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The Master Chief returns in Halo Infinite – the next chapter of the legendary franchise beginning holiday ! Play Halo with Xbox Game Pass. Xbox Game Pass Members can play Halo titles, plus over high-quality games for one low monthly price.
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Trailers and Videos. Crazy Credits. Alternate Versions. Feature film based on the popular video game, Halo. Writers: Stuart Beattie spec script , Alex Garland original screenplay.


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The Tesseract Action Crime Drama. Sure, the game "plays" better than it does on The increased visual fidelity combined with the added precision offered by playing the game with a mouse and keyboard on the PC delivers a Reach experience that's "improved" over the original. Trying to land a headshot on an Elite with a control stick at 30 FPS is not the same as trying to land one with a mouse at double, or even quadruple, the frame rate. But these two experiences are so different that it's hard to say that this the intended experience Bungie wanted players to have back in It sounds silly to say this when talking about a groundbreaking first-person shooter franchise, but the reduced framerate and blurred visuals give the original version Reach this distinctive cinematic feel that you do not get in the remastered release.

Having played through the single-player campaign on both and PC this week, I kept going back and forth between the two, trying to discern which version I preferred. The PC version certainly looks "better" than the , but the version "feels" more like the Reach I remember—because, well, it is.

Industries Shows Two New Images From "Halo Infinite"

It's hard for me to say that the PC version is the "ideal" version of Reach, only because it looks a little too perfect. This isn't the first time that the objective "improved" visuals haven't lined up with the subjective "aesthetically pleasing. These graphical "improvements" ended up diminishing the game's iconic foreboding, claustrophobic atmosphere. This is something that technology editor Jacob Kastrenakes grapples with in his assessment of watching the first Hobbit film in 48 frames per second, instead of the industry-standard Doubling the frame-rate, in his estimation, didn't deliver double the visual impact, it made the movement seem "jarring" — a little too real, almost.

Although films capture the real world, their power is in their ability to show us different realities, and part of that, Kastrenakes argues, is using a frame rate that's not "realistic.