Alert: There is a spam channel imitating me in the comments section. Do not believe his lies. I am not running a telegram or any giveaways. Video sources: ruclips.net/video/QNy8lbVIFjI/видео.html ruclips.net/video/nGQIQljaAc0/видео.html twitter.com/haileyx24/status/1618722806467903488
Why don't u do giveaways? Let me be the winner . I want a $500 steam card, but u can advertise it as a $1k giveaway and we spilit it It'll make u look good and get more views
Resistance fall of man and its games were probably 1 of the games other than a few other titles that got me playing both bungie's halo games/ 360 games and Playstation 3 games
343i had all the resources in the world, much better hardware and 6 years of time. Yet they still fucked up Halo: Infinite. At this point we should just give the IP to Certain Affinity
And they went their own way with the style, which I think it's why even a Halo fan like myself can still respect and admire what that series evolved into: it's a different take on sci-fi than Halo, and I would love to see new games in that setting, tbh.
@@Garry_Combine I sort of like the ideas in 3, but it was sort of too over the top in many areas; Shadowfall is once more a case of a decent idea executed in the worst way possible, imho. But I think there are many good ideas in the series, and the potential for more games is still there.
@@Garry_Combine Agreed. Killzone 2 really felt like you were in a dangerous war, but Killzone 3 felt like you were in an over-the-top cringey action movie...
Crysis and Turok were meant to compete with Halo? Crysis had a much steeper learning curve than Halo...just like Halo has (had?) a steeper learning curve than call of doody.
This is kind of strange list of games, dubbed by the author as "Halo killers" or even "Halo clones". Some of them have nothing to do with Halo, while others takes only some elements, like regenerative health or weapons limit.
@@moonasha I didn't get that feeling at all playing it. Crysis 2 and Halo 2 were both good games (and I replayed both many times), and they felt very very different to me. Crysis 2 expanded on Crysis...so I have no idea how you think that. lol
About the dude bro thing: Halo is one of the rare games that both dude bros and geeky guys (like me) loved. Halo used to be both a simple shooting game with deeper mechanics and an action film with deep sci-fi lore. I think that it's one of the reason of Halo's success.
I think some of the most influential pieces of media manage to walk that line really well, and it lends to the staying power and legacy. I always think of Scarface as a perfect example of that dichotomy. You can get drunk and eat pizza with a bunch of frat dudes and watch it while (poorly) quoting all the classic lines and cheering for Tony, or you can do a scholarly reading of the themes in an academic setting.
Halo was a simple game where you got to shoot at cool aliens, but then they introduced the Flood. Little me was so traumatized I had to stop playing the game, and the Flood still disgusts me to this day. Also, in my honest opinion, the Necromorphs from Dead Space are way better.
@@dkkanofkash8798 I don't know if I'd rather face the flood or the necromorphs. Both are terrifying, the flood does have that special WTF spot in my heart though.
Holy shit, you finally put it into words for me. The duality of the story being incredibly bad ass yet also very interesting is a huge part of why I love Bungie Era Halo.
Splitgate is probably the closest we’ve gotten to the modern halo “boomer Indy game” you’ve hypothesized at the end of your video. Though it’s multiplayer only. It held my attention for a period of time
Splitgate was fun, though I’d say its biggest weakness was that it felt too contemporary. The art style, customization, progression, etc just didn’t stand out. Honestly the indie resurgence of Halo seems fairly probable. Minecraft sparked a bunch of 8-bit nostalgia games, both 2D and 3D. Then we got a bunch of Doom inspired games. Halo just seems like the logical next step. I’m already excited for Murder Miners X.
@@Borgron they are making splitgate 2 now, so we'll see what they'll choose to do, because the devs mentioned wanting to improve the game from the ground up, maybe the combat will change drastically.
The music and story of pulling together like "we got this!" Is what sums up Halo to me. In fact that's what made Reach such a hard hitting story was that the good guys didn't win.
Your last video is correct about people not understanding halo. The average person will look at halo and think "COD but in space" and just try to do that, but people fail to realize halo is not your typical FPS. It has a lot of quirks to it that make it stand out and changing those quirks is what makes it not halo. Even Microsoft and 343 seem to not understand what halo is. So far the only people who have come close to understand halos gameplay are the devs of splitgate
The reason why Bungie was able to make Halo is because they were just trying to make a fun game. Halo killer type games often fail because the devs behind it are trying to make Halo rather than trying to make a fun game. ShreddedNerd if you are reading this don't try to make Halo, you will fail if you do. Instead try taking the pure essence of what you think makes a game fun and make something fun.
Which they would do if they every even once played the game. It's as though the people making "halo clones" took a quote from the TV Show director, "I avoided playing Halo so I wouldn't be influenced by it."
Maybe people want something new. Splitgate died and Infinite is struggling. If you scraped together all players in MCC it could be considered a middling player base.
You're actually stupid if you think splitgate is better in terms of core gameplay mechanics than halo infinite is. It took all the old devs leaving for it to happen, but 343 knows how to make a halo sandbox now.
I think the secret to Halo, that these other companies didn't get, was that Halo was raw passion. Bungie cared about so many minute details that most developers would overlook, even today. Bungie would argue with each other over anything and everything, it seems, because everyone wanted the game to be the best it could be. Everyone involved believed in the game. These other shooters were just people making a product. While Bungie was making deliberate decisions to *ensure* the game was timeless, the other studios were just *hoping* the game would be timeless
Polyphony digital used to be that way with Gran Turismo, especially during the PS2 era. Shame that both Halo and GT have found ways to fall off. Then again I’ve only played the even numbered GT games so I absolutely cannot speak on the quality of 7
That's why Destiny makes me so sad, that energy isn't there anymore. Bungie doesn't have that attention to detail & passion. They're too focused on going "Hey look we're legendary FPS pioneer Bungie!" instead of innovating on the genre like they were known for doing.
@@semajjarrett3877 yeah Bungie is just a shell of its former self. Bungie was made up of a lot of talented people who aren't there any more, and it shows. You'd hope the once cynical fratboy, Jason Jones, would steer things in a better direction, but he's become even more of a businessman more than anything.
I was there 1,000 years ago when Halo came out. I remember playing it at GameStop. Every game prior to it felt claustrophobic and dark but Halo was like stepping outside for the first time.
Setting outside for the first time is what it felt like. The second level of Halo was magic and the game held up through ever minute. Co op campaign runs on legendary was such an experience. Choosing who was gonna drive and who was gonna gun wasn't even hard cus both were so fun
@BroitstheOrangedude21123 Their memory is fuzzy, it was definitely an EB games if it was that long ago. Gamestop didn't really get big until a few centuries later.
Its not just sophisticated ai goals, but also enemies with enough hp to achieve those goals. I dont think its enough to have a beefy bulletsponge enemy, its also important to have them actively trying to achieve something (other than defeating the player, but still in service of doing so).
Half-Life 2 is, in my opinion, a game that partially falters due to this. The combine have sophisticated AI, but they always go down with a short burst from your hitscan weapon.
@@deriznohappehquite Half life 2 would absolutely be better with more projectile based weapons. Hitscan kills the combat in the half life games. There's a reason the gravity gun is so fun
@@schmecklin377I always liked the hecu marines in half-life and especially the rework of them in black mesa. It just feels like they react more to situations like being shot at. They'll do things like run and crouch behind cover and bumrush you when you aren't looking.
@@schmecklin377 half lifes combat is fine, its half life 2s that is mediocre half life could not have any more projectile weapons the setting does not allow for it
@@deriznohappehquite the combine have way more issues than just health theyre slow, innacurate, provide little feedback and the map design doesnt help them at all
I think having a lot of enemy diversity is really important. Memorable looking enemies each with very distinct roles in combat that are predictable so that you can strategize around them
The effect of seeing the enemy types and switching between the right weapons to use while being shot at and moving is really engaging and adds so much to the fight
About your recurring point of only using boring human weapons and enemies: That seems to be a trend in a lot of sci-fi games. Take the futuristic COD games, Titanfall (at least in terms of the regular weapons), and Valorant. You have so much potential for new weapons we've never seen before, and you make a space AK.
Problem is, most times player like those old school balistic weapons. For example the endgame of Half-Life 2, you just have the updated gravity gun. You could shot those reflecting energy balls, but not quit aim right with it, kind of thing. I assume this is because you can not really estimate the outcome of your shots with those sci-fi weapons, or something like that... better use an oldschool bullet 😉
Halo was very unique. It probably helps that the PlayStation had a difficult time with FPS games. The creators of Killzone have stated it was incredibly difficult to get the game running without lag or the frame rate dropping constantly, and they aren't the only developer's that had problems with FPS games.
It's hilarious that most people can't realize that Halo had a medium paced agile shooter system with advanced physics. Most every other shooter even now, is either incredibly fast by comparison, or entirely the opposite and feels like a crawl. Very few games reach that nice medium pace afforded in Halo.
@@deriznohappehquite Yeah not many people realize your base movement speed is the same in all three trilogy games, it's just as you said 3 has the tiny FOV. You can easily verify this on PC by adjusting the FOV to be the same between these games.
Dope retrospective. To answer your question about what makes Halo, Halo, I would need like 10 paragraphs. But in short: A big part of what makes Halo, Halo, is the theme. It has more of a comic-book-like feel to it. Like, the Halo live-action series for example, there is a scene where two kids on a scrap planet are being chased by guards, and the little boy gets beaten to death by a baton. That's literally not Halo. Halo is you and your friends, driving a Warthog over grassy hills, blasting evil aliens (and working with really cool aliens). It's rated M, but it's not grotesque or disturbing. It feels more like you are in a Saturday morning cartoon, rather than a dystopian-realistic-type thing. So, nailing the theme is a huge part of Halo. (I'm not saying make Halo for kids, I'm just saying it should feel more like Chief is a superhero going into battle, rather than a sad story about humanity dying) As for gameplay, all they needed to do to succeed was continue what it was. Why does 343 keep trying random crap? Just copy Halo 3, but add more levels, add cool and interesting characters and stuff, keep the gameplay mostly the same, etc. IMO, the best thing Halo could do right now is just do DLC for Master Chief Collection (And eventually make a direct sequel to Halo 3 that continues what Bungie started, rather than let a janky studio try to put their stamp on the franchise). More multiplayer maps, more Firefight maps, just make the same content but more of it! No need to try and reinvent the wheel here. Oh, and how about more split screen. It would be tight to go through the Halo trilogy with 4 people on 1 TV and to play Firefight with 4 people on 1 TV.
@@andrewdau1299 Yeah I think that would work. That would probably make a good 1 flag CTF map, where the attacking team has to go down into the lower levels of the tower, retrieve the flag, then reach the rooftop. Or a tower where as the match continues, Flood start to climb the lower levels of the tower, so as the match goes on, more players ascend the tower to avoid the Flood and the battle becomes more frantic.
I gotta disagree a little bit on the theme. Halo has a lot of what you mean. You are the Master Chief. You're the invincible hero that will save humanity from annihilation, and a lot of missions reflect that. But Halo is also horrific and depressing, and I think even Halo CE shows you that to some extent. In 343 Guilty Spark, the mission goes out of its way to make you feel alone and vulnerable, obviously building up to something terrifying and powerful. Of course, it turned out to be the Flood, which was a horrifying and esoteric monstrosity of mellinia passed. Honestly, the games only scratch the surface of how terrifying the Flood is, but it was there from the very first game and it offset the lone hero vibe from the first half of the game pretty well. In Halo ODST and Halo Reach, you also get much more somber and dark stories. Halo ODST puts you in the shoes of just guys: not humanity's savior, just... guys. You aren't invincible and you aren't winning. You're just trying to survive to see the dawn and its environment and missions feel more desperate and you're constantly on the backfoot just trying to get back to your squad and make it out of the city. Halo Reach then turns that up even more by showing you firsthand the battle that crippled humanity and where most of their "invincible" Spartans died. It starts feeling more like the old games. You find the Covenant on Reach, you fight back, and you win a couple battles. But then a Spartan dies, and then another, and another, and so on. By the end, it feels a lot more like ODST. You're just trying to make it. You're trying to complete one last objective so that humanity can maybe, possibly make it even though you certainly will not. The novels also go pretty deep into how depressing Halo can be, but you get the picture. Edit: I do completely agree with the second half of your comment though. The old games were perfect, and 343 just needed to copy what worked to make a good Halo. They also really shouldn't have fucked with the art style the way they did, but at least they pretty much fixed that in Halo Infinite.
