Gears of war collection looks possible now.
2 and 3 with 4k 60 would be glorious
3080 | ps5 pro
Sin317-"im 31 years old and still surprised at how much shit comes out of my ass actually ..."
SteamDRM-"Call of Duty is the symbol of the true perfection in every aspect. Call of Duty games are like Mozart's/Beethoven's symphonies"
deadpoetic-"are you new to the cyberspace?"
I can only repeat what Phil said, which is that our intent is to make the PC game available to PC players, where and how they're playing. That doesn't mean a stripped out Linux build, but tbh we're not being cagey for the sake of it. Even Steam itself means building components to play nice with the store and its infrastructure. The same thing would be true of any new landing spot for the project.
It's not just a port - it's really a quite serious challenge to not only get the various components up and running on PC architecture at fidelity - but also properly translate some elements that were built with consoles in mind - and in a couple of cases, 4:3 SD content at the very root level of some of its original design principles.
Obviously over the years the MCC project, the Anniversary releases and B/C have pushed the games closer to what the minimum expectations for PC are - but things that weren't there originally, like aspect ratio, FOV, key mapping have very serious design implications. At the HCS finals this weekend folks were asking why we announced it "so far from launch" - and the reality is that it's such a large challenge to do it right that it would have been reasonable to think of it as a normal game announcement - which can sometimes be years out (it will be here a lot faster than that - just pointing out the normal chronology of game announcements as an example).
We've already done a great deal and the team is really excited about the potential of not just putting the games on the new platform, but doing both the games and the PC gamers justice too so that people end up hopefully with the game they've imagined or hoped for this whole time and that it feels right as a Halo game and as a PC game.
That's why the answer to "will there be cross-play" is still not cut and dry - it's certainly possible technically - so the testing and tuning will have to include questions about matchmaking, controller vs M/KB, populations (and their respective tastes), security, etc etc. The easy answer would be "yes options rite?" but again we don't want to compromise the PC version to do that. Flighting will obviously help us shake out lots of technical issues, but it will also provide tons of user play style feedback - and the fuzzy subjective stuff that emerges from how PC players use it.
If you've played the H5 Forge MP component on PC you'll also notice that the console origin of that suite means that on average, some wasd players feel that there's about one control function too many for natural setups and player movement - not an issue on controller because of the ability to use all the main triggers, bumpers, buttons and clicks. This is specific to H5 because of the increased mobility - but the original HCE - despite staring as a Mac title, was really Xbox specific and the design was crafted in tandem with the development of the OG Xbox controller. It's not just buttons, necessarily but also designer intent - so that's one of the less clear cut challenges to get right - making these games feel like they were built for PC from the getgo.
A lot of the audience will be Halo console players and fans, but there'll be folks new to the series too and we want it to show up well for them too without changing the fundamental core of each original game.
It's not rocket science, but it also kind of is a bit...
Also now I have to build a PC gaming rig. Which I haven't done in a while except at work
I can only repeat what Phil said, which is that our intent is to make the PC game available to PC players, where and how they're playing. That doesn't mean a stripped out Linux build, but tbh we're not being cagey for the sake of it. Even Steam itself means building components to play nice with the store and its infrastructure. The same thing would be true of any new landing spot for the project.
It's not just a port - it's really a quite serious challenge to not only get the various components up and running on PC architecture at fidelity - but also properly translate some elements that were built with consoles in mind - and in a couple of cases, 4:3 SD content at the very root level of some of its original design principles.
Obviously over the years the MCC project, the Anniversary releases and B/C have pushed the games closer to what the minimum expectations for PC are - but things that weren't there originally, like aspect ratio, FOV, key mapping have very serious design implications. At the HCS finals this weekend folks were asking why we announced it "so far from launch" - and the reality is that it's such a large challenge to do it right that it would have been reasonable to think of it as a normal game announcement - which can sometimes be years out (it will be here a lot faster than that - just pointing out the normal chronology of game announcements as an example).
