Xbox360 Halo 4

  • Thread-Ersteller Thread-Ersteller leon_kennedy
  • Erstellungsdatum Erstellungsdatum
Ich glaube Halo 3 waren mehr Schlauch-Level, oder hab ich das falsch im Gedächtnis? Ich mag das bei Shootern in der Kampagne. Will da nicht viele Freiheiten. Deswegen fand ich Crysis 2 vom Singleplayer her nicht so richtig toll

Hab erstmal ganz schön geschluckt als ich das gelesen habe aber ok Meinungen sind halt unterschiedlich.
Mir vollkommen unbegreiflich dann auch noch Crysis 2 wo alle gejammert hatten das es viel linearer ist als Teil 1, solltest du trollen kläre mich bitte jetzt auf denn ich verste das gerade als dein vollen ernst.

Kein bash oder so aber warum dann nicht einfach gleich nen guten Film schauen?
(echtes interesse, wie gesagt kein bash versuch)
 
So ich hab jetzt endlich auch mal Halo 4 ne gute Woche ausführlich gespielt.

Die grafische Darstellung ist sehr sauber und läuft super flüssig. Auch wenn es Halo typisch wieder langweilige Innenareale gibt. Spartan Ops ist ne nette dreingabe aber absolut anspruchslos. Da hätten ein paar interessante Missionsziele echt nich geschadet. Einzig die mit den Reaktoren beschützen fand ich fordernd und interessant.

Der Multiplayer hat ein sehr gutes Balancing trotz Perks und Nachschubitems. Das man wieder schön hoch springen kann find ich ebenfalls super. Spiellisten gibt es zwar wieder einige aber sind dennoch überschaubar... warum eigentlich kein Team Double??
Der größte Kritikpunkt liegt aber für mich an den Maps. Mir gefallen ganze 3 Stück und der rest langweilt mich. Was ich auch nicht verstehe, wieso bei einem normalen Infinity Showdown die Maps teils viel zu groß sind. Wenn man schon anfangen muss Gegner zu suchen trübt das den Spielspass. Verbindungstechnisch laged es meiner Meinung nach zu häufig.Wenn es aber läuft ist alles paletti!
Ein normales Rankingsystem würde ich auch wieder begrüßen. Es gibt mir einfach nichts in den Rängen zu steigen, da ich den theoretisch locker mit Spartan Ops Missionen pushen könnte.

Alles in allem ist 343 ein sehr guter Shooter gelungen der einen endlich mal von diesem ganzen COD Gedöns weg bringt.
 
From the face of Frank

2012 was supposed to be the end of the world. Instead, it was the beginning of ours. Halo 4, despite being the seventh or eighth game in the Halo series (depending on how you count them), was our first game. That is to say, our first-ever fully fledged title, built from the ground up creatively and technologically. So let me save you the trouble of trolling my statement: We have a lot to learn. We made a lot of mistakes. We can do better. And we know this, and we will. But I don’t want to spend the first moments of the year thinking about the negatives, because frankly, I am incredibly proud of both the team and the game that team created.

And for a first effort, it wasn’t half bad.

Stepping into Bungie’s oversized shoes would have been difficult, even for a well-established team. The challenge of wrangling that engine, that universe and that community was dizzying, even withering. Four years ago when our charter began, the challenge of starting the seed of a development team and then creating a sequel to Halo terrified us. A small group of us – names you know, like Kiki Wolfkill, Bonnie Ross, Kenneth Scott Josh Holmes and other characters who have moved on to different projects, different places – was tasked with doing something that was almost impossible.

But the team grew. And we learned. And we’re still learning. And the game arrived and it succeeded. Halo 4 is the best and fastest-selling Halo game in the series. It won critical acclaim. It won awards, from Best Graphics at the VGAs to Game of the Year at the Inside Gaming Awards. We altered the engine. We expanded the universe. We innovated in storytelling, technology, and even marketing. It wasn’t flawless by any stretch of the imagination, but by most objective criteria, it was a resounding success. So we know we have a lot to do. And we know we have a lot to learn. But we also know that we now have the capacity, the teamwork, the technology and the experience to do much better next time.

But my point is this: If you’d asked me three or four years ago if we thought we’d be where we are now, I would have looked doubtfully at you and said, “That’s a lot to ask.” But the team, through miracles of collaboration and individual contribution – and lakes of blood and tears – waded into the challenge with gusto and worked obscene hours with passion and verve to get it done. And now we’re beginning to really understand what “it” is.