@@cobalt-6D Even though Halo has darker elements, the overall vibe is still closer to an action comic book movie, than a horror movie. The Elites for example, the most brutal thing Arbiter does is stab the Prophet of Truth through the spine. Compare that to Predators (which Elites are partially inspired by), those guys rip spines out and turn humans into skinless piñatas. Compare the Flood to the Necrophages (Dead Space). The Flood have green blood (less disturbing). And I remember a part in Dead Space where you get attacked by human babies that have been turned into necrophages, that is waaay past the line of what Halo would do. Theme wise, I feel like Halo is like if George Lucas directed an Alien vs Predator movie (and that's a good thing).
Calling Republic Commando a "good" game is a huge understatement. Republic Commando is one of, if not the best Star Wars video game ever developed. Everything to the art style, enemy design, level design, it was all perfect. The squad based play was simple, but it worked. I love Halo, even more than Republic Commando, but saying it was a Halo killer is a bit deceptive to what it actually was.
Lucas Arts always made good games. Especially their old MSdos games, they were way cooler than all the other Dos games. They used actual cartoon artists, and it was super cool. Shame they dont make games anymore. Or exist in the same way they used to ha.
Physics is what makes Halo. The interactability with the environment is the core of Halo. Beyond even the A.I and the gunplay. I remember the first time I drove the warthog, and hit a sick jump! THAT was the moment, I Fell in love with Halo. The landscapes became a playground of high speed drifting and vehicle flips. I'll never forget the surprise of the banshee after rescuing the group of Marines, and how it can become an epic vehicle chase through the canyons, as it tries to crash into you. More over, that whole experience can be drastically different each time you play Halo. Because, Halo gives you freedom, you don't even have to use the warthog. You can take on that same banshee, in a climactic stare down, with just your courage and a well-placed grenade. Halo Lets you write the action scenes, it gives you all the tools to make this sandbox your castle. And that sandcastle can be as grand, or as ridiculous, as you want it to be. I will always love Halo because it empowered me as a player, instead of dragging me along as a spectator.
Oh man, when you run out of the Forerunner underground facility with the light bridge, and you jump off the hillocks and the gunner on thr warthog yells "Yeeee-ah!" and fistpumps towards the sky...that was the moment I knew this game was something else.
The end of this video hits the nail on the head with regards to explaining why halo was the way it was gameplay wise. It was so thoughtfully put together, and that's why it mogged all it competition for years. Nice video, based halo enjoyer.
I loved chex quest! I played it after I played doom as a kid, and they absolutely nailed that kid friendly theme. But you can destroy that by adding the Ketchup mod to chex quest...
Killzone was never touted as a 'Halo-Killer' by Guerilla. That was a headline which a few gaming news outlets ran with. This has been known for years, and Guerilla viewed Halo as a pretty different style of game from Killzone. Your critique of the series was pretty shallow and I hope people go out of their way to look into the games because they are genuinely great and really important
You're right, killzone is a badass franchise and never went out of its way to compete against halo but rather making something original and fun with its politics and gunplay
Yeah, honestly this guy seems overly negative about everything. I mean I've never even played killzone but it just seems like he's hating on some of these games for no reason aside from not being Halo.
Killzone was a great series. The first one was comparatively rough but it had its own thing going that really made its own. They liked trickling weapons throughout the campaign so it's just ISA and Helghast rifles at the beginning. The different characters you play as have their own stats and they have their own weapon proficiency, some characters have alternate paths. It makes me wish they kept that aspect in the later games but they more than made up for it with the fun multiplayer, and the feel of the weapons.
Shield lets you be reckless for a period of time. Go hard, and if you succeed, your shields will recharge on thew ay to the next encounter. Compared to HP points which encourage you to avoid all damage at all costs.
The shield also provides a tight feedback loop for the player. You either die or you win with no long term consequences. There’s no slow death by attrition from losing just a bit too much health over the course of several encounters.
Halo 1 has a really good balance with this. When you had full HP you could play more risky but if you had low HP you had to be more careful, with the shield having just the right amount of protection. You are given enough to get through any encounter with smart strategy but not so much that you feel unstoppable.
This. If you ever played the classic Doom games (which unlike modern ones had no glory kills or other always-present ways to easily regain HP), you need to do a lot of peeking or long range fighting on higher difficulties to avoid getting worn down. Sure many parts you can be aggressive to fight your way to more health packs, but if you tried playing the whole game like modern Doom you'd likely run out of health packs from taking unnecessary damage especially with the hitscan enemies. Also, classic Doom's close range options were significantly weaker than in modern Doom. You had the SSG in Doom II, but the chainsaw only worked on certain demons with high stun chance (and was still slow to kill), the regular shotgun was too weak, berserk fists were very risky due to not stunning as well as the chainsaw, and there weren't weapon combos since the switch time was slow. All of these meant you still wanted to avoid staying close for too long unless it's weak enemies you can clean up very quickly.
Lets be real - the thing the made OG Halo such a killer is that Bungie nailed BALANCE, and they nailed it all over the game. Player movement, each weapon, each enemy, each vehicle, they ALL felt like they got [roughly] similar polish, nothing was an afterthought, nothing got half-assed because they ran out of time, Bungie just NAILED the balance of the gameplay elements. And, frankly, when you consider that you're an all powerful super soldier that the enemy are often even afraid of, it's pretty impressive that they managed to build a compelling, balanced single player without the player either steamrolling everything in front of them, or their 'super soldier' actually being a weakling. If you can't nail the balance in all of its varieties, and, in a Halo-inspired title, there does need to be a solid variety of gameplay elements, then it's just going to feel like a cheap pretender instead of a modern take on the classic formula. And that's going to require some skillful programmers that have a good feel for the gameplay balance and lots of play testing and adjusting. A talented indie team could unquestionably do it, making a "Halo-like" shouldn't exactly be a great enigma, and we've certainly seen some shockingly good one man/small team developments - but I can only imagine that it's likely to be pretty time intensive, and time isn't cheap.
I think it would be safe to say that, just as how games in the had taken the wrong lessons from Half-Life (Linear, cutscene-to-cutscene gameplay through levels postmarked so heavily that you begin to question where the cutscene ends and the game begins with an uninteresting narrative), games took the wrong lessons from Halo, even Halo itself to a degree - What Bungie had made as this sci-fi epic, detailing the downfall of a vast alien empire with Mankind finally regaining its footing in the galaxy, with complex but engaging level design, a good mix of on-foot and vehicle gameplay with interesting weapons and an engaging narrative, other developers had seen as just another sci-fi shooter with extra steps - Pew pew laser guns and the occasional car. Where Halo's weapon and vehicle sandbox encourages the player to experiment, a _ton_ of other shooters from this era saw that weapon and vehicle sandbox as little more than a means to an end, while also following the same design trend as more typical shooters from the time - Your pistol is the first weapon you receive and is borderline useless, you only get the most powerful weapon at the very tail end of the game and it is _exceedingly_ rare, while vehicles are exclusively for getting from point A to point B. In desperate attempt to _kill_ Halo, sci-fi shooters from this time forgot that there's a difference between taking comfortable inspiration (Halo, after all, had been inspired by and made frequent reference to Bungie's earlier Sci-Fi shooter Marathon) and maliciously trying to overcome (Just look at the number of import/tuner inspired racing games that came out in the wake of Need for Speed Underground and Underground 2).
To be fair to Morrowind movement: The speed and intensity of your jumps (and recovery from them and the amount of fatigue used by running and jumping) is affected by your stats and having a high speed, acrobatics athletics (and if you have any movement buffs like the Boots of Blinding Speed) you can basically bunny hop across Vvardenfell like you just came out of an arena shooter. I mean, I guess the movement doesn't feel *as good* but the raw speed is up there for sure.
One game that got it right I think was Murder Miners. Not only did they get really close to Halo’s mechanics, but they then combined that with Minecraft. Can’t wait for Murder Miners X. Maybe it could lead the Indie Halo movement mentioned in the video. Believe
Halo is about 2 things: figuring out which weapons laying on the ground to take with you into the next segment, and enemies that react dynamically to what weapons you use
Turok also had a cool feature I haven't seen in another game before, slowly releasing the trigger on the controller with the bow drawn slowly releases the string and you save the arrow.
Excellent vid. I would add as well the enemies were designed to stand out from the backgrounds. The world may have been earthy and neutral colours, but the enemies were bright almost fluorescent reds, greens, yellows and blues, whereas in Killzone you’re fighting grey enemies on a grey map, or Resistance it’s brown enemies in a brown world.
Was republic commandos actually considered a halo killer? It felt unique and awesome enough to be its own thing without a doubt. It never “killed” halo but I really wish the sequel was never canceled
I agree, an FPS starring a guy with a helmet covering his face shooting at aliens isn't enough to make something a Halo clone. Gears of Wars to me gives of a lot more Halo vibes both in terms of gameplay and the story writing despite being a third person shooter without any space travel.
I actually really liked the Area 51 game, really thought the gunplay was tight especially the AR felt great to use. I also liked scanning stuff, uncovering secrets, and reading the lore you unlock.
I remember when it released, I was 10 at the time, never played it and every kid talked very fondly about it. Even a few years later when I was 13, kids still talked about it with the likes of Halo, TimeSplitters and Turok Evolution
yeah that game was a ton of fun, and the guns felt so nice to use especially the pistol, AR and dual shotguns. Also liked that ricochet gun you'd get from the black ops troopers and being able to ricochet bullets right into the back of enemies heads.
Don't know about the "Halo formula", but every time i try to describe CE, 2, 3 and Reach, the formula that I usually come up with is following: 1. Intelligent and capable enemies, avare of their surroundings 2. diverse and balanced arsenal of vehicles and weapons, available both to the player and said enemies 3. puzzle like level design with multiple layers and sideways, to allow constant change of pace and flow of a combat 4. constant emphasis on and implementation of physics into the gameplay to (once again) diverse the said gameplay 4. Story, paced well enough to allow constant change of the surroundings (forest, beaches, winter, swamp, desert, space ship etc etc) and types of puzzle-levels (corridors, caves, big open spaces and the rest of this stuff) 5. Art design, that allows to easily distinct types of enemies one from the other and locate them on the battlefield So yeah - basically you need to constantly keep things fresh and add different variables that affect the gameplay. No wonder we haven't seen new 'Halo Halo" in years... Plus well written and directed story, plus multiplayer maid for casual fun first, plus the music, plus the atmosphere, created by attention to small details, plus various social interactions and etc etc P.s. sorry for occasional pain in your eyes, english isn't my first language ¯\_( ͡° ͜ʖ ͡°)_/¯
THANK you, it kills me how everybody TO THIS DAY (including this very video) just runs down the list of two weapons, instant melee, regenerating health, etc. as the things that set Halo apart and made it influential, when they're honestly not very great on their own, and are almost always a negative when other franchises tried to shove them into their games. Those games needed your list for the other mechanics to be built around, but basically nobody grasped that, which is the true main reason why all those "killers" failed. EDIT: I did a dumb oopsie and didn't see the whole video before I made this comment, and ShreddedNerd deserves credit for including a lot of these things & some others. In my defense, though, the video is 40+ minutes long & he doesn't talk about them much until near the end; at the start, he only goes down the basic shallow list, and then hops into quick individual game reviews. He probably shouldn't have held off for that long, he could've been more direct about how things like this list (and what he included in his epilogue) are the real reason why the "killers" all failed, both in the intro & towards the end.
I think the magic of halo is the fluid sandbox that makes every enemy encounter feel unique. Me and my buddies would sit at the lunch table telling different “war stories” often from the same levels. That and the enemy personality making you feel like a force of nature at times as you go.
Honestly what makes Halo "Halo" to me is the atmosphere. The mystery in Halo was absolute perfection. It never felt like the mysteries in Halo were just nothing burgers that were there to drive the story. The interactions between the 4 factions was great too. The alliances and betrayals in Halo's story was also amazing. Who would have ever thought that you'd fight side by side with The Flood in Halo 3? The betrayal was obvious, but it was so unique and awesome.
One other aspect is that the music from Martin O’Donnell invoked such a tone and feeling within those games that I truly think that is one large reason it was so beloved and has such a feeling. Being able to recreate that music while also not coming off like a rip off could be very hard.
