
that. First person shooters and
real-time strategy games were just not
something that you expected to get when
you bought a console. Obviously, you
have Perfect Dark and Golden Eye, but
those were rather exceptions to the
rule. And I guess Doom 64.
>> No, that's I think it's fair to say that
it is it's, you know, Halo was not the
first the first first person shooter on
a console, but there's a reason why it
almost has that reputation uh along with
something like Golden Eye because I
mean, yeah, you can definitely see the
formula uh that emerged later on. Um and
and I guess that's an an interesting
aspect of the design of the game as well
is um you know there there are a lot of
these decisions that essentially spawn
from those limitations
um and confronting the challenges that
come with that is uh sort of an
interesting conundrum. Right? This is a
game that is built around the idea that
you're only going to be carrying two
weapons at a time. Um, rather than
having a complete arsenal of weapons,
which means that you need to design
encounters and enemies that promote
switching weapons, like as in
deliberately abandoning one weapon that
you might want to use in this situation
for another one. So, like the decision-m
about what kind of weapons you want to
use is in part based on what weapons you
want to take forward through, you know,
the next portion of the level. uh
depending on what kind of um enemies
you're going to be, you know, sort of
dealing with as you progress and like
figuring out a way to balance that in a
way that's going to be fun. It's like,
yeah, no, those are, you know, those are
interesting challenges that you have to
solve um that are solved very well.
I remember it as like uh I think it's
the first shooter I played where the
with dual analog sticks where the
experience felt very smooth and I I love
that Duke controller that Rags was
describing earlier the big one like
you're holding a balloon.
>> It was big especially my little my
little hands when I
>> It's big now. I have one downstairs.
They're huge.
>> Yeah. My first
>> my first shooter was Golden Eye and that
was just this the one analog stick and
with tank controls basically you turn
left and right
>> and I think like I already had a PS2 and
I don't think I had any shooters for it
though and I think I had Tur Rock
Evolution for Gamecube but using the C
stick as an aiming stick kind of sucks
>> but this felt like Starox
>> like really awesome to play
is okay with some it depends on the
game. Yeah,
>> reminded us the footage is playing. It's
like the co the covenant is so awesome
as a faction like not only with their
lore but also just to fight.
>> Um man just like that core trio that
then gets expanded on but like elites
grunts and jackals
>> have such great interplay between them.
>> The core of it is these slow projectiles
that you can predict too. That's a very
important part of the formula is that it
there you're not being shot at with hit
scan weapons because
>> when that happens you tend to just have
to hide behind cover a lot whereas you
can see when he plays combat evolved
he's taking a lot of risks. He's going
out of cover. He's being aggressive.
No, that that is really important
because of the fact that there is a
consistent movement speed and there is
no [ __ ] sprint which we'll be talking
about that a lot today.
It means that there's a level of
predictability both from you, but also
the game is in a position where it's
easy for them to predict how you're
going to move through the environment.
>> That I actually did find kind of jarring
because it's been a having never played
this one before, but also having just
it's been so long since I played
anything from sort of the early 2000s.
Not having sprint and not having aim
were two of the things that were
probably the bigger hurdles to get over
at the beginning. you're just so used to
having those as your options um in
anything I've played since. So like you
get into certain positions and you
expect to be able to sprint to cover or
you are so used to aiming to like
maximize accuracy from any position that
you instinctively I instinctively anyway
always just like immediately go to L2 to
aim before I start shooting. And it took
quite a while in the first stream to
sort of train that out to the point
where like I we'll I'm sure discuss it
in more detail later. I'm not innately
opposed to adding sprint or I'm
certainly not opposed to adding aim as
long as everything else updates along
with it. The problem might be
hypothetically that nothing else updated
to account for these new mechanics. But
once you get over once I got over that
uh that that sort of
>> that I guess kind of a culture shock
sort of thing then you find
>> anxiety.
>> I suppose it kind of is. Yeah. Cuz
there's a degree of security that comes
with with these mechanics that you just
you used to overrelying on them in a way
and actually you have to be more
careful. We were speculating that they
added sprint because they were concerned
that players would have that anxiety
that they press shift and nothing
happens.
>> Yeah.
>> Yeah. Um, but you do get used to it
fairly quickly and then it becomes like
it's a different sort of challenge which
I then started to remember from having
played say even like earlier Call of
Duty games to an extent and like like
some of the first Call of Duty zombies
is that when you're not overrelying on
sprint or or anything like that then you
kind of get into this this weird sort of
hypnotic rhythm which is part I think of
the appeal of the thing. There are
certain movement patterns, particularly
against the flood, but it also works
against some of the Covenant because of
these slow weapons that you sort of you
get into this weird very pleasant flow
state where you sort of you're never
stopping entirely. You're always sort of
weaving very slowly. Occasionally cover
is required, but it just makes the whole
thing you don't turn your brain off at
any point, but it does feel way more
natural, less jagged, less there's a few
fewer like tension bumps I guess than
you would get in a modern game. Yeah. a
bit of a covenant dance, you know.
>> Actually, the uh the footage here I
borderline stumbled on. I was like, this
is actually a good example of how you
could go through the bridge more
carefully, but the game does have enough
dynamit out of you for like nailing
shots and grenades. And then I just
mention weaving as well. Yeah. Like cuz
this this is one of the I'm remembering
now. I was like this was actually one of
the more fun parts for me because of how
well this ended up working. I was kind
of messing around on the bridge and then
I had a run that was like really [ __ ]
good that would, you know, it feels for
a moment like you are a cutscene Master
Chief.
>> It It's funny because it's influenced
the culture where people will see you
doing this and go, "You must be bad at
the game because you're not taking the
dominant strategy as sitting back in
cover and hiding." And it's like, no,
this is how first-person shooters used
to be. It used to be about going as fast
as possible, about taking risks, and if
you fail, you reload, you try again. You
change your mental algorithm a bit, and
you just slowly get better at at the
game by the expression of go fast, take
risks, don't just sit at the back of the
map with a precision weapon and snipe
out enemies.
>> It invites a kind of player expression,
which is something that's super
important in video games. It's almost
hilarious. I feel the need to point that
out. that player expression is like an
important aspect of what makes games
worthwhile as an experience. Uh rather
than having everything about that g uh
experience be curated by uh but you know
there is a level of curation that is
obviously required for all games. It's
not only is it is it welcome but it's
necessary of um you know making choices
about what kind of enemies you're going
to encounter in what kind of room and
what kind of weapons do we want to place
here. Whether it's the weapons that the
enemies have or the weapons that we
decide to put here for you to mess
around with. Yet within, you know, the
the sort of boundaries and uh within
that scope, there's a huge amount of
freedom um that is offered in terms of
how you want to express your uh
essentially your abilities in the game
to kind of show off how good you are at
it to, you know, yourself.
>> Um
>> it encourages you to play in a way
that's fun to watch.
>> Yes.
>> Mhm.
>> Which is which is kind of an interesting
thing to think about the nature of Yeah.
what makes it a fun to watch experience.
>> It's also fun in co-op where you're
seeing your friends do goofy [ __ ] and
like you get to laugh at like you're
trying something really risky and then
either they eat [ __ ] and it's funny or
it all works out and it's funny. It's a
funny game to play with people because
of the dynamic gameplay.
>> That's that's sort of a a good thing to
to sort of hone in on as well is that
the tone of our Halo is something that
343 has never really been man able to
capture. And part of it is because uh as
much as there is a certain loftiness and
and awe that Halo inspires, it is also
pretty funny and goofy. Like the grunts
and elites are funny and they make funny
sounds when they go flying.
>> Marines are funny.
>> The Marines say funny things. That's
right.
>> The chain grenade reactions that send
all the corpses flying around the room.
>> It's a It's a really interesting balance
given that this is a game that halfway
through turns into a horror game for a
little while. you know, like it's a like
and a very effective horror game like
the floor
anime faction like from a conceptual
standpoint.
>> If you were to shoot a grunt to death
with the assault rifle, you'd see
there's lots of blood everywhere. This
is a very, this can be a very bloody
game to play. And so there's an
interesting dichotomy of like it's a fun
experience, but it, you know, it's an
adult experience and that, you know, it
takes itself seriously. It's funny, but
you insert the funniness, not the game
itself.
>> Well, the game has to insert funniness.
Well, yeah, it's it's not that kind of
it's it's, you know, the marines will
say funny things like in the middle of
combat.
>> Um, I say they talk [ __ ] while you play,
but they talk [ __ ] in the way that like
someone sitting on the couch next to
you.
>> Yeah. They're not winking and nudging at
you when they do it like ah, was that
funny? And they all sound sort of like
they have a sense of humor that is
believable from a bunch of Marines as
none of them says, for example, oh,
you're standing in my aura space. None
of them says any [ __ ] like that. Um, but
that was one of the things I was really
impressed with as well, cuz not only is
that their humor is on point and the way
they're characterized is really good,
but the the dynamism and the reactivity
in all of their lines was really
impressive. Um, it was way more than I
was expecting.
>> They will compliment you. They'll react
to individual things you're doing in the
moment. If they shoot you, they'll
apologize. If you shoot them, they
understand that's what happens. If
you've killed someone, they're shooting
it. I think they react to that. And
likewise, if they shoot someone died,
they'll shoot down at corpses to make
sure they're dead and have lines about
it. Like,
>> yeah,
>> I must highlight with with what has just
been said cuz it's so [ __ ] funny in
by comparison, a different game, not
necessarily a relevant game when you're
supposed to be defending a big old
starship and you just allow it to be
pummeled over and over and over again
and then it ends with Chief going target
neutralized.
>> Oh, yes. cuz that it would be crazy if
they designed a sequel. They're like,
"You need to stop ships and you don't
have to and you still win. You literally
don't have to."
>> And the other characters are like, "Good
job, Chief." I was like, "Nice, Chief."
It's like, "I didn't I didn't do
anything."
>> Okay.
>> In terms of uh in terms of writing, it I
I figure it would be worthwhile to uh
sort of focus on that a little bit as
well, cuz um or or you know, maybe
tethered to the structure. This this
game feels like it can be divided into
four very clean acts. Like act one is
kind of the the you know humans are on
the back foot. They find themselves in a
strange place, you know, sort of split
up, outnumbered. Um and the first act of
the game is essentially sort of rallying
everybody together and figuring out kind
of what your quest is going to be. And
then act two is, oh, Halo is a weapon.
We could use that. All right, that's
what we're going to do. Big sort of
military campaign to to get uh control
of Halo. Um, and then it's like, "Oh, we
did it. We're in the control room. Nice.
Oh [ __ ] Oh [ __ ] Oh Jesus. Oh my god."
And then that's like, you know, act
three is that Halo harbors like a dark
secret. Um that that is so terrifying
that it's completely flips the um it
flips the central conflict on the on its
head. You know, the fact that the first
thing you see in 343 Guilty Spark is the
Covenant running away from something.
Very very the presentation.
>> Yeah. Yeah. No. Well, you know, and and
then of course, as someone in chat has
pointed out, it's like, oh, so that's
the dark secret is the flood. Okay, but
we can use it against them. Nice. Oh.
Oh, god. And then twist number two that
sort of takes us into the fourth act,
which is now everybody's against you.
You've got the Covenant against you.
You've got the flood against you, and
you even got the, you know, the the the
constructs of this installation against
you. Um, and now you, you know, you've
sort of got to rally as like the
complete underdog to destroy Halo in a
means that is not, you know,
conventional essentially. It's it's a
really cool structure.
>> It feels in in a way that 343, Guilty
Spark and the library as two levels are
almost like that they are one of those
acts because after that it becomes like
the resolution of well, how do we deal
with all this [ __ ] that's happening?
>> Yeah, exactly.
>> Um, and and by the way, I just I just I
love it. Like I love that as a as a
structure for the game that it initially
presents as a bombastic action adventure
where you're fighting these aliens only
to then transform into like a horror
game where you're dealing with an
ancient evil that at this point, you
know, it it doesn't necessarily need to
be spelled out for you, but there's like
a lot to be sort of read into and
inferred about what may have happened to
the people who created Halo based on the
fact that you do uncover, you know, this
this sort of ancient evil. And then
Guilty Spark shows up and he just starts
saying weird things to you. He says he
says a lot of things that make sense,
but then there are a lot of things that
he says that's like you're talking to me
like you know who I am. You know, of
course,
>> we're not friends. Like what?
>> It's uh it's interesting considering how
long this show's been running that uh
had I isolated from anything I've heard
you guys talk about, I would have said
like the two favorite levels are
probably going to have to be Silent
Cgrapher and uh 343 Guilty Spark. one
for the level design and just like
glorious structure and experience and
the other just what a flip- in
atmosphere and a way to control all of
the elements to make the story like
really hit.
>> Yeah, well executed
>> which is going to be very interesting to
talk about considering certain changes
that were made. It was a really it's a
really good um balance and that that's
kind of a good example as well of how
this game is able to balance its
narrative aspirations which are you know
compared to the games that came later
from Bungie. You could say it is less
ambitious like Halo 2 is particularly uh
quite ambitious in terms of how much
story it wants to tell in its game. But
the balance between yeah like
essentially creating like just really
great encounters on their own that you
that you're just going to have fun with
even divorced from the context something
like silent cgrapher compared to guilty
spark which is obviously it's teaching
you new things about the flood a new
enemy type that you need to deal with
but it's it's trying to it's trying to
evoke feelings in you sort of beyond
even just the the gameplay experience.
Um, and it's a really very nice balance
in particular. worth saying too because
I guess this would be much more
applicable maybe I I don't know
necessarily for me uh random and platoon
but playing on MCC and knowing this is
like so to speak the experience but then
also having an option at will to press
tab
>> and to um experience the future
>> the future where it's a it's a foggy you
know
>> a bog but it's it's got nice god rays
piercing through nice and bright god
rays
>> this is one of the scariest parts parts
of the game for me. I uh I couldn't get
over that for a bit when I was on stream
cuz people kept telling me like make
sure to press tab in a level and I was
like oh here we go. And um I just like I
was saying I've got a particular bone to
pick with how games have evolved into
being obsessed with graphics and it's
more so like fidelity and extra detail
and everything. Whereas I go back to
playing something like Combat Evolved
and I feel I feel comfy as hell knowing
that I can understand where everything
[ __ ] is. knowing what what is
important
>> you can understand where everything is
and what's supposed to be there but you
also understand that everything was done
here for a a reason for an aesthetic
reason the entire vibe is very very
carefully created then when you press
tab here and it's like how about we add
a bunch of lights
>> I think uh graphical remasters and
remakes are onlogically evil
>> I one thing that pisses me off about MCC
and I had this issue when I first when I
streamed Combat Evolved was It's like it
defaults to the cut scenes and
everything and the anniversary version
and I'm like no no no stop you have to
cut it.
>> They [ __ ] with the music. They [ __ ] with
the music in Halo 2.
>> Genuinely part of the problem though is
that a huge portion of the the audience
would would honestly look at you and be
like but it's better.
>> Even then the creators would obviously
say but it's better. It's like obviously
better.
>> We ignore those people. Honestly, no.
Anniversary hate is very common. And
there's not a lot of people who are
like, "This looks better." At this
point, like any kind of appreciation for
it has faded away. Not even before the
remake was even announced. Anniversary
was like not looked at in a positive
light in the Halo community.
>> I Well, I think anyone who does analysis
on like Halo games or even games
broadly, it has the the take of like
what they have [ __ ] with the art
design. But I just mean like you know
like a general public the I I put this
in the same category as black and white
is automatically worse than color or 4x3
is automatically worse than letter box
or widescreen or 2D games are
automatically worse than 3D games.
>> It is so tacky of an art style change
that
>> it that I think that even like it it
didn't last even a couple years before
people started to just make fun of it.
partially because there's parts of the
levels that are ruined because the new
graphics will put uh models in places
that they didn't originally exist. And
so you will think that there's something
in the way that there's not. You'll get
shot through it or it takes away and
you'll think you can shoot through
something that's actually solid in the
original game.
There's weird like hitbox mismatches
like that.
>> Yeah. They don't quite And when you tab
back and forth, you can even see that
sometimes the geometry just doesn't
quite line up. you like you had you had
one job.
>> Yeah,
>> there was a point I wanted to add to
what Fringy was saying where there's a
tonal shift of from bombastic shooter to
like kind of horror game. I would argue
the final three missions go back to the
bombastic shooter because Master Chief
has that uh indomitable human spirit of
you know what, everybody wants to kill
us.
>> We're still going to exist uh insist
that we get to exist. And so there's a
appreciable aspect of that that I think
if 343 was making this game today, they
would want to
>> um diminish those aspects because it's
too aspirational,
>> which is funny when it is like a binding
element of the Bungie Halo games is
essentially that that is like that's
sort of the core quest is sort of
fighting to for the right to exist in
this galaxy.
>> Actually, I'm sorry. I I completely
blanked it out. The Halo TV show is
exactly that. It is focusing on the
negative aspects of humanity to such a
degree that you have to wonder if the
point of the show is maybe the humans do
deserve their genocide.
>> Well, it's it I mean it is very bizarre,
isn't it? It's like
>> it makes me want to genocide
>> focusing on infighting within humanity
compared to like a broader conflict
that's actually way more important cuz I
mean it it is you know Master Chief is
the most important character essentially
in any given situation. But something
that is really cool about the Halo games
and even present here is this feeling
that Chief is just one element of a
broader battle that's taking place. Not
just in terms it's it's little things,
right? How like when you're in the
levels, you'll often have Fauxhammer
come in and drop down like vehicles for
you and then go off to do something
else. Um the fact that the Covenants are
the ones who released the flood um
because they've got their own thing that
they're doing that is going you know
well beyond the purview of uh of chief.
It really helps sell that this is a very
big world that you're on. And of course,
another thing that helps is even just
one of the one of the I say it's not
underrated because pretty much everybody
has probably done it at some point, but
just just looking up, you know, when
you're when you're when you're outside
and just looking up at the sky and then
seeing Halo, you know, arc up into the
sky curve back around. That's probably
something everybody's done when they
played Halo Combat Evolved at some
point. It's just like, dude, that's so
cool, man. Just even that on its own,
>> just as an idea of having a ring that is
a world that you're on the inside of and
you look up, it it is so alien and so
cool. It's it's brilliant.
>> Which of course it's not it's not an
original idea to Halo.
>> It's probably one of the best
incarnations of it though in science
fiction.
>> Mhm.
>> Uh I think that would I think that's
undeniable because of its impact. Yeah.
>> It's pretty mind-blowing at the time to
do something like that with a skybox.
I'd never seen that before.
>> I love the skybox.
>> This is a great Bungie always was good
at skyboxes.
>> You couldn't possibly [ __ ] up this
skybox. It's so clean and and simple
that you there's no possible way that
screw it up and make it worse.
>> There's there's a liinal aspect to the
art style. And it's strange that we went
through a time period where everybody on
the internet was focused on the whole
liinal spaces and liinal horror and 343
didn't look at that and go maybe that's
an aspect of the original art style that
needs to be preserved. The way that this
whole mega structure feels creepy
because for some reason all the grass is
mowed but there's no al there's no
there's nobody's living here is mowing
the grass. There's no animals eating the
grass but everything's just like a
little too manicured and there's a weird
repetition to it and it's like this
feels like prefabricated. It probably
is. There's a creepiness to Halo CE
>> that you don't really notice because
it's in the background of this really
fun gameplay. But
>> yeah,
>> what really worked about 3.3 Guilty
Spark was was that feeling. Everything
fell off,
>> which is kind of a that is interesting
compared to in Halo 2 where Delta Halo
uh Delta Halo, you know, particularly on
the level Delta Halo, the ruins are, you
know, sort of covered in moss and uh and
and um and shrubbery, which sort of
gives it off and it it gives off like a
more apparent and more recognizable sort
of ancient uh nature compared to when
there's, you know, the cave is not a
natural formation.
Yeah, that's a funny meme. But like it
is a noteworthy thing that this so much
of the game is about these like
beautiful sort of open natural
environments, but then you'll just come
across something that's completely
artificial.
>> In regards to Halo 2, um it also says
something about the world building of
that game because the monitor of that
installation has been captured. The
Sentinels are no longer working on
maintaining the structure. And so you
see this just gradual amount of decay
when you first arrive. That's like you
would think, oh well maybe they just
updated the art style. But no, it turns
out that this minor level detail that
you notice earlier on says something
about the story of Halo 2.
>> Yeah, because this there was back in the
era when games were good reliably.
Reliably quality. Oh well, never mind.
Um, no. I mean, the limitless space
thing is an interesting observation and
there might be certain people that get
really angry about like that getting
brought up because it's like, well, it
wasn't what they intended. It's like,
well, number one, it's very hard to know
at this point sometimes what people
intended for things that they made like
20 25 years ago, especially if they make
new statements about what they intended
to do gets complicated. But at the end
of the day, like game is what it is. I
was I was going to say some of the level
designers have been speaking up about
what they intended like with the silent
cgrapher tree that blocks you from
driving the warthog up the level. The
level designer has said like we had a
very specific intention with that.
>> Oh well I was thinking about
the art director has has said that he uh
that like oh you know campaign evolved
is kind of what we you know I would have
wanted to make it look like all those
years ago. And it's like, dude, I
respect I respect you a lot cuz you are
the art director for the Halo games, but
it is one of those cases of like, I'm
not sure what I meant to do with these
statements when it uh clashes so hard
with what is
>> more. A lot of artists will say that.
You'll see that. And I think it has to
do more with I wish when we were making
this game, we had access to this
technology because we could have
>> you we could have used it better. Like
the this cool sand physics system or the
snow melting under the ghost. It's like
these are cool details I wish we had
access to but obviously we didn't.
>> Yeah. Well, and ultimately like a game
is, you know, for for whatever, you
know, they might have wanted to do or
tried to do depending on what kind of
technology they had. All of these games
are a product of what they had. And I I
don't say that as like, oh, they're, you
know, they're a product of their time in
a condescending way. It's more like no
like what you you created something like
the experience is what it is um you know
uh regardless of essentially the
technology and then it sort of stands as
what it is even when the technology
improves and sometimes that can yield
really interesting and valuable results
like something like this game that it is
kind of unique amongst the Bungie Halo
games even in terms of uh in terms of
its art direction.
>> Yes. A lot of people don't really
mention this, but um Halo CE stands out
even among the Bungie era just because
there was a bit of a tonal shift with
how they were approaching Halo with the
later games where there's a bit of a
mismatch where uh Halo the standalone
game versus Halo the series foundation.
>> Yeah. Almost what you see in a pilot
episode of a show versus like what the
show kind of becomes where there's a
certain level of quirkiness that's often
present in a pilot. a level of um yeah
like that they haven't quite figured
everything out yet. Um and that
sometimes and sometimes in that case a
lot of the time you know it's usually
for the better. The pilot is usually
rough and then they figure it out. But
in the case of Halo it's kind of an
interesting thing of like man it's like
a really unique experience though.
>> Just wanted to just what it said cuz it
was highlighted the Discord. So, there
are 4,454
people watching us right now, and there
are currently 4,378
people playing Campaign Evolve.
>> Oh, no. Wow.
>> Oh my goodness.
>> I think
>> on Ste.
>> We predicted that um on stream was that
more people would watch us than play the
game itself.
>> Wait, how many people are playing the M
Master Chief Collection?
>> More.
>> Probably. Almost certainly more.
>> Lots more.
Yeah, there was a decent amount playing
when we checked um when we've been doing
the checking because the MCC is pretty
reliable. It's probably in the it's just
it's probably in the state where it's
always going to have some people people
rediscovering it, going back to it.
>> So, right right now it's it looks like
uh just over 8,000 people.
>> That's
you know to be as pragmatic and
straightforward as possible, it is the
extremely beneficial value proposition.
Like out of the two games to buy, it's a
no-brainer. It would be insane.
>> Yeah. I mean, you there's only one bad
game that you get in the collection. The
rest of them are great,
>> you know, like you can you can deal with
that one bad game to um which I will say
uh I I could keep talking about Combat
Evolved forever. But the thing is is
that we will we will obviously
inevitably circle back to it as we uh as
we start talking about the the remake.
But I suppose
>> comparisons will be rife. Yeah,
>> we we should probably start doing that.
But I will say for those of you who
haven't played Combat Evolved or any of
the Halo games at all, now might just be
a good time with everything that's been
said, like dude, what are you waiting
for? Get MCC, play Combat Evolved, play
Halo 2, then play Halo 3, ODST, Reach.
You can stop there. You don't have to
play Halo 4.
>> Play the first five games. Yeah,
>> it's a it's a funny comment. Um, when we
were talking about our relationships
with Halo, not a single person mentioned
Halo 4. The end point that everybody
mentioned was either Reach or Halo Wars.
>> Yeah. Yeah. Yeah. It's uh I mean, Reach
is a really nice full circle moment. I
know Reach has got it, you know, Reach
has got its problems for sure. I
recently replayed it because I wonder if
there's a reason why I felt like I
needed to replay Halo Reach while
playing Halo Campaign Evolved. I wonder
if we'll talk about that a little bit.
But, uh, it it really is a nice full
circle moment. It's a really, you know,
and then it's like, yeah, it's it ties a
bow on it. What a great collection of
games. And then 343's tenure comes and
it has at this point dramatically
eclipse the amount of time that Bungie
ever spent uh, with Halo.
>> It's been 15 years, more than that
actually, since they were founded. It's
more like 18 years.
>> Just to take another uh, little [ __ ] on
MCC uh, because James Moore has provided
this. It's the uh the way they changed
the library map. There's like a part
where they've pasted a wall in front of
a different where a wall is supposed to
be and if you pull the stream up, you
can see it and you can walk through it
and it's like [ __ ] the whole geometry
of the map.
>> No.
>> Oh yeah.
>> What?
>> Oh no. Yes. This is one of the the
geometry changes I was talking about
earlier. The library is particularly a
victim of this. Um, assault on the
control room and by extension uh, two
betrayals are also massive victims of
this weird geometry changes
>> as a result of them wanting to be like,
"Oh, no, but the new style, we have to
keep it in da da da and unify the
aesthetics to the whole thing."
It's mostly a strong experience when it
works because it is the original game.
And that's the fundamental confusion
people have with campaign evolved as
we're about to get into. It's like you
had the full blueprint
>> somehow.
>> Can I give you a bit of a blueprints?
>> Can I lore for a second?
>> Yeah, go for it.
Uh Halo CE on MCC was hated initially by
like Giga Autistic Halo fans because it
was using the gearbox port instead of
the original Halo CE and there were a
couple things that were broken in the
gearbox port. I think most notably like
the skybox on Assault in the Control
Room was broken. Um but that's mostly
been forgotten to time uh because MCC
eventually did uh patch stuff like that.
There's weird stuff where MCC would
change aspects of Halo 1 and it would
change the AI behavior. So, the
speedrunning community, for example,
noticed that there is a skip on assault
in the control room where you trick a
banshee into landing and you use it to
fly to the end of the level. There was
an AI update that changed how those
banshees behaved. So,
unfortunately, there is a case to be
made that even playing the MCC version
is not authentic. However, the
differences are so minute that you're
still getting the Halo experience.
>> I think it's a fair point to bring up.
Um, but it is it is but and and then
there's also just bearing like I mean,
you know, it's funny cuz like oh yeah,
get MCC it's great. It's like bear in
mind they [ __ ] up MCC MCC didn't work
like at all for like several months.
>> A year or two. No, it it was
dysfunctional on Xbox Live for over a
year.
>> Yeah. like it's it was an incredibly
dysfunctional broken port that they
couldn't even man and and the reality is
it's never fully been fixed. Um it's at
a point now where it's it's like
whatever okay you know it's all right
>> but like it's never really truly been
fixed which is very frustrating but I
mean this is kind of the problem with
backwards compatibility in general you
know as as an issue. I will say as
somebody who's played a lot of MCC and
then also very recently gotten Xboxes
and old CRTs and stuff to experience the
originals, you're not missing much just
by playing MCC. It's it the distinctions
are so incredibly minor that you're not
missing out.
>> You got mouse and keyboard and frame
rate and it works on modern systems and
stuff and it's got the friends list and
everything integrated. Just just do it.
>> More fun with [ __ ] broken the freedom
of the game. By the way, I asked for if
he had done this cuz I had a I just had
a thought when I was playing. I was
like, "Wait a minute. I have a rocket
launcher and grenades. Hang on.
>> This shit's awesome."
>> Yeah. Take my wthog home.
>> Yeah, it's uh it's cool. I I liked when
games gave you like the freedom to mess
around with their uh with with how they
work. And and I mean, you know, it's uh
this is I feel like Halo is a good
example of sort of the generational leap
from um from fifth gen to sixth gen. You
know, this definitely feels like it's a
sixth gen game in the sense that it is
like more
>> complicated from a from a from a
programming standpoint.
>> Um but it's taken advantage of in the
game, not just from a graphic
standpoint, but from a design
standpoint.
>> The graphics is important to mention too
because this was an early post 3D game.
Um, 3D had very recently become a thing
where you could render uh these types of
3D levels uh reliably on consumer
hardware.
>> What were you about to say?
>> Well, it still shows in a few minutes
because obviously as much as lots of
people are nostalgic for it and as long
as it is just objectively a brilliant
game, it's there are problems with it
which AI pathing isn't great all the
time. Flood quite often struggle to jump
past any overhanging lips for example.
Um quite often they they do sort of
struggle with doors and corridors a
little bit. Not hugely yet, a little bit
for now. Um and uh and you know there
are there is room for improvement, but
for the standards of the day, it was
exceptional and still plays
exceptionally well. You can find ways of
cheesing it. Like the thing we just saw
the final run toward the um toward
toward the escape ship. Like without
really meaning to, I just immediately
doveetailed left and just sprinted the
entire thing with no enemies cuz they
hadn't put any there. And that's like
that's actually something they did sort
of fix with the later things. It's one
of the only things they did fix. But
even acknowledging that there are some
problems with that, some checkpoints
will be slightly too early. You rehear
dialogue where you don't need to rehear
dialogue and things like that. There has
been 20 years since then. So um you
know, anybody who acknowledged any
problems at all during those 20 years
knows what those problems are. And uh
we've had a lot of time to consider them
and you know, implement fixes and things
like that. So I'm sure we're going to
discuss how well that's been done. I I
would say that the issues with Halo CE
are so minor that it's not worth the the
millions of dollars you would have to
spend to make an entirely new game to
justify actually
>> unless you unless you were particularly
desperate at the moment.
>> Yeah.
>> Unless you [ __ ] up for the last 15
years and losing 64% of the money that
you've been investing and running your
company at a 3% margin and ended up
needing to fire thousands of people. If
you're in that position, then yeah, you
need to remake Halo CE because you're
broke.
>> Dude, it's it's crazy when you should
plan that last. They ruined all the
cutting. Anyway, I know.
>> So, you know what? I figure that we can
kick off the same way we did before, but
this time we just we'll just do a good
old right to left sort of
>> what what do we think about Halo
Campaign Evolved?
>> Splatoon.
>> Positivity over.
>> All right. Yeah, we did. We did our We
did our
>> goodbye. Combat Evolved.
>> Yeah. Well, we'll we'll return, I'm
sure. Uh so campaign evolved. Um I don't
have as say no nostalgic feelings
particularly for the original Halo cuz I
played it for the first time beginning
last week. Um up until roughly the
halfway point of the game, I would have
said, "Yeah, this was a a waste of
money." But it's not egregious in the
sense that it functions for the most
part. It's a downgrade still, but
compared to a lot of other games I've
played recently, a lot of other games
we've played on stream for evap, I would
more happily replay Campaign Evolve than
I would Resident Evil 9, James Bond,
Gollum, mixtape. Um, because the
foundation of the game is so
fantastically strong that
>> it's really hard to [ __ ] up the core
stuff. That's what I thought until
roughly the halfway point. um
the halfway point comes along and you
can spot exactly the moment at which
they did not have time to play test
anything. You can tell exactly which
levels were delivered late, which assets
were delivered late, um which AI pathing
had not been completed, which things
play tested never even seen on
completion. Um because it's basically
from 343 Guilty Spark onwards, that's
when it stops being sort of a generic
downgrade and starts becoming to me at
least a more exceptional downgrade where
things just do not work. Now, I didn't
stress test it hugely at the beginning.
I stress tested it a little bit. There
were basic fuckups going on. I think we
might even see one roughly here where
like there's the pipe under the pipe
which if you drop down onto it um in
original Halo you can you just die and
on this one if you land perfectly in the
middle you're fine. But then they've put
random kill walls either side. It's such
a clunky lazy [ __ ] way of doing it. And
that sort of laziness is the thing that
scales. Um it was already kind of like I
could spot little bits cuz you can push
keys all the way around the ship until
he randomly hits a point where he
despawns on the um the pillar of autumn
at the beginning. And um but I thought
that was like well you know as long as
it's only that then this is going to be
basically enjoyable. It still functions.
The enemies basically work. There's some
cheats. They've they've they've cut some
corners. Um the ring is looks like [ __ ]
Most of the graphics don't look as good.
But you know beyond all of that it was
still fun. It was just from the halfway
point onwards that's that's when it
started just become funny in the sense
that there it's just broken. Important
enemy types don't work. Um they cannot
handle elevation. The flood have not
they're not flood anymore in that they
literally do not flood. the careful
introduction of them in the original
where you like the biggest difference
between them and the Covenant is
principally their numbers, their AI uh
aggression, their threat detection, and
their weapon types being that they are
primarily melee and that's the new
threat. In this one, they're introduced
to shooting at you from the beginning in
very short numbers. They come one at a
time. They can't hit for [ __ ] Um, and
so it's really with the introduction of
the flood that everything goes downhill.
I could carry on ranting, but I'm
assuming we're doing a one minute rule
and I've already broken that, so we'll
come back to the rest. Uh, I'd still
rather replay it than the other games I
mentioned, but um it's it becomes a
comedy from the halfway point.
>> Random.
>> Okay. So, um it it's funny here cuz I I
I need I had a very similar experience
to Splatoon and I need to find a
different way of saying a very similar
thing, but I've got a couple of things
here. So, I'll start with what's better.
Um I've got three bullet points that are
better in this new one. I assume you
guys agree, but maybe not. Graphical
fidelity is obviously better. not like
the art design and not how it affects
the gameplay. Purely just talking about
the quality of the graphics is it's
better in the new one because it costs
so much more and it's much newer.
I'm I'm going to disagree just because
it you it relies on stuff like DLSS and
film grain and motion blur and all of
this graphics technology that is
muddying the image to such a degree that
I would think for a game of 2026 this is
not graphically impressive just because
of how much they [ __ ] with the image
compared to a game from 2001. So I
understand if you're saying like there's
more polygons but
>> that's essentially what I'm saying.
Yeah. But like, so the film grain kind
of Well, I guess we'll get into it
later, but the film grain did did bug me
and I was amazed that you couldn't turn
it off.
>> Yes.
>> Um,
>> there's a lot of issues like that.
>> Um, apart from that, the uh the Warthog,
um, I thought it handles a little bit
more like a functional vehicle rather
than like one of those inflatable rings
that you go on on like a speedboat, um,
where you can actually kind of drive it.
Uh, I was told platoon that you prefer
the original version. Well, there is a
reason for that, which is that I was
trying to figure out what it was. We
>> grabbed back and forth.
>> Oh, sorry.
>> Okay. Yeah. So, I I'll keep going. I'll
keep going. Um, so my my fi my final
point on what's better is that the
muzzle on the Warthog gun, it heats up,
and I thought that was good for
conveying, you know, that it's a very
highowered weapon. So, apart from that,
um, my first stream I played the the
first prologue mission and then the
first half of the main campaign
finishing at the end of Assault on the
Control Room, and I was like, it's
obviously worse than the original, but I
don't hate it. The gameplay is generally
working because like, aside from the
constant handholding, it is just it's a
redo of an extremely solid base game.
There's only so bad it can get. Um, then
in my second stream, I saw how bad it
can get. Uh, it was the latter half of
the game, um, followed by the last two
prologue missions, which were also
terrible. And [ __ ] hell, it was it
was dreadful. There were so many bugs,
as I'm sure we're going to get into, and
some of them were very, very funny. Um,
punishing difficulty spikes um on the
bonus missions in particular. Um, all of
the most like egregious voice acting
flubs I thought were in the latter half
of the game. Uh, not that it was good in
the first half, but it was really bad in
the second half. Um, the general
problems with the lighting are so much
more apparent in the latter half of the
game, and that cemented this as pretty
awful rather than just kind of meh. Um,
the game treats the player like an idiot
repeatedly, which is fine if the player
is an idiot, but it also means that
Cortana is treating Chief like an idiot,
which I didn't really like. Um, yeah,
that's pretty much it.
>> I'm a barbarian.
>> Hey, Chief. Oh, no. I'm not going to. We
We'll save that for later.
>> Oh, we'll get there, I'm sure.
>> Uh, rags.
>> Um, so it's like minute of overall
thoughts. Is that what we were kind of
got lost along the way listening to
everybody? So,
>> yeah. Yeah. The sort of your summary of
your thoughts.
>> Um, my obviously uh the first time I
played it was like weirdly the most I
guess the most positive I was about it
because it was a new experience. I was
really trying to go in with an open mind
and staying staying staying positive,
positive vibes, sending positive vibes
your way. Um, I was sort of taking it
all in, seeing what was different. And
it was and it was new. And I guess I had
a relatively like bug-free experience,
at least the first time through, which
did not, you know, maintain itself. And
ultimately, you were I think one of the
reasons it might have it might have felt
most positive at first was because even
though it's a remake, it plays very much
like a remaster. And we'll get to it in
a sense because so much of in part in
particular the levels are essentially
very close to being onetoone with the
the original despite being a remake and
and it has all the changes gameplay and
everything on top of all that. But it
does kind of it does it is at its most
positive when you're experiencing it, I
guess, for the first time. But the more
I played it and the more that I tried to
fool around with it and the more that I
realized, you know, the more stuff I
figured I was able to do. Um, and once
the novelty wore off, the the the less I
thought about the game, um, the the
stream that I did on Legendary was was
quite a negative experience. Um, and
then going through on the remix
legendary was even more of a negative
experience. I never see myself playing
this game for funsies ever again. Um,
unless I'm trying to get footage of
something for whatever reason. Um, but
yeah, I I everything I feel like
probably 95% of the positive things that
I could say about this game are the
things that it just took from the game
that it's remaking. There's a few things
that I like in terms of changes, but
pretty much all of them are like little
aesthetic things, some effects, little
details like that, but that's pretty bad
when you consider that this is supposed
to be a remake. And virtually all of the
positive things are like little
graphical things or little tiny details.
It's it's really abysmal, especially
considering that the studio that makes
this game is Halo Studios, the game that
is devoted entirely to making Halo
experiences and Halo games. So yeah, my
my thoughts are not positive.
>> Uh Patrician.
>> Yeah. So, uh, I just want to clarify, I
might be the only person to say this.
Um, I did not go into this with an open
mind. I did not go into this with good
faith. Uh, I am a grifter. Uh, I hate
Halo and I hope this franchise dies and
gets retired because I'm tired of giving
these people more chances.
Um, with all that said, uh, was there
anything I thought was positive about
it?
I saw this as a chance to kind of
equalize this, add some features that
became staples of the franchise later
on, or if not staples, at least make it
more consistent with the original
trilogy. The go-to example I would give
is vehicle boarding. It is not in the
original CE. It's a new mechanic. I
think it's all right. Um, I don't really
think the levels were designed around
it. The wraith is not particularly good.
you can usually get the ghosts anyways
and the banshees tend to break assault
on the control room. Um,
suicide grunts are cool, I guess.
Uh, the main thing that I like, and
unfortunately this is because I'm a
massochist. Uh, I am a big fan of the
Halo 4 Spartan Ops mode, but mostly
because it's a batshit, insane, stupid
ass uh game mode that is so tacky and
tasteless in the way that it's created
that it could be appreciated ironically.
And the remix mode of ha halo campaign
evolved is the closest thing to a sequel
we have gotten to Spartan Ops. It is uh
utterly bereft of any kind of competent
design. You are not going to have fair
encounters. You are going to get it
jumped by sword elites around every
[ __ ] corner.
>> There
is a tiny
>> Yeah.
>> Um it's like when they it's like when
they they mix up everything. So they
change enemies. It is a game mode that
forces you to have three skulls. One of
these skulls randomizes the enemy
factions. So you can experience flood on
the first level. Uh the second skull
makes it so that there is no infighting.
Now for most of the game that's fine
because infighting was not something
that happens until uh I guess
technically three for three guilty
spark, but it's more associated with two
betrayals. Uh once you get to two
betrayals, you realize how bad of an
idea disabling infighting is because
there are encounters that have a few
dozen enemies and if they're not killing
each other, you have to kill all of
them.
>> They're killing you.
>> Yeah.
>> And so there was a part of my stream
where I was sitting at the back of the
map with a ghost slowly picking off
enemies because I had no other weapons
to be able to use and there were no less
than four dozen enemies I needed to kill
to progress.
Um,
I don't think that the art style changes
are not appreciated. The story changes,
however minimal they are, are not
appreciated. Um, the forced new graphics
technology. Someone said you don't have
to use DLSS, but you are forced to use
an upscaling system. This game looks
like how it would feel to play someone
else's stream, if that makes sense. the
it feels like there's shitty bit rate
where my internet connection is messed
up
>> except scaling
>> in the settings uh when I was kind of
exploring the settings was the the way
that it the way that it describes in
fact the way that it describes upscaling
kind of leads you to believe that it
just it it's an inaccurate sort of
portrayal because they'll say something
along the lines of like choose this and
it's like ultra or whatever but it's
just like native resolution or something
like that. But you assume, oh, ultra
that means it's like high or oh no, it
was the other way. It was I think it was
like what the preset for ultra upscaling
was like 75% of your native. So it's
like why? Who the [ __ ] wrote it this
way? Oh, you would assume that ultra
upscaling is higher than what I have.
But no, it's lower. 25% lower,
significantly lower than what your
native is.
>> Um,
>> now I was just typing. I've not been
typing this entire time. Apparently,
there is a loud clicking sound because
that is that is coming across on the
stream.
>> Well, I am not hearing it in Discord.
So,
>> Discord will nullify it. And that's why
if it is Mer, his light won't show up.
>> That's probably me. My bad.
>> Yeah. So,
>> I'm trying to fetch everybody's stuff so
I can show it when I need to.
>> Yeah. But yeah, so um
I am just vehemently against the concept
of remakes. I've held that position for
years. It is the culture eating itself.
It is 343 trying to get a quick check.
You should not buy it. You should not
support it. This company needs to go out
of business. Thank you for attending my
TED talk.
>> Mic drop.
>> What do you What do you think of the
remake? Uh, so I don't know if maybe it
was much worse for me because I was uh I
was just doing a lot of testing before I
even got to play this on stream of just
trying to get it to run well, but like
it just seemed atrociously optimized.
Um, even on stream, whenever a couple
more enemies appear in any given
situation, it just [ __ ] crashed. And
it became a game of me needing to kill
as much as I could, as fast as I could
to gain frames back, which, uh, not many
games provide such a fun mechanic. But
you know, broadly I I forget who said
it, but like there was an air of well
this is fun enough, this is functional
enough, but there was a smoldering
hatred that just kept rising like
exponentially with more and more that I
played. Um, nearly every graphical
change just only had me asking questions
and then every mechanical change was
just frustrating the [ __ ] hell out of
me. I felt like a psychiatric patient
trying to recall like I was like, "Wait
a minute, was it always like this or did
they do something here?" And then if
they did do something like here, didn't
it feel like this? And then I'd be like,
"Yeah, it was. Fuck." Like when you look
back. Um it's only malicious little
[ __ ] changes that that I hate. But
you know, um the I I'd have to just call
it like the AI. It's so bad. And from
what I understand, like it's just it's
pulled from places like like I was about
to say future or I guess it would be the
past Halo games but the future of this
timeline if you will and then but the
impression you get is that they're like
the models of the future but that
they've been given like Tetris block AI
and that's about as far as it goes. um
with like the music's not even been
properly um put in broadly which is
frustrating because it's like the best
sort of balm against this whole
experience just hearing some of the
tracks and being like a there it is and
you be like wait but why are you here?
It's it's like um it's like talking to
an old friend but then you realize it's
a serial killer wearing this ski and
you're just like oh man this just isn't
the same like my friend.
>> Yeah. uh the sheer number of times I was
able to break this [ __ ] game with
just doing basic things and not the fun
kind of break. The break where it'll
completely reset or have you go through
walls or the AI get stuck or, you know,
nothing like the the previous where I
was I was having fun trying to find ways
to like stretch the game's abilities. uh
the the voice lines. It's like a
Frankenstein combination of original
lines but then alternative originals or
brand new versions with the same actors
of the originals or just new completely
all together in all different places
creates a wonderful experience. Um, but
I guess it it became really funny to
play because of how much you can
understand, especially when you get to
the prequel levels, like just how much
the people who make this have no idea
how to design Halo despite the fact that
they have everything they need to do
that. And then I don't know, I was just
trying to think like minor positives I
think at this point are a concession of
this thing's existence, which isn't owed
to it as far as I'm concerned. It's it's
it's just it's just a garish befouled
profane homunculus and it's em
emblematic of uh of the whole era we're
in this this horrible horrible era of
media. I want it dead dead in a hole and
I'm
>> you are so kind to it.
>> I'm tired tired of the [ __ ]
>> I think that you you are being too
generous. That's not negative enough.
>> I can't take this [ __ ] no more, man. as
a famous gamer once said.
>> That's about it. Yeah. I don't like it.
>> Oh, yep.
>> John, what do you think?
>> Uh, I didn't like this. I'm usually guy
who's like forgiving with [ __ ] and like
man, nah, dude.
>> I mean, we got like okay to poor
performance for one. What? like
generally like and you know the original
is just like like at during my streams I
had so many people like understandably
like so what do you think and I'd always
say play the original
>> like you you get a superior product with
the original. This feels like they just
traced over the original game and then
made it worse and then put it out and
it's like why why even bother? I mean, I
had so I I had so little faith going
into this, but um I did try to keep an
open mind with this. It's just like,
okay, maybe they did some good [ __ ] with
this. Let's see. And uh no, it's just
with every beat around every corner,
it's just like, nah, the original did
this better. like the original had this
like uh more of a like a vision and like
capability and drive behind it like in
regard to the original team that
developed the first Halo Bungie the
actual Bungie. Um
and it's like
it this one sucks. I mean the the the
Unreal Engine I mean there's there's two
there's a couple sides to that. It's
like two of the cores of the Unreal
Engine, Unreal Engine 5 is like the
lumin and nanite technology and it's and
it's very inherently very demanding on
hardware. Um, but it's not always Unreal
Engine's Unreal Engine 5's fault when
like a game on Unreal Engine 5 runs
badly. Sometimes it's on the developer
end because they don't know how to take
full advantage of the engine or like
they uh I think uh
>> yeah there's games that run on it that
look good.
>> Yeah,
>> there are or and they run well. I I
think a mistake that happens frequently
is that the developers will tr will
optimize for high hardware to make it
look as good as possible and then
towards the end of their their develop
development period they'll then scale it
down for low-end hardware when they
should be going the other way around.
They should be optimizing for low-end
hardware initially and then towards the
end scaling up for the higherend
systems. I mean, I have a I think I have
a fairly decent system. Like, I got an
i9 Intel processor. I got a 4070 Ti
super graphics card and like 64 gigs of
RAM. And I feel like I should have been
getting better performance that I was
like, I think the only times I was
getting over 60 frames per second was in
interior spaces where there wasn't much
there wasn't many bells and whistles or
explosions or particle effects or
anything like that or reflections and
stuff.
Um,
>> yeah, it was it was kind of crazy how
bad the performance was considering what
we were getting and what I had.
>> Yeah, while I was streaming, I knew
like, okay, I'm capturing gameplay and
broadcasting over Streamlabs, so it's
like, okay, that's going to take some
CPU and GPU, but like uh I I did some
tests not doing any of those things, and
it was still not impressive. Um, and so
like
you're just you're basically getting
getting an inferior version of the
original game with an Unreal Engine 5
layer of makeup on top of it that is not
worth the performance cost
and it's it's just a worse experience.
So, and then you got you got no
multiplayer, no forge mode, no theater
mode,
>> firefight, no theater.
the game is annoyingly selective about
what it brings from other Halo games and
what it doesn't. Like for instance,
they'll bring in the SMG, but then
there's no dual wielding. So then and
and then that touches on an issue with
weapon balancing, which I'm sure we'll
discuss.
>> Um
I'll I'll end it there. It's play the
original. The original's better.
>> You know what? I'm inclined to agree. I
[ __ ] hate this. Like it sucks. Um, I
think that I I basically believe that uh
in every way that matters, just about
every single aspect of this remake is
inferior to the original. Just about
every single aspect. Um, the fact that
it doesn't I bought on PlayStation 5 cuz
that's really funny to me that you can
buy Hello on PlayStation 5 just sort of
tells you about the decline of
>> this series and Xbox as a whole. Um,
>> but uh, you know, when you're buying it
on console, it's oh well, it's on
console, you know, it's it's going to
run well. Well, that's what you can
expect from consoles that you can just
put it in and play and it works. It
doesn't like it doesn't [ __ ] run
well. Um, which to me is is is like so
dire. Putting to one side everything
else that could be said about the
creative choices that were made by 343
with this game. Uh, if you make a remake
that just runs worse than the original,
the [ __ ] are you doing? And it really
does. like particularly on legendary
when I was going through on legendary on
um on uh on on um the Moore uh it was
like collapsing absolutely collapsing
falling apart right in front of my eyes.
It was like the whole screen had been
rubbed with sandpaper. The the enemy
characters and like models in the game
were running at a lower fra frame rate.
It started to drop to like two frames
per second. Um that's like the worst
that it got. This is like a persistent
issue throughout the game is that it
doesn't even [ __ ] run properly, which
um if you have a remake that runs worse
than the original, that is like a
critical failure. Um and then of course
putting that
>> uh what
>> just I just want to add a small note.
Not only does it run worse than the
original, we're talking about a
25-year-old game. It runs worse than the
original when the original came out.
>> Yep. No, it's just uh it it runs like
complete [ __ ] Um, and I mean the the
game is like broken to the core. Um,
part part of that is is just broad
technical issues in general. The AI is
absolute dog [ __ ] But like a lot of it
does stem from what should have been
front of mind and kind of should be like
with all remakes in general, but
certainly with a company like 343
um with the track record they have,
which is I don't know that I'm
interested in what 343 Industries thinks
needs to be changed or tweaked or fixed
in Halo. Um and and and that even then
I'm not interested I'm not really
interested in risking even things that
on their face would seem like the
correct decisions of yeah well you can
add hijacking or yeah you can add like a
few of the the weapons that were added
in later. Um I'm not you know there is a
delicate balance when it comes to pretty
much any video game but particularly
when we're talking about good video
games that you can't just like
arbitrarily [ __ ] around with it and add
new [ __ ] in. Just throw it in and expect
it to work. Um, and I think I think you
can you can see that as uh being true
with many of the issues in this game.
This incredibly haphazard approach to
making changes, throwing in new
elements, uh throwing in the design of
um of certain enemies from different
older Halo games that are not compatible
with the level design of this game. Um,
and then of course this is particularly
pronounced with their new levels that
are just absolute piss. absolute [ __ ]
dog [ __ ] especially on legendary.
>> Just ab totally horrendous. Um, this is
worthless. I recommend it to nobody. Um,
I will never play it again. Um, this is
uh it it it is um it is a disaster.
There is basically nothing about this
game that I think is better than the
original. Um, I think it's I think it is
um I think it's 343's worst game.
>> Wow.
>> Which is uh quite remarkable, I would
say.
So, you know, I guess we can start sort
of delving into why that's the case. And
I figure that the best way to do that is
to sort of try and break it down into
into topic by topic. Um, I I figure we
should probably lead with uh with with
gameplay and like design as a
conversation before getting to uh
getting to some of the decisions that
they made with the story, some of the
changes that they made that are that are
just, you know, just so fantastic. Um,
and I think probably the one that that
that stands out as like the the right
place to start given something that was
kind of an undertone of a lot of uh the
things that you guys said, which is
like, well, you know, it is Halo at its
core and how much how much work was that
doing in terms of um in terms of maybe
delaying the uh the inevitable
realizations about this game would be uh
just the general level design and
encounters of both the uh the the remake
um levels like the the remade levels of
the original as well as the prequel
levels. Um and just sort of generally
how well any of this translates. Um I
think that the prequel levels stand out
pretty obviously for what their issues
are. But in terms of like the the level
design for the for the actual, you know,
campaign itself, uh I am like broadly
dissatisfied with it overall. Like it's
it's just um there there are so many
there are so many instances where the
changes that are made as far as I'm
concerned are like obviously for the
worst. I think like the library is one
of the clearest examples of that. I
think the library is obviously worse
than in the original.