I think that, perhaps perversely, rather than being looked at askance with doubt and cynicism, in some corners we’ve been given extra latitude – the only benefit of low expectations. And then the ability to exceed those expectations.

There are a ton of things we wish we��d done better: Features that didn’t make it into the final game. Glitches that emerged. Missteps made. DLC fiascos. Communication breakdowns. But there were things that went astonishingly well – the creation of a genuinely competitive AAA studio chief among them. A collection of talent and souls that can do something genuinely amazing on this and next-generation hardware. The overhaul of an amazing game engine – but one that really needed to be overhauled – and an amassed education on systems, people, code and audience that will stand us in great stead for the future.

Some of the high points of the last few years have been products as well as people – like Halo: Anniversary and Forward Unto Dawn. There have been amazing events – Halo Fest, the E3 debut, ComicCon – all blurring into a sea of faces, excitement, light, and noise.

But the most important aspect of our success, and our efforts now and in the future, has been this community – a demanding, imaginative, engaged, vocal, varied and intelligent swarm of personalities, groups and individuals, each with subtly to radically different interests in this vast and varied universe we’re charged with. That isn’t lip service, nor is it pandering. You guys pay for the privilege of playing our game, and you have every right to have a voice in its development.

It may not have ended up precisely the way you imagined – there are simply too many voices and perspectives to make all of the people happy, all of the time – but we think of the community as a direct and democratic extension of the team and, indeed, of the development process. A litmus test, a pH strip and a sounding board for ideas and innovations, you are the tension between the need for change and evolution, and the necessity of inertia.

Technically, this should be a retrospective, but it’s safe to say I’m more excited about the future than the past. Excited about what this team is already working on. Excited about what this team is capable of. And excited about the future of Halo. A future we want you to be a part of. A future we’re building for you.

A look at early 2013

As far as Halo 4 goes, we have some fun stuff planned for late January and beyond. After the Infinity Challenge concludes, regular Matchmaking updates will start up again (and that includes the return of the second half of Spartan Ops Season 1, which features brand new stories, missions and locations). It’s important to note the below scheduled is not finalized and could very well change, but as of right now, here is what we’re tentatively planning:

Week of 1/21
Spartan Ops Episode 6: Five new missions and an accompanying new CG cinematic.
"Forge Test" playlist (name not final): A rotational hopper featuring small Forge maps such as Relay. Help us test these maps by providing feedback and reporting bugs that will assist us in getting them ready for Matchmaking!
Specializations: Pioneer and Pathfinder Specializations unlocked for all players.

Week of 1/28
Spartan Ops Episode 7: Five new missions and an accompanying new CG cinematic.
Grifball playlist: A rotational hopper featuring everybody’s favorite virtual sport. Catch the disease!
Specializations: Engineer and Stalker Specializations unlocked for all players.

Week of 2/4
Spartan Ops Episode 8: Five new missions and an accompanying new CG cinematic.
Team Doubles playlist: A rotational hopper for those of you that like action of the 2 vs 2 variety.
Specializations: Rogue and Tracker Specializations unlocked for all players.


Matchmaking updates go live every Monday, and potential playlists for the month of February include both FFA and a new and improved version of Team Snipers. Late February will also bring both a Title Update and the Majestic Map Pack (which includes two small maps and one medium-sized map) to Halo 4 as well. Expect more information on all of those things next month.
 
Geile Sache :)

Vielleicht bin ich ein Bisschen zu streng mit 343 Industries gewesen. Und passend zu meinem Aufstieg zu SR-50 kommen die Specializations. Hat jemand schon Erfahrung mit ihnen gemacht? Ich schwanke ziwschen Tracker und Engineer :hmm:
 
wollte das von sisxoo auch grade posten.Na also da habt ihr euch mal wieder total umsonst aufgeregt :nix:

Warum um sonst aufgeregt? So ein Statement war wohl überflüssig...

Außerdem bemerkt wohl keiner, dass sie das TU wieder nach hinten geschoben haben...

Und nach so langem Warten können sie nicht alle Spezialisierungen gleichzeitig freischalten...
 
Warum um sonst aufgeregt? So ein Statement war wohl überflüssig...

Außerdem bemerkt wohl keiner, dass sie das TU wieder nach hinten geschoben haben...

Und nach so langem Warten können sie nicht alle Spezialisierungen gleichzeitig freischalten...
ich glaube wir wissen alle das da bei dir auch ein bisschen der 343 Hate mitspricht.Deswegen fang ich mit dir keine diskussion an.Du weisst ich kann dich gut leiden und Respektiere dich als Sehr Guten Halo-Spieler.
 
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