I loved pretty much all of the Turok games when I was a little kid. The rebooted Turok was my favorite compared to the others, mainly because at the time the graphics were pretty good and the gameplay was awesome. Plus, you know, shooting and killing dinosaurs, and the Wolfpack guys were badass. A neat feature that I've always loved about that game was when you would watch Wolfpack soldiers patrol around an area, the LED lights around where their eyes are on their helmets would change different colors depending on the situation. Blue would be not on alert or in combat, yellow would be caution and seeking out whatever noise something made, and of course their helmet's eyes would turn red during combat.
If only old Bungie could've had a crack on Warhammer 40k back in the day. Nowadays, I wouldn't trust 343 with warhammer, or any franchise on that matter...
Saying Fortnite is a good game is one thing, but to say people hate it to be contrarian is completely false. There are a lot of reasons why people dislike the game compared to other battle royale games. Halo Reach sold 9.2 million copies while ODST sold only 6.2. Does that automatically make Reach the better game simply because it performed better on the market and was more popular? Halo 3 was the best-selling Halo game but a lot of people think Halo 2 is the best despite selling fewer copies. Popularity doesn't always equate to quality. Fortnite is popular because it appeals to a larger demographic and is more easily accessible compared to other games. The same can be said for Reach, but Reach is a very controversial game. For the record, I think Halo 3 is the best Halo simply because it's the perfect blend of the previous two games. Halo 2 was solid, but the vechicle sections were pretty poor and the flood were bullet sponges on higher difficulties.
0:10 Marathon *is not* a DOOM clone. Marathon was originally conceived as a sequel to Pathways into Darkness (August '93), Bungie's previous game, which came out months before DOOM (December '93). Marathon is similar to DOOM because their engines are similar and they generate terrain the same way, but, Marathon was designed as a spiritual successor and inventor on Pathways into Darkness, which was not based on DOOM either. They presented "Marathon0" to the public who responded with, 'This is just PID with some quality of life features', so they innovated and eventually made Marathon. Having personal experience with the game I can tell you it does not play like DOOM, it looks like DOOM, it "feels" like DOOM, but it's combat loop it complex in a very different way then DOOM. Having tried PID I can tell that Marathon is like a half way between DOOM and PID with the extra flavoring of a complex story and weapon play. It has systems that later shooters took and got credit for, it is sorely misremembered and when it is remember at all it's "a DOOM clone". While Marathon was Mac's response to DOOM it is not DOOM nor is it a DOOM clone, it is a unique experience.
I would disagree that Chrome was a Halo clone. Dunno about Poland, but in Russia console gaming faded into the background after gen 3/4 cause PCs became affordable and could do much more than just play games, also pirating games for them was a no-brainer and didn't require any hardware modifications. So games like Halo were largely unknown, instead everyone was trying to make an "Unreal Tournament killer" or "Doom 3 killer". And Chrome looks like a regular tactical FPS in a sci-fi setting.
I know it isn't an FPS, but the peeling and dismemberment combo in the Dead Space Remake is not just aesthetic- some weapons peel flesh better, while others break bone better. Learning to use the two is really fun and it is quite deep. A different take on a shield system...great vid.
Did the flesh act as a sort of shield? I didn’t pay too much attention to it when I played, but if peeling the flesh off a necromorph meant it was easier to dismember, that would be a really cool idea. It would also explain the purpose of the force gun.
Love seeing some Republic Commando appreciation, such an underrated game. I'm not much of a Star Wars fan these days, but I still wish it got a sequel.
People don't hate on Fortnite just to be contrarian. They hate on it because it's taken over goddamn everything and made millions of kids all be obnoxious in the same exact ways, as well as just generally having a style and feel that a lot of people don't like. I'm sure some people are lamenting that a different game with a style more to their liking didn't become the go-to BR experience so they could enjoy it themselves. And of course some people will hate on it just to be contrarian, but that doesn't mean that there aren't a handful of genuine grievances people have with it as well.
On the subject of Halo as "imperialist propaganda" that was brought up during the Haze segment: I think it was BDobbinsFTW who compared the story thematically to Well's War of the Worlds with Britain and the UNSC being both imperialist powers who get their ironic comeuppance from the more advanced alien imperialists.
The Tom Cruise War of the Worlds movie reminds me of Halo, especially the bit where it shows Marines trying to fight the tripods. It always makes me think of the Scarab scenes in Halo 2 and 3.
I've noticed that the good "halo killer" games take inspiration from halo to create something unique. Kinda like how dead space took inspiration from resident evil 4 but ended up being a unique game.
Ironically Halo killed itself by trying to blatantly copy other games. Just a recent iteration is Halo Infinite where apparently the game first tried to be an Overwatch clone, before they scrapped it and then turned it into a huge, massive open world with absolutely no content, like any other Ubisoft or open world game from the last decade.
A Halo Killer you forgot is Darkwatch, imagine Halo but with vampire powers and in the Wild west, it even had a recharging shield system and the grenade-melee thing, I replayed it a few years ago and wasn't as bad as I thought it would be
There was a comment that was made by a Bungie developer at some point and I genuinely can't remember when or who, but they said that while developing the original trilogy they always had this idea in the back of their minds that the game should be something Nintendo would publish.
The basics of Halo CE to me are 1. Interesting environments. Vast yet finite. Great use of lighting. Neat architecture. Snow and giant evergreen trees. 2. Great controls, weapons, and enemy/marine AI. It is easy to pick up and play for the uninitiated, but also has a decent depth of learning curve. 3. Incredible sound design, from player voices to sfx to the music. Especially the music. Great sounds are KEY to any video game or movie imo, psychology plays a big part there. 4. The story and cutscenes make you feel small, put you on the run and push you to make drastic decisions, but the game play does nothing but make you feel invincible. I mean, look how far you can throw that grenade. The Marines love you whenever you show up. Oh your fav game has a rocket launcher? This one has a DOUBLE BARREL rocket launcher. Soon you will use it as a pillow after "The Library"... 5. This one is just... Love. Lol idk man I really think the guys at Bungie loved their job when they were making the first Halo game, and that passion was able to seep through at least 3 games... I also get that feeling from Perfect Dark (ironically bc a bunch of ppl were leaving Rareware to start Free Radical; more games for us) but from what I understand there were very few meetings with the suits regarding deadlines for features or calling the shots on how to make the most money. The programmers and devs just got to do whatever they thought was cool and what they could make work. Unfortunately nowadays it seems like you've got to "kill" someone or something else to get ahead, I feel like this is what has led to the absolute state of the modern game industry. Some kids have fun building sand castles, some have fun kicking everyone else's down. May the era of sand castles return to us.
Great comment Old Bungie made games for nerds, by nerds. Now it's all business executives and meeting sales quota and preorder early access shit wtf happened to gaming?
31:50 because bungie made the first 3 halo games. they were good and creative, then they gave it over to 343 industries or something like that and they just messed up all of halo, using it as a quick cash grab instead of actually trying to make it something fun and appealing.all they tried to do was make old fans like it while having new people like it aswell. they wanted to just take the old stuff and add onto it with random things that almost no one wanted. all they had to do was come up with a few creative new things and everyone would be happy. 343 industries is to stupid to come up with anything good. why did bungie ever leave...
I agree with most of what you said, but some of the games that you picked for this video are clearly NOT Halo clones. Like Chaser, for example: this game had no two weapon limit, only came out on PC, the enimies were mostly all humans, the movement was different, pretty much the only thing they have in common aside from their genre was the sci-fi setting, but even in that regard it was way less futuristic compared to Halo. Same thing with Timeshift: it was mostly inspired by Half Life and F.E.A.R. with human enemies, a more grounded setting with no aliens or spaceships, movement being different from Halo and slow-mo mechanics being the main focus of the game.
Section 8 could be considered a "halo killer", another mid to late 00s scifi space shooter with vehicle combat I have fond memories, but I don't know how well it holds up
@@FrostbiteDigital Yeah it's definitely more of an "inspired by Halo" type of game, but as a kid I played it specifically because it looked "like Halo"
I have many fond memories of Section 8 and it's sequel. Such a fun and unique game, the drop-in respawn while dodging flak, and the super sprint was awesome.
I have been wanting to make a game for ages, and Halo was always my favorite. Recently started learning ue5 to fulfill that dream, even if it ends up bad. Love the information in the video regardless.
My only advice is...don't try to make something everyone will like. Try to make something that certain people will love. Halo was great because the developers worried more about what felt good to them than about what every other game was doing.
just so you know, the chrome movement you were describing is due to a bug that happens when the framerate goes over 60. it's actual movement is alot better.
I think crysis was the last time I realized my pc was woefully underpowered for what I was trying to play. I don’t think the pc gamers have seen a power jump like that since. I was intrigued enough that I powered through the terrible performance.
As a long time Halo fan since 2002 , I have literally grown up with the series . But when I first played Killzone 2 back in 2010 I was really blown away by the intense setting , graphics , sound and atmosphere as a whole . From that moment I knew that Halo had found it’s match
Yeah but unfortunately the sequels after it struggled in some areas even after fans gave feedback on what to do. Seems like Killzone a Mercenary was the last good one and that was on a handheld called PS Vita which did well but the console itself unfortunately didn’t sell enough so any other future games planned were canceled.
*in monotone voice* "Halo 3 is a jaw dropping, xbox classic, mouth watering, atmospheric, spine tingling, bone chilling, slow burning character driven, genre defining gem that when playing its multiplayer maps alone will give you this sense of dread, unlike god of war... in halo 3 you will be met with this feeling of unease as if this map is supposed to have people but it doesnt"
Well this idiot just said killzone 2 and 3 are like call of duty and that's not even slightly true. Did clearly doesn't know many actual facts about shooters other than "halo good, everything else bad."
I’ve been thinking about your final question for some time now, but I think I have finally got it. The most important part of the Halo experience is the social aspect. All of my best memories of the game involve playing with a friend. It’s the reason the game was such a big hit in the first place. If I were to make a Halo clone I would go as far as to make three-seat vehicles the meta for big team battle. I might go further and let players piggyback on each other.
Halo is a testament to the idea that anything great that’s created, cannot be replicated by someone else. Bungie just had it in them, and they made an iconic product. 343 just can’t keep up. Which is funny considering Microsoft thought they’d be better off starting up their own development team that had already worked on the game, and not just hiring developers from other companies.
this video has re awakened a dream of mine , i would never try to make a game like halo , but someday i hope i could create something as fun and unique as halo and maybe borrow some of its key aspects , there is so much i could say about this masterpiece , if im honest with myself almost no other shooter has been as enjoyable as halo
I have the same issue as you with fighting human enemies, I call it "Blokes with guns" syndrome, because I have seen so many games have promising settings, enemy types and such and they waste SO much of their running time fighting generic boring hitscan dudes while the more interesting non-human foes get royally shafted. It's a hot take but I also felt this issue extended to the Half-Life games, so much of their running time in combat is fighting hitscan dudes and HL2 even removed a ton of alien enemies, even if it's still a great game. FEAR on the other hand is done to perfection thanks to incorporating those Halo sandbox elements so well into the enemy AI, level design and player options. As for Halo style indie shooters, I personally recommend ADACA if you don't mind a dash of Half-Life and STALKER added into the mix. Been playing a bunch of that lately and it's good fun.
Half-Life 2 has a poorly designed gameplay loop, IMO. It rode the coattails of Half-Life 1. Searching the internet, reading Half-Life 2 apologia is interesting: “HL2 is widely praised for its minimal but imaginative storytelling and its atmosphere. People have praised the developers' attention to detail. The things that make HL2 great are quite subtle and not everybody picks up on that. It’s the way alien technology is inserted the landscape, the use of color, the sounds, the moments of quiet offer a chance to reflect on what happened before.” I think Half-Life 2 appeals to would-be fans of the walking simulator genre.
You're doing gods work. I've been sick of seeing halo slander online over the yrs and Im glad theres people like you out there that explain the genius on why Halo is the top dog of fps games
36:20 So the recharging shields are good because it doen't tie down the player to the developer's wishes but the two weapon system is good because it allows the devs more influence in the game?