We've already done a great deal and the team is really excited about the potential of not just putting the games on the new platform, but doing both the games and the PC gamers justice too so that people end up hopefully with the game they've imagined or hoped for this whole time and that it feels right as a Halo game and as a PC game.
That's why the answer to "will there be cross-play" is still not cut and dry - it's certainly possible technically - so the testing and tuning will have to include questions about matchmaking, controller vs M/KB, populations (and their respective tastes), security, etc etc. The easy answer would be "yes options rite?" but again we don't want to compromise the PC version to do that. Flighting will obviously help us shake out lots of technical issues, but it will also provide tons of user play style feedback - and the fuzzy subjective stuff that emerges from how PC players use it.
If you've played the H5 Forge MP component on PC you'll also notice that the console origin of that suite means that on average, some wasd players feel that there's about one control function too many for natural setups and player movement - not an issue on controller because of the ability to use all the main triggers, bumpers, buttons and clicks. This is specific to H5 because of the increased mobility - but the original HCE - despite staring as a Mac title, was really Xbox specific and the design was crafted in tandem with the development of the OG Xbox controller. It's not just buttons, necessarily but also designer intent - so that's one of the less clear cut challenges to get right - making these games feel like they were built for PC from the getgo.
A lot of the audience will be Halo console players and fans, but there'll be folks new to the series too and we want it to show up well for them too without changing the fundamental core of each original game.
It's not rocket science, but it also kind of is a bit...
Also now I have to build a PC gaming rig. Which I haven't done in a while except at work
Development update for April 2019 and also the PC pillars.
Quote:
Halo PC Pillars
When building games, there are different frameworks people use to communicate the vision for that game to the team and to our community. One way to communicate the vision is through a series of pillars that clearly articulate priorities of the game along with attributes that support each pillar. When we began planning the PC version of MCC, we set out to define our pillars. The three defining principles we are focusing on are three key pillars; PC Native, Legacy, and Engaging & Evolving.
PC Native Pillar
Being PC native means that we deliver a best-in-class PC shooter as measured by PC gamers that require the following specifics.
Controls
Robust action mapping options
Great mouse/keyboard input across the entire game
Low input latency by leveraging raw input and latency validation via slow motion cameras
Support for a broad set of mouse and gameplay options
PC Native UI
Updated UI controls familiar to PC users
Robust video and game options that allow users to tailor the experience to their hardware
Support for FOV sliders (to the extent each game can realistically support)
Text chat
Runs on a variety of hardware and takes advantage of what is there in both UI and gameplay
Range of resolution and aspect ratio support for monitors
4K+ resolution, native aspect ratio support from 4:3 up to 21:9 Ultrawide
GSync/FreeSync support
High refresh rate support
Mice both high or low DPI
Multiple styles of Keyboards
Video cards, both dedicated and integrated
XInput supported controllers
Loading optimizations
High quality window handling
Borderless full screen
Flexible window resizing
Gracefully handles keyboard shortcuts such as ALT-TAB/ALT-ENTER, etc.
Using a combination of competitive analysis, internal team playtesting, pro team testing, usability testing, and flighting we are iterating on great controls and building a PC native experience.
Our goal is that we can deliver on the gameplay experience that makes Halo unique while meeting the expectations of modern PC shooter players in terms of usability and game feel. For control and options settings, we are experimenting with a variety of mouse and keyboard values.
Quote:
We have built a custom settings app while we update the options settings menus in the main UI. Here is a peek at our work-in-progress control settings app:
Quote:
As we make greater progress on the PC native UI, we will build these settings into the game. Here is a sneak peek at the updated settings menu in the UI (work in progress):
Quote:
There are 2 additional pillars that are closely related and impact the way we think about being PC native – “Legacy” and “Engaging & Evolving.”
Legacy Pillar
Being true to legacy means that we do not change the core gameplay of Halo unless we are fixing bugs or making small, modern quality of life adjustments that can benefit both mouse and keyboard players as well as controller players. One such example is the discussion around how to handle movement and crouch interactions. We have heard feedback from internal playtests that for a modern shooter, there is an expectation of better support when transitioning between standing/moving and crouch. This issue demonstrates the tension between our legacy and PC native pillars and is only one of many issues that is likely to put pillars in conflict with each other. As we discover more and more of these issues, we will make decisions based on a combination of data, community feedback, and prioritized design goals to deliver the best experience across input methods, play styles, and player expectations. Once we begin flighting the game to a larger audience, we will continue listening for thoughts on this issue and see if there are additional reasons to move forward or to discard this idea to see if it fits with our legacy pillar.
