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Halo Campaign Evolved First Look - Xbox/PC/Ally X - OG vs New Game, Performance + More

Transcribed Jun 13, 2026 Watch on YouTube ↗
Intermediate 4 min read For: Halo fans and gamers interested in game remakes and technical performance analysis.
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AI Summary

Halo Combat Evolved is being remade as Halo Campaign Evolved, using Unreal Engine 5. The preview covers two missions on PC and Xbox Series X, highlighting visual improvements, gameplay changes, and performance across different hardware.

[0:02]
Game Overview

Halo Campaign Evolved is a new remake of the original Halo, using Unreal Engine 5 instead of in-house tech.

[1:23]
Demo Missions

Two missions were playable: Silent Cartographer and Assault on the Control Room.

[2:10]
Visual Changes

Ultra-detailed terrain affects Warthog driving; water and lighting are significantly improved with Lumen GI and hardware ray tracing.

[3:48]
Color and Lighting

Vibrant colors from the original are restored, unlike the Anniversary edition. Lumen provides realistic light bouncing.

[5:31]
Gameplay Changes

Level design tweaks allow Warthog access to new areas; item usage now requires selection; new features like vehicle hijacking and energy sword usage are added.

[8:32]
Unreal Engine 5 Issues

Temporal noise and denoising problems are present, especially in dark scenes. Ray reconstruction is requested for PC.

[9:26]
Xbox Series X Performance

Performance mode targets 60fps and is very stable, using dynamic resolution scaling (50-75% of output) and a translucency pass.

[10:52]
PC Performance

High-end PC runs well at 4K max settings; mid-range (RTX 4060) struggles near 60fps due to CPU bottleneck; handheld (ROG Ally X) barely hits 30fps at low settings.

Halo Campaign Evolved successfully modernizes the original game's visuals while retaining its atmosphere, though Unreal Engine 5 introduces some noise issues. The Xbox Series X version offers a stable 60fps, while PC performance varies widely.

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"Title accurately describes a first look at the game with performance details across platforms."

Mentioned in this Video

Study Flashcards (10)

What engine does Halo Campaign Evolved use?

easy Click to reveal answer

Unreal Engine 5.

1:14

Which two missions were playable in the demo?

easy Click to reveal answer

Silent Cartographer and Assault on the Control Room.

1:23

How does the Warthog driving experience change in the new version?

medium Click to reveal answer

The ultra-detailed rocky terrain makes driving rougher than the original's flat open spaces.

2:10

What lighting technology is used for interior lights?

hard Click to reveal answer

Unreal Engine 5's mega lights feature.

3:09

What is a major visual issue with Unreal Engine 5 in this game?

medium Click to reveal answer

Temporal noise and denoising problems, causing sparkling and boiling in darker scenes.

8:32

What is the target frame rate for Xbox Series X performance mode?

easy Click to reveal answer

60 frames per second.

9:38

What dynamic resolution scaling range does the Xbox Series X use?

hard Click to reveal answer

50 to 75% of the output resolution.

9:55

What is a new gameplay feature added from Halo 2?

medium Click to reveal answer

Vehicle hijacking.

7:01

How does item usage differ from the original?

medium Click to reveal answer

Items like overshield must be collected and then selected/used with the item usage key, rather than activating instantly.

6:37

What was the mid-range PC spec used for testing?

hard Click to reveal answer

Ryzen 5 5600X with RTX 4060 and 16 GB RAM.

11:58

💡 Key Takeaways

Rougher Warthog Ride

The shift to ultra-detailed terrain fundamentally changes the driving experience, a surprising gameplay impact from visual upgrades.

2:10
💡

Vibrant Colors Restored

The return of the original's vibrant greens, blues, and purples is a stark contrast to the Anniversary edition's muted palette.

3:48

Warthog Access to New Areas

A tree that blocked the Warthog in the original is removed, allowing players to drive into areas that were previously inaccessible, changing the encounter.

5:31

✂️ Creator Tools: Viral Hooks

AI-generated clip ideas for Shorts based on the transcript

Halo Campaign Evolved: First Look

45s

Fans are eager to see the first gameplay of the new Halo remake, and the comparison to the original sparks nostalgia and debate.