At some point you just begin to lump random games as "halo killers" and criticize them for not being like Halo, "Area 51 is an asset flip halo killer" was a huge L take That game has more similarity to Half Life than anything else
Unreal genuinely feels incredible to play even today, hell I would say it feels more fun. Albeit it's janky. Doom 2 feels incredible to play, smooth, seamless, and layered combat as different enemies switch up the pace and tactics. As good as doom eternal is it feels like a massive upgrade of quake. I would say new doom shows how much potential still remains even with a small part of the boomer shooter pool of gaming experiences. Halo reminded me of unreal, the complex enemies, the sci-fi aesthetic, the cramped beginning followed by the silent reveal of the massive landscape. Unreal did this when exiting the prison ship out into na-pali, halo nailed it when you got out of the pillar of autumn and out to the landscape of the legendary halo. Halo doesn't focus hard on projectile dodging but more focused on enemy synergy and the sandbox, reminding me of the way doom did it. That is what made halo soo cool to me, it's got a doom like weapon sandbox but has unreal style enemies. The potential these titles have is nuts but i don't think such legendary stuff will come any time soon.
The “Halo killers” always start as just a fun game they thought they should make, just for them to be given a title they never wanted to be. And yet they where all still better than halo 5 💀
Great video @ShreddedNerd, in my opinion the most simplest way to describe Halo is that it is a sandbox party shooter, with a major emphasizes on player movement that fits perfectly with its level design, unique weapons and equipment that can drastically change the way fights can take place in any fight, and finally having a unique and dynamic enemy AI that can challenge the player and make every fight different from the last. By the way I am not sure if you know this or not but there is a mod under development for Halo Reach called Halo Reach Evolved by the youtuber The Vengeful 'Vadam. It does a great job of addressing Halo Reach's gameplay problems and its being developed by a guy who seems to really understand old Bungies design mythology if that makes sense. Once it rerelease again using the new mod tools that 343 released I plan for it to be my final send of from the series. You should check out Vadam videos on it and even talk to him if you have the chance :)
@@deriznohappehquite I have played Marathon but not Myth and yeah you can definitely tell that the Marathon series is a direct ancestor to Halo especially with how many themes and ideas they both share. In both gameplay and story.
@@flydeath1841 I think Myth is also pretty interesting to look at. It has a similar gameplay flow and level design style to Halo, in a way, despite being an RTS. Like it kind of has the “golden triangle” of grenades, melee, and guns (well, bows instead of guns) and also has that kind of open “king of the hill” level and encounter design. I found a copy of it on an abandonware website. Also, Myth: The Fallen Lords has a better story than Myth 2: Soulblighter, and they both play very similarly, so I prefer the first one.
Killzone will always have a special place in my heart. I actually really liked it despite it being so obnoxiously over-the-top and generic. But underneath it all, there's actually some interesting parallels and anti-parallels to our own history. It's also got some of the coolest enemy designs I've seen. There's almost nothing (other than Jin-Roh itself) that can create such a ghoulish design out of red eyes and a gas mask. Had it not been released or marketed around Halo's primacy I think it would have turned out liked. (Also, if the writing was a bit better). The series might be dead as hell and considered trash but I think it's a bit of a gem. In retrospect, it's the Helghast who made the series memorable for me and I wish they were better utilized instead of being generic space communist Nazis fighting against generic space United Nation grunts. (Side Note: The Resistance series also has a place in my heart despite it being crappy looking back. But once again, it was the Chimera who made the story and game interesting).
I never played Killzone, but I played all the Resistance games last year and I thought they were damn fine games. Resistance 2 even reminded me a lot of Halo 2. It was the odd one out in the trilogy and it changed up it’s core gameplay in favor of Multiplayer, but even still. If you want to talk Halo clones, Resistance 2 is the closest the series has ever gotten to Halo. On a side note, I do think it’s kinda strange that Sony had 2 alternate history WWII shooters going on at once with Resistance and Killzone.
Man, I've always really disliked playstation and sony as a whole. I only played killzone because I got into console modding, so I bought a ps3, psp, and ps Vita. Killzone mercenary is one of my favorite fps games out there.
As a Warhammer 40k fan, it honestly pisses me off that Firewarrior sucks as bad as it does. The setting is ripe for having a wide variety of enemy types and weapons what with all its weird alien races and daemons, and there could be vehicle sections, given how many vehicle types exist in the setting (especially for Tau). The more intelligent races like the Imperium, Chaos Marines and Eldar would be good test cases for advanced AI (even the dumb races like Orks and Tyranids could at least have interesting AI behaviors that give them lots of personality). Hell, even the fantastical nature of the setting means levels with lots of verticality would be a no brainer.
Fire Warrior being ass is just the price we pay for GW giving away their IP to basically anybody. However, that also means that 40k has plenty of games with solid gameplay loops under its belt, no point in lamenting over Fire Warrior since new 40k games come out all the damn time so there's always something new to look forward to.
I shit on Fortnite because of its lack of artistic integrity. Hating Batman and Naruto shooting AK47s while Kratos builds a bridge isnt me being contrarian. And I say this as an Oldschool Halo fan.
That deadpan delivery about keeping a whole arsenal keistered like a prison shank in Res: Fall of Man caught me completely off guard, almost choked on my drink.
Not gonna lie. I absolutely love Area 51. Used to scare me as a kid but upon playing it again, its aged. However, it still has the same atmosphere that I remember and the characters like Crispy, McKan, and Ramirez who I absolutely love xD
Honestly some of the comparisons just feels really forced, like Killzone, Resistance or Crysis, I don't really consider "alien invasions and FPS" to be an Halo clone. But overall I agree with the message, it's really hard to have good "game killer" games because it's just impossible to recreate the feeling of the games they are trying to beat.
They aren’t “Halo clones” because there was never a Halo clone sub genre. What they have in common was that they were touted as “Halo killers” and they drew some inspiration from Halo.
@@markss367 Crysis had regenerating health, a limited weapon inventory with enemies dropping weapons, vehicles that you can enter and exit on the map, and a separate button for melee. These are all mechanics popularized by Halo.
@@deriznohappehquite crysis doesnt have a 2 weapon limit you can use 2 rifles + sidearm + heavy weapons In addition weapons can be customised on the fly wich halo doesnt have Nor do vehicles play the same because c1 had way bigger maps Crysis was more insipred by deus ex as the devs have said halo and crysis have superficial similarity.
@@deriznohappehquite Having similar mechanics doesn't mean anything lol. With that reasoning Halo should have been a Quake clone because it used some mechanics popularised by AFPS
By the way, Killzone did not fully fail. There was a clan over on Halo 5 that emulated it to a T and is still out there waiting for their chance to be reborn. They emulated the Helghast.
This was excellent, the best video I've seen on understanding halo. And I'm really glad you called out Jaime Greisman for developing the fundamentals of the gameplay and Josh Holmes for ruining it.
I think the essence of Halo has to be how it's physics lets you interact with it's environments. Most essentially how the unique movement makes you feel. The perfect blend of speed, momentum, low-gravity jumping, floatiness, and a player body beholden to physical collisions. How versatile it is and how much you can experiment. The other physics in the games world. Projectiles, explosions and other collisions. The perfect art style and deep universe lore surrounding it. And the music to tie it all together. It becomes apparent its hard to even boil halo down to a simple element unless you're talking just about gameplay, because it's such a masterpiece that works so well iyou dont even notice it, like oxygen or water: it's just taken for granted.
Ever notice how the vehicles in infinite have no weight to them? Physics have been getting worse and worse over the years, especially with the garbage ragdoll
@@NYG5 Yes! Infinite vehicles just slide all over the place. 343 went out of their way to remove fun physics by patching grapple hook and other glitches from campaign. I hate them sm
Alert: There is a spam channel imitating me in the comments section. Do not believe his lies. I am not running a telegram or any giveaways.
Video sources:
ruclips.net/video/QNy8lbVIFjI/видео.html
ruclips.net/video/nGQIQljaAc0/видео.html
twitter.com/haileyx24/status/1618722806467903488
Yeah I've seen the whole Telegram scam pop in other youtubers comments sections and I just ignore it.
Why don't u do giveaways? Let me be the winner . I want a $500 steam card, but u can advertise it as a $1k giveaway and we spilit it
It'll make u look good and get more views
Half life had at least the same amount of game changing features
Casimir III perhaps because it makes no sense.
@@BoleDaPole Boi no channel wants to invest in shitty Steam giveaways, and it certainly won't make him look better or get him more views
Halo fans: It sucks that 343 killed Halo.
Sony: Were it so easy.
Best comment
😆👍
stop this cringe copy/paste shit
Resistance fall of man and its games were probably 1 of the games other than a few other titles that got me playing both bungie's halo games/ 360 games and Playstation 3 games
makes no sense because 343 did kill it off as soon as they stepped in..
In the end, the Halo killer was itself.
This is gonna be top comment for sure
Exactly right.
damn I was gonna comment this but then saw yours
343i had all the resources in the world, much better hardware and 6 years of time. Yet they still fucked up Halo: Infinite. At this point we should just give the IP to Certain Affinity
*Suicide*! -ruclips.net/video/GtStI4MGF5I/видео.html
TBF to Killzone, the devs have said that they never intended it to be a Halo killer, it was just incorrectly marketed.
And they went their own way with the style, which I think it's why even a Halo fan like myself can still respect and admire what that series evolved into: it's a different take on sci-fi than Halo, and I would love to see new games in that setting, tbh.
Killzone was also good, shame what happened with 3 and Shadow Fall. Even Liberation and Mercenary were pretty good
@@Garry_Combine I sort of like the ideas in 3, but it was sort of too over the top in many areas; Shadowfall is once more a case of a decent idea executed in the worst way possible, imho. But I think there are many good ideas in the series, and the potential for more games is still there.
@@Garry_Combine Agreed. Killzone 2 really felt like you were in a dangerous war, but Killzone 3 felt like you were in an over-the-top cringey action movie...
@@kinghoodofmousekind2906 Oh yeah, I want to like what they tried to do, but the execution was bad
3:03 "Halo was a bit of a sleeper hit" *smacks snoozing grunt*
cheeky bastard dont think i didnt notice
Shmack
Timestamp for game :
3:23 : Chrome
5:33 : Warhammer 40k Fire Warriors
9:11 : Chaser
10:14 : Killzone
12:10 : Star Wars Republic Commandos
13:57 : Area 51
15:09 : Pariah
16:24 : Resistance Fall of Man
20:22 : Timeshift
20:58 : Crisis
23:02 : Haze
27:12 : The Conduit
28:12 : Turok 2008
29:57 : Nova
Crysis and Turok were meant to compete with Halo? Crysis had a much steeper learning curve than Halo...just like Halo has (had?) a steeper learning curve than call of doody.
@@DerMeister821 crysis 2 was basically halo in new york
This is kind of strange list of games, dubbed by the author as "Halo killers" or even "Halo clones". Some of them have nothing to do with Halo, while others takes only some elements, like regenerative health or weapons limit.
At least 3 of those games are really good
@@moonasha I didn't get that feeling at all playing it. Crysis 2 and Halo 2 were both good games (and I replayed both many times), and they felt very very different to me. Crysis 2 expanded on Crysis...so I have no idea how you think that. lol
About the dude bro thing: Halo is one of the rare games that both dude bros and geeky guys (like me) loved. Halo used to be both a simple shooting game with deeper mechanics and an action film with deep sci-fi lore. I think that it's one of the reason of Halo's success.
I think some of the most influential pieces of media manage to walk that line really well, and it lends to the staying power and legacy. I always think of Scarface as a perfect example of that dichotomy. You can get drunk and eat pizza with a bunch of frat dudes and watch it while (poorly) quoting all the classic lines and cheering for Tony, or you can do a scholarly reading of the themes in an academic setting.
Halo was a simple game where you got to shoot at cool aliens, but then they introduced the Flood. Little me was so traumatized I had to stop playing the game, and the Flood still disgusts me to this day. Also, in my honest opinion, the Necromorphs from Dead Space are way better.
@@dkkanofkash8798 I don't know if I'd rather face the flood or the necromorphs. Both are terrifying, the flood does have that special WTF spot in my heart though.
Holy shit, you finally put it into words for me. The duality of the story being incredibly bad ass yet also very interesting is a huge part of why I love Bungie Era Halo.
I regret to inform you that "dude bros" and "geeky guys" have more similarities than differences.
I remembered how Unreal was called a "Quake clone" or a "Quake killer" when it was first released. It didn't kill Quake nor was it a clone of it.
I remember seeing ads about how it was the Quake 2 killer.
Arena Shooter boom.
Cod was a Medal of Honor killer, thats the only time the game was called something and then did that thing.
Fuck COD4 was the Halo killer also.
Marketing types have no original ideas.
@@RusticRonnie Halo and CoD coexisted since they were very different games. Besides, Halo 4 was the ultimate Halo killer, not any particular CoD game.
