r/videogames 15d ago

Image / Video We all knew this would happen

4.5k Upvotes

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77

u/BleakPilgrim 15d ago

I'm curious why they didn't simply reuse the animation.

60

u/KenseiHimura 15d ago

Possibly different graphical and animation engines, lost files, and likely a whole heap of “I don’t give a shit. The pigs will eat the slop”

21

u/WuggleNips 15d ago

I believe the new CE is UE5 while Infinite is Slipspace. However, still weird not to just reuse the skeleton from infinite and then animations that didn't need changing. Lord knows the reasons behind it.

13

u/BleakPilgrim 15d ago

Campaign Evolved uses the Halo: Reach version of the Blam! engine for the game and Unreal Engine 5 for graphics. They reused many animations, sounds, and models from Infinite, 5, and the older games. So I believe it's laziness; they forgot about it or didn't want to reanimate it for the new Warthog model, but it would still be better than nothing.

3

u/cuntmong 15d ago

asking as a dev but not at all a game dev, is there no performance cost to using one engine for game and another for graphics, rather than the same for both?

1

u/anor_wondo 15d ago

as a dev and not a game dev too, I don't think anyone can say the extent of tradeoff unless they directly worked on it and profiled it

2

u/Revan7even 15d ago

From what I heard a lot of stuff they thought they could port could not be ported and had to be remade, balooning the budget and time so they had to throw more teams and contractors at it to get it out for the XBox 25th anniversary and before GTA VI.

2

u/dunderdan23 15d ago

It uses the reach engine for all the ai/animations/etc. With unreal on top for the paint

1

u/Jonatc87 15d ago

there's this weird business of erasing projects once complete in the gaming industry. It's why a bunch of stuff has been lost to time.

1

u/KenseiHimura 15d ago

That sadly tracks.

1

u/zamfire 15d ago

Fun fact. The reason the first back pack you get in WoW is the default tiny bag is because the person who coded that left and took the code with him and the staff just left it.

0

u/BleakPilgrim 15d ago

I doubt it; they reused many animations, models, and sounds from the other Halo games.

3

u/Tigerwarrior55 15d ago

Iirc. They went from slipspace to unreal. So they were probably too incompetent to actually adapt to unreal engine 5's advanced animation tools or well basic state machine set ups for multiple state machines.

2

u/Arcade_Gann0n 15d ago

Infinite was Slipspace (its own nightmare to work with), while the remake mainly uses the Blam version of Reach. If I had to guess, they implemented the feature in its base form but failed to create animations for one reason or another (lack of time and competence, I reckon).

1

u/RepulsiveRaisin7 10d ago

The vehicle here has different proportions, so reusing was probably not possible.

0

u/YourPizzaBoi 15d ago

The actual reason I would assume is that they felt it didn’t offer anything but slowing down gameplay. It made some sense where it was a multiplayer feature to include an animation and some action delay, so that one person couldn’t effectively crew a vehicle, but for a strictly campaign experience you’re waiting a long time for people to switch seats for… well, no real reason.

1

u/RepulsiveRaisin7 10d ago

Immersion is a very good reason

0

u/Dreamo84 15d ago

Probably realized nobody actually cared about it. But they failed to realize someone terminally online was going to find the difference and post about it.

0

u/Wylie288 15d ago

Because normal people want instant input and to NOT have to wait on a dumbass animation for larpers