Full Analysis of the Halo Reach Beta (Xbox 360) Part 2
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- Опубликовано: 23 апр 2019
- Salutations, and welcome to another installment of our Halo Betas series! 343 just announced that Halo Reach is coming to The Master Chief Collection, so to celebrate, we're going to cover the Halo Reach Beta!
For Part 2, we're going to cover Loadouts, Armor Abilities, Vehicles, Maps, Assassinations, and a whole suite of unused content.
WATCH PART ONE FIRST! • Full Analysis of the H...
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Media used:
Halo Reach Cut Guta Assassination video by Gamecheat13: • Halo Reach - Cut Guta ...
Halo Reach Soundtrack by Martin O'Donnell and Michael Salvatori
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#Halo #HaloReach #HaloReachBeta Игры
TIL what a multimeter is :p
Nice I was just about to say that its a multimeter
Mistakes are how we learn brother. Aside from that, would highly recommend a multimeter for household use. Very great for testing components and vehicle parts (use with caution and safety of course!!!) You can get fairly decent ones for around 20 bucks.
Lol i was about to say
I scrolled down as soon as he said little timer to see if someone posted about it LOL
0:16 you splattered my boy gamecheat lol
Green vs purple invasion looked so much cooler than red vs blue. It actually made sense in the story unlike the latter.
ElaborateTiger ya because in halo 3 the allied elites had green armor
it gave spartans a military tone maybe we could have a "quick" invasion mode just like beta just 1 round
What else made sense was color coding the squads to varients of the team color I loved that more
Be difficult to see green and purple since the colors can blend to the environment depending on the map.
There’s nothing like seeing a Spartan III in full armor monkey jump.
Fun fact, the Elite jet-pack is faster to lift then the UNSC jet-pack, which recharges faster.
I feel like for sprinting, they should have kept the beta sounds. Huffing and puffing all loud doesn’t seem realistic for a spartan, and now I’m annoyed every time I sprint after hearing the beta version lol
Sounds silly in the beta imo, even if the final makes little sense. No one does that WHILE running.
@@TheJayson8899 I think it makes sense in the beta; It sounds like they're trying to control their breathing, while the final one is the one that sounds silly to me.
I will not lie... the failed Elite Guta assassination made me laugh too much.
5:58 the noble team ai uses that animation when dodging grenades
They mainly just armor lock rather than actually move 😂
These betas have some really cool visuals and features that dont show up in retail.
And quick correction, the yellow "timer" on Powerhouse is a amp metor to detect electrical currents
Also, Invasion seemed way better in Beta than in retail...
yes there has been 50 comments of this already and on the last vid we get it
I really loved this. It's legit bugged me for years about how some things in Reach's beta were better. Hopefully we'll get this all modded back in when it comes to PC.
Ratchex wait what was better?
@@JJAG3 Rocket launcher reticle, plasma launcher, and boneyard weapon spawns were the specific things I remembered being better.
Retail plasma launcher always felt off after using the beta one, even if it was better balanced.
Not yet as we don't have mapping tools, BUT 343i has been teasing official tools so hopefully well see later
I played the beta every day it was available, but I only played invasion because it was the only thing new to me really. As soon as the beta ended, it was back to the last of the golden era of 16 player halo 3 custom games lobbies of teacher on the classroom & fat kid on 4 levels. I'd give anything to go relive those days even if it means I'd have to go through my hellish highschool era again.
Poor rainbow :( I really like the original look of that map, the blue sky makes Reach look alive, not gritty and dirty. Would have been a great contrast to the last mission with the planet burnt and dead
This is a 7th gen game though. Back then you were legally obligated to make your game out of various shades of brown and maaaaybe grey.
Cody Bury I like the grittiness for the most part, I just think it would make sense for the first mission to make the planet look more “alive”. When I first saw Reach I remember thinking it looked dirty, smoggy, and polluted
Really Good Gaming it was a cut scene that takes place before the fall of reach and glassing but shows early in game
@@RealllyGoodGaming I mean it's just overcast and some fog, doesn't really look polluted.
Having one mission be out of tone with the remainder of the game would have been weird and that's probably why they changed it.
As a side note, the pre-alpha versions seem to use a 3-dimensional radar.
I’m also wrong about Reach being the first game in the series to introduce physical map changes that are based on the selected game type. Halo 2 started that, with an example being Colossus and the back bridge that connects both Red and Blue team spawns. It’s removed in objective-based gametypes like CTF.
Relic had the ramps on the side leading up to the big structure in gametypes like Team Slayer. But for things like CTF and Assault, however, they are removed.
