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XBox (Games)

No Online/LAN Co-op for Halo 2 73

BlueMoon writes "It has now been confirmed that Halo 2 will not include support for co-op mode on Xbox LIVE or LAN play. The co-op mode will remain for offline play only. Bungie made all attempts to implement it however with the complexity of the game it was simply impossible to have a worthwhile co-op experience." You may not be able to play together, but as consolation, check out the Halo 2 Ads pointed out by an anonymous reader.
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No Online/LAN Co-op for Halo 2

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  • Hey, They Tried... (Score:3, Insightful)

    by VGMSupreme ( 228396 ) on Tuesday October 26, 2004 @11:09AM (#10630980) Homepage
    Well, you have to give Bungie some credit. They at least tried to implement it into Xbox, but complexity got in the way.

    Anyways, when I played Halo, I had more fun playing with many people in the room, and with one people as my partner going thru the game. I am sure that actually being side by side would be a better experience than talking via a mic.

    You guys still get Co-op in Offline mode, and I am sure everyone will still enjoy for the great game that it is.
  • by SilentChris ( 452960 ) on Tuesday October 26, 2004 @11:12AM (#10631022) Homepage
    "Mark my words - they will release a pay-for addon for this... it was all in the plan."

    Wow. I mean, wow. That's amazingly ass-backwards. That's like you have your head in your ass in someway that actually makes it look forward, but is still wrong.

    Think about what needs to be done to maintain states. In multiplayer, you have a nice, small set of rules on a tiny map. All you need to note is where players go, whether or not X Warthog rolling over Y player will be valid given the physics, etc.

    Contrast that with single player. Bunch of AIs running around doing their own thing. Cutscenes (How do you handle this? Play a movie while the other player is running around?) Scripted moments (what happens when the warthog driven by AI drives off with one player, while the other is left standing. Is he to just chase the original?) There's a lot going on, bub.
  • Never promised (Score:2, Insightful)

    by KirkH ( 148427 ) on Tuesday October 26, 2004 @11:13AM (#10631030)
    I don't get it, Bungie never said they'd have online or LAN co-op, just the same type of co-op that the original had. There was a lot of speculation but never a word from Bungie promising this (or even mentioning it, as far as I know). Why is this such big news?

  • by AlexMax2742 ( 602517 ) on Tuesday October 26, 2004 @03:15PM (#10633728)
    When the submitter says "worthwhile," that decodes as there being too much lag to support network co-op. Is this a consequence of being too lax with one's networking code?

    The other possibility is that the Xbox hardware isn't powerful enough. But if they can implement deathmatch, et al., why not co-op?

    Your second speculation is off the mark. And the first one is uninformed. In order for co-op to work over a network, you need one of two things...

    1. Have the game react the EXACT same way on two different PC's at the exact same time under the exact same situation, so the AI does not desync over the two systems. This is how Doom 2 did it, and is also the reasons that demo files are so small, they simply record player movements. I doubt it's anywhere near as easy for games such as Halo or Halo 2.

    2. Send ALL of the information related to the enemies over the network to ensure they NEVER desync. I hope you don't like more than 64 enemies in a single level.

    I bet Bungie attempted it, after all, it's what Halo fans wanted, but they just couldn't make it work over a network, much less the high latteracy world of the internet. By worthwhile, I personally think they meant that they would have to sacrifice the game in other areas, and it simply was not worth it.

    Also, you seem to think that Netcode is some magic bullet that it's either good or it's bad. Wrong, netcode makes sacrifices, either it is extremely fast, extremely secure against errors, or a happy median of both. Let's say that you had to transfer all of the data for all 1,000 of the coveneant (which are not predictable and easy to 'predict' what their next movement is) on a particular stage every 30 seconds, what they were doing at the time, plus the two combatants, and ensure it got there as fast and as securely as possible. A quite daunting task.

  • by Ondo ( 187980 ) on Tuesday October 26, 2004 @03:33PM (#10633916)
    Cutscenes (How do you handle this? Play a movie while the other player is running around?) Scripted moments (what happens when the warthog driven by AI drives off with one player, while the other is left standing. Is he to just chase the original?)

    While your other points are valid, these particular issues had to be solved for offline co-op and don't seem to be any harder online.
  • by MMaestro ( 585010 ) on Tuesday October 26, 2004 @10:31PM (#10638051)
    Yeah Serious Sam did a good job with online co-op, except for the fact that it lacked cutscenes, during battles you were effectively locked in, the AI was nothing more a basic 'attack/charge player' system, and while the graphics were nice and powerful they really weren't used too effectively used (shiny surfaces, fire effects, and shadows, yet used maybe once or twice.)

    The moment a game engine that can support an AI as good as Halo and more than 4 players online is developed, I'd go buy stock in the company that made it even if the graphics are budgetware. Hell just look at Battlefield 1942/Vietnam. Theres 64 player online co-op mode supported, but the AI is a retarded piece of shit in everything but flying airplanes, the graphics have aged horribly, and theres no real 'wow' factor that hasn't been done better by someone else. You want 64 player online co-op, play that game(s) and tell me its a better experience than 2 player co-op Halo.

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