>> Yeah. And that's its first big departure
really when it comes to levels from the
original.
Well, so so he's talking strictly level
design because of course like a lot of
what damages these levels as far as I'm
concerned too is the change in mechanics
and approach. Not just with like
>> with you know what actually you know
what that that's a fair point. Um I
think the first thing that we should
probably talk about is sprint.
I think that's actually like might be
the most important thing to talk about
that can kind of explain everything that
comes afterward. May I say
>> could because my opening uh gambit for
this because I'm kind of actually
specifically interested is because I've
watched um pieces of everyone playing
this but um I watched all of you playing
on legendary rags so I was curious how
uh it sort of worked out as well as this
is going
>> different pieces of Well, I've watched
your stream I watched more by happen
stance than anyone else's. Um, so, so I
don't know what your opinion is
currently cuz I didn't manage to watch
you playing it with like Patricia and uh
Patrician and everything, but the uh I I
come away with the perspective and um I
don't know if this will be a bit fun or
controversial that uh sprint might be
the most damaging element that they've
added to this whole game to [ __ ] up
everything. Meanwhile, I I I heard you
say a couple of times that you thought
like sprint was borderline innocuous and
non-effective.
Um,
>> I think for me the closest I probably
said to that would be like when I was
trying to figure out how fast sprint
actually is and how like if if you like
if you're moving forward and then you
sprint, when you take away the weird
waggling of the arms that they give
Chief when he sprints, it doesn't feel
like it's that much faster at all. It
feels like it's just barely slow, like
like less than 10% slower. But that
clearly adds up when you actually go
into the gameplay and you realize how
much you can sprint past things and
sprint away from things. And enemies
that are designed to come and get you
can be just rendered obsolete by simply
sprinting away from them. Um, I mean, we
were like even like if I don't know if
you saw, but like through keys in
particular, but the ability on legendary
to just sprint past most of the level
>> was kind of like it is kind of absurd.
>> Well, legendary
>> if I Well, that that would be exactly
what my assessment would be that all of
these levels have been significantly
[ __ ] by the choice to uh add sprint.
Oh, why isn't that working? [ __ ] Well,
because one of the things I've uh I was
testing out was because it hit me on a
heroic for sure,
>> but like even on legendary, which I I
everyone here beaten on legendary or I
don't think everyone has, right?
>> I've
>> um just you get some interesting
revelations because of the fact that you
start having to really
>> Yeah, you got to work with the game to
some extent and then you can find its
holes in a sense. I I will say I have
done a playthrough with sprint and a
playthrough without sprint and it is a
negligible difference in every respect
except for the skipping encounters. And
I would argue that's just because the AI
pathf finding is [ __ ] and it cannot
respond to you doing that. So it's not
even that sprint is the issue. It's that
the AI cannot punish you for attempting
to sprint past the encounter beyond they
just burst you with [ __ ] tons of damage.
Yeah.
>> Well, that's that's that's everything.
It's like it's not necessarily sprint.
It's not necessarily AI. It's not
necessarily how the levels are built or
the damages or the way that they aim.
Like it's it's all the different thing.
I think if you prevent the player from
sprinting, the game gets exponentially
harder.
>> Yes. In the respect that you just can't
skip encounters
>> otherwise I think it's negligers.
It's like that is kind of because I I
basically totally agree with Mhler on
this. I think that sprint might be the
single biggest issue with this game. The
fact that you can require a complete
the levels
>> like and it's not even cuz the thing is
is that I don't know exactly what the
number is for how much faster it is than
running but like it is fast enough that
you can trivialize pretty much every
single um especially once you get in the
second half of the game um you can
trivialize any encounter just by running
through it. A lot of the time it's kind
of your better option. You might die a
couple of times if you try to run
through some of these levels, but like a
lot of the time it's actually a better
prospect. Like you're more likely to get
stuck by facing them outright than just
sprinting past them, running past every
single encounter in the game. And this
is just something that you can't do this
in the original. You just can't you
can't do it nearly as reliably um in the
original game. You you'll die. You will
just get killed.
perspective is is it a good faith look
at the game to be like constantly
thinking can I skip this encounter can I
skip this encounter I think it speaks to
a deeper problem I don't think you can
diagnose sprint as being the core issue
when
>> if there is a desire among players to
skip encounters that kind of says more
than you're able to do it technically
tactical decision
>> in Halo
>> yeah sure but if you're wanting to skip
the encounters then I think that says
that the gameplay is dreadful in a way
beyond just like the sprinting [ __ ]
with it.
>> That could be said for sure. But like if
I want to do things to skip content, but
I still can't do it because the game is
designed well enough to prevent me from
doing that. It it's almost like, well,
we still got to take it back to the fact
that I can. Not whether or not I want
to, but the fact that it's just
possible.
>> I know that in this fight at any point
if I need to, I can just run past the
enemies.
>> Sure. Well, I mean to Patrician's point
though, the original Halo, there are a
whole bunch of optional encounters that
I optionally opted into because I wanted
to. In this game, there's a whole bunch
which are optional, which I chose to opt
out of, and sprint was just a tool with
which to opt out. I I to be honest, I I
agree that you probably shouldn't be
doing most of your encounters as
optional. I do think that that is bad
design. I don't think sprint's
necessarily the problem with that, but
if you're going to add sprint, then you
do need to make a whole bunch of
downstream changes, which they didn't
bother to do. So the problem there is
the devs are lazy [ __ ] Not that sprint
is a bad idea. I mean I am broadly and
in favor of sprint anyway just because I
I think properly executed it can aid
your sense of immersion when you are in
a corridor with no enemies and you're
kind of lightly jogging. Then you
suddenly get jumped by a whole bunch of
people. Your natural response as a
person is to say right I want to be
moving faster. So adding sprint there
can aid your immersion in the game. It
can like it has a whole knockon effects
for tension for narrative pacing for
basically everything. But you need to be
aware of those changes you're making.
And I don't even know how difficult it
would have been for them to integrate it
properly. A lot of it's enemy placement.
A lot of it's enemy accuracy because of
them utterly [ __ ]
>> You can't one for one take the like
enemy placement of the original level
and then add in sprint. That's why I'm
confused why there is a skull that
disables sprint. Something that you
could just change the keybind for when
it really should have been there is a
skull that unlocks sprint. And so for
the people who want to have sprint in
the game play, they can just enable that
skull. And before someone says, "But
there's no skulls that have positive
effects." That's not even true. There
are absolutely skulls that have positive
effects. So
>> there's always been skulls that have
positive effects pretty much. um the
like you I'd say that the you've got you
got a big problem essentially in terms
of the implementation of sprint that was
like entirely predictable which is that
you've put it in a game with a bunch of
enemies that are not designed to deal
with you at any point that you want
running way faster than they can handle.
They just can't handle it. They don't
know what to do. Especially when
especially when you've got the flood and
the covenant fighting each other. And of
course in all of the games there is some
degree to which you can use that to your
advantage. But like even in levels where
you're just dealing with one or the
other like you can run through it's not
just the flood it's every level cuz as
you can see right now looks like Mhler
is just completely running through uh
three levels
that though. I mean no there are yeah
most and basically no enemy can properly
handle using sprint but most enemies in
this game struggle handling you standing
still.
>> So that's not a problem with sprint.
That's a problem with one of the many
invisible lines they're not allowed to
cross. That's certainly the
>> case like an inch above where they're
currently standing. They get stuck. But
it it might be worth stressing the fact
that this this is an important way they
remake. It's not just a reskin. What
they've done here is had to recreate a
whole bunch of stuff from scratch.
Everything was within their control.
They they have the horizontal and the
vertical that they can choose what
they're doing with enemies. They can
choose how they handle your movement
speed. They can choose where they put
them. They have to do all of this when
they remake everything in the first
place. They didn't choose to do that,
which isn't the fault of players
sprinting. That's the fault of the devs.
>> I disagree. Halo Combat Evolved is
incompatible with Sprint, and their
version of Combat Evolved with Campaign
Evolved is even more incompatible with
Sprint. Like, it's uh
>> you would have to remake the You'd have
to have it be a proper remake, not a
cowardly remake like this.
>> If you are curious, there is a mod for
the original Combat Evolved that adds
sprint. So, if you're curious how it
impacts that um
>> Yeah. Yeah. Well, because that's the
thing, right? any any game you can add
or take away any given mechanics. We're
going to have to get into weapons at
some point probably, but uh especially
cuz again this is legendary difficulty
and like the the flood especially I
think are even significantly worse and I
think it seems like from what people
have talked about they've noticed that
as well on the front of
>> the original flood the conceit about it
was it's all about movement control.
Your the way that you are handling the
horde of flood coming after you the
skill of expression of that is how you
move. And so when you add this new
dynamic of moving without compensating
with the flood for it, it just [ __ ] up
everything.
>> Oh yeah.
>> Then yeah,
>> sprint like murders 343 guilty spark. It
ends up making the level. And this is
the thing. I don't think this is
especially like well you knew how to do
this or you're like look at this bit.
>> Yeah, but this is enemy AI. This isn't
sprint. They're just walking past you.
That's why I disagree with the it's the
core issue when I think it is an
exacerbation
exacerbates the core issue.
>> Yeah. But if you let's say made the AI
way better so that they account for
sprint. It's like yeah but that accounts
for almost every problem that relates to
all different kinds of like you can make
the enemy AI better for how the levels
are designed or you can make them better
for what uh awkward imbalances that have
been created by the weapon damage or
availability. Or you could do it to
account for sprint. What I'm saying is a
single simple decision that has now it's
done serious damage to the like base
architecture that they've copied over,
but also the ones that they've added.
It's like uh such a simple decision.
It's called immense damage throughout
the whole game.
>> It has, but I'm wondering whether we're
maybe getting a little bit stunned by
the the idea that this is a cool
mechanic. I think what we've actually
seen in those clips is the actual
culprit. So enemy AI is is of course
appalling. sprint they haven't optimized
for. But notice when you're running
through and sprinting all of the
sprinting through all those encounters,
you're taking damage, you're losing
shield, you're losing health, and there
is absolutely no cost or consequence
because that's going to regenerate in
the next 5 seconds.
>> I I would say the regenerating health is
a bigger contribute to this poor game
cycle than sprint because again, you can
play this without sprint. It's the same
exact [ __ ] problems with the tedious
gameplay. So
>> like would it be fair to say that the
reason why it feels a little bit which
is larger pacing
>> pretty much. Um but like the reason so
in the OG where you don't have sprint
the the game encourages player freedom
in so many ways that if you skip
something it kind of feels like well
yeah if you can work out how to do this
and not die then like you go for it.
Whereas in the new one it just feels
like well I could just press the sprint
button and I'll be okay. But I I think I
agree with Patrician that it's not just
the sprint button that is causing that
problem. It's that compounded with the
terrible AI plus the regenerating
health. It's all three of them going
together that causes that.
>> There's a line of thought, right? So
like when you're dealing with, take for
example the James Bond first light enemy
AI. So a lot of people are like, why are
you making fun of them when that's in
loads of games, for example, just
walking them around a table and they
can't get you? And it's like, well,
problem is and and say for example, they
say this is in Dark Souls. Like if
you're dealing with a hollow in Dark
Souls that can't get you because you're
walking around a tree, it's like but
yeah, but like contextually it is a
mindless being that's basically like
borderline not even human anymore. or I
can't even think versus a person.
>> Like, you know, when we contextualize
all of this sort of stuff, the flood to
me are fine in terms of like how they
behave if they come across a bit stupid
or mindless or walk into some things,
certain places. The ones in this like
because of how fast I can move, they're
barely even ready like to exist on me in
terms of like each level. I'm willing to
agree it's a compounding issue of other
elements as well, but sprint like is a
surgical strike to how this game can
even function.
Can I
>> as well?
>> Yeah,
>> it's just a minor comment. Um, 343 has
always excelled when they're able to
steal Bungie's homework. That's why the
Covenant in their games is always the
strongest enemy force. So, when they
insert new enemies, they suck. There has
never been a Bungie Halo game in which
you could sprint and the flood were
enemies, which is why there's no bungee
designed for them to steal of an enemy
that punishes you for sprinting past
them.
>> Right. thing is though to add on to that
is you can do this on silent cgrapher as
well.
>> Yeah. Well, obviously I was gonna say
this is the most damage
>> in the clearest way. I think you can do
this even in levels where it's just
fighting the covenant. And something
that's worth adding as well is the
nature of the strategies that you can
develop just because of the way that
sprint works in the game. Something that
I noticed is if you're sprinting and you
keep jumping cuz when you get hit it
tries to knock you out of sprint. If you
keep a good way of preserving your
momentum by the time that you hit the
ground, you should be able to instantly
sprint and kind of like you'll have a
minimal disruption to um to and that and
that's not an AI that's not like an AI
problem. That is just that is how sprint
works in conjunction with the nature of
how damage um takes you out of sprint.
If you just keep jumping by the time
that you land, you can more or less keep
that momentum going. Um and that's just
something you can do. And it's not it's
not like a complex strategy or anything.
It's something you just figure out as
you're like, "Fuck this. I don't want to
deal with this." And you just want to
run through the level.
>> Something else you could blame.
>> Do not take you out of sprint, but a lot
of other stuff does. So, it's kind of
weird discovering what you're allowed to
get hit by and what not.
>> Something else you can blame here is the
markers. Because another thing that
makes 343 Guilty Spark like a scary
level or atmospheric experience is not
exactly knowing in this maze where
you're supposed to go. But this is a
direct line that tells me exactly where
to go. plus sprint. Plus, by the way,
like I said, this is legendary, so I
don't even know that regen health is
going to be super relevant to this
conversation because it's the least
amount of health I could run on a
difficulty. Like, it's
>> Yeah, like obviously that could be
lingering
>> you would still take chip damage that
would punish you though and then it
would reward the cycle less and less.
>> But look at this. It's not like I'm
regularly at one HP.
>> You would be you would be down to like
six bolts of health instead of eight.
And then like the next time you did it,
you'd be down to four. And it's
>> No, I know. I know how that works. But
you what I'm trying to say is like you
can see from this footage even that I'm
I'm doing extremely well considering
that even I still think sprint is the
main culprit. If you remove sprint from
me in this run like these guys get out
well before I get to them. Yeah,
when you weigh them next to each other,
if
>> that is a sprint problem as far as I'm
concerned, those guys,
>> the way the way I would probably put it,
which I assume might be the same as what
Mhler is, is like obviously obviously
all of these other problems exist and
are dire like the AI problem in
particular, but it's the idea that like
sprints is like the final thing that
collapses the game. It's like the thing
that once you put it in there,
everything absolutely unravels
spectacularly.
>> It's constant too, right? like this.
It's the one mechanic that I am able to
use 100% of the time and it's constantly
showing me just how much it damages the
core.
>> It's the game.
>> It's the fact that it's cuz it's one
thing of like skipping over it. It's
just it is it is often the best
strategy. It's not even a matter of like
whether or not you know
>> you would say I don't hate shooting
things in this game, you It's fine.
>> Yeah,
>> but like but why bother if if it's the
least like if it's not even It reminds
me it's like in Bond where it's like oh
yeah do stealth. Why? It's like not even
rewarding.
>> And this would be like part of the
conversation about the nature of like
developers need to make choices about
what features they do and don't put in
the game. Because the reality is if you
give players the ability to negate
challenges so effortlessly, they're just
going to do it. They're going to do it
and they're not even going to notice
that they're doing it and they're not
even going to notice that it's making
for a worse experience for them.
>> Okay. But have you considered that
someone might feel anxiety if they press
left shift and nothing happens?
>> No. I mean, of course,
>> I think it's fair to make fun of, but at
the same time, it is annoyingly. It
reminds me of the yellow paint [ __ ]
Every once in a while, I'm like, okay, I
get it. Loads of people like this [ __ ]
But
>> I think you can see
>> throughout the history of 343 the
complicated relationship they've had
with sprint. And the complicated
relationship is they've always wanted to
put it in, but they've had to deal with
the reality that there was a
conversation to be had with Halo games
regarding sprint. And so you can see in
Halo 4 they in Halo 4 they just put it
in and it pissed a lot of people off.
And then in Halo 5 they're like well
we're keeping it so we need to find like
some sort of way to essentially appease
them. and and and the solution they came
up with, which to be fair, it's not a
bad one, is um is that when you run your
your shields don't recharge. And then
Infinite kind of had like, well, we'll
make it so that it's not as fast, but it
will tie into momentum things. But it's
always working backwards from [ __ ] we
just want sprint no matter what. Like,
we're just locked in that sprint is
going to be in the game, and we need to
find ways to make people shut the [ __ ]
up and leave us alone about it. That's
like their relationship with Sprint.
Plenty of games manage to integrate
sprint absolutely fine without any of
these problems. Most games I would say
yeah if just as a pure hypothetical
let's say Bungie when they made the
original Halo managed to introduce and
and include sprint as a function. Do you
think any of these problems that you're
seeing here would have been in that
game?
>> No, because they did. that it was Halo
Reach and the way it was balanced was
that it would only work for about six or
eight seconds
>> and it was an opportunity cost if you
mean that you didn't have all the other
things too armor lock or other abilities
>> you need to make decisions about how
you're going to balance they didn't but
those are sprint problems still like I
would say
>> and I I asked Mer for a clip of him
playing on the library I don't care what
difficulty it's on
um if the question is Did they design
the levels around it? We should probably
take a look at some of the levels they
did make that are new because, you know,
this is a problem of Halo CE was not
designed around sprint. Okay, well that
makes sense. You can sprint past all the
Halo CE levels really well. But then
they have these new levels where they
know that sprint is going to be in the
game when they are doing all the enemy
encounter placements and what have you.
So, I would think that a good
demonstration of why sprint is a
necessary mechanic would be present in
these new levels.
>> Well, so what what I would say in terms
of the way that they try to deal with
sprint as a problem in those levels is
number one, put you in massive open
spaces where you can be exposed to fire
from all kinds of directions that's
difficult to deal with. And number two,
that your progress in the level is gated
by Johnson. Johnson determines whether
you get to progress, which means a lot
of the areas you have to kill
everything. You have no choice but to.
That's how they deal with it. Whereas in
Combat Evolved, that is not the design
in many instances. In many instances,
you don't have to kill everything to get
the the level to progress. And that's
like the go-to formula for those levels.
So, sprint helpfulness in terms of
essentially skipping substantial amounts
of content is negated, but not through
anything related to sprint. It's just
it's hey, you're not allowed to go that
way until you kill everything. Sorry, go
kill everything.
>> For the example that was just on screen,
this elevator sequence, there is a kill
box uh at the bottom of the elevator if
before you clear the flood out. So,
you're not even allowed to like just
jump down to the elevator and then jump
down to the bottom floor. You have to do
the encounter the way that they wanted
to. So, even on the library where they
can't lean on Johnson gating you from
speed blitzing the entire level, they
still have uh tools in place where
they're trying to punish this. Whereas,
like when they're quote unquote
faithfully recreating the original
levels, um they just don't have those
tools. And so,
>> the prequel levels are immensely
accentuated of this. Like just a series
of arenas where they lock you in a room,
>> arenas. Yes. Kill everything. And then
Johnson will say, "All right, let's go.
Let me press the button that lets you
go."
>> Whereas, yeah, the the the philosophy
present in the original levels is that
you can control your pace. And then 343
said, "Yeah, you can control your pace.
Here's Sprint, too, and none of the
enemies can deal with it. They just
cannot deal with it."
>> I actually think I remember them not
dealing with it in the prequel because
there's one of the big arena levels
where it's ringed by snipers and as long
as So, you can It's two levels. the ring
around the the big sort of central area.
Um there's snipers on the elevated ring.
If you run around and you kill those
snipers and then you just keep sprinting
around that elevated ring, you can just
wait till Johnson kills everybody on the
ground and then you win and it's dumb
cuz they still can't hit you. The only
people who could hit you a sprint was
with the snipers. But um but I still
maintain this is entirely a problem of
them not knowing how to code enemies
properly.
>> Again though, the enemies would be
immensely benefited if I couldn't
sprint. And the thing is, AI is all
relative to me. They're so goofy and
nonsense in this, but in certain
circumstances, they would be just fine,
if not good, if they were put into
places that they can actually handle.
Cuz this was a this was a criticism I
had brought up about certain things. And
the reply I got from I forget who was
like, "It's not that the AI is bad, it's
that the level design is bad because the
AI can't deal with this level." And it's
like, okay, you know, like we can at
that point,
>> we can move different things around all
the time. I just think that it's uh and
and it's only at the top of the list,
but the list is long and it's full of
terrors of like
>> and it's that's the thing is and it's
will be I think innately tricky to
separate these things out anyway because
all of these changes they've made
compound I for me the biggest difference
the thing that motivated the biggest
difference in play style is regenerating
health.
>> But even where like level design it's
not not even just a problem with sprint
so I think it might even be around this
area. I don't know all the names of the
enemies. What are the big um the flood
versions of the big guys with the tank
forms.
>> So, they introduced them here, which
they're not as far as I could recall in
the original.
>> They're not in the original,
>> but the entire the entire place is a
giant ring and you don't have to sprint
away from them. I just joged away from
them and was just going round and round
and round and round and round and round
and round just to see if they could
actually deal with anything I was doing.
Not sprinting, just running normally and
they couldn't. Was I whittle down the
occasionally with health cuz someone
spawned behind me? Yes. Did it matter?
No, cuz health regenerates. Um, if I
sprinted through people, I think the
first version you s that you showed
earlier, you actually would have died on
the elevator cuz you took some damage
before you got there and then you took
quite a lot of damage as soon as you got
to the elevator. I think you would have
died and respawned at the checkpoint.
You would have died even sprinting all
the way through that edge case. You
might not have. It's kind of It still
doesn't work.
>> You You think I don't take issue with
regen health?
>> Oh, no. I'm sure you do. But what I'm
saying is I I think that's a bigger
problem because that changes the entire
psychology of everything you do in the
game. I described like the the nice flow
state of original Halo earlier. This
one's not a nice flow state. This is a
brain turn your brain off thing. I just
smashed my head repeatedly into
encounters until I got through them.
There's no incentive for me to learn
because like I fine, I I can go and make
a sandwich while my health comes back
occasionally and then I'm done.
>> Yeah, I think the fundamental
disagreement is that we're just
conflicting over what is the biggest
problem here?
>> What provides your biggest mistake
allowance basically in this game? And
there's a couple of different things. I
think it's
>> I would never advocate for the whole you
control what buttons you press design
mentality. Adding a mechanic and then
saying well it's optional. That's not an
excuse.
>> That said that I'm coming up with this
example not to defend that. What I'm
saying is if you had played the game
without sprints, you would have realized
that yes, skipping the encounters is a
problem, but sprint was not what is
ruining the encounters. Sprint is not
what is making you want to skip the
encounters in the first place. And
that's why I don't I cannot consider it
to be the biggest issue because the game
still [ __ ] sucks even when you turn
off the sprint.
>> Like I I the thing is is that that being
the case like I mean of cuz yeah there
there's various problems with the game
but it's almost like it's it's not like
what's causing you to do it. It's like
that's that's like fine as sort of a
thing cuz I hate this [ __ ] game. It's
more so just like I can do that. I can
do it and I don't even have to try very
hard to do it. It's an option that's
available to me. so I can take it. Um,
and when I do, everything collapses.
Everything just falls apart right in
front of your eyes.
>> There's a comparison.
>> If they haven't spoken it up yet,
>> let's just ask John. Is sprint or
regenerating health the bigger deal? And
then we can move on because we've all
made our positions rather clear. I think
regardless of what the biggest problem
is, like the like movement speed is such
a core thing to any game's design cuz
like that needs to be determined in
relation with everything else. Like it's
it's even broader than just a simple
like sprint function. Like how fast can
you move? And then sprint is just like
an temporary amplification of that
movement speed. And um you diagetically
like as that character being in that
space in that story, I have no problem
with Chief being able to lower his
weapon and go a bit faster to traverse
long distances. But you have to be
careful about how you balance that into
the game with everything else, including
enemy movement speed, pro enemy
projectile speed. Like you you got to
balance all that out. It's like the two
big elements that go like um I think I
mean we've talked about this before. I
can't remember when, but I know it's
popped up. Um like just it's kind of
basic game design philosophy which is
the speed at which the player moves is
like really really integral to for
starters how big the play space is. Um I
know I I mentioned this before in the in
the remix that we that that I streamed
with Andy and Patrician here. I I
brought up Guild Wars 2 as as an
example. That's an MMO and like 13
whatever years ago when it came out,
players didn't have mounts and so all of
the zones in that game were designed
around the fact that you didn't have
mounts. I think like the most you could
speed up was essentially you can give
yourself swiftness where you move it
like 30% faster, right? And that was
that was most of the time and it was
like never permanent. But um then you
know 10 you know eight whatever like I
think it was like maybe seven or so
years later they added mounts in the
Path of Fire expansion and those mounts
or those areas in that expansion were
specifically
done with the mobility of each mount in
mind and those played really really well
with the mounts. However, now you have
like kind of an issue where well do you
allow mounts in the original areas and
they said yes you can use mounts in the
original areas. So when you went back to
those original areas and you know in the
vanilla game and you had these mounts
that you know came in years and years
later it does impact how it makes the
maps feel a lot smaller in a way because
you know obviously the physical space
but of how fast you can go through them
and you know it's it's a goofy MMO and
it's fun and everyone's having a good
time and so the vibes are totally
different so it's not like a problem
problem uh in a manner of speaking
especially because it's so cooperative
in nature but when you are making your
levels and you can have a button where
the player can just like move 10, 15,
20% faster and you're just copying
levels from a game where you can't do
that. You've made a you've made a that's
an incredible error. You can't do that.
>> You have to make these games in mind and
they should be new levels anyway because
it is a remake. I shouldn't be playing
the same levels.
>> I would summarize it as it is a quality
of life feature that a segment of the
Halo fan base has become accustomed to
and that's why they feel the necessity
to include it. beyond my skitso theory
that they're just including it to [ __ ]
with the people who've been criticizing
its existence the entire time.
>> I think uh
more boring than that on the on I think
it's just shooters have run so you
should be able to run say with it being
a quality of life feature personally I'd
like to table it and move on. So if you
have like major thoughts regarding it
you know
>> say your piece and let's just move on.
Uh, one one thing I wanted to add was
like if every level in 343 or Halo
Studios' version they they like or
rather there's a you can press [ __ ] I
don't know P and it you pull out the the
golden gun and it'll kill anything
instantly with infinite ammo and they
even have a cut scene to account for it.
It's [ __ ] keys hands you this gun. It
would be like well it works mechanically
like everything's functional but that is
the most damage that's done to this
game. You'd be like but it's such a bad
game for other reasons. is like, "Yeah,
but they give you the golden gun at the
beginning and it just makes it so that
all levels are pointless." Like, what
I'm saying is that sprint can work and
you can stop using it and and all these
different things, but I think that it
does the broad sometimes passive extreme
damage to this game. But I'm I'm I
agree. I'm more than happy to talk about
uh if you want to talk about health
regen,
>> I guess.
>> Well, I think health regen is a if we're
talking about the single biggest change
gameplay-wise that damages the
experience, I think it's health
regeneration. though obviously sprint is
a big point at this point we it might be
just a matter of like I said we're
measuring which turret is larger
>> but playing the original and then
instantly like the next day playing the
remake not have essentially having a
second shield bar that regenerates
infinitely and even it begins to
regenerate quicker than your shields
slower but it begins quicker was like
man I when I'm playing the original and
I take damage and that you get chipped
piece by piece by piece then you're like
oh it's almost like a like a secondary
way for you to measure how well you're
playing the game to get better and
better at getting through encounters.
Not just getting through them period,
but getting through them.
>> Risk taking.
>> Oh, absolutely. You know, oh, I've got a
lot of health. I could be a bit more
risky. Or, hey, that that last fight
went really well. I'm in, you know, the
yellow or the red. So, this next fight
I've actually got to change how I would
have otherwise played the game. And that
just does not exist in the Halo remake.
That's that's an entire aspect of the
sort of mental gameplay loop and you
know momentto moment tactical you know
decision-making that you do in the
original that just it doesn't exist.
It's not a part of this game anymore and
you don't realize how big of a thing it
is until it's not something that you
have to account for at all. uh just to
introduce it sort of right like because
I think I was playing combat evolved
while Frank he was streaming campaign
evolved and I remember just catching a
bit of his stream and he was just
talking and I think he said the word
like something about my health is
regetting and I was I remember just it
was on my other monitor and I was like
excuse me it was like what do you mean
health regen and he was just like yeah
showed it and it's not just that the
health regens it's that before your
health has fully regened which I was
showing this I couldn't [ __ ] believe
it your shield can regen like they've
made it Yeah. So the
>> lower one long shield bar at that point
if it required you to be full health to
get your shields back. I understand why
they have them both regenerate at the
same but at different paces.
>> It's [ __ ] crazy, man. I was like,
"Holy [ __ ] this could be easy."
>> It was surprising cuz I was like, "Oh,
my health has begun to regenerate before
my shields, but it regenerates at a
slower rate once it starts." But again,
at that point, it's like, well, this is
just this is just a little detail about
why this doesn't work. As long as you
survive a fight with a pixels worth of
health, you're golden. You're fine.
Every fight will always be the same.
>> And that would be punishment on Halo CE.
If you're at the lowest health you can
be, you have to play really carefully
going forward.
>> Yeah.
>> And of course, Halo 2 and three don't
work this way. You know, Halo 2 and
three have regenerating health, but like
Halo 2 and three are designed to with
that in mind. Um,
>> and then ODSC and Reach were designed to
have health back like you have.
>> That's right. And and kind of systems
cuz in, you know, reach regenerates a
little bit like to top you off. Yeah.
Like if you get hit by something and
you're like one bar away from full, it
will top you off. Yeah.
>> Exactly.
>> It's a shame, too, because campaign
involved, right? If you have three
encounters in a row, but only the one
health pack to start, you do
particularly well on the first one. The
second two are going to come across
easier because you have more mistakes to
make. And then vice versa, a second
playthrough, if you [ __ ] up the first
part, I'm going have to work harder in
the next two now because I have less
mistakes. It's like there's a
variability there that they obviously
account for. Um, but there's also just
like it was a it was a cool medium
between older games that it was strictly
health packs and and health limits and
then brand new games where it's regen
everything. This felt like an
interesting idea of, you know, playing
it as for the first time of being like,
I've got to manage my my core health,
which is always going to be my backup
versus my uh my shielding, which gives
me time to mess around.
>> There are people who are trying to site
like, well, Halo 2 and three only have
the regenerating shield, and they're
acting like that's an own, but it's
like, no, that that is a reason that I
that is a point against those games. In
my opinion, I believe that health is a
fundamental aspect because of how it
influences your decision-making
algorithm when it comes to I'm full
health, I'm going to take more risks
versus I'm low health, I'm going to play
it carefully. And it adds to the
replayability that isn't really present
in Halo 2 and 3.
>> Uh, obviously those games are, but I'm
just saying that health health adds a
dimension to combat that is missing if
it just comes back on its own accord.
And there's also just something to be
said for the fact that it's a lot easier
to understand essentially the nature of
your your situation when you've got like
a health bar that's very clearly there
compared to your shields are gone, you
know, then then it's going to take like
a few more hits and you're dead. It's
it's like it's more information to mess
around with. I like I don't mind having
just the regenerating shields and like
no health packs, but it is a unique
aspect um of the first game and also you
know somewhat to a lesser extent ODST
and Reach that um there wasn't really
any need to be getting rid of it other
than you didn't value it which would be
what I would say of 343. They were like,
"Yeah, who [ __ ] gives a shit?"
>> The most number of fans where it's like,
"We have to add sprint because our half
of our fans expect there to be sprint.
We have to add health because people
will expect health, but we're going to
do it in a way that's still kind of like
how it works in, you know, Halo 4, 5
infinite." Um,
>> so it's just
>> and I like I like the idea that it is a
way to measure like in a sort of meta
sense like play your skill. I'm a big
Verminant Tide, Dark Tide fan. And
especially in Verment Tide when you get
really really good at it. Not to toot my
own horn here, but like it's it's a good
way to go through the level and be like,
how little damage can I take while
getting through the level? And that's a
way for me to sort of get satisfaction
of I'm getting better. I'm getting
better. I'm getting better. I barely
took damage. I barely took damage. And
that's like a marker to me that you're
improving. It's a sign that you're
improving. And in a way, you could do
that in Halos where you had health. you
know, I got through this whole level
barely ever needing to touch health or
keeping my health in the, you know,
yellow and above, whereas, you know, I
didn't used to be able to do that.
>> I'm with regards to the
>> I was going to say quickly with regard
to the difficulty on this, like because
I'm not particularly good at shooters, I
normally play Halo on uh normal
difficulty. On this, I was told by a
certain long man that I should play it
on heroic, so I did and I completed it.
Um, and I thought it was maybe slightly
harder, but not like a level up of
harder. I didn't I thought it was
definitely easier than than what I
believe heroic is in the normal game.
And I think that's entirely seemingly
because of the combination of sprint and
the regenerating shields because you can
just
>> like cynically I think that part of the
reason why they may have done it is that
it's easier to develop, but then like a
lot of the encounters are just, you
know, copy and pasted from the original
game because like the developers know
>> copy and paste.
>> Well, sure, but sure. But like they're
they're going to know that that you're
going to be on full health and full
shields for every encounter. So they
don't have to worry about it.
>> It makes it repetitive because every
encounter you go in with the same amount
of resources and the same
>> Yeah. Exactly.
>> options. I would say on the on talking
about the encounters because it's
probably you know in terms of a bigger
topic that sort of uh contextualizes all
of this is just the general enemy design
and AI which um before even talking
about it there's like a couple of things
that are worth noting which is as much
as you'd be like this is a remake of
combat evolved right it's like yeah but
the enemy design is not strictly copied
from combat evolved in fact it's a
little bit It's um it's something that
people started to notice and as soon as
it was pointed out it prompted me to
even go back and play reach again to
remind myself. Um the the elites are
absolutely reach elites.
>> So this is a staple of 343. They do this
in every single one of their games. It's
all because where they forked their
engine off where they're copying their
gameplay was Reach. And that's why all
of their games have the same stupid like
elite melee fuckups and
>> but it's it's particularly a sort of
jumbled because in this case you're
dealing with you've got reach elites but
they're not exactly reach elites.
They're a lot dumber than reach elites.
They don't really jump around and and
and weave and and dodge and like evade
and I imagine maybe they'd be like well
there's no armor ability so we can't
have them evade. There's that but then
you've also got that the flood. This is
Halo 3 flood. Um, obviously there are no
flood in Reach, but this is Halo 3 in in
a few notable ways, but also like not
totally cuz you've got the tank form,
which number one shouldn't even exist
here because it's a pure flood form and
there's no grave mind here. So, number
one, it shouldn't even be here from a
which we'll get more into that later,
but it can't transform into the other um
the other var variants. And the
consequence of that is that they are not
particularly adaptable in a in a
particularly notable way. they cannot
jump. So, if you get onto an elevated
platform, they can't handle you. But
then also just that um in Halo 1, the
the little um the little infection
fellas uh you know, they they can't
reanimate corpses. In this one, they
can, but only specific ones, not any
corpse,
>> only already flood ones. Only ones that
already flood combat forms.
>> This one adds in that you have to deal
with elite flood forms that have
shields, which is not present in the uh
in the original game as well. What's
funny is they took out the stealth camo
flood from Halo CE.
>> There was a few. And when I mean when I
say I mean
>> I I think well I mean that means it
works but um I I think there were I
think I literally it was two. There were
two
>> but they they did exist but they are
exceedingly it's like the needle rifle
in the
>> exist where they originally did.
Well, I mean there's, you know, we could
probably come back to that specifically,
the nature of how some of the encounters
are not exactly the same. Um,
>> are we are we on AI? because my god do I
have a
>> yes we need to talk about basically like
the the the point that that I I want to
make before we start to like delve into
it is that what you have here in terms
of the enemy design and the AI is like a
hodgepodge of elements pulled from
various different games thrown into a
game that was built around Halo Combat
Evolved elite grunt jackal design and
flood design um but it's pulled from
various different games and thrown in
and it it doesn't [ __ ] work is the is
the is the ultimate conclusion to be
drawn from uh from from the consequences
of it.
Uh the main thing I identified was
there's a few key changes. Elites don't
telegraph their actions as broadly
anymore. The melee swings that the
elites do in Combat Evolved is very
obvious and very easy to dodge.
Meanwhile, the reach elites have this
stupid ass punch animation that
instakills you and is like super fast
and you can't see it coming because it's
a punch, like a low gut check. Um, the
other thing they inherit from Reach is
the projectiles are much faster. So, uh,
it's more it's more punishing because
your shields drain faster. So, you're
encouraged to just hang out at the back
of the map and pick off enemies to
reduce the amount of fire coming your
way. And then the pathf finding, there's
just invisible lines everywhere that
they can't [ __ ] cross. There's a
staircase on assault in the control room
where you could just sit there and they
will not find you.
>> The thing is as well is that obviously
in all Halo games they control where the
enemies can and cannot go. They have to.
Um there was always some amount of
control on what they can do. But never
has it been so obvious, oh you can't
pass this line on the ground. Resident
>> unless unless a grenade hits you and it
bumps you over, then you might start
attacking me because melee range and
then they'll cross the line.
>> They'll just Oh, they'll scoot back.
Yeah, they'll stop on all levels. This
is present on the prequel levels as
well. Um it it's particularly funny on
the prequel levels because a lot of them
are big open spaces. They're not bound
as much by uh rooms, at least not very
small rooms, and yet they will not
follow you. Welcome to talk over this
whole sequence, by the way, but the
Banshee AI is horrific. I don't know if
it's the single worst piece of [ __ ]
architecture in the entire game. Just
let this play out and keep talking about
the AI and everything, but just keep an
eye on the visuals. This whole encounter
was insane.
>> Because they wanted to make it easy to
hijack them because that's just like a
staple in later games.
>> They made it a lot and you can you can
jump.
>> They just gave the pilots brain damage
so that you can hijack their
>> assuming assuming there's even a pilot
at all. I don't think I've played
Assault in the Control Room in this game
correctly. I think every single time
I've easily like hijacked a Banshee,
flew up to the bridge, and skipped like
a couple rooms.
>> Which, by the way, would be an example
of why even adding stuff that's in other
Halo games, just throwing it in
half-hazardly, I'm not even in favor of
from this studio.
>> It has to be accounted for. It has to be
accounted for in the levels.
>> They just at the top of the bridge, so
like you could fly up there, but you
can't skip the level. I would be fine
with that. Even if it [ __ ] with
speedrunning because hey, it's a new
game. New speedrun tech has to be come
up with.
>> If that allows me to hijack banshees,
I'm fine with it.
>> It was an insane contrast for me cuz in
Combat Evolved, the banshees were
something if they're in a map at any
time, I'm like, hm,
>> better be careful cuz if they get their
eyes on me and I'm focusing on other
[ __ ] I can get killed pretty easily.
The ones in this, I was just like, are
you okay?
>> Well, there's no aerial there's no
aerial. Well, I guess there's Sentinels,
but they're [ __ ] brain dead, too.
Like they didn't add drones, which I
thought would be an easy layup of like
add enemies that force you to look up
occasionally. Like that's what the
banshee does on assault in the control
room. It makes you look up and see how
tall the ravine is.
>> But no, this one like actually
labbotomized this whole time just flying
into walls being completely confused. I
don't know what it wants to do.
>> I think the space is too small for the
whatever game they're copying this AI
from. Probably infinite. It makes you
wonder at least in a case of this, like
at the very least, if the Banshee is
like consistently just flying into the
wall over a period of like two seconds,
then have it just do a flip or turn
around.
>> But look at this.
>> Don't just have it keep doing the same
behavior.
>> What is it even trying to accomplish?
>> Cuz the area is not exact. Like I
wouldn't describe it as so tiny that it
can't deal with anything. like it, you
know, getting caught in
>> you have to realize those levels are
stupidly large and I think it's to have
scrambled it enemies flying around in it
because they're just too brain dead.
>> Yeah. No, I mean and and this is
obviously this is a notable example, but
there's heaps of this throughout the
game where it's just like an elite, you
know, a zealot will chase you and then
just suddenly stop in his tracks
>> for no for seemingly no reason at all.
and he has to go back to his his
approved arena to fight in. And when we
get into encounter design, we will have
a lot of things to say. Check this out.
Right arenas,
>> you notice here.
>> Yeah, Jack. Nobody's in there.
>> Yeah. Well, they they're in there.
They're just invisible.
>> Well, yeah. Well, cuz he was Wait, are
they supposed to be like like camo
invisible or are they just invisible?
>> You're now inside him. That's why
>> like an enemy will come out and they're
not like a stealth elite or anything.
It's just that they are it it is broken
>> which I like
>> it's so funny that they opted for
copying code to shortcut and then they
[ __ ] up the code they're copying or
rather they put it in places it can't
function. It's so funny.
>> Yeah. Um, one of the rumors for why
they're switching to Unreal Engine is
they hired so many contractors to work
on Halo Infinite that they no longer
know how to work around the code that
they have because they no longer have
the people who coded Halo Infinite.
>> Mhm.
>> Well, yeah. I mean,
>> old code architecture. I was talking to
Frankie about this like it was always a
meme for League of Legends and plenty of
other games, but it's been updated now
for so long that there's people who are
in charge of updating the code who are
like scared of the old code and don't
[ __ ] with it cuz if you put anything out
of place, it'll completely kill the
whole game.
>> Yeah, there was a banana texture the
game won't work.
>> There was a champion like that in
League. I want to say it was Quinn. And
every time they made an update to the
game, like the people who develop who
were around when the character was
introduced, they had to keep adjusting
this particular champion's Q ability or
something cuz otherwise the whole game
would break. They had to update it every
patch.
>> Got it.
>> Oh, Random, you want to introduce this
clip that we're looking at?
>> So, this is uh for anyone who saw my
stream, this is Fred. Um, we'll see
exactly when he pops up. Where are we
at? 142. Yeah, he's coming. So, I don't
know what the [ __ ] happened here, but uh
we we've just finished an encounter.
We're going to turn around and I noticed
something
and uh right over here. We're going to
run over there and have a look. So, uh
this would be this would be Fred. And um
essentially what seems to have happened
uh watch together has frozen for me. Oh
no, there we go. Um yeah, what seems to
have happened is that the cuz I thought
it was just like an enemy like a
floodman came back and then he didn't
attack me and I thought, well, okay,
that's quite funny. Um so I continued
with the level a little bit and then I
came back and he was still here. So I
tried, you know, I was pushing him
around. I tried shooting him and various
other things and he just nothing would
break him out of this labbotomized
state. Um, I had no explanation for why
this happened. Someone uh Dam Master in
my comments gave an explanation that now
that you guys are talking about them
porting AI in from other future Halo
games,
>> it explains this and if if he's correct
then you guys will have to let me know.
So basically what he said is 343 appear
to have ported the flood mechanic from
Halo 3. that means that they can get
reanimated and there is a separate
mechanic that means when floodman die to
sent to a sentinel beam which is what
this guy what happened with this guy
they go toasty and they can't get
reanimated so what happened here because
of the bug is that he got um reanimated
twice after I killed him with a with a
sentinel beam um he gets reanimated
after being burned the first time and
then I killed him again without a
sentinel beam and then he got up again
>> and that seems to have caused this his
wires have been crossed
>> frazzled his brain so know that that is
why it is cuz I had a guy called Frank
in mine and he was in the penult I think
the end of keys. No sentinel beams
involved. I don't think he even been
reanimated and he was exactly like this.
He was really friendly and
>> was he toasty? Was he was he like
>> did he look toasty like this?
>> If he wasn't killed beam, he shouldn't
have been.
>> Oh, I guess you trying to say like it's
probably a lot less complicated and it's
just the AI is absolute [ __ ] Well, so I
have this
>> um on our co-op playthrough, if we were
sufficiently far apart, the AI in one
part of the map would start to just not
like do anything. Like they would just
stand there and wait because I believe
too much was loaded for it to work. So,
this happens on co-op. Also, I've been
told that if you enable the skull that
makes it so the assault rifle has 60
bullets, none of the enemies or allies
that use the assault rifle will fire
their weapon. Oh,
>> they just Is that on purpose?
>> I've heard it from multiple. It's got to
be unintentional.
>> Well, because the thing I because like
uh having 60 This this baffled me.
Having 60 rounds in the assault rifle
doesn't disable achievements. So, they
think like there's this logic that
having 60 cuz I was like, why wouldn't
that be the case? Cuz I've I've like
doubled my rounds in the AR before I
have to reload. And and it's like, well,
it doesn't really change anything about
your total ammo. It's like, yeah, but 60
to reload half as often because it's
nearly twice as much ammo. But I mean,
touches
>> that school exists just to be like, see,
we're
>> respecting the original design,
>> even though we've changed the design.
>> Yeah, the original had 60 rounds and
we've implemented the SMG to play the
same role, but you installed a skull
that superficially fixes it. So, why are
you complaining?
>> If you switch the AI with the marines,
then they could use 60 round. So would
you have to just keep switching with
everybody to upgrade their uh
>> you have to reload their
>> Okay. Um something uh that I is is worth
noting in terms of like the way that the
enemies are designed in this game. I
mentioned it before, but like elites are
particularly stupid and not very
interested in preserving their own
lives. Um it really is fascinating when
you realize that these are the Reach
elites.
>> When you play Reach, they just jump
around a lot. They jump and they weave
and they roll.
>> They're super agile to contrast with
broods.
>> Exactly. Whereas here, they just kind of
stand there and let themselves like get
shot at.
>> I think that whatever code is running
the AI is not updating enough and so
like they're the way that they're making
the decisions as to what to do is not
firing enough and that's why you see a
lack of reactivity. Of course, something
that had to happen to Andy is that the
AI was like perfect frame dodging his
bullets where it was vibrating back and
forth, left and right every time he shot
>> because they have a behavior to dodge
projectiles, but this just broke. This
just broke.
>> It It's almost like you're playing PvP
and someone's tapping left and right to
dodge.
>> You look like a fighting game character.
I need I need to pull up that tweet. And
something that's
>> frustrating about this and and various
other things is that it reduces like I
don't know how they botched it as well,
but there is something very helpful when
you're playing games like this of a
reliability of uh enemy action based on
the things that you choose to do, right?
You take out their SHIELDS AND THEY GO
AND THEY SHAKE THEIR HEAD A little bit,
right? Like that's nice. Or even
something as simple as again in the
first game where if you throw grenades,
they'll just like roll out of the way a
lot of the time, which is very nice
because sometimes you might want to
throw a grenade to make the elites roll
out of the way to essentially achieve
some other goal. Whereas here, most of
the time they'll just sort of stand
there and take it.
>> Want to live?
>> Yeah, they want to live as well. Whereas
here, they'll just take it and then
they'll like launch off of the ground,
but there's no animation for it either.
They just kind of float into the air.
Like
>> I found that jackals in particular would
never really get out of the way of
grenades. It was more often than not
they would you could just throw grenades
at jackals and they would just stand
there on top of it which makes them like
immensely easier to deal with. And
similarly how you could just melee
through their shields half the time. So
but yeah just behaviors of the enemies
would impact immensely how how difficult
they would or wouldn't be to kill.
But instead, there's just like no
reliability to it at all.
>> Got a variation on this guy as well, cuz
like some of some of these guys, you
think, well, he's just getting stuck
under like a low hanging object or he
can't fit through the door.
>> That does not explain the fullest extent
of how [ __ ] these guys are. Um,
you're seeing some of it here. They
cannot handle ramps. They can't figure
the way around the room. Um there
there's occasions where I I don't know
if it's the one I shared earlier. It's I
think it's 2 hours and 8 minutes in my
one, but um there there are bits where
like you can sit there overlooking a
main room where they they they want to
be they really want to be in this main
room, but you're elevated in that
position. And so they sort of they
briefly look around for like the highest
point they can just naturally walk to,
which in some cases is just up a wall
for no particular reason. Um, and then
they get really confused and they go all
the way back and then you you try and
bait them around corners. Like I want to
be It's half the reason I use sprint is
because if the enemies aren't going to
be taking me seriously, why should I
take them? Um, you want them to be able
to do basic things like figuring out
where the [ __ ] people are, but they
can't. So, here's the bit. Yeah, this is
the one. Um, so he's like I'm up here.
I'm trying to bait him into doing
anything at all basically, except
vomiting, which they like doing when
they're panicking, I guess, which is
understandable. He thinks that's
elevation, so he just walks up the wall.
>> Yeah.
>> Then he gets confused.
>> Then he's like, "Oh shit." Oh. And then
he eventually once I shoot him enough. I
think I might actually have to lead him
around the corner in a second, which I
do cuz there's two of them in this room.
So he eventually realizes there is a
corner. Um he's actually taking longer
to realize it than I remember him doing
as well, but he does eventually realize
there's a corner. This room is
prolifically broken. I've had so many
issues with the pathfinding here.
>> So, he goes around the corner. He's
like, "Aha, he's coming up the ramp.
>> He died." But there's another one. So,
now we can experiment. This is how they
deal with ramps.
Now, I'm trying to figure out exactly
what's going on in his head cuz I think
the answer is nothing. He has, I think,
a turning circle. And this is part of
the power radius. Yeah, he couldn't turn
sharp enough to be able to
>> I haven't theory about what's going
wrong with this room. So, on the
original version of Assault in the
Control Room, there are two ways to
enter this room, whereas one of those
ways gets covered with flood gunk on Two
Betrayals, and I think they didn't
remove the original pathfinding nodes.
So, they think that a valid way to get
to you is to go through this wall, but
then they can't actually go through it.
So, then they get stuck kind of in a
loop trying to figure out the
pathfinding solution for getting to you.
By the way, I did also encounter what
you had mentioned about how in in this
in these space the flood tanks would
there there's like if a flood tank is
one unit high, there were all of these8
unit tall spaces that you could walk
through, but it just couldn't get to
you. Yeah, there's like sort of one
right there. Yeah, it mine was a
different one, but I'm, you know, I'm
watching it now.
>> It was very like blatant as to how this
had ended up happening. Like the room is
the room and they've copied it from the
original game and then they've added an
enemy that was never in the original
game. Yeah. And then they seemingly just
didn't test it like ever.
>> Not designed for the space. They didn't
test anything about this gun.
>> I think they knew it was there, but they
didn't give a [ __ ]
>> Yeah. Sorry.
>> When we were doing a remix play through,
I think that the number the thing we saw
more than anything else was probably
just the floating weapons everywhere
above the floor. And it was so common
and everywhere. You do wonder like they
they knew they knew about this, but they
shipped it anyway. It wasn't a big
enough deal. who can't play this game
without noticing it. They just thought
it was acceptable.
>> If you want to uh take a look at the
time stamp for uh because it was uh the
library was when it was particularly
apparent like uh the the the problem
with the which is funny cuz it's like
the first level that they're introduced
in. Um the library is a place that has a
lot of geometry that you can climb on
top of. It's kind of meant to be that
way. you're meant to be able to jump
onto a lot of these platforms to sort of
be able to control the flood and you
know where they're going to pursue you
because of the fact that the whole
design of the flood is that they're kind
of aggressive and they're on you
forever. Um in this case they've
actually made it so that these platforms
are if anything much easier to jump onto
but the tanks cannot jump. They can't
jump so they can't follow you. There was
two
>> get up there by accident Fringy when um
like it it killed me and I died and then
like in the post death screen for
whatever reason it did like a turn and
it was able to somehow like rejig itself
up there by accident.
>> Yeah. Very strange.
>> They could awkwardly shuffle. But
there's two like being familiar with
games anxiety experiences that I think
are really funny because they benefited
this game and it didn't have any answer
for it. Um, when you stood on, you know,
in the first encounter, a lot of people
stand on the platforms they provide you
and the tanks can't deal with them at at
all. Uh, when you first do that, uh,
Fringy, you you instinctually jump off
it when the tank almost looks like it's
climbing up the wall when it's really
just it juts up the wall and falls back
down. But you think because you've
played games before, oh, is it climbing
up the wall to jump off the wall onto
the platform? Cuz that sounds like
something a developer would make it do.
But no, it didn't. And so you needlessly
jumped off the platform where you were
completely safe. Similarly, and I said
this on my stream, because I've got Left
4 Dead burned into my [ __ ] brain,
seeing these guys, you know that move
where it puts the two arms into the
ground to like vomit. Every time it did
that, I would lock into it's about to
throw a boulder at me.