28:21 my favorite assassination of all time. I was so pissed when it was replaced in retail. Still am.
Bro that assassination is siiiiick
M35 intro C isn't missing key-frames. That's what it looks like when the animation only uses the key-frames. The reason they're called key-frames is that they are reference positions that can then be tweened in between. The tweening basically transitions the model from one pose to the next, creating a smooth animation between the key-frames. Kinda like frame blending but for animations.
I knew I wasn't crazy! I remembered a rainbow on the map for years, but nobody else did and I thought I was the crazy one! I love this analysis, I have watched it about 4 or 5 times now instead of working on my own videos lol. It's really interesting to see just how many features were scrapped or changed up before the retail release. I really would love for people to make a "beta" on Reach MCC PC. I'd also love to see what else was cut or even thought about during development.
Funny that the pre-alpha Assault Rifle at 34:45 looks almost identical to the finished Halo Infinite one
hmm
I`m sorry but I just HAD to laugh at the unused elite failed guta assassination animation lmfao
There is a texture showing an elites insides that can be seen in the final. In fact it's visible with an online mod that anyone can download. Just make your elite character big then look down while spinning and crouching.
Edit: the mod can be found on someone's file share. Yes it's awesome.you can even have a falcon with campaign exclusive guns.....yes even the grenade launcher turrets.
@@MyPlaylistWillSaveAmerica I love how he just teleports right in front of you upside down
To those who said this day would never come, what do you have to say now?
Pretty epic video. 👀👌🏻
Hope you talk about Halo 4 and 5 Beta.
13:46 Reach actually wasn't the first game to change the map based on the game type being played.
Colossus from Halo 2 removed a bridge near the middle of the map in ctf games, but it was present in slayer.
This was oddly satisfying and nostalgic to the point it made me sad that all my xbox friends on Reach are no longer contactable. Great video none the less tho!
And now Reach servers are almost gone.
I honestly enjoyed the beta alot, and playing Halo reach. Watching this definitely brought back some fun memories of this game, not to mention enjoyable entertainment.
I enjoyed playing the beta more than the final game, personally.
@@TheVengefulVadam I'd have to agree, the beta was alot of fun.
What a throw back. God it feels like it was just yesterday!
35:15 - That was in a Bungie Weekly Update post and it was merely a screenshot render bug. Take a gander:
halo.bungie.net/News/content.aspx?type=topnews&link=BWU_012910
Sad not to see any note about the melee clang (which, far as I know, didn't do anything to your animation state in the final), though you can see it in action at 29:44 where you quickly reset back to idle animation. On the other end, I'm super glad that you showed team-assassinations; I did it once in a "Network Test" match on an idle teammate and never heard of it again.
So much changed. And I love Reach just the way it is
I really enjoyed the editing and the video overall, the title cards are a great detail. Excellent job!
Hey wanted to tell you that this 2 part videos are actually quite insane. Love it
Perfect timing for this Beta series to come out since Reach is coming to MCC this year. Great video as usual Shipmaster Vengeful Vadam.! :)
Love your vids! Always interesting to see what the Halo games were like in beta.
Man I love Reach
Seriously, nice job man. excellent break down
damn i've never seen the elite animations but they're so much more badass than the spartan ones
Clicked pretty damn fast, not going to lie
This was really detailed! Keep up the great work.
I was so invested in halo reach, I remember this one event in Toronto where you could play firefight and they also had a lazer tag game set up. Halo Reach will always be my favorite
Great video, I’ve been waiting for part 2 to come out
god i love the halo reach beta mongoose so much more, the look of the back just fits so well for me
Oof the memories. It's almost 10 years.
Awesome work. Love the detail and clear explanation.
There was another air to ground elite assassination in the beta. It was where the elite was laying on his back, and the attached would use the wrist sword into his mouth and kick the victim elite off of the blade to get him unstuck.
That was my favorite one
The sprint animation in the beta was so much better wtf
Nice! Loved the assassination portion of the video.
I love the attention to detail in your videos.!! I love these👌👌
35:12 I believe Bungie did confirm that crosshair was just a visual glitch. I sear this video is bringing back the most obscure memories for me haha
Reach was a game that, quite literally, made my days much better once I jumped on it.
It was hard to find things to hate on it. That's just my opinion.
Jesus, vehicles would have been even worse in Reach if they kept the bleed damage like in the beta. Thankfully they left that Battlefield-esque vehicle mechanic behind.
Vehicles are already shafted in Reach as it is. Splaser, Plasma Launcher, Rocket Launcher, Grenade Launcher, Plasma Pistol, and Sniper Rifle either do a lot of damage or EMP them.
