@Dirasyaj X
Halo CEA has no armor abilities in it. The maps are for Reach, however, with the release of the title update, it will have settings identical to CE. The TU will be playable at Halofest during PAX Prime.
Frank O'conner of 343 (formally a Bungie Vet) said that classic Halo multiplayer was an original goal.
The problem was the engine. See for the single player they are running the classic Halo code with new graphics. So it literally plays the same exact way the old Halo did. Mainly because it IS the same old Halo. Only prettier. That's how they made you able to toggle the graphics update on or off at the touch of a button during gameplay.
The multiplayer code wasn't so simple. Halo's multiplayer was made in roughly 3 weeks. IT wasn't a huge deal for Halo until Halo 2 came out. As a result, the code for MP is far less suited to multiplayer and they couldn't get it to work with Xbox Live. Hence the Reach engine multiplayer.
TL;DR: Halo 1's code was just too archaic for it to ever work with Xbox Live on a 16 player scale. So the had to cut it in favor of Reach engine.
A fair trade in my opinion.
They couldn't do the Halo CE Multiplayer because there wasn't Live back then. They've said that it was the one thing that they thought the longest about, but came to the conclusion that it wouldn't be the same due to lag and other issues caused by internet connections. It's the same reason that Bloom is currently awful over Live, but during a LAN it works the way it was intended.
However, with the upcoming TU, 343 is looking to bring back was the "Classic" settings were in the past Halo games and offer them in their own separate playlist, along with the current Reach settings. The TU details will be revealed at Halofest during PAX Prime, where it will be playable.
Hahaha! I saw you posted right after I did and laughed. I had a feeling you'd post that I had just beaten you.
Sorry, brah!
Sigh. Simpler times.
That's the worst reason I've ever heard for anything in my life. They couldn't write new code that would make the multiplayer play like the original? And not all the maps are being redone? It sounds to me like they're just taking the easy route.
@SuperMonk4Ever
Agreed, plus Boarding Action.
I imagine you wouldn't have gone for the sword as you couldn't wield it until Halo 2.
Also, Hang 'em High was always the standard.
@strangerdanger
If it's the worst reason ever, I'd like to see you take a ten year old code, that, like Katherine said, was created in the last weeks before shipping, and update it to work with today's internet connections. Make it play EXACTLY the same. No Host advantages or anything else. It has to play exactly like LAN play. I'd also like to see you create all of the Halo CE maps in less than a year while working an an entirely new game at the same time.
And once again, I'll say, that the reason for the Reach TU is so that it plays as close to "Classic" Halo as they can make it, so that people that like to bitch about change will shut up.
That's a bullshit excuse, and I'll tell you why.
A game with LAN multiplayer, from a network engineering perspective, is the same as a game with Internet multiplayer. The only difference is having code that compensates for latency with things like prediction, interpolation, extrapolation and dead reckoning. This is why you were able to play Halo CE on Xbox through GameSpy Tunnel and Xbox Connect, but with terrible, terrible lag.
You mention: "See for the single player they are running the classic Halo code with new graphics. So it literally plays the same exact way the old Halo did. Mainly because it IS the same old Halo." That's true... except you fail to mention they ADDED NETCODE for ONLINE CO-OP with latency compensation. The amount of work it would take to move that same code over to versus would at worst be less than the three weeks they spent building the original LAN multiplayer.
This was a business decision, pure and simple. They didn't want to create a schism in the Halo multiplayer community and compete with themselves, while Halo Reach is still played by a lot of people.
Times change, and the crew didn't feel like RE-WRITING all the netcode to work with a new version of Live. Who can blame them? Why pay for all those work-hours when they have a perfectly good MP engine in Halo 3, ODST, or Reach already?
You love playing Halo on a LAN so much, call your friends over and hook up your old black cinder blocks and play Halo LAN. Otherwise, STFU.
Oh, so its okay to recreate the nostalgia of the single player campaign with updated graphics and online netcode is okay, but asking for the multiplayer component (which was the most popular feature) isn't? Nice derp logic.
Anyway, the only reason I posted was to point out that it has nothing to do with rewriting any code, because as I said, THEY ALREADY WROTE THE NETCODE for the new online co-op component. It was simply a business decision.
Frank O'Connor has actually confirmed this in interviews, it's not up for debate: http://www.g4tv.com/thefeed/blog/post/715011/halo-combat-evolved-anniversary-edition-details-343s-frank-oconnor-talks/
"The multiplayer component [in Anniversary] all runs in the Reach engine. We didn't want to cannibalize the existing player base for Reach in the middle of its lifespan, so what we did was we picked a group of multiplayer maps that would work well with that Reach stuff."
Blood gulch is all I ask for. That, and Gephyrphobia and Timberlands.
I'm glad that you left out the part in that same interview where he said that it wouldn't be able to play the same...
Herpy-derp is as herpy-derp does, kid.
@DasPooch - Because die-hard Halo CE multiplayer fans are not playing Reach.
No hate, I simply said it was a weak reason. And, as PwnTang pointed out, not the real reason. I'm still looking forward to the game. It'll be fun to play old maps with new gameplay.
@Lycan
Wut? Because it's the worst reason ever, I'd like to see you do it while baking a cake and doing cartwheels. That way we'd not only get a straight update of an old game, but also have cake and be entertained by your cartwheels.
I'm not too thrilled about how the Dammy remake looks, but I'll take it because it's a good map. Battle Creek looks lovely, though.

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