[0:02] Halo Combat Evolved has returned once [0:05] again with the upcoming release of Halo [0:07] Campaign Evolved, and I had a chance to [0:09] sample two levels from the game on both [0:11] PC and Xbox Series X. And as DF's most [0:15] passionate Halo fan, I wanted to talk [0:17] about it today. You see, at its core, [0:20] Campaign Evolved marks another attempt [0:22] at remaking one of the world's most [0:24] iconic shooters, the original Halo. [0:27] While the Xbox 360 Anniversary Edition [0:29] offered then modernized assets, I've [0:32] always felt that it missed the mark with [0:34] a visual overhaul that lacks artistic [0:37] cohesion and a flare present in Bungie's [0:40] original designs. It also marked the [0:42] beginning of 343 Industries Reign of [0:45] Halo in conjunction with Saber [0:47] Interactive, of course. And aside from [0:49] stereoscopic 3D, I really don't care for [0:52] it. With Campaign Evolved though, the [0:55] development team has been granted a [0:57] second shot. You see, while Anniversary [1:00] Mark 343's first project, Campaign [1:02] Evolved now fills that same role for the [1:04] newly christened Halo Studios. Along [1:07] with this though, and breaking with Halo [1:09] tradition, Halo Studios has dropped its [1:12] in-house technology and instead embraced [1:14] Unreal Engine 5. And with it, we get [1:17] some huge benefits, but also some rather [1:20] noticeable sacrifices. So, let's dig in. [1:23] The demo version includes two missions, [1:25] the Silent Cgrapher and Assault on the [1:27] Control Room. Two of the best missions [1:29] in the game, I would argue. I started [1:31] with Cgrapher and was presented with [1:33] this gorgeous, albeit offline rendered [1:35] cutscene. I was really hoping for [1:37] real-time cutscenes like the original, [1:39] but alas, they've gone with video. Once [1:42] you're handed control, though, I was [1:44] immediately impressed with the vision on [1:46] display. It represents a visually [1:49] striking evolution of the Halo aesthetic [1:51] that feels both true to Bungie's [1:53] original vision, but also light years [1:55] ahead of Halo Anniversary. I ended up [1:57] doing laps around the island in a [1:59] Warthog to compare the versions. And [2:02] yeah, I really like what they've done [2:03] here, but it also highlights how these [2:06] visuals can change the experience a [2:08] little bit. The shift to ultradetailed [2:10] rocky terrain means that your driving [2:12] experience is a lot rougher than before. [2:15] I mean, in the original Halo, these are [2:16] just big flat open spaces with tiled [2:19] textures, right? But in the new one, [2:22] it's all much more detailed, and the [2:24] Warthog now needs to physically react to [2:26] it. Still, more detail doesn't always [2:28] mean better, as we saw with Anniversary. [2:30] But this time, I feel like all that [2:32] extra detail actually manages to retain [2:35] the atmosphere that this specific island [2:38] has always been known for. It's [2:40] different, but visually intriguing. [2:44] Some other visual details I liked. The [2:46] water system for instance is absolutely [2:49] gorgeous. The waves lapping up on the [2:51] beach as reflections of the surroundings [2:53] dance across the surface. Just gorgeous. [2:56] The Warthog of course actually reacts to [2:58] it as well. A far cry from the original. [3:02] Lighting is another important [3:03] difference. Leveraging Lumen GI and on [3:07] interior lights, Unreal Engine 5's mega [3:09] lights feature, Halo presents beautiful [3:12] dramatic sunlight and pyrochnic effects. [3:15] The bounce of the afternoon sun off the [3:17] warm sand creates some truly dramatic [3:20] scenarios. Couple that with voluometrics [3:22] and tons of dust effects, and it all [3:24] just looks really cohesive. What's cool [3:26] here is that even on Xbox, they're [3:28] actually using hardware ray tracing even [3:30] in performance mode. So, they sidestep a [3:33] lot of the issues that we see with [3:34] SDF-based tracing. In addition, as I [3:38] mentioned, mega lights are actually used [3:40] for interior and local lights, something [3:42] you'll really appreciate when you're [3:44] surrounded by tons of Covenant all [3:45] blasting their brightly colored weapons. [3:48] And in fact, color is one of the key [3:50] things they really got right here. The [3:52] original Halo was known for its super [3:54] vibrant greens, blues, purples, and the [3:57] like, right? That's what defined the [3:59] look of the Covenant. And it's something [4:01] that was completely missed for [4:03] anniversary. This time it looks [4:06] excellent, and it really makes these [4:08] interior scenes feel super dynamic with [4:11] lights and blasters going all over the [4:14] place. Here's another example I really [4:16] liked. In the original game, in this [4:18] hallway beneath the island, it looks [4:20] like this. There's a little bit of light [4:22] pouring in at the end of the tunnel, but [4:24] it's otherwise pretty dark. When they [4:26] did the anniversary edition, it instead [4:28] looked like this. It's super bright and [4:30] garish. Honestly, I don't like this at [4:32] all. For Campaign Involved, however, we [4:35] actually see the effects of lumen with [4:37] light pouring in through the door and [4:39] then actually bouncing around the [4:40] hallway, very subtly illuminating it. I [4:44] think it looks absolutely beautiful [4:46] here. And you get this effect on every [4:48] version. And of course, all of this [4:50] lighting detail greatly benefits the [4:52] massive increase in object detail. Aside [4:55] from the terrain and structures, things [4:57] like, say, the Warthog, your fellow [4:59] Marines, and the like are all lovingly [5:01] rendered with an obscene amount of [5:02] granular detail beyond anything we've [5:04] seen in the series past. It feels like [5:07] two generations beyond something like, [5:09] say, Halo Infinite. [5:11] Of course, there is a lot more to [5:13] discuss here, but I want to save some [5:15] things for the final game. The point [5:17] here though is that they have managed to [5:19] nail the art design in a way that I [5:21] really like and it looks so much better [5:24] than Anniversary. So, while we're [5:26] talking about differences between the [5:27] original and this new version, there are [5:29] some things that really stood out to me [5:31] that impact gameplay. For instance, at [5:34] one point you need to make your way into [5:36] the center of the island, and you go up [5:38] through this area behind a tree, after [5:40] which you make your way up towards the [5:42] center section where there's a pair of [5:44] hunters waiting for you. In the [5:46] original, you could finagle the wthog [5:49] into this space. Clearly, the tree was [5:50] meant to block you, but if you played [5:52] around enough, you could actually get it [5:54] up there. But in the campaign evolved [5:57] version, that tree is not there, and you [5:59] can just drive the warthog straight up [6:01] to the top. And if you want, you can [6:03] even take it down into this structure [6:05] right up to the switch. So this battle [6:08] inside the room then becomes trivial [6:10] since you can blast around in the [6:12] Warthog. In the original, if you were [6:14] able to get the Warthog up here, you [6:16] could take it down into this area, but [6:18] these covenant structures did not have [6:21] physics applied to them. So the Warthog [6:22] would get stuck here. You couldn't take [6:24] it further. I also noticed a difference [6:26] in item usage. So, in the original, if [6:29] you landed on an overshield, you would [6:31] be invincible for a second. And this was [6:33] actually something I used a lot in [6:34] multiplayer. But in the new version, [6:37] items are something you collect. So, [6:39] when you get the overshield, you [6:40] actually have to select it and use it [6:42] with the item usage key. There isn't [6:44] multiplayer in this, I guess, so it [6:46] doesn't really matter, but it is an [6:47] interesting change. They also brought [6:50] forward some of the features that were [6:51] introduced in Halo 2 and beyond. For [6:54] instance, you can now use the energy [6:55] sword that is dropped with certain [6:57] elites. You can hijack enemy vehicles [7:01] just like Halo 2, which was a huge [7:03] feature for that game. The Warthog now [7:05] has its horn, which again introduced in [7:07] Halo 2. And things like enemy damage [7:10] values have been changed significantly. [7:13] Hunters, for instance, went down a lot [7:14] faster in the original version if you [7:16] got in behind them and took out their [7:17] weak spot. But here it takes way more [7:19] ammunition even on the lowest difficulty [7:22] setting, which is interesting. They also [7:24] made tweaks and changes to the level [7:26] design itself. So in Assault on the [7:28] control room, those sort of like bendy [7:31] hallways that were used to hide loading [7:33] have been completely stripped out and [7:34] now they're just straight short hallways [7:36] into the next room. The rooms themselves [7:39] have also been redesigned in many [7:40] instances, likely to make them less [7:42] repetitive, which was a major