▶ Play Clip

Warthog Physics vs Original

50s

The detailed terrain changes driving physics, a relatable gameplay difference that surprises and engages viewers.

▶ Play Clip

Unreal Engine 5 Visuals vs Anniversary

50s

Direct comparison showing how UE5 lighting and color fix the hated Anniversary art style, a hot topic among Halo fans.

▶ Play Clip

Xbox Series X Performance: Stable 60fps

50s

Impressive performance with ray tracing on console, a key selling point for Xbox gamers.

▶ Play Clip

PC & Handheld Performance Test

50s

Real-world benchmarks on mid-range PC and ROG Ally X show the game's heavy requirements, useful for buyers deciding on hardware.

▶ Play Clip

[00:02] Halo Combat Evolved has returned once

[00:05] again with the upcoming release of Halo

[00:07] Campaign Evolved, and I had a chance to

[00:09] sample two levels from the game on both

[00:11] PC and Xbox Series X. And as DF's most

[00:15] passionate Halo fan, I wanted to talk

[00:17] about it today. You see, at its core,

[00:20] Campaign Evolved marks another attempt

[00:22] at remaking one of the world's most

[00:24] iconic shooters, the original Halo.

[00:27] While the Xbox 360 Anniversary Edition

[00:29] offered then modernized assets, I've

[00:32] always felt that it missed the mark with

[00:34] a visual overhaul that lacks artistic

[00:37] cohesion and a flare present in Bungie's

[00:40] original designs. It also marked the

[00:42] beginning of 343 Industries Reign of

[00:45] Halo in conjunction with Saber

[00:47] Interactive, of course. And aside from

[00:49] stereoscopic 3D, I really don't care for

[00:52] it. With Campaign Evolved though, the

[00:55] development team has been granted a

[00:57] second shot. You see, while Anniversary

[01:00] Mark 343's first project, Campaign

[01:02] Evolved now fills that same role for the

[01:04] newly christened Halo Studios. Along

[01:07] with this though, and breaking with Halo

[01:09] tradition, Halo Studios has dropped its

[01:12] in-house technology and instead embraced

[01:14] Unreal Engine 5. And with it, we get

[01:17] some huge benefits, but also some rather

[01:20] noticeable sacrifices. So, let's dig in.

[01:23] The demo version includes two missions,

[01:25] the Silent Cgrapher and Assault on the

[01:27] Control Room. Two of the best missions

[01:29] in the game, I would argue. I started

[01:31] with Cgrapher and was presented with

[01:33] this gorgeous, albeit offline rendered

[01:35] cutscene. I was really hoping for

[01:37] real-time cutscenes like the original,

[01:39] but alas, they've gone with video. Once

[01:42] you're handed control, though, I was

[01:44] immediately impressed with the vision on

[01:46] display. It represents a visually

[01:49] striking evolution of the Halo aesthetic

[01:51] that feels both true to Bungie's

[01:53] original vision, but also light years

[01:55] ahead of Halo Anniversary. I ended up

[01:57] doing laps around the island in a

[01:59] Warthog to compare the versions. And

[02:02] yeah, I really like what they've done

[02:03] here, but it also highlights how these

[02:06] visuals can change the experience a

[02:08] little bit. The shift to ultradetailed

[02:10] rocky terrain means that your driving

[02:12] experience is a lot rougher than before.

[02:15] I mean, in the original Halo, these are

[02:16] just big flat open spaces with tiled

[02:19] textures, right? But in the new one,

[02:22] it's all much more detailed, and the

[02:24] Warthog now needs to physically react to

[02:26] it. Still, more detail doesn't always

[02:28] mean better, as we saw with Anniversary.

[02:30] But this time, I feel like all that

[02:32] extra detail actually manages to retain

[02:35] the atmosphere that this specific island

[02:38] has always been known for. It's

[02:40] different, but visually intriguing.

[02:44] Some other visual details I liked. The

[02:46] water system for instance is absolutely

[02:49] gorgeous. The waves lapping up on the

[02:51] beach as reflections of the surroundings

[02:53] dance across the surface. Just gorgeous.