>> It's going to throw a boulder. And every
time I'd be like, "No, I'm fine. I'm
fine. I'm fine. It's not these things
aren't even coded. Of course, I'm fine."
>> I think what I find so fascinating about
it is, of course, the normal flood
infection forms, they can jump up and
get you because of course they can
because that's how they're designed. And
in the case of these guys, the whole
point is that they're meant to transform
into other types if you do things that
make it so that they can't really get to
you anymore. They'll they'll turn into
little spider ones or they'll jump up on
the wall and then transform into the one
that can shoot spikes at you. None of
that's here. They just have them as the
tank as like a mini boss, but they're a
mini boss that can't handle something
that you're obviously going to do on a
level like this that this level was
designed to facilitate, which is just
going on an elevated platform. you just
go up and then they can't follow you.
They can't they can't do anything.
They're stuck.
>> My if you play my clip, you'll see um I
was doing this on legendary and my
perspective is this is the only
encounter in which the flood tank
functions as an enemy. Every other
encounter that it's pasted into just it
just it can't function in a lot of
spaces. The reason that I think the
flood tank is the way it is is it's
supposed to be kind more of a support
like tank unit than an actual uh main
unit. And so you have the infection
forms that'll crawl up walls and chase
you. You have the combat forms who will
jump at you and shoot at you. And then
you have the tank forms that are
supposed to be applying like continuous
pressure to get you to move around the
environment. And I think that's kind of
the inherent balance. It is a unit that
is designed to be placed alongside other
units that can make up for its
deficiencies. The problem is it doesn't
always have its team to help it with the
deficiencies.
>> Well, not only does it not, but the
first time you see it, it is introduced
on its own.
>> It's Yeah, it's a way to do it like a
mini boss fight.
>> Yeah,
>> it would be bad enough if this was just
like a particular like say the jackals
for example just didn't work. But like
this is a new enemy. It is a different
enemy. They the game goes out of its way
to be like, "Oh my god, look, we've got
one of these things in the game. This is
new content,
>> and it just doesn't [ __ ] work."
>> It's like the most broken one.
>> It's the most broken one, and it's the
one they draw the most attention to.
>> It is both a tank and a necromancer unit
because it spawns a thing that will re
regenerate the combat forms, and then it
also backs up the combat forms by
forcing you to put on pressure and make
you run around the level. But, um, it's
just so often misused.
It's just um fascinating because this is
an enemy type that they chose to put
into the game that didn't exist before
and yet they didn't have they didn't
account for and it's probably like what
uh what John said. They didn't care.
>> They just whatever like who gives a [ __ ]
or like oh we we only got like 10 months
or whatever to finish this. Like
>> part of what makes this game feel like
this game feels like a messy medley of
Halo.
>> Uh and not in a positive way. And it
could have been in a positive way. We
took Halo, we added in all the cool
mechanics and stuff that came in later
games. Like that could be executed well.
Could be.
>> It's another one that has consequences
because they've redesigned so much else
about the level and the way enemies
spawn and the number of enemies that
spawn to account for the fact that there
is now this new dynamic in this area. Um
the fact that they're useless means the
entire thing is so easy because they've
there are not as many flood. The flood
do not flood in the library at all. They
come at you one at a time and it's like,
well, I think in their minds they've
tried to balance it because they have
these newer tougher enemy types. But if
your newer, tougher enemy types are the
easiest thing in the game, then all
you've done is just remove the only
thing that was fun.
>> Yep. Also, which um on on that front,
it's probably worth noting as well. Now,
you guys can help me out cuz maybe I'm
totally mistaken, but in this game, I
have noticed on a few instances when
I've died and respawned that the enemy
types change.
um seemingly arbitrarily
>> like location.
>> Oh, well, not just location, but like um
clearest example to me. Yeah. So, so for
instance, an assault on the control
room, you know how like when you when
the pelican drops you down, you hop out
and then you got a couple elites come
out the door and uh and a bunch of
grunts and stuff. Um I have noticed that
when I've died and respawned, the elite
type has changed. Like it'll change from
like a red elite to a wide elite.
So, I have not noticed that. And I want
to say
>> playing through the remix mode, if that
was a thing, I would absolutely have
exploited it because there's a lot of
encounters where it's just like I would
do the same room 50 times in a row
because it's like there's 15 flood tanks
and four hunter pairs and 37 gold sword
elites and it's like if I can change the
unit composition so that they'd be
grunts, I would abuse that. Your
specific example, I've had this problem
on the remix mode. There is a nonzero
chance that it will spawn hunters as the
first encounter on assault in the
control room. And maybe that one's coded
where it can change what they are
because you will get soft locked if it
spawns hunters.
>> I've seen it elsewhere as well to the
point where entire groups of enemies
>> just like will be there and then won't
be there and then will be there. If you
die based on just where you die, you'll
just go through and entire groups of
enemies will be there or not be there.
Sometimes seemingly
>> on truth and reconciliation as well.
There was a point when I died and when I
came back there was a different elite.
It was like a red elite instead of a
That's what I noticed. It would be
something
>> um explicit on mine with truth and
reconciliation. There was a part where I
was trying to do a run from like A to B
and I I'd nearly gotten it. Nearly
gotten it. I was like definitely pull
this off. And then suddenly on the same
run there were two extra jackals just
hanging out and then they started
killing me and I was like wait what? And
then I was like well okay I don't think
I can do this if you have two extra
jackals as well. And then I respawned
they were gone again. And I was like,
"What?"
>> Yeah. Which um like I'm I am confident
like I don't think I'm going crazy. This
is just an element of this game. I do
not remember this being the case in any
of the Bungie games unless I'm totally
mistaken. Yeah, exactly. I thought which
to me this just indicates the almost how
arbitrary the game seems to think that a
lot of the encounters are.
>> I don't think it is.
Oh, what on screen right here or the
back? I'd love to see because
>> of what?
>> I do not
>> specifically because I got the jackal
one. I could probably find it.
>> I can find one for my playthrough. I've
got one in mind that that I'm thinking
of. It's it's on the
legendary.
>> You guys are you guys are dirty
sprinters who uh bypass encounters.
Maybe you're [ __ ] with the respawn
mechanic. Whereas I'm somebody who's
like chewing through the levels because
most of the remix you have to
>> room on the control room. I you have to
fight these guys pretty much on that
side.
>> Actually I may have already stumbled on
it. I think this is where I was cuz I
remember it being like a catwalk sort of
upper area but uh cuz I was able to run
through most of this. Each time it would
get a different result obviously. Yeah.
Can you see those those jackles there?
These two sometimes they just wouldn't
spawn. Um, I don't know if I can maybe
roll it back enough that I'll get
>> that are up on the upper upper ring, not
in the hallway.
>> Yeah, I'm about to see them again now.
Yeah, see, they're not there.
>> H, it just completely changed the whole
dynamic cuz it would uh if they were
there or were there,
>> it would decide if I win or not.
>> Well, see, is that not it right there?
Maybe they're just like
>> sometimes they sprint up to meet you and
then sometimes they hang back because I
swear I saw one at the end of that last
clip.
>> I I I wish I had the clip, but it was
when I was playing off uh when I was
playing through legendary offline. But
like
>> it definitely was the case that in the
first Assault on the control room like
level if you died the elite switched
like it switched from a a wide elite to
a red elite or vice versa was what I
think I had on truth and reconciliation
at the exact same spawn point.
>> If you die at the first point of assault
in the control room does it re basically
restart the level?
>> Yeah, restart you on the pelican. Maybe
that's why because
the entire thing it happened in the
middle of truth and reconciliation like
when I was going through there's like a
pathway that kind of takes you to the
last arena outside.
>> Um I remember I died and it was white
elite and red elite and I was like oh
okay and then I went down and suddenly
it was two red elites
broken because if they were modulating
the spawns because like oh we think the
player is having difficulty with this so
we're going to take a few units out. Why
wouldn't it be consistent? Why wouldn't
there be a point where those it's just
those jackals aren't
>> spawn? They're already there. They've
already spawned.
>> Yeah, these jackles
>> are are just they seem borderline random
whether or not I get them. And
>> that's why I think it's it's more so
broken than it is uh
>> Oh, no. Yeah. I I wouldn't I don't think
this is adaptive difficulty. I think
this is something's wrong.
>> Yeah, it'll be sort of inversely
>> sort of inversely. I've had enemies just
spawn right in front of me. Yes,
>> like
I I think there's um there's issues with
enemies spawning based on like trigger
volumes that you enter that may not
spawn until you've
>> like killed x amount of
>> enemies in the previous area. But if you
sprint all through it, then it [ __ ]
that up.
>> So then you go to like areas ahead and
then there's like spawning issues like
you know whether whether it's
inconsistent or they're spawning right
in front of you. It's
>> Yeah. It does a lot on co-op, but you
can notice it by yourself on two
betrayals. If you clear the final
objective and run to the door as fast as
possible, you will see the enemies in
that hallway spawn in before your eyes.
>> Mhm.
>> Yeah. Which
>> mine was when u the when you fight the
two hunters on, you know, on the the lid
essentially on a uh a or sorry, silent
cgrapher. Uh when I got killed by the
hunters and came through that little
narrow canyon, then there was just like
an elite and a bunch of grunts that just
weren't there, but like an entire little
battle group that just was here now that
wasn't there the first time.
>> You now reminded me with silent
cgrapher. What the hell did they do to
the cloak deletes? What do they do to
them?
>> Are we talking about the very end where
they decided they put like seven of
them?
>> I'll tell you what happened. I'll tell
you what happened. Here's the problem.
They combined the cloak deletes with the
spec ops elites. Cloak deletes in Halo
CE don't have shields.
>> No, that's the problem here.
>> That's the balance. That is the whole
balance of them in that
>> they have like they jump you but you can
kill them easier.
>> Whereas in this case, they take like six
bullets from the pistol to to like knock
out their shields. Like they're like
kind of
>> normal eights. Yeah.
>> And there's like eight of them.
>> Grenades if you stick grenades.
>> It's a 343 game. You're not you're not
getting smart design. You're getting
jumped.
>> Yeah, it's a bizarre uh like difficulty
spike where you kind of especially if
you're playing it on like the normal the
heroic mode and you go through and
you're like, "All right, this is pretty
easy." You hit that weird wall where
they the designers just say, "You know
what? Here's seven elites in a room."
>> This was the brutal example, by the way.
Um
>> where this is just mega broken, but it's
a I did show Fringy specifically how how
this breaks. There's an encounter before
this. I'm sure you all remember it where
if you release the brutes, they'll
attack the elites and you're supposed to
just kill everything in the room. Haha.
It's in like a prison cell. All the the
brutes and they're autoed into this like
rage mode. They're already starting on
it. So the game I noticed when playing
on stream that when you wipe everything
out that are elite related, oh sorry,
covenant related that like the game
progresses. It's like we did it, you
know, moving to the next room. It is
irrelevant of the brutes being killed. I
was like, oh wait,
>> I guess it assumes you will kill them.
Yeah, it does. It does. It just thinks
it doesn't register them as the
collective enemy. It's more so like
obviously they killed the the the brutes
because the brutes are angry and running
after them. You can just drive them into
this room and so while they're running
cut scenes, for example, Johnson just
gets battered by dies on the
>> for some reason.
>> Designers thought if players have no
impulse control. They did buy our game,
so they'll just shoot anything that
moves and we can proceed.
>> But the the best part of this for me was
that he just gives up eventually. He's
like, "Ah, [ __ ] it."
just stand still.
I'll hang out. And then you can actually
uh just continue the game. Like you can
activate the thing, you can lower the
thing like all the prisons come and I
showed Fringier, but you can actually
get all three brutes in there and
they're all just running around
infinitely head button and [ __ ] cuz they
just
>> Okay, maybe somebody has the answer on
that. But um the brutes where where are
they what what is the AI that they're
meant to be pulling from
or is theirs wholly original to this
game? Because if so that is
>> because I mean
>> they are original as an idea outside of
being brutes, right? Like the whole
>> the whole shooting the mind control
thing that makes them go like instead of
having the berserk be that you've taken
out their shields or they're the last
guy left and then they charge you. Like
I'm not actually sure what kind of a cuz
a few people are saying Halo 3 and it's
like I don't know about that. They don't
seem to behave like Halo 3 brutes. It's
hard to tell.
>> Are you alluding to the possibility that
they are wholly original?
>> Yes. And the fact that they are probably
the most broken enemy in the game.
>> Yeah, possibly. Well, in they were
introduced in Halo 2 as a new enemy type
and like a midway escalation
and uh like you you could um if if you
took their health below a certain
threshold, they would go berserk, but
then they would focus all that rage on
you. But now they've made them like
stupid where it's like they need this
device on their suit to prevent them
from attacking their own guys. And then
you you shoot that thing and it makes
them attack their own guys. Not only
does it reduce them as a threat, but
it's like they make it so glaring, like
obnoxiously glaring. The thing that you
>> It's got the prequel missions is that
you should like really want to destroy
this facility because the government
covenant are developing like a super
weapon for the brutes. But I couldn't
but but I couldn't help but think, well,
no, no, no. We should leave this
facility in as fully operational because
it seems like what they're what they're
developing is a big red button on the
front of the in front of Brutes that if
you shoot it, it goes apehit and kills
all of its own men. So, we should we
should leave this as it is and just go
>> tell you about bullets.
>> It ended up being some of the most fun I
had was just and I did I'm sorry to uh
Halo Studios. I'm not actually. But it
wasn't because you guys created
something fun. It was me just enjoying
everything [ __ ] up. It's like I turned
them on each other and then just watch
them [ __ ] around and get stuck on [ __ ]
Look, look at this.
>> Good job. This is so very scary.
>> That's the kind of thing that you
introduce, you have to carefully balance
around that, you know, like the player
being able to do something like that to
make the brute attack everyone else.
>> It goes to show that when they're
introducing their own concept as opposed
to just directly copying something from
Bungie, they just can't do it. the
Brutes. This incarnation of the Brutes
is a new thing and since they don't have
someone's homework to copy, it just it's
not a good implementation.
>> Just like we saw what we saw earlier
with the flood tank forms, like they
aren't able to go under those ramps cuz
it's just like like their collision box
is just slightly higher than the the
open space that's there. So, they can't
go through.
That's an example of like them taking
the original level design and then they
implement their own ideas in a way
that's like incompatible and they're
just like ah [ __ ] it whatever.
>> Yeah. I mean cuz there's this it's it
was as was mentioned before and I'm
pretty sure it seems to me that
basically everybody got stuck to some
extent on the last encounter in Silent
Cgrapher. Basically everybody suddenly
hit a wall because all of a sudden there
are seven cloaked really strong spec ops
elites right at the end that are very
that and it is just
>> depending on the you walk out with the
issue.
>> It's just they copied the original
stealth elite encounter but since they
have shields it's now like a massive
difficulty spike.
>> Yeah. pissed me off because I I was
unsure of myself anyway cuz I never
normally play on heroic and I was like
do I just suck at this game and like the
answer is still probably yes but like I
felt like it it was a sudden like I
wasn't struggling until then and that
took me
>> all of us on our playthroughs it was
like spiked everybody it's just it may
be the quintessential example of how the
difficulty spikes work in this because
of the design flaws
>> and also um the rest of silent
cartgrapher that section is just made
like comically easy there's just fewer
enemies on the climb back up and you can
you can anybody can now speedun jump
down to the bottom to skip down
>> part. Oh yes, because that's another
thing as well. It's a more minor thing,
but um for the longest time while
playing this game, I didn't think there
was full damage.
>> I didn't think that for a long
>> It is mostly kill boxes cuz the the
first time I realized my Yeah, that's
amazing. Um, [ __ ]
>> assault on the control room. I uh Yeah,
the lighting is totally broken as well,
but it was on assaults on the control
room. I jumped down
>> and uh and then I took damage and I was
like, "Whoa, I guess I have full
damage." Yeah, I guess there is fall
damage.
>> The speedrun skip on Silent Cgrapher is
you have to you have to jump down from
the platform and land at a specific spot
and it abuses that you don't take fall
damage if you land on like ramped
geometry in Halo C. Whereas like you
could just [ __ ] straight up jump off
that platform, land on your heels, and
be completely fine and not [ __ ] your
spine out your [ __ ] Like
>> that was another thing. I think I did. I
think when I was playing on legendary, I
did it by accident. I was I was dealing
with the hunters and then I jumped
backwards and I was like, "Oh, I guess
I'm dead." Oh. Oh, no. Never mind. All
right. Yeah, no problem. I only took a
little bit of damage. It's all good. Um
which it feels like it's just, you know,
tethered to the whole health pack thing.
But yeah, the like the spec ops elites
right at the end is just like it it is
really remarkable how
>> easy and then comically hard.
>> Yeah, exactly. Because again the whole
balance of them in the in the original
game is their glass cannons. You can't
see them which is meant to throw you off
a little bit. Um but you can see them
because there's a you know a relatively
visible shimmer that they sort of have.
But yeah, if you land a headshot instant
death that's the balance. and instead in
this case they're like, "No, let's have
it so that they're about as strong as a
red elite, maybe even more so."
>> Um, but also they're invisible and
there's seven of them.
>> So, is anybody else's like scariest unit
the red elite? Because I swear to God,
they are the most dangerous unit because
they unlike the gold elites, they don't
charge you. And unlike the blue elites,
they don't just shoot you. They're super
unpredictable
>> and it makes them more dangerous than
the ult.
My issue is it's either them in the way
that they behave or it's the ultras just
because they're programmed to spam
grenades at you constantly.
>> The grenades a bit much. Yeah. the in
legendary when I was uh the first like
brick wall that I kind of hit was in TNR
when you were in the the hangar bay the
big hanger bay when you first enter and
they just have this massive clump of
enemies on the other side of that big
wall and the ultras every time you peek
your head around for just a second they
would throw grenades and by the time
that one blew up and you poked your head
back they were ready to throw another
grenade over and over and over and it
made it so tedious whittling Slowly but
surely
>> there is an actual ultra elite unit in
this game that will show up and they are
they spam grenades.
>> Well, yeah. Yeah, that's what I'm
saying. I'm talking about them. Yeah.
>> Well, there was a chatter who was asking
if you meant stealth elites and I was
like, "No, that
>> No, not stealth. There is an
>> Yeah, there's there Yeah, the from the
design from Halo Reach. I I I recall it.
Well, played a lot of Halo Re, which is
so funny because
>> they just stand out because I don't
think they use Well, I guess the stealth
elites are also the like spec ops elite
armor from Reach, but it's like the
ultras just stand out artistically as
being out of place.
>> Yeah, because I I recognize them from
being from another game because I' i've
played so much Reach that I just when I
see something from a different game with
the grunts as well, you see this, I'm
just like, I you just took this from
something else.
>> They've got the armor. It's a cool armor
set, but it's not an armor set that I
with this game at all. You know, combat
evolves, obviously.
>> I think it sort of pivots. I mean, it
depends on how how free form or how
super structured you want to stay, but I
guess in talking about, you know,
recognizing the designs of things that
they pulled from other games. Um, many
times I' I've called this remake very
cowardly and the fact that they will
take like all the levels and copy them
essentially one for one. they'll add on
their own [ __ ] or whatever, but if
you're remaking something, I would have
had a lot more respect for him. I think,
you know, in like a weird way, if they
had just like
>> Yeah, but I guess it's the the first
word that comes to mind is like there's
>> by by taking all of the designs and
aesthetics from the other games and
putting them in here, which kind of like
especially if you're used to them for
being in those other games, makes them
stand out and, you know, seem really
peculiar. But there's a lot of room for
them to have really actually done their
own thing to like to to the like all the
way level redesigns, enemy redesigns,
aesthetic redesigns, character changes
because it's it's a remake. You have the
ability to as long as you stay within
sort of the core of what Halo Combat
Evolved kind of is. And that's its own
discussion how much you could change
before it becomes something else. But
how much they just want to use the
original. Um, but at the same time, like
it, like I said, it's it's a messy
medley at the same time of things from
other Halo games.
>> They're picking and choosing. This game
is like uh Twitter core where it's like
it just has enough where the Halo fans
are going online and they're taking
screenshots of the cut scenes and
posting them. Look how good this looks
or like they answered the criticisms
like changing the library. That's just
something that they can do so that they
can say look they're fixing the game on
the internet. This game is like made for
like clip channels. I don't think it's
made to be played.
>> I can guarantee it's not meant to be
played. As someone who's played it, play
it played it through two and a half
whatever time.
>> Yeah, we have seven victims here today.
>> I have it isn't meant to be played. But
if but they like see they're willing to
remake entire levels like the library,
but that should be what you do with
every level because it is a
>> their remake of the library is
atrocious. Oh, no. I know.
>> Oh, it's definitely fix broken. I I
think they can tweak these levels to
make it work with sprint. I'm fine with
that. But like the idea of it's a
remake. It needs new levels.
>> Surely the library is a consequence of
the discussion that had happened prior
to this game's existence, right? Like
library is controversial. Yeah,
>> the library is controversial. It's
considered one of the worst levels in
gaming by people who've played like six
games in their entire life.
>> They're they're totally wrong, by the
way. Replaying uh
There are entire games where every level
is worse than the library.
>> I was entire I was really surprised cuz
I I had no idea that that discourse was
around. So I finished the library on on
OG Halo and someone said, "Oh, you just
finished like the most infamous level in
gaming." I said, "What exactly is it
meant to be hard?" Cuz it wasn't hard. I
said, "No, cuz it's meant to be boring,
but it wasn't boring. I enjoyed the
library. I mean, yeah, it's a bit
repetitive. You could shorten it maybe a
little bit, but there was nothing about
it that stood out to me in the original
Halo as being notably bad, either by the
standards of its day or hours. Whereas
the remake library was tedious. Really
tedious.
>> Well, that's because the original the
the original library it was like you
can't just run. They they do keep coming
after you. It has like a thematic
purpose of showing what the flood will
do. And this is what it's like when the
flood are everywhere. They just keep
coming coming and you have to be making
the progress forward as you're
following, you know, Guilty Spark. But
in the remake, the way that it's
designed and the pacing of the level is
such that there are just sections where
you can just like sit around, take a
break, have a smoke. You press the
buttons yourself instead of Guilty Spark
to get through a lot of the doorways and
stuff. So, you set the pace and it
completely lacks that sort of endless
like I guess tension in in the in the
pacing that the original had
>> which I really liked as well as the uh
the punctuation of the huge ass
elevators in the original of being like
okay all right that's our
like let's just copy the elevator from
Halo 2
>> this is what I mean about the
gaslighting because I've been playing it
I' been like wait I'm being what why is
the elevator like an attack Tie. Why are
we doing like a hoorde thing where I got
to wipe him out and then I get to go?
Like what? I think it reminds me of um
Amnesia: The Dark Descent where they
were like, "We got to provide these
moments where you can you enter bluer
places with calming music and there's
water flow in areas because you've just
been through so much intense [ __ ] that
if we keep battering you with it, it's
just going to become noise.
>> Come to it."
>> Yeah.
>> Yeah. Like because you have to have the
the hills and valleys to to reflect each
other. And so in the library, I was just
like broadly unimpressed with how they
had changed anything anyway. Being able
to run through it or avoid it, jump
through it, laugh at it, and then being
like, "Oh, I guess this is the the break
time." Just like, "No, this is our new
fangled [ __ ] we've got a a rocket
flood who keeps respawning at the top.
You got to keep I was like, "Good god,
you guys [ __ ] suck at this."
>> Example of why firefight would not be a
good addition to this because the
defense sequences in this game are
atrocious. They
>> sure, especially on the new levels.
which uh you know speaking of the level
design obviously we've already talked a
little bit about uh about the the
changes that have been made to a few of
these because you know a lot of them are
similar but then there are some of them
where they're like we can do it better.
Uh I've seen people praise that in the
new library you're doing like a descent
into hell. I don't care. And it doesn't
even make sense in terms of uh
>> uh what people are saying.
>> Are we talking about the goo? Are we
talking about the goo? there's a
conversation to be had about
um maybe maybe a way to to to sort of
present it, I guess, to help
contextualize it is
>> something I like about the original
library in terms of the introduction is
that you start right next to the thing
that you're pursuing for the whole
level, which is the index. You start
basically next to it and then you loop
all the way back around, come back, and
then you can get it. I enjoy that as a
uh decision. This game does it
differently. You start up at the top and
then you work your way down to the index
which you only see right at the end of
the level. I've seen people praise this.
I've seen people say that this is a
great change.
>> Frustrating.
>> Um
>> it's frustrating.
>> The way the reason I think it works in
CE is that you're seeing that there's
like kind of a mechanical approach. You
got this elevator at the top that you
need to bring down to finally unlock the
index. So, it's not like you can't just
Tarzan rope across and actually grab it
and be done with the level. Whereas, I
don't understand why you can't just like
ride a couple sentinels down to the
bottom. What is the process that we're
doing over the course of the level that
makes the index accessible that it
wasn't before?
>> No, that's gonna bring up the fact like
the question of why don't we just
teleport to where the index is? Yeah, I
mean that's that's my point is that in
the original library you have to go
through this process of going up to the
top and then there's an elevator that
comes down. It's like so maybe like the
elevators are like a lock system that
you go through to finally unlock access
to the index. whereas like that probably
exists, but it's a lot less obvious in
their recreation of the level because
you unless you just looked down and
zoomed in on it, you wouldn't even
really know like what the final
objective of the level is when you're
playing
>> when you're playing this just from the
fact that you know you know what this
is. It's like how, not to jump ahead,
but it's like how Guilty Spark teleports
you outside of the library so you can
see. It's like, oh, it looks like in
Halo 2, it's like,
>> what are we doing? Like,
>> why are we on this mountain top? What
the [ __ ]
>> Why are we having this conversation
anyway?
>> Obviously, another another aspect of the
logic of the descent into hell. This is
partly talking about the art direction
is that there's more goo and floopy
flood stuff growing, which um
>> ah yes,
>> I liked that aspect of 343 Guilty Spark.
I don't I don't mind from like a if
you're gonna site like a Are you going
to cite a lore argument?
>> I I think I have to, don't I?
>> Um in my Halo CE, you're rebooting it in
a sense and so it's like the story's
changed a bit where it's like maybe the
flood have been here a little longer and
they're accumulating biomass. It's not
>> like they do the same thing in Halo 2.
The flood focus on taking over the
library. So, it's like it makes sense
that where they start is like their
spawn point and then the library is
where the goo is
>> accumulating,
>> but they're still locked in on a lot of
things. They're locked in on the
timeline for when they got released. And
they even keep the Cortana line in um in
Keys where she says they're gathering
bodies.
>> Well, the gathering bodies part and it's
like, well,
>> that's
I don't know why they kept that line if
they're going to add the biomass thing.
But to me, I like the change just
because it adds visual distinction to
the level and I think adds to the pacing
of like, look, they're dangerous.
They're expanding incredibly quickly.
>> Um,
>> I like it as well from that perspective.
It does make them seem like, yeah, this
is how quick they start to transform the
environment that they're in and infect
everything around them.
>> This is another example of where like a
good idea ends up just getting ruined by
something else because I I think I agree
that I like the idea principally. It it
kind of reminds me of the Zerg from
Starcraft and the Necromor Dead Space.
Kind of like a combination of that. But
in terms of how it comes off in the game
because of the lighting, which I guess
we'll talk about later,
>> every single
>> Yeah. Like every single bit of goo is
just under a [ __ ] spotlight. So it's
like, "Hey, did you notice that we put
goo here?" It's never like there there
is that one room where I It was on the
video a minute ago, Mhler. I can't
remember exactly. I think it's in 343
where you walk into the room and there's
just [ __ ] goo everywhere on on the
opposite room for
>> no reason.
>> Yeah. And that's that's the first time
that you properly see it. And the
problem there that I was just like,
well, this could have been so much more
effective if the room was actually lit
in a sort of more dark ambient way. You
walk in and as you get closer, you
realize, oh my god, that's horrifying
and I'm already in the room at that
point. The way it goes in the game is
that you open the door and bang, look at
our goo. like
>> that sensation where you encounter
something gross, but the the way you
find out it's gross is by touching it
and you realize, "Oh, I'm already in
it."
>> Yeah.
>> Uh for me, the I I might have the most
controversial one then for this. I felt
like the goo was noise and I was really
annoyed that they'd put it in. I felt
like the my experience I think was
exactly what they wanted for Combat
Evolved. Everything felt off in 343
Guilty Spark to be specific. Everything
felt uncomfortable as uh you put it,
which is really nicely done. The um the
lawn's been mowed, but there's no one
around. It's like, why is everything so
wellkept in operation almost, but
borderline just
>> it's like everyone got uh raptured. Like
what's going on? And I know that
everyone ran away from here terrified.
And then you go through a couple rooms
and you just see like that's a that's a
weird green substance a few drips of on
the floor there. What's what is that? I
I don't know. And the more you go, the
more subtly like increasing elements.
And in this game, like by the time
you're moving through significant
portions of 343 guilty spark, there's
just [ __ ] overwhelming amounts of goo
to me to the point of being like, oh,
this is just completely different now.
>> Feels like way more over compensation.
It feels like it encroaches a little bit
on the the space that's carved out for
levels like Cortana in Halo 3 of this is
what it looks like when the flood has
been at it for a while compared to here
where it's meant to be brand new and
that it it looks like Cortana by the
time that you get to the end.
>> I think they strike that balance by
having the upper level be mostly goofy
and it's when you go down that you kind
of experience more of it. I thought 343
Guilty Spark was a breath of fresh air
after how absolutely dog [ __ ] like the
first five levels were and then it was
followed by another four levels of dog
[ __ ]
>> Wait, really? You you like
>> Yeah, there is a clip of like me
acknowledging that it felt like a a
breath of fresh air because Assault in
the Control Room had been so
disappointing of a level. It's one of my
favorite in CE. And so like to see that
they had made a change that felt like
meaningfully positive uh was something
>> I I strongly disagree. I [ __ ] hated
this game.
>> This was the turning point in the game
where
>> Yeah, this this might be my most hated
level change.
>> I [ __ ] hate it. Like
>> I think like I I'm trying to emphasize I
had such a bad experience with some of
my favorite levels of like Truth and
Wreck, Silent Cgrapher. It's such a
solid stretch of the game. It's probably
the the most levels in a row that are
solid starting with
>> uh Truth and Wreck and going through to
uh the library. Such a solid stretch of
the game. So, for Silent Cgrapher to be
so bad, for Assault in the Control Room
to be so bad, and then for the library
to be mostly fine by comparison to those
earlier levels,
>> I'm interested. So, what specific
aspects made you think this is better
than the previous five levels?
>> Um,
sorry, sorry for the gap. No, it's all
good.
>> It's the switch up. I I like the new
lighting just a bit and I like the level
design changes and I think it's the
switch up from moving away from the
brain dead covenant. I I hadn't quite
experienced how brain dead the flood
could be because the pink sound on this
level.
>> Um I liked the initial impressions I had
of the flood basically and just like I
felt like the atmosphere was
>> not better than the original but better
than the way that the atmosphere had
been tackled in prior levels. The
difference for me was because I think
343 Guilty Spark hit me quite well in
combat evolved. So, I was borderline
like I'm looking forward to getting
there because now we're almost for the
same reasons you've listed there cuz
it's like finally we're getting to
different enemies and a different
approach and they've got some challenges
that can be benefited by their lighting
systems. You know, like we talked about
the Dead Space remake and it's like good
god the lighting in that beautiful.
>> I feel I have to defend myself and I
want to be clear because I'm emphasizing
it is not better than the original. It's
not even really good. It is better than
the way that Silent Cgrapher and Assault
in the Control Room were presented.
>> I feel like it's it's understandable
that I would have a tricky time
answering that question because first I
have to parse what is really being
asked.
>> Yeah. No. Yeah. Yeah.
>> I can understand you saying that like
it's it it it felt like a breath of
fresh air in context with the game
itself
>> because I streamed the entire game in
one sitting. That might be part of it
too. I don't know if you guys
Yeah, I did as well. split it in half
and then well that's interesting
>> cuz Patrician and I kind of I'm kind of
like in in agreement with Patrician. I
think that this level is the high point
of the of the remake. Um but again, a
lot of that is because of the the
ceiling's not exactly high. I do like
some of the changes aesthetically. I did
enjoy fighting the flood sort of um but
like I I wasn't like obviously this
isn't as better as good as the original
but and there's changes to the three
brother guilty spark I do not like
>> but I mean I I do think that this is it
was certainly was a high point for me
where I was like oh okay like I'm like I
get what you're trying to do it's not
all bad um I like some of the aesthetic
changes
>> but obviously the original's better
>> if I may
>> I want to I want to give the the
experience of why I do I think it's all
bad. So, I go in like super happy and
excited to see what they're going to do
with this level in theory. And then it's
like they've already cut out the the
running away government [ __ ] which uh
I've already seen the defenses of that
being like this is [ __ ] you get it
later, so don't worry about it. Like you
you get it when But the thing is when
you see them running out later, they're
running away like you can definitely
contextualize that as running from the
the Marines anyway, right? like instead
of necessarily like just neutally. But
then getting into the place itself and
then forward from that um I thought that
the the lighting was actually all wrong
because the how balanced and almost well
lit everything was was unsettling to me.
Making it dark is almost like too
tryhard to me, especially with the noise
of the uh the flood. It's like it's like
this this level was the creepiest one.
>> I just want if if I can go for a few
minutes. I've got so much stuff to say.
Um if so like this is one of the
creepiest levels to me in the original
game and now it's like self-aware creepy
where it's it's like slapping it in my
face over and over again. It's like look
how scary this is. we've got all this
like alien goo everywhere that you have
to avoid all these different different
realities of the situation and um and
you know making everything super super
dark and you know the further you
progress then it's like all right so
whereas I would have a liinal space
where I would have like environmental
storytelling I absorb this atmosphere
and I move through wondering exactly
where I'm supposed to go I'm slightly
lost it's almost maze-like an alien in
that sense is completely stripped away
because of the bonus [ __ ] mechanics
we have of one sprint, two AI being
unable to deal with me, and three, the
checkpoint markers tell me exactly where
to go.
>> So like in every in every way that they
can, I feel they have stripped the
experience of 343 Guilty Spark. It's all
gone.
>> And and I wouldn't say there's nothing
there. I'm saying everything that I
thought was valuable about the original
level that they're adapting has now
changed into a completely different
remix. It's someone else's idea.
>> And let me be clear, I love 343 Guilty
Spark, the original. Yes, it's worse
than the original.
>> Oh, yeah.
>> There's there's no debate about that on
my front. This is entirely uh it's still
better than the remix version of Assault
in the Control Room.
>> Oh, I'm saying why I hate it basically.
That's that's like why it gave me very
bad experience.
>> Cuz I think in comparison I probably on
side with that, but I would also say
just on its own terms, this is the part
of the game where for me it was going
downhill really rapidly. Um that that
might be that I hadn't stress tested uh
the the first half of the game enough.
Um or it might be that I just wasn't
>> going like oh yeah this is going well.
>> Yeah I am already familiar with Halo so
I'm already like
>> being super disappointed early on
whereas like since you have less
familiarity you know you're going to
develop it more over the
>> Yeah. The raping is new to me. the the
specific um the specific reasons though.
So like accepting all of that um is I
thought this was where enemy AI
particularly went downhill. I thought
the introduction of the flood was a
marked downgrade on anything else I'd
experienced in this game so far, never
mind by comparison. Um the idea that you
introd in the original Halo, obviously
you introduce this entirely new enemy
type you've not encountered before. They
fight differently, they act differently,
they swarm. the the idea that you
introduce them in this, they immediately
start shooting at you from an
ineffective range. They're worse and
less accurate than any of the Covenant
are. There are fewer of them. They're
too spread out. They're too spaced out.
Um it just felt like it was there's no
pressure, but there's also no real
difference except that they're more
[ __ ]
>> So, it's like I'm supposed to be more
scared of these guys than the others,
but they're all they've all got
disabilities. So, like I'm not really
feeling the the vibe that they're going
for here. I don't mind the aesthetic
changes. I I kind of like the Descent
into Hell vibe, though. I I would agree
that it is it's a bit tryh hard. It's
probably not subtle enough. But the main
problem was just everything I was
interacting with here was it seemed to
me so deficient to the task it was set.
The original was horrifying. Um the
beginning of the remake is kind of
horrifying in a different way, but this
particular bit is just dull.
>> Yeah. Like the the the original version
of 343 is like a masterclass of vibes
and ambience. Um, we we've already said
basically like you just you can feel
that something isn't right and you don't
know what. The new version has some like
horror ideas as we've said, but for me
just the fact that it is so much like I
mean you guys are saying darker. I I
feel like it's brighter just cuz you got
these [ __ ] spotlights all over
everything.
>> It's Yeah. So it it it's less horrific.
there's more goo and it feels to me like
like slop horror with a nice polished
sheen to it rather than like actual
horror where it's trying to make you
feel a bit uncomfortable. Um, and I also
found I don't know if this was the same
for you guys on the higher difficulty on
on legendary, but um I thought this was
easy. Um, I did not die during this
level at all.
>> The game is easy.
>> Yeah.
>> Well, sure, but like I I I'm not good at
shooting particularly easy. I agree.
Yeah, cuz you come out of the end of
well comparing this to to uh the end of
ctographer that took me I don't know 8 n
10 attempts something like that. This I
didn't die once until the wave mode at
the at the end of the level because it
seems like the all of the all of the
flood guys they go down to like a couple
of shots from the AR and I was like have
I have I just accidentally nudged the
difficulty down to easy? Like what's
going on? Nope, we're still on heroic.
And like that doesn't
>> I'm really I'm really glad you said that
because I figure that might be a good
segue to talk about the weapons and
balancing of the weapons
>> in this game.
>> Well, if there's anything closing on
>> I have one comment that's important for
343 Guilty Spark, although it's endemic
to other parts of the level.
>> The transitions between rooms, they took
out a lot of the corners that are in
those transitions. the square hallways.
They got rid of the square hallways
>> and and so now there's a lot of just
like you go through a door, there's a
straight hallway and then you go through
another door and it contributes to the
experience of just like hanging out of
the door and and plinking at the shields
of enemies because you can't enter the
room and you have no cover to retreat to
in that hallway.
Uh it's endemic across the entire game.
uh that problem. And it's weird because
you would think that they would just
keep that because they're a they're into
the coverbased shooting mechanics.
>> And if you are going to make that change
to try and stop people cheesing by
hiding around corners, then you really
need enemies that can deal with long
straight corridors.
>> Yeah. Well, it also contributes to the
problem of sprinting through the level
because if it had the original hallways,
you know, you'd have to take three turns
to get through those hallways, whereas
now you just like run straight through.
>> Yeah. You just Yeah. You and you don't
have the opportunity to surprise people.
Just the fact that you know that to get
from one like area to the next, one big
room to the next, you're going to have
to pass through a corridor that is a
square, which has four corners that you
have to get around and the two, you
know, the the two rooms on either side.
You don't know if there could be
something around the corner, but you
know that there are corners and there
could be. And it's just it's more
claustrophobic. You have to go through,
turn, go through, turn, then go through
the door.
>> Um, and yeah, by just by just making
them short little bitty hallways that
connect the the bigger rooms,
>> you do lose a bit of the vibe.
>> And even then, because there's
opportunities they have to try and do
some jump scary type stuff, cuz some of
these corridors will have little doors
off to the side. And the idea is that
the flood is supposed to jump out of
that as you cross it. you may not have
seen it or you might only see it in the
last second and they jump out and attack
you. But because threat detection in
this game sucks ass, um I would walk
like down a corridor, I would notice
basically as I was passing it, oh,
there's a door on the side. I look
through the door and there's just a
couple of floods just hanging out,
chilling maybe for 2, three, four, five
seconds and then they would suddenly
notice me. So the intended effect just
doesn't exist. That that was an
opportunity which the original Halo
managed. They managed to actually, you
know, swarm you, jump you, surprise you,
ambush you. In this one, you will ambush
them by accident and they don't even
notice it.
>> The um the I don't know how you're
structuring this, Ringy, but like
because we maybe we'll talk about
cutscenes later, but like the the I'll
just I guess I'll just briefly mention
that the cutscene in which the flood is
revealed was like one of the very few
highlights for me for this game.
>> Oh, you mean you talking about the
recording
>> aliens on it?
>> Yeah. Wow.
>> Uh
>> because I see positive aspects of it,
but then also like it just I feel like
it drags out with like there's a little
bits of like Milsim autism spread in of
like look, he's tapping his shoulder to
let his comrade know that he's behind
like stuff like that.
>> We could uh we could we can come back to
this. I uh I figured then we could we
could talk about the story.
>> Yeah. How much game we have left to
cover? Uh there there there are a few
things that I think are still worth
hitting on. Um one of them is what I
mentioned before, which is weapons and
balancing. Uh particularly because
there's something to be said for this
game, adding in new weapons that weren't
present before and uh as well as making
changes to uh to some of the weapons. So
I guess
>> yeah, let's start with the existing
weapons because boy, do I have some [ __ ]
to say about them
>> before we Yeah. So, so um the most
notable change to the uh to the existing
weapons is that the AR has gone from 60
rounds to 36 rounds, which means that it
is more in line with the design
philosophy of later Halo games compared
to kind of a very specific niche that it
has in the first game that isn't really
>> it is unique to that game. Yeah, in the
original Halo, it functions more of like
a more of an SMG really because of its
accuracy, how many rounds that it has,
and how fast that it fires.
>> It's kind of more like category where
it's a bullet hose with a high capacity,
but it does low damage and
>> crowd control
LMGs are accurate and the AR in the
original is not. So,
>> well, yeah. And and that's also like a
notable difference as well is not only
does it have less rounds, but it has
been made into more of a almost
precision weapon.
>> I I think I think the intention was it's
a general purpose weapon that fills a
broader niche so that
>> because you can use it at like absurdly
long ranges to and it can head enemies
if you haven't noticed.
>> Yeah. Um, so I think it they wanted to
broaden its niche, but then they kept
the functionality of the old AR with the
SMG,
but then the SMG is very inconsistent in
when it appears. So I don't know why the
way
>> No, I don't know why you use it, but I
mean, I think it's another aspect of
like similarly to sprint where you've
changed something as fundamental as the
base gun's aim, accuracy, power,
>> but not the overall level. So, what I I
hated when I first started playing
original Halo that one of my least
favorite guns is the main AR because it
was trying to force me to play in a way
that I don't typically play shooters.
I'm I'm kind of one of those really
annoying, boring type people who likes
sitting a long way away sniping people.
And there's not many guns in original
Halo you can do that with. But once I'd
kind of accepted that that was going to
be the case, this is sort of a short
medium range shooter, had a lot more fun
because I'd stopped resisting what the
game was trying to make me do and it
didn't give me any tools really to do
what I wanted to do. So, that was good
and I embraced what the game was doing
and had a lot of fun with that. This
game has turned the AR occasionally into
a kind of sniper, which I should like
more, but I don't because none of the
enemies can deal with me at the range I
can deal with them.
>> Yeah, it's everything about the gunplay
is now kind of unbalanced.
>> And what's worse, there is an enemy that
can deal with you that shows up on the
remix mode. It's the needle rifle
elites. they will punish that behavior,
but they're super rare in the base game
and they are way too punishing in that
in that
>> um you know in terms of uh there there
are a lot of new weapons that have been
added to the game, but the v the amount
in which they show up varies depending
on essentially whether we're playing the
main game or the new one. Uh the new
levels like for instance the uh the
you know I've heard I've heard a certain
person call it a plasma sword. The
plasma sword is uh is present in u now
where whereas in the original game there
were zealots that had energy swords but
um but you know when you killed them
they they would explode. It's the same
with grunts that had fuel rod cannons.
When you when you killed them they would
uh they would explode. Both now present.
>> Yep.
>> My note on this is when they first
revealed that this game was going to be
a thing. They showed it's Halo. It's got
the original Halo designs and then
Master Chief pulls out an energy sword,
which I felt like was the sign, the
moment that like there's going to be
needless meddling because the energy
sword is not an iconic weapon of this
game. I don't mind that it's in this
game, but if your opening teaser trailer
of this is going to be, look at how much
we're going to be changing things.
You're inviting a degree of blackpilling
on the subject because you're just
basically bragging like, look, look,
we're going to molest your favorite
thing. I think that the black is totally
reasonable. Like I tagline for this
game. I feel exactly the same way, which
is on paper, the idea that you're adding
in weapons that were present in some
capacity in the original game that there
were intentions to have be present in
the original game that I believe even
got added in on like the PC port. Um,
like on its face that seems like it
could be great, but the problem is you
have to balance it. the original game,
you know, whether you like it or not, it
it it isn't designed with you having an
energy sword. It isn't designed around
you having a fuel rod cannon as like an
alternative to the rocket launcher or
Yeah. And then when you add in sprints
as well, like any change that you make
has a domino
account for
>> I think the the fuel rod gun is an even
worse example of it than the energy
sword. I almost found the energy sword
like laughably useless. I'm not the
biggest fan.
>> I felt I felt the same way. The fuel rod
gun just [ __ ] obliterates the
balancing of
>> Oh, the fuel rod was in was amazing.
Give me that [ __ ] Every time I saw it,
I picked it. It was like the
>> It was like the sentinel beam or the
needle rifle where I was like, "Oh [ __ ]
these are this is one of the king
weapons I've
>> w all new weapons and they're all
ruining the balance."
>> Um the rate of fire and the ammo
capacity on that is considerable
relative to the rocket launcher.
>> There's no drop off either. There's no
arcing that you have to deal with
>> on all these gun did exist in the
original PC port, but it was multiplayer
only. So,
>> yes, clarified.
>> Nice and autistic with with guns in
games, right? It's like they're all
technically the same. They all deal
damage over time with an amount of
accuracy, but then they all get tweaked
and often times reflect like real guns,
but that the whole idea when they build
these games up is like, well, we want
you to have something that hits hard but
rarely, or something that hits really
far, but has very few ammo or few fire
rate or whatever. and then something
that hits loads really up close or super
damage really up close but again
sacrifices all these different things
the basic concept of balance. So the AR
was a like a insane revelation when I
was playing this game for the first
time. I was just like holy [ __ ] they've
boosted this thing so hard it might be
the the number one gun for the whole
game. I just may as well just stick to
it.
>> I really had a glow up. It's it's
universally useful because the AR was
like marginally useful against the
flood. It could do decent damage. It was
good against infection forms. But now
that it can headshot, it can just
one-shot half of the the flood combat
forms.
>> Yeah. And I think it throws the game off
completely, especially when they allow
you to just take the 60 rounds with no
punishment, too. He's like, "Oh, I guess
I will."
>> The crazy part is that you can take 60
with no punishment. It's like, "Oh, you
made it like kind of a super weapon now,
where the AR has never ever been a super
weapon. Yeah, that is not the point of
the AR."
>> Somehow even more powerful than like the
Halo Infinite AR. And it's weird because
the assault rifle has always like
fluctuated. It's always been a weapon
that's been
>> uh gone back and forth. It's not even in
Halo 2. That's how much that weapon has
gone back and forth in the way that the
games are balanced.
>> Well, yeah. And I think that by three in
reach, you've got like the correct
balance, which is it's pretty versatile,
but it's got a pretty shallow magazine,
which means that a lot of the time
you're probably going to run out of ammo
just at a inopportune moment, which then
for I mean, I'm pretty sure Bungie has
talked about this that they they wanted
to make it so that it's you're more
encouraged to use melee or grenades
because of the shallow magazine.
>> Yeah, I saw
>> which I think I think makes a lot of
sense. Um, I I don't disagree with the
assessment that the energy sword is like
a bit laughable in this game, but I did
see it as kind of a meme weapon and so I
took it around a lot cuz I enjoyed just
lunging and slicing and
>> it's perfect for taking the piss out of
the game.
>> That's where I was going to go with
that. It's like
>> one particular skin as well. It's just
like it's just
>> um whereas I think the developers might
have watched me play it and be like,
"Aha, so we added it and it added a
whole bunch of fun for you." I'd be
like, "Oh, no, no, no. I'm like I'm like
enjoying how much I can just [ __ ] around
and be nonsense with it. I can't believe
you put this [ __ ] thing in. And the
the most accentuated part for me with
that was where you first get onto truth
and reconciliation and you uh you know
in in Combat Evolved it's creepy that
it's like oh there's no one here. It's
like huh and then your radar will be
like red markers and you can look over
and there's nothing there because that's
your first major intro introduction to a
camo elite with uh
>> we have uh we we could talk about yellow
in a
>> Yeah, I'm not talking about that. I'm I
what I mean is like okay so you start
shooting them and you can see the it's
it's doing something get them before
they start killing your soldiers and if
you're lucky and I said you know what I
mean by this someone on your team will
get killed first without even realizing
what's going on and you can't see anyone
and it's just like what a cool encounter
that they've made for you understanding
these guys and trying to deal with them
>> but now like I kill one of them but they
drop a sword
>> and I could oh well there's there's that
too yeah multiple playthroughs and stuff
but uh the sword made that part kind of
funny for me cuz like kill grab sword
that I could just sprint around in
circles and just insta-kill all of the
uh the guys as they were coming out.
>> I want to add the sword is even more
useless on the new levels. That's the
confusing part is like new weapon. You
would think that it would serve a useful
function in the prequel missions, but
the the new levels are so [ __ ] wide
open.
>> The sword is just dog [ __ ]
>> Oh yeah. And just to just to close off
on that, what I was saying is that that
encounter's completely changed like its
meaning by adding different weapons or
changing the balance of different
weapons, which is supposed to be just
microcosm of what they've done to the
whole game with this. We'll get to the
the number one weapon that I think that
does this. But someone just mentioned
like, I thought you didn't like the
energy sword cuz the lunge was
inconsistent. I think that the the
bashing the melee in this whole [ __ ]
game is inconsistent. Uh I didn't have
anywhere near as much issue in combat
evolved where I was just killing [ __ ] by
punching it. In this game, I would punch
so many [ __ ] times and it would
completely miss. And I would slice with
the sword and it would completely
[ __ ] miss. And I was just like,
"Okay, try not to lose my [ __ ] mind."
>> The sword can't instant kill the elites.
>> Yeah, there's there's a lot of that,
too. But I just mean the difference
between hearing the sound and it's
knocked his shield off versus nothing at
all,
>> which is driving me insane.
>> Feedback problem.
>> Yes.
>> Some just with melee in general, cuz
when you get meleeed by certain enemies,
it feels like just nothing happened.
Dude, rags, you had so many funny deaths
with uh like meie deaths where they
would hit you and you were miles away
and the body just goes flying. You were
like, "Excuse me."
>> Yeah, it was it was frustrating. I mean,
I Oh, I guess uh because it that comment
you said just reminded me when we talk
about AI. Um I think the worst AI in
this game is actually the hunter AI. Um,
I had a lot of weird weird issues with
uh fighting hunters and that the the
obvious point of the hunters is that if
they get close to you and hit you,
they'll either kill you outright or do a
lot of damage. But when they swing and
they miss, they leave their backs
vulnerable for you to shoot them. But in
this game, the way that the the hunters
are programmed is that if you try to
like get close to them or are around
them, they will often specifically
backpedal away from you while trying to
shoot you with their gun. so that you
could not interact with them in any way.
And it was incredibly frustrating to
have this happen
>> because it's so different from how like
any of the hunters from the other games
behave. They were like they were
purposfully trolling you like oh I know
you you know we know that you know as a
player you're make them more dangerous
is one of the only AI changes that I
could all I could kind of see myself
defending is that the hunters in the
original Halo were a little bit too easy
to deal with. So and I didn't even know
you could one-shot them with a pistol.
So when I found out that then I was
happy. But um but in this one cuz they
don't lock into melee as early and they
don't get stuck in melee for the entire
time either. You do have to deal with
them slightly more seriously. And I
think I I think I prefer them in this
version to the original, but it's the
only time I'm going to say that.
>> You're going to prefer literally any
other version than the base Halo C.
They're very
>> You'll run towards them. You'll be very
close to them when they are all
basically within arms length, but they
will still backpedal away from you
faster than you can catch them so that
they can shoot you with the fur gun
against.
>> You're like appealing to the dance
between the player and the AI is [ __ ]
up. Like they're not they're not
reacting in a way that creates
satisfying cuz I I remember watching you
deal with it and um it's between cuz I
agree with you on on a lot of how you're
contextualizing that the tank flood is
just [ __ ] outright. the brute, like
I was shown in that clip, they're also
pretty [ __ ] The the difference here
is that the hunters aren't [ __ ] but
they're built in such a way that's
extremely unsatisfying for a lot of
player engagement.