15:43, they probably had so many generic human enemies because it enabled them to just use pre-existing animations from an asset library.
:o
Enemies are either Chess or Checker pieces in a game. You just got to make the board they fight on the most interesting part sometimes.
Looking for more garbage?
Splitgate is probably the closest we’ve gotten to the modern halo “boomer Indy game” you’ve hypothesized at the end of your video. Though it’s multiplayer only. It held my attention for a period of time
Splitgate was fun, though I’d say its biggest weakness was that it felt too contemporary. The art style, customization, progression, etc just didn’t stand out.
Honestly the indie resurgence of Halo seems fairly probable. Minecraft sparked a bunch of 8-bit nostalgia games, both 2D and 3D. Then we got a bunch of Doom inspired games. Halo just seems like the logical next step. I’m already excited for Murder Miners X.
@@Borgron they are making splitgate 2 now, so we'll see what they'll choose to do, because the devs mentioned wanting to improve the game from the ground up, maybe the combat will change drastically.
The music and story of pulling together like "we got this!" Is what sums up Halo to me. In fact that's what made Reach such a hard hitting story was that the good guys didn't win.
Your last video is correct about people not understanding halo. The average person will look at halo and think "COD but in space" and just try to do that, but people fail to realize halo is not your typical FPS. It has a lot of quirks to it that make it stand out and changing those quirks is what makes it not halo. Even Microsoft and 343 seem to not understand what halo is. So far the only people who have come close to understand halos gameplay are the devs of splitgate
The reason why Bungie was able to make Halo is because they were just trying to make a fun game. Halo killer type games often fail because the devs behind it are trying to make Halo rather than trying to make a fun game. ShreddedNerd if you are reading this don't try to make Halo, you will fail if you do. Instead try taking the pure essence of what you think makes a game fun and make something fun.
Which they would do if they every even once played the game.
It's as though the people making "halo clones" took a quote from the TV Show director, "I avoided playing Halo so I wouldn't be influenced by it."
Yeah and we saw them make “CoD in Space” and we got Infinite Warfare.
*Tell me how good that was.*
Maybe people want something new. Splitgate died and Infinite is struggling. If you scraped together all players in MCC it could be considered a middling player base.
You're actually stupid if you think splitgate is better in terms of core gameplay mechanics than halo infinite is. It took all the old devs leaving for it to happen, but 343 knows how to make a halo sandbox now.
I think the secret to Halo, that these other companies didn't get, was that Halo was raw passion. Bungie cared about so many minute details that most developers would overlook, even today. Bungie would argue with each other over anything and everything, it seems, because everyone wanted the game to be the best it could be. Everyone involved believed in the game. These other shooters were just people making a product. While Bungie was making deliberate decisions to *ensure* the game was timeless, the other studios were just *hoping* the game would be timeless
Polyphony digital used to be that way with Gran Turismo, especially during the PS2 era. Shame that both Halo and GT have found ways to fall off. Then again I’ve only played the even numbered GT games so I absolutely cannot speak on the quality of 7
That's why Destiny makes me so sad, that energy isn't there anymore. Bungie doesn't have that attention to detail & passion. They're too focused on going "Hey look we're legendary FPS pioneer Bungie!" instead of innovating on the genre like they were known for doing.
@@semajjarrett3877 yeah Bungie is just a shell of its former self. Bungie was made up of a lot of talented people who aren't there any more, and it shows. You'd hope the once cynical fratboy, Jason Jones, would steer things in a better direction, but he's become even more of a businessman more than anything.
@Semaj Jarrett So true. Don't get me wrong, I love D2 and play it constantly. You just don't feel the passion there anymore though.
No wonder many of those "Halo killers" developers ended working on 343i's Halo.
Bro I remember you on comments way back in the day shitting on nu-Halo. Absolutely giga-based for still keeping it up.
@@perrytran9504 Haha wow. Insane you can remember me since then. But yeah, I have been shitting on nu-Halo, 343i, and their shills since 2013.
@@WonderMePartyStrip xd
@@WonderMePartyStrip you're doing batman's work, son. keep it up. 343i's Halos are ASSSS
Bungie Halo sucks too.
I was there 1,000 years ago when Halo came out. I remember playing it at GameStop. Every game prior to it felt claustrophobic and dark but Halo was like stepping outside for the first time.
So basicality , halo Was the end of the bit-64 Claustrophobic efecto.
WOW, that explain, in fact, everything....; thanks so much !! 😲😲
Setting outside for the first time is what it felt like. The second level of Halo was magic and the game held up through ever minute. Co op campaign runs on legendary was such an experience. Choosing who was gonna drive and who was gonna gun wasn't even hard cus both were so fun
Half life on GldSrc did that for me, but Halo is beautiful and replayable in a way most games could never be@spartacusx-uw6op
@BroitstheOrangedude21123 Their memory is fuzzy, it was definitely an EB games if it was that long ago. Gamestop didn't really get big until a few centuries later.
Its not just sophisticated ai goals, but also enemies with enough hp to achieve those goals. I dont think its enough to have a beefy bulletsponge enemy, its also important to have them actively trying to achieve something (other than defeating the player, but still in service of doing so).
Half-Life 2 is, in my opinion, a game that partially falters due to this. The combine have sophisticated AI, but they always go down with a short burst from your hitscan weapon.
@@deriznohappehquite Half life 2 would absolutely be better with more projectile based weapons. Hitscan kills the combat in the half life games. There's a reason the gravity gun is so fun
@@schmecklin377I always liked the hecu marines in half-life and especially the rework of them in black mesa. It just feels like they react more to situations like being shot at. They'll do things like run and crouch behind cover and bumrush you when you aren't looking.
@@schmecklin377 half lifes combat is fine, its half life 2s that is mediocre
half life could not have any more projectile weapons the setting does not allow for it
@@deriznohappehquite the combine have way more issues than just health
theyre slow, innacurate, provide little feedback and the map design doesnt help them at all
I think having a lot of enemy diversity is really important. Memorable looking enemies each with very distinct roles in combat that are predictable so that you can strategize around them
Yeah, Halo and Doom nailed this aspect.
The effect of seeing the enemy types and switching between the right weapons to use while being shot at and moving is really engaging and adds so much to the fight
About your recurring point of only using boring human weapons and enemies: That seems to be a trend in a lot of sci-fi games. Take the futuristic COD games, Titanfall (at least in terms of the regular weapons), and Valorant. You have so much potential for new weapons we've never seen before, and you make a space AK.
Killzone tried went with realiste weapon they didn't had any modeler so they just hired gun manufacturer for 3d models
Problem is, most times player like those old school balistic weapons. For example the endgame of Half-Life 2, you just have the updated gravity gun. You could shot those reflecting energy balls, but not quit aim right with it, kind of thing. I assume this is because you can not really estimate the outcome of your shots with those sci-fi weapons, or something like that... better use an oldschool bullet 😉
It’s interesting how Halo CE looks downright fast compared to those Halo killers.
Halo was very unique. It probably helps that the PlayStation had a difficult time with FPS games. The creators of Killzone have stated it was incredibly difficult to get the game running without lag or the frame rate dropping constantly, and they aren't the only developer's that had problems with FPS games.
@@Vergil666. The other consoles being less powerful probably did make Halo and Halo 2 more viable.
It's hilarious that most people can't realize that Halo had a medium paced agile shooter system with advanced physics. Most every other shooter even now, is either incredibly fast by comparison, or entirely the opposite and feels like a crawl. Very few games reach that nice medium pace afforded in Halo.
@@spartantnt1023 Halo 3 having a tiny FOV broke a lot of people’s brains, and the Halo franchise will never recover from it.
@@deriznohappehquite Yeah not many people realize your base movement speed is the same in all three trilogy games, it's just as you said 3 has the tiny FOV. You can easily verify this on PC by adjusting the FOV to be the same between these games.
Dope retrospective. To answer your question about what makes Halo, Halo, I would need like 10 paragraphs. But in short: A big part of what makes Halo, Halo, is the theme. It has more of a comic-book-like feel to it. Like, the Halo live-action series for example, there is a scene where two kids on a scrap planet are being chased by guards, and the little boy gets beaten to death by a baton. That's literally not Halo. Halo is you and your friends, driving a Warthog over grassy hills, blasting evil aliens (and working with really cool aliens). It's rated M, but it's not grotesque or disturbing. It feels more like you are in a Saturday morning cartoon, rather than a dystopian-realistic-type thing. So, nailing the theme is a huge part of Halo. (I'm not saying make Halo for kids, I'm just saying it should feel more like Chief is a superhero going into battle, rather than a sad story about humanity dying)
As for gameplay, all they needed to do to succeed was continue what it was. Why does 343 keep trying random crap? Just copy Halo 3, but add more levels, add cool and interesting characters and stuff, keep the gameplay mostly the same, etc. IMO, the best thing Halo could do right now is just do DLC for Master Chief Collection (And eventually make a direct sequel to Halo 3 that continues what Bungie started, rather than let a janky studio try to put their stamp on the franchise). More multiplayer maps, more Firefight maps, just make the same content but more of it! No need to try and reinvent the wheel here. Oh, and how about more split screen. It would be tight to go through the Halo trilogy with 4 people on 1 TV and to play Firefight with 4 people on 1 TV.
I'm curious if a multiplayer map that's more vertical would fit with Halo. Like the emphasis is you fight up and down this tower like structure.
@@andrewdau1299 Yeah I think that would work. That would probably make a good 1 flag CTF map, where the attacking team has to go down into the lower levels of the tower, retrieve the flag, then reach the rooftop. Or a tower where as the match continues, Flood start to climb the lower levels of the tower, so as the match goes on, more players ascend the tower to avoid the Flood and the battle becomes more frantic.
@@ImCptnAwesome Yeah that sounds really cool. I wish they would do that.
I gotta disagree a little bit on the theme. Halo has a lot of what you mean. You are the Master Chief. You're the invincible hero that will save humanity from annihilation, and a lot of missions reflect that. But Halo is also horrific and depressing, and I think even Halo CE shows you that to some extent. In 343 Guilty Spark, the mission goes out of its way to make you feel alone and vulnerable, obviously building up to something terrifying and powerful. Of course, it turned out to be the Flood, which was a horrifying and esoteric monstrosity of mellinia passed. Honestly, the games only scratch the surface of how terrifying the Flood is, but it was there from the very first game and it offset the lone hero vibe from the first half of the game pretty well.
In Halo ODST and Halo Reach, you also get much more somber and dark stories. Halo ODST puts you in the shoes of just guys: not humanity's savior, just... guys. You aren't invincible and you aren't winning. You're just trying to survive to see the dawn and its environment and missions feel more desperate and you're constantly on the backfoot just trying to get back to your squad and make it out of the city.
Halo Reach then turns that up even more by showing you firsthand the battle that crippled humanity and where most of their "invincible" Spartans died. It starts feeling more like the old games. You find the Covenant on Reach, you fight back, and you win a couple battles. But then a Spartan dies, and then another, and another, and so on. By the end, it feels a lot more like ODST. You're just trying to make it. You're trying to complete one last objective so that humanity can maybe, possibly make it even though you certainly will not.
The novels also go pretty deep into how depressing Halo can be, but you get the picture.
Edit: I do completely agree with the second half of your comment though. The old games were perfect, and 343 just needed to copy what worked to make a good Halo. They also really shouldn't have fucked with the art style the way they did, but at least they pretty much fixed that in Halo Infinite.
@@cobalt-6D Even though Halo has darker elements, the overall vibe is still closer to an action comic book movie, than a horror movie. The Elites for example, the most brutal thing Arbiter does is stab the Prophet of Truth through the spine. Compare that to Predators (which Elites are partially inspired by), those guys rip spines out and turn humans into skinless piñatas. Compare the Flood to the Necrophages (Dead Space). The Flood have green blood (less disturbing). And I remember a part in Dead Space where you get attacked by human babies that have been turned into necrophages, that is waaay past the line of what Halo would do. Theme wise, I feel like Halo is like if George Lucas directed an Alien vs Predator movie (and that's a good thing).
Calling Republic Commando a "good" game is a huge understatement. Republic Commando is one of, if not the best Star Wars video game ever developed. Everything to the art style, enemy design, level design, it was all perfect. The squad based play was simple, but it worked. I love Halo, even more than Republic Commando, but saying it was a Halo killer is a bit deceptive to what it actually was.
Lucas Arts always made good games. Especially their old MSdos games, they were way cooler than all the other Dos games. They used actual cartoon artists, and it was super cool. Shame they dont make games anymore. Or exist in the same way they used to ha.
