I really admire
Dictator's work and have nothing but respect for him. He also managed to put out this video in little over a day's work, so it's understandable that he may not have been able to address some of the other criticisms of the game's tech, and decided to focus on only one aspect of it, instead.
That being said, even if we're exclusively discussing the lighting, there are more glaring (no pun intended) issues than just how flat it looks. Yes, it does look very two-dimensional overall, due to the lack of contrast - which may have something to do with the lack of SSAO and other modern graphical features, such as volumetric lighting, light shafts and whatnot -, but that's not all.
For example, the sun is not the only source of light in many cases. That is very evident during the skirmish around the tractor beam that acts as an elevator - it emits a very bright blue light that doesn't cast shadows on anything surrounding it. The area where you fight the two Brutes that drop from the sky also has several floodlights that should have quite a wide range of illumination, but seem to have no effect on models.
The lack of dynamic lighting is also clear whenever there are energy projectiles flying around, as there is no visual feedback on their surroundings as they blast through the air. Even regular shots have no effect on the scenery, when fired. Notice how, on Alex's video, at around the 14:00 mark, Chief is shooting a couple of Grunts between two large rocks and there's nothing indicating that a weapon was fired, other than the Grunts being hit and the resulting (minuscule) green explosion. Most weapons don't even have a muzzle flash, which becomes obvious when the comparison with Reach starts - a game that looks much more atmospheric.
I get that indirect lighting is challenging, a point that John repeatedly made in his TLOU2 video, but 343 Industries didn't choose to run this demo during the
golden hour by accident - that is, quite literally, the best case scenario when it comes to lighting in a game with dynamic time of day.
Outside of the realm of lighting, Alex glossed over the pop-in issues, and I strongly believe that those warrant a second video analysis. Both Microsoft and Sony are making a big deal of how SSDs will revolutionize the medium, but there was absolutely nothing in that demo indicative of such. The initial load time may have been fast, but the obvious pop-in (not just in the distance, like in the fog, where it was most noticeable) and
very limited draw distance are of major concern - or at least should be. Halo isn't a particularly fast paced game to justify those, even when driving the Warthog (when grass, rocks and other objects appeared out of nowhere only a couple meters from the vehicle).
LOD is another area that needs improvement. The transition from the pause menu back to gameplay is egregious in how slow the LOD changes. Weren't SSDs supposed to "solve" this problem, as well? Character models and objects in the scenery don't exhibit a high level of detail, either. I've seen people arguing that Craig looks fine because he's a common Brute, but, again, John, in his Ghost of Tsushima video, took time to demonstrate how even a random NPC in that game looks so detailed and carefully constructed. And those look the same regardless if you're running on a 4.2TF machine or one that is only capable of 1.8TF.
I haven't even mentioned the intangible grass, the complete absence of terrain deformation (or even decals highlighting tire marks, footprints, bullets and explosions) and other non-interactive elements in the environment, plus the obscene and inexplicable amount of blurriness on the main antagonist's face, during what was supposed to be the trailer's money shot.
The biggest issue is that Microsoft dug their own grave, by overpromising and under delivering. Ever since E3 2018, when the Series X didn't even have a name, Phil Spencer and his crew have been talking about "power" - how Project Scarlett was going to be the world's most powerful, fastest console. Then came the traditional buzzwords: 8K, 120 FPS, "X" amounts the pixel processing power. And, of course, Halo. How important it was for them to release a console with Halo, like they did with the OG Xbox, back in 2001.
Thursday's showcase was underwhelming for several reasons, Halo notwithstanding. The biggest one being that they didn't even show Series X gameplay. Setting aside the obvious CGI, pre-rendered and "in-engine" stuff for a moment, Halo Infinite was confirmed to be running on a PC "equivalent to a SX" in terms of power. Why do that? Why not show people what the game will actually look like on the device that is releasing alongside it? If pushing for a simultaneous launch was so important - even when the game clearly doesn't look ready for that -, at least try to make the case for the console by showing your flagship title running on it.
And that's another thing: it
is the company's flagship title. There are no unreasonable expectations when it comes to a game that's been in development for at least five years, coming from a first-party studio funded by a company with limitless resources. So, what is the problem here? Is it because it's cross-gen? That would make sense for the lack of features which depend exclusively on a fast SSD, but, then again, you have games running on a base Xbox One - Halo 5 included - that look better than Infinite. Is it because it's open world? There are open world titles with much better graphics and more complex maps and systems on the current generation (RDR2, for one). Then it can only be due to the "high" frame rate and resolution, right? In a world where Modern Warfare runs at 60 FPS on consoles looking phenomenally, that's hard to believe.
If it's related to a combination of those factors, why not come clean about how the game will run on all of their devices? It would shock literally no one if they admitted that the base Xbox One model would only be able to run the game at 30 FPS, in either 720p or 900p. 60 FPS in 1440p or 1800p on the One X would also be perfectly acceptable. But, for the SX, is 4K at 60 FPS really
that unachievable, to the point where the team has to compromise and make a game that looks like that? Miles Morales will have a 4K/60 performance mode, after all - on a less powerful machine.
It seems, to me, that they are having some serious issues with their new engine. Building an engine from the ground up is no easy feat. There's a reason why there are only a handful that are so predominant, after all. Alex mentioned that they are skipping on some modern features, which is baffling for a studio that aims for their next game to become a "platform" which will last for the next 10 years. Yes, features can be added via patches, such as ray tracing, but why even launch with outdated techniques being implemented? Why did the E3 2018 engine presentation look so much better than what was on display during Thursday's Game Showcase?
The fact that Microsoft is focusing more and more on services is somewhat concerning for paying customers who expect - rightfully so - to have a complete and perfectly functional product on release day. Both MCC and Sea of Thieves launched in a deplorable state, for different reasons. It took developers a very long time to "fix" those titles. Is MS banking on Game Pass and its subscription business model to release an increasingly larger number of games in an unfinished state, just to meet their self-imposed deadlines?
At the moment, Halo Infinite does not look ready for prime time. If 343 does, indeed, need more time to work on their game, or even on the Slipspace Engine itself, they should be allowed to do that. However, we know that launching the Series X with a new Halo is of utmost importance to Microsoft, and Infinite is coming this holiday season, no matter what. If I were to bet, I'd say that we're about to witness another MCC situation, which is a damn shame.
Edit: Changed "Anaconda" to "Project Scarlett".