@@henryholdsworth7357 that isnt superb animation that actually happened. the smokewheat guy is my friend IRL and even has the clip to prove its real. (the midair trade that is)
He should've switched to his sidearm. Its faster than reloading anyway. Edit: A bunch of people had a battle in the reply section of my comment and its kinda funny to read.
I love all the attention to detail, when you pick up the gun it looks natural and when enemies or friendlies are coming by you can see it on the radar, the shields regenerating, and when he throws the gun it goes away on the top right, the timer going down and the points rising, and showing the names of people who were killed by who looks natural and this is way too underrated.
@squaredcircle1111 Look, man, it was an amazing animation of Halo, and I loved it. I think it deserves a little more than it does now, why is it that everytime I post a comment someone has to make me look fucking stupid or argue with me. I'm just trying to be nice. But, I am glad I got 66 likes on this comment. That's the most I've ever gotten.
@squaredcircle1111 Ok, that I can agree with, people use the terms over and underrated so much nowadays. I just feel this one is underrated because this is the best animation I've seen... yet.
@squaredcircle1111 Actually, I should apologize because I immediately thought you were going to act as one of those people but you were pretty nice and I came off a little dickish.
Man, you almost tricked me into getting back into Halo. I saw that Red team scrambling to his feet when he juked and was like "damn, I don't remember this game looking this good"
The best part has to be that the HUD ICON for the Sniper Rifle actually reflects it breaking into a dozen pieces. Such a good detail for something no one would notice.
I am amazed at how well you replicated the lighting. I know it's an old game so from a technological standpoint it's not impossible, but its impressive in the same way that a painter/restorationist might be able to perfectly match paint.
This is a rabbit hole, there's so much going on with colour and light spectrums. I'm not sure if I wanted to go down that hole, because I can't look at screens the same way anymore.😅
Just noticed that the weapon icon changed when the weapon breaks and then when the character throws it the icon is not even there anymore. really cool detail.
One of my favorite attentions to detail are when the gun busts, the icon for it in the top right shows the broken weapon model is well. Love love love this video!!
@JoybuzzahzTV considering I don't play much of FPS games, it took me 27 seconds before realizing “wait, these avatar interactions are way too advanced to be true”. Otherwise, I probably wouldn't ever thought that it could be all animated.
I knew it all was animated the moment he messed up with his gun .. and how would a game be programmed as if such small details exists in virtual game ?? Even expressions lol how would the game avatar react to ur stupidity 😂.. dude you are crazy
This was damn near seamless. I actually did a double-take on my second viewing when I realized the red spartan ducked/weaved to try to avoid getting shot. Then I realized the whole damn thing's animated. Flawless, man. Well done. Edit: Obviously I knew it was animated when the gun broke, and the other guy turned to react. I'm saying I didn't notice the entire clip was, and that it felt seamless.
@@jjpds1 Yeah was thinking the same, Far Cry 2 was epic. And quite revolutinary/ groundbreaking for it's time, real cool game design. I recently watched this video from Face Full of Eyes and it reminded me what made Far Cry 2 feel so cool and real. Real cool video definitely recommend it. Aesthetics of Far Cry 2. 601,699 views•Mar 17, 2019 Face Full of Eyes 40.6K subscribers ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-mx4eSkMBx-U.html
I can’t even describe how fucking impressive this is. The movement is so natural, it blends in to the gameplay flawlessly, and it’s just high-quality overall. Bravo, good sir!
I'm a bit fuzzy on the details, but there is a problem with some of the armor types where their neurological links are so responsive, they pick up on the signal to move before your body does and move very suddenly and forcefully to do what the signal said, injuring the user, nearby people, or the weapons and equipment they're using at least for a spartan, should a normal soldier put one on and attempt to use it they would be crushed.
@@DA-xe7fg yea, spartans have to learn how to control themselves while in the suits as the exoskeleton is extremely powerful. Human test subjects for the spartan armors resulted in shredded joints, shattered bones and very, very dead testers. Only a spartan, with their highly trained bodies and surgically enhanced bones can survive the extreme forces the suits generate.
@@DA-xe7fg Yep. They detailed it in the Fall of Reach book released a couple months before the first Halo game that basically acted as a prequel that built up to the first game.
@@DA-xe7fg If I recall it’s just designed that way, when the Spartan IIs first got their suits, it was explained that they needs to move more gently and slowly, as the suit would amplify and accelerate for them. So the suit moves the wearer just as much if not more than the wearer moves the suit. And the staff sergeant that tried it messed up, and his pain spasms killed him as the suit kept moving.
I think in the fight between chief and Locke in halo 5, chief actually smashes a battle rifle over Locke's helmet (it's a small detail that I actually missed the first few times) so yeah I can imagine the Spartan iis probably broke a lot of other weapons on accident just by being too strong
Bro ur animating skills are beyond advanced this is very good graphics my computer can’t even handle it good job bro u could earn a career animating for like bf5
Once I realized it wasn't actually game play, I started looking around for every other detail that said it wasn't. Like the fact that the people's gamertags are properly capitalized.
I thought this was gameplay and when the Red guy stumbled after getting shot at I was honestly perplexed and thought that halo had realistic player movement wayyy ahead of it's time. Then I realized what happened during the reload and after.
it would help allot against bunny hoppers, you could pridict their direction better so its less about trying to shoot a fly on screen and more about aiming, plus bet that would make people less agressive and more tatical in gunfights
I was legit confused by that because I've been away from Halo for awhile. I thought maybe some programmers finally figured out how to make shooter movement look more fluid and less like a gun bolted to a telephone pole in a hurricane.
Canonically this could've happened to a spartan just first being linked to their armor. Master Chief himself gave himself a concussion his first time in his armor because he thought about saluting and his armor did it for him, and if he wasn't wearing his helmet he would've died then and there.
I think this is a mixture of gameplay and CGI magic tbh. If this man literally recreated everything from Narrows, the HUD elements and all the models/textures himself for this one clip, he'd be equally brilliant as insane
I think a lot of this is animated, with a similar clip of the base game to reference. Probably a bunch of models and textures are ripped from the game itself, with a lot of custom work thrown in to get the look and lighting right. That's how I'd do it, at least. Still, this would take me months at a minimum to make.