Physics is what makes Halo. The interactability with the environment is the core of Halo. Beyond even the A.I and the gunplay. I remember the first time I drove the warthog, and hit a sick jump! THAT was the moment, I Fell in love with Halo.
The landscapes became a playground of high speed drifting and vehicle flips. I'll never forget the surprise of the banshee after rescuing the group of Marines, and how it can become an epic vehicle chase through the canyons, as it tries to crash into you.
More over, that whole experience can be drastically different each time you play Halo. Because, Halo gives you freedom, you don't even have to use the warthog. You can take on that same banshee, in a climactic stare down, with just your courage and a well-placed grenade.
Halo Lets you write the action scenes, it gives you all the tools to make this sandbox your castle. And that sandcastle can be as grand, or as ridiculous, as you want it to be.
I will always love Halo because it empowered me as a player, instead of dragging me along as a spectator.
tbh, great physics is one of the primary reasons I like most Valve games
Oh man, when you run out of the Forerunner underground facility with the light bridge, and you jump off the hillocks and the gunner on thr warthog yells "Yeeee-ah!" and fistpumps towards the sky...that was the moment I knew this game was something else.
@@veretos7 The momentum based movement and funny physics are why Halo and Source games are my preferred first person shooters.
@@veretos7 there are barely any valve games nowadays
@@hoonterofhoonters6588 valve needs to make new fps game
The end of this video hits the nail on the head with regards to explaining why halo was the way it was gameplay wise. It was so thoughtfully put together, and that's why it mogged all it competition for years. Nice video, based halo enjoyer.
I'll never forget that my first Doom experience was playing Chex Quest, which was just a cheap reskin of the original you could find in a cereal box 😒
"Cheap Reskin"
Chex Quest has a lot of heart for what it is.
Chex quest 1-3 (third one was made by one of the original artists back in like 07) are great games.
far from cheap
Avgn made a video on it pretty recently I believe.
Chex Quest was quality, no shame bro game on!
I loved chex quest! I played it after I played doom as a kid, and they absolutely nailed that kid friendly theme.
But you can destroy that by adding the Ketchup mod to chex quest...
Killzone was never touted as a 'Halo-Killer' by Guerilla. That was a headline which a few gaming news outlets ran with. This has been known for years, and Guerilla viewed Halo as a pretty different style of game from Killzone. Your critique of the series was pretty shallow and I hope people go out of their way to look into the games because they are genuinely great and really important
This guy just wants to take loads from Bungie
You're right, killzone is a badass franchise and never went out of its way to compete against halo but rather making something original and fun with its politics and gunplay
I wouldn't say important but great for sure
Yeah, honestly this guy seems overly negative about everything. I mean I've never even played killzone but it just seems like he's hating on some of these games for no reason aside from not being Halo.
Resistance and Killzone were great games I loved playing them when I was younger
Killzone was a great series. The first one was comparatively rough but it had its own thing going that really made its own. They liked trickling weapons throughout the campaign so it's just ISA and Helghast rifles at the beginning. The different characters you play as have their own stats and they have their own weapon proficiency, some characters have alternate paths. It makes me wish they kept that aspect in the later games but they more than made up for it with the fun multiplayer, and the feel of the weapons.
I agree I loved the different guns as a kid and the splitscreen multiplayer was fun with friends.
It was not halo but the weapons were super cool!
It was sweet I had killzone on ps vita and that’s all I played as a kid
My biggest issue with Killzone was the awful accuracy and spongy enemies, especially Killzone 3, it felt like i was shooting BB guns.
"these games were halo made by people who hate halo"
so this is what 343 halos in the 2000s would have looked like. fascinating...
the design leads at 343i actually worked on some of those games.
@@deriznohappehquite The plot thickens...
@@deriznohappehquite That explains everything then
Shield lets you be reckless for a period of time. Go hard, and if you succeed, your shields will recharge on thew ay to the next encounter.
Compared to HP points which encourage you to avoid all damage at all costs.
The shield also provides a tight feedback loop for the player. You either die or you win with no long term consequences.
There’s no slow death by attrition from losing just a bit too much health over the course of several encounters.
Halo 1 has a really good balance with this. When you had full HP you could play more risky but if you had low HP you had to be more careful, with the shield having just the right amount of protection. You are given enough to get through any encounter with smart strategy but not so much that you feel unstoppable.
This. If you ever played the classic Doom games (which unlike modern ones had no glory kills or other always-present ways to easily regain HP), you need to do a lot of peeking or long range fighting on higher difficulties to avoid getting worn down. Sure many parts you can be aggressive to fight your way to more health packs, but if you tried playing the whole game like modern Doom you'd likely run out of health packs from taking unnecessary damage especially with the hitscan enemies.
Also, classic Doom's close range options were significantly weaker than in modern Doom. You had the SSG in Doom II, but the chainsaw only worked on certain demons with high stun chance (and was still slow to kill), the regular shotgun was too weak, berserk fists were very risky due to not stunning as well as the chainsaw, and there weren't weapon combos since the switch time was slow. All of these meant you still wanted to avoid staying close for too long unless it's weak enemies you can clean up very quickly.
"Hit point points"
@@perrytran9504 "Back in MY DAY Doom Guy was a GUY."
"Yes grandpa here are your meds gramps."
Lets be real - the thing the made OG Halo such a killer is that Bungie nailed BALANCE, and they nailed it all over the game. Player movement, each weapon, each enemy, each vehicle, they ALL felt like they got [roughly] similar polish, nothing was an afterthought, nothing got half-assed because they ran out of time, Bungie just NAILED the balance of the gameplay elements.
And, frankly, when you consider that you're an all powerful super soldier that the enemy are often even afraid of, it's pretty impressive that they managed to build a compelling, balanced single player without the player either steamrolling everything in front of them, or their 'super soldier' actually being a weakling.
If you can't nail the balance in all of its varieties, and, in a Halo-inspired title, there does need to be a solid variety of gameplay elements, then it's just going to feel like a cheap pretender instead of a modern take on the classic formula. And that's going to require some skillful programmers that have a good feel for the gameplay balance and lots of play testing and adjusting. A talented indie team could unquestionably do it, making a "Halo-like" shouldn't exactly be a great enigma, and we've certainly seen some shockingly good one man/small team developments - but I can only imagine that it's likely to be pretty time intensive, and time isn't cheap.
I think it would be safe to say that, just as how games in the had taken the wrong lessons from Half-Life (Linear, cutscene-to-cutscene gameplay through levels postmarked so heavily that you begin to question where the cutscene ends and the game begins with an uninteresting narrative), games took the wrong lessons from Halo, even Halo itself to a degree - What Bungie had made as this sci-fi epic, detailing the downfall of a vast alien empire with Mankind finally regaining its footing in the galaxy, with complex but engaging level design, a good mix of on-foot and vehicle gameplay with interesting weapons and an engaging narrative, other developers had seen as just another sci-fi shooter with extra steps - Pew pew laser guns and the occasional car. Where Halo's weapon and vehicle sandbox encourages the player to experiment, a _ton_ of other shooters from this era saw that weapon and vehicle sandbox as little more than a means to an end, while also following the same design trend as more typical shooters from the time - Your pistol is the first weapon you receive and is borderline useless, you only get the most powerful weapon at the very tail end of the game and it is _exceedingly_ rare, while vehicles are exclusively for getting from point A to point B. In desperate attempt to _kill_ Halo, sci-fi shooters from this time forgot that there's a difference between taking comfortable inspiration (Halo, after all, had been inspired by and made frequent reference to Bungie's earlier Sci-Fi shooter Marathon) and maliciously trying to overcome (Just look at the number of import/tuner inspired racing games that came out in the wake of Need for Speed Underground and Underground 2).
Without terrible halo killers, Oboeshoesgames wouldn’t have a career
To be fair to Morrowind movement: The speed and intensity of your jumps (and recovery from them and the amount of fatigue used by running and jumping) is affected by your stats and having a high speed, acrobatics athletics (and if you have any movement buffs like the Boots of Blinding Speed) you can basically bunny hop across Vvardenfell like you just came out of an arena shooter. I mean, I guess the movement doesn't feel *as good* but the raw speed is up there for sure.
the fact that the games engine can even process movements like that and levitation is a miracle already
@@jubbalubby Running Levitation 500 on the original Xbox would probably turn it into an improvised explosive so yeah
You forgot weight.
@@robertnomok9750 Nah, strafejump to Solstheim in full Daedric gear
- "Id Software was fizzling out"
- Shows Quake 3 and Doom 3
That's less fizzle ,more oil fire.
One game that got it right I think was Murder Miners. Not only did they get really close to Halo’s mechanics, but they then combined that with Minecraft. Can’t wait for Murder Miners X. Maybe it could lead the Indie Halo movement mentioned in the video.
Believe
Halo is about 2 things: figuring out which weapons laying on the ground to take with you into the next segment, and enemies that react dynamically to what weapons you use
I was thinking mtn dew and Doritos but valid.
You forgot the third thing.
Turok also had a cool feature I haven't seen in another game before, slowly releasing the trigger on the controller with the bow drawn slowly releases the string and you save the arrow.
Turok's bow was the best part of the game
Based turok
Most FPS don’t have bows…
Halo 3 had something like that, the charged plasma pistol could be cancelled by gently releasing the trigger on the controller.
many just have you press reload to cancel or let you switch off
I loved Halo 1-3. Story, gameplay, music, atmosphere, those just hit right. Especially Halo 3 will always have a special place in my heart.
Excellent vid. I would add as well the enemies were designed to stand out from the backgrounds. The world may have been earthy and neutral colours, but the enemies were bright almost fluorescent reds, greens, yellows and blues, whereas in Killzone you’re fighting grey enemies on a grey map, or Resistance it’s brown enemies in a brown world.
Was republic commandos actually considered a halo killer? It felt unique and awesome enough to be its own thing without a doubt. It never “killed” halo but I really wish the sequel was never canceled
I agree, an FPS starring a guy with a helmet covering his face shooting at aliens isn't enough to make something a Halo clone. Gears of Wars to me gives of a lot more Halo vibes both in terms of gameplay and the story writing despite being a third person shooter without any space travel.
I loved the conduit. Beat that game many times over. The weapons glitches were absolutely hilarious. The second one fell flat unfortunately.
I actually really liked the Area 51 game, really thought the gunplay was tight especially the AR felt great to use. I also liked scanning stuff, uncovering secrets, and reading the lore you unlock.
I agree. Dual wielding was awesome too!
Yeah it was like a fun b movie to me, never saw it as a "Halo killer", don't think anyone did.
I remember when it released, I was 10 at the time, never played it and every kid talked very fondly about it. Even a few years later when I was 13, kids still talked about it with the likes of Halo, TimeSplitters and Turok Evolution
yeah that game was a ton of fun, and the guns felt so nice to use especially the pistol, AR and dual shotguns. Also liked that ricochet gun you'd get from the black ops troopers and being able to ricochet bullets right into the back of enemies heads.
@@GaigeStormman, timesplitters, quite arguably one of the most underrated games/series ever made
Don't know about the "Halo formula", but every time i try to describe CE, 2, 3 and Reach, the formula that I usually come up with is following:
1. Intelligent and capable enemies, avare of their surroundings
2. diverse and balanced arsenal of vehicles and weapons, available both to the player and said enemies
3. puzzle like level design with multiple layers and sideways, to allow constant change of pace and flow of a combat
4. constant emphasis on and implementation of physics into the gameplay to (once again) diverse the said gameplay
4. Story, paced well enough to allow constant change of the surroundings (forest, beaches, winter, swamp, desert, space ship etc etc) and types of puzzle-levels (corridors, caves, big open spaces and the rest of this stuff)
5. Art design, that allows to easily distinct types of enemies one from the other and locate them on the battlefield
So yeah - basically you need to constantly keep things fresh and add different variables that affect the gameplay.
No wonder we haven't seen new 'Halo Halo" in years...
Plus well written and directed story, plus multiplayer maid for casual fun first, plus the music, plus the atmosphere, created by attention to small details, plus various social interactions and etc etc
P.s. sorry for occasional pain in your eyes, english isn't my first language ¯\_( ͡° ͜ʖ ͡°)_/¯
THANK you, it kills me how everybody TO THIS DAY (including this very video) just runs down the list of two weapons, instant melee, regenerating health, etc. as the things that set Halo apart and made it influential, when they're honestly not very great on their own, and are almost always a negative when other franchises tried to shove them into their games.