@@TheVengefulVadam Yep, and they've never really recovered since then unfortunately.
Thank God! Easily the worst part of Halo 3.
@@ugiustuskeiserus8066 Uh... I think you mean the best part. There's no skill in spamming shots from a hitscan weapon into a large target to do significant damage.
If players want to destroy vehicles, the sandbox should be balanced to encourage using actual anti-vehicle options like explosive and emp weapons.
@@sillentgamer64
I agree, but what you have spoken isn't found in 3.
3 has it where if any part of your vehicle takes damage after the vehicle itself has been slightly damaged, *YOU* the player also takes damage no matter where the vehicle is shot from. That kind of set-up is paragon of spamming any weapon you have into the vehicle. It's fucking awful.
I realized that in the reach beta. The game was gonna have beautiful bloom graphics like in halo 3. But in the final product there is no bloom.
Something of note for armour lock. In the retail, armour lock was restricted to 3 uses maximum regardless of the duration you held. The meter was divided into 3rds. So for example if you tapped the button for 1 millisecond, it would consume 1 3rd, and if your meter bled into the 2nd 3rd even for a second, you would consume 2 3rds. In the beta, the meter was only consumed for the duration that you held it, and I believe the time for immunity activation was slightly quicker. This meant that you could block multiple explosions, not by holding the button, but by pressing the button at the exact moment of impact and consuming only a small fraction of the entire meter. This led to skilled players being essentially immune to all heavy hitting weapons such as hammers, rockets, grenades, pretty much anything that had a slow fire rate but hit heavy, effectively neutralizing any threats beyond medium to small arms fire. It was pretty op.
For some reason I prefer the beta Spartan evade animation
Congratulations for 20k subs in advance. I've subbed to your channel since 2016 and I want custom edition map showcase back.
I appreciate you for sticking around for as long as you did. Thank you! I do plan to bring that back soon, actually.
16:05 Guess The Vengeful Vadam "FOUND THE COMPUTER ROOM!!"
fInD tHE cOMpUtEr rOOm
bInGo! ThE cOmPuTeR rOoM
Man you just got me so ready for Halo Reach PC. Hit that nostalgic button.
Great video! Subbed.
17:26 Most of those are actually hits towards destiny since it was in active development at the time
Ohh man this was not a disappointment, great analysis!! The Spartan evade animation is absolutely crazy to me holy hell.
One thing to note, at 23:19 you mention how the weapon holders don't exist in the final game at all, but there is one out of bounds on the Firefight map Corvette on top of the ship referred to as "weapon_box" in the files - they also exist in the multiplayer map Anchor 9 but their model is sideways and has a slightly different name, "weapon_box_mp".
Honestly loved the video though, you think you will ever go in depth about specific cut content that is buried deep within the files in both the beta and retail versions we have access to? There's a lot in there - including hints how every campaign level could have played out very differently. The screenshot of Oni: Sword Base at 35:57 is a great example of this!
I’ve been waiting for this! Loved it! But you forgot to mention the Hazop Spartan helmet! I assume it wasn’t in the beta? You didn’t mention it either of your lists
Thank you for making great videos!
Oh man that elite-elite air to ground assassination was BRUTAL in the beta
Those Elite assassinations were sick.
I actually remember people complained about Close Call which is probably why the announcer does not say it any more. In the beta, Close Call triggered when you got a kill with low HP. This lead to humorous situations where someone would get a "Close Call!" medal and announcement only to immediately die because someone else shot them. IIRC, it would also trigger if both players killed each other at the same time.
In retail, Bungie heard this feedback and changed it so the medal triggers when *the player's shields recharge* after getting a kill at low HP. I imagine the announcer dialog was removed because when your shields are recharging, things probably calmed down in the game and it would be awkward to get this random call out when nothing is really happening.
Thanks so much for including the Shadow the Hedgehog reference at 16:03
“FIND THE COMPUTER ROOM!”
The Vengeful 'Vadam Still, thanks for making these Reach beta analysis videos. They were quite interesting to watch!
This year is strangely shaping up to be a fantastic year for games.
7:27
Funny how this is now being implemented into Halo Infinite.
Hell yeah man
2:19 Actually, there were some modded gametypes created by TrustySn00ze, that allowed you to spawn in vehicles. We used this quite a lot in custom games.
Good work brotha
Critters never die, they're just going to get some food
Like I thought 10 years ago and now feel verified, the beta was better than retail.