>> They're Yeah, they're specifically
acting they're I think I described it as
they're acting like a player
>> where if like if if you were playing
where if a player was in control of a
hunter and had to kill Master Chief in
the game and Master Chief was being
controlled by another player, then that
is exactly what you would do. you would
know that, oh, I'm vulnerable from
behind and in and like the the other
person's trying to bait me into a melee.
I will never ever do that ever under any
circumstance. I will stay at a distance
at all times and shoot my fuel rod gun
because that is obviously what you're
supposed to do. But that's not how the
game is designed.
>> It does ramp up to a certain level of
difficulty with them as well where the
incentive to cheese them becomes almost
unavoidable. So most of the enemies in
this game have a specific kind of [ __ ]
threshold where if you get a certain
distance away from them, they just
forget that you exist and they [ __ ] off
the way you deal with the new ones cuz
they're almost so defensively good that
you have to do that to them to get past
them. So though I prefer them, they
still have problems.
>> There's there's a few AI notes with the
hunters that I want to do. First of all,
they don't enrage anymore when you kill
their partner, which was a staple
behavior after well, they they really do
it in Halo C, but they especially do it
in the later games. So, it's weird that
you can kill one of the hunters and the
other hunter does no longer enrages
because that that it adds to the
pressure of it because now you have
another hunter who's like trying to
melee you to death. But the other thing
is they have an interesting behavior. If
you they if you shoot their neck, they
will raise their shield to kind of
protect their weak points. They do this
also when you shoot their right knee,
which the shield does not block. So, you
can just sit there with the sentinel
beam and just shoot their right knee
until they fall over and they won't
defend themselves.
>> I definitely noticed it was a lot easier
to kill them from the front in the way
that their their weak point on the
stomach specifically was like kind of
easy to hit. There would be multiple
times, especially in the new levels when
they would introduce the um when they'd
introduced the hunters and you had a
huge space to work with. You could just
kind of like shoot them in the front a
bit. They would be they they would be
weirdly vulnerable from the front in
that particular area
>> because they just facing you
>> and you you could you stun lock them.
You could stun lock the hunters with the
particle beam rifle. I noticed a lot of
the times if you you shot them in the
back, you'd get the hit marker. They
would kind of jerk forward a little bit
and then you shoot them again, they jerk
forward a little bit. you you'd stun
lock them until they just died. But I
also noticed that there seemed to be a
lot of inconsistency with what would
kill hunters from behind in terms of
like the pistol or other guns to where
it was weirdly like how come when I
shoot you, you know, four, five, six
times, you're still not dead. Like this
is weird. Am I staggering disconnect or
desync?
>> Sometimes like a a sticky grenade will
stagger them and sometimes it won't. It
makes them very dangerous up close
because you cannot rely on something
staggering them if they get in too close
because they can instantly melee kill
you. Now, that is a new feature.
>> I'm just reminded because of uh the beam
rifle is another weapon that's been
added to this game, which means that on
Truth and Reconciliation, you can run
through a substantial amount of the
level with two sniper weapons,
>> right?
>> Which
>> there's another example, isn't it? It
was like, do you think that they built
this with that in mind? Do you think it
would cause any imbalance here?
>> Or do you think that or do you think
that the level is specifically designed
with only one sniper weapon with a fixed
amount of ammo that you're going to have
for the whole, you know, opening portion
of the
>> generous amount of level on truth and
reconciliation, so it doesn't affect it
too much. Honestly, the beam rifle felt
[ __ ] useless. Well, yes, cuz uh I
just figure it's worth bringing up that
it has been added in and that's the case
because
>> there is one super weapon in this game
and it is a new weapon
>> and it is one that is actually present
on um on uh on keys. It is in the in the
uh the main campaign but not much. It's
mainly in the prequel levels and that is
the needle rifle. Holy rifle, my best
by far. It is the super weapon of this
game. It is insanely powerful. It's so
powerful that on the prequel levels,
even on legendary, I would much rather
carry around an empty needle rifle uh so
that I don't miss any opportunities to
pick up ammo automatically while I'm
going through that level. It is [ __ ]
powerful.
>> There's a level. There's a level design
consideration of that because there's so
many weapon that'll just have like extra
needle rifle ammo in them. So, it's like
those levels were definitely designed in
the 343 style of you're supposed to be
running around with a precision weapon
because there's so many large combat
arenas that like
>> precision weapon combat is the name of
the game.
>> We uh we talked about a little bit, but
um the level design is [ __ ] [ __ ]
on these levels. Do you just have a
whole bunch of corridors where you're
gated in your ability to progress by
Johnson, but then you open up massive
open with enemies that spill in from
various different corners of the room
over and over and over again that you
can't escape from. And often with the
seemingly thoughtless um configurations
of enemies of like yeah that door will
open and then you'll just have like
three brutes um like two jackals. You
have six grunts spill through that one
and then over in that one you have two
hunters. You'll have four sniper jackals
which we didn't talk about but sniper
jackals have been added into this game.
[ __ ] brilliant. That
>> very good idea that um got to be careful
with enemies like that. Yeah.
>> The thing that will save you. It will
save you and you will learn it
eventually because at first you might
not expect it cuz remember the needle
rifle is meant to effectively be the
Covenant equivalent of the DMR. It's
like a versatile weapon, but it's not
it's not meant to be a super weapon in
Halo Reach. It just isn't. It isn't
nearly as powerful as it is in this
game.
>> There's no UNC counterpart. Like the
battle rifle kind of shows up in the
prequel mission and that that's about
it. Like you just don't get to use the
battle rifle and it's not very good to
begin with. So like the needle rifle
takes over as the
>> defactor the needle rifle. The needle
rifle for reference you can kill like
wide elite zealots. You can kill them in
about five or six shots. And this is a
weapon that has 84 well actually more
than that if you include over 100
rounds. Um,
>> the funny part is it's balanced in a way
where when you pick up a needle rifle,
you you don't even get like one full mag
of ammo for it because they knew how
powerful it was. They can't
pick up when you pick up the assault
rifle, you get like four reloads by
default.
>> Yes. Look at that. Look at how
effortlessly Yeah. Effortless
>> that that it's soane. It's so
>> It's so good. It's funny because you
guys were talking about the fuel rod
cannon and I agree. Fuel rod cannon is
super useful. A lot of the time on these
levels, if the choice was a fuel rod
cannon or a needle rifle, I'm taking the
needle rifle. It's got wayfle
is the remix mode where the needle rifle
very inconsistently shows up compared to
the fuel rod gun. But on these levels
where they just spam the [ __ ] needle
rifle in every room with ammo crates
like it's the goddamn light enemies
using it, too.
>> Yeah. Like of course you're going to use
it the entire [ __ ] stretch of the
prequel.
That's so perfect because they they keep
making this same mistake.
>> Um, this is a very 343 mistake. Whatever
could be said about the cuz every game
usually has some kind of dominant
weapon. You know, Halo Combat Evolved
has the pistol. That's a super versatile
go-to useful weapon. Halo 2 has a battle
rifle. Halo 3 is probably the most
balanced in this regard. Um, and that I
don't know that it could be said that
there is necessarily one weapon that you
would want to be keeping all the time,
like in all instances. Um, but in this
case, they basically turn the needle
rifle into a power weapon, which it
never was. It's not a power weapon, but
it was never like, I should always pick
this up at the exclusion of everything.
>> I should pick this up the exclusion of a
[ __ ] rocket launcher or fuel rod
cannon. It's like Yeah.
>> Yeah. Why would you pick up a rocket
launcher and legendary especially if it
won't Yeah. If it won't even kill an
elite in one
>> kill doesn't kill things like
>> I can kill There's more there's more
dead elites in the in the in the needles
I can carry than in the rockets I can
carry. Which means we're not rockets.
We're carrying needles.
>> Patrician. On the note of killing one
and it doesn't matter to the other. This
is such a funny bit of level design of
just like here I go run it again. I was
like, "Oh, well, dead."
Is there another one in here? It's like,
"Oh, hello." "Oh, well, dead.
>> Goodbye."
>> The thing is is um cuz someone's asked,
"Isn't the Halo 3 battle rifle a jack of
all trades weapon, too?" I think there's
there is a difference between
>> there's sort of a difference between
it's like a fine line. There's you have
cuz the pistol is super useful in combat
evolved. It is like really really handy
to have. But there will be times it's
too good. Yeah, it it it might be too
good. Yes. I mean, and it's reflected in
the fact that all the other games have
uh nerfed the the pistol
>> to even
the original. Yeah,
>> pretty much. Cuz it's super
>> at least a pistol. It has a utility
function in the later games.
>> Yes, that's right.
>> I mean, it has a utility function now
that it EMPs vehicles. I like
>> just ran past this guy. He just didn't
even care. He just ran past that dude on
the bridge. Wait, did he run off the
bridge?
Oh, did he fall off? Cuz I ran back off.
>> I ran past him and then Oh, wait. Yeah,
hang on.
>> Oh, did he just decide that the first
one here is just needle rifle and then
I'm just like I want to get to a
checkpoint.
>> Said, "Fuck this." If you're not going
to take it seriously, neither am I.
>> Yeah, I think he walked off the bridge
and he just died.
the fact you can you can kill any elite
any elite no matter how powerful in
about five or six shots with a weapon
that has over 100 rounds of ammo. Now,
if you could only carry 50 or 40
something and it was like this is kind
of like a like a mini power weapon sort
of, then I'm be like, okay, you know,
they they they're changing its role a
bit and I'm like, okay, that's one
thing, but you can car there are so many
dead elites worth of needles you can car
this few of the common weapons on these
levels as well because the brute plasma
rifle is also pretty powerful uh
specifically against elites. And then
the spiker. This is probably the most
powerful spiker uh incarnation yet.
>> That that's probably is which which
yeah, it is pretty funny that the
balance becomes particularly [ __ ] on
their new level, which um I will say is
something of a blessing because uh I
don't know about you guys, but the last
the last room on level one and two of
the three prequel levels was so
[ __ ] Yeah, the play area, the arena
that you're in, where the enemies enter
and where the cover is,
>> it just they just don't mix. They don't
mix well. And I think that um I think
when when Patricia and I and Andy and I
were playing this, I think I said when
it came to a lot of these arenas that
you're in in these in the prequel
missions, I was like, you know, you
could probably just like draw all of
these levels from memory and you'd
probably basically get them right
because they're like symmetrical circles
>> with random pillars. You know,
>> my favorite part though is uh Oh, by the
way, I do enjoy cuz I saw that uh I saw
that M you were jumping between uh
levels. Did you enjoy the gondola
section uh where in third person you're
[ __ ] flooping all over the surface
because it can't handle it? Yes. Like
your movement speed is increased on the
gondola to the point that you could
accidentally throw yourself off.
>> I love that.
>> Um I was looking when is the big
cancerous room.
>> So you' be looking at sort of the big
one is level one. It's the last one. So
you'd be looking around one and a half
two hours in to to playing through the
the prequel. or after the worst cut
scene in Halo history.
>> Uh, I'm pretty sure it's uh
Wait, which one?
>> Which one's Which one are you talking
about?
>> I'm talking about the Mario
>> cut scene with
>> It's after that. It is after that. It's
after that one.
>> I do like Which one?
>> Oh, another brute [ __ ] AI just
breaking.
>> I think we might
ar
>> No, it's it's it's after it's the last
you're past.
>> That's right. It's before you go out
into the hunting area.
>> Oh, is it when you kill the high value
target guy?
>> No, there's two ring. It's two rings.
There's snipers. That was my level.
There's two shade cannons and it's like
wave defense.
>> Yeah, I know what you mean.
>> This is the room I was looking for. Or
one of them anyway.
>> Oh, this big ass one. Yeah,
>> the giant over the first time.
>> Yes. Here you go. I hate this room.
>> This room is a great example of their
level design, I would say.
>> Yeah. This is why you could draw this
room from memory because when they
>> when they make new levels, they make
these big ass open [ __ ] spaces where
it would take forever to run across
without sprint. So,
>> and
yeah, this is yet another instance where
you can see how insecure cuz behind all
of these staircases is [ __ ] tons of
weapons and over shields, camo because
that weapons weirdly
>> it's a gauntlet. So, they got to give
you tools to survive the gauntlet,
>> but it's just there's not I think I
think it's just how lazy it is. It's
like, yeah, this is the room where you
have to kill like 100 enemies. So,
here's
>> I think this is the one where my my
avengeable thing was I'm just going to
run around the top and let Johnson deal
with them because he has a really
powerful sniper rifle and he can't die
because he just gets sent to the nether
world of the force and then he comes
back.
>> Yes, he goes the will between worlds.
But, I liked watching brutes mess around
with their friendlies. It was fun.
I will say it's either we're talking
about either these sorts of arenas
because essentially you you have these
big open shitty arenas where the cover
and the enemy spawn points are all
borked or you have what happens for the
vast majority of encounters
>> which is essentially this picture. It is
a hallway,
>> a door,
>> and then there is a then then there is a
room where the developers think, "Oh, if
we put seven elites in here and a bunch
of other [ __ ] then uh then that's
just going to be the game." And when you
recize that's a pattern, you notice it
all the time in these levels and these
designs.
>> 15 times in a row, that's your game.
>> Yeah. Now do it 15 times. The most
iconic one for me,
>> the most iconic one for me is on Truth
and Reconciliation is the [ __ ]
gravity lift sequence where they're
coming down and there's 15,000 waves
that come down and you just get pushed
back to the entrance of that area. And
of course, they took all the curves and
cover out of that hallway. So like you
have to hide at the back because their
pathf finding won't go down that little
hallway and then like peek back out.
Yep, you're you're finding it.
>> Oh, wait. I uh the one that jumped out
to me was um it's after you save keys
and you got
>> him. This is it, right?
>> Yeah. And there's a I think you just
there's a big hallway. There's a big
hallway and when the door opens there's
about seven [ __ ] but also a [ __ ]
sniper jackal and there's
just a straightaway. It's just I Yeah,
it's this room. It's this [ __ ] room.
I remember I was like what?
>> Yeah. All of us have fun experiences
with this one cuz it's just the shackle
with no combo.
>> You're dealing with chunks of HP. The
enemies have you get the these massive
chunks of HP you have to eat through
with like needlers and plasma pistols
just cuz they're just there just so many
in the room and you can only do so much
damage before the door closes or they
just shoot in a tiny little hallway.
>> I like it because it's a new room too.
So it's like they added a new thing to
truth and reconciliation and it [ __ ]
sucks compared to the
>> truth and reconciliation. Yeah. No, it's
a little bit you know repetitive at
times. So, let's add this room.
>> There was another Johnson related
strategy you could use. I don't know if
I used it in this corridor, but it
worked in others is that because you can
shove him around. I just used him as a
meat shield.
>> So, like if you crouch behind him and
just shove him forward down the
corridor, you shoot over his shoulder
and they just shoot at him and miss you
completely. And it's a surprisingly
effective approach.
>> I would not have thought to think to do
that because the first time I played
this on the second level, if Johnson got
the final kill of a defense wave, it
would soft lock the level. So, I would
be scared to let Johnson do anything
because I would be constantly paranoid
that he's just going to soft lock the
game again.
>> Um, Rags, like obviously part of the
trouble you were experiencing when I was
watching this on Legendary, then playing
it on Legendary was uh a lot of the
damage you can do is not enough that it
kills any one elite. So, you have to
back off before you can access. So, they
regen all the time. Your solution was to
eventually chip them down, you know,
stay moving, all that sort of stuff. I
went just forward to the left into the
uh the sort of brrig like there there's
prison cells and then plasma pistol and
alternate just just charge fire shoot
and and always it was can I stay out
long enough that I can kill one elite
and then I'll run away.
>> You know what that's exactly how we
solved it too. That side room with the
brrig. That's exactly how we dealt with
this because it's too big of a room.
They they stick to the opposite end and
the door they Why is there no corner
closer to the door that you can use for
cover? Like there's just so many.
>> How come the hallway isn't like a T
junction? How come you get into the room
>> and there's like an elevated area you
start off in? It's just
>> but it's like it's the pattern of the
com. It is it is again hall door. It's
the straight hallway door and then room
full of [ __ ] you elites.
It happens. So
>> the only option they have is is what you
see in the
>> air fights. Your ass is getting jumped
in this game.
>> Well, yeah, cuz that's something as well
that was driving me crazy on the prequel
levels is they do like they don't give a
[ __ ] if you're in front of a door. They
will spawn the enemies behind you at
that particular door. Like they don't
care. They do not care about like, oh
well, you're standing with your back to
this door, so maybe we should try and
account for that a little bit. Now, I
know that every Halo game has had some
issues in that regard, but they were
like particularly pronounced on these
levels.
>> Well, I think part of what it is is that
Truth and Reconciliation is already a
very difficult level in the base game.
>> It is. Yeah, it's a tough one. And then
adding in this [ __ ] is just cuz this was
the one that I had the most difficulty
with on Legendary. Once I got past Truth
and Reconciliation, it was kind of a
cakewalk.
>> Um, it was really relatively
straightforward
>> with a few small like exceptions. It
really was. Um, it really was pretty
easy. TNR's big like it's big issue with
me was again it was the hanger where you
had the seven elite at the bottom.
>> You guys were complaining that they're
not punishing you for being able to
sprint by. This is how they punish you.
>> This is the solution to the door.
>> I think on heroic I actually did
>> try to sprint by this one. Yeah. Like
it's tough but you can do it. It's so
[ __ ] funny though because you you you
see like, oh great, eight elites, 10
jackles, whatever the [ __ ] And then you
get through those two double doors and
it's like three more elites staring at
you in the hallway, maybe some hunters.
You're just like, yeah, why not? Just
Yeah, just more. Why not?
>> I will say um I my patience was most
tested in this regard on the last room
on the second level of the prequel ones
where you do get the high value target
because you're spawned into a room.
>> Oh, that two doors. There's two doors
off on the sides, two doors on the
bottom, and then one door at the top.
Um, you cannot move around this
environment on legendary because the
enemies will spawn behind you and kill
you. And among the enemies that will
spawn and kill you is zealots uh with
swords that are invisible, which is just
fantastic. And what I what I was feeling
on that level is, dude, I am like
playing maximally, not to toot my own
horn, but I I knew exactly where the
enemies were going to spawn because I
died so many times.
as soon as they came out of the rooms
with my needle rifle as
it just felt like it was a game of
chance
to get enough shots off that they're
going to manage him down or not. You
know,
>> this is yet another and there are many
examples of just the game is a [ __ ]
breeze and then suddenly it's a
horrifying, you know, monster of a
>> This is definitely going into my uh this
is going into my mind as an example of
games with difficulty spikes. This is
the one that we've been talking about
with the second uh prequel mission.
>> Yep.
>> Show the one I linked earlier because I
want to explain that too.
>> Just horrendous.
>> And and the only cover that you have
that is far away from the doors is like
movable cover. It's like one of the
movable sort of rectang.
Yeah. Brilliant stuff.
>> Maybe they knock it into a useful spot.
Who knows? because of how the doors are
positioned. There it is.
>> Yeah, this room is [ __ ] cancer as
well. Yes,
>> I hate this one, too.
>> This is the one that made me
>> This made me quit.
>> It nearly made me quit completely. Like,
because I was like, I'm I'm done with
the campaign. Can I be bothered to
finishing the rest of this?
>> Yeah. The way you beat this is you go
into that door on the second level. When
it opens, you go into that door and sit
in the back because they will spawn in
front of you and you can more easily
kill them. And that's
>> I wish I knew that. I didn't do that.
>> Yeah, that's really the only easy way to
deal with this because of how just you
get jumped.
>> I stayed off by the entrance. I was at
the entrance because I was I was worried
about enemies spawning from behind me.
But yeah, know that makes a lot more.
>> It's just Why is Joshua smiling?
>> Oh yeah, you like my Joshua Graham
Vtuber model.
>> I think that's uh if
you haven't seen my streams, I have a
lot of these lot of models like these.
>> No, that's great. I think it is
interesting how like the the worst
levels in this game are the ones that
they made and couldn't just ape the
design off of someone else from it. Is a
staggeringly stark um like transition
>> into how like into the worst parts. It
is it is super noticeable how much worse
their own levels are
>> just how indulgent in their conviction
they are with these levels. I would go
as far as saying that they probably when
when you know recreating the old ones
were probably like
>> okay
look at you're like oh put a hallway
there I'll put this there oh that's
that's nice but you know hey we've got
we got our levels down
>> here I I I have an idea hallway door
seven elites
>> genius
>> big open space 50 enemies spill in from
all four corners
>> jump press button Can Can we show the
grav lift one that I linked?
>> Uh, yes.
>> Because this is another se I felt this
was probably one of the more iconic like
you just [ __ ] this sequence up
completely.
>> Well, why don't you explain why as I
grab it.
>> The icon.
>> Um, so it is the encounter in Truth and
Reconciliation where you're assaulting
the grav lift. And generally you're
given time to like clear out the shade
turrets and move your way up. But what
ends up happening is that on the higher
difficulties, they're so aggressive
because the projectiles are so fast. You
take damage so fast and you have nowhere
to hide here that the do the each time
I've played this, even when I was doing
it on co-op with Rags and Andy from
Bunker Dweller, we were still consigned
to hiding at the back of this little
area because they cannot pathf find past
that little archway unless they're a
melee unit.
>> Oh, yeah. This Yeah, this choke point.
Yeah. on every playthrough. This is what
regardless of difficulty they because
they would just not follow you because
they would sort of go forward and then
double back instinctual the way the
level structure
>> because you want to bottleneck but then
it's like don't worry you won't need to
bottl neck cuz they can't even get
through like
>> they change that hallway there. That
hallway is more curvy and has corners
that you can hide behind whereas like
because it's just a straight shot you
have to go all the way to the back of
it,
>> right? Um Yeah. And then it kind of just
cancels out all the design of that area.
It's like why you don't even engage with
it.
>> I take chip damage. I turn around. I
sprint away and go looking for another
weapon because I'm out of ammo.
>> Well, I remember uh Rags, you got I
think you got insta-killed here with a
plasma pistol charge, right? One of many
times.
>> You'll have to be many times.
>> So, here's here's the thing. So, um so
the first day after the main release, I
think this is like on the 20. In fact, I
can just pull it up on Steam here. It is
on. Oh, there's a lot of notifications
for people's achievements. It is on.
It was like a day after it released for
everyone else. They had that 20.2 gig
patch and in the patch notes was, "Yeah,
we fixed an issue where players would be
instantly killed by the charged plasma
shot when they had full shields."
>> Day one or
>> day pre- purchase period, they said that
that was a bug that was going on.
>> But here, but an issue is that it's one
of the Yeah. here. The July 29th update,
download size 20.2 gigs. A charged
plasma pistol shot no longer kills
players who have full health and shields
on any difficulty. However, it is by
design in the remake that if you have
health, if you have full health and you
are shot by a charged plasma shot, you
die. That takes off all of your health.
It is, it will kill you, bring you from
everything to nothing in one hit. Now, I
as far as I'm aware,
>> surely they mean full health, but no
shields. Surely they can't mean full
health, full shields. It's supposed to
do that.
>> Well, that No, it's it wasn't supposed
to do that. That was the bug. However,
the intentionality is that if you get
hit, if you're at full everything and
you get hit by a charge plasma shot, at
least on legendary, it takes off all of
your shields and some of your health.
But I think on any difficulty, if you
are shot by a charged plasma shot, which
homes in on you, and a lot of enemies
use that against you because they have
plasma pistols, it will kill you because
it gets rid of all your health. And I
don't think that it's this way in the
other Halo games. It's not meant to be
used against enemies that have health
and no shields because the utility is
that it strip shields. So in their
infinite wisdom, they thought that they
they thought they knew better than
Bungie and said, "You know what? This
thing just kills you. If even if you
don't have shields, but you have full
health, this just kills you. And yeah,
you could use it against the enemies if
you if you want. You could do that.
Sure. The trade-off is that that they
can do that [ __ ] to you. And it's very
frustrating.
>> It's weird because when it wouldn't
instant kill me,
>> I would notice
>> Sorry. Uh when it wouldn't instant kill
you, I would notice you would lose all
your shields and half your health. So, I
thought that was the amount of damage it
was supposed to do. I don't know what
this it's supposed to instant kill you
meme is because it was already not
instant killing you sometimes.
Um
there I think if there's inconsistencies
with the damage I do to enemies I could
totally believe that there's a lot of
inconsistencies with the damage that's
being done to me. Sometimes though, it's
hard to exactly tell because the issue
with a charged plasma shot just killing
you in one hit if you don't have any
shields is that um if you're facing a
number of enemies and some of them just
shoot you with their normal plasma shots
and they get rid of your shields
relatively quickly, it just so happens
that one of those guys that shot you did
so with a charge shot. And if that hits
you a millisecond after your shields
have been stripped by the normal shots,
it feels like you've been instantly
killed, like you've been shot by a
sniper rifle in the face or something
when that's not what happened. So that's
why a lot of the deaths feel so sudden
and fair and you wonder what the hell
happened. But again, that's probably why
Bungie's original design was that no,
it's utility to strip shields, not to
kill players at full health, especially
because it comes from a plasma pistol,
the most common weapon in the game, and
it homes in on people. But
>> I guess Halo Studios 343, I guess they
thought they knew better. And we're
suffering the pain of that decision to
this very day.
>> Yeah. Yeah, I mean the dichotomy of Halo
C is you have some weapons that are good
against shields and you have some good
weapons that are good against uh health
>> have roles. Yeah, weapons have roles,
you know,
>> that's more than others
>> because little platoon was talking about
how his experience with shooters is like
probably like a Call of Duty where it's
like you have 15 assault rifles and
they're like almost all nearly identical
in that they're a gun with 30 rounds
that you know shoots pretty fast, kills
in a couple seconds. Like whereas in
Halo, every weapon fills a different
niche,
>> at least in CE. There's a few like
duplicate niche filling weapons like the
carbine and the battle rifle for
example. But uh in Hal
>> most enjoyable things about it was going
in and having all my expectations of
what weapons would be good and not were
basically shattered from the beginning.
As I like first thing I did on the first
time I played original Halo was just
discard the pistol. So that's about the
worst move you can possibly make. Um but
the thing is the game using experience
it.
>> Yeah. Yeah. That was one of the more
enjoyable because I it meant that I I
wasn't immediately thinking right this
is basically a generic form of another
generic shooter game that I've already
played. This is going to be more
memorable for the fact that it made me
like pistols and shotguns.
>> But uh no, wouldn't it have been better
if the game put some yellow paint on the
pistol that said this is the best weapon
in the game. Use this. Use me please.
which um unless there was more that
anybody wanted to say on that, I figure
now might be uh now might be the time to
talk about uh yeah, I guess what can
only be described as yellow paint.
>> Can I as a tiny uh in between yellow
paint and and this cuz uh Platoon shared
his his version and he he had an iconic
uh checkpoint death. I don't know if you
want to talk quickly just about how
checkpoints work, but
>> um what's funny is I was going to put
your clip up because it's really good.
>> However, I've outclassed you, buddy.
>> Oh.
>> Oh my goodness. Get [ __ ]
>> I've got the best word ever. I think
>> privilege.
>> This is
>> I think we need a revolt on this show.
>> This We got
>> I just think we let him fight.
>> We got an iconic example of just how
amazing the checkpoint system is. If I
can just pull Here we go.
>> You're in the You're in the the host
class rags. So, really, it's us against
you.
>> Bom bom bom. See, look, I died. Oh, what
a shame. I'm dead. So, anyway, let's get
going again on a new life.
>> All right. Yeah, let's uh let's try it
again. You know,
>> part of the part of the gameplay loop.
>> Oh, that's weird. That's not Anyway,
let's get let's get respawned again.
>> Uhoh.
>> Oh, that's
>> Yeah. So,
>> this is um this is something that can
happen, but the original Bungie games
were a lot smarter about detecting the
threats around the players to prevent
soft locking uh checkpoints. And so,
this game is not very smart about
detecting threats because if you've ever
play if you've played it on co-op, you
will see that it has no clue when your
allies are safe to respawn you. So, you
will get respawned in the middle of
combat.
Yeah. Okay. So, finally roll insanely in
co-op it's it's bizarrely generous with
how how close you can get respond to
your allies. Now, by the way, another
another problem with these sort of
checkpoint deaths and really all deaths
in in general is that um the fade in uh
from black um when you you the player
cannot see what's happening, but enemies
are very much active.
>> Yes. So, [ __ ] around you. I was like,
thanks. Do you want to try mine up
anyway? Cuz mine's got quite a good
little demonstration of that. That's
what's happening. There's a couple of
like overlapping things I think that are
happening in mind.
>> Oh, you mean like you'd have a chance to
survive if not for the fact that you
can't even [ __ ] see, so you're dead.
>> Well, that's one aspect of it, but it's
also another change that I think they've
made to a vehicle in particular. And so
all of these things kind of combine uh
to create my particular checkpoint
problem because um as far as I
understand it, correct me if I'm wrong,
in original Halo, the wraith, the mortar
thing doesn't do a huge amount of splash
damage when it lands.
>> Um it does it's a bit suck at aiming at
you.
>> Does the splash damage like reliably one
hit kill you?
>> Yes.
>> Um
yes.
>> Oh, it does.
Let's say if you're within a meter of
where it directly lands, the splash
damage will kill you.
>> See, I assumed what had happened was
that they had changed the way it works
and they'd increased the radius of
splash damage and the amount of splash
damage. So, for my checkpoint death,
because it was a wraith that was getting
me and because I couldn't see what was
happening, it was shooting on my black
screen and as soon as I spawned back in,
I died and then it just kept doing that.
But I don't think it was landing that
close to me. It was landing [ __ ]
miles away, but I was still dying. It's
a It's a camera thing. When it switches
to third person, it looks like it's
farther away, but I think it's like a
forced perspective.
>> See, this one,
>> it's still It's still silly because I
I've noticed this about Unreal Engine
games, the way that their lighting
works, they want to have this like fade
in. It drove me insane with Reblivion.
Uh just the amount of time it would take
for it to fade in because that's a game
where you're going through loading
screens and you're reloading your saves
and what have you. So, you experience it
even quite a bit more than this game.
But yes, it does [ __ ] you over here.
>> Um, what I was going to say about this
is just that it's amusing in the sense
that it's like, so how could this have
happened? It's like, well, the the sort
of categorical threats are far enough
away that the game thinks you can have a
checkpoint, doesn't realize a wraith has
already fired a shot at you, which
basically makes you dead every time.
>> But, you know, that's bad enough. I just
find it so funny that with mine, I was
basically spawning as a corpse.
>> Yeah. Yeah,
>> like it's just
>> I know
is a little tighter with like how close
to death he is in his checkpoints, but
they're both in a situation where you're
just like
>> functionally soft locked and have to
wait for the checkpoint reversion
because this was a thing in the original
Halo games. You could get stuck with
like checkpoints that get you caught in
a death loop and the game would
eventually send you back to the
checkpoint before the one that you're
currently on so that you can escape it.
>> That was almost a defense that I heard.
I think there were a few people in the
response to because I put that on
Twitter. There's a few people in the
response and some call to saying, "Yeah,
but that was the problem with Bungie
Halo games 2. So, what's the problem?"
So, well, the problem is you've had 20
years to fix it.
>> You've had to Yeah. No, the the threat
detection's just broken. There's the
game cannot tell when the player is in
danger when it comes to checkpointing
and respawning.
>> I will say that is a tiresome thing that
I keep seeing people say. A lot of there
are there are plenty of individual
problems in this game that can be
pointed. There are examples that can be
pointed to in the Bungie games, but
never all of them all at once and never
as reliably egregious.
>> That could happen in the Bungee Halo
games. It has been a long, long time
since I've experienced a Death Loop
checkpoint.
>> Yeah. And Halo games beyond death loop
checkpoint. One of the things that
struck me about watching all of these
like everyone playing this game, all
these different players, all these
different skill levels, all these
different difficulties. One of the
things we complimented about original
Halo is just how much almost like
infinite dynamism there is. You can play
that game so differently every time. But
having watched all of these every single
person in I'm watching and thinking,
"Yeah, I did that. Yeah, I did that too.
I also did that and that too." Same
corridor, same strategy. The game forces
you because it is so broken to play the
exact same way. So there's no pointing
it cuz you're not going to do anything
differently.
>> Well, yeah. Everyone picked up the
needle rifle. I assume
>> there is gaslighting going on where
they're trying to make the No, it was
just you. you're the one who got stuck
in that sequence being unable to
progress and then like you see across
all of these different streams that
everybody comes up with the same
dominant strategies to solve the same
fundamental problems.
>> Mhm.
>> Yeah.
>> That point reminds me of First Light
where it's like um oh you've encountered
that the AI is broken in every single
scenario ever and then it's like well
don't you know other good games have
broken AI sometimes? You're like
>> yeah Luke Skywalker sucks so you got to
give Ray a pass.
Yeah, extremely [ __ ] annoying.
>> Theoretically possible that the classic
Halos are broken, but I haven't really
encountered it.
>> What I don't get is like they claim to
be Halo fans and then they spend half of
their time like [ __ ] on the old Halo
games to defend the new ones. And it's
like, so are you really a Halo fan?
Because you seem to have memorized
everything that you don't like about the
old games.
>> We we shall carve out some time at the
end of this to talk a little bit about
the meta of this game. Don't you worry.
I have a lot of opinions on the current
the what what whatever whatever the Halo
fan base is now, whatever it looks like
uh at this point. Before we move on,
regarding the checkpoint system, I
remember it being quite [ __ ] like from
the beginning cuz I think there's a
number of factors that go into it,
whether it's like
>> like killing a certain amount of enemies
or sometimes it's timer based or like
walking into a certain trigger volume
that triggers the checkpoint and like uh
I remember it being inconsistent in the
earlier games and now I don't know if
it's this like the same amount of being
problematic and inconsistent or it's
like slight completely worse. I feel
like it might actually be slightly worse
this time around cuz it's like I
remember there was an an instance in the
MA where like I there during a a a
stretch of gameplay blowing up the cores
>> like I never got any checkpoints and
then I died and then I had to replace
replay replay the sequence and then I
got two checkpoints
>> when I didn't get any before.
>> So it's like not only did you give me
one, you gave me two now. So, it's like
did a system fail when when it should
have been engaged like
um yeah that I'm I'm not I'm I'm not
quite sure whether they worsened it or
it's about as [ __ ] up as it already
was. But in either case, this is an
opportunity Halo Studios could have
taken to fix the problems that were
there and and make the checkpoint system
at least more consistent, but they
didn't bother. They were just like
whatever. I posted an example of a fan
who uh relies on like pointing out bugs
in the old games to say that it's
forgivable in the new games.
>> Mhm.
>> Yeah, that's a fun one. Oh, are you
saying that there were no bugs ever in
the Bungie games? It's like that would
be a weird thing for anybody to say, but
okay.
>> I mean, the the original game was not
perfect, but like I mean there are so
many things you could have fixed and
they just didn't. like they they just
they kept all the flaws and just added
more flaws.
>> Added many of their own.
>> One of the one of the key issues with
this that I find so offensive.
>> Um so, uh I figure that probably the
best way to pick off the yellow paint
conversation is just with
>> the ultimate payoff,
>> the certifiable classic, the uh the just
the the perfect encapsulation.
>> Before we show it, there are people who
defend this. I want that known like
they're they exist out there.
>> They should be killed.
>> Oh my god.
>> In in Minecraft rags, but
>> you
>> you control the button hand the buttons
to access the menu and turn off the
markers. Some some [ __ ] like that.
>> I play the game as it was intended for
me to play it
>> with at maximal mark. I'm marker maxing.
>> 25. Gotcha.
>> Well, I like that.
>> I'll be curious. I hope I hope in the um
in in the like if there's a super cut or
something of all I'd be curious how all
of us yeah react to this particular
thing because uh
>> we all probably had our own reactions to
having this happen because it's so
consistent and by design it's supposed
to happen that way.
So
>> oh okay so here we here we are I suppose
>> any examples?
>> Yeah
>> you foolishly
>> are we are we talking about the prequel
missions right here or we talking about
This is keys is rescuing keys.
>> Okay. Okay.
>> Surely surely that
>> what can be
>> what could be said like you're going
through the level you get to the room
that Keys and the other guys are in. And
as soon as you even enter the room, Keys
is like, "Hey, Chief, watch out for
those cloak deletes." So, right out of
the gate, we're already off to a
horrible start. But then because in this
game when you are basically at the end
of an encounter by default the game will
tag the last three enemies that are
still alive um it'll tag them and and
show you where they are every time every
single encounter where they need you to
kill all of the enemies. They'll tell
you where the last three of them are.
>> And in this case
>> I think some sorry man some some like
sometimes it's a flat number. Sometimes
I think it's a percentage of the total
and amount of enemies in an encounter
that would explain the sheer amount of
way points like in the at the end of
Guilty Spark for existence
>> for for for example I I mean
>> um where there's so many of them
>> but uh like the problem is like there's
no overriding function for in situations
where there are cloaked elites. So
drawing way points over them completely
makes their cloaking redundant. And it's
just like why the [ __ ] did you why did
you allow that to happen during this
situation?
>> It seems it it seems like the reason why
they decided to do it is because the
levels that they had designed from the
ground up. So the prequel levels are
much larger. So if you're left with like
a couple of guys left, it pings them so
that that way you don't spend ages
looking for them.
>> But then when they when they which I
disagree with it, but I I still
understand like why they might have
decided to do it. But then they they do
it with the
That implies it's like systems driven
where it's like there's a there's a
system where it would happen on every
level if that's the case.
>> Yeah,
>> sure. I think because it happens with
the invisible guys here and then it also
happened with me on I think it was in
the library where I was just being
bumrushed by a bunch of a bunch of the
little flood boys
>> and they were all right in front of me
>> running towards me. Why would I ever
need a marker for that?
>> Well, while you describe that, can I
fetch an actual visual that'll just be
amusing for it? like uh I think I was
playing it on my own
>> in a call with and then suddenly
>> uh
>> there is an instance in Halo C where
you're given markers to kill a couple
grunts on Pillar of Autumn and I think
that like
>> there they came up with that
functionality and it was just like oh
yeah brilliant
>> this is extremely funny to me by the way
>> this is the polar yeah this is
>> this is a horror monster
>> this is um this is like
>> a horror monster that's just real life
quest markers is 3.3's does dying
decisions. That's the on the invisible
elite. On the one hand, there they are.
Go and get them. And then on the other
hand, here's the little flood infection
forbs. They're stuck cuz they they do a
direct path to you. They go directly to
you regardless of what object is in the
way.
>> Did we mention
>> forms here? They're not supposed to be
smart.
>> They're very smart. Did we mention that
with the stealth camo thing, there's the
quest markers, there's the Cortana
message, and then Keys also has a
message.
>> Yeah.
>> That's what I find hilarious about it
cuz when I'm playing it, I'm in the
middle of complaining that Keys told me,
"Hey, watch out for Invisible Elites."
Only for the game to then say, "Here
they are."
>> Well, it's it's the amount of times,
too. It's It's not even a one-off thing.
As bad as it is when you get to, you
know, rescuing keys and the markers
appear, by then you will have had at
least one or two instances of this
happening, I think I on the stream I I
on my stream I had counted, but in the
they they kept it from the original game
where before you get, you know, up in
the TNR and you're kind of going around
the cliff edge, Cortana gives you that
one reminder, you know, hold on, chief.
you know, there's your your motion
tracker is picking up movement and
that's your one reminder that that's
like a a gameplay mechanic and she never
mentions it again. It's that's there for
you to use if you haven't been using it
so far. That's your one reminder. But in
this, it really is like every encounter
with invisible elites. Watch out for the
shimmer. Watch your motion tracker.
There's distortions in the air, you
know, give them a sniff and you could
catch them that way. So, when you
finally get an encounter, it's weird.
Eventually,
they'll get to a point where there are
invisible elites they don't give you
warnings about, and it feels like weird,
like, wait, aren't you supposed to be
telling me that I, you know, how to beat
these enemies I've encountered before?
So, it almost feels weird when they
don't have it at that point.
>> It just, it gives the impression that
the game is designed for people who are
so terrified of failure that they don't
want to ever die and then repeat
anything because normally the way you
would deal with this is you run in, oh
[ __ ] I didn't see that guy. That means
there's an invisible guy in that room.
And then you know when you try again
>> I was think like one day just have a low
opinion where it's like I think that the
player will be tired after playing this
long level. Let's make sure that they
know what's going on.
>> They were well predicted that
>> it is it is an issue of we are we have
added in this enemy and then we have
added in something to nullify the point
the point of that enemy existing. They
we've added these invisible enemies but
we don't want you to have trouble with
the invisible enemies. We'll do
something to make them visible. Well, I
don't know. I I think with the the
checkpoint markers over them, I think is
supposed to solve a different problem. I
think they looked at original Halo, for
example, I had a bit where just before
you enter the library, I think there was
one guy left somewhere on the map,
hadn't killed him, so the cut scene
wouldn't start.
>> And I think what they've thought is,
well, that's a big problem with the
game. So, what we need to do is when
there is a conditional thing about to
follow, we need to make sure the players
know where the last enemies they need to
kill are because we don't want them
running around for half an hour trying
to find the one enemy they missed. Um, I
prefer running around trying to find the
one enemy I missed to being told where
invisible people are. I just don't think
that they accounted for the fact that
invisibility is a large part of one of
their enemy types.
>> If we're talking like there's a single
infection form running around somewhere
that you need to track down, it makes
sense as a convenience feature. But
again, we're talking about a stealth
unit.
>> Yep.
>> Well, I think uh like enemies being
invisible is one thing, but then
sometimes I think enemies can be just
stuck behind geometry. And I think they
were worried about that
>> where it's like let's put the way points
in just in case they can't find somebody
who's stuck behind a cliff or like a
rock wall or something. But like I think
like a way to address that to a degree
is to add a timer like like after which
the way points then then get drawn in
like give the player a few minutes to
like find enemies and if they can't then
it's just like here's the way points and
then but that but that would point out
the flaws with the game right where it's
just like oh thanks you pointed out
where this enemy is where they got stuck
behind a [ __ ] mountain or whatever
and it's like you can't get
>> there's a few um there's a few times
that Cortana If you don't do an
objective, Cortana will eventually speak
up and be like, "Hey, Chief, we need to
go do this thing." Like, that is a thing
and it's in the original CE. Um, it's
just the egregiousness of it.
>> Yeah, it's more frequent in this and it
it combines and scales with everything
else they've done. It would be charming
if it started with they just marked the
visible enemies and they had a couple
invisible enemies that that weren't
marked just to like add to the surprise
because you're looking for the marked
enemies and then like you get jumped.
>> But unfortunately there's a little bit
of like a gameplay surprise and this it
exists in the other versions as well
which I'm glad they kept here which is
that the needler will not home in on
invisible enemies and you will not sword
lunge on invisible enemies as well at a
distance like when the reticle turns
red. So, I'm glad they kept that at
least. Um, there is one other um thing
that sort of came to mind, too. Um,
regarding the extremely liberal use of
way points to the point of it was
regularly taking me out of the
experience.
>> Um, when you first encounter the first
light bridge in uh in Halo and there was
just like just a bridge and you can't
you can't go left or right because it's
it's a bottomless pit and you can't go
you don't want to go back because you
you realize you came from there. the
only way to go is forward. There is
still a waypoint on the other side of
the bridge to let you know that that is
the way you're supposed to go. Um
>> well,
>> I thought it would I thought I thought
it would have been really neat if in uh
343 Guilty Spark when the flood had
been, you know, released and you're
running to get out of the facility. Um
and you try to go up and the the the
elevator comes crashing down and it's
broken and it's on fire. And that was
the first time in the game that they did
not have a waypoint marker for you to
use. uh to sort of add to the fact that
things are going horribly wrong. This
wasn't expected and the waypoint marker
just isn't there. It says you have find
alternative uh find an alternate route.
You're so used to being handheld by
these damn wayoint markers everywhere
you go.
>> Don't you just walk out of that room and
it gives it back?
>> Yeah, I was saying it would be really
neat if they
>> for the rest of like that level or
section they didn't have one because
>> would it be [ __ ] insane to have no
way point marker and 343 guilty spark?
What a crazy idea. or the the game
because the game is designed in such a
way because remember there's even that
one specific point where you know you
have the triangles that are lit on the
floor to let you know like the direction
that you're supposed to go it's built
into the level and Cortana specifically
has a line that says hey follow the lit
triangles on the ground
look at those strange triangles on the
must be there to point you in the right
direction
>> there's a few sections in Halo C where
there are actually way points it's on
the mod during the Warthog run, it's on
two betrayals when you need to fly a
Banshee up to the upper parts of the
level.
>> Um, but there's a few other instances,
but like they were very sparing with how
they used markers in the original Halo C
because the level design speaks for
itself.
>> Yeah, you look for the green doors, not
the red doors. You, you know, there's
little indicators on the ground, the
triangles that give you a pathway, and
when you're retracing your steps, then
you go the opposite way of the triangle.
>> Obligatory basic stuff. There were there
was a couple of times in Combat Evolved
that I got a bit lost. And if a
developer said, "We can solve that." I'd
be like, "Get the [ __ ] away from me. Get
the [ __ ] away from me right now."
>> It's okay to be a little lost sometimes.
>> It's almost like it's a giant alien mega
structure that you're exploring.
>> Mhm.
>> I have no sense of direction and I put a
significant part of the blame for that
on video games because they always tell
me exactly where to go. So, I never
figure it out.
>> They don't do that in real life. the
opposite. I play old games where there
aren't very sparing use of markers. So,
>> but I have played old games. I used to
play old games all the time. I think
it's just been so long that I've
forgotten how they worked.
>> And of course, you know, it's worth
noting you can turn these off. But
number one, I shouldn't have to do that.
I shouldn't need to go diving into menus
to turn it off. Number two, this is what
video game developers whose job is
designing video games think that I
should be doing. So
>> yeah, I mean they
trusting their judgment, right?
>> The the the the haunting part. This is
how the majority of people who play this
game will play it.
>> Mhm.
>> This is the intended default experience.
>> This is how PlayStation players are
going to experience and and they're
going to question like this is what
you've been gassing up for 25 years. Uh,
>> I sure will be wondering that. But, um,
yeah. No, it's uh, yeah, pretty dire,
huh? You know, it's just, um, incredibly
condescending and lame.
>> I meant to mention it earlier, but I
didn't uh, I didn't slip it in in time,
but I do want to present um, it was part
of this little set of clips cuz it's
just so important. Is is Johnson as an
AI, and it's indicative of the uh, the
broader problem with all friendly AI as
well as enemy AI. The [ __ ] is it? Was it
too early? Hang on, hang on, hang on.
It's uh basically I was going through I
think it's level three of the bonus
missions and um the Yeah, you know, one
of the f first things I'd highlight I
don't have a clip for necessarily, but I
can pause here. Johnson doesn't respect
stealth. So if you're walking around and
you've encountered a room that has
sleeping enemies that you can knock out
one by one, he will just go enemies and
then you start attacking them and stuff
and you're like bro,
>> you really
>> That is an important behavior at the
start of truth and reconciliation where
the marines will not fire until you
actually get shot at.
>> Yeah.
>> Even have a line one of the lines from
the original version of that where they
the Cortana even says don't fire until
enemies return fire to give you time.
Whereas this Yeah. So many occasions
Johnson just goes in. I was about to
sneak in there for [ __ ] sake.
>> Look what Look what Johnson does against
this sleeping grunt.
>> You can get him.
>> He's in the fight of his life, guys.
>> Oh no. You can't even hit a sleeping
grunt.
>> It might be the most worthless. It's
like less offensive than like a little
polip infection form. It's like you
>> Well, see those can hurt you. Yeah,
sleeping grunt doesn't do anything.
>> The thing here is the inconsistency
because here he's losing a fight against
a sleeping grunt. In my playthrough, I'm
pretty sure he killed two hunters for me
while I was looking the other way. Yes,
>> because someone else someone was saying
that Johnson was useful and they were
using him to complete the levels and I I
can't imagine unless you gave me like 4
hours to complete a single level because
I almost said something but
>> really good meme for me was that he was
basically useless throughout 90% of my
playthrough and then I had fought for
ages in a particular level and it ended
with like a hunter or two. I think it
was one hunter left and he was about to
land a melee attack on me and I was
like, "Shit, I'm about to get reset."
And Johnson hit him in the back and
killed him. And I was like, "Oh,
Johnson, you saved me. You've redeemed
yourself, buddy."
>> It's like a character arc where you have
like a shitty, useless, annoying gag
character who like saves a main
character in the end.
>> Yeah.
>> In the final episode.
>> Well, game. him using his rail gun
sniper weapon is like whatever it is is
one thing, but like like this particular
situation where like he's not close
enough for his melee attack to do any
damage.
>> So like why wouldn't you program it so
he is close enough like he's screwing it
up every time?
>> The reason why this is so funny is that
he's in an infinite loop.
>> This is the kind of thing you would test
and and find this and fix it like and
sorry go ahead. He's in an infinite
loop.
>> Fix the guns floating off the floor.
They're not going to fix this.
>> He's got extremely overpowered. He's
against an enemy that can't move and
can't hurt him in a stealth section
where if he even successfully landed
this, it wouldn't cost us anything. But
he's just stuck here forever.
>> I was I was concerned initially when
Sergeant Johnson uh was a side character
for Halo and Truth and Reconciliation
that they were going to make him like a
permanent AI companion for the player
and then he just disappears. He just
disappears until like the ending on
Legendary when he sequel bait,
>> right?
>> Which um well,
>> I suppose
>> uh it might
>> certain things, but that might be a good
segue to start talking about um I don't
know. I guess the umbrella being art and
story, unless there was any sort of
>> needler ammo counter.
>> Oh, aesthetics. Well, that Hey, look,
that's, you know, that's that's art and
design. I guess I meant like it was
there anything that anybody uh
>> wanted to touch on it. So,
>> add on um on like gameplay stuff.
>> There's one more that I would mention
very quickly uh on on the topic of
handholding, which is um I believe it's
during the keys chapter. So, we're seven
odd hours into the game, which is I
think it's chapter nine of 10. And we
get Cortana being like, "Hey, Chief, the
Covenant and the Flood are fighting each
other. Maybe you should wait and let
them fight each other." Like, I've been
doing that for the last 4 hours.
>> Yeah.
>> Like, why are you telling me this now?
>> Yeah, Cortana chirps up a little bit too
often to tell you very basic
information. There was a point where I
turned the dialogue off because I was
tired of Cortana interjecting.
Unfortunately, that also turns off the
other AI's ability, which you would
think, well, isn't that what a dialogue
setting does? But there is a chatter
slider in the game that is supposed to
control like the marine dialogue and
like when the the grunts are saying
their little lines and the elites are
talking. But that chatter slider doesn't
do anything. All of the voice work is
tied to the dialogue slider. So there's
just an audio slider that does nothing.
>> Um
>> uh one one gameplay thing that I Oh
[ __ ] did I forget?
>> Look at that frame rate. By the way, I
was just about to say
>> Oh jeez. That's
>> and that's on the console version.
That's game uh fringy gameplay.
>> Yes, this is um
>> I said it was stop motion. This is stop
motion transport.
>> Oh no.
>> And bear in mind this is not as bad as
it got. When I was playing uh on
legendary on the Moore um for the
Warthog run, it was diabolical
um how badly it was running. Were
>> you saying maybe? I haven't seen that.
Uh this is well it's uh the thing is is
I was streaming at 30 frames per second
but I was playing at 60. I was on
performance mode what it was on
performance mode
turns into stop. What I noticed is this
is why I prompted cuz this moves into
the sort of general art graphics sort of
conversation, but um I don't know what
the problem is, but if there's too many
enemies or too many vehicles on screen
or even projectiles, the frame rate
attached to those objects or characters
drops. Not like the frame rate that the
whole game is at. The game is still at
60 frames per second, but the enemies
will animate at like 10 frames per
second. the ghost.
>> Yeah. Yeah. Yeah. That's the thing some
games do to save.
>> It's like you need to go faster so
you're like jump dropping stuff out of
your ship. Like it's just sacrificing
the frame rate of that stuff at that
point just to keep the basic frame rate
of the entire game going.
>> Yeah. I don't know.
>> There's some other games like there's
there's an example this uh this happens
in Deadlock uh which is a closed beta
game. It's not finished, but if you hit
like the little minions with a little
tether that keeps them in place, then
they will be in slow frame rate. But
they're the only things that slows down.
It's just like it's just a yeah to save
the performance for everything else. The
fact it's happening in Halo on
performance mode on a modern console is
a console. Embarrassing.