Those games needed your list for the other mechanics to be built around, but basically nobody grasped that, which is the true main reason why all those "killers" failed.
EDIT: I did a dumb oopsie and didn't see the whole video before I made this comment, and ShreddedNerd deserves credit for including a lot of these things & some others.
In my defense, though, the video is 40+ minutes long & he doesn't talk about them much until near the end; at the start, he only goes down the basic shallow list, and then hops into quick individual game reviews.
He probably shouldn't have held off for that long, he could've been more direct about how things like this list (and what he included in his epilogue) are the real reason why the "killers" all failed, both in the intro & towards the end.
@@TheRealLittleBIGhead thx, Spartan, but hey - at least we don't debate about iconic pistols anymore
What is CE?
I really couldn't figure it out without "Halo" in front of it lol.
So CE is just Halo (1)?
@@lukasgroot Correct. Combat Evolved was the name of the first Halo game
I think the magic of halo is the fluid sandbox that makes every enemy encounter feel unique. Me and my buddies would sit at the lunch table telling different “war stories” often from the same levels. That and the enemy personality making you feel like a force of nature at times as you go.
Honestly what makes Halo "Halo" to me is the atmosphere. The mystery in Halo was absolute perfection. It never felt like the mysteries in Halo were just nothing burgers that were there to drive the story. The interactions between the 4 factions was great too. The alliances and betrayals in Halo's story was also amazing. Who would have ever thought that you'd fight side by side with The Flood in Halo 3? The betrayal was obvious, but it was so unique and awesome.
One other aspect is that the music from Martin O’Donnell invoked such a tone and feeling within those games that I truly think that is one large reason it was so beloved and has such a feeling. Being able to recreate that music while also not coming off like a rip off could be very hard.
I loved pretty much all of the Turok games when I was a little kid. The rebooted Turok was my favorite compared to the others, mainly because at the time the graphics were pretty good and the gameplay was awesome. Plus, you know, shooting and killing dinosaurs, and the Wolfpack guys were badass. A neat feature that I've always loved about that game was when you would watch Wolfpack soldiers patrol around an area, the LED lights around where their eyes are on their helmets would change different colors depending on the situation. Blue would be not on alert or in combat, yellow would be caution and seeking out whatever noise something made, and of course their helmet's eyes would turn red during combat.
The Halo formula would fit amazingly with a Warhammer 40k setting.
If only old Bungie could've had a crack on Warhammer 40k back in the day. Nowadays, I wouldn't trust 343 with warhammer, or any franchise on that matter...
@@markfuckerberg9859 I wouldn't trust GW with it.
@@slayer6498 facts
Uuuhhhh, you know Firewarrior is a 40k game
@@aydengartenlaub OP means a good game.
Saying Fortnite is a good game is one thing, but to say people hate it to be contrarian is completely false. There are a lot of reasons why people dislike the game compared to other battle royale games. Halo Reach sold 9.2 million copies while ODST sold only 6.2. Does that automatically make Reach the better game simply because it performed better on the market and was more popular? Halo 3 was the best-selling Halo game but a lot of people think Halo 2 is the best despite selling fewer copies. Popularity doesn't always equate to quality. Fortnite is popular because it appeals to a larger demographic and is more easily accessible compared to other games. The same can be said for Reach, but Reach is a very controversial game.
For the record, I think Halo 3 is the best Halo simply because it's the perfect blend of the previous two games. Halo 2 was solid, but the vechicle sections were pretty poor and the flood were bullet sponges on higher difficulties.
0:10 Marathon *is not* a DOOM clone. Marathon was originally conceived as a sequel to Pathways into Darkness (August '93), Bungie's previous game, which came out months before DOOM (December '93). Marathon is similar to DOOM because their engines are similar and they generate terrain the same way, but, Marathon was designed as a spiritual successor and inventor on Pathways into Darkness, which was not based on DOOM either. They presented "Marathon0" to the public who responded with, 'This is just PID with some quality of life features', so they innovated and eventually made Marathon. Having personal experience with the game I can tell you it does not play like DOOM, it looks like DOOM, it "feels" like DOOM, but it's combat loop it complex in a very different way then DOOM. Having tried PID I can tell that Marathon is like a half way between DOOM and PID with the extra flavoring of a complex story and weapon play. It has systems that later shooters took and got credit for, it is sorely misremembered and when it is remember at all it's "a DOOM clone". While Marathon was Mac's response to DOOM it is not DOOM nor is it a DOOM clone, it is a unique experience.
I would disagree that Chrome was a Halo clone. Dunno about Poland, but in Russia console gaming faded into the background after gen 3/4 cause PCs became affordable and could do much more than just play games, also pirating games for them was a no-brainer and didn't require any hardware modifications. So games like Halo were largely unknown, instead everyone was trying to make an "Unreal Tournament killer" or "Doom 3 killer".
And Chrome looks like a regular tactical FPS in a sci-fi setting.
Killzone 2 and 3 were incredible games
No they’re not.
@@deriznohappehquite Yes they are. Killzone 2 got a metacritic score of 91. Go be a loser elsewhere.
3 was pretty bad
Not really.
As Killzone 2 enjoyer, no, not really
Hopefully Bungie reboots it
I know it isn't an FPS, but the peeling and dismemberment combo in the Dead Space Remake is not just aesthetic- some weapons peel flesh better, while others break bone better. Learning to use the two is really fun and it is quite deep. A different take on a shield system...great vid.
Did the flesh act as a sort of shield? I didn’t pay too much attention to it when I played, but if peeling the flesh off a necromorph meant it was easier to dismember, that would be a really cool idea. It would also explain the purpose of the force gun.
@@Ckoz2829 yup, absolutely. Peeling the flesh off makes dismember faster. So certain weapon pairings are OP.
Another thing Halo had at the time which most other games lagged far behind in was competent voice acting. Especially from 2 onwards.
That was just having development money.
Love seeing some Republic Commando appreciation, such an underrated game. I'm not much of a Star Wars fan these days, but I still wish it got a sequel.
15:34 "these games were halo by people who hated halo" oh shit 343 were making games longer than I thought.
About the damage type system: it's incredible how it has been copied by RPGs more than FPS. Like Mass Effect for example.
Mass Effect isn't a RPG, it's just a Action RPG.
@@DrundeFPS ...an action RPG is an RPG, lol
@@DrundeFPS You don't logic good, do you?
I had to read that 3 times to take in what you wrote...
Haze 2: Halo's Done For Now
More like Haze 343...
haze tries to make badass characters but ends up making characters that look mentally deranged
People don't hate on Fortnite just to be contrarian. They hate on it because it's taken over goddamn everything and made millions of kids all be obnoxious in the same exact ways, as well as just generally having a style and feel that a lot of people don't like. I'm sure some people are lamenting that a different game with a style more to their liking didn't become the go-to BR experience so they could enjoy it themselves. And of course some people will hate on it just to be contrarian, but that doesn't mean that there aren't a handful of genuine grievances people have with it as well.
Resistance was such a good game. I remember the huge multiplayer battles as well. I really really liked it
Resistance 2's huge multiplayer was goated
@@bradleykalinoski99427 The COOP too.
On the subject of Halo as "imperialist propaganda" that was brought up during the Haze segment: I think it was BDobbinsFTW who compared the story thematically to Well's War of the Worlds with Britain and the UNSC being both imperialist powers who get their ironic comeuppance from the more advanced alien imperialists.
Western Imperialism is good and western imperialist propaganda is good.
The Tom Cruise War of the Worlds movie reminds me of Halo, especially the bit where it shows Marines trying to fight the tripods. It always makes me think of the Scarab scenes in Halo 2 and 3.
I've noticed that the good "halo killer" games take inspiration from halo to create something unique. Kinda like how dead space took inspiration from resident evil 4 but ended up being a unique game.
Ironically Halo killed itself by trying to blatantly copy other games. Just a recent iteration is Halo Infinite where apparently the game first tried to be an Overwatch clone, before they scrapped it and then turned it into a huge, massive open world with absolutely no content, like any other Ubisoft or open world game from the last decade.
A Halo Killer you forgot is Darkwatch, imagine Halo but with vampire powers and in the Wild west, it even had a recharging shield system and the grenade-melee thing, I replayed it a few years ago and wasn't as bad as I thought it would be
It probably wasn't as bad as you thought because Darkwatch is awesome.
There was a comment that was made by a Bungie developer at some point and I genuinely can't remember when or who, but they said that while developing the original trilogy they always had this idea in the back of their minds that the game should be something Nintendo would publish.
idk who made 343i, but that was an extremely effective Halo killer
Nova 2 was stupid hard
Well said brother...very well said 🧐👏
Wish i could still download that game. Was the only mobile game i actually put time into
Sounds kinda fun
The basics of Halo CE to me are 1. Interesting environments. Vast yet finite. Great use of lighting. Neat architecture. Snow and giant evergreen trees. 2. Great controls, weapons, and enemy/marine AI. It is easy to pick up and play for the uninitiated, but also has a decent depth of learning curve. 3. Incredible sound design, from player voices to sfx to the music. Especially the music. Great sounds are KEY to any video game or movie imo, psychology plays a big part there. 4. The story and cutscenes make you feel small, put you on the run and push you to make drastic decisions, but the game play does nothing but make you feel invincible. I mean, look how far you can throw that grenade. The Marines love you whenever you show up. Oh your fav game has a rocket launcher? This one has a DOUBLE BARREL rocket launcher. Soon you will use it as a pillow after "The Library"... 5. This one is just... Love. Lol idk man I really think the guys at Bungie loved their job when they were making the first Halo game, and that passion was able to seep through at least 3 games... I also get that feeling from Perfect Dark (ironically bc a bunch of ppl were leaving Rareware to start Free Radical; more games for us) but from what I understand there were very few meetings with the suits regarding deadlines for features or calling the shots on how to make the most money. The programmers and devs just got to do whatever they thought was cool and what they could make work. Unfortunately nowadays it seems like you've got to "kill" someone or something else to get ahead, I feel like this is what has led to the absolute state of the modern game industry. Some kids have fun building sand castles, some have fun kicking everyone else's down. May the era of sand castles return to us.
Great comment
Old Bungie made games for nerds, by nerds. Now it's all business executives and meeting sales quota and preorder early access shit wtf happened to gaming?
31:50 because bungie made the first 3 halo games. they were good and creative, then they gave it over to 343 industries or something like that and they just messed up all of halo, using it as a quick cash grab instead of actually trying to make it something fun and appealing.all they tried to do was make old fans like it while having new people like it aswell. they wanted to just take the old stuff and add onto it with random things that almost no one wanted. all they had to do was come up with a few creative new things and everyone would be happy. 343 industries is to stupid to come up with anything good. why did bungie ever leave...
I agree with most of what you said, but some of the games that you picked for this video are clearly NOT Halo clones. Like Chaser, for example: this game had no two weapon limit, only came out on PC, the enimies were mostly all humans, the movement was different, pretty much the only thing they have in common aside from their genre was the sci-fi setting, but even in that regard it was way less futuristic compared to Halo. Same thing with Timeshift: it was mostly inspired by Half Life and F.E.A.R. with human enemies, a more grounded setting with no aliens or spaceships, movement being different from Halo and slow-mo mechanics being the main focus of the game.
Section 8 could be considered a "halo killer", another mid to late 00s scifi space shooter with vehicle combat
I have fond memories, but I don't know how well it holds up
Section 8 was awesome but I wouldn’t call it a “Halo killer”. An inspiration maybe but not every sci if shooters were trying to kill Halo.
@@FrostbiteDigital Yeah it's definitely more of an "inspired by Halo" type of game, but as a kid I played it specifically because it looked "like Halo"
I have many fond memories of Section 8 and it's sequel. Such a fun and unique game, the drop-in respawn while dodging flak, and the super sprint was awesome.
Section 8 was the housing I lived in at the age 21.
Halo also had its iconic title screen music. Still one of the best to date.
I have been wanting to make a game for ages, and Halo was always my favorite. Recently started learning ue5 to fulfill that dream, even if it ends up bad. Love the information in the video regardless.
Let's collab my friend, no judgment on skill level or experience
It better be a fuckin masterpiece. Keep it up
@@swaggyd.alford5126 Yes sir, Swaggy, sir! :D
Remember: "If at first you fail, try, try again".
My only advice is...don't try to make something everyone will like. Try to make something that certain people will love.