complaint [7:44] for this level. As an aside, I did [7:47] notice some weird graphical oddities in [7:49] this demo. Like, what is this shadow [7:51] here on his hand? I don't get it. [7:53] Doesn't really correspond to anything. [7:55] The registration email also mentioned [7:57] that there's issues with foliage popping [7:59] on sandy surfaces such as here on the [8:01] silent ctographer. So, the severe popin [8:04] you see should hopefully not be in the [8:06] final game. And while we're here in [8:08] Assault in the Control Room, this is how [8:10] it stacks up to the original game. And [8:12] yeah, it's pretty different, but I [8:14] really like the way it looks now, at [8:15] least overall. I don't especially love [8:19] the way the snow collects here on this [8:22] surface here when you're outside. It [8:24] kind of gives the metal this sort of [8:26] noisy, dithered look reminiscent of poor [8:29] ray traced denoising, which brings us to [8:32] our next major fault. And this ties [8:34] directly into Unreal Engine 5 [8:36] specifically. The game does not [8:37] effectively dn noiseise the image. [8:40] There's so much sparkling, boiling, and [8:43] temporal noise as you move through the [8:45] world, especially in darker scenes. [8:48] Compared to the RTGI and something like [8:51] IDTech in Doom: The Dark Ages, Unreal [8:54] Engine 5 really struggles to keep things [8:56] coherent, and you certainly feel it [8:58] here. Even on a high-end PC with maximum [9:01] possible settings, it's a problem and [9:04] something a lot of folks will notice. I [9:07] would at least like to see Ray [9:09] Reconstruction as an option for the PC [9:12] version. And speaking of versions, as [9:14] noted, this demo was playable for Xbox [9:17] Series X and PC. Series S is technically [9:21] playable, but we were told it wasn't [9:23] ready yet, so we can't feature it here. [9:26] Series X, though runs pretty darn well. [9:29] There's both performance and quality [9:31] options. Uh, and we can only show [9:33] performance mode for this video, but [9:35] that one targets 60 frames per second. [9:38] And the good news is it really hits it. [9:41] It's very, very stable. Impressively so, [9:43] considering this uses hardware ray [9:45] tracing and all the advanced features of [9:47] Unreal Engine. Now, to reach this, the [9:50] game deploys two levels of dynamic [9:52] resolution scaling, which average around [9:55] 50 to 75% of the output resolution, [9:58] which means you're often at 1080pish, [10:01] but it does look pretty clean. The thing [10:04] that they did on top of this though is [10:06] that there's a translucency pass, which [10:09] varies the resolution of transparent [10:12] effects based on frame budget. So things [10:16] like explosions for instance, you might [10:18] observe them becoming rather chunky and [10:20] low res in a way that kind of reminded [10:21] me of something like Killzone 2 [10:23] actually, but that's not a bad thing. It [10:25] still looks excellent and it's a good [10:27] way to save on performance without [10:29] lowering the overall resolution to [10:31] maintain 60fps. [10:32] So clearly Halo Studios has a real [10:34] handle on Unreal Engine 5 in terms of [10:36] performance, which is great. But we also [10:39] sampled the PC version on a range of [10:41] hardware to better understand what we're [10:43] looking at as we approach launch. To [10:45] that end, we sampled it on a high-end [10:47] PC, a mid-range system, and a lower-end [10:50] handheld. [10:52] So, as you'd expect, it runs very well [10:54] on a high-end 5090 equipped PC. No [10:57] surprise there. I actually had to [10:58] capture at 60 fps for YouTube, of [11:00] course. And that provided enough [11:02] headroom to play with DAA enabled at 4K [11:06] with maximum settings without an issue. [11:08] You can see up here that the GPU [11:10] utilization remains around 50% when [11:12] playing with a 60fps cap. Now, playing [11:15] above 60 fps definitely increases the [11:17] requirements, but it is possible, and [11:20] yes, frame generation is available, [11:22] though there's a bug in this version [11:23] that prevents it from working when using [11:25] the Xbox store version, but that should [11:28] be fixed for launch, I'd assume. It's [11:30] also worth noting that Halo supports [11:32] proper ultrawide. Not only does the game [11:35] take full advantage of the increased [11:36] FOV, but even the pre-rendered cutscenes [11:39] actually fill the screen correctly [11:41] rather than playing within a small box [11:43] in the center of the screen. So, hats [11:46] off to Halo Studios for actually [11:48] handling ultrawide correctly. But what's [11:51] more useful for our viewers, I would [11:53] imagine, are the mid-range and handheld [11:55] tests. So, on the mid-range side, we [11:58] tested using a Ryzen 5 5600X with an RTX [12:02] 4060 GPU along with 16 GB of 3200 MHz [12:07] memory. We used the high preset with [12:10] DLSS balance mode while targeting 1440p. [12:14] The result, as you can see, is rather [12:16] interesting. We largely were only able [12:19] to achieve frame rates just shy of 60 [12:22] frames per second. It's smooth with VRR, [12:24] but locking to 60 was a challenge. The [12:27] main issue here seems to stem from a CPU [12:29] bottleneck, which really drags down [12:31] performance. Of course, we'll have to [12:34] wait for the final game to pass [12:35] judgment, but this does give us an idea [12:37] of how it's currently running. And yeah, [12:39] it is a heavy game. Assault on the [12:42] Control Room, by the way, does actually [12:44] run faster on the same machine. Then [12:46] there's the ROG Alli X, a more powerful [12:50] system than something like a Steam Deck [12:51] as you know, but UE5 games are rather [12:54] heavy and the results bear this out. We [12:57] had to run the game using the lowest [12:59] possible settings with low TSR while [13:02] targeting 1080p output, which actually [13:05] looks pretty okay on the system's [13:06] internal screen. But of course, without [13:09] a frame rate cap engaged, you can see [13:10] that it's just barely clearing 30 FPS [13:13] most of the time, which makes it largely [13:16] suitable for a 30fps lock if you choose [13:19] to do so. But hey, 30fps is the original [13:22] Halo Target, so it's certainly playable. [13:24] But I suspect something like say the [13:26] Steam Deck, which is a less powerful [13:28] system of course, will not be able to [13:31] provide a decent experience at all. But [13:33] we'll test that when we get final code. [13:36] So, my current takeaway here is that the [13:38] Xbox Series X version is really well [13:41] done. Despite the shift to Unreal Engine [13:43] and using hardware lumen, they've [13:45] managed to hit a very stable 60 frames [13:48] per second. Image quality does take a [13:50] hit, but it's really not that bad [13:53] compared to some other Unreal Engine 5 [13:55] games. The PC version, however, seems [13:58] like it will be moderately heavy, mainly [14:00] due to CPU limitations. And [14:03] unfortunately, the options menu is also [14:05] rather sparse with just the basic things [14:08] available to tweak. But obviously, we're [14:10] just scratching the surface here, and [14:12] there's a whole lot more that we don't [14:14] know. Not to mention things I'd like to [14:16] talk about in the future, such as the [14:17] game's audio, which has a few issues. [14:21] Still, as far as previews go, my [14:23] impressions are largely positive here. [14:25] As someone that never liked the [14:27] anniversary graphics for Halo 1, the [14:30] results for campaign involved are a lot [14:32] better now. Of course, I recognize not [14:34] everyone is going to love this new [14:36] visual design, right? We always saw this [14:38] with Bluepoints games such as the Demon [14:40] Souls remake, which I also love, by the [14:43] way. But it's not like this will prevent [14:45] the original Halo from existing. You can [14:47] still play it in the Master Chief [14:49] Collection or on original Xbox hardware. [14:51] For newcomers and old heads that just [14:54] want a fresh take on Halo, I really [14:56] think this will be an interesting [14:57] release. I also hope that it helps Halo [15:01] Studios really understand what worked [15:03] about the storytelling, lore, and [15:06] atmosphere of Halo before 343 took over. [15:09] They always figured out the gameplay. [15:11] Halo Infinite plays like a dream, but [15:13] it's everything around it that fell [15:14] short in my opinion. This feels like a [15:17] get back to basics kind of release. [15:20] Plus, there's some cool new features in [15:21] this version, such as additional skulls, [15:23] new missions, and the option to remix [15:25] existing missions. Something I did [15:27] sample in the demo. Like here, you can [15:30] drop enemies and weapons into the silent [15:33] cgrapher that had no business being [15:35] here. The flood on Cgrapher, sure, why [15:38] not? Ultimately, as a longtime fan of [15:40] Halo, I'm just happy to be excited about [15:42] something Halo again, and I hope this [15:45] marks the beginning of something great [15:47] for the series. Until the final though, [15:50] this is John signing off.