This is the big promise of the remake: redo everything in Unreal Engine 5. And when it works, it works really well. The exteriors are stunning. The first time you set foot on the Halo ring in the second mission, with the curvature of the ring rising into the sky, the lush forests, the sunlight shining through the trees — it's beautiful. The beach of the Silent Cartographer is probably the moment when the game shines the most. The night scenes in the rain with fire, that's also where you see the artistic direction at its best.
But as soon as you enter the interiors, it falls back. The corridors of the Forerunner installations remain cold, empty, repetitive. Exactly like in 2001 — except now, it's a deliberate choice. We understand the logic of fidelity to the original game, but as a result, you go from sumptuous outdoor environments to basements that give the impression of being done last. If you're not used to Halo, you might even get lost in some corridors because they all look alike.
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A nice clearing arrives when the Flood is coming . Interiors become significantly more interesting with organic details, well-managed shadow play. This is where the graphic engine finally shows its muscles indoors. The snowy outdoor sections, on the other hand, do not have the same wow effect as the tropical areas. It's beautiful, yes, but it lacks that "wow, look at that" factor we have on the beach.
In terms of performance, it's a bit of a downside. On Xbox Series X, frame rate drops occur in big combat scenes towards the end - when there are explosions everywhere, masses of enemies, vehicles. For a remake of a 2001 game, it's not great. It's not gamebreaking, it doesn't prevent you from playing, but it's noticeable enough to mention. The cutscenes also have some stutters here and there. Hopefully, a quick patch is expected.