>> It's not the PlayStation 5 Pro, but who
[ __ ] cares? I don't need to be
upgrading a [ __ ] console mid
generation to play a game that ran
perfectly fine on the original Xbox.
It's every object. It is every single
enemy object in an environment like
this. I don't know what and and of
course the best part was the on the more
for the Warthog run it did the weird
Unreal Engine fluke where it looks like
sandpaper's been rubbed all over the
screen. Um I don't know what the hell
that is. Like I don't know why it does
that but I noticed that particularly on
metalunner
>> you're watching a video that's like
overly compressed.
>> Yeah.
got a residue. I think it's the stealing
with the lumen.
>> Yeah. I don't know what I mean. It's
like, by the way, this was my turning
point. This right here, this was my
turning point against the game. Um, I
think I was blown away by the fact that
a remake actually runs this badly. Like,
to me, it's almost disqualifying putting
to one side everything else that could
be said about the game. No excuses.
Can't say, "Oh, well, your PC is not
good enough." Cuz this is PlayStation 5.
This is a platform that it was built
for.
>> Yeah, like I said, it was not running
well at all for me. I got a 4090.
I think I think when I was on Remix
Legendary, um I had everything turned to
medium. Um and I was still getting like
70 74 was probably a the average, which
is just like guy, what are we doing on
medium?
>> Like what's going on here? Well, I think
part of the problem is the way Unreal
Engine 5 works and like these aren't
settings you can change in the in-game
options, by the way, which is the
problem is that it Yeah, it bakes in ray
tracing, which is not just reflections.
It's also it like determines the
behavior of how like light bounces off
of surfaces onto adjacent surfaces like
uh carrying color values from one
surface to another based on bounces of
of how uh light is bouncing off one
surface to another. Um, like you can't
you can't turn that off in the in the
in-game settings individually unless you
you write a custom text file and save it
as an INI and then the the engine will
read that and force it in. Yeah. But
then it ends up Well, not in not in all
cases cuz sometimes you can do that with
uh at the very least chromatic
aberration and film grain. you could
turn those off through through the INI
method and uh it you'll you'll get like
better performance and a better looking
picture, but I think there's there's
some other things where if you try to
turn them off like it'll deteriorate the
fidelity of the the image so much
because like it relies on like baked in
>> like you know
>> high fidelity features
still being shoved into games. Yeah.
>> Yeah. I mean, it's it should just be
optional. And I've seen already many
people and this will be this game will
be used going forward. Its legacy if
anything its legacy will be yet another
example of we don't like a lot of Unreal
Engine stuff. A lot of people are like,
"Oh, great. Another Unreal Engine game
that has like the the same it look the
exact same looking lighting. It looks
like all the other Unreal Engine games
do or like so many of them do. It runs
really poorly. It just it doesn't look
nearly as good to justify it." But have
you considered the sand physics?
>> Wow,
>> dude. Have you seen all
>> considered that the that the elite
testicles shrink when they walk into a
>> Right. Yeah, I know. Yeah. On assault on
the control room. I was noticing they
were getting a bit, you know,
>> two times I saw this. One time was like
it was the water physics are absolutely
incredible on silent cgrapher and
there's another one that said like the
sand physics are incredible underneath
Chief's feet. Both of them got quote
tweeted with like, "So, the physics
aren't actually behaving appropriately
here at all." And then on the side,
we're just like, "So, how come he drags
his feet constantly instead of
underneath only the footsteps?" And it's
just like what I'm getting at is, oh, we
celebrate the [ __ ] out of these like
aspects and just like they're not even
doing them right. Like, it's, you know,
it's kind of annoying.
>> The water
crap
under the water at any point.
>> Well, no.
The the water I can't I don't I don't
know where the exact time stamp is. The
water is a layer of water texture and if
you crouch underneath it, it disappears.
So, you just go under like a mixtape
because
>> we couldn't find we couldn't get past
the invisible wall to go deep enough to
even test that.
>> Oh, there there's one specific part
where you can. It's uh it's near here.
Yeah. Right. Look at the water. There is
a specific bit on top of the water. It
looks like well, not great. But if you
go into it, there is a bit where it's
deep enough. You just go underneath and
that is just a micro thin layer of of
texture underneath. There's just
nothing. It's just the world again. But
and you can see the inverse of the water
texture. It looks like [ __ ]
>> Can you see the tide though? Like the
way it's clipping forward.
>> It's like no the No, we sacrifice
mechanics and [ __ ] visuals and frame
rate and functionality and it's like and
we get this in exchange. Like oh thank
you so very much.
>> Where's the photo mode? If if we're
gonna do all this, why not include a
photo mode for the single player?
>> If if it's supposed to be I'm picking
[ __ ] screenshots of of this beautiful
game so I can show off to other Halo
fans that I wasted my money on this. Why
the [ __ ] isn't there a built-in photo
mode?
>> I want to ask you guys cuz I have no
idea. What are those things in the sky?
>> I don't know.
>> They have added random [ __ ]
>> into the distance. This is
>> Those are supposed to be the weather
monitor systems. started with the Reach
DLC. It's all over Halo 4. It's all over
Halo 5. It's just like random [ __ ] that
they shove into the background that
looks like an Alienware PC that
>> it's just part of how they design
4Runner structures. It's dog [ __ ]
>> right?
>> But is it meant to be floating or is
that a visual bug?
>> Yes, that is that is how they design it.
>> Is that a visual bug? You have to ask
that a lot in this game.
>> I I do with this game. Yeah.
>> Yeah. There's no guarantee. You don't
know.
Maybe they forgot to load the mountain
it's supposed to be on top of. You don't
know. And I don't blame you,
>> you know.
>> Yeah. Yeah. Yeah.
>> I know this conversation
>> is driving us in all kinds of different
directions, but we're broadly on like
functionality to a certain extent with
uh the art and the processing and stuff,
but I just want to I got I got to make
sure everyone sees it cuz it's just so
wonderful. But did you guys know you can
push keys around the whole ship at the
beginning?
>> I've I've heard I've heard that you can.
I didn't have the patience to actually
go and do it though. here.
>> I pushed him into the corridor and got
him killed by grunts.
>> Yeah. Then they're like, "How could you
do that to Keys?" You're like, "I didn't
do nothing to Keys."
>> Yeah. And then And then the Marines
Marine showed up to kill me, but they
were incapable of walking around a
corner. So I was just like, "I'm right
here. Come get me." And they were like,
"Where? It must have been the wind." You
know, they can't do anything.
>> When I figured out I could push
>> mention the the background NPCs where
the men die in one shot and the
>> We could do that next if you want
because I got a clip for that as well.
But so when I figured out I could push
keys and it would take ages, I kind of
had a moment with my chat where I was
like, "Sorry, guys.
I want to push him as far as he'll go."
>> I intended I intended to take keys all
the way to the end of uh Pillar of
Autumn, but it wouldn't let me. It got
to a certain point where he just cuts
off and he'll spawn back to uh but you
can go pretty [ __ ] far to be fair.
But I thought, of course, thought to
myself, you kill him and it activates
the lock down where everyone tries to
get you. if you let the the Covenant
kill him, it'll do the same thing as
long as you're still in the the area.
It's like, but what if you're outside
the area? What will it do then? And of
course, um I decided I wanted to test it
because you drag him this far out, which
like I said, it's like a third of the
way through the ship. What could it
possibly do? Kill him. Boom.
>> Oh. Oh my god. It teleports you back
here.
>> Yeah, cuz that's the only way it can
function. It's like they can't lock you
in this room if you're not in it. So,
>> or and it and it doesn't even just turn
on the uh all the marines in the rest of
the level.
>> That means they had to find out this was
a thing that they have to program in a
teleport function.
>> And like
>> there's a really um there's a really
weird one where if you push him far
enough cuz I got him I was going to take
him all the way. Um but there's one it's
a really really long way and you're
almost at like the escape area. If you
push him beyond one specific door, he
just blips out of existence. So again,
they had to have found that people were
doing that and then they had to program
in something to account for it. But then
why not just lock him in place at the
beginning? Why allow me to push him so
far and need to decide very late on now
you can't?
>> Pretty stupid.
>> It seems like such an odd condition to
throw in. Like they had to go out of
their way
>> to to put it in. So it's like if you
kill keys outside of the boundaries, it
resets you within the boundaries. [ __ ]
Instead of just saying he can't be
pushed, they said, "Well, if you push
him,
>> instead of saying he can't be pushed,
what a revolutionary idea, Rags." Like,
I guess they couldn't solve that
problem, you know?
>> Like, I can't just detect you're outside
the bounds and then just be like, "Oh,
well,
>> I guess we won't do it then." But then
it's it like mandatorily pulls you back
in just to get killed by a bunch of
NPCs. You would think it would be better
for them to make the screen go black and
say you killed the captain or something
instead of this like what the
>> turns blurry and you get yeah quote yeah
this is
>> it's like like their ability to problem
solve it really is kind of embarrassing
here that this is their solution to the
problem instead of just saying
>> hey fellas how we doing with that
fidelity comparison now
>> listen you blocky art style this is
>> finally liable spaces have returned to
Halo,
>> but you know
>> what was being discussed there. So, we
could go over it cuz I actually played
it live on Real BBC to show the guys
this, but uh this footage will sort of
give a a better [ __ ] I forget how
long this lasts. There we go. the um for
those who don't know you can start up
kill people on the the command center
the bridge
>> and um like the the what was spreading
was that you can only kill the men that
is almost true like
>> you because I'll show it in this clip
but see like the same approach seems to
be that all the women are immune which
is insane as a coincidence
if uh whatever the [ __ ] programming they
made to make this Coincidence. Yeah.
>> Well, that's the thing, right? It's just
like, what in the world made this
happen? But as you can see here, that's
a lady and well, and boom. So,
apparently it's
>> Asian women are not protected is what
they're saying.
>> But, um, yeah, this went viral for
obvious reasons.
>> I had a lot of success shooting them in
the ass. like that seemed to reliably
kill them, which it possibly makes this
even worse.
>> Does it mean like I was thinking maybe
the reason why that happened is because
they replaced all the men in the
original game with women, which means
that they're adding something to the
game. So, did they just not add the bit
that makes them able to take damage?
Well, it turns out no, because they will
take damage if you shoot them in the
ass. So,
>> I mean, obviously this piss off someone
found out it's messed up hitboxes on
women. Is it messed up? Because this
could just be the way that you
intentionally like
>> well it got me think differentiation
between the hit boxes on male and female
character models and yeah
>> it's an odd coincidence.
>> It is odd but I mean I I wanted to do
some science on the back as I also
experimented with this. So I did
experiment on women throughout the game
um to see you know do women take damage
from gravity?
>> Do women take damage from grenades and
all the rest of that.
>> That's what saging breasts are.
>> Yeah. Well, I mean, it is it's a
traumatic thing that they have to go
through, but it turns out you can push
them off high places and they'll
survive. So, you know, there is that.
>> Uh, do you want me to pull that one up
now, Rags?
>> Yeah, it kind of fits within the It fits
in the similar vein here. Um, as he's
pulling it up, I'll I'll explain what
happened. Uh, on my legendary playth
through uh there there we could do an
entire section about how they borked the
panicked marine uh and why. Yes, we can.
Doesn't work. I mean, we might as well
just do it now while you're pulling that
up. So, in the original game, uh, what
they have is when you're it's it's the
spooky section. This is 343 guilty
spark. You haven't encountered the flood
yet. You know, something's not quite
right. Keys is missing. The Covenant are
running from something. There's
mysterious gunfire, but coming from
nowhere. Obviously, the tone is shifted.
They're prepping you for the, you know,
for the really awesome reveal. And in
the original, the moment you open a door
in the facility, a marine shoots you and
takes off some of your shields. And
obviously, this is to potentially prompt
you to immediately return fire on this
marine who's like panicked. He has PTSD.
He's he's he's out of his mind and he's
shooting you and he's saying like, "Oh,
I won't let him get me. I don't want to
be one of them. Go away." Blah blah
blah. And it's he's panicking. And you
can choose to either like kill him or
you can walk away and and leave him
there. Um the the whole point is that
they want you to almost like
instinctively shoot him back. In this
version though, not only are the
animations marketkedly much much worse,
uh and and the voice acting isn't quite
as good, but in this one, he he he
doesn't track you like he does in the
original when he uh you can open the
door and see him, but he doesn't
instinctively shoot you. He only gets
into his defensive posture when you get
close. you have to stand in just the
right spot, just just fill just the
right pixels to where he can actually
damage you, but he doesn't look at you
and track you with the pistol like he
does in the original. Um, and I was uh I
was like I was trying to see if I can I
I can hit him. And then there was a
point here where I decide, you know
what? I'm just going to I'm just going
to play around with him. I'm going to
shoot this uh shoot this guy a bit. And
I was a little bit surprised at uh what
his uh reaction would be. So,
>> any second now, it's gonna happen.
>> Yes, it's when I pull out the pistol
here. Yeah, there it is.
>> There you go.
>> Well, another Oh, no. Oh, he's he's a
real warrior. Look at him go. He's then
he finally dies. And then one thing I
noticed too after the skull comes out of
him which is really tasteless. Um it's
it's his it's his body that the ragdolls
and how it happens with the Master Chief
too. When the ragdolls go down the knees
will like bend forwards when they're not
supposed to which is something I've
never seen in any other game and like
the the body clips into itself
as well.
>> So basically everything they could fail
about this they failed.
>> Yeah. And the the when the first guy at
the very beginning of the game when the
guy dies at the door explosion after
letting you out of the cryopod and
that's like a scripted death where he
flies away from the exploding door.
Every single time you see his body at
the very beginning,
he like he floops in a way that's weird
and he clips into himself and like his
his ankle his foot like bobs back and
forth and swings cuz it's pivoting on
the ankle joint. And it's like well this
one's scripted. You could have just had
it look really good because it's the
same way every time.
>> You've just reminded me. It's something
that's probably worth showing. It's also
on the Pillar of Autumn. Did you enjoy
the one time when the game takes away
control from you and letter boxes and
elite in front of you and it never ever
ever does that again.
>> This part was [ __ ] baffling, dude.
What the hell? I can't do anything.
>> Right at the start of the game as well.
>> Locks your controls. Look at his feet.
This never
>> I don't understand it. We're gonna stop
you, letter box it, and have him go
blah. And then they never ever ever do
this again. Ever.
>> And it's not it's not even like anything
interesting happens. It's like they just
it's a generic fighting animation. You
would think it would be like
pre-animated to look cool.
>> Thank you, though, like stop you in your
tracks to watch him just go raw and then
never ever ever do it again in the game.
>> Well, what's what's interesting too is
in um this would be like an opportunity
if you if you because it's a remake,
right? If you wanted to show like this
is the introduction of kind of elites up
close, have it be I mean if they don't
want you to have control, why isn't it a
cut scene where you have the the elite
like really kill these Marines to show
that elites are serious business up
close? If they get up close to you,
they're just bigger. They're stronger.
They will [ __ ] up Marines. Imagine what
they'll, you know, kind of do to you.
But they don't do that. They don't
>> They don't. Yeah. And then it runs away.
Look at his legs. He's like a crab.
>> What are we doing? You didn't commit
anything. you decided to do like this
weird choice without like being like
like creative or doing something
intentional. And also in co-op you're
not frozen. You could just walk next to
them and like be in the same room as
them as well.
>> It feels like they're they're like
throwing it in because it's something
people say shouldn't be in these games
and it's just like let's do it once and
never again just to [ __ ] with you.
>> Mhm.
>> As like as a player as soon as you see
the letter boxing it's like you know
you're safe,
>> right? So, like in the original, they
didn't have the letter boxing at all. I
can't remember exactly what they did
with in the original. Maybe one of you
guys can clarify, but I I think you
still had control, but I think they
probably just put an invisible wall in
front of you. Like you could still like
maybe walk backwards. So you'd had a
degree of control, but like temporarily
there'd be an invisible wall, I think,
where it would the the enemy would just
like roar at you and then
>> like once the enemy was distracted after
like three or four seconds, you would
get control and then you could run past
them. But it the way it was done
originally, it's like it made you a
little more fearful in that moment where
it's just like, oh, I have no weapon and
there's this enemy right in front of me.
Oh [ __ ] Like when you introduce a
letter box, it just reduces that fear
immediately. [ __ ] hate this cut
scene, too. By the way,
>> if you're in co-op, you could just all
three of us just walked in there while
they were doing their little scripted
fight and we were just standing around
and you weren't able to like do
anything, which is like, oh, like we're
we we're starting to get into the the to
the weird area that didn't exist in the
original of like, well, the Master Chief
would be doing something here. You're
[ __ ] with his character by allowing
us to do this and by not letting us have
control.
Um
the uh are we sort of because I was
about to actually just start ranting
about this cut scene that happens and I
was like wait that's more story
>> where we're at.
>> It's the it's the Marvel cut scene with
Chief and Keys at the end of Truth and
Reconciliation.
>> There's much to be said for the scenes
and how they
>> Well, I have a compilation that goes
line by line comparing voice direction.
So if you want to start with voice
direction, I feel like that's and then
we can make fun of the cringe or you can
do it in the other order. Just one small
thing I wanted to start with that I
think is hilarious. I only know about
cuz [ __ ] Nick Dioro was watching it.
So, what some of you may have heard of
this. You have to turn volume on for
this actually.
>> There's a German trailer for this game.
Uh
>> I don't know if you you've heard of
this, but
>> you can get you can get an AI
translation automatically to English in
this trailer
>> and then if you do it produces sounds
that are are rather amusing.
Oh, wait. Uh, have you all got your
volume on for this? Just for this?
>> I've just slid it on. Yeah.
>> Okay, beautiful. Here we go.
>> Do not fire my children.
>> Yeah. Yeah, that's already funny. Wait.
>> Are you not impressed by our work here?
>> Are you impressed by our work here?
>> Are you not impressed by our work here?
Did you made him sound like a little
science nerd?
>> What the [ __ ] is this? It's so funny.
>> Is it Does he say it like that in
German? Like if if somebody speaks
German and they listen to that, does he
add on that little dweebish inflection
at the end?
>> I want to be specifically This is the
YouTube video AI translation, right?
It's not in the game whatsoever.
>> All right.
>> It's just really [ __ ] funny.
>> Do not fire my children. Are you not
impressed by our work here? Sure is.
Are you not impressed by our work here?
>> That that uh that cut scene though. Holy
[ __ ]
>> The elite flooping around doing a little
bomb and weave while they're just
standing out the
>> cringe. It just It gave me Darth Maul
vibes from Solo.
>> We How are we doing this? What are we
starting with that comparison or
>> I guess we could do the general cringe
and truth and reconciliation and then
break down the like voice direction
comparison.
>> Yeah.
because we need to get a taste of what
the cut scenes are like.
>> Well, I thought you were pulling up that
I thought you wanted to take a look at
that that cut scene there. The one where
the the two hunters get smooshed.
>> Oh, well, I'm uh I don't know if you
want to what is there in truth and
reconciliation
>> beyond that. there's uh
well
>> keys.
There's a few different there's a few
different ways that you can sort of take
the the the conversation about the new
changes that come uh that they've made
to the like story and the cinematics. Um
and I suppose that it's probably worth
doing it in certain blocks like talking
about the changes to the dialogue or
changes to the cinematography and then
changes to the just the reading of the
same lines. Um, I figure that uh that
that maybe it No, it probably it
probably would be worthwhile to So,
you're saying that you've got a video
that's what a compilation of just
backtoback like the
>> So, it is like line by line a comparison
of how they said it in the remake and
then how they said it in the original so
that you can hear the difference in the
voice direction.
>> Yeah, I Yeah. No, there's a
>> want to repost it. I will repost it
because it's pretty far up at this
point.
>> Let me look here. Yeah, because uh the
thing is is that a comparison can be uh
cuz the problem is if you don't remember
if you don't remember what the uh the
the the original line delivery was, you
might foolishly believe that they didn't
[ __ ] it up.
>> Yeseddeed. This is going to show you
what the originals are like.
>> Do we want to can I just ask quickly
before we go? Do you guys have like a
this is the worst cut scene in the game
moment from from the main game, not not
the prequel?
>> Yeah, my vote would be the the intro to
like like I don't even know what you
call it with with a prophet the prophet
cut scene would be my pick.
>> I'm I'm excluding that. I'm just talking
in the remake with the comparison.
>> Yes. Yes, there there are a few. I shall
I shall direct your attention.
>> The end of the M where he kills the
flood tank with the pistol.
>> Oh, that's pretty bad.
>> That's in the running. We can um we can
we can run through those. Uh okay. Well,
so first things would you should we just
let this play?
>> Yeah. Should we just watch this
>> the the comparison? Sure.
>> All righty.
>> Is this on the EFAB stream or the watch
together?
>> Let's watch together.
>> And I put a time code at the top to show
the difference in how long this cut
scene is because
>> right
>> uh there is a lot of extra time wasted.
>> Everyone noticed that. It's very
strange. So I I I actually have the
number. There is seven minutes of extra
cut scene of just like extra pauses and
and shots of scenes and stuff.
>> Mhm.
>> Captain Keys.
Captain Keys.
>> Good to see you, Master Chief.
Good to see you, Master Chief.
>> Oh, by the way, not to not to do this,
but I'm going to cuz I'm going to keep
pausing for every single little change
that pisses me off.
>> This to me, like right out of the gate,
um there's two changes that are made to
the way that the introduction plays out
that are so indicative of how little of
a clue they have. um having the the
reveal of like Master Chief in the Mark
Five armor as like a reveal rather than
just that's the armor that he's wearing.
Um so like us back very it's it's very
prequel energy. I'm not talking Star
Wars prequel specifically, but like
prequel energy of retroactively giving
significance to something that was just
treated as normal because they hid this.
They hide the reveal of um the armor
until this moment. But you see him in
the armor in the original game when he
just hops out of the the the cryopod.
But instead, we need to have it be a big
dramatic reveal. There he is standing in
his armor is incredibly stupid. And they
do the same thing with the reveal of
Halo. In the f in the original game,
Halo is the first thing that you see.
You see it first thing. Whereas in this
game, they hide it for a while because
they want to do a dramatic slow kind of
or inspiring reveal with the monks going
oh like when pressed around the planet.
Remember that while that's happening you
were currently escaping the ship that is
crashing on Halo.
>> I want to comment too that the the first
time you see Halo it does creepy music.
It doesn't do the awe music when you
first see Halo. It's creepy.
>> Everything about the game. It's in the
vocal inflections as well. Everything
when the first time he says Master Chief
in the in the remake versus the
original, everything about what they do
here is designed to say, "Hey, remember
this? Isn't this awesome? The Halo Ring?
Remember the Halo Ring? How incredible
that is. It changes the entire tone. It
becomes really one note. You're supposed
to laugh and clap and applaud and cheer
and and be amazed.
>> I recognize you.
>> Yeah.
>> I remember.
Yeah,
>> I mean there's there's the aspect of
Yeah. like like the opening shot in the
original is, you know, Halo essentially.
And in this one, it is treated like the
grand reveal instead of just like, hey,
remember there's like that weird thing
out there,
>> even though there's in the cut scene,
they're like, we're going to land on
that structure. And it's like, what
structure?
>> Oh, we we haven't seen one yet. Oh, the
one on the monitor. That's a really like
disappointing way to find out that Halo
exists. It's like it's on a [ __ ] TV
screen instead of you see it.
Don't worry, I will drag us all through
these some of these cut scenes after we
after we look at this comparison here.
>> Things aren't going well. Cortana did
her best, but we never really had a
chance. Things aren't going well.
Cortana did her best, but we never
really had a chance.
>> A dozen Covenant superior battleships
against a single Hion class cruiser.
With those odds, I'm content with three.
>> Make that four kills. I hate how it's
the weird upward inflections that
Cortana does where she sounds like the
weapon from Halo Infinite,
>> whereas like you'll see in the original,
she she has a very flat presentation and
it like kind of it just makes it her
feel more human because it's like she's
not she's not putting on vocal fry or
whatever the [ __ ] that's
>> she's not being flippant in the same way
about the situation they're in, which is
still dire. having her sort of dead
panic and allow you to read her like her
mood and her motive into everything, but
this game is just like
>> it's like she wants to be in Guardians
of the Galaxy 3.
>> Yeah,
>> I don't like that.
>> They've programmed her to be quirky and
I don't understand why.
>> I think it's a direction thing where
they are directing her to overact these
lines.
Well, it does a bunch of mixed I've
heard a bunch of mixed stuff on this
whether like apparently they they did
bring in the cast again 25 years later
to re-record lines
>> and I think in some cases they might
have used the old lines and then in some
cases I think they used takes that
weren't used before that were on the
cutting room floor which is just like
>> well okay so
>> why would you specifically sometimes
[ __ ] gets deleted sorry sorry just one
more point here that sometimes [ __ ] gets
deleted for a reason. Restoring deleted
content is not a virtue like inherently,
right? Sometimes [ __ ] gets deleted for a
reason. And I feel like they probably
brought back deleted takes just because
it was deleted. It's just like, oh,
people haven't heard this before.
>> Um, but I I feel like it's a mixed bag
of a bunch of things. Okay. Sorry.
That's that's all right.
>> I think what you're referring to is the
line where he mentions Hoy.
that's either cut or it's from the flood
or something, but that's a new recording
because Captain Keys has a new actor.
So, it's
>> Steve DS and Jen Taylor are back. Uh,
the actor for 343 Guilty Spark is back
even though he sounds wildly different.
And then they recast uh Captain Keys and
Sergeant Johnson. And then they kept the
old dialogue for Fauxhammer.
>> Yeah.
>> It's very bizarre.
>> Yeah.
>> There's so many jokes you can make about
that. It's like, wow, you didn't want
the the black woman back in the
recording booth, you bigots.
Right. Yeah.
>> I think it's just one of those like it's
remake. You need to just you need to
redo them all. You are
>> remaking
redo some of them. Redo all of them.
Yeah.
>> Well, I mean if take something like
Metal Gear Solid Delta where they just
took all the voice work for Metal Gear
Solid 3 and like the original stuff that
was done and just reanimated over that.
Like I don't know why they couldn't have
just done that here. If you're going to
if you're going to do this, I mean, I'm
not saying it's I'm not saying this
should have existed, but if you're going
to do this, like don't don't bring the
cast 25 years later and especially don't
mix and match that with takes that
already been done 25 years ago cuz like
obviously the cast is aged. They're
going to sound different. Mhm. Um that I
think the reason for that is just like
there's small little tweaks to the story
they've done and so they need the actors
back in to like bring up the pistol
plotline or change the the control room
cutscene or what have you
>> and that's why they need the new takes
>> right
>> battleships against a single houseion
class cruiser with those odds I'm
content with three make that four kills
sleep well
>> no thanks to your driving Yes.
>> So, you did miss me.
>> Oh, that hurts.
>> That's a hard one.
>> That hurts. That's
>> no thanks to your driving. Yes.
>> So, you did miss me.
>> I get just dragged like women playing
tennis.
>> It's just taking so long. It
>> must be one of their boarding parties.
I'd guess an antimatter charge.
>> Report.
>> It must have been one of their boarding
parties. I'd guess an antimatter charge.
>> Notice how everybody's rushing.
>> Urgency. Yeah. And you see in the
background, people are running around
because the ship's under heavy attack
and it's probably going down and this is
a really dire situation. So, they don't
have time to just very slowly walk
across a corridor and start pressing
buttons and delivering lines with
langanger. That's not how they should be
speaking.
>> I think the alarm being taken out, too,
is t taking t taking away from the
composition of the soundsscape of the of
the new version of the scene because
>> agreed
>> there's no blaring alarm in the
background.
>> There is just a general lack of urgency
like throughout all of the voice acting
in this like with the marines like you
never believe that they're in any real
danger. They're just like very slightly
raising their voices.
>> Yep.
>> And it's just throughout the game.
>> We are a minute into this cut scene and
we are already have a like 15sec
disparity between the lengths.
>> Yep. What is it? Where do you feel it?
>> Sure.
>> For the main is offline.
>> Captain, the cannon was my last
offensive option.
>> Ma'am, fire control FOR THE MAIN CANNON
IS OFFLINE.
>> LIKE THAT'S the original. The cannon was
my last offensive option.
>> Emergency
wasting my [ __ ] time.
>> I mean, I I can I can give that one the
reason he he'd pause and really think
about like, do we need to do this? You
know, he's
>> No, nothing. Nothing. I I give nothing
to this. No, not a single thing.
>> Not even that.
>> I don't think on his feet. Yeah,
>> he would react immediately.
>> I think Yeah, I think that there's
something to be said for that um for the
the the very rapid pace. Sorry. Yeah.
Anyway, we can talk.
>> Few extra seconds for something that
important. I don't think it's that
>> there are a few more examples. rags. I'm
going to make
>> it's about to get worse. This this next
gap is there.
>> No, no. I this only don't don't put it
to anything else. I'm just specifically
talking about that one.
>> That's a no.
>> I mean, you could say it's small, but at
the same time, it's meaningful, right?
It does tell you something. It's
slightly different of character, how
fast he can uh sort of
>> react to the urgency of it.
>> Mhm.
I'm initiating coal protocol article 2.
We're abandoning the autumn. That means
you too, Cortana.
>> All right, then. I'm initiating cold
protocol article 2. We're abandoning the
autumn. That means you too, Cortana.
>> While you do what? Go down with the
ship.
>> Oh, in a matter of speaking.
>> While you do what? Go down with the
ship.
>> In a matter of speaking.
>> They got rid of his pipe.
>> They got rid of the pipe. the ship
captain in his pipe. No, that's too
much.
>> They're smoking. We don't want to have
characters smoking in our uh in our
video game.
>> The object we found. I'm going
>> Yeah. And so, as was pointed out before,
that object we found that we haven't
seen yet. We're going to land on it.
>> This is this is your introduction to the
setting of this game is this [ __ ]
monitor.
>> Oh, that it's not actually yet it in
space as it would be seen. But
>> yeah, we've got no sense for like the
scale of it because the diagram in the
background isn't scaled properly. So,
it's just like this could be like a
wedding ring that the ship has detected
somewhere.
>> It feels like one of those I feel like
it's one of those oddly definitive
moments of the remake. It's like in the
opening shot, Halo was there and then
it's not there and it's just a bunch of
stars in the background. It's just like
where's Halo?
>> Like
oddly evocative of the whole [ __ ]
issue. Yeah. Yeah. Exactly.
>> It's the perfect metaphor. You start
with the void. You start with nothing
because this remake is nothing.
>> Yeah.
>> Mhm.
>> With all due respect, sir, this war has
enough dead heroes.
>> The object we found, I'm going to try
and land the autumn on it.
>> With all due respect, sir, this war has
enough dead heroes.
>> I appreciate your concern, Cortana, but
it's not up to me. The protocol is
clear. Destruction or capture of a
shipboard AI is absolutely unacceptable.
And
>> I think this is where it's the
inflection when the sentences end are
often the same. And I I don't think I
have an issue with necessarily. It's
hard to tell because it's it's like a
hypothetical different game with the
voice actor himself, but the way that
like the inflection happens and how the
direction is, but we get the same thing
with Jen Taylor. It's just marketkedly
worse than in the original, even though
it is it's actually the exact same
person. So, it doesn't just affect her.
I just it it's kind of everywhere. It
just sounds like it's not there at the
deliveries.
>> It sounds like you're leaving.
>> Voice director is pointlessly changing
the direction of the scene be to in
order to make it different.
>> Yeah. Or there is no direction and
they're just kind of doing whatever or I
don't know what's going on.
>> [ __ ] Well, I I had somebody in my chat
point something out that I think is
actually quite accurate is like back
like when these lines were initially
recorded,
>> the staff had no problem giving
direction to the actors like or like
pressing them until they got the correct
take. But then after 25 years, they've
become like celebrities, those actors.
And then then you put them in a voice
booth with the Halo Studio staff and
they're I think they're a little bit
intimidated to give them direction or
too much direction and then you know the
the the actors will give takes that are
like they feel is appropriate but they
need somebody they need a director to
reign them in but then the Halo Studios
staff won't do that they'll just be like
that was fine
>> or they don't want to spend the money to
have them around for longer to get
retakes on these lines
>> that emergency like I'm I'm just saying
like that that could have been the case.
Like I I don't know that for sure, but
>> I have a good I have a feeling that that
might have been what was partly what was
happening.
>> Landing zones, upload them to my neural
links, then sort yourself for a hard
transfer.
>> I I sir,
>> I appreciate your concern, Cortana, but
it's not up to me. Protocol is clear.
Destruction or capture of a shipboard AI
is absolutely unacceptable, and that
means you're leaving ship. Lock in a
selection of emergency landing zones,
upload them to my neural lace, and then
sort yourself for a heart transfer.
>> I I sir,
>> another little time wasting.
>> Why the long pause?
Exactly.
>> I I I put in the like two frames of
pause that happened in the original game
to compare seconds. Let's get started.
>> Cinematic.
>> Yeah, it sure is.
>> Keep her safe from the enemy.
>> If they capture her, they'll learn
everything.
>> Force deployment, weapons research,
>> Earth.
>> So, this is going to be a comment. I
don't like the change up in like it
doesn't close up when he says Earth to
put emphasis on it. It shows Master
Chief's not phase.
>> It's just a weird dichotomy.
>> Yeah.
where you these things are intentional
changes.
>> Get Cortana off this ship. Keep her safe
from the enemy. If they capture her,
they'll learn. Look at
>> that panning camera.
>> Everything force deployment, weapons,
research,
>> Earth. I understand.
>> There will rendevous in the object
surface.
And if it doesn't
>> I I think I I this drew me this drew me
drove me crazy seeing this like oh shut
up. What are you doing?
>> Hey yes, you know what? We can fix out
of old by trying to have more of a
direct connection to Halo 2. Uh we have
to set her up
and it is a checks gun. This is a
jackob's gun that
>> they were brilliant for this.
>> Oh yeah. Profound.
>> Seen the New York Finance Seal.
>> Make sure my daughter gets this.
>> Make sure my daughter gets my handgun.
I'm like, "Okay, I'll do that." Yeah.
They could have just done the pipe, but
I guess they don't get to use it later.
>> Yeah. Tell her
that one out of me.
>> The tank form. Kill a pipe. Kill a tank
foam with a pipe. You could do that.
>> Yeah. Cancer. Yeah.
>> Yeah.
>> Like what what makes this even more dumb
is like the the skin on the gun in this
cutscene is unlockable. Like you don't
get this by default. So like you have to
later unlock the the skin for the gun
that then falls in line with what the
cut scenes have established. So, I guess
you're just meant to understand by
default like playing vanilla like keys
gives you a different magnum than what
you pull out when you first
>> I thought they would contextualize
>> play the game and start having control
over the gun
>> play just packs it away to never be used
until the end cut scene.
>> Yeah, exactly. That's what I thought.
which to be fair is [ __ ] in the
sense that like if I run out of ammo and
I've got a [ __ ] working gun like nope
>> no it's sentimental. Why would you use
it? Wait, except for the part where he
does use it for danger. So
>> I am uh I don't like how um like how
gody it is the the design of the gun
itself. I I think if they have to keep
it, it would have been better if it was
almost exactly like a regular sidearm.
>> Just a service. Okay, idiot. How are you
going to know that it's that gun at the
end though, idiot?
>> True. We shouldn't have it.
>> They need to make it iconic so you go,
"Oh my god, it's the iconic gun."
>> I like that you only see
>> Captain Key sidearm.
>> It's on Master Chief's back in the truth
and reconciliation cut scene and then
you don't see it again until the end of
the game. Like it's not even on
>> they don't want you
>> because the problem is if if in third
person if they constantly show it then
you'll be asking, "How come I can never
use it?"
>> But not even the cut scenes. They're not
in the cut scenes either because then
they'll be like, "Oh, how come I can't
use it? It's right there."
>> Yeah. How come that out?
>> I didn't know it actually showed up in
the truth and reconciliation cut scenes.
Does it show up in those?
>> Because you offer it to him. You offer
it to Keys to find it.
>> Oh, right. But does he have it rendered
on his back before he pulls it off to
offer
>> and the little projector that he has for
Cortana that they just randomly show up
on his back for that cut scene?
>> Okay. Yeah, that's
>> will continue evasive maneuvers until
you initiate a landing sequence.
>> Not that you'll listen, but I'd suggest
letting my sub routines handle the final
approach.
>> The Autumn will continue evasive
maneuvers until you initiate a landing
sequence.
>> Not that you'll listen, but I'd suggest
letting my sub routines handle the final
approach.
>> Excellent.
>> Why does she sound older in the original
version?
>> Because she's more mature.
>> She sounds more mature. Yeah,
>> it's like flatter delivery.
>> It's the pitch. She's like doing higher
pitch at an older voice that makes her
sound younger than she really is.
>> Something about it. She just
>> like she's in her 50s now.
>> Good work, Ortana. Thank you. Are you
ready?
>> Yank me.
>> Excellent work, Cortuna. Thank you. Are
you ready?
>> Yank me.
>> Why did you take so long?
>> Yeah, just look at the disparity in the
time codes between the original.
>> A minute plus.
>> Yeah, this adds up over the course of
the game.
>> Yep.
Good luck, Master Chief.
>> Ah, yes. And I changed when he says
goodbye to me cuz I suck.
>> Your architecture isn't that much
different from the Autumns.
>> Why would you play this music
right now?
>> The Halo this you play the Halo music
now because Cortana's in his suit.
>> Well, and where's the Halo music?
>> The fade to white sells that like you're
experiencing this. It's like suddenly
you're overwhelmed by this entity and
it's like
>> Mhm.
No,
>> a very deliberate and timely use of the
the transition to like a fade to white.
Yeah. Yeah.
>> And then back in during game play
>> from the
>> Don't get any funny ideas. Don't get any
funny ideas.
>> And it is just like time to stare.
>> This is going to go really hard on
Twitter when you post these screenshots.
Good luck, Master Chief.
>> Why is it better that he doesn't say it
to him? Why is it better?
>> Just says it to nobody's walked away.
>> Yep. He's aura farming.
>> Yeah, I guess so.
>> He's saying it to us, guys.
>> Yeah. No, the comparison.
>> He's looking at you.
>> Jeff Epste's looking at you. So,
>> Oh god. The That's an extra minute and a
half. Uh or at least
that's why
That's why I say this game makes you
appreciate the original Halo CE because
I would never before this came out go,
"Oh yeah, the original Halo SE cut
scenes. They're punchy. They get to the
point really fast. It's not something
that I'm thinking about, but now that
I've seen the same thing but [ __ ] up,
I'm like, "Oh yeah, I guess the original
Halo cut scenes were like punchy and the
point."
>> Now, uh, now we just enter into just a
total descent into hell. I'm going to
I'm going to make us look at certain cut
scenes and we're going to talk about
them. I will say I think I I got to jump
to uh
Oh, here it is. Uh we're we're not going
in chronological order. We're jumping
around a little bit,
>> right? Sorry.
>> So, this cut scene
>> this one. Yeah.
>> This cutscene is uh the the the demise
of keys. So, let's just uh let's just
get started here. We're not spoilers.
>> Yeah. Yeah. It says spoilers in the the
title of the video, so you know, no
excuses. Anyway,
>> sorry chat
>> to emphasize, there's like 15% more
cutscene over the course of the entire
game that is just like time wasting.
center screen for uh a vertical viewing.
>> Chief,
Chief,
>> how do we free you?
>> Okay, now I'm sorry, Rags. I have to
stop here cuz I I seen this portion of
your stream. You said you liked this
choice.
>> I Yeah, I I like that dialogue. I I
think that it's in character for him to
see Keys and be thinking that there's a
there's a way to like get him out or
save him or something almost like
extinctually.
>> Okay.
>> Almost even like maybe with a a tiny bit
of desperation the entire game about
killing like the other human flood
people.
>> That's number one.
>> Okay. Yeah, fair enough. Um I guess he
would know based off of all the combat
forms he's been fighting. Um do you
think it implies some kind of a personal
connection with Keys that didn't exist
before? So, this is what I would say. I
think it's out of character. I think it
is um I think it is entirely out of
character. I think I think if there's
one thing that can be said for Master
Chief as well as all of the Spartans is
that they don't tend to indulge in
essentially delusion. Um they they
accept the circumstances as they are
pretty rapidly. Um maybe you could say
like to an to an extent that is very
unusual for human beings. Like for him
to look at Keys after he's just spent
the last several hours killing a bunch
of clearly [ __ ] up by the flood forms.
The idea that he would see Keys and he
would be so overcome by the emotion of
seeing Keys there that he would even
remotely entertain the idea that Keys
could be saved in any capacity I think
is just totally out of character.
>> But that's his stepdad.
>> That's his stepdad cuz Keys is boning
Hoy now. That's like canon.
Like it it's just um it's funny someone
pointed out that in reach that's the
case where it's when uh when they're on
the the the Pelican with Carter like six
he he only initiates slightly the
conversation and Carter immediately
shuts down like I don't want to hear it
you got to get the package to the autumn
and then he just accepts it and Emil
accepts it immediately as well.
>> That's like one example I would point to
of just like the circumstance as it is
is just accepted immediately. It matches
how Master Chief was written post Halo 4
where he was more sentimental and
melodramatic. And that's I think why
they made that change. They wanted it to
be more consistent with their [ __ ] up
version of Master Chief instead of how
he originally was, which is stoic and to
the point.
>> I'm confused because I think that this
surely fits quite well with him taking
out his little emotional suppression
pellet from his spine. Right.
>> Yes.
That is it.
>> Yes, that is the the prequel encountered
with uh there's more in this cut scene
that drives me crazy. So,
>> it's not him.
Not anymore.
The captain,
he's one of them.
>> So sterile.
>> And then he become alien.
>> He's all gooey.
We can't let the flood get off this
ring. You know what he'd expect.
>> So that to me is crazy. Like
>> what he'd want us to do.
>> Like it's almost as if she thinks he's
going to smack her and then and then she
needs to like reformat it in a way that
doesn't unleash his rage.
>> Now that you point that out, that is
what it sounds like. In the original,
it's more like she was trying to
convince herself that that was the right
thing because she's the human side of
this duo.
>> Yeah,
>> she's the one that [ __ ] up.
>> That's what stood out to me was I was
like, why is she trying? It sounded like
she was worried that Chief is going to
decide we take Keys with us or something
or we don't hurt him. And you're like,
that would be insane. Why would you need
to convince him that we've got to wipe
Keys the [ __ ] out?
>> Um, it sounds like she's talking to John
Halo. like she's trying to talk him back
from some insane thing that John Halo is
doing.
>> It's it's a very odd directorial choice.
Like as if he's like unhinged in this
moment and he's she's just like
tiptoeing around egg like around
eggshells just being like
>> just listen to me. Okay, we we got to do
this thing. Like I feel like Chief
doesn't need this.
>> May I take a reality understand
>> he's already made the decision
essentially. She's the one who needs to
convince herself. I get like is there a
good Shaw keys a second? Oh, that's good
enough.
>> Ah, where was it? Come back to me.
>> So,
>> yeah.
>> I don't know how you guys feel about
this. Maybe it's maybe it's too
nitpicky. Who knows?
>> No, I I agree with whatever you're about
cuz you're about to say
>> whatever you're saying.
>> I know what it is.
>> You agree with that.
>> You're saying that he looks sad rather
than like deformed like in in
there's an argument to make here.
>> I think I think on either side.
>> Yeah. So,
>> I think I had mentioned he reminds me of
Scarsgard and Pirates of the Caribbean.
>> I way prefer, and I'm going to call it
the art design of the original game.
This [ __ ] is horrifying to me
>> that he's like folded and formed into it
so much. There's there's almost little
of him left.
>> He's just a face.
>> Like, that's creepy as [ __ ] The new
one, I was like, uh, we're doing that.
It's more like generic infected. Yeah.
>> Reminded me of like he's been turned
into a Resident Evil goo monster. I was
half expecting to have to fight him.
>> He's a he's like to the point
>> where I when I when I saw this form I
think on Combat Evolved I was like what
is that? And then I was like it has
feet. And then when I was like oh
god like that's but this you know you're
not making any mistakes. That's keys.
Keys keys keys keys keys. Yeah. Okay. I
got it.
>> Mhm.
>> Yep.
>> Don't like that change. I I feel like if
it was Resident Evil, he'd be arguing
with you about how it's the superior
form of human evolution. He'd be like,
"Dude, get get on my level, dude." Like,
>> yeah. Then he's right away on a
motorbike.
>> It's awesome.
>> He just spilled some honey on his head.
>> We can't let the flood get off this
ring. You know what he'd expect.
>> Like, she's scared of him. what he'd
want us to do.
>> She's scared of monsters.
>> Shut up.
>> She's trying not to set him off. Yeah.
>> I don't care for the change in
how he kills him.
>> Yeah. I don't I don't like
>> Well, this is the biggest problem
arguably.
>> Yeah.
>> Don't even know why the game's going to
get an immerating anyways. Like
>> very clean.
>> It's done.
I have the code. We should go.
>> I know. After this cut scene, I went
like manually to look and make sure he
like wasn't moving. I like shot him and
stuff. Like, is he dead?
>> And here's the best part is that if you
smack him, if you smack him, he drops a
skull.
>> He drops the skull.
>> He's like the panicked marine.
>> Yeah, like the marine, which I don't
know. It feels like it betrays the tone
a little bit, but hey, whatever.
>> We'll taste the
>> Where's the pistol?
>> I'm I'm a little bit on the fence.
>> You would think he's pistol would show
up in this game.
>> Wait, sorry. What were you about to say,
John? I I'm on the fence with this
because I feel like the close-up shot on
Keys is a little undignified in one
sense because like I kind of like how it
cuts away from his face in the original
>> and then you just see him like dig his
fist in to get the thing out like like
it's just too terrible to like look at.
So you just like pull the thing out of
his head that you need and then you just
leave.
>> Yeah. It's like the the the the camera
holds on his face. The reason I'm on the
fence is that in the close shot, you see
that he's kind of letting go in a way
where it's you almost see the relief in
his expression where it's just like,
"Oh, thank God. Just kill me, dude, cuz
I can't do this anymore."
Um, but I think I ultimately prefer that
the camera angle cut away from his face
>> to a wider angle.
>> The way especially implying that he's
punching through the face and not like
reaching behind it,
>> it just it definitively establishes that
he kills him. I think that's what helps
is that he seems like he's still alive
at the end of the remake cut scene.
>> Yeah, I had to check.
>> Yeah.
>> Where it's like I like that Master Chief
definitively kills him in the definitive
way. He smashes his brain like Good.
>> Yes.
>> Yep. Exactly. Which uh now this cuz uh
this is this cut scene here. We're got
we're sort of it's we're looking at a
bit of a different Oh, what's that?
>> Oh, uh sorry. I got like I was just
thinking about the cuz we're not doing
we're doing the prequel cut scenes after
this set, are we?
>> Mhm.
>> Uh we can take a look at the prequel cut
scenes afterward. Yeah.
>> Yeah. Yeah. It's all good.
So, so you know the the more but you
know let's
>> Yeah, let's do this first because I love
the tonal contrast of like we watched
the supposedly horrifying scene. Now
here's some goofy [ __ ]
>> Yeah.
Yeah. Okay.
>> I was by the way just to remind me um
and are you supposed to cuz every time I
played this section where I left on the
banshee I jumped on it when it was in
the air and hijacked it. But in the cut
scene you it takes off from the ground.
>> Is that how you're in the original you
can't hijack it. So yeah, you're meant
to
>> Well, they
>> in this they do land. If you wait they
land because that's what I did.
>> They land in the original too. It's just
that in the original you can't hijack.
In this one you can. And so I think I
did as well which funny.
>> It was always like oh yeah every time I
do it it doesn't match the cut scene.
But it's fine. I was just curious.
That was a smash cut.
>> How How did you ruin this cut scene? How
is it even possible?
>> It's this the static fixed shots. So, so
yes, obviously that's the point is that
in the original cut scene, you have a
nice big sweeping 360 shot of the Pillar
of autumn with this music playing and it
really gives you a lot of time to sort
of have that sink in. This is where you
began and look at it now all alone
>> like just desolate destroyed. This is
kind of like your last
>> This is like regular desert, not creepy
desert.
>> They're like, "Yeah, no. We'll just have
some rapid We'll just have some cuts
between static shots instead of the
dynamism of the moving camera. I don't
get it.
How' they do this, guys? How How is this
possible?
>> I guess there was some decision made
that the static alternating shots would
just be more better.
>> I don't know why. I've heard the theory
that they uh composed all of these shots
with AI. Not necessarily just like typed
in a prompt and got this back, but that
like they asked for like scene
compositions and then rendered from
there whatever they got back. And that's
why it's so static with the way that
it's directed.
>> God,
>> it's not artistically interesting. It's
kind of like in the opening cut scenes,
you didn't get those like camera
movements that kind of gave it a bit of
character. And this is is it this is
very standard very standard shot.
>> And it always makes you want because
every time they copy something directly
you're like well I don't need a
justification for that. Like I
understand why anyone would copy
anything from a borderline masterpiece
if not masterpiece of a game
>> that you are remaking.
>> But then when you do change so
dramatically such obvious and simple
things all I can assume is like so you
thought this was better. Why? Tell me.
>> Yeah. Why did you change?
>> Tell me why.
Maybe the engine couldn't handle the
camera movement. No, this is a
pre-rendered cut scene, so you don't
even know the model
rendered at runtime.
>> They have to model the entire ship on
the outside of it if they want to do the
the spinning panning kind of shot.
>> They already did though.
>> Like, so
>> they already did the start of the game.
>> Yep. Just terrible.
>> Also, the music's been butchered because
the cut scene doesn't last as long.
It'll hold. It's falling apart. What was
that?
>> It'll hold.
>> What's that line delivery?
>> The first take.
>> We're not gonna make it.
>> We're not going to make it.
>> Yeah, that just happened. Sounds like
his
>> focus.
Pull up.
>> Yeah, she is like she's his mom sitting
in the passenger seat like telling him
how to drive.
Now I can tell though. Did
>> we see it explode in the original? I
can't remember. Did we see the banshe?
>> No, that shot's new.
>> No. Yeah. Yeah.
>> So, um, this, by the way, uh, the Oh,
wait. What? What's going alternate? This
shot here. Um, I know you think it's
cool, but this makes the Halo ring look
tiny.
>> Yep.
>> Yeah. And it already looks tiny when we
see it. It looks chunky and short. Kind
of weird.
>> Makes it really look small. I'm sure we
referenced that bit of a ring.
>> I think uh the best part
>> almost all of us when we arrived on
Halo, like the Halo mission, all of us
looked up. We're like, "Wait a minute.
>> Looks pretty.
>> Why is it so fast?"
>> My favorite part my favorite part of
this shot is once the level loads in,
the sun is way off uh in the top left.
It's not behind the ring.
>> So, it's just nice lack of continuity
there. That's why I think it's AI like
>> that that the lack of continuity
tracking.
>> But that's that's a lot of the cutscenes
that are pre-rendered. Virtually every
pre-rendered cutscene instantly there's
a difference between you and gameplay
lighting and then you and cutscene
lighting. It matches the rest of the
game. So, they're very consistent with
their inconsistent lighting.
>> Yeah. I wouldn't want to let them get
off with their own human incompetence by
blaming it on AI. I think that's too
easy. Always just always think if this
were 10 years ago, what would you would
you have said was the problem?
>> Somebody who is annoyed with all of the
AI accusations. Like someone is trying
to say like the voices are all AI. I
don't think that's true at all. I think
it's just incomp direction. I think
however that the key shots the uh the
storyboarding of this there's probably
AI being used in these compositions
>> and that's why there's I think I feel
the same way as Platoon actually. It's
just no. I think they think these are
great ideas.
>> This is a we're talking about a
Microsoft company. They mandate AI usage
in in that organization.
>> Yeah. But you also have to put yourself
that you have to develop a theory of
mind for somebody incompetent enough to
make this game. Um and like how do they
track things themselves? Do they think
how does this shot here track in terms
of continuity with the preceding and
succeeding shots? Or do they think oh
wouldn't it be cool if we have the ring
in front of the sun? Oh, wouldn't it be
cool if we did this? That's just how
these people think. They They have
basically half a brain.
>> Yeah. But other people use AI, too.
>> I I think it's valid. I do. I just um
>> Good god, the people who made this, you
know, like it could be completely
different people who made this moment to
the next few seconds for all we know, or
they have sleep or whatever. But it also
could be AI. It's It's just Maybe that's
the real horror. It's hard to tell.
>> Mhm. I'm I'm gonna drag us back to the
uh to the the the Pillar of Autumn scene
where they they go to Halo because I
this one is
>> blew my mind.
>> Blew my mind. So
>> I like the message he actually picked
the guy up and physically threw him all
the way in.
