“The walls start coming alive” - ok, now THAT would up the paranoia fuel while wandering the empty halls of Requiem! I think your gameplay/lore details were my favorite aspect of this video. From the jury-rigged Watchers making a last-ditch effort to take out an enemy despite being crippled, to Soldiers acting like the Iron Legion, to the composed humans being “encased” in a metal shell. I honestly thought the human skull inside the Knight was the most interesting part about it, so the idea of breaking off parts of its shell, esp the face, and suddenly seeing a ghostly “skull scream” as it makes its unholy eerily-human screeches of pain, sounds incredible to me!
I have to agree here - I love how downright scary they've become. You disturb an ancient Forerunner installation, and these _things_ start crawling out of the facility's machinery - cold, implacable cyclopean technological terrors that will do their damndest to eradicate you - even as you blow pieces off of them, they _keep coming_. No fear. No pain. And honestly? A thought I had - none of them _except_ the Knight make any sounds other than the noises of their machinery working. No vocalizations, no beeps or chirps or other audible communication. Just stone-cold silence. Even the Knight would be more or less voiceless until damaged enough, at which point it just starts _screeching_ and goes berserk on you, glowing tormented human skull leering at you from under the shredded fragments of its head armor.
The thought process of their designs and how/what they were aiming for is magnificent some of the o.g. designs I did like but these honestly take the cake.
@@Wernissage You're welcome! You think you'll ever do a Jul 'Mdama's Covenant Redesign? Not necessarily the armor or weapons or even species design but just any aspect you would have rather seen? For me in my rewrite I changed up so far the species that make up his covenant and their ranks and gameplay to be more of a true religious sect/cult than a military/terrorist organization (major -> bishop, warrior -> pastor etc.)
@@Monsoon-r5n in your opinion/to you personally what does that mean/entail? Everyone's feel especially to the forerunners and/or covenant are really different some like only 1, 2, and 3 some like both o.g. and new and some are neutral. For example me with the covenant I really liked the military side from H1 and reach but the socio-politcial side from H2, with some religious detailing from H4/5.
I'm conflicted about the Knight. I feel like the Knights were supposed to have the same kind of body horror as the Flood, but 343 never took this further than a screaming, fiery skull. This interpretation is almost *too* dehumanized given what it's supposed to be, and the head reminds me more of an Elite combat helmet than anything (which might be a neat tie-in with lore, don't get me wrong. What if THIS is why those helmets have that shape?) At the risk of making it look like Linda's helmet, I'd give it a second eye, to allude to the poor soul trapped inside and give it just a hint of expressiveness - the sort that could look down at its arms in an idle moment, seem to tremble at the sight of itself, and then have this moment of free thought quashed violently by the Forerunner machinery that they are forever bound to. I do like the hollows in the upper body, though. It gives the impression that it can fold in all its limbs like the Crawler can for transport. A lot of the watcher and soldier design has a flat-pack aesthetic to them too. Forerunner Ikea must have been a really messed up place.
@1993DJC Agree, although we could incorporate a bit of humanity to Wernissage’s design by repurposing a feature that makes no sense to me. What’s the point behind the knights’ glowing skull? They were created to fight the Flood right, why would zombies be afraid of that? My guess is that it’s serves the same purpose as making Prometheans look creepy/evil despite there being no reason for the Forerunners to style them that way, it’s for players that would be confused if the enemies didn’t look like obvious bad guys. Would’ve been better if 343 had done what the redesign did to signify hostility, but I digress. We could reuse the skull projection for something better. What if it was the holographic face of the person inside the mechanical body? It could then show emotion in a cutscene or or idle animation. When spotting an enemy it could then put on its mask like a Spartan putting on their helmet when preparing for combat. To intimidate humans it could open up and project a skull. Now that behavior would make sense. Anyway I am no Halo canon guru so someone who is please correct me.
@@protocetid If the Prometheans were only intended to fight Flood this would make sense. However, I'd argue they were intended to fight anyone, and just repurposed to fight the flood. Against non-Flood enemies, that flaming skull as psychological warfare during actual warfare would be pretty damned effective. Also, the Flood aren't "space zombies", they're a hell of a lot worse than that. If you haven't read it, go read the Forerunner Saga, a trilogy of novels by Greg Bear, titled Cryptum, Primordium, and Silentium. Forerunners do not find out what the Flood are, their origins, until near the end of the war, but before this they knew the Flood were too smart to just be space zombies.
@@NeuroPosting88 It's not just how it loos that decides if it's scary. It's also about what it does. A cute and cuddly teady bear doesn't look scary, but have it move on its own, carrying a knife, covered in blood, and dragging someone's guts behind it with the other hand, all while still smiling at you as it walks towards you, saying it wants to "play".....suddenly it ain't so cute anymore.