We also need to be mindful of the fact that we will have players who prefer a mouse and keyboard for Halo and other players who will prefer controllers. We want both of these player types to be able to play together in the same match and for them to feel as if they are on relatively equal footing. There will naturally be some differences in feel and expectations for different input methods, such as the strength of aim magnetism. Whenever we have tested a Halo PC title with any audience using a mouse and keyboard, the expectation is that aim magnetism is disabled. On controller, the opposite is true, and some degree of aim magnetism is needed for controller players to compete effectively and for Halo to play the way it does on console. We want to minimize differences in gameplay between input methods, which supports our engagement pillar.
Engaging & Evolving Pillar
For us, the engaging & evolving pillar encompasses several things, and for the purposes of this blog we are referring to the need to build for growth and ways for people to play together across input methods.
Our engagement pillar also encompasses the beginning of our journey to evolve MCC over time. Because we are updating older games, adding an FOV slider will naturally have some limitations to the range that is possible in the short term. In the longer term, we may be able to include a wider range of values. Some of the other PC native additions such as higher frame rate may take additional time as we learn about the side effects of rolling these features out, and they may need more time to cook in the flighting rings before going out to the full retail audience. Making the UI for MCC more flexible for the variety of monitors and aspect ratios on PC will also take some time, and we will prioritize the areas that impact the core user experience core flows before moving into less frequently visited areas. We will make a better game together, and we hope you will come along with us on this journey and share your experiences and feedback.Our engagement pillar also encompasses our all new progression system. Our goal is to deliver a system that captures the spirit of progression in Halo: Reach but delivers it in a more modern way. Think levelling, seasons, and unlocks. More details will be coming in a future blog. Please look forward to it.
Join 343’s Max Szlagor, Eric Ferdinand, and ske7ch for an update on the journey to bring Halo: The Master Chief Collection to PC and get a first look at a work-in-progress build of Halo: Reach. The team played through the Tip of the Spear campaign mission and covered a lot of information, so if you want more details on the project read the update blog here: [url]https://www.halowaypoint.com/en-us/news/mcc-development-update-may-2019 [/url]
Looks kinda great. Reach is the best halo game too.
3080 | ps5 pro
Sin317-"im 31 years old and still surprised at how much shit comes out of my ass actually ..."
SteamDRM-"Call of Duty is the symbol of the true perfection in every aspect. Call of Duty games are like Mozart's/Beethoven's symphonies"
deadpoetic-"are you new to the cyberspace?"
e’ve been blown away by the outpouring of excitement since the initial announce and the most frequently asked question we hear daily is “what’s the release date!?“ Each title in MCC for PC will be released in a staggered fashion as they are ready, beginning with Halo: Reach. In order to deliver the best native PC experiences possible, we’ll be partnering closely with the community via the Halo Insider program to get work-in-progress builds into players’ hands to gather critical feedback and learnings along the ways. Check out our April and May development update blogs at Halo Waypoint to read more about our journey to bring MCC to PC. (And as a reminder, Halo: Reach is also coming to MCC on Xbox One!)
The next question we hear a lot is “how much will the MCC PC games cost?” On PC, we’re excited to confirm that each game within MCC will be included with an Xbox Game Pass for PCsubscription as they become available. In addition, each title can be purchased individually – Halo: Reach, Halo: Combat Evolved Anniversary, Halo 2 Anniversary, Halo 3, and Halo 4 will be offered at $9.99USD on both the Microsoft Store and Steam while Halo 3: ODST within MCC (with a current scope of Campaign only), will be available for $4.99USD. Players will have flexibility to purchase any or all the games at any point along the way as they become available.
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"...like nothing else on television."
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