7:42 A UNSC warthog screaming in pain as an elite destroys it. circa 2552
The only way I got this video notification was through email, thanks RUclips notification
Amazing video
Beta sprint: whoo whoo whoo
Release sprint: *HEA HEA HEA*
the sprint sounds way better in beta than in final. in final the spartan has emphysema.
Awesome! Hello from cold Yakutia!
Not sure if this was mentioned already, but the Sword Base room still exists in the final game, though it looks much different than in the beta. It's virtually empty, but it's still "connected" to that same door and maintains roughly the same shape as far as I can tell from the video.
33:47 - Correction: They are missing in between frames. Not key frames. Key frames are the major frames that define the pose and animation while in between frames are the frames that make the transition smoother and make it look like an animation.
Gametype specific Loadouts in Reach were great because it was choose for you.
SWAT had no loadout options for instance.
Loadouts can return to sirtan or new unique gamemodes... and be a pivotal option for custom games. Even personal loadouts, but only in customs, or maybe a featured playlist.
The beta elites are so shiny.
Powerhouse also had some patches of really tall grass that wasn’t present in the beta. Pretty unnoticeable but I always loved that map.
A 37:40 minute masterpiece.
the yellow thing at 18:18 is a multimeter used for testing electrical current
5:58 I'm not even gonna lie to you, this looked a lot cooler to me rather than the roll that we got. Just a personal preference though.
28:30 man why was this cut? that was so brutal i love it
The quote at 13:47 is incorrect, there are several maps in halo games dating back to halo 1 where the map changes based on the game type. Chill Out gains an additional camo spawn extending from the broken bridge during team objective play. Relic on h2 gains more walkways to the base on non objective modes, in Halo 3 High ground's gate is always closed during team ctf and assault. Longshore's button to extend the bridge isn't usable outside of team slayer and FFA variants.
oop, you caught that already, but yeah, keep in mind H1 actually had Chill Out change based on the game type
That tease to the halo 4 beta analysis
Yo vadam, I've been trying to add that cut warthog run into the Halo 2 map files, but for some reason it's not showing up, could you maybe link or make a tutorial on applying map patching? I'm fairly new to modding so I don't know the basics
Great video by the way!
“Iconic Chain gun warthog” *I expected HiddenXperia to be here*
That yellow thing at 18:22 is actually a Digital Multi-Meter used to measure voltage, current, etc. Just wanted to let ya know before some mega nerd got triggered over it lol
If theres one thing I remember from the Halo Reach Beta, it was the fireteams in invasion. I miss that feature, it was nice to be the top fireteam in the invasion beta.
Tabris1006 I’m curious with the fire team mechanic. Was it broken up into 3 players or 2?
Yee part 2!
any complaint about armor abilities and loadouts is moot when you realize that they can be disabled / overridden by the game mode rules
How exactly does invasion becoming a round based mode cause the whole Green vs Purple team color thing to not work? Like, I get how the whole differing colors per squad thing might interfere with it, but why would there be an issue with just making one team entirely purple and the other entirely green?
That would be much more aesthetically pleasing.
MajoraZ Green vs purple looks better in my opinion. It makes sense since purple is a covenant colour, and green is a UNSC colour.
The tiny timer in the beta of power house shown at @18:19 is a multi meter.
16:05
That's a joke I didn't see coming
FIND THE COMPUTER ROOM
the jetpacks in the package don't have the glowing overworld light. Does Frank not appear in beta at all? (a elite found of sword base (campaign) that has all white armor and very high shield strength, has worn every armor type except zealot and officer (that I've seen). when wearing spec ops he lacks camo)
also you forget to mention that the bob elite shows the face behind the visor in the final build while not showing in the beta
what about the betrayal assassination glitch present only in beta? you could jump melee assassinate your teammates. lots of lols at the time.
I was watching this and when you talked about what a shame it is to not have the destroyed warthog in the forge sandbox and the troop transport hog, and I was confused until I remembered this was actually BEFORE those were added with Reach on the MCC
Who knows? Maybe I convinced them to do it :^)
...or it was already planned this whole time lmao
@@TheVengefulVadam it's funny cause it dawned on me just how great these looks at past Betas and Alphas from the community's perspective would be to actually help 343 make a list of what works, what doesn't, what's cool and what isn't
At 7:48 that wouldve been a good idea for that cuz u can do a suicidal move to any vehcile at low health
at 18:20 , thats not a timer. its a digital multimeter. a tool used by electricians and electronic technicians which make sense on the context of the hydro electrical plant theme. it was probably removed because of the overall low quality it has. or probably because the tool was anachronistic on the time Reach is based.