@@arthurdotson9579 Unless 343 Industries retconned it Flood Combat Forms are dumber than a sack of bricks until a Gravemind is created. Nevertheless I like my idea. Letting Promethean Knights project a face would allow them to display emotions, both feral and human. For example when you kill them their inner face could be exposed, and they could express catharsis from escaping their metal prison. A H4 prototype was found recently, in it the knights' souls leave their synthetic bodies instead of disintegrating.
They might be, considering how some of their rare dialogue has them say stuff like "Pew Pew on these scrubs!" Imagine being a gamer teen in New Pheonix, you feel yourself getting a bit hot, then suddenly you are an immortal robot soldier who can pwn noobs eternally.
@@jakespacepiratee3740 Though the lore stated Soldier Armigers were basically Forerunners' version of the droid armies, barely sentient combat robots built on mass...
@@陳潔明-w6y .....and yet they talk shit in Halo 5 when trying to gun you down. When the previous commenter mentioned they should have been the Composed New Phoenix residents, I started thinking, maybe that was the original plan, then something changed during development....which happened a lot in Halo 5's development.
Yeah. I heard that Guardians basically got the Destiny 1 treatment in that it was rewritten from the ground up at some point. All the cut concepts like the Promethean Packmaster and Mimic (which ultimately became the Warden Eternal) makes me think that there was a point late in development where everything was second guessed and either altered or cut last minute. Hell, there may have even been a point where Brutes were supposed to make a comeback in Guardians, judging by the unreleased "Brute Sniper" REQ variant someone found in the game's code.
I love how the knight energy blade looks like the old forerunner energy pistols from Halo Legends! (I think the specific part was called “origins” or something? Talks about good ol’ Mendicant Bias.) It feels like a great callback and reference to what is now almost forgotten lore.
I had this idea a while back but I think it would be cool for him to have a hardlight cloak or cape or something similar. It'd be really cool if he looked kinda like the statues in the Silent Auditorium. You would walk into an area and see this kneeling statue with its sword planted in the ground and then all of a sudden it would stand up, draw its sword and the hardlight "fabric" would snap on like an energy shield.
@@commanderpjt using Halo 3 mod tools im still waiting for someone to just remake halo 4 and 5 stories that are more coherent and work better then what we got lol
Reminds me a lot of Tron(legacy), when you were talking about the nights having human screams I was thinking of maybe they could be reminiscent of when programs got "drizzed" in the movie.
I didn't like how groups of Prometheans appear to merge into a blur of steel and orange blocks, the worst offender being even a single Knight's torso. Blocky grey doesn't help that. Other than your amazing Crawler concept, where it pulls double duty as a trap, I think these units require more varied texture than Sentinels. Alter the textures to compensate for the lack of rounded edges so we can see the outline of each unit better. Steel lines or glow or exposed H2 or Infinite-style colored substructures are all fine. Prometheans emphasize mobility and seeking good firing-solutions more than other factions, so they should emphasize vertical combat and reward vertical situational awareness. Jump-jets on Soldiers is absolutely perfect, especially if soldiers maintain fire when moving vertically. Sparingly adding Sentinels or something similar to the faction would also make Promethean combat more vertical. Go slightly more human on the Knight face especially if they're canon expanded to now include freshly-processed non-humanoid species. Maybe stretch the edges of the eye into a slit reminiscent of a forerunner symbol. I'd like small tweaks similar to your jaw as more visual reminders that this is a macabre prison, such as a few lines reminiscent of bones or restraints. As a related canon change, it would be scary to see Watchers now extract minds as a deathblow or as a way to destroy corpses they come across.
During my play time in halo 4 (haven't played 5 yet) I always wished the Prometheans used different colors to represent what they were doing on the battlefield and that higher ranking units had more lights on them. You could even have the some lights fail when shield fall to concove power until they return. Classic Blue for defending a Postion. Classic Orange for offensive engagements. Dark Red for charge downs with a blinking varent when it is in crisis. Purple when they are falling back to a defendable position as a squad.
I would have given the Knight a bit more of a "face, with two smaller "eye" lights flanking the main light, and a less impressionistic face, but otherwise I'm totally on-board with these.
this is just a massive YES from me. I especially like the crawler and drone. I guess the bipedal stuff just doesnt feel forerunner to me at all. Still they are a major improvement from halo 4 an 5, goodjob and have a good day :D
I feel like they could be bipedal if there felt like a purpose behind it. What if the bottom of the feet were used to sense and/or destroy Flood hiding in the dirt? Maybe