[02:56] The Warthog of course actually reacts to

[02:58] it as well. A far cry from the original.

[03:02] Lighting is another important

[03:03] difference. Leveraging Lumen GI and on

[03:07] interior lights, Unreal Engine 5's mega

[03:09] lights feature, Halo presents beautiful

[03:12] dramatic sunlight and pyrochnic effects.

[03:15] The bounce of the afternoon sun off the

[03:17] warm sand creates some truly dramatic

[03:20] scenarios. Couple that with voluometrics

[03:22] and tons of dust effects, and it all

[03:24] just looks really cohesive. What's cool

[03:26] here is that even on Xbox, they're

[03:28] actually using hardware ray tracing even

[03:30] in performance mode. So, they sidestep a

[03:33] lot of the issues that we see with

[03:34] SDF-based tracing. In addition, as I

[03:38] mentioned, mega lights are actually used

[03:40] for interior and local lights, something

[03:42] you'll really appreciate when you're

[03:44] surrounded by tons of Covenant all

[03:45] blasting their brightly colored weapons.

[03:48] And in fact, color is one of the key

[03:50] things they really got right here. The

[03:52] original Halo was known for its super

[03:54] vibrant greens, blues, purples, and the

[03:57] like, right? That's what defined the

[03:59] look of the Covenant. And it's something

[04:01] that was completely missed for

[04:03] anniversary. This time it looks

[04:06] excellent, and it really makes these

[04:08] interior scenes feel super dynamic with

[04:11] lights and blasters going all over the

[04:14] place. Here's another example I really

[04:16] liked. In the original game, in this

[04:18] hallway beneath the island, it looks

[04:20] like this. There's a little bit of light

[04:22] pouring in at the end of the tunnel, but

[04:24] it's otherwise pretty dark. When they

[04:26] did the anniversary edition, it instead

[04:28] looked like this. It's super bright and

[04:30] garish. Honestly, I don't like this at

[04:32] all. For Campaign Involved, however, we

[04:35] actually see the effects of lumen with

[04:37] light pouring in through the door and

[04:39] then actually bouncing around the

[04:40] hallway, very subtly illuminating it. I

[04:44] think it looks absolutely beautiful

[04:46] here. And you get this effect on every

[04:48] version. And of course, all of this

[04:50] lighting detail greatly benefits the

[04:52] massive increase in object detail. Aside

[04:55] from the terrain and structures, things

[04:57] like, say, the Warthog, your fellow

[04:59] Marines, and the like are all lovingly

[05:01] rendered with an obscene amount of

[05:02] granular detail beyond anything we've

[05:04] seen in the series past. It feels like

[05:07] two generations beyond something like,

[05:09] say, Halo Infinite.