>> Yeah. just shows
>> yeah would be a very good time to leave
good old quirk Chungus Cortada
>> I don't this is like the beginning of it
especially so in the hunter um cut scene
when they're leaving the truth and
reconciliation but whenever you see
Master Chief in combat in a cutscene
he's very stiff he's standing in the
open he's never doing what the player
would do I think is one of the big
disconnects the issue with the truth and
reconciliation cut scene well are we
going to cover that one because if we
are then we can
>> we can go back we circle back to that
one. Yeah, there's a there's a handful
that I think are particularly egregious
and that that is one of them. So, we'll
I'll save it for when we get to it then.
>> Punch it.
>> Ah, sir.
>> Just not just
>> Wow, what an interesting shot
>> because it could have been like that
could have been neat to see like it
leaving the tube and everything. They
were going to show an exterior shot and
then the bottom gets smaller and smaller
behind you.
>> Like they just
>> It does feel like
>> like I cut out a middle portion or
something.
>> Something happened.
>> The music is all wrong already, but
you're about to see why that's the case.
>> It feels very
>> Look at this. Look at how sterile it is.
>> Oh, another guy.
>> Yeah.
>> We're going to make it, aren't we, sir?
I don't want to die out here. One thing
I noticed, someone mentioned it in chat
because I because I uh I gave this game
too much credit. Um I assumed that these
things were like u that they're holding
on to the Marines. I assumed that they
were like the like a roller coaster ride
bar that came down and went across your
chest, but they're just they're not
connected to these seats. They're not
strapped in. There are no seat belts.
There's nothing going across their
chests.
>> They're just sitting down and holding on
to those bars. They're not actually
strapped.
>> No wonder they all [ __ ] died.
>> That means the chat said that and I'm
like, "No, that's not true." They're
obviously like those are like the roller
coaster bars. But then afterwards when
it crashed and you looked around, you're
like, "Oh." Cuz remember, no one's in
their seats in in the Crash version in
this. In the original, there's a bunch
of dead Marines that are actually still
strapped into their seats. Yeah. But in
this, they're just they're not even
seats anymore because of course, even
with the roller coaster logic, they're
not tight enough, are they? Like the gap
between
>> and shoulders. I feel like it's AI
because you ask an AI to compose the
scene and it's like, "All right, here's
the roller coaster crash bar, but it
doesn't actually function like that
because it doesn't have a sense of
continuity."
>> Wait, wait, how many fingers does that
guy have?
>> They've they've conquered the finger
problem at this point.
>> Again,
>> AI for composition, not for the actual
like
>> the [ __ ] finger thing to me feels
like the AI itself was like, we'll make
a bunch of finger mistakes. So the
moment that they all focus on that that
they'll never know when we're actually
>> malicious compliance.
>> Yeah. It it is funny though that the
whole seat belt thing if that cuz I I
didn't notice that but now that you
mentioned it like Yeah. cuz I remember
they the door gets open during the
sequence and a load of guys fly out with
cuz they're not wearing seat belts.
>> So it means that they put in they put in
extra effort to include this big epic
crash scene that you just don't get in
the in the original game.
>> Um
>> and by doing it they've essentially
depicted the UNC as being [ __ ]
>> Yeah.
as you will see in a second.
>> Yeah, that's actually that's an anti-AII
argument because that implies that like
the the seats are poorly designed so
that they can have that stupid shot of
the marine flying out.
>> Oh god. Yeah, we're getting there.
>> Look.
>> Oh, here it comes. The halo from Halo
>> accompanied by the theme from Halo.
>> Oh my gosh.
When I saw it,
>> I feel actual cringe.
>> You You have gotten it so so utterly and
spectacularly wrong. It's incredible to
me.
>> This is This is the same as with the
Mark 5 reveal, like having it be a grand
reveal because of retroactive
significance. But in this case, you've
got a complete clash of tones. The whole
point of this cuts in in the original is
it's chaos. The pillar of order is going
down. We're mir, you know, this we don't
want to crash land on this planet, but
we got no choice. amidst the chaos, we
go down and the music is ramping up, you
know,
but in this case, they had it at the
beginning, but then they have to bring
it to a dead stop so that we can have
the or inspiring with the monks for the
Halo theme as Halo is revealed behind
the planet. You've just gotten it
totally backwards cuz you're incredibly
stupid.
It's just
>> so this would be an example maybe of you
can you can easily believe this isn't AI
because you know why the human did this.
>> I know why they chose to do this. Yeah,
>> I like the phrase retroactive
significance.
>> This was this was a human's mistake
right here. This is
>> Well, it was definitely a human decision
to not start the game with Halo because
it's like, oh, I got a creative idea for
>> if they see it now, we can't have a
reveal later.
>> Mhm.
>> Yeah.
a hype moment in the Twitch streams.
>> I think they genuinely thought the
reveal of the Halo ring on the the
monitors in game
>> was like a captivating first depiction
of the ring.
>> I think like actually seeing it in game,
>> which is what the game did, right? That
was literally the first shot.
>> This is This is 11 This is 12 minutes
into the game, like into the cut scenes.
>> Yeah. Yeah. No.
>> Yeah. You don't see handler for like the
first 30 minutes.
>> Yeah. Well, in the original game, you
see it literally the first shot.
>> It's like I don't think it has any
apprehension into like like when it
reveals it again.
>> It's like it just it comes up whenever
they feel it needs to.
>> Whereas in this like they've withheld
the reveal of it. Like you don't see it
in the first shot. You just see stars in
the first shot and then the first
indication of Halo is in the monitors
and then this shot here that we're that
we're watching is the actual first
reveal to the audience of the Halo ring.
>> But and it doesn't work as well. And
also
>> which why I buy the argument that it's
completely built for returning fans who
are meta involved into like how cool the
[ __ ] Halo ring is because it's in the
main menu.
Yeah, like bring that up like it's the
logic that since you see it on the main
menu, they don't need to open the game
with it,
>> even though that's how it was
originally.
>> I mean, even even with that,
>> the uh the the significance is given
here is is so obviously meant for one
specific purpose.
>> Yeah, you remember Halo and you like it,
so like us and give us money. Yeah,
>> you might not like know it at the time,
but especially after completing a a
playthrough of Halo, when you learn
about the story and the sort of the
history of humanity's ancient past and
everything, the idea of starting the
game off with a shot of Halo almost like
subtly implies that it's like waiting
for us to come back or it's waiting to
be found again or that it's just there
and then we show up. It's not It doesn't
start off with us. It starts off with
Halo and then We Arrive again, which is
a a read you can put into the cinematic
choices,
>> but this is more important to have the
big reveal with the Halo music because
that's what you that's what's special
about Halo, you know, that's like you
said that phrase retroactive
significance.
Hey,
the good tunes wherever you put them.
>> That's how it works.
>> That thing, Lieutenant.
>> A big old ring.
>> It's also awkward.
>> Yeah.
>> Yeah, it takes so long.
>> This is meant to be a frantic landing.
This is a crash landing.
>> Don't worry. When you do the Why does
the I'm sorry. Does the air like push
the
What's there's air in space?
>> If you stop accelerating going in manual
What's the point of Why is it so long?
Why are these shots so long?
>> Crazy
screenshots.
>> This new sort of I I I wonder how much
might be in this game, but you guys are
aware of it, right? Like a lot of modern
games, they will have moments in the
middle of cut scenes that play slightly
longer if they're loading [ __ ]
>> Have you seen that?
>> I don't even know. They're just playing
a They're playing a video file.
>> No, no, I'm not talking I haven't gotten
to Halo yet. I'm referencing like Star
Wars Outlaws has that one that everyone
picked up on where she's pressing
buttons on the console.
>> Screens of Hell Divers 2 are kind of
designed to be like that.
>> Yeah, it's a new cuz they're always
trying to find new ways of hiding
loading screens,
>> but it's happening in mid-m mission.
>> I haven't even gotten to Halo yet. Like,
you keep I'm not even saying it's in
Halo. I'm saying it. The discipline of
trying to do that sort of [ __ ] could
probably lead to a mindset where people
are creating cutcenes now that are just
[ __ ] longer paced. Not necessarily
because they're hiding loading screens,
but because this is like the discipline
to create loading or rather to create uh
uh cut scenes in general.
>> I think it's self-indulgent and it's for
people to take screenshots and post them
on Halo Reddit.
>> Some of them are weird though, like that
gap that we just saw
>> is going in manual. the one uh this one
I I could sort of understand why they
put it up, but this one it's like
>> that screenshots got some Master Chiefs
in it. It's for people.
>> Yeah, we're I could imply that they were
indeed looking forward out of out of the
cockpit as they moved forward like Yeah.
But that stuff really does add up. Like
I said, the idea that we're 12 and a
half minutes into cut scenes already and
we basically we haven't even gotten to
Halo yet is wild. one has bothered you
so much that you're gonna leave.
>> Yeah, I do have to leave unfortunately.
I've got some I've got some family stuff
that I need to, you know, go and be
doing. And I uh so, as much as I'd like
to stay and make fun of this terrible
game uh for longer because Lord knows
after all my time with it, I have things
to say and things. This is the kind of
game where things constantly pop up.
Hey, remember this bad thing. Remember
this bad thing. Remember this bad thing.
Uh but I I will have to depart
unfortunately. So, I'll have to catch
this uh later on when I uh you know, I
got a moment to rewatch the stream.
>> Is there anything you want to mention
about the game just in case that you
haven't been able to yet?
>> Um
I
I don't think anything like super huge
pops up right off the top of my head. Uh
the thing I think that before I go I
because I alluded to it. The thing that
I was going to mention about the cut
scene at like truth and reconciliation
like we got when they were entering into
the escape pod is that the master chief
doesn't behave at all like the player
would behave if they had control of him
while he's in a cut scene when the two
um when the two hunters are, you know,
coming at him from opposite angles. He's
just sort of like standing there still
shooting them in the front with an
assault rifle kind of anemically. Yeah.
And he then he just like he seems to
just be still and resign himself to
dying until he's saved. Which was really
like weird. Like I why are why are you
taking away control from me when this
could be something you you could have
put in? Like at the very end there's
like a there's a hunter fight or
something and instead you just have him
do things that no player would ever have
him do. It just kind of makes him seem
like an idiot which I think is kind of
weird as a decision but oh they made up
for it with a slow-mo. Thank god. I've
seen it described as um a Bollywood
scene which I think is pretty accurate
actually.
>> Yeah. Yeah, it does kind of have that
like it's trying really really way way
too hard to be cool and it come just as
like goofy and weird. But yeah. Um but I
I do have to go. I wish I could stay and
make fun of this game. But I but alas I
cannot. But I'm sure we'll be making fun
of it more as time goes on. So
>> we will see you next week or more.
>> I think you probably will. I think you
probably will see me next week. Oh, I
can't wait to see what happens next
week. Oh, boy.
>> Oh, all right. Thanks. Uh, I will see
everyone later. Enjoy talking about
Halo.
>> T-Rex.
>> Oh, I thought you said what? Yeah.
Byebye.
>> All right, let's continue. March on with
these cutscenes.
Wow. Very dynamic stuff.
>> Heads up everyone. This is it. We're
entering the ring's atmosphere in five.
Here
comes my favorite part.
>> Why are they so boring? Look at that. No
energy at all.
>> You sure you wouldn't rather take a
seat?
>> We'll be fine.
>> No, they don't have seat belts.
>> Take a seat.
>> I this part.
>> Yeah,
>> we're coming in too fast.
>> Damn. Air brake failure. They blew too
early.
>> Why'd you do that?
>> Yeah,
>> I'm losing her. Right for impact.
>> So, uh, not only is that really funny,
but I think that's quite bad. Uh, you
shouldn't show that.
>> Yeah.
Um you like
like chief is seeing that people are
flying out and he's not trying to save
them.
>> This is um I think there slight bit of
complications because I I remember
people in my stream were like what was
he supposed to do? And it's like I think
this is more about why show this to me.
Why show me
flying out and then having Chief watch
it pretty just statically like well
there they go. I I don't really want to
see him do it again.
>> In the actual crash landing in the
original game, there are guys outside of
the the lifeboat. But the thing is is
that because you don't see what happens,
you don't know what happened to Chief.
You know that he got something to happen
cuz he like wakes up.
>> Well, the solution, you know,
>> it seems to me is you you show him
making some kind of movement body
language wise that shows he thought to
instinctively help them but can't.
>> But can't. Yeah, exactly. Instead of
just watching as they fly out. Oh well,
see if I
>> Well, I mean, I don't know how about how
I feel about him being in his current
position and then like reaching out and
being like, "Oh, I could have done
something, but uh I can't I couldn't do
it." Like or like as opposed to him
being where like the like at the door
that's opening and then he can just
catch the Marines as they're like flying
out.
>> I just want to cut.
>> Maybe he could have positioned himself.
That's the ultimate point is if you show
me this, it's really [ __ ] awkward.
Just cut it. Don't show me it. And if
you're going to show me it, you have to
understand this. This looks really not
great that they're just flying out.
She's just like, "Oh, oh well. Bye."
>> Uh, how many people laughed at this uh
when I lost
>> because we laughed at it.
>> Hilarious. It takes away from it
fundamentally undermines the moment not
just of this cut scene but of the
opening of the level as well because
you're still recovering from how like
funny and stupid this was that it robs
you of that moment of stepping out of
the pod because I was still laughing at
that point.
>> Right. Yeah.
>> Yeah.
>> Wow. That was worth it. Welcome.
>> They added something that strictly made
the story worse.
>> Yeah.
>> about evil goober keys creature than he
is about, you know, marines who are
actually fully human who he could have
maybe done something to help. And then I
don't know at what point in the in that
scene when does he get knocked out and
how
>> cuz it seems that you've been shown all
of the most violent and dramatic part of
the landing. So, he gets knocked out
when you actually hit the ground slower
than when you hit the cliff earlier. It
doesn't really make a huge amount of
sense.
>> Yeah, it doesn't need to be explained.
And I feel like they did it just because
they wanted to answer the question of
how do the Marines die if the other
landings don't kill all the Marines.
>> Well, we saw it. The air the brakes
failed.
>> Yeah,
>> that's why they came in too hard. So,
it's like the the additional context of
the Marines flying out just becomes a
punchline instead of a a dramatic uh
undertone.
>> I mean, it's it's a Call of Duty scene.
It happens in Modern Warfare.
>> Oh, well that Yeah, it's the Yeah, with
the Nuke.
>> The drop ship is
>> this is We've seen it. But
>> everybody mount up.
>> Let's get on board.
Give me a minute to interface with the
ship's controls. Ah,
>> no need. I'll take this bird out myself.
>> Captain,
>> I don't know. He just keeps making me
think of Reagan when I see him.
>> Yeah. Yeah.
>> Hunters,
>> I got that in my chat, too.
>> This one is so [ __ ] stupid. Why?
>> Where did he come from? Why wasn't he
already aboard?
>> It's such a huge betrayal of the
mechanics. It's like the hunters got you
[ __ ] if you don't do anything about
this, Chief. And Chief's like, "No, I'll
stay here. I'll stay here.
>> I'll stay here and shoot at their
shields."
>> Different doors. Why aren't they
together? Hunters travel in pairs.
>> Yep.
>> There's never been a sequence where two
hunters came from different entrances.
>> A crazy miss from the hunter.
>> Well, that's to be fair to everything
else in the game.
>> Look at where it shot. Look at that
line.
>> That That's the most accurate part of
this cut scene.
>> Yep.
Chief, bro, what is the plan? What is
the plan, my dude? Plan
>> is to die.
>> Time for a little payback.
>> Now, you see, you see, he knew that was
going to happen cuz he did.
>> Boo.
>> So much worse than the original again.
>> Slow motion. You so lame.
>> The slow motion is like the unnecessary
detail.
>> It insists upon itself. Oh yeah. It's
like, hey, look, look at how cool this
is.
>> Now we're going to because we are
jumping around a bit. So
>> the uh
the the Yeah.
>> Oh god. Yeah, this one.
>> No,
>> every line in this is worse. Do we have
a comparison for this one? Cuz every
single line is worse.
>> I did not set one up for this uh cut
scene.
It's also the direction of it. This long
drawn out sequence of
setting it up.
>> And it well and it's also filmed in such
a way as to communicate to the player
that uh-oh, this guy's being a bit
shifty. Or maybe that was the cut scene
beforehand where he like looks he's like
looking around to make sure no one's
watching. Guilty Spark.
>> All right. Well, that that's uh later.
This is before that. This is Oh, this is
theoretic.
>> Why? Why are you playing the music? What
are you doing?
>> Because there's a halo.
>> He is aed by pissed giantist.
>> Never been better.
>> You can't of information.
>> Piss giantist.
>> So much so fast.
>> It's an iMac wallpaper.
>> It's
me.
>> Every frame of wallpaper. So, what sort
of weapon is it?
>> What are you talking about?
>> Let's stay focused. Halo, how do we use
it against the Covenant?
>> This ring isn't a cudil, you barbarian.
It's something else.
>> Something much more.
>> There's no selling these lines, so it
just sounds confrontational compared to
how it originally was.
>> The Covenant were right.
This ring. It's Warrunner.
>> Give me a second.
>> Why shouldn't I keep it?
>> After all, it's my Halo game. Well,
what's funny is uh I I believe I there
was a developers commentary with um with
Jason Jones, uh Joe Stton, and Mario
Dole where they they talked about how at
some point Cortana was going to go mad
with power when she got connected to to
uh to to Halo. And um I think the
question was like why did it get cut?
And then I think Jason Jones said
because it would have been too awesome.
Which is very amusing to me cuz then cuz
of course it's like yeah that was
probably not a good idea and then and
then 343 went and did it. They actually
made her go mad with power.
>> Nailed it.
>> That's the funniest part of Infinite is
they offscreen Cortana.
>> Yep.
>> The Forerunners built this place what
they called a fortress world in order to
>> Wait. Oh, here we are.
>> No, that can't be.
Oh, those covenant fools.
>> That is not that is not the
covenant fools. Like
>> it's like uh No, it's actually a lot
worse than that right now. I I think
there's a certain tone that you should
be conveying here.
>> They must have known a curfew.
>> Slow down. You're losing me.
>> The Covenant found something buried in
this ring. Something horrible. And now
they're afraid. Something buried where?
>> The captain. We've got to stop the
captain.
>> Keys? What are we?
>> Weapons cash he's looking for. It's not
really We can't let him get inside.
>> I don't understand.
>> There's no time. Get out of here. Find
keys. Not him.
>> Before it's too late.
>> Yeah. Wow. You're really selling it with
your, you know, you're really selling it
before it's too late with your arms just
sort of dangling there by your sides,
you know, a little bit like ah
>> Yeah. You know, if you got time, go, you
know, go and sort that out. Compared to
in the original where she's frantically
yelling at you, waving her arms around,
you got to go now. Go find Keys. Stop
him.
>> It's so funny that that rudimentary
animation from the original game is far
more expressive than like what is
presumably motion capture.
>> Yeah.
>> But instead, it's just like, you know,
if you got time, go and find keys. But,
you know, it's not a huge rust
>> or anything. Listen, the person watching
this is a Halo fan who already knows the
stakes of this cut scene. So why do they
need the emotionality?
>> Yeah.
>> Nobody who's not already a Halo fan is
playing this.
>> Yeah.
>> Well, nobody is playing this.
>> No, not right now. Anyway, which uh and
then uh it was mentioned before, but
it's worth seeing it uh if uh once it
plays. The the opening for 343 Guilty
Spark. They ruined it.
>> Yeah. Where were the grunts? Where are
the grunts running away?
>> Cowards. But what?
>> Not in the way you think.
>> What I want to know is who's the
co-pilot in this scene.
>> I don't know.
>> I think this is the only time he shows
up.
>> But like I just I can't believe they got
that one so wrong. It's so effective
that the first thing you see on this
level is the grunts running away from
something that off screen.
>> Guess it would be
E even if uh Chief doesn't register it,
like it's important that that the
audience registers that like the the
Covenant's running away from something
in here. Okay. And now Chief's going in
here and he's probably going to run into
something that he doesn't like and the
Covenant doesn't like either. That's why
they're running away like they
>> Yeah. [ __ ] it up.
>> You can Yeah, you can interpret it that
way or you can interpret it like, "Oh,
look, that's who we're looking for." or
like it it's nice because there's
multiple ways that you can feel it, but
something's off clearly.
>> Yeah.
>> Do Do you guys think there's a hammer
per F5 fo thumb hammer? Do you think
that's how it works? They're all
siblings.
>> That was over 12 hours ago. When you
locate Captain Key, use radio in and
I'll come pick you up.
at which then uh this cutscene
>> quite an important one.
>> I actually don't mind this cut scene.
Maybe it's a hot take. I don't know if
you guys agree, but this is this is one
of the highlights for me. I thought they
did considering how [ __ ] everything else
is, I thought they did a shockingly good
job on this.
>> Yes, that's a good way to put it.
>> I have one major gripe
from memory.
I think I know what you're going to say.
I think it's notable as well the
contrast between the lighting in this
cutscene versus the level itself cuz
this is like dark and ambient and spooky
with like source lighting that makes
sense
>> whereas the original is again as we've
been into the spotlight not the original
the level
>> the cutscene lighting doesn't match the
original nor does it match when you're
in game. Yes.
>> Yeah. Yeah, that's fair.
>> That's that is my major gripe, by the
way.
>> Especially when Well, I think it's I
think it's significant for the whole cut
scene that the lighting's not right. And
I I even
>> I have issue with um with Keys when he
turns up in the recording. You can
barely [ __ ] see them cuz the
lighting's so [ __ ]
>> Lighting is
>> I thought you were going to mention that
the uh the elite corpses disappear.
>> Well, doesn't everything disappear?
basically like loads of [ __ ] isn't where
it's supposed to be. Yeah.
>> By the way, no headshake. They make a
different choice. A worse choice.
>> No headshake. Very rude.
>> I'm I'm shaking my head right now. What
do you mean?
>> Uh which by the way already like I way
prefer the uh the the green hue
>> and the less
>> clear visual that is present in the
original. This one is like they put the
little lines there, but this is like
high def crystal clear.
>> Playing it. How are they going to
recognize it? They don't play with the
old technology to know what a CRT filter
means.
>> Yeah, they'll think their computer's
broken.
>> But I way prefer the green hue uh
instead of the actual just proper
lighting. And if you be like, "Yeah, but
it's the future. The camera should be
better." It's like, "Well, then why'
they even put any little stuff on there
at all? Why they put any
>> body cam?" So, I mean, it has an excuse
to be [ __ ] Isn't it an Aliens
reference? I would have thought so
because a lot of this is right.
>> Yeah. A lot a bunch there's a bunch of
aliens in this.
>> Specifically the the body cams. Isn't
that like a
>> Yeah, they're in aliens. Yeah.
>> The colonial marines.
>> Yeah. Yeah.
>> Why do we always have to listen to this
old stuff? S
>> watch your mouth. This stuff is your
history. It should
>> I'm glad they kept the music. I was
worried they were going to get rid of
it. Hey, do
>> anything if they had Taylor Swift or
something, it would have been better.
>> No, it it needs,
>> sorry, I'm autistic about this. It needs
to be rock so that you can connect the
uh motifs of the soundtrack where you
understand like this is the human music.
This is the 4Runner music. Hm. There's
some human elements to the 4Runner
music. It's almost like there's a
connection between the Forerunners and
humans.
>> Yeah. Yeah.
>> Does the Covenant want to wipe out this
particular part of my history? That's
fine by me.
>> Yeah, better it than us.
>> You ask real nice next time you see him,
Vicente. I'm sure they'll be happy to
oblige.
>> Now, Z looks clear. I'M BRINGING US
DOWN.
>> OH, YEAH. Someone in chat pointed out
the audio is super scratchy, but the
video is like higher definition. That's
a weird mismatch, too,
>> because it's the it's the reverse. Audio
is easier to compress as data than
video,
>> right?
>> Yep.
>> Go, go, go.
I'm sorry for pausing here, but like I I
like I I like that the way the fast
forwarding was handled here. Um, you
could have done some cheap ass like
scrubbing effect
>> where it like skips across a bunch of
frames. I kind of I like how it holds on
the last frame that we've seen
>> and then it just skips ahead skips ahead
to the the active scene like we don't
see anything in between
>> like there's a simple and elegant way
that they affected that that they
applied it and uh I think it works.
Take those. Move it up.
Okay, let's move.
Wait here for the captain and his squad.
Then get your ass inside.
Sir.
>> Right. Let's get this door open.
>> I'll try, sir, but it looks like these
Covenant work pretty hard to lock it
down.
>> Just do it, Merine.
>> Yes, sir.
Reassuring pat on the shoulder.
>> You better have a look at this, Sarge.
>> What you got?
>> Covenant. Lots of them. Except they're
all dead.
>> Yeah, the voice acting gets pretty
questionable in this next bit. I
remember.
>> I mean, look at it. Something scrambled
the insides.
>> What's that? Plasma scoring.
>> Yeah. I don't know. Maybe there was an
>> struck by how [ __ ] dark it is.
>> What do we have, Sergeant?
>> Yep.
>> Look at that [ __ ]
>> Much darker than in the game itself.
>> The keys is like a jump scare at this
point. It's like, wait, what?
>> Well, so there's there's one aspect
where um these scenes happen in
different places. The the finding the
dead elite that actually happens in like
one of the prior rooms. It doesn't
happen in this room. The other thing is
why isn't there a soldier who's holding
his flashlight on the elite so they can
see it? Because how the [ __ ] does
anybody see anything in here?
>> And they're all they're all kind of
moving as though the room is lit
>> and behaving as though it's lit.
>> It was probably animated to be lit. And
then they decided like actually it'd be
scarier if it was dark. It would cover
up all our mistakes.
>> Looks like a Covenant patrol. Badass
elite units. All KIA.
>> Real pretty
friend of yours
>> now. We just met.
>> Who is he calling pretty?
feeling about this.
>> Boy, you always got a bad feeling about
S.
>> Nobody touched me. Nothing.
>> What the
>> Captain S? Can you hear me?
>> What's going on, soldier?
>> We've got contact them, but they're not
coming. We're just staring through them.
What the [ __ ] No.
>> Corporal, do you copy? Over.
>> Mendoza, get your ass back up to second
squad's position and find out what the
hell is going on. But
>> I don't have time for your lip, soldier.
I gave you an order.
>> But Sarge, listen.
>> What is that?
>> Where's that coming from? Mendoza.
>> Everywhere. I DON'T ABOVE YOU.
>> GET OUT.
>> LET HIM HAVE IT.
>> Get out. GET IT OUT.
>> HOLD STILL. Hold still.
>> GOD DAMN IT. SHE CAN SPY A WEAPON.
SERGEANT, we're surrounded.
>> Yeah. I'm not really buying that they're
in a firefight here.
>> Nope.
>> Too many
>> SGE. There's too many. Yeah, it doesn't.
>> I'm overwhelming
>> cuz you can't see them. I wonder if the
infection forms just looked shitty and I
needed to make it black for that.
>> Chickens.
>> Yeah, something else cannot parse it.
>> Or maybe Johnson thought these were
chickens.
And there's
>> there's no answer as to how Johnson got
out of that situation. So, it's like
it's weird that they don't answer that
question if they're going to make him if
that's the real Sergeant Johnson.
>> I don't like it. I don't like it. We get
rid of the headshake and do that
instead. I don't like it. Feels like
he's got a bit of a problem with his his
temper here. You know,
>> he is a more emotional character now.
>> He's squeezing the card too hard. Like,
>> yeah,
>> I think it's supposed to indicate like,
oh, my my my comrades. Like, I've got to
squeeze this thing to indicate about
them, but
>> not lamenting it, but it's more like I'm
I'm angry about it.
>> I'm going to get revenge. I'm going to
kill these [ __ ]
>> I'm going to get revenge on these
things. I don't even know what they are
at this point.
>> Like, I don't even know what they are.
They're not They're not the coveted. So,
yeah. I don't like it.
And then suddenly it becomes much
brighter in the actual
>> Unfortunately, that's still going to be
here. But yes, there is a massive
contrast. It's so dumb.
>> Now there's a
>> the way the way he grabs he swiftly
grabs his shotgun. I liked, but then
like you also you throw in also the the
fact that he squeezed the the data card.
It's just like okay, I feel like you're
you might destroy it and also like well
I get I don't know if it matters that
you preserve it. The point is that he is
destroying it cuz he's so
>> mad crunching sound
>> which is what I don't like compared to
just the shake of the head.
>> Do you think that was indicated through
sound design that he was trying to
destroy it?
>> Yeah, we should relist to it.
>> That I think that's the that is the that
is the point of it. Hold on.
>> Okay. Well, I don't I don't like that if
that's the case.
Yeah,
>> he destroyed it.
>> I I get what you're saying. Like that
sound is too much for just a closing of
the fist. It sounds like something's
breaking
>> good at it because he's mad. Whereas
Yeah, in the original he just he throws
it away.
Sorry. Yeah. Which uh
>> I I don't understand the utility of
destroying the evidence of like mad
maybe inconsequential ultimately like
okay maybe maybe it's just like his
anger is just so severe that they 343
Halo Studios felt like they needed that
to come through to the degree where it's
like he has to crush the the medium in
which this the footage is stored because
he's so mad. I feel like that's really
stupid, but may maybe that is maybe they
are stupid enough to entertain that
idea.
>> That's what it is. He's mad. Yeah, he's
mad rather rather than sad. He's mad.
Which uh then this by the way
here this halo. It will of course
consume all available hosts in this
galaxy who are naturally.
>> Why? Let's teleport outside of the
library, my man, so that I can show you
where it is that we're going. Yeah, we
can't have this conversation on top of
the pylon at the end of 343 Guilty Spark
or at the start of the library. We need
to have it outside
>> outside in the cold.
>> I'm not in a second location.
>> Someone had developed this environment
and they they wanted to use it in a
cinematic because it doesn't show up
again.
>> No,
>> this is what it looks like in um in Halo
2. This looks similar to what the
library looks like in Halo 2. Is isn't
there some kind of flood related
environmental reason why it's all snowy
and everything in Halo 2?
>> Well, the thing is in the original I
that's the thing in the original you
don't see the outside. So like I don't
necessarily know what the outside of the
library looks like in the original. In
two it's uh snowy, but that's two.
That's a different Halo. You know what I
mean?
>> Halo 2 is completely different. It's a
completely different biome.
>> That's right. The control room. Well,
it's just cuz Yeah. Like you're not
necessarily going to the same kind.
They're different. They're different
structures. They're not identical.
>> Yeah.
>> Well, because Frankie, when when you're
saying a different Halo, you mean
actually a different Halo ring, right?
Not a different Halo.
>> I'm talking about I'm talking about in
in Halo 2 when they're on Delta Halo,
this is kind of what the library looks
like, but the control room Yeah. The
control room is not in the snowy area
like it is on um on the original Halo.
>> Like, it's just different, you know? But
but I I I just don't see the point in
showing me where the library is.
>> Yeah. It's a nostalgic look. I recognize
that thing.
>> Yeah.
>> Especially because you're then going to
go into the library itself and have, you
know, a fairly long, from what I
remember, walking sequence before you
encounter enemies in which like that's
obviously where dialogue should be.
>> You don't want to break the pace of the
game up, but they've decided to chuck it
in here instead. And there's there's a
few little lines that that Guildy Spark
says as well, which I don't remember
from being in the original Halo, which
almost give the game away too easily.
It's like by the time you actually get
to the revelation, he's kind of already
told you what the revelation's going to
be. And it's a bit weird that Chief
doesn't pick up on it.
>> The first time I played it, the remake
specifically.
>> That's I mean, one of the cool things
about the original game is that while
you're playing the level, in part
because you're distracted by fighting
these guys, he just says things that
don't really make sense.
>> Y
>> um but they make sense from his
perspective because of who he thinks you
are. But he'll just say things like,
"Oh, you brought like really ineffective
weapons. That's weird." And it's like,
"Well, it's not I don't you know, it's
like I don't know what these are." Like,
we didn't we weren't expecting this. But
of course, from his perspective is like,
"Yeah, you know," which then um cuz cuz
there's there's two more big cuts scenes
uh from the original that are worth
talking about. And I guess we'll just
tackle them. Well, two and a half, I
guess. There's this one, the true
betrayals, which I am I am blown away. I
am stunned by some of the choices that
they made in this cut scene.
>> That's the one that just blew my mind as
to how bad it was.
>> Yeah.
>> Yep.
>> All the tests inclusive.
>> Is something wrong?
>> No, nothing.
>> Splendid. Shall we?
Hilty Spark has had a lot of direction
changes to the way he sounds where
somehow it's the same actor but he
sounds like a completely different
person.
>> Yeah,
yeah, definitely.
>> I I find it incredible that they even
butchered it's it's it's weirdly one of
my favorite shots in the original game
is just the big wide shot as uh as Chief
walks up to the the like the control
panel while uh Guilty Spark is humming a
little song. It's a very cool shot and
we didn't really get an equivalent of
that here
>> because they're lame.
>> Unfortunately, my usefulness to this
particular endeavor has come to an end.
Protocol does not allow units with my
classification to perform a task as
important as the reunification of the
index with the core.
>> What the [ __ ] is that? What was that
>> little bit here? He thinks he's looking
at someone else and gets confused.
>> That's the devs being like, "Hey,
remember this guy's sus."
>> He's being a little sneaky boy.
>> Reserve for you.
Odd.
That wasn't supposed to happen.
>> Oh, really?
>> It's worse already. [ __ ] off.
>> Yeah.
>> Cortana.
>> What was that?
>> Cortana.
>> That is [ __ ]
>> Where is your manager, Mr. Chief? 12
hours I've been stuck in here watching
you cozy up to that thing while it
sharpens the knife to slit our throats.
>> Oh yeah, we don't have the dynamism of
the original delivery there.
>> It's just very flat.
>> Throw your arms around flail.
>> The delivery feels accentuated and flat
in the wrong spot. Whereas in the
original the delivery it felt more on
point.
>> Yep. Well, just sort of really making
the point that like Guilty Spark is a
schemer. He is scheming against you.
>> You know, this is what he wants.
>> Hold on. He's a friend.
>> Oh, I didn't realize he's your pal. Is
he your chum?
>> You [ __ ] idiot.
>> Like, how do you think the player is
going to feel when they're playing as in
first person as the super awesome Master
Chief and they're just being [ __ ] The
mom is nagging them about not taking the
trash out.
>> Oh, really?
>> That's That hurts.
>> Yeah.
>> Do you have any idea what that bastard
almost made you do?
>> That motion capture for her face is so
bad to the point that I almost think
it's not even motion capture. I think
it's animated.
>> You might That might be the case. Yeah.
But I mean,
>> why why
>> Yes.
>> The the character being emotional. I'll
take because she's just like she like
she's been the implication by the
dialogue is that she's been suppressed
for 12 hours watching things happen and
then all of a sudden now she's out and
she's able to express herself but still
>> the original takes
>> in the first game where like they were
they were in the right ways.
>> Yeah.
>> Well, yeah, cuz she's obviously
emotional in the original cut scenes,
but the problem is it's like Yeah,
you've you've you've gotten them all
wrong. you you you've like you
misunderstood essentially the emotions
that are meant to be conveyed like at
any given moment and there's a generally
sort of awkward like
>> condesc
it's it's like the wrong kind it's the
it's the cringe self-aware almost
condescension rather than like the you
actually [ __ ] up and you need to
listen to me right now
>> right
>> it's just yeah and then
>> activate Halo's defenses and destroy the
flood which is why we brought the index
to the control
even here. Sorry for pausing here. I
hope that's okay. But like the chief
delivery here,
>> chief's delivery here as well where it's
like in the original he delivered this
in such a flat way where he's just
reiterating the objectives where it's
just like here's what we're supposed to
do as if the implication is Cortana,
what is your input on this? Whereas here
it feels like it's like condescending
where it's like this is what we were
supposed to do. We were supposed to do
this and then we were yeah do that.
>> His mom is talking back to him and he's
upset about it.
>> The in the original he's like a little
bit unsure himself cuz he's like yes
we're activating Halo to wipe out you
know the flood which is why we brought
the index to the control center. It's
kind of like that sort of tone whereas
it like where where naturally the fact
that Cortana is so mad at him is making
him question immediately whether or not
he's got things right cuz why would she
be so angry and and and upset like if uh
>> if there wasn't any reason for it, you
know, it it all it cuz he cuz you know
we we already have it up to this point
that he's not quite fully convinced of
everything that's going on. It's the
whole reason why he's looking around
when he gets teleported in. Like, is
something wrong? No, nothing. It's like
because he's
>> That's exactly it. I think when he
reiterates the objectives, it's like in
a he he does so in a way where it's just
like, have I got something wrong here?
Like, this is what we were supposed to
do.
>> Like, just clarify where I'm going wrong
here.
>> Now, it's just like we're going to do
this and this and this. So, this is why
I'm right. Like, this is this is like
this is like the implication of it of
the tone of it. Mhm.
>> Why is it so slow?
>> You mean this?
>> That [ __ ] eyebrow ra.
>> Once I saw the germa comparison, I
couldn't take her seriously anymore. It
was [ __ ] crazy.
>> Acceptable.
>> And yet,
>> excuse me, where's my saw off?
>> Yeah, that's right.
>> Yeah. I mean the the sought off thing is
>> remnant of that a line like that is
written with I think a British
sensibility like there's like you don't
hear the word sod in any other situation
I feel like
>> no that's that's true but too bad that's
what she said I was going to say what's
funny is equivalent
>> and yet does not match that energy say
[ __ ] off like just blow your one curse
word like
>> well this that but I would argue You
should be able to recognize when
remaking something like this that that's
a line you're like, "Oh, we got to keep
that one cuz everyone remembers it. Like
it's a line that's a part of this
experience now. Even if it were placed
for whatever reason that maybe doesn't
match, you keep this applies to like so
many different remakes where they they
just take lines away cuz they're like,
"Nah, I'm not doing that anymore." Um, I
think, you know, Resident Evil remake,
Resident Evil 4 remake, sorry, had this
problem where it kept removing a bunch
of [ __ ] and it's just like, "Sorry, but
you're going to have to own the fact
that people are coming to Resident Evil
4 with expectations of Resident Evil 4
instead of you being like, yeah, but we
want to remove the embarrassing stuff."
And it's like, "What are you doing?
People love this."
I think also like another problem with
this is that Cortana I feel like she's
relishing too much
>> with having the the sudden
like being
having the favorable position in the
power imbalance here like cuz she she's
>> No, you're right. You're totally right.
>> She's been suppressed for all this time
and now she has the power and she's
taking too much glee in it. I I feel is
an issue.
>> I'd say the tone in the original is like
is is essentially it is confrontational,
but it's it's like I have like I I've
won here. Like you can't threaten me.
I've like I have what we need. Like I'm
the you know I'm I'm the obstacle in
your path compared to like she almost
seems thrilled by it. I was like, "No,
that's not
trying to set up a future dementia,
sorry, dementia metaphor with Halo 4."
And so they're adding to the
emotionality of her so that it makes
sense when Halo 4 comes around. And
they're like, "Oh, that's why she's
crazy.
>> Just wait till 4, bro. It'll all make
sense."
>> Just wait until we remake Halo 2 and
three, so then it'll all work.
>> Well, I think it's safe to say that that
isn't going to happen now, but
What do you
>> What were you about to say?
>> Well, what are you guys' perspective on
the likelihood of getting a Halo 2
remake?
>> I don't know.
>> Under the previous leadership, uh,
absolutely it would have happened
because they liked to waste money. The
current leadership is being a bit
tighter with the budget, and I just
don't think like they might take a stab
at it, but they're going to be super
hands-on with it.
Well, didn't they spend $150 million on
this game and it's currently got about
3,000 people playing it?
>> It's never Listen, they allegedly spent
half a billion dollars on Halo Infinite
and that that failure still didn't shut
them down.
>> There's a few issues with this. I feel
like I mean like for one, do they think
they're seriously going to contend with
the work that's already been done on the
cut scenes by Blur? That's one thing.
>> Yeah.
>> And then also like I don't think they're
green lit for this. I don't think they
have anything on their plate in terms of
active projects.
>> Yes, right now there is seemingly
nothing in development, which is
hilarious.
>> And well, in contrast with the [ __ ]
I don't know if I'm spoiling anything
here, but the legendary ending where
he's just basically saying, "We'll see
you in the sequels."
>> Yeah.
>> Like it's like you automatically you you
got this smug sense of like, "Oh yeah,
we got this, dude. We're going to do the
second one and you're going to love it."
Like we did such a good job with this
one. wait to see what we do with the
sequels. Like that's basically what
they're implying, I think. And it's just
like, come on.
>> Yeah, they wrote that. They definitely
wrote that line when Phil Spencer was
still in charge,
>> right?
>> Yep.
>> You sure that's a good idea?
>> How How dare you? I'll
>> do what? I have the index. You can just
float and sputter.
>> Enough.
>> That That one there. That's the one that
gets me. You can just float and sputter
is the original there. It's like, yeah,
you can float and sputter.
>> Yep.
>> Also, no
chief putting his hands up between them.
We just get rid of that.
>> Yeah, we lost that, too.
>> Yeah. Yeah, of course we did.
>> Well, I think that original beat lasted
a hair too long, but you could have just
like cut that down by like a second or
like maybe a half a second. Um,
>> that can't be said in the case of this
cuz they extend everything dramatically.
>> Cut here. We add
>> No,
>> that's right.
>> Halo's defenses. We can wipe them out.
>> You have no idea how this ring works, do
you?
>> Why the Forerunners built it? Halo
doesn't kill flood. It kills their food.
>> Humans, whatever.
>> Spark said that at the start of the
library.
>> Edible.
>> You're all equal. You're all equally
edible. rather than we
>> some noteworthy change and they'd be
like, "Yeah, but I mean she can't be
eaten by the flood." It's like, "Oh, I
think you misunderstand the whole point
of we is that she includes herself as
part of humanity, not separate from it."
Well, I think there's an interesting
thing there because the the the model is
based off of Hoy as a person. like there
like I I don't know what exactly what
position to take on this like because I
know what you're saying.
>> I think it fits as a rewrite with the
idea that she's like in her egotistical
mode right now where again they're
probably [ __ ] foreshadowing like
villain Cortana
>> where it's like she sees herself as
something different and it's because
she's in this position of power right
now and it's like see we're setting up
Halo 5.
>> We're setting up Cortana.
>> Yeah.
>> It's not No, no, no, no. It's not It's
not you. It's we. Obviously. We
>> Sorry. Did you just say Hitler Cortana?
>> Yes.
>> Okay. You You got to You've got to
understand how strange that sounds to
someone who has not played past like
>> you got to stop selling him on playing
Halo 5.
>> Yeah.
I will say, by the way, the um I know
less about this obviously, but when I
was in the prequel missions chat, we're
talking about how there's like tanks or
whatever that relate to foreshadowing
for the future of this these games. So,
they're definitely doing it, right? Like
they they are treating this game as a
remake, but that fits in. I think that's
Yes, cuz a particularly funny one for
the prequels that was pointed out when I
was playing is that it looks like on the
um on the the genetic experiments that
they're doing, the genetic experiments
are to make it so that the elites and
the jackals and stuff that are in Halo 4
and 5 fit into cannon. They the reason
why they look different is not the
change in art direction, but genetic
experiments, which of course doesn't
make any sense because the Arbiter also
has the weird looking mandibles as well.
>> It's a very Star Trek approach to
closing that plot hole.
>> It's hilarious.
>> Just a It's I think they intended it as
a funny reference and didn't realize
there's so many people that hate Halo 4
that like would find it funny that Juel
Mama is currently sitting in a tank like
a Snoke clone. Well, but not just that
that people would find it funny, but
there would be people making Halo lore
videos saying like so actually in the in
the on the the Triumph of tolerance, we
see that uh you know, like they would
just incorporate it in like as actual
real cannon and then they'd start
telling you that you're a casual because
you didn't realize that if you
>> you're a [ __ ] tourist for not playing
the Halo remake prequel missions and
studying Dr. Tanks.
This reminds me of um Resident Evil to
an extent. Not not as bad, but like with
the remake branch that they often pick
and choose continuity from their remake,
like they're setting up the future
versus they're remaking the games
they're actually paying homage to.
You're like, h
>> it makes it hard to parse being a fan
where it's like you have all these
conflicting sources and you're supposed
to know all of them but selectively pick
and choose which ones are true. Like a
big one is a lot of people were citing
that the girl boss character her hatred
of the Master Chief is justified because
ODSTs famously hate Spartans. And it's
like
>> famous that's a reference to a book that
this game didn't canonize because this
game pretends that the flood didn't
happen anyways. So like why are we
picking and choosing what's canon? Oh,
and also
>> you can point to that book, but at the
end of the day, when I play Halo 2 and
Halo 3 and Halo Reach and I'm a Spartan
going on missions with them, they don't
say, "Hey, but [ __ ] you, Noble Six." Or,
"Yeah, you know what? [ __ ] you, chief.
We got to work together before
>> No, no. There's a single line in Halo
Reach where the Bullfrogs challenge you,
and that's that's supposed to signal
that the ODSTs have rivalry
>> where they hate Spartans."
>> Yep. I have an entire video about why
that's uh cope.
>> You're just making me think about that
stupid [ __ ] line from Secret Invasion
where they completely rewrite history
and then they say don't rewrite history
by trying to counter it.
>> Like Jesus,
>> the only way to stop the flood is to
starve them to death.
>> And that's exactly what Halo is designed
to do. Wipe the galaxy clean of all
sentient life.
You don't believe me? Ask him.
>> Is it true?
>> Oh, no. That that chief line delivery is
so bad because originally he says, "Is
it true?"
>> Whereas like he just sounds like he
sounds like the old man that Steve DS
is. And that's sad. But like,
>> yeah,
>> you know, I I can't fault Steve DS for
aging 25 years since.
>> Okay. Damn it, Steve. You failed us. How
could you do this?
>> But like, you just so bad.
>> You nailed the original delivery there.
It's more grave.
>> Like it's like it is it true? Like
>> I'm not even doing it justice there, but
like the way they do it,
>> it feels more superficial than it's
supposed to be.
>> Yeah.
>> I got to tell you, I was terrified of
whether or not they were going to change
any of these lines that Guilty Spark
has. They don't, but they change the
animation and the delivery in ways that
compromises the original meaning and
intention behind them. But I was I was
so terrified that they were going to the
4Runner humans thing.
>> Yes. Yes. I was terrified that
>> that was that was something I had heard
too. The thing is they don't have to
change that because the way that they
fixed that in canon was by making Guilty
Spark a former human.
>> What? There is a book that establishes
that Guilty Spark was a human who got
digitized. And that's why he says that
that like our lost history. That's why
he says that because he's human. That
was their band-aid fix to that little
>> so that they could do the whole
forerunners aren't actually humans. He
just forgot to mention it.
>> Just forgot to do
>> this is the equivalent of catching
someone in your library who's scribbling
in all the books and you just want to
[ __ ] kill them.
Yes.
>> Technically, this installation's pulse
has a maximum effective radius of 25,000
light years. But once the others follow
suit, this galaxy will be quite devoid
of life. Or at least any lab with
sufficient biomass to sustain the fun.
>> But you already knew that.
>> I mean
>> I mean,
>> how couldn't you?
>> How couldn't you? Yeah. No, I'm evil.
>> Terrible delivery. left out that little
detail. Did he
>> left out that little detail?
>> Oh, wow. That's You're pretty Yeah.
>> We have followed outbreak containment
procedure to the nutter. You were with
me each step with me every step of the
way. Like every [ __ ] line is read
wrong.
>> This one This is the one that stands out
to me the most.
>> Why would you hesitate to do what you've
already done?
>> He like,
>> he's he's gone off to wonder why th this
is the case. He's like he's he's he's
gone off to ponder why that's the case
rather than the way that it's it it
plays originally, which is he's like
asking you almost point blank like why
would you hesitate to do something that
we've already done before as opposed to
>> oh jeez why are you hesitating to do
what we've already done? Huh?
>> Yeah, it's a rhetorical question in the
original. Here it's that he's actually
confused.
>> He's genuinely confused.
Like it's it's how how how
it's way better that as well that he's
staring him just point blank in the face
while while talking to him and asking
him all of these things instead of
>> animated like a Pixar scene like the the
characters like you would imagine if he
has shoulders they're drooped and he's
very confused right now.
>> Exactly.
>> We need to go.
>> Well, this this is something I'll
actually credit to the way that it's
been done here. I can't remember exactly
how it was executed in the original
game. It's been a few years since I
played that. But like the way like 343
stares right into the camera when he's
saying like you already knew that,
right? As if he's like he's also talking
to the audience like they're humans and
the humans were forerunner. So it's like
he's
>> talking to the forerunner broadly. Like
why?
>> Like he doesn't understand like what?
>> But that's not true anymore. It's not
canon anymore. Halo 4.
>> No. Well, they're they're they're trying
to they're dialing back on that, right?
They're they're trying to erase what's
going on.
>> That's the thing. They've changed it
completely because yeah, obviously the
thing is at this point you don't get any
explicit confirmation that humans are
forerrunners. That's something that was
going to be in Halo 2, but then they,
you know, wasn't in there. But then in
Halo 3, I mean, Guilty Spark just says
it outright. But the whole point of all
of these lines is that it is all very,
he is saying really strange things. He's
talking to Chief as if like Chief has a
total understanding of what's going on
here. But the reason why is because it's
like yeah, from his perspective, a
reclaimer is not a different species of
people that have been given the mantle
of responsibility to control the
universe or [ __ ] whatever. It is
>> finder sexually attractive and have a
predestination to create AI and armor
systems all according to Halo 4.
>> Yeah. Like it's it's not about that. And
it's like, "Oh, hey, you're back. Um,
hey, like we we Yeah, we got some
problems to sort out. Oh, that's weird.
You brought weird weapons. Oh, well,
anyway, we'll make short work of it."
And of course, this is meant to tie into
other things that you would be noticing
that are kind of made more explicit,
which is you can use all of this for
4Runner technology, and the Covenant
can't they can't like activate Halo.
That's something that's made very clear
in Halo 2 and Halo 3. Well, Matt
actually steps on the uh that scene
earlier in in Halo the mission where the
original game has a cut scene for
activating the bridge and the new game
treats it very casually even though it
is actually pretty significant.
>> Yeah,
>> it's actually kind of a worthwhile thing
to show. Yes, the recla he is reclaiming
the forerunner
>> taking the mantle of responsibility.
>> Ah yes, that's right. Yes. As opposed to
reclaiming Halo. Halo 4 has a plot point
in which Master Chief is the [ __ ]
chosen one of the Forerunners to inherit
all of this stuff so that he can fist
fight an Iron Man vampire guy
on his ass.
>> Stop selling me on this game, Patricia.
What are you doing?
>> I am selling you on it.
>> The Prometheians that you fight, the
robots, they're actually humans. Ancient
humans that got turned into
>> holes inside their masks.
>> Yeah. And and it was because he was
trying to use what was the thing called?
the big device that he the big laser.
What was it called?
>> The composer.
>> Yes, the composer.
>> Blow up Phoenix, Arizona.
>> That's right. New Phoenix or something.
Yeah.
>> No, it's it's um the point. Look. All
right. I love
>> the sunny delight laser, but sure.
Composer. Let's go with it.
>> I love the original like just this as an
element that you that you've been
playing the game and that there's a lot
to sort of be read into. And then Guilty
Spark says a whole bunch of things that
just don't make much sense at all. Um,
but of course it it makes a lot more
sense when you realize exactly what his
perspective is. It's super cool. It's
really very it's it it's it's it's dare
I say subtle. Um, but whoops. That was
>> we need to pay off future games because
a bunch of people ass blasted us on
YouTube making fun of the fact that we
reconed the 4Runner human thing.
>> Yeah.
Last time you asked me if it were my
choice, would I do it? I haven't had
considerable time to
>> They're just overegging how evil he is
with the way this is filmed.
>> Yeah.
>> Well, again, and also I I enjoy how much
less dynamic it is cuz again, this is
yet another instance where we have a big
360 shot. We cut from behind Chief as he
sees all of the Sentinels pop up. He
even has a little bit of a fright when
he sees it
>> and then, you know, turns around, grabs
Cortana. We do the big sweeping shot to
then face him as he's essentially
staring down this threat, but instead
it's like, "No, let's have it be much
more boring."
>> Mhm.
>> Answer is not changed.
>> I also just hate the line delivery. Last
time you asked me if it were my choice,
would I do it? He doesn't say it like
that anymore. He says it like a [ __ ]
villain.
