![]() It looks odd and hints at further issues to come for PC users. Motion seems to be running out of step with the refresh rate in some scenarios - so while the renderer updates (as registered by our frame-rate analysis tools), actual movement can lag behind. The first would be the camera movement in cutscenes: more often than not it is 60fps, but sometimes it can stutter. Thankfully, at 60fps at least, animation works beautifully - perfectly synchronised with the target frame-rate - but there are some caveats. On PC, you can technically go higher, but the situation is somewhat complex there - and I'm not sure going beyond 60 is actually a good idea. The inconsistent and often chugging performance level of the Xbox 360 release was eventually cleaned up to a nigh-on locked 30fps via its back-compat release but this new port goes the extra mile, targeting 60fps instead. ![]() The first and most immediate difference in the remaster is the frame-rate. So how can we improve on such a wonderful piece of work? Well, the increased processing power of today's hardware gives us plenty of avenues for an even better Reach experience. It's Bungie at the top of its game and it's frankly unmissable. ![]() Then there's its incredible soundtrack, of course - and all before we consider the actual gameplay mechanics, which still feel superb. There's that sense of ambience and enchantment from its beautifully designed alien structures and the sheer scale of its outdoor environments. Its single-player component is deeply evocative of everything that made Halo: Combat Evolved a milestone achievement. I've been really looking forward to this, simply because as the final Bungie release in the series, Reach is simply an incredible game that's just as brilliant to play today. It's a big deal then, but how does it improve on the original and are there any problems with the conversion? It's also available on PC as part of a scheduled, episodic roll-out of Halo titles - and it's the first full franchise release to hit the platform since 2004. Nine years after its Xbox 360 debut, it has finally been added to the Master Chief Collection with all last-gen Bungie and 343 titles now available to Xbox One users. Hunter boarding via the Bandanna skull was added to Reach in September 2022, and Halo 2 in July 2023.This week's arrival of Halo: Reach on Xbox One, Windows Store and Steam is a highly significant release. Acrophobia was added to Halo: Combat Evolved in July 2023. Acrophobia and Bandanna were added to Halo 4 in the December 2022 update. New skulls from the collection became available on Halo 3 and Halo 3: ODST with the update on 11 April 2022. It was unlocked globally after July 29, 2020. The Acrophobia could originally only be unlocked for use by completing a seasonal challenge to kill 343 flying enemies in Halo 3, between July 14 and July 29, 2020. The Acrophobia skull was added into the game for Halo 3 for the release of Halo 3 on PC. Experimental skulls may be disabled to return the game to a normal state." Skulls marked with ³ are "experimental" starting a level with one of these skulls activated will result in a pop-up message warning " You have turned on an experimental skull which may produce unexpected scenarios or hinder your ability to complete this mission. Skulls marked with ² were not available in the original release of the games, but were implemented via updates in the MCC Insider Program. With the exception of these as well as the Swarm skull, all other skulls are unlocked from the start. Pre-order skulls are marked with ¹ and were unlocked globally on December 12, 2014. ![]() The games in which the skull is available are listed below each skull.
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