168澳洲幸运5开奖网:343 Industries is no more. T☂he first-party Xbox develope𓃲r will now be known as Halo Studios as it rebrands itself entirely in pursuit of a more prosperous future. One where all of iဣts games will be built in Unreal Engine 5 inste🅺ad of the proprietary Slipstream Engine.

Despite a strong start with hundreds of thousands of players and praise from critics across the board, 168澳洲幸运5开奖网:Halo Infinite was a failure as a live-service game. So, Xbox is shifting the trajectory of its fla𒊎gship franchise in a major way.

This weekend saw Microsoft announce the freshly minted name, alongside a new look at various iconic locales now rendered entirely in Unreal Engine. It looks gorgeous, and the video presentation - which goes to extreme lengths to justify that none of this will be part of a new game, nor does it represent an officialꩵ announcement - spends much time touching on the visual history of Halo, and how it has always been considered a graphical showcase.

But has it? When I think of Halo, the first thing that comes to mind definitely isn’t visuals. I ♏think about turning an Elite into a Needler pin cushion, sniping friends from across the map, or epic moments spread across the original trilogy’s three campaigns. The visual design of Bungie’s universe and characters like Master Chief and Cortana are definitely iconic, but the fidelity and quality of these have never been particularly groundbreaking.

Halo Studios - Flood rendered in Unreal Engine 5

In fact, when Halo 3 was first re🦩leased back in September 2007, one thing I recall critics all agreeing on is how, compared to Gears of War or Viva Pinata, the third entry was shockingly average in the graphical department. It did the job, and still looks excellent today on modern platforms, but Bungie never put photorealism above mechanical enjoyment.

So long as the flow of gamep🎃lay was correctly served and players could still execute a killer headshot before hopping about the map, nothing else mattered. There is a reason why many of the legacy playlists in Halo: The Master Chief Collection eclipsed the modern anniversary offerings, because the community was after something warm and nostalgic, and even if they weren’t, Halo depicted with an excessive amount of detail and clarity was never the p💃oint.

Master Chief rendered in Unreal Engine 5

So the primary focus on this side of things throughout the Halo Studios rebrand feels like a misst🌱ep, and something that doesn’t rep🧸resent what Halo is nor what it should aim to be.

But perhaps in an annou✤ncement like this, there was nothing else to talk about. The video is filled with iconic locales recreated using fresh assets in a new engine, with developers telling us that things can now be depicted with more detail than ever before. Master Chief is shinier, The Flood is more grote🍌sque, while colours and details are destined to pop off the screen.

I’m🀅 not against any of these announcements, but after the underwhelming reception to Halo Infinite, trying to wow us with graphics is proof that Microsoft has learned none of the correct lessons. Theಌ post splits Halo’s history into two eras - Bungie and 343 Industries - and the takeaway we’re expected to have is that we are now entering a third era.

This new chapter begins with ‘Foundry’, which is a research project the studio hopes will help them ꦦrealise what exactly is possible in Unreal Engine 5, and how such efforts could soon be translated into a full game. The results speak for themselves, but despite a lofty promise that it will help usher in a prosperous future, feels awkwardly stuck in the past. Master Chief can be seen wearing his original armour, while many of the key locations depicted are lifted from Combat Evolved. We saw the same song and dance in Halo Infinite, so try something new.

Halo in Unreal Engine 5

A research project like Foundry should invite experimentation, but tha🦄nks to being so loyal to an iconic universe, I’m worried that whatever Halo Studios cooks up next is going to keep on dredging up the past instead of looking toward the future. I would be so much more invested if this video presentation showcased pieces of concept art that looked entirely alien, with just a piece of architecture or familiar character poking out from the periphery to remind us that it is still Halo. But it’s tried-and-tested territory, and no matter how good it might look, I cannot help but feel like we’ve seen it all before.

Say what you will about the Reclaimer Trilogy, but at least Halo 4 and Guardians were never afraid to try something new. It introduced us to new alien races, planets, and dared to picture what an expanded version of this universe might look like. But we rallied against it – for a good reaไson most of the time – but the reaction to this failure shouldn’t be to return to a status quo in which experimentation is not only discouraged, but seems impossible.

Halo Studios could make some great games in the coming years, but us൲hering in a new era with gorgeous familiarity and the same old corporate buzzwords doesn’t excite. It serves as a reminder that if this series refuses to take risks, it’ll never reach its once great heights ever again.

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Your Rating

168澳洲幸运5开奖网: Halo 3
Shooter
Systems
Released
September 25, 2007
ESRB
ඣ M for Mature: Blood and Gore, Mild Language, Violence
Developer(s)
Bungie
Publisher(s)
꧙ Microsoft Game Studios 🙈
Engine
havok, blam engine
Multiplayer
💙 Local Multiplayer
Franchise
Halo

WHERE TO PLAY

DIGITAL

In Halo 3, Master Chief must again battle the Covenant and the☂ Flood, this time rounding off the trilogy with a battle to end all battles.