>> Yep. Cuz again, it's it's a total
>> choice. We must activate the ring.
>> Get
>> Yeah. And and they're just like that. We
we must activate the ring as opposed to
like we have no choice. We must activate
the ring.
>> We must activate the ring. It's just
matter of fact for guilty spark that
he's about to commit genocide. Like
>> yeah
relationship with it.
>> Yeah.
>> But the temptation to overhumanize AI
characters or robot characters is is
quite common. They seem to think that
the more human you make them in
inflection, the more relatable they are.
The more you can like parody human
emotions, the more unsettling the
character is. When the actually
unsettling thing about him is precisely
that he has no real emotional attachment
to the thing that he's doing. It's why
he's able to do the job that he does.
>> Lazy hack writers. Well, yeah. How
they've developed though is um is is
like that actually he's very he just
really really really wants a ring that
he controls is like what sort of emerges
after you know that the ring gets
destroyed and then he's kind of left
without any clear purpose in Halo 2. And
then in Halo 3 when it's like oh the the
ark is constructing a new Halo. Well
that's just fantastic. And then of
course when threatened with the prospect
of the of the Halo ring getting
destroyed again, that's when he finally
loses his [ __ ] Which of course is a
notable turn at that point cuz it's like
the first time that you see him shoot a
laser out of his face because of how mad
he is.
But anyway, oh well.
>> Us out of here.
>> If you are unwilling to help, I will
simply find another. Still, I must have
the index. Give your construct to me or
I will be forced to take
>> What was that?
>> I was half expecting his little eye to
go bright red in this moment and then
the entire game to go red as well.
>> No, to defend this. I think they're
trying to say he's not like he's like an
antagonist of some kind. Like he's I
think they're trying to get across that
he's not your friend. And I don't know
how I would get that otherwise.
>> Yep.
>> I I don't even understand how you came
to that conclusion. I'm still confused.
>> It was really the
>> music, the lighting, the expressions. It
was really
>> his eyes red.
>> Also, I don't know if you got it, but
they email you while you play this to
say he's evil at this point. So, they
don't want you to miss it. You know,
>> I had my notifications off it.
>> That's not going to happen.
>> So, be it.
>> Dispose of the rest.
Wow, that was that was Oh, wow.
>> Yeah, I love how easy that next section
of game is as well compared to original
where they're like you're supposed to
find those at least a little bit
difficult to kill, but as soon as you
get one of their guns, you can take them
out in like 0.5 seconds. I was out of
there so [ __ ] quickly.
>> You can pick up.
>> Yeah, they're in the game and they're
super overpowered as well. Oh yeah, we
didn't mention that one cuz the needle
rifle.
>> Yeah.
>> Is crazy powerful.
>> The single beam has ever been probably.
>> Yeah. More so than even in Halo 2. I
felt it was super powerful.
>> Melts the [ __ ] out of the Covenant. They
can't do anything against it.
>> Which sentinels are just pathetic.
>> Yep.
>> Like they drop a weapon that they're
weak against because I am very smart.
It's pretty OP against every enemy type.
Yeah. The
>> Yeah. which then uh brings us to the
last two cutscenes from the uh from the
campaign itself before we take a look at
a handful of the uh the prequel ones. So
>> excited. I want to see the girl boss.
>> This is the the the the end of the game,
the last cut scene.
So, they've changed the ship layout,
>> which again I don't understand because
if we're standardizing this with like
where first strike is going to go as
implied by
>> the prequel missions, why is how are
seven people supposed to invade?
>> This is so [ __ ] dumb. When I saw
this, I was like, "So, he's dead. He's
[ __ ] There's nothing. There's a one
hit experience with this enemy the
entire game. They just make it a normal
[ __ ]
>> one [ __ ] hit kill enemy on heroic.
You're done. It's over.
Don't do anything, chief.
>> Oh no. Oh, and his gun his shot, dude.
This [ __ ] pathetic [ __ ]
>> Oh jeez. It fell through the the chair.
Oh god, it's between the the seats. My
gun is between the seats.
>> I dropped my phone.
>> Oh no. Oh no.
>> So stupid.
Yeah,
>> thank you. Keys,
>> I guess.
>> Oh my god, he used the Magnum from the
beginning.
>> The iconic [ __ ] Magnum. The thing
about this, of course, the first
question I was like, "Oh, the Magnum
can't do that.
Can't kill him one [ __ ] shot."
>> A normal combat form that he's wrestling
with and then he one-shots it because
the Magnum can oneshot the combat forms.
>> Oh, right. Well, yeah. Yeah. That's the
thing. It makes no sense to put a tank
there. Like why did they do this just
like the other two the other two that
are right next to the ship at this
present moment, they're going to jump up
and we're going to see that he's going
to struggle more and the pistol won't do
what it's supposed to do cuz they're
right there. So they they're going to
have to do that.
>> Even the the placement of the assault
rifle at the beginning, I mean, he's
supposed to be able to magnetically lock
his gun to the the rear of his his torso
armor. Like the fact that he's just like
like setting it aside
>> just so he can fumble with it between
the seat cushions.
>> It is unacceptable to have his primary
iconic [ __ ] weapon slip between the
sofa cushions. That's just so stupid.
>> Oops.
>> Oh, off he go. Oh,
>> let me Where did they go?
>> They just disappeared.
>> They're just standing there. They're
just standing. General lack of urgency,
please note.
>> The most dynamic shot in the game when
they actually pan the camera.
>> Yeah.
And of course, you might have noticed
it's like, wait a minute, where's
where's Sergeant Johnson? Don't you
worry. We'll find out where he is soon
enough.
>> Well, I like the PNG explosion.
>> Why? Why actually explode when you can
just super cause a [ __ ] explosion
over everything?
>> Are they watching it? Wait, hang on.
This has to be AI because now they're
looking at the explosion that they were
flying away.
>> Looking at the explosion, they're flying
away from it and you can see the
lighting. It's just this horrible static
shot of the two of them just staring
vacantly forward.
>> This next bit was the only time in the
entire game I thought like this this is
the sort of mistake AI would make. It's
not only it's this, but it's also the
way the ray itself explodes. to say, I
still think it's dumb [ __ ] humans, but I
can understand this mistake.
>> For the record, like for just for
Patrician, I don't know how invested you
are in any [ __ ] superhero movies, but
Superman got made fun of cuz there's a
shot where he's like flying in front of
the sun, moves away from it, and then
into another sun on Earth. And it's
like, nice. And a lot of people were
like, uh, excuse me, we don't need
realism for suns. We're doing Superman.
Okay. Like people loved it, defended it.
Just like, um,
>> right?
>> And then of course if someone said like,
oh, it's AI. is like, "No, I think
humans are stupid."
>> Humans can [ __ ] that [ __ ] up in those
ways.
>> Well, I was about to say they not only
[ __ ] up, but like intentionally, like if
you said to them, "There's two suns,
bro." And he's like, "Yeah, people won't
notice." They'll love it. They love the
light sources. They'll love it. Trust
me.
>> Yeah. That's what the moon is during the
day.
>> Yeah.
>> Look at this shot.
>> I swear that reflection in his visor is
the explosion.
>> I don't think so. I think I think
they're just looking at nothing.
>> They're just looking. Oh, this is
decidedly much.
>> Here it comes.
>> Yeah.
>> So, like it's a giraffe getting sucked
off by a guy.
>> This is a nightmare. In the original
game,
>> in the original game, you have the nice
the nice dynamic shot where it sort of
tilts and it spins as it's pulling back
from Halo while the one big chunk flies
towards the other chunk. It's kind of an
iconic shot. They remade it in Halo 2 in
the uh in the opening like the prologue
with Arbiter, but instead this is what
you get right here.
>> I said this reminds me of um The Force
Awakens.
>> It's a when they blow up Stariller base.
>> Look at that.
>> Yeah, that's a good example.
>> I almost want to say that might even be
slightly too mean on Star Killer Base.
What's causing the entire ring? I
thought the whole point of blowing that
ship up was in the original anyway that
like that force of that explosion
basically shatters the ring. So what's
causing it to blow up from the inside at
all points simultaneously? And why is
the bottom shattering first?
>> Uh the script.
>> Oh, it was a It was a loadbearing part
of the ring.
>> That was a loadbearing part of the ring.
>> We'll need them later.
>> Wow, that was weirdly casual.
Oh god, the delivery in this bit as
well.
>> Make it
>> scanning.
>> No,
>> no.
>> Just dust and echoes.
>> We're all that's left.
>> Just trying to sound a little sad. We're
trying.
>> We did what we had to do for Earth.
>> You're just like guilty. Spark. Covenant
Armada obliterated.
>> She's comforting him instead of
convincing herself again.
>> You're smiling. Yes, that's another cuz
this is the same as the key sequence is
that she's clearly trying to convince
herself in the original whereas here
she's not and instead she seems pretty
happy about it. She's smiling, dude.
>> She got those monkeys killed. I don't
know what you'd expect.
>> Well, she's smiling because Dustin Eko
has made it. Thank god. Uh, that's
great. Ape, sir. Saved from the
chickens.
>> The chickens.
>> Smile.
>> We had no choice.
>> Halo.
>> I know that, Cortana.
>> It's finished.
>> It really is. She's convincing him.
>> No.
>> I think we're just
>> John Halo speaks up. It's like
>> there's way I think
>> I think that is a insane
misunderstanding of the tone that you're
trying to convey at the ending of the
game. Yes.
>> Like putting so much emphasis on, oh my
god, he's about to take the helmet off.
Oh, cut to black. Haha, got you.
Compared to the big like pull back as he
takes the helmet off and then showing
space as the music just continues to
linger for another 10 or 15 seconds to
let let it sink in. game begins with a
shot of Halo and the game ends with
space devoid of Halo while the music is
playing. It's like it's it's a it's
bigger picture. That's like all that's
trying to say. Bigger picture. Not like,
oh my god, is he going to take off his
[ __ ] helmet? Are you going to see his
[ __ ] face? Like
>> less less emphasis on his face and more
emphasis on like where is he going in
space? Like where are we going now in
terms of like the adventure of the
story?
>> Yeah. Our place in the in the universe
has changed forever. It's like forever
and permanently altered. Just let it
sink in for a moment. Let and let the
experience sink in. Instead, it's like,
nah, you're going to see his [ __ ]
face. They're so incompetent. They're so
staggeringly incompetent,
which um yeah, which uh and then we have
the legendary ending, which uh have have
you have you all seen this or?
>> Yeah.
>> Yes. That chatter just asked, "Do we get
a Marvel cameo at the end of the
credits?" Boy, do we have something to
show you.
>> I had a weird experience with this one
because it started rolling the credits
and I couldn't skip them, so I quit back
to the menu and then it was like resume
game. So, I hit resume game and then it
gave me the postredit scene.
>> Oh, that's weird.
>> I don't know why it worked like that,
but yeah,
>> the first I just looked it up because I
played on heroic first time and I
didn't.
>> Fear not, Marvel Bros. We have an after
credit sequence. Here we go.
>> That's right.
Oh, wow.
>> By the way, just before it even it's a
it's a really fun little cut scene in
the original. The fact that the elite
grabs Johnson's ass is beautiful. It
just the cherry on top.
>> Hold me, baby. Yeah,
>> he grabs his ass, but this is what
you've got instead.
>> The devs were having fun.
>> Well, they they did an actual joke in
those were the days.
>> So, is that the original line? Did they
have to pay David Skully like royalties
for that?
>> No, he re that was re-recorded. That's
the new guy.
>> Yeah.
>> So, that even takes away from the like
impact of it if it's the new guy on the
old scene.
>> Yeah.
They're really [ __ ] proud of that
sand.
>> Yeah,
>> get your ass out of here.
>> Oh, you Harvey.
Well,
that's my cue.
What is this tone? What the [ __ ] It
>> was a little confusing to me cuz it's
like, do they did they want to one up
the original by being like, we're going
to explain how he gets out straight away
cuz we got a pelican right there.
>> Even though it's like, well then what
was he doing here the whole time?
Exactly.
First disappeared from Guilty Spark and
then this is how he reappears. It's so
weird.
>> It is a continuity error. That's it. It
is. It just was originally. I can live
with that. Um compared to something like
this.
>> Well, I mean, you could also say none
canon, right? As like a meme because it
is a meme.
>> Well, there's there's like a pseudo
explanation in First Strike for how it
happened. But it's like Yeah, it's just
one of those things that when you're a
Halo fan, it's like, yeah, Sergeant
Johnson probably died, but he still
shows up in Halo 2. Like, who gives a
[ __ ] There's multiple Sergeant
Johnson's in the game anyways. It's like
Halflife how like there's a bunch of
random characters and then they all end
up having names in Halfife 2 and it's
like well which one of these guys was
Barney? Which one of these guys was Dr.
Kleiner? It's like it doesn't matter. It
that's just a fun part of the of the
franchise.
>> It's like no,
>> but instead we need to make it a little
wick nudge.
>> Who's the Who's the Pelican pilot?
>> I don't know.
>> Just like on standby.
>> Bum hammer. I told you bum hammer.
>> Yeah, I think it's spicy.
>> Okay.
>> See you in the sequel.
>> [ __ ] you.
>> Presumptuous of you. You're going to get
to make a remake sequel.
>> Yeah. No, I hope I hope that's a curse
that they've they've conducted upon
themselves that they s You know what?
Either way, right? Because if Halo 2
gets a remake, then everyone will talk
about how awesome Halo 2 is.
>> Yeah. We don't need that. We don't need
that.
>> I know. I know. I know. But at least
that happens.
>> That's the thing. We don't even know
what the future really.
>> You don't even need that though because
Halo 2 has already had an anniversary
version.
>> It has. Well, with this also had a
remake and also the original is very
accessible. So, you know, all of that
is, you know, not not necess but
whatever. which um yeah, so we we got we
got a couple of these prequel cutscenes
we we got to check out as well cuz they
added in prequel cut this prequel which
by the way I've seen it pointed out the
MarkV armor doesn't have a regenerating
shields right like in in the in cannon
>> and there was a solution for this
>> which is Halo 3 ODST had a character who
didn't have shields and they kept the
mechanic but the stamina system so it's
like just do that.
>> Nah nah why would we do that? But this
uh I assume this is your favorite cut
scene in the game. Waller, you said,
right?
>> Well, so we just did all of those. What
was someone someone here's pick for
worst cut scene from that selection or
this selection?
>> Uh the thing is is that it's probably
for me it's a battle between uh the two
betrayals opening cut scene or the
ending. Um, I feel like both of them get
the tone so spectacularly wrong in a way
that's very
>> But like I didn't even put the main
campaigns cut scenes in consideration
because I consider this one
in totality.
>> No, I get what you mean. Um, no, in
totality it probably is this one that
we're about to watch.
>> I think it comes down to how
autistically obsessed with the [ __ ]
reccon cannon stuff. To me, the two
betrayal scene is really bad because
it's feeding into the changing the
forerunners to not be humans thing with
the direction, and that's more egregious
than like any new thing they can do.
>> I understand that
>> in a vacuum.
>> This This one is just remarkably cringy.
Uh to people who haven't played Halo,
this one is really bad.
>> Is this the profit scene?
>> Yes. Yes.
>> This is the worst.
>> This is iconic. I think this is the
worst.
>> Dead.
>> That would kill you.
>> Well, sorry. I was actually going to ask
about that. So, a grunt throws a sticky
and he grabs it with his hand and throws
it back. Isn't that
>> Yeah, I don't know if you No, that
sucks. You can't grab a sticky grenade
and then throw it back
>> cuz Yeah, of course. I would be like,
why isn't everyone grabbing them off
themselves and throwing them back if
that's the case?
>> No, think about that. We got the funny
elite dance coming up here.
>> This
we must spend time on this.
>> So, was it animated or was it motion
capture?
>> I think it was motion. the guy just
started having a seizure while he's
wearing the mocap suit.
>> I think the problem is that they're
bringing in actors one at a time to to
act in a motion capture booth and then
they're just shouting direction at them
and being like, "Hey,
>> dodge like you're like someone's
shooting at you and then occasionally
fire back like somebody's there shooting
at you and then like they do that one
person at a time and then they compile
them all together in one scene." This is
like it feels like it has this uncanny
feeling to it where no one's actually
reacting to what's actually happening in
the scene.
>> There's that earlier scene with the
jackal running away that's also really
funny.
>> Yes.
>> But this this is just incredible
already. Like what the [ __ ] are these
four doing? A lot of them aren't even
aiming at anything.
>> They don't know choice in the prequel
missions is so [ __ ] atrocious. But
like here the like
this is not the song for this just
because it oh it sounds ominous so it's
going to be a good insert and it's like
>> it's a guy who in a wheelchair who can't
fight. Why would the Master Chief be
scared of a prophet?
What are they shooting at?
>> Oh god. So indulgent
day. What's a prophet doing here?
>> What's a prophet doing here? a prophet
doing here?
>> Beats me.
>> Hey, Waddles. Didn't think your kind got
out that much.
>> Crazy how everyone's shooting at each
other and nobody's hitting anybody.
>> No more grenades. Nothing.
>> Hold your fire, my children.
>> All right.
>> This would be the time when Master Chief
just shoots him in the [ __ ] head.
>> Absolutely. Master Chief would just
shoot him.
>> They're not going to talk. There's
nothing to talk about.
Chief and Master Chief or like or
Sergeant Johnson and Master Chief and
have arbitrarily stopped shooting. So
you guys stop shooting so we can have
this monologue
audience.
>> Yeah.
>> Introduce to the audience all the enemy
types
>> that uh the new new Halo game that they
know about.
>> Yeah. Yeah.
>> We have a point of reference for this.
when he saw regret, he just went [ __ ]
punched him to death straight away. He's
like, "Talk to him."
>> This prophet to say the iconic
translated line here where it just
dragged on.
>> That's that's canon prophet to me now.
>> Have you enjoy have you enjoyed your
stay so far, demon?
>> Why is he calling him demon now?
>> Yes, people pointed this out. Demon is a
post Halo Combat Evolved moniker
>> for the guy that blew up holy relic.
>> Mhm. Yeah. Don't even make sense. Good
job, guys.
>> You and your companion given word of
your arrival. I would have arranged a
tour.
>> I think we've seen enough already.
>> Well, then why don't you kill
Shoot him?
>> Why are you getting out of cover, Chief?
The only justification for this is that
they see it as an opportunity to gain
intelligence on what's going on here.
And it's like, but if Master Chief is of
the opinion that they've seen enough
already, then just shoot. Exactly. Yeah.
There's that. Also drove me nuts cuz I
did see that defense. And later on, um,
a [ __ ] TV screen comes down with the
prophet and he just starts explaining
his plan and then Johnson shoots the
screen so you can't hear anymore. It's
like, bro,
>> that is our enemy.
>> You're you are spies right now. Yeah,
>> spy on them.
>> It's It's a TV. It's like we can't hurt
him. We may as well just let him tell us
our his plan.
>> I need my melodramatic moment of lashing
out.
>> That's what I mean though. Even the even
the most petty defense of like, no man,
he just want to shoot him for
information. It's like no, that's not
these characters even by this game
standards.
>> Are you not impressed with our work
here? I would have thought you of all
creatures would appreciate such
steadfast dedication to improvement.
>> That's quite a clunky line.
>> Yeah.
>> Why would he know about the
>> on program is? Yeah.
>> By the way, there's people in chat
who've never seen this before and I feel
for them for what's about to happen.
>> Here's another thing. This is the this
is now the earliest that the like
Spartan modification program is really
being mentioned like in a mainline game.
It's not a plot point that comes up in
the original Halo trilogy, despite what
the Halo TV show would make you think.
At that point, it's not actually
important at all.
>> The Spartan program is super pivotal to
the cannon. The first time it really
gets like meaningfully brought up is
like the opening cut scene of Halo 4.
>> 343 is obsessed with the Spartan program
and the child soldier thing.
>> So, it's like, why does the prophet know
this? Why does he have access to this
information? Like the only way I could
rationalize it is that the prophet is a
canonical in universe Master Chief Stan.
>> Is that what you call it?
>> I call it many things. De
>> Oh my god. What are you doing?
>> The idol animations are just like
>> here you can observe the true beauty of
the covenant. our collective strength a
reflection of
>> does do you guys not believe this is
them overreaching like crazy on we got
to introduce the covenant cuz the the
original game didn't really do that
properly. We've got to do it properly.
>> I I can believe it. It's this is for the
PlayStation people who are like who are
these races? I need I need I'm going to
>> That actually might be the case.
>> Well, we all know how do you how can you
play a game like Combat Evolved without
this kind of scene to contextualize it?
It gets very confusing cuz you're like,
"Wait, what's the purple guys? The
purple ships and alien." I don't know. I
don't know how I'm not playing anymore.
>> I'm confused. I'm going to uninstall.
>> Most of this is just 343. 343 were told,
"All right, guys. You got to make this
work on a PlayStation." They're like,
"But PlayStation players are retarded."
Okay, fine. We'll do it
>> as long as we can add in this scene.
I heard there was like a really
interesting way of experiencing this cuz
I played original Halo up to like at
some point like third of the way halfway
through jumped over so I could catch up
with this. I did the bonus missions
first because I saw that they were like
prequels. So this was kind of my first
introduction to the Covenant as
represented in in campaign evolves. It's
like as soon as you see this, the job is
to introduce them and my takeaway is
that yeah, I'm not going to take any of
you guys seriously ever again. What am I
gaining from this scene? He sits there
and he says, "Aha, and this is Frank and
this is Bill and this is this is this is
Bob."
>> Listen, we need an in univer we need a
cutscene that actually says the name
Sang Healey so that people stop saying
it wrong on YouTube lore videos.
>> I kept getting in in my live chat, I
kept getting comparisons to Dragon Ball
Z's introduction of the Ginu Force. I
don't know if any of you guys got this,
but like there's like raccoon and Jace
and it's just like
>> they're taking the time to introduce all
the enemy types. And it's just like even
for veteran players, it's like do we
really need this?
>> The fact that the most belligerent and
identified by rage one out of all of
them has to wait in the back to be
prompted as well.
>> Aura back there.
>> [ __ ] funny.
Again, it's something that only makes
sense within the context of the brutes
show up in Halo 2. So, they're kind of a
plot twist where it's like that's why
he's standing in the shadows where it's
like why wouldn't the brute be up in the
front line to be part of the roll call?
Why does he have this sense of theater
kid dramatics with the way that he's
presenting this information?
>> So, canonically, how long have they been
at war by this point?
>> 25.
>> Like 20 25 years. Yeah.
>> Right. So, when he says, "Hey, this is
the Covenant."
So,
>> yeah, no [ __ ] I've been killing you
guys for the last two decades.
>> Yeah. Yep. Pretty silly.
>> Johnson was there for the start of the
war.
>> He knows who all these races are.
>> Well, no. He likes to brush up. He's,
you know, just make sure he's got it.
>> And he he uses the lame names, not the
good names. Sorry. I don't like saying
that's what they're called. I've been
calling them this entire time.
>> Nope. Don't like it. They're brutes.
They're elites. They're jackals. That's
what they are. And that's what the
Covenant shall call themselves to. I
don't care.
>> Each member's devotion,
the tenacity of the
>> cleverness of the kigar.
>> See, it's already bad enough
>> with their little reactions like they're
being introduced. But then it just keeps
outclassing, right? Cuz you're like
those those were already tough. That was
some cringe. Like welcome grunt. And he
goes, "Woo, it's me the grunt." It's
like, "Welcome Jackals." Like, "Yeah,
man. Jackals." And then
>> it needs it needs to build up music.
>> Our partner since the Rit of Union, the
first
>> so embarrassing.
>> These are grown ass men who are
>> I'm the elite bro
>> participating in a hype moment.
>> Yeah.
>> Well, they think like the people who
made this are like, "Oh, the fans will
love this." And there was one fan out
there that was like, "Yeah."
>> Uh, I think it's fine for them to have a
language that has them as different
names. Well, unfortunately in the Bungie
games, they only ever call themselves
elites and stuff. So to change it is to
be incompatible with the Bungie games.
They may well have alien names, but in
all the cutscenes they call themselves
elites. The elites call themselves
elites. They call the brutes brutes.
Tardus calls themselves the chieftain of
the brutes.
>> Sorry, I don't want. And also, you
should just understand that people
aren't going to remember Angoy and [ __ ]
but they will remember grunts and elites
and jackals because they have gameplay
um elements that are plainly obvious.
Whereas, I don't know that Sang Healey
would tell you any like on its face, why
would you know who that is compared to
Elite? It's like, oh [ __ ] yeah, it's
that guy there. That's big tall fellas.
>> Have we not been saying this whole time?
I thought you guys were. Damn.
>> Level like that. You need to know it's
Sang Healey. So when you get to Halo 5
and you go to Sang Helios, you connect.
Oh. Oh,
>> see it's the home world of the Sangil.
>> The swords of Sangelio city.
>> I wouldn't have figured it out with all
the [ __ ] hinge heads on every corner
that this was the elite home world.
>> Bad expectation management as well for
them to say and you know the cleverness
of the jack. But then then how do you
not know which way's up?
>> Yeah.
Here
he comes.
>> And the gural honey.
What they lack in mind, they make
>> Yeah. See, already you [ __ ] up. What
they lack in mind. The brutes are not
stupid.
>> They're not.
>> They're not 40 IQ retards.
>> Yeah. This is Here is my giant angry
[ __ ] Let me introduce him to you.
>> What I What's the Now they made them
stupid. Yeah,
>> they don't introduce the hunters or the
drones, which the hunters are in this
game, so they have that excuse, but they
also don't introduce drones or
skirmishers
>> or uh the engineers, any of these other
races that exist within the Covenant.
It's just like whatever backup dancers
happened to be clocked in that day,
that's who he's going to introduce.
>> And he just happened to have one of
each. Also, that means that this brute
was just sat at the back during the
firefight, waiting to walk out. So, how
dumb is he if he knows to stand in the
back and wait for his introduction to
show up?
>> Yeah, exactly. Yeah, you're sending
mixed messages, game,
and muscle.
But under our guidance, my guidance,
their rage can be controlled.
>> Observe.
>> Now, shoot him. Video game weak point.
So, Chief, do you want to shoot him at
all?
>> Are you no different, demon?
>> Okay, Mr. Monologue. Sorry to interrupt.
>> Why would you be warning him about your
interruption, bro? Just shoot him.
>> Well, that ends. Why are you
interrupting him? Again, this is an
information gathering opportunity. Even
if it's basic level [ __ ] of, oh, now we
know the names of all the species, you
know, at least you're getting something
from this.
No, we got to be self-aware and say,
"Okay, Mr. Monologue,
>> I am a millennial writer. I am very
smart."
>> Oh, no.
>> I like that he has a [ __ ] rail gun,
but apparently it doesn't go just go
through the brute and still hit him.
>> No, it demonstrates your new gameplay
mechanic.
>> I think this is [ __ ] funny. And it
didn't really click for me until I
realized that the name of this ship is
the triumph of tolerance. So their whole
deal is uniting all of these alien
species under one banner and then the
giant monkey goes insane and starts
killing everyone.
>> Yes, it's incredibly based.
>> What did 343 mean by this?
>> He's going apeshit.
Hey, it's almost like it's it's
metaphorical for how the brutes will
tear apart the Covenant in Halo. Yeah.
Okay. I was hoping someone would stop me
with my [ __ ]
>> I I can understand.
>> I mean, I'm uh which which introduces
a new type of character.
>> Oh, boy.
>> Did uh did you did you guys' chats give
this character any amusing nicknames?
>> Uh
>> I didn't remember it after a while. I
I'd like to share a prediction I made
before this game came out regarding this
character. I said that this entire game
is going to hinge on that female ODST
and how they handle her.
>> And uh I believe time has proven me
correct on this
>> to some extent. Yeah,
>> there have been [ __ ] tons of viral posts
just about her. And
>> yeah, but I said this like well before
the game came out.
>> No, I'm saying after the game came out.
>> That's what I'm saying. I'm not kidding
when I said that this character is like
this the deciding factor on whether this
game succeeds or fails. And
congratulations, it failed.
>> Thanks, Sergeant Major. We owe you one.
Didn't think we'd ever see any of our
own again.
>> So, I I can't unsee this now uh because
my chat was referring to her as Space
Abby. Um and that obviously made me look
at her arms and her arms are [ __ ]
tiny. Like you cannot expect me to
believe that someone that size has this
level of authority and respect from the
other soldiers.
>> She's tiny.
>> Version has like no jaw, so she just
looks like a thumb.
>> It's the It's the voice that kills me
with this woman as well.
>> No, the more the intonation rather than
the accent, but like the she's so
extremely abrasive constantly and you're
like, "Yeah, but that's the point." It's
like that's great. That's great. I I
love that. That's the point. Lieutenant
Williams, Tiger Company,
>> from the 92nd Shock Troops Battalion.
>> One and the same. Honored you've heard
of us, Sergeant Major. We certainly know
who you are.
>> The honor's mine, LT. Glad we could
help.
>> Racism.
>> Robins, take the team and give me a
perimeter check.
>> Like, sorry. Did I just save your life
or did I [ __ ] in your dinner?
>> Even the way she said check.
>> You didn't save my life. You ruined my
death. That's what you did.
>> You don't seem as impressed as the rest
of your crew.
>> No, Sergeant Major, I'm not.
>> Takes more than fancy armor and a good
PR campaign to impress me.
>> Go yourself.
>> Again, something you have to understand.
But in the books, doesn't mean anything.
>> This isn't even This isn't even
referencing what they're talking about.
What they're talking about is a guy
who's holding a personal grudge because
some of his soldiers got killed in a
training accident.
>> You have to understand, number one, the
vast majority of people who have any
familiarity with Halo have not read the
books, so there's nothing to own them
about. Like, you didn't read the books?
Yeah, of course they didn't. It's the
Halo video game series. That's like its
principal cannon.
>> And number two, I don't even believe
your characterization. I haven't read
the Fall of Reach in a while, so I don't
remember exactly how it plays out, but
like I don't believe
>> the event happens in Fall of Reach. It's
m they're testing how strong Master
Chief is post augmentation. So they have
three ODSTs box him and he accidentally
kills two of them. And then the guy that
was in charge of them, who was upset
that they got used in that way, was
ended up being a major character in the
next novel, which was the flood, which
is a novelization of Combat Evolved.
What tickles me about this is that none
of those characters in the flood even
get referenced in the remake of Halo CE.
So, I don't see how I'm supposed to like
take seriously that like the flood is
this thing that I'm supposed to be
referencing in in my interpretation of
the character when the flood wasn't even
important enough to make it into the
remake of the game that it was
novelizing.
>> And then, of course, you just got the
other element. Oh, go for it.
>> Well, I mean, there's also the whiplash
in intense. So, we've just got done with
the cutscene, which is so [ __ ]
because it thinks it's appealing to
people who've never played any of the
games before, and then the introduction
of one of the more important characters
is saying, "What? What do you mean you
haven't read the book?"
>> Well, you have both of those positions.
>> It is establishing the expectation that
to be a Halo fan, you have to read all
of this out of uh out of game canon [ __ ]
in order to keep up with what the [ __ ]
happening because that's the only way
you can understand what the hell's
happening in 343 games because
>> Yeah. You would not understand Halo
Infinite if you didn't read the books.
>> But this this is a remake. This level
isn't, but this game is a remake of
Combat Evolved. And as someone who is
really only familiar with Combat
Evolved, I am this is so [ __ ] jarring
because none of the Marines ever speak
to Master Chief anything like this. Yep.
>> And then suddenly we have new character
who's like, "Hey, [ __ ] you for saving my
life."
>> What are you talking about? PR campaign.
What is this nonsense? It's like as if
>> Johnson can get all the props for
everything they've just done in this
mission and it's like Chief was doing
them all too. It's like yeah but you
don't count cuz you get a PR campaign.
What are you talking about?
>> And then you just have the fundamental
problem which is I I you I I have a POV.
Mine is that Master Chief is super cool
and he saves the galaxy like multiple
times.
>> I like him a lot. So like if you present
me with a character who the first thing
she does is say [ __ ] you chief. It's
like
>> what do you think my reaction to that is
going to be? Oh, I like
>> there's a player psychology aspect, too,
where um you are the Master Chief.
You're supposed to be immersing yourself
in this character. So, when she insults
the Master Chief, of course, the player
interprets it that she's insulting them.
Like it's the least surprising thing
that upsets people. Which is why I think
she was created in a lab to be a magnet
for like the anti-woke stuff. Like to
deflect the from the actual criticism of
the game so that the core Halo fans keep
buying this [ __ ] so that they can wrap
it up as anybody who's criticizing this
game is just one of those misogynistic
chuds who hates Williams. That's why she
exists. No other reason.
Mhm.
>> I mean, they failed like immensely on
just
>> No, I I think they succeeded in the
respect.
>> I don't even get to finish sentences
around here. It's not fair. God damn it.
I was going to say they failed immensely
at like binding her into the story in
any way, shape, or form, even if that
was their goal. They could have tried a
little [ __ ] harder.
>> No, I I disagree. They succeeded in that
all of the Halo criticism is going to be
dismissed as like misogynistic
chutishness.
>> But like who cares about any of that if
the game doesn't sell and you'll get
fired.
>> This was their old strategy under Phil
Spencer. They did this or
>> something, you know? Mission
accomplished. As they as the ship
crashes and burns behind them,
>> you shot yourself in the balls and then
you lost your job. Like well well done.
Why did you do that?
>> Also, question for your theory. What do
you think the devs think of her? Like a
>> I I mean they I think they they think
she's aspirational because she's got
that girl boss element to it. There's no
doubt about that. But I don't think they
included her because they wanted to show
a girl boss. I think they included her
because they wanted a magnet for the
anti-woke rage. Well, it sounds like a
meme, doesn't it? Like if you describe
this in isolation, you're like, "Oh,
they're bringing out a remake of the
original Halo, sorry, original Halo."
And you're like, "Oh, yeah. Any
changes?" It's like, "Yeah, there's this
girl who hates you and takes charge of
the mission and shits on you in it and
she's like an ODST and she's super
badass." You're like, "What do you
joking?" Like, well,
in a sense, cuz she's extremely
obnoxious and annoying. You're like,
"What do you mean? Why would they do
that?"
>> And of course, something that I enjoy as
well as sort of a wrench that gets
thrown into this is that people don't
feel this way about Veronica Dare.
or Cat or any of the other characters
that have been compared to this
character.
>> And I mean, you know, and and the reason
why it's a particularly awkward
comparison is because Darra is also an
ODST. She takes charge of a squad that
isn't her own for like her own
essentially mission that she needs to
complete um and has conflict with Buck
who you're essentially instantly um you
know, meant to like. And yet, you know,
it's like, oh, but there wasn't this
massive negative response to Dare. It's
almost like there's something else that
maybe you've written a very lame
character that I've seen in a million
things routinely like frustrating just
persona that you think is awesome.
>> I mean, you know, you sit here, you're
like, "Hey, why didn't you make a
character that was like inspired by
Chief like like from the get- go?"
>> No, you need conflict. And then you'd be
like, well, what if the conflict is that
she's scared and that she actually
failed her team or something and that
Chief is going to work with her for this
mission and inspire her.
>> She has a quote unquote character arc
over the course of the last two prequel
missions. And I think that was their
justification of here's a new conflict
we can explore.
>> You know what? You're not so bad.
>> Is it Can we call it Can we call it a
character arc if she just does a 180 on
her position after a cut scene?
>> Well, that's what I'm saying. Like a
character radial. Like why would I buy
that? She's like, "Wait a minute. I was
wrong about you the whole time. It looks
like all those missions I heard you do
weren't lies that you you actually do
them." You're like, "Yeah, could have
asked Johnson. You seem to trust him
that he's he's worked with him. I just
like what?" Like, "Oh, now I believe in
you fully, Master Chief. I've seen it
firsthand.
>> I'm going to die for you."
>> And this it doesn't help you like her.
It just makes you think like you were
just an idiot then. Go away. Blow up.
>> Mhm. And of course, it is just very
awkward when again, it's worth noting
what happens right before this cut scene
is you save these people.
>> You save their lives.
>> A similarity to Abby actually
>> in in det
in in determining what would be
something that would be like acceptable
by the fans. They looked at the lore and
they acknowledged the beef that exists
between the ODST and the Spartans
because in the lore the ODSTs kind of
resent the Spartans for being like
genetically augmented
and like where it's just like the ODSTs
had the metal to just like go in and
[ __ ] do the job without any [ __ ]
like special modifications or whatever
the [ __ ]
and um the and then the Spartans come
along with like [ __ ] done to their bones
and whatever like they they're they're
given injections and stuff and they were
made these like they're made into these
super soldiers and the the ODSTs feel
like well I mean
they feel like they like they're sort of
cheating in a way feel there's sort of
the resentment in there between the the
the ODSTs and the Spartans that they're
trying to play off of here. And um but
it to me it feels like a weird grudge to
hold on to cuz it's just like well let's
look at the broader scope of what's
happening here like like we're all we're
all in danger here that you know that
>> I like the the covenant are a threat to
all of us. We're all doing our best and
then the ODST is just like well you guys
were we were born you were made that's
like the key
>> shades of shades of the Halo show I
would say of this weird infighting
amongst humanity rather than hey none of
that really matters when we're all
getting killed right now.
>> So I get what John's getting at. I the
the thing of it is what's what they're
referencing is really just one
character's specific personal grudge
from something that happened to him that
he was involved in
>> and not like a universal rivalry that
exists. And so
>> if it was like they wanted to I don't
know it's a having your cake and eating
it too where we're supposed to take this
rivalry seriously but they're not going
to reference the things that inform the
rivalry in the game itself. And so it's
like why do I care in the games? I see
that the ODSTs like the Spartans pretty
much unconditionally.
That's what kind of bugs me.
>> Yeah.
>> And you're right, like the whole
>> existential conflict of it, it's like,
yeah, get over it.
>> Well, yeah, that's that's kind of what I
mean by the what I mean by they failed
as in like if they wanted to create this
character to sinker into the story, you
could actually create a reason for it to
hate [ __ ] Spartans. You could have
worked a bit harder and you could create
a reason to better justify her not
hating them. They didn't seem to really
bother. They just sort of gave up. Gave
the most generic [ __ ] through line
ever. There's like one moment where she
says that [ __ ] about the being created
or whatever. And then doesn't doesn't
Halo say like, "Hey, we I can't control
that
>> or I" And then she's like, "Hm, true,
fair." Yes.
>> I've never thought of that.
>> It's [ __ ] pathetic. It seems like a
Yeah, it's a really silly grudge to hold
on to. I think like like cuz like like
the like like it was outlined by Mer the
conclusion that's reached is like like
Master Chief ends up saying like we
can't control what what we what we
became all only what we become, right?
It's just like what happened happened.
It's just like now it's up to us to
decide what we do with that. And it's
just it just feels like a a really
obvious conclusion to come to.
>> Yeah. Like like we're bordering on you
were created in a [ __ ] lab. And he's
like, "But I'm nice though." She's like,
"Oh,
>> yeah. I hadn't thought of that. You've
given me a lot."
>> That's right.
>> We do have our thanks.
It's been rough out here.
>> What? I can't believe they're playing I
can't believe they're playing this music
as well. This is the music that plays
when Arbiter finds out, you know, that
he's been the prophets have betrayed us
and it's when Miranda gets killed. This
is the music that plays. Listen,
>> you do have our thanks.
It's been rough out here to say the
least.
>> Yeah, exactly. They're trying to key
into those existing emotional moments so
that they can sell that like, listen,
she may be ball busting Master Chief,
but she still thanks them. So, why are
you mad, Chud?
>> Mhm. Forward the pleasant trees and skip
to the part where we get the hell off
this ship.
>> The way she talks,
>> Williams, we'll get you out of this fox.
>> But we've still got to stop to make
before we're done.
>> That works for us. The more losses we
can hand these bastards, the better.
>> She's so forced. Holy [ __ ]
>> dude. Everything Everything sucks, man.
Everything is just so [ __ ] lame. It's
so lame. Oh god.
So, just right off the bat, we want this
character to die and we're going to
spend about four hours with her.
>> Yeah.
>> Yes. You got a while left with her. This
is like right at the beginning of
mission two. So, you got about 3 hours
more.
>> But uh I mean, we might as well watch
the next one and then the the we could
we could uh jump to the last one.
>> Jeez. Let's get to the bridge.
>> Affirmative. Exit should be this way.
both unnecessary lines. Yeah.
>> I also don't understand why is the exit
that way. Why isn't it the way you came
in?
>> I don't understand this whole side quest
that they're on. You got in, you found
the people, just turn around and came
back out the way.
>> More people. That's why there's more
guys they got to get.
>> Oh, I've completely blanked on that part
of the mission.
>> That's right. Yep. We should listen more
now because you got that wrong.
>> That's not what they say though. They
establish in the cut scene that like,
no, we're going to the bridge. So, it's
like
Why are we going the wrong way?
>> Can't expect attention to detail in
this. Okay, that's a that's a silly
expectation.
>> So, what's the plan, Chief?
>> We get the data and
>> Why are we playing the music when we go
to the Ark?
because they didn't want to make new
music because
they would either have to hire somebody
who can't make something that matches
the original or they would have to hire
Marty O'Donnell. And ew, uh, he's a
Republican now. Uh, so
>> they just got to reuse what's in their
library and it's just like everything
that's in the library has existing
>> emotional connotations
>> and it's all going to be out of place.
>> But they are picking like some of the
worst songs possible. I mean, the [ __ ]
from Halo 3 that you shouldn't touch
that stuff just because of like the the
stakes that are associated with that.
Pick stuff from ODST if we're dealing
with an ODST character.
>> Yeah, that would be a logic there. But
it's like how the opening crawl has uh
the lone wolf uh track like from Reach.
It's just like, oh,
>> I Okay, sure. All right. Whatever you
say.
>> The music in these prequel missions is
all over the place.
>> Yeah, it is. It's almost like when you
pull from a whole bunch of different
games that weren't, you know, structured
around your terrible ideas.
>> Even for me, it was just a Halo jukebox.
I was like, "What have we got now?" Oh,
yeah. I kind of like this song. I don't
know what it means here, though.
>> Why not?
>> It it it's it's like a greatest hits
album without any consideration of like
cuz like the scores for each individual
Halo game were created, I think, for a
specific intention.
like
like emotionally like the the like Halo
1 was trying to do a different thing
than Halo 2 was doing and Halo 3 was
doing and now this these prequel
missions just draw musically from all
those missions
>> in a way like we could we can just mix
and match all these tracks and whatever
whatever sounds good let's just do it
like
>> it feels it feels looks at the camera
and he's this this is you know like
whatever name is and then explain the
track and which one it was and for which
level like a mixtape.
>> Yeah.
>> Lieutenant, we're about to head straight
into the middle of the hive to get that
honey we came for. The chief and I will
handle that side of things.
>> We're combat ready. We're not about to
sit this out.
>> Sit it out. My armor plated ass.
Lieutenant, I can assure you there will
be no sitting. Chief and I will secure
the bridge. We need your crew to head
straight to the nearest hangar bay and
secure our ride out of here.
>> Now that's more like it. Give him hell,
Sergeant Major. We'll keep the engine
running.
>> Oh, that Yes. Let's watch as they slowly
walk off. Good stuff. Then uh yeah, many
many of you may have already seen this,
but here you go. Now, bear in mind the
context for this is that uh Chief and
Johnson think that the the ODST and and
the Marines might be in trouble and they
got to go they got to go and help them.
They might be in danger.
for the camera.
>> This is one of those moments where it's
like, okay, so they know what they're
doing. They're trying to piss people
off.
>> What is this?
>> Yeah.
>> Yeah. It's just it's the theory. Like,
she was created in a lab to be a magnet
for Chuds.
Nice work.
>> Thanks. Spartans aren't the only
badasses in the UNC.
>> This is an embarrassing line. I'm sorry.
It's embarrassing. No amount of but in
the books can overcome the cringe factor
of that line.
>> Sorry. That's that simple. Like you
can't you can't talk someone out of a
visceral reaction that they have to
something. It doesn't work. you need to
prompt better reactions from people
rather than oh and then what actually in
the books it's just insane but
>> at this point the existing Halo fan base
is much like the current Star Wars fan
base.
>> Yeah, exactly. There is a trunch of
human beings who actually likes this.
Maybe not a big trunch based on the
player counts we're getting, but
>> allegedly they exist. These creatures we
have to study them.
Why does every shot have a slow zoom AI
style uncanny valley awkward silence? I
don't know, Nick. It's It's crazy. It's
actually insane how consistent that is
across all of the cut scenes. Even when
they had homework to copy
>> AI or [ __ ] call it
>> [ __ ] I can't tell. I don't know.
>> What about [ __ ] AI? Have we
considered this?
>> Yeah, that's a possibility.
>> It's too forced. Like they were they
were just sitting on top of the corpses
waiting for them to come in
>> just for that beat to occur where it's
just like oh
>> look
>> they took care of them and they were
more than capable than we thought they
were.
>> Guys, grab all those corpses and put
them here cuz he's going to come in
through that door which I know for some
reason. And then we're all just going to
wait here. No one move. He's coming.
He's I can hear his footsteps.
>> Well, they probably knew where we were
coming from because they heard the
massive gunfire we just came from. that
they didn't help us with. So they knew
where we were going.
>> They couldn't help us. They were too
busy posing the corpses and making sure
they didn't answer that radio either.
Graham.
>> Yeah.
>> Take out the prophet.
>> Negative.
>> Whatever the Covenant's working on here
needs to be stopped before it can go any
further.
>> Which is funny because it didn't get
stopped because all the other the elites
and the jackals did get turned into
flells in Halo 4 and five. So it didn't
work.
>> The prophet escaped to continue his
research to one day make Juel and so we
could have Halo 4
>> to create him but also to make it so the
Arbiter also has flimpy mandibles as
well.
>> 15 years and we're finally almost
getting an answer as to what the [ __ ]
was happening in Halo 4.
>> Yep.
>> We need to destroy the ship.
>> Chief DT is right. We need to blow this
entire ship to molecules. We can't let
them finish cooking up what's in these
labs.
>> Libra actual, this is Libra 2. I'm
breaking radio silence to request
immediate assistance. We are green for
Xville. Requesting a fire mission
against our current location.
>> Libra 2, this is Libra actual. We are
ready for rendevous. Tactical indicates
our ship doesn't have the firepower to
penetrate the target's energy shields.
If you can find a way to drop their
shield strength, even for a few moments,
we should be able to take the shot.
Copy that.
>> By the way, I had several people in chat
asking what is the context of the poll.
I am disappointed.
I feel it was very self-explanatory.
>> Your options are AI, [ __ ] [ __ ]
AI, or [ __ ] using AI. And all of these
are
>> you got to call it. Yeah.
>> Keep your weapons hot. We'll be in
touch.
>> So, take out the generators.
>> Great idea, but it'll only drop the
shields for a minute or two at most.
That's all the time they need to take
the shot.
>> Yeah, but you can't be here when the
fireworks start.
>> And he doesn't need to. You guys get off
this ship, get the navigator to the UNC.
We'll drop the shields.
>> You know, if you think about it, she
saved Chief's life.
>> Yes, like George saved Noble 6.
>> Or Johnson could have done it. I feel
like they just gated past like Johnson
could be the one.
>> You know, if you think about it, she's
the reason that Halo 1, two, and three
happened at all.
>> That's right. Yes,
>> because the events on this [ __ ] ship
were relevant to anything that was going
on in Halo.
>> Yeah.
>> Negative, Lieutenant. That's Lieutenant.
>> Oh, [ __ ]
>> That's a one-way trip.
>> It's been a one-way trip from the
beginning for us, Chief. At least now we
get to go out on our own terms.
>> Yeah, this is what I mean. Like, she's
perpetually [ __ ] obnoxious. No matter
what her state is, no matter what how
she feels, she has to treat everything.
It's just like a train running into
people's faces.
>> That wasn't the mission.
>> Mission's changed, Chief.
>> They didn't have the mission to get
captured.
>> Now we're giving these Marines a chance
to punch back.
>> Damn right,
Chief. I got to do this. It would haunt
me every day to know we let this
nightmare factory survive.
>> It's I love how indulgent it is compared
to George just saying, "Reach has been
good to me. Time to return the favor.
Don't deny me this. or just even as
simple as Noble Six just saying
negative. I have the gun. Good luck,
sir. And that's it.
>> Instead, it's like, let me do a little
monologue about how [ __ ] awesome I
am.
>> She She's saying, "I got to do this."
And we all know the answer is because
both of these characters are in later
games, so they can't do it. Like, she
has to do it
>> for the sake of the continuity
>> for this mission that they invented.
They pulled out of their ass and then
like ah the noble sacrifice of Williams,
Lieutenant Williams.
>> She was my favorite dude.
>> Please,
please stop.
>> iconic tape, the orange tape.
>> I will say it's um it's something
that's, you know, cuz obviously all of
this dialogue is like slop crap that is
in a lot of different games, but like
the writing in the Halo games is kind of
like remarkably punchy a lot of the
time. Uh, I think that the quality of
the dialogue is actually kind of
surprisingly good in the Bungeie Halo
games. Very snappy. Uh, lots of lines
that make you think. I am a monument to
all your sins is a crazy line. I love
it. There's nothing in this. Would you
believe me if I told you there's nothing
in this that makes you think as much as
something like that?
This entire product exists to help you
better appreciate uh 20-year-old games.
>> That's right. I uh I am reminded again
it was uh in the the developer
commentary for Halo 2. I think Jason
Jones said that he had two lines of
dialogue for uh for Halo 2 like when he
when he when initially he was coming up
with ideas. The lines were, "I am a
monument to all your sins and the cable.
I'm going to cut it." I don't know about
that second part, but I enjoy the idea
that that was that was one of the lines.
But oh, it's it's just oh, it's so it's
so nice as well as the contrast between
especially in Halo 2 between the way
that the humans speak to each other and
the Covenant, you know, the elites.
>> They're so elegant. But here it's like,
"Yeah, now we got the chance to hit him
hard and you're that's what I'm going to
do.
every day to know we let this nightmare
factory survive.
>> And you're just waiting for the [ __ ]
building block that they're so desperate
to put in, which is like, "Hey, Chief,
you're all right."
>> You're just like, "No, I don't need your
all right,
>> John. Halo, you're all right."
>> And I'll be damned if I let a Spartan
steal the glory of this one.
>> Yep, we got it.
>> It's a bunch of unnecessary
>> That's our chief. Time to go.
>> But now we need Chief to really think
about it for a moment.
>> Music.
>> This is just profoundly awkward because
in the Halo games, they never put Chief
in a situation. There's only one
instance where they put him in a
situation where he needs to leave. But
the reason why he needs to leave is
because there's an urgent problem that
needs solving immediately.
Not like you need to leave so that you
can like live, you know, like
>> you're too expensive for to die here.
Cuz in the only example is in Halo 2
when he has to leave Cortana behind. But
the reason why is because she's telling
him you need to go get on that ship and
stop Truth and I need to stay here as
opposed to oh you got to vaguely live to
fight another day or something cuz it's
just kind of out of character that Chief
would be like you know what that on that
equation that's correct. I need to live
your life doesn't matter as much as
mine. Go and blow this ship up and I'm
going to go on a vacation after this.
>> No good.
>> Sometimes you just really want Chief
from maybe someone's someone's show here
to be in the scene instead. You know
that version to talk to him.
>> John Halo so he can emotionally freak
out.
>> What's going on?
>> I'm talking about Arby the Chief Chief.
Like that chief would [ __ ] up him.
>> It would be great. Arb and the chief
chief would just ask her to show him his
tots.
>> In my version, we don't see his bare
ass. So, there's that.
>> And that's a mistake you're still paying
for.
>> He's naked in every scene.
>> Let's move out, Marines.
>> This is the music that plays
>> when she is lamenting that Cortana got
left behind. Yeah.
>> No, it's it's the I'm sad about her
music. That woman.
>> It's vaguely sad music. So, we're going
to play that now.
>> Well, I remember thinking like what what
is this being symbolic of? Like the
where where they're grabbing the the
module off of the
>> genetic experiments like me and I have
lingering resentment over that.
>> Yeah. I feel like well th the the the
this device in in terms of how it's
being applied to the brutes is
suppressing rage. So it's just like is
this symbolic of how the odius have rage
towards the Spartans?
>> I mean you're thinking about it way more
than they did.
>> Yeah. I wasn't even thinking about it
symbolically. I was just thinking like
chief's like man we got to go and
collect all of these pick them up off of
all the brutes so that they start
smashing the covenant to bits for us.
>> Okay.
Okay.
>> No, this is
>> Oh, nice.
>> And then and then it tilts down to like
>> a hunter in the corpse pile.