[05:11] Of course, there is a lot more to

[05:13] discuss here, but I want to save some

[05:15] things for the final game. The point

[05:17] here though is that they have managed to

[05:19] nail the art design in a way that I

[05:21] really like and it looks so much better

[05:24] than Anniversary. So, while we're

[05:26] talking about differences between the

[05:27] original and this new version, there are

[05:29] some things that really stood out to me

[05:31] that impact gameplay. For instance, at

[05:34] one point you need to make your way into

[05:36] the center of the island, and you go up

[05:38] through this area behind a tree, after

[05:40] which you make your way up towards the

[05:42] center section where there's a pair of

[05:44] hunters waiting for you. In the

[05:46] original, you could finagle the wthog

[05:49] into this space. Clearly, the tree was

[05:50] meant to block you, but if you played

[05:52] around enough, you could actually get it

[05:54] up there. But in the campaign evolved

[05:57] version, that tree is not there, and you

[05:59] can just drive the warthog straight up

[06:01] to the top. And if you want, you can

[06:03] even take it down into this structure

[06:05] right up to the switch. So this battle

[06:08] inside the room then becomes trivial

[06:10] since you can blast around in the

[06:12] Warthog. In the original, if you were

[06:14] able to get the Warthog up here, you

[06:16] could take it down into this area, but

[06:18] these covenant structures did not have

[06:21] physics applied to them. So the Warthog

[06:22] would get stuck here. You couldn't take

[06:24] it further. I also noticed a difference

[06:26] in item usage. So, in the original, if

[06:29] you landed on an overshield, you would

[06:31] be invincible for a second. And this was

[06:33] actually something I used a lot in

[06:34] multiplayer. But in the new version,

[06:37] items are something you collect. So,

[06:39] when you get the overshield, you

[06:40] actually have to select it and use it

[06:42] with the item usage key. There isn't

[06:44] multiplayer in this, I guess, so it

[06:46] doesn't really matter, but it is an

[06:47] interesting change. They also brought

[06:50] forward some of the features that were

[06:51] introduced in Halo 2 and beyond. For

[06:54] instance, you can now use the energy

[06:55] sword that is dropped with certain

[06:57] elites. You can hijack enemy vehicles

[07:01] just like Halo 2, which was a huge

[07:03] feature for that game. The Warthog now

[07:05] has its horn, which again introduced in

[07:07] Halo 2. And things like enemy damage

[07:10] values have been changed significantly.

[07:13] Hunters, for instance, went down a lot

[07:14] faster in the original version if you

[07:16] got in behind them and took out their

[07:17] weak spot. But here it takes way more

[07:19] ammunition even on the lowest difficulty

[07:22] setting, which is interesting. They also

[07:24] made tweaks and changes to the level

[07:26] design itself. So in Assault on the

[07:28] control room, those sort of like bendy

[07:31] hallways that were used to hide loading

[07:33] have been completely stripped out and

[07:34] now they're just straight short hallways

[07:36] into the next room. The rooms themselves

[07:39] have also been redesigned in many

[07:40] instances, likely to make them less

[07:42] repetitive, which was a major complaint

[07:44] for this level. As an aside, I did

[07:47] notice some weird graphical oddities in

[07:49] this demo. Like, what is this shadow

[07:51] here on his hand? I don't get it.

[07:53] Doesn't really correspond to anything.

[07:55] The registration email also mentioned

[07:57] that there's issues with foliage popping

[07:59] on sandy surfaces such as here on the

[08:01] silent ctographer. So, the severe popin

[08:04] you see should hopefully not be in the

[08:06] final game. And while we're here in

[08:08] Assault in the Control Room, this is how

[08:10] it stacks up to the original game. And

[08:12] yeah, it's pretty different, but I

[08:14] really like the way it looks now, at

[08:15] least overall. I don't especially love

[08:19] the way the snow collects here on this

[08:22] surface here when you're outside. It

[08:24] kind of gives the metal this sort of

[08:26] noisy, dithered look reminiscent of poor

[08:29] ray traced denoising, which brings us to

[08:32] our next major fault. And this ties

[08:34] directly into Unreal Engine 5

[08:36] specifically. The game does not

[08:37] effectively dn noiseise the image.

[08:40] There's so much sparkling, boiling, and

[08:43] temporal noise as you move through the

[08:45] world, especially in darker scenes.

[08:48] Compared to the RTGI and something like

[08:51] IDTech in Doom: The Dark Ages, Unreal

[08:54] Engine 5 really struggles to keep things

[08:56] coherent, and you certainly feel it

[08:58] here. Even on a high-end PC with maximum

[09:01] possible settings, it's a problem and

[09:04] something a lot of folks will notice. I

[09:07] would at least like to see Ray

[09:09] Reconstruction as an option for the PC

[09:12] version. And speaking of versions, as

[09:14] noted, this demo was playable for Xbox

[09:17] Series X and PC. Series S is technically

[09:21] playable, but we were told it wasn't

[09:23] ready yet, so we can't feature it here.

[09:26] Series X, though runs pretty darn well.

[09:29] There's both performance and quality

[09:31] options. Uh, and we can only show

[09:33] performance mode for this video, but

[09:35] that one targets 60 frames per second.

[09:38] And the good news is it really hits it.

[09:41] It's very, very stable. Impressively so,

[09:43] considering this uses hardware ray

[09:45] tracing and all the advanced features of

[09:47] Unreal Engine. Now, to reach this, the

[09:50] game deploys two levels of dynamic

[09:52] resolution scaling, which average around

[09:55] 50 to 75% of the output resolution,

[09:58] 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.

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