Halo was great because the developers worried more about what felt good to them than about what every other game was doing.
“Kill Zone” always seemed to be competing with “Call Of Duty” then “Halo”
just so you know, the chrome movement you were describing is due to a bug that happens when the framerate goes over 60. it's actual movement is alot better.
yeah tho the jumping and vehicles are still affected by super gravity
I think crysis was the last time I realized my pc was woefully underpowered for what I was trying to play. I don’t think the pc gamers have seen a power jump like that since. I was intrigued enough that I powered through the terrible performance.
One of the biggest hurdles for PC gaming is that you need an expensive computer to play a lot of games.
As a long time Halo fan since 2002 , I have literally grown up with the series . But when I first played Killzone 2 back in 2010 I was really blown away by the intense setting , graphics , sound and atmosphere as a whole . From that moment I knew that Halo had found it’s match
Yeah but unfortunately the sequels after it struggled in some areas even after fans gave feedback on what to do. Seems like Killzone a Mercenary was the last good one and that was on a handheld called PS Vita which did well but the console itself unfortunately didn’t sell enough so any other future games planned were canceled.
*in monotone voice*
"Halo 3 is a jaw dropping, xbox classic, mouth watering, atmospheric, spine tingling, bone chilling, slow burning character driven, genre defining gem that when playing its multiplayer maps alone will give you this sense of dread, unlike god of war... in halo 3 you will be met with this feeling of unease as if this map is supposed to have people but it doesnt"
Well this idiot just said killzone 2 and 3 are like call of duty and that's not even slightly true. Did clearly doesn't know many actual facts about shooters other than "halo good, everything else bad."
@@johndodo2062 uhhh... what?
Gem
No Randy, Gearbox will never touch Halo again.
Its aight lol
I’ve been thinking about your final question for some time now, but I think I have finally got it. The most important part of the Halo experience is the social aspect. All of my best memories of the game involve playing with a friend. It’s the reason the game was such a big hit in the first place. If I were to make a Halo clone I would go as far as to make three-seat vehicles the meta for big team battle. I might go further and let players piggyback on each other.
Halo is a testament to the idea that anything great that’s created, cannot be replicated by someone else. Bungie just had it in them, and they made an iconic product. 343 just can’t keep up. Which is funny considering Microsoft thought they’d be better off starting up their own development team that had already worked on the game, and not just hiring developers from other companies.
this video has re awakened a dream of mine , i would never try to make a game like halo , but someday i hope i could create something as fun and unique as halo and maybe borrow some of its key aspects , there is so much i could say about this masterpiece , if im honest with myself almost no other shooter has been as enjoyable as halo
I have the same issue as you with fighting human enemies, I call it "Blokes with guns" syndrome, because I have seen so many games have promising settings, enemy types and such and they waste SO much of their running time fighting generic boring hitscan dudes while the more interesting non-human foes get royally shafted. It's a hot take but I also felt this issue extended to the Half-Life games, so much of their running time in combat is fighting hitscan dudes and HL2 even removed a ton of alien enemies, even if it's still a great game. FEAR on the other hand is done to perfection thanks to incorporating those Halo sandbox elements so well into the enemy AI, level design and player options.
As for Halo style indie shooters, I personally recommend ADACA if you don't mind a dash of Half-Life and STALKER added into the mix. Been playing a bunch of that lately and it's good fun.
Half-Life 2 has a poorly designed gameplay loop, IMO. It rode the coattails of Half-Life 1.
Searching the internet, reading Half-Life 2 apologia is interesting:
“HL2 is widely praised for its minimal but imaginative storytelling and its atmosphere. People have praised the developers' attention to detail. The things that make HL2 great are quite subtle and not everybody picks up on that. It’s the way alien technology is inserted the landscape, the use of color, the sounds, the moments of quiet offer a chance to reflect on what happened before.”
I think Half-Life 2 appeals to would-be fans of the walking simulator genre.
I googled articles about halo killers and played them none play like halo
Well there is one game that's like that which is resistance fall of man tbh the series is a good 7 or 8/10
You're doing gods work. I've been sick of seeing halo slander online over the yrs and Im glad theres people like you out there that explain the genius on why Halo is the top dog of fps games
36:20 So the recharging shields are good because it doen't tie down the player to the developer's wishes but the two weapon system is good because it allows the devs more influence in the game?
At some point you just begin to lump random games as "halo killers" and criticize them for not being like Halo, "Area 51 is an asset flip halo killer" was a huge L take
That game has more similarity to Half Life than anything else
Unreal genuinely feels incredible to play even today, hell I would say it feels more fun. Albeit it's janky. Doom 2 feels incredible to play, smooth, seamless, and layered combat as different enemies switch up the pace and tactics. As good as doom eternal is it feels like a massive upgrade of quake. I would say new doom shows how much potential still remains even with a small part of the boomer shooter pool of gaming experiences.
Halo reminded me of unreal, the complex enemies, the sci-fi aesthetic, the cramped beginning followed by the silent reveal of the massive landscape. Unreal did this when exiting the prison ship out into na-pali, halo nailed it when you got out of the pillar of autumn and out to the landscape of the legendary halo.
Halo doesn't focus hard on projectile dodging but more focused on enemy synergy and the sandbox, reminding me of the way doom did it. That is what made halo soo cool to me, it's got a doom like weapon sandbox but has unreal style enemies. The potential these titles have is nuts but i don't think such legendary stuff will come any time soon.
The “Halo killers” always start as just a fun game they thought they should make, just for them to be given a title they never wanted to be. And yet they where all still better than halo 5 💀
Timesplitters II even says 'move over halo' on the back cover
"Halo 4 copied COD's loadout system"
Reach adding loadouts to multiplayer:
They were not customizable though, and everyone had access to the same things.
Great video @ShreddedNerd, in my opinion the most simplest way to describe Halo is that it is a sandbox party shooter, with a major emphasizes on player movement that fits perfectly with its level design, unique weapons and equipment that can drastically change the way fights can take place in any fight, and finally having a unique and dynamic enemy AI that can challenge the player and make every fight different from the last. By the way I am not sure if you know this or not but there is a mod under development for Halo Reach called Halo Reach Evolved by the youtuber The Vengeful 'Vadam. It does a great job of addressing Halo Reach's gameplay problems and its being developed by a guy who seems to really understand old Bungies design mythology if that makes sense. Once it rerelease again using the new mod tools that 343 released I plan for it to be my final send of from the series. You should check out Vadam videos on it and even talk to him if you have the chance :)
Have you ever played Marathon or Myth? I think Halo is interesting to look at through the lens of Bungie’s previous games.
@@deriznohappehquite I have played Marathon but not Myth and yeah you can definitely tell that the Marathon series is a direct ancestor to Halo especially with how many themes and ideas they both share. In both gameplay and story.
@@flydeath1841 I think Myth is also pretty interesting to look at. It has a similar gameplay flow and level design style to Halo, in a way, despite being an RTS.
Like it kind of has the “golden triangle” of grenades, melee, and guns (well, bows instead of guns) and also has that kind of open “king of the hill” level and encounter design.
I found a copy of it on an abandonware website. Also, Myth: The Fallen Lords has a better story than Myth 2: Soulblighter, and they both play very similarly, so I prefer the first one.
@@deriznohappehquite gotcha I will give it a try then :)
Killzone will always have a special place in my heart. I actually really liked it despite it being so obnoxiously over-the-top and generic. But underneath it all, there's actually some interesting parallels and anti-parallels to our own history. It's also got some of the coolest enemy designs I've seen. There's almost nothing (other than Jin-Roh itself) that can create such a ghoulish design out of red eyes and a gas mask. Had it not been released or marketed around Halo's primacy I think it would have turned out liked. (Also, if the writing was a bit better). The series might be dead as hell and considered trash but I think it's a bit of a gem. In retrospect, it's the Helghast who made the series memorable for me and I wish they were better utilized instead of being generic space communist Nazis fighting against generic space United Nation grunts.
(Side Note: The Resistance series also has a place in my heart despite it being crappy looking back. But once again, it was the Chimera who made the story and game interesting).
I never played Killzone, but I played all the Resistance games last year and I thought they were damn fine games. Resistance 2 even reminded me a lot of Halo 2. It was the odd one out in the trilogy and it changed up it’s core gameplay in favor of Multiplayer, but even still. If you want to talk Halo clones, Resistance 2 is the closest the series has ever gotten to Halo.
On a side note, I do think it’s kinda strange that Sony had 2 alternate history WWII shooters going on at once with Resistance and Killzone.
Man, I've always really disliked playstation and sony as a whole. I only played killzone because I got into console modding, so I bought a ps3, psp, and ps Vita.
Killzone mercenary is one of my favorite fps games out there.
As a Warhammer 40k fan, it honestly pisses me off that Firewarrior sucks as bad as it does. The setting is ripe for having a wide variety of enemy types and weapons what with all its weird alien races and daemons, and there could be vehicle sections, given how many vehicle types exist in the setting (especially for Tau). The more intelligent races like the Imperium, Chaos Marines and Eldar would be good test cases for advanced AI (even the dumb races like Orks and Tyranids could at least have interesting AI behaviors that give them lots of personality). Hell, even the fantastical nature of the setting means levels with lots of verticality would be a no brainer.
Fire Warrior being ass is just the price we pay for GW giving away their IP to basically anybody. However, that also means that 40k has plenty of games with solid gameplay loops under its belt, no point in lamenting over Fire Warrior since new 40k games come out all the damn time so there's always something new to look forward to.
I shit on Fortnite because of its lack of artistic integrity. Hating Batman and Naruto shooting AK47s while Kratos builds a bridge isnt me being contrarian. And I say this as an Oldschool Halo fan.
That deadpan delivery about keeping a whole arsenal keistered like a prison shank in Res: Fall of Man caught me completely off guard, almost choked on my drink.
Not gonna lie. I absolutely love Area 51. Used to scare me as a kid but upon playing it again, its aged. However, it still has the same atmosphere that I remember and the characters like Crispy, McKan, and Ramirez who I absolutely love xD
Honestly some of the comparisons just feels really forced, like Killzone, Resistance or Crysis, I don't really consider "alien invasions and FPS" to be an Halo clone. But overall I agree with the message, it's really hard to have good "game killer" games because it's just impossible to recreate the feeling of the games they are trying to beat.
They aren’t “Halo clones” because there was never a Halo clone sub genre.
What they have in common was that they were touted as “Halo killers” and they drew some inspiration from Halo.
@@deriznohappehquite Crysis wasnt inspired by halo though
@@markss367 Crysis had regenerating health, a limited weapon inventory with enemies dropping weapons, vehicles that you can enter and exit on the map, and a separate button for melee.
These are all mechanics popularized by Halo.
@@deriznohappehquite crysis doesnt have a 2 weapon limit you can use 2 rifles + sidearm + heavy weapons
In addition weapons can be customised on the fly wich halo doesnt have
Nor do vehicles play the same because c1 had way bigger maps
Crysis was more insipred by deus ex as the devs have said halo and crysis have superficial similarity.
@@deriznohappehquite Having similar mechanics doesn't mean anything lol. With that reasoning Halo should have been a Quake clone because it used some mechanics popularised by AFPS
By the way, Killzone did not fully fail. There was a clan over on Halo 5 that emulated it to a T and is still out there waiting for their chance to be reborn. They emulated the Helghast.
This was excellent, the best video I've seen on understanding halo.
And I'm really glad you called out Jaime Greisman for developing the fundamentals of the gameplay and Josh Holmes for ruining it.
The reason no halo killer caught on is because halo has an identity, distinct to it's IP.
I think the essence of Halo has to be how it's physics lets you interact with it's environments. Most essentially how the unique movement makes you feel. The perfect blend of speed, momentum, low-gravity jumping, floatiness, and a player body beholden to physical collisions. How versatile it is and how much you can experiment. The other physics in the games world. Projectiles, explosions and other collisions. The perfect art style and deep universe lore surrounding it. And the music to tie it all together. It becomes apparent its hard to even boil halo down to a simple element unless you're talking just about gameplay, because it's such a masterpiece that works so well iyou dont even notice it, like oxygen or water: it's just taken for granted.
Ever notice how the vehicles in infinite have no weight to them? Physics have been getting worse and worse over the years, especially with the garbage ragdoll
@@NYG5 Yes! Infinite vehicles just slide all over the place. 343 went out of their way to remove fun physics by patching grapple hook and other glitches from campaign. I hate them sm