>> Oh, it's gone. You're right. Yeah, there
was a hunter that they were sitting on
and now it's gone.
>> Oh, nice.
>> I'm telling it's got a storyboarded by
AI because there's just like straight up
continuity errors.
>> Well, oh, wait. Okay, on that we got our
answer definitively. It is not AI.
Absolutely not. It is a [ __ ] using AI,
which is completely different. Okay,
>> a [ __ ] using AI is the most plausible
explanation for this. Though, I will say
I kind of [ __ ] it up because I didn't
have the option of [ __ ] using [ __ ]
AI, which probably would have won.
>> Well,
>> well, if it's a [ __ ] using AI, then
it's necessarily [ __ ] AI, though,
right? Yeah, but if it was a [ __ ]
using [ __ ] AI, that's like compounds
it, you know?
>> It's co-pilot, so it's especially bad.
>> Do do you guys think I'm reading too
much into it where I think like that's
supposed to be symbolic of like the ODST
holding this grudge against the
Spartans? I I can see I think it's more
Master Chief has an emotional connection
with like the program itself where it's
like he's feeling like he's repressed as
a person and
>> we are alike brute and I yeah
>> without being the subject of experiments
>> because it's to that earlier cut scene
of the prophet being like don't you feel
at home in this situation?
It's all based on you, Master Chief.
>> Okay.
>> The obvious is almost like a distraction
from
>> But also, yeah,
>> where the original plot was.
>> I don't think it's even mean to say
that. I just don't think they thought
too hard or long about any of it like
when they were making this. There's so
many fuckups.
>> I I agree with that. Yeah,
>> it's just thoughtless. Speaking of
which, last cut scene. We're almost
there, guys.
The music.
How dare you?
>> Dude, this mission was so [ __ ] awful.
Yes,
>> the end of an action sequence and we're
playing like somber emotional music.
>> Surely you would end with action music
and then it's like, oh wait, there's a
loss here. This is somber.
>> Loss here.
>> This is Libra 2. We're ready for pickup.
>> We've also got a profit. Submit for
postumous commendations.
>> Acknowledged.
>> Welcome aboard.
>> Just
>> Oh man, this it makes you think like
when Arbiter is talking to the ship
master about, you know, going home and
everything.
>> The uh the ship that got destroyed, what
was his name?
>> Triumph of tolerance.
>> So yeah, proof killed tolerance.
>> The burden of proof killed. the burden
of proof. Cancel culture is over.
>> I, by the way, I feel like this is yet
another reaction to like how all of the
names for their ships are boring. Like
the UNC Infinity, it's like an
incredibly boring name. And they're
like, "Oh yeah, all the like Bungee
ships were like, you know, there were
three words, so we just got to come up
with three words." Uh, burden of proof.
Yeah, that's a thing. It's like, yeah,
but the whole point is they're kind of
weird configurations of words. like in
amberclad. The [ __ ] does that mean? You
know, it's like that's a very that's
like a very much
>> pillar of autumn is awesome.
>> Yeah.
>> Forward unto dawn. That's like the
forward unto dawn is probably the most
direct name
>> probably. Yeah, cuz like in amberclad is
particularly esoteric in a way that I
love.
>> Bird of proof is a hell diver ship name.
Wonder if you can guess what uh
>> wonder if you can guess what ship name
got in my head.
>> Uh what the indulgence of conviction?
>> Yeah, I I'm I'm kind of fascinated by
the concept of conviction anyway because
a bunch of stories that I'm like favored
off with it. But I've never heard the
combination of words indulgence of
conviction. It's like that is very
interesting like overconvicted. It's
like oo. And of course applying that to
not only a Covenant ship, but one that
has been [ __ ] up by the flood. Like
there's lots of things to think about
that.
>> Yeah.
>> But Oh, look. There we go. Now we can
sort of reflect on the experience we
just had
with our little postredit scene, too.
>> This was me.
Yeah, this doesn't mean much to people
who haven't played.
>> Very funny,
>> ma'am.
>> It's a incredible
>> glad that you made it back in one piece.
>> And John,
>> oh 117. He's a good kid.
>> They are not children anymore, Sergeant
Major.
>> He's a good kid, he said, of a [ __ ]
like 40year-old man.
>> They're all kids to him, buddy. They're
all kids to him.
>> Super old. That's
>> right, Doc.
>> When you're as old as I am, they're all
still kids.
Do you think there might be other
Covenant ships like this out there?
>> Hard to say.
The prophets seem to be working alone.
>> Genius often is.
>> Oh,
>> you should be pleased to know this
little excursion was well worth the
effort. It looks like you just might
have found the heart of the Covenant
after all.
>> Um, this is hilarious.
>> This is very funny.
>> What? What? Okay. So, in 2551,
Chief went on a mission with Lieutenant
Williams, who bravely sacrificed her
life for the intention that tells them
that high charity exists and with which
they do nothing because
>> it [ __ ] discovers itself in Halo 2.
>> Yeah. Like, you're locked in. You are
locked in to High Charity is in Halo 2.
Like, so they found the information and
did nothing with it because they can't
do anything with it because high charity
is in Halo 2.
>> I have to assume obviously this is the
very funny interpretation working with
the games.
>> I think this is another sequel bait of
we're going to get more prequel missions
in Halo 2 where we're going to adapt the
storyline of First Strike because that
that part of that takes place on high
charity
>> and that's their bit and it's just like
no no you're not getting that. We're not
doing that. And it this doesn't work
within the context of what somebody who
just plays the games would understand.
>> Well, yeah. This is meant to be for
people who don't know anything about
Halo. This is meaningless to them. This
is for the PlayStation.
>> It's like a big mushroom thingy or
something. I don't know.
>> I think the notion of the PlayStation
players who do go on to play Halo 2 and
then are like, "That's it. That was the
big reveal was setting up something that
just kind of shows up for humanity
anyways.
Yeah. So, pretty pretty uh Well, hey,
that's exciting, isn't it? That's it,
though. That's the end.
>> Oh, yeah, man.
>> Exciting reveal. Lieutenant Williams,
who died, didn't get to say her last
words for nothing.
>> No, that's funny. That's Yeah, she got
denied that, but um
>> tragic. Tragic,
>> man. Like, I mean, what what more is to
be said about this game?
>> Yeah, I suppose it's not like we covered
every single thing possible, but we we
we did a lot. We've covered a lot.
a lot. We certainly did. Um, and I'm
realizing that I might save some of
these great tweets that I found of the
things that people have said about the
conversation surrounding this game for
next week.
>> Well, yeah, this is not over
>> technically.
>> No, this is the the adventure is not
over because we've talked about what we
think. Now, we're going to see what a
bunch of people think, including
including just a really funny video that
I think will be worth watching that was
released by Halo Studios themselves when
they were pitching their new studio and
and Unreal Engine and how it was going
to solve everything. Age like I say it
aged like milk, but anybody sensible
should have realized that it was always
going to.
We got
>> I do have a question though, which is
what did Halo Studios actually do on
this game?
I think that remains to be seen as the u
we don't know the extent of what
contract article at some point there'll
be some article at some point that talks
about how um something that I saw but I
don't know how valid it was was about
like that there was massive crunch that
porting everything over to Unreal Engine
was not as easy as they thought it was
going to be. But I figured we might as
well
>> wait for the inevitable article about
how much of a disaster it was. ask cuz I
I was trying to work it out by watching
the credits which incidentally on my
version anyway the [ __ ] didn't end
with the end of the game because the
credits were rolling and then the screen
just started eating itself. It's just
the amount of screen tear on the end
credits was quite impressive.
>> I was looking through just like think
where where the [ __ ] are all the Halo
Studios employees cuz every single thing
is an outsourced contractor. You've got
studios, outsourced studios owned by
outsourced studios owned by outsourced
studios that were outsourced to by Halo
Studios.
>> Welcome to the future videos. Now,
instead of they're not a company, they
are an umbrella of contract studios.
>> That was a conversation that sort of
arose with Halo Infinite was that it
became apparent that a substantial
amount of that game was outsourced.
There's massive churn at that studio as
well. A really high turnover rate. Um,
which is
>> there's a degree to which that's
expected of certain types of studio like
a small studio underneath a massive
umbrella company in particular will use
a whole bunch of outsourcers, whole
bunch of contractors like most probably
video game employees at this stage
contractors anyway just because of the
nature of the work. But for Halo Studios
as in like the name of the actual game
that sort of gave birth to the Xbox
really um one of Microsoft's biggest IPs
ever. You don't expect them to be
operating like a like a relatively small
subsidiary. You kind of expect them to
be in charge of the thing that they have
given their name or from which they've
taken their name even. Um, and it's why
I think that you could tell the precise
moment at which they started getting
work back they couldn't fix cuz they got
it back too late. You can tell all the
AI breaks at this specific moment. All
of the problems arise from this specific
moment. Basically like the halfway point
of the game is just cuz like it's been
so terribly managed from basically top
to bottom. Nobody seemed to have been
speaking to each other. Uh, no one was
on deadline. It was just It looks like
an absolute mess.
>> It is a It's It's like I said, I I I
wonder and maybe I maybe that'll be a
good way to sort of wrap up our thoughts
on it. I said at the beginning, I think
this is the worst game that 343 has
made. How do we all feel about that?
>> Just to explain the visuals, by the way,
this is me showing a soft lock in Silent
Cographer where I pressed the button and
then the door wouldn't open. It just
stayed locked. I guess also maybe to
contextualize that question, bear in
mind Halo 4, right? Very
>> just botched multiplayer, some really
quite horrible uh retcons. Halo 5
a terrible campaign, like a horrendous
story, not really a complete game when
it launched. MCC didn't work for ages.
Halo Infinite incomplete. um missing
features, things that were promised that
then just got cancelled um eventually.
Uh and and now we've got this and I I
think this is the worst game that
they've made.
>> If I can just add one variable before
others share their thoughts, something I
really do keep in mind with this is
every good thing in this game comes from
a different game. Like it's not
>> exactly.
>> It's it's why I would likely be
convinced to say it's their worst. Even
though I haven't played all of this
stuff,
>> I have to say no. just because
the only thing that I find truly
offensive about it is that they're
butchering something that was better
than what they were capable of. But the
sheer
calm [ __ ] of what they would go on to
do. I mean, when we were talking about
the whole like the humans aren't
actually forerunners. The humans are
genetically predisposed to find a
specific 4erunner lady sexually
attractive. That's not me making
something up. That is Halo 4.
Um,
>> I their worst product has to be one of
those games that was in the either Halo
4 or Halo 5 because that was their
hubris era. Halo Infinite was when they
desperately realized they need to change
directions and that game's just kind of
[ __ ] up because they wasted a ton of
money making a Halo 5 sequel and then
realized that wasn't tenable as a
product and so they rebranded to like,
see, we're going to be faithful and they
weren't. And then you have this and it's
just like
I don't know. The I I can't say this is
the worst. The
>> the thing is is that the pro the problem
is like here's the here's the arguments
I would put forth for all of their other
games. Halo 4 is a confident game. That
is a misplaced confidence, but that
confidence does mean that you have a
game that is actually it is their most
complete game. It is their most complete
game with the most coherent vision um
for something that they want to do that
I don't like, but it does have that
working in its favor. Um it's the most
functional even though it's still got
plenty of design problems. Um it it's
got that going for it. Halo 5, I hate
the story. It is absolutely horrible.
However, the multiplayer, if you ignore
that it isn't really providing an
experience that Halo offers and was
incomplete and War Zone is lame, um, if
you look at the arena multiplayer, it's
kind of all right, maybe even good. Um,
and then Halo Infinite is a case of like
I think the multiplayer was barren.
There was really a lot of problems with
the microtransactions. That campaign was
clearly like not what they intended and
incomplete, a very incomplete game.
However, at its core, you've got
relatively functional mechanics.
Um, meanwhile, with this game, I think
it is like actually in its present state
broken to the core.
>> Uh, who else speaks to this this having
played it?
>> Ah, yes, that's true.
>> Yeah, that's right. It's there's only
like three of us, I think, that can
answer this question.
>> Yeah, that's right. Not not even I can
actually cuz I haven't played four or
five so I can't say anything about that.
>> Yeah. Right.
>> Yeah. I mean I don't like four or five
but like at least they were trying to do
something different with that. Now it's
like they're trying to trace over
something that was like held in very
high regard
and they still [ __ ] it up.
>> I I will take a bad trace job over the
sheer contempt that Halo 4 and five feel
for this franchise. That's
>> Halo 4 was a game that was made by
people who they themselves admitted
hated Halo.
>> Frank Oconor said in an interview they
hired people to make Halo 4 who hated
Halo.
>> Why? Why? Why would they?
>> Because it was 2012 and everybody was
really That's why it was 2012. It was
prior to the era that we're in now where
people thought that they could say these
kinds of things and there'd be no
consequences. Like you could say
something like
>> it feels
>> analogous to some other franchises where
the choice is between redoing stuff
you're familiar with horribly or adding
on to the stuff horribly. It's like cuz
when they eventually remake the original
trilogy for Star Wars the question will
come is this worse or is the sequel
trilogy worse?
>> It'll be like h one.
>> Bear in mind though as well something
something that's worth remembering is
that they had a lot of smoke blown up
their ass. There were a lot of people, a
lot of the game journals that said that
Halo 4 was the best Halo game ever. I uh
I I have a distinct memory. It was like
some sort of IGN podcast and it was
baffling where someone on the panel said
Halo 4 was not wellreceived, which is
correct. It wasn't like amongst players.
It was not wellreceived and and the guy
who did the review was like he was like
baffled that he would even say that that
it was so obviously incredibly
wellreceived. Um because it's got really
good reviews. Um they were really
confident. You can see that
>> is that one the most debated out of the
Halo Studios 3 43 era.
>> What? Halo 4?
>> Yeah. Like out of Halo 4, 5 and
Infinite, which one is the one that's
most contested on being a good game?
Infinite because a lot of Halo fans kind
of quietly checked out of Halo with Halo
4. It was when Halo 5 was doubling down
on being egregious and then Halo
Infinite was like
>> Halo Infinite was wishwashing because it
was still bad as far as the old Halo
fans were concerned. But now the new
Halo fans who actually liked four and
five were disappointed that all their
favorite characters got offscreened and
that they were abandoning that style. So
I would argue Infinite was probably the
most divisive in the Halo community.
Like I guess the thing is it's also
different perspectives as well. Halo 4
multiplayer was like universally panned
like universally it it it it collapsed
the player base for Halo 4. Like that
that was a particularly notable drop off
in terms of people not playing it
anymore. Um Halo 5 Halo 5 is probably
the one that people most agree on.
Pretty much everybody agrees that the
story is terrible and that the campaign
sucks. and people are generally on board
with multiplayer is like kind of like
not even bad at all, but it's not it's
not a Halo game really. Um, yeah, I
don't know. It feels like Halo 4 I feel
like Halo 4 now is much more accurately
assessed. Um, the fact that it had lots
of storytelling ambitions and we're
going to humanize Chief, that seemed to
work for a while. Um, it might have even
worked for me where I would have been
like, "Oh, that stuff's like not bad.
It's the world building and the lore."
And and obviously I've changed my mind
on that now. I think I think that's
obviously bad cuz it's very incompatible
with who he was.
>> There is a video I got to show on this
topic by Bunker Dweller where he goes
over Halo 4 and he talks about some of
the uh post-release revisionism where
actually people have kind of like
started to come around because because
more recent Halo is such dog [ __ ] that
people are like you know what maybe Halo
4 wasn't that bad that like that is a
thing that people have tried to push as
a narrative. I almost think Halo 4 is
more uh acceptable to like now than it
was like the year after it came out.
>> Well, I feel I feel like you can draw
the line in multiple places cuz like
with Halo 4, it's just like the start of
a new trilogy. So, it's just like how
we're getting off on this
>> like foot of a new trilogy.
>> And then like Halo 5 is seen as like the
Empire Strikes Back of Halo where it's
like the middle point and then Halo
Infinite is seen as like you know this
is how you end the trilogy. So like how
does that pay off? And not very well as
it turns out.
>> I mean what what does it even mean to
say it ended a trilogy when it abandons
it just abandons a lot of the plot
>> there? there is no cohesiveness between
the three 343 games, the the the 343
trilogy, so to speak. So, it's like,
>> well, yeah, that it's um
>> I think that's explained by the
perpetual struggle of 343 that is
present even in this game. Halo 4, like
I said, they were so confident in what
they were doing. And yet, at the same
time, they made a game that was very
much chasing Call of Duty. The fact that
you had loadouts in Halo multiplayer is
insane. Um, and then with Halo, they
were a little less confident, but they
still had a lot of that ego because, oh,
Halo 4 was so great and it was so
wellreceived, but they were clearly
chasing trends, jetpacks, and all that
[ __ ] And then with Halo Infinite,
that's like, oh [ __ ] we like actually
need to try and appease the fans, but we
don't really have that much respect for
whatever it is that they want. Um, so,
you know, so we'll sort of move in that
direction. And then in the case of this,
this is very much Jesus Christ, can you
please like what we have made, but also
[ __ ] you and [ __ ] that original game. We
can do it better. It's um it's like this
ego problem that they have as a studio
is it's unshakable.
>> Um it's the reason I I don't want any
more Halo games. I guess
>> quite the happening in that poll.
There's a lot of people who are saying
Halo as a franchise needs to die, which
>> that's also something Bunker Dweller
came up with, but it's something that I
agree with. This franchise needs to be
retired,
>> if only because it might be the best
thing to happen to it. If like in 10
years they finally decide to revisit it,
see if they can make it work again,
they'll get new people to work on it.
Maybe they'll have the right approach
this time. It's Microsoft. They won't.
But maybe Microsoft will sell the IP and
then somebody competent will get it. But
it's still better than just like
trudging along and letting these
necromancers molest it every couple
years.
>> Yeah.
>> Oh, and maybe that's another thing to
add to the equation of it being their
worst game is that it is one of the
worst value propositions like ever. Uh,
>> you know what? You know what? If that's
your logic, I will 100% agree. The the
$50 for a campaign mode and a shitty
remix mode. Yeah, no multiplayer, no
firefight, no bundled in multiplayer
maps from a better Halo game. And and
bear in mind that if you pre-ordered it
so that you could play it early and get
all those wonderful skins, that was an
extra I want to say in America an extra
$20, but here it was like 12 bucks.
>> Well, I just I do want to emphasize it's
just nuts to me. The whole game you're
playing in this game is a game that they
copied from another game that was
complete and great and they couldn't get
it right. Also, they copied parts from
Halo Reach and Halo 3 and somehow messed
up a lot of that when they
>> copying someone else's homework and you
you [ __ ] it up. How did you [ __ ] up so
hard? Tremendous
>> incompetence. Understand what the home
what the answers to the homework was.
And so like they don't know the form of
>> It's kind of like there's a Futurama
scene where he's copying the monkeyy's
homework and he draws a banana and he
like Fry doesn't even understand why the
monkey was doodling a banana. He just
thinks that's the answer.
>> Yeah. And and also something that's
probably worth noting in terms of
another thing that's working against
this game for me is that we have in the
prequel levels Halo Studios as a new
studio making a statement on the kind of
new content that you can expect from
them and it is dire. It is it is
unbelievably bad.
>> Yeah. Well, if you
>> It's not even a new statement. That's
exactly how they make all of their like
linear levels. It's exactly that way in
Halo Infinite,
>> in five and four. It shouldn't surprise
anybody that they are dog [ __ ] at making
new content.
>> Imagine being someone who had zero
context and came into simply campaign
evolved. That's all you played. And
you'd be like, I mean, this is somewhat
applicable to Platoon actually. Like, oh
wow, a space section with all kinds of
ships and mechanics and what I'm playing
it for what 20 minutes and that's it. I
yeah I wish we had somebody on this
panel who we endeavored to try to get
them to do that to just have only played
campaign evolved to get their input
because I am fascinated what someone who
experienced it that way thinks of this
franchise because like it is an insane
choice in any video game. You'd think
like, shouldn't there be like a whole
space level or a space like two space
levels and then a space combat like mode
where you can mess around and you' be
like no. Cuz the first thought I had
when it was in it was like so where's
this taken from then? Where did they
snatch this from? Cuz there's no way
they made this just
>> that you can fly you can mod reach to
fly that vehicle that's in that mode.
>> To be clear though, I am quite happy we
did not get any more space combat in
this game.
>> It was so [ __ ]
>> I have played all the Rogue Squadron
games. They're a lot of fun. We know how
to do this and this game doesn't.
>> Reach doesn't have a terrible sequence,
but it is definitely contentious. That
long night of solid sequence where you
fly around. This is a terrible terrible
imitation of what was already a
contentious idea.
>> Yeah. I I enjoy on screen cuz we didn't
even talk about this how they changed
the uh taking down the pulse generators
from walking into it and then losing to
justing three little things on the
outside.
I compare it to uh Ace Combat where like
before you even start the mission, you
have like an equipment load out. You can
like gear your plane with different like
like primary and secondary weapons and
then during the course of the mission,
there's things that happen where it's
like there's a cutscene and then the
objective changes like compared to what
your initial briefing was. It's just
like now the objective is this. you got
to go do this thing and eliminate all
these things. And then there's like
weather like uh there there's things
with weather that like change what your
initial idea of the mission was going to
be and then it's just like if you go
into the clouds it's it starts like
raining and stuff and then you got to
get out of the clouds to get out of it.
Like there's there's none of that in
this. All it is is just like now like
you you you see the the initial threat.
I mean, the initial minutes of like the
of this mission in this game was just
like, okay, I like the scale and the
360deree nature of this, but then that
quickly dissipates and then it becomes
really boring where it's just like I'll
just shoot all the things on screen, I
guess, and then you just go to the next
thing and then it and then it's just
shoot all the things on the screen again
and then again and then it's done.
>> It's boring.
Yeah, that that space sequence was
atrocious among all of the like aerial
combat levels that exist in the Halo
franchise. It's up there. Although I
think the Flappy Birds Halo 4 space
sequence is probably worse.
>> Sounds great. What a
>> It's funny though.
>> Out of those selection, uh, Patrician,
how do you rank four, five, and evolved?
>> Uh, and Infinite. Well, I assume
Infinite is the best from what I'm
seeing.
>> I would say five for Campaign Evolved
and Infinite. Infinite is a weird one
because I'm not supposed to like it. I
like it for a reason beyond it being
Halo. I am a fan of like weird janky
openw world games. And that's the appeal
of Infinite to me is like it is a weird
openw world unnecessary janky game. I
don't like it as a Halo game, but I like
it as like a weird experiment in that
front.
Um, but yeah, I mean the the poll which
I suppose can draw it to a close. We got
40% on campaign evolved I think.
>> Yeah. And and then interestingly 30 31%
on Halo 5.
>> I think there's a recency bias to that.
I think if you give it time people will
mellow out on campaign evolve where it
will still be atrocious but there's no
way that like it's overwhelmingly going
to be considered the worst.
>> I simultaneously agree and disagree. I
agree. It probably is a recency bias. I
don't know that it'll go away. I think
people will hate this forever.
>> Yes, but they hate all of the 343 games
forever.
>> Yeah, but this one is a is a is a big
old dick in the ass of
>> slap in the face.
>> It's it is just a dick in the ass,
>> you know. I mean, at the end of the day,
it's it's not a because as much as I say
that, I I assume you probably feel the
same way, Patrician. It's like I don't
I'm not that interested in ranking them
because it's just been a horrible tenure
and it needs to come to an end.
>> Yes.
>> You know,
>> if you want to say Evolved is the worst
so that people won't buy it on my
recommendation, then sure, I will lie
and say that I think the campaign
evolved is the worst. Don't buy this
[ __ ] so that they go out of business. If
that's what it takes, I will [ __ ]
grit my teeth and lie. But
if you're forcing me at gunpoint to rank
it, that's how I'd rank it.
>> Mhm.
Well, we said near the beginning, right,
that there's a there's an angle here
that needs to be appreciated. I guess
that this game is functionally
entertaining and engaging at its best
when things aren't falling the [ __ ]
apart, but it is usually tied to all the
things it's stolen essentially.
>> Mhm. So, I feel like they earn no points
for that.
>> Yeah.
>> You know,
>> it's just you miraculously the original
brilliance of the of the original game
is able to sort of, you know, uh peer
through It reminds me of uh watching
Daniel Craig play Bond. When you play
the levels in this game and you enjoy
any of the architecture, you're like,
"Yeah, this is but this is recreated by
people who don't even know why they
would have this architecture, why they
would have this level design." People
>> The only reason they didn't change this
is because they they're too scared to
change anything at this point because
their their ego is um shattered but not
fully gone.
>> Yeah. And I just I'm sorry. I just
picture them smuggly laughing at you
when you play these levels being like,
"Oh, you like this?" Okay. All right.
Yeah. Good for you.
>> No, spite is a common conspiracy theory
for the reason for designs because it
often comes off as spiteful why a lot of
343 decisions are the way they are where
it's like, "Oh, we're going to put
markers on the stealth elites." That
feels like spite. I don't think it's
incompetence. I don't think it's
underestimating
Oh,
hello.
Oh dear.
I mean, it must be me if everyone else
is quiet.
Is Discord chat? Are we still live? It
looks like we're still live.
You can still hear me.
They got him.
I think they got me, chat.
>> How's that?
>> Oh, hello.
>> Back. Yeah, I think we're back.
>> I think Discord got dropped. Oh, okay.
>> Yeah.
>> Uh
>> no, I I think I think that's fair. That
the whole thing of like it feels like a
lot of it is spite, which which again
it's just I will say it's been cuz you
know that there's been talk of layoffs
happening and it's like oh man that's
like tragic and it's like I mean these
games are just horrible. Like
>> it's a [ __ ] video game equivalent of
food poisoning. So why do I care? You
can't cook.
like
>> but you need to feel bad that they're
going to lose their jobs.
>> They're incredibly well- paid jobs in
like in this delivering this product
that they don't even seem to like much
or the people who enjoy it. Like I don't
know.
>> I mean, yeah, we could pay people who
actually like Halo to make Halo games
and then that way there's still game
devs that are employed. We don't have to
pay these people.
>> Yeah. Like it's just, you know, like if
if there was some poor guy who really
wanted to make a great Halo game, but
like whoever was in charge or, you know,
the key decision makers made that
impossible. And this is a dude who
absolutely knows what's up. He knows
what makes these games great. He could
deliver something awesome, but the the
ecosystem doesn't allow it. That is
really unfortunate. Um, but like this
can't continue. Like you can't just keep
failing over and over and over and over
and over again with the Halo series and
like expect that that's something you
should that should just continue to
happen indefinitely.
>> I think over now that the now that Phil
Spencer and Sarah Bond and Matt Booty
are kind of out at the company and
someone else is in charge. Uh, I think
that the the era of the welfare for devs
of you can get 25,000 concurrent players
on Steam and that's considered a
success. Uh, I think that time period is
over.
>> I mean, it has to be like at this point
the amount of money that Microsoft
spends for the limited impact that I've
seen. By the way, it looks like the
numbers for Gears of Wars like I don't
know what good numbers would be
considered, but I think it's at like
15,000 players right now for the beta. I
don't know about that. You know, that's
not great, is it?
>> I assume how accessible the beta is. Is
it
>> I think you get it from pre-ord
which maybe that influences things. So
maybe that I'm not speaking to his
quality.
>> Actually, that that's a pretty bad sign
because that sounds like it's hitting
the 30k curse that uh all the straight
to game pass games get hit with.
>> Well, yeah. And then uh and then there's
that as well. But but yeah, like it's
however the thing is is that
unfortunately my expectation is that um
Halo Studios 343 Industries will never
end. And the reason why I think that's
the case is because I think that
Microsoft believes perhaps not even
totally erroneously as much as
creatively I find it kind of bankrupt to
just keep it going forever that um Halo
is like a necessary franchise for them.
It needs to continue and if it's going
to continue it's going to be made by a
first party studio. So, what would be
gained from closing Halo Studios and
then just founding a new first party
studio that's going to have the task of
making Halo games forever? Like, I
imagine there'd be no attitude of,
"Well, yeah, but maybe there's something
to be gained from just close that
studio, build a new one, new company
culture, new foundations, go from
there." They'd just be like, "Dude,
we're just why wouldn't we just like
keep trying to make like more Halo games
with the studio that we already have?"
the other [ __ ] companies that
Microsoft owns that makes first person
shooters then.
>> Well, yeah, but they I mean ID just got
a whole bunch of people fired as well.
>> I know that's the tactic of Blender.
>> In fairness, Dark Ages didn't do well
anyways. So,
>> well, no, that that's the truth is that
as much as people like, ah man,
Microsoft shutting. It's like, dude, how
many of you How many of you bought the
latest Dishonored uh like the the latest
arcane game?
>> How many people did? How many people
bought Death Loop? Not many people
bought
>> Hang on. You're messing up here. The
most recent uh arcane game was Redfall.
>> Oh god. Sorry. I to Yes, you're right.
How many people bought Redfall? Yes. Um
it's the same for how many people bought
Hellblade?
>> How many people in here have played The
Outer Worlds 2?
>> Yeah, exactly. Or or what was the other
one that they did?
>> About anybody in here about
>> N
Xbox. And this also includes the
Bethesda acquisitions as well. I mean,
[ __ ] even Call of Duty was selling
less. Black Ops I can keep going.
Anybody in here? Indiana Jones.
Indiana Jones.
>> That was a great Oh, that was a great
game. Yeah, that was a great game. Yeah,
that was such a great game. All right.
Can you tell me anything about it?
>> Can you name the most recent Starfield
DLC?
>> Retribution.
>> You guess the point is being made. It
can't persist. You can't persist with
massive multi-billion dollar
acquisitions, hundreds of millions of
dollars getting funneled into games that
have no audience. That is untenable.
That is insane that it's even happened
for this long.
>> Like obvious change.
>> I What happened was Phil Spencer
realized that he was no longer able to
run a company that uh was able to sell
games. So he came up with a business
model where you can make money without
selling games, which is what Game Pass
is. And he wrote on the notion of
listen, it's going to take a few years
to find out if games as a streaming
service is going to work out as an idea.
Turns out it really didn't. It's not it.
The business model inherently didn't
make sense. They probably lost billions
of dollars on sales to it. And uh
eventually they had to let him go
because the main organization of
Microsoft themselves are struggling with
the how deep into co-pilot they went
into.
>> Yeah.
And you know nextgen I guess there's an
opportunity for them there because it's
not like Sony's in a particularly great
position where they have to spend like
$400 million on single player games that
they can't monetize in any way because
they built a reputation for single
player games that they can't make money
off of post point of sale. Hence why it
shouldn't be surprising that they've
decided to go for this disc problem by
saying no more discs for you. Like they
built a reputation where they can't do
the kind of monetization. They tried.
They really want to do live service but
Sony cultivated a reputation over the
last generation. PlayStation 4
generation is we make the single player
games where you buy it once and that's
it. And that is not profitable when your
games cost $400 million. So yeah, you
know, it's um it's it's really quite a
tumultuous time for everybody except
Nintendo. I guess they're just sort of
chilling and vibing.
>> They're just happy nobody's paying
attention to them this month.
>> No, that's right. Everybody's more
obsessed with what's going on with Sony
right now. And um which by the way,
guys, when we find out when Grand Theft
Auto 6 comes out and sells 30 million
copies,
>> um join the black pill of boycots never
work. I
>> I was going to say exactly. I was going
to pivot this into a GTA 6 thing of like
that's what's next, guys. That's what's
next on the docket. That's what's going
to determine the next 10 years of the
where this industry goes.
>> It sure is.
>> And
it's up to the Chuds to sabotage that
game with like culture war nonsense. And
even then, like
>> the p the power of just people there are
people who bought PlayStation fives like
as soon as it came out years ago to play
that game. So, it's
>> I got to say though,
>> I will say as much as there have been
things that have made me concerned about
that, the fact that it's been eight
years since Red Dead Redemption 2, it's
been over a decade since Grand Theft
Auto 5, it's been nearly 20 years since
Grand Theft Auto 4, you know, everything
about GTA Online and everything. The
fact that they don't want to make any,
you know, sequels for their other
franchises anymore. I don't think
anything has blackpilled me quite so
much on Grand Theft Auto 6 as the fact
that oh hey you got to subscribe to
Netflix to watch the next trailer. I
that is like that blows my that is so
disheartening as and it's like yeah but
it's got to be on YouTube 6 hours later.
It's like dude that's crazy that they
even
Netflix to watch a trailer.
>> Oh I love how everything's just getting
better and better isn't it? everything.
I saw someone in chat saying like just
you wait until one you don't know that
AI is in everything and two it's just
going to be spamming with ads like AI
integration that just has sponsorships
that are like
>> sort of slipped in subtly you know like
the [ __ ] with uh when an AI is
convincing some poor [ __ ] to kill
himself. It'll also be like use this
brand knife and be like oh wow it's just
uh
>> it looks like a few of you guys don't
know about that. So, the next the
extended look at Grand Theft Auto 6 is
happening at the end of the month and
that is releasing first on Netflix for 6
hours uh ahead of a release on YouTube.
>> Okay, that that's not as bad. I was
expecting like 90 second trailer is so
it's going to be like a
>> This is going to be like a first look at
gameplay. I expect it's going to be like
at least 20 minutes like a featureette.
>> It's not as dystopic as as I believed.
>> I think it's dystopian enough. That's
the kind of thing that would be released
on YouTube for free, but they're
expecting that people are going to sign
up for Netflix to watch it, and they
will.
>> Yeah.
>> Well, sure. But I mean, if they do that,
that's kind of the I'm going to declare
an interest because Take Two pays part
of my salary. But, um, it's still like
there is a there is a reason to hope.
This is the insanely optimistic take.
GTA makes a [ __ ] ton of money. It's only
because GTA makes a [ __ ] ton of money
that a lot of other studios are able to
experiment with things that are not GTA.
So there is an argument that if you want
to see more maybe more smaller budget
games or new games, new franchises, you
do actually need these big tenpole
staple things to be successful because
where else is the money coming from?
It's why Microsoft being in a really
parish state is not good for the
industry. As satisfying as it is to see
Halo fail, it's not good because you're
probably going to get fewer and worse
games than you would otherwise have got.
fewer games.
>> That's potentially the way forward.
>> Well, the way forward is you just
there's a double A sector already that's
growing and it's going to be independent
of the modern publisher paradigm. But
it's like these companies got way too
greedy in the 2010s and now they're
reaping what they've seown by like
disinteresting gamers to the point that
like people would rather just like get
addicted to porn and gambling than play
video games.
There used to be porn and gambling in my
video games.
>> They had it all in their hands.
>> Although, I will say, this is a sidebar.
I appreciate you uh saying that you have
a conflict of interest. I was supposed
to call you out over a sponsorship you
had because I was watching someone
else's video that had the same sponsor.
So,
>> I feel like you've you've solved that
for me.
>> Cool. Oh, no. I have many other
conflicts of interest, too. But yeah,
>> the I will say cuz it it it to me the
Grand Theft Auto thing I think it is is
just um it's it it it's uh it's almost
like just run it down a little bit or
almost like boil it down to what's
happening which is there is so much hype
for Grand Theft Auto 6 that releasing a
trailer exclusively on Netflix for even
6 hours will be a boon to Netflix as a
as a platform.
Like for a for a trailer that under
every normal circumstance ever would be
released on YouTube for free because
it's a [ __ ] ad. Like whatever this is
going to be, it's an ad that that's
Netflix just being the Microsoft of the
streaming world in terms of like they're
just Yeah. They're retards. They'll
benefit from it.
>> Yeah.
So, you know,
>> well, I mean, they're capitalizing on
things that people haven't seen before.
And we like people haven't seen gameplay
of GTA 6 yet. And this is this is what
they're unveiling. This is the big
reveal. It's like we're going to see
first gameplay of this. I think they've
confirmed that, too. That's not just me
hypothesizing.
>> Yeah.
>> Yep. And and there will be many many I I
say this because of cuz someone would be
like, well, everybody's got Netflix.
It's like, well, yes, but also no. Not
everybody does have Netflix.
>> They will after they have not had access
to it in over a decade.
>> What do people What do people do after
they've watched that? Oh, we've signed
up for Netflix for 30 seconds.
>> So maybe they'll watch uh
>> Stranger Things season 5 cancel their
subscription.
But uh yeah, you know, it's um yeah,
Grim Grim Times is sort of the the point
that's sort of the overarching point
here. Um but hey, Wolverine is is the
next major new game release if I'm not
mistaken. Right.
>> What's funny though is like
foreshadowing for next week, all of the
[ __ ] we've just gone through over the
course of these eight and a half hours,
and we're going to be fighting people
who joyously slip the big old peen of
this game. Love it.
>> I'm surprised we didn't see them.
>> A lot of shade at fans of Halo.
>> I'm not sure there's enough of those
people left to overpower the number of
people that you have watching these. I'm
not kidding when I say that your
programming is probably more popular
than Halo at this point.
>> No, Halo's dead. It is a dead series.
Um, whatever whatever footprint it had.
You know, it used to be one of the
biggest things ever. Halo 3 was the
biggest entertainment launch of all time
until Grand Theft Auto 4 came out a few
months later, but still um it was huge
to at this point. To say that it's like
subcultural is not even correct. It is
an increasingly
or an increasingly shrinking and insular
fan base um that is detached, you know,
with every passing year becomes more and
more detached from whatever, you know,
Halo was as a a sort of a cultural
phenomenon.
No way GTA 4 beat Halo 3. It absolutely
did. It made more money. Of course it
did. It's [ __ ] Grand Theft Auto.
Grand Theft Auto 4 was the biggest
entertainment launch in history at the
time that it came out. And then it was
Halo uh then it was Grand Theft Auto 5
and then it's forever been Rockstar
since then.
>> When uh when Wolverine again?
>> Wolverine is the 15th of September. So
it's about a month away.
>> And then just in time for my birthday. I
can't wait. October 1st is the early
release for Gears of War.
Yeah. And then uh and then that's
then nothing basically. Well, no. Call
of Duty I think comes out in October as
well. Modern Warfare 4. Wow.
>> Maybe they won't have a bad year this
year.
>> Uh maybe. I'm not sure. And then and
then yeah, it's Grand Theft Auto. And
then everything starts up again next
year. God of War is in February, right?
>> Oh man.
>> Yeah. Written by Alan Bees. Call of
Duty.
>> Call of Duty is a [ __ ] roach
franchise that refuses to die. This is
the first time that they've
>> that they have like escaped death.
>> Yeah. I mean, Infinite Warfare, they
they sort of managed to pull through.
And uh Black Ops 7 will not be the end
either.
>> Yeah.
>> Mhm.
>> Except this one you have to pay for.
This one is an on game pass cuz they
learned their lesson which is they lost
hundreds of millions of dollars from
ago.
>> I legitimately wonder how much money
that like stuff like Starfield lost to
Game Pass.
>> I think it's safe to say millions for
sure at least.
>> No, millions for sure. I have seen like
projections that are in the hundreds of
millions of range.
>> I could believe it.
God,
>> I just love how so many people in charge
make such wonderfully, brilliantly
catastrophic decisions that no one could
possibly have seen coming.
And that so many of them still have jobs
>> because there was such a strong element
of gaslighting in 2023 surrounding it. I
mean, the the Game Pass cope at that
time was just insane. And so, like, you
could call it out, nobody was listening.
There was a time period when people were
willing to give Starfield the benefit of
the doubt and like defend it against
Mark Kern when he said like the main
menu uh is a sign that the game's going
to be rushed. Everybody was [ __ ]
defending Starfield at that point.
There was a DSP clip of him saying that
after Starfield comes out, nobody's
going to even remember the name Balders
Gate 3.
That took me a while to answer. So just
that's funny.
>> Well,
>> that's uh I suppose that concludes uh at
least this chapter of the adventure.
>> You can call it the first half because
>> yeah,
>> as you could probably gather, chat, it's
been interesting to schedule everything
considering we're actually running out
of episodes before the anniversary kicks
in.
>> Halo, it just it just burst into the
room and it yelled at us. We were like,
"Okay, fine." Jesus. Even though
Spider-Man was like, I'm also here, by
the way.
>> So, uh, yeah, we got we got a round two
next week. It's not over. It's somehow
Halo returns. But, uh, I think I think I
think that was that was a good stream
for now. Eight and a half hours. Nice
and short. It's nice and sweet. So,
>> but um, before we go, of course, thank
you so much for joining us, our
wonderful cast, guests, all the the the
panel and the chat, of course. I uh I
figure uh you know you guys probably are
fully aware of where Rags is at. He had
to jump out but you know I was going to
say he would uh uh be doing lots of
different Halo thing. He did a
playthrough fully on Legendary with uh
Patrician and Bunker Bunkman I believe
there. Yes.
>> Yeah. Um so that's available if you guys
want to check it out. Um but also
Patrician where can they find you and
what are you up to?
>> Uh presently I'm still working on
Fallout. Um,
and I did want to apologize for all the
interruptions and what have you. It's
hard to get a word in edge-wise here.
>> Oh, I mean that's that's totally normal.
And there's a bit of connection things I
think going on cuz everybody was very we
we anticipated uh Do you know there was
another two people that were supposed to
be here today, but they dropped out for
different reasons, like different
interruptions.
>> I saw it.
>> So, uh, you know, it it works out
because if there' been even more. Um, we
wanted to get everybody who would have
[ __ ] tons to say about this, but then
obviously that means that there's going
to be uh interruptions. That's totally
fine and totally all good.
But yes, I've been uh streaming like
Xbox era games kind of leading up to
this anyways, but uh over on my channel
Pleb TV where I I got a CRT and I show
people what uh games used to look like
on that old technology.
Cool.
you doing any more um Halo streaming
maybe or
>> uh I'm hoping this is it. I I'm feeling
priv private sessions he uh decided he
thoroughly was going to win this entire
thing by not playing and I feel he was
right on that on that front. So if I
have the option to get out of Are you
asking campaign evolved or Halo in
general?
>> Well, I guess yeah, both just in case
cuz like obviously this is a Halo
episode never again. If I can uninstall
it like now, then I probably will
>> uh Halo in the future. Absolutely. Just
because it's a it's a good game to
stream anyways.
>> Fair enough. Uh John, how about you,
sir?
Uh, I've been I think well I streamed
Halo Campaign Evolved like I I took a
break from streaming and I came back
with that and now I'm trying to make a
video with the halfass machinima mode
that they advertised. Like they took
away they took away theater mode but
they brought back machinima mode which
is [ __ ] awful.
Um
I I I could have talked a bit about that
but whatever. I don't think it's really
worth talking about.
>> Go off, please. I need No, now that you
brought it up, I need to hear it said.
>> I don't think enough people give a [ __ ]
I think Muller wants to wind down. So, I
I like this is this is a whole thing,
but like it's just terrible. The
machinima like the the thing with
theater mode with like making videos and
like they they use this as a selling
point by the way on social media. The
the official Xbox Halo account. They're
like, "Hey, you can make your own little
videos like Retro versus Blue or
whatever." And um it's
it it doesn't come anywhere close to the
same functionality. The key feature with
theater mode being that you could pause
and rewind the action. So then you could
predict where the action was going to
occur and then you could position the
camera appropriately and then you could
rewind the action and let the action
play out from that camera angle. You
can't do that anymore. I mean, it even
goes as far as to like like there there
are certain events that won't occur
unless the active camera is the one
within Chief's helmet. So like you can
like like activate third the the free
camera mode and position the camera
somewhere and then like a campaign
scripted event won't occur until you
return the camera perspective back to
Chief and then the thing will play out
like the initial like right at the
beginning for example where the the door
explodes in the NPC's face and then
you're meant to be like oh [ __ ] I got to
go jump jump over these pipes and then
go down this corridor like that won't
happen until the the active camera is is
in the player's
um perspective. So like the there's a
whole slew of issues with the with the
camera mode they've introduced with
this. like as a filmmaking tool.
Like I understand that they don't they I
don't expect them to cater to filmmakers
with this game like as as I've done with
with so long for so long, but like if
you take away theater mode and all its
functionality and then throw in a simple
free camera and then advertise that on
social media as a machinima mode, I
personally I find that so [ __ ]
insulting. But like not everybody is
gonna feel the same way I do about that
and it's like whatever. But like I it's
just it's just such a [ __ ] joke to
me.
>> I disagree. If you're an old school Halo
fan, Machinima was a big part of why the
franchise was successful in the first
place. And it's just disgraceful that
they don't even want to try to cater to
that.
>> Yeah.
>> Yeah, man.
>> Well, I mean, it's been it's been a
staple since um 2007 with Halo 3
>> with Forge mode and theater mode. That
was the the introduction of those and
then they just decided to do away with
those.
>> It just it meant that it kept the game
on people's minds because you had a
whole bunch of fans that were making
stuff that was based on Halo, you know.
>> I mean, to be to be absolutely clear, I
was way more familiar with Army and the
Chief than Halo lore.
>> I I I've had some people tell me that I
understand Halo better than [ __ ]
the the creators of the Halo show did.
And uh I get it and it's like
>> I I I what's what really makes me sad is
that like the the introduction of
theater mode was such a great thing to
introduce for amateur filmmakers or
people like people who were just
interested in film making but didn't
want to like take the full step into
like creating an actual live action
production with a crew like they could
do it in video games like the the Halo
systems in in regard to theater mode
like That that was such an accessible
way of playing around with that. And now
they've taken away they've taken away
that entirely and thrown in a simple
free camera, which is the basic the most
basic [ __ ] thing that you can throw
into a video game in terms of game
design. Like a a free roaming camera is
one of the basic the most basic units of
game design. It's hilarious, right? cuz
you got to implement that like early on
to be able to fly around and look at
what it is you're building.
And
given given what they've taken away
and like that very simple thing they've
introduced and calling that a a method
of making films is just like it's it's
so ridiculous to me.
>> I don't know what else to say.
>> Yeah.
Well, uh, they can find you on your
channel talking about some of these.
>> They can find me. I'm make I'm make I'm
trying to make a terrible video with it.
I mean, the fil the film making system
is so [ __ ] awful. So, I was just
like, okay, well, I guess I'll just make
an awful video with it. And I'm I'm
trying to make a a video with like
because
one of the things I found that they
allowed you to do was you can play back
the cutscenes with the dialogue and the
music mixed to zero. So you can just get
the cutscenes with like just sound
design and that's it. And I'm gonna I'm
using that to make a very crude video.
And I'm going to splice that with what I
can accomplish using the the free camera
mode. And I'm going to try and make a
spoof of like the of like the basic the
original Halo story basically in a very
stupid way. So that that's what I'm
working on. And uh yeah, I don't know
what else to say. That's what I'm
working on. and
>> whatever.
>> I don't know. Yeah.
>> Uh, random. How about you, buddy?
>> Hello. Um, yeah. Thank you for having
me. I don't I do kind of regret playing
this game. Um, but it did give me the
opportunity to play Cursed Halo, which
was fun. Um,
>> yeah. Yeah. Next um next Friday or this
coming Friday now I guess 6 days time
I'm releasing my video on Hasbin Hotel
season 2.
>> Oh
>> um it's about twice as long as the first
one because it's about twice as bad as
the first one uh if that was even
remotely possible. Um, yeah. And then
after that, I don't know. There will
probably be something else before Rings
of Power in November, but obviously I
will be doing that and switching into
turbocharge mode when when November
hits.
>> It is [ __ ] nonstop this year. Going
to be crazy.
>> Yeah. Yeah.
Yeah. Maybe I'll just take a month off.
I don't know. I don't think I will, but
I might.
>> Well, thanks, of course, for coming.
Platoon Fringy. How about you fellas?
>> The month off sounds really amazing, but
that's not going to happen for the next
two years. So, um, next Odyssey part,
whatever the [ __ ] is due out at some
point this week, maybe. Probably. Yes.
Spider-Man that'll follow. It'll
actually be longer than Maul is, which
will be what a strange experience this
is going to be. But I was trying to keep
>> You liked Spider-Man, didn't you? You
loved it. Admit it.
>> I did. It was an amazing movie. And you
were completely wrong. All of your
criticisms are bad. You're a heater.
You're a judge. You You suck.
>> And I'm going to tell you as much in
this video at great length. So, that
should be out next weekend. And at some
point, I would like to carry on playing
more Halo cuz I like the first one a
lot.
>> So, I'm going to try and stream Halo 2
at some point, but I don't know when
exactly. But, um, yeah, that's the
immediate future.
>> That's the best outcome of campaign
evolved I've heard yet.
>> Yeah.
Well,
>> uh, I'm just working, but at some point
I will also be continuing my adventure
through Halo on Legendary. So, Halo 2
Legendary will be happening at some
point. I'm not exactly sure when, but
uh, we'll continue with that. But
otherwise, I'm I'm just working.
>> We are in
>> Halo TV show video.
>> Yeah, I was crazy Haley TV Haley Halo TV
show mode. Uh, not H. God damn it. We're
in crazy Halo mode is what I'm trying to
say. eventually. I think he might be
melted at this point.
>> The Halo TV episode for episode 4, which
is the Fall of Reach, which is the
highest rated episode of the show on
IMDb. It's got a higher rating on IMDb
than um than I think Saving Private
Ryan.
>> So,
>> I'm not going to look that up. I'll just
believe you. So, to be clear, right, of
everyone that you've you've seen talking
about Halo today, all of them, I I
believe have like full playthroughs of
the of I I could say campaign and
probably combat available
>> and some of them on Legendary fully
available now. You can check them all
out. There will be a super cut coming,
but in the meantime, you obviously have
this episode that was [ __ ] nearly 9
hours. And then you've had episodes of
the Halo TV show starring uh Patrician
and Mark Cyborg with us going through uh
Were you surprised that it's now they're
coming out compared to when
>> I I was a bit I was like, "Holy [ __ ] I
recorded this like two years ago.
>> It's a blast from the past." But yes,
beautifully edited by Fringy. Check them
out. They're all available. And you
know, next week we're doing some more
Halo and they'll still be coming out and
then I guess it'll start to settle down
and we can leave the realm of Halo until
they ruin it again in theory anyway.
Maybe they won't. Maybe they won't be
allowed to. That would be nice.
>> Look, I am confident. I I'm trusting the
plan here. The Halo TV show against all
odds was able to be cancelled. That
tells me that anything is possible.
True. You
>> just have to believe. Yeah.
>> Um and yeah, I bringing
Hell yes. I put out a Spider-Man video
if you didn't know, Chad. It's a It's
about 40 minutes, nice and short.
>> I just didn't think it was very good, so
I had a few criticisms. Plenty of praise
in that video, too. So, don't worry.
Very balanced. That's that's what I've
heard.
>> That's enough.
>> Need a bit more praise, but
>> more
>> uh and then yeah, just everything you
would expect. All the usual. Um my PC is
is alive compared to the last time. Uh,
obviously this episode functioned, as
far as I can tell, pretty much
perfectly. I don't want to jinx it since
we're right at the end compared to uh
what happened with Spider-Man, but uh it
just means that for example, I'm not
streaming at 60 fps anymore, which I
think is of all things to have happen.
That's okay. Nor is it 4K. It's we're
drink we're bringing the stats down.
We're going to get past the anniversary,
which is the 22nd, and I need to be more
definitive about that now because like
that's coming. If you want to make time
to be available and listen in for the
whole thing, it's coming Saturday 22nd.
It's I'm spending all my days prepping
>> 5K or 4K.
>> Mhm. But uh we're going to we're going
to make sure that gets sort of nailed
and then I will do definitive fixes for
this PC to get me back up to mega full
speed is the presumption. But I've
already got things planned. I've shown
Fringy some some edits that are coming.
There's going to be some fun things on
that anniversary. You've no idea.
>> We're all very excited. And there'll be
announcements, I think. I think all
things considered, we should be able to
to talk about some stuff that's coming
up. It's going to be really, really fun.
As well as unlocking a secret as to I
mean, EAT Movies 100, what is it? What
is it and when is it coming? We'll be
able to talk about it on there probably.
It's
>> going to be fun to burn.
>> But um yeah. Oh, yeah. And that'll be uh
you know, this is no secret. It'll be
the end of Batman Bat Batwoman season
two. That's the last two episodes of the
season, which uh kind of it's like the
end of an era. It's kind of crazy,
honestly.
>> Um
but yes, next week we're going to check
out some uh some stuff relates to how
good Halo Campaign Evolved is probably.
Am I Am I missing anything? I think
that's everything.
>> I think that's all.
>> Yeah. If there's more stuff, I'll let
you know next time cuz I've forgotten it
and that's just how things go. But thank
you all so very much for joining us. We
appreciate it. But for now, we're going
to say good night. See you around. Yes.
Byebye everybody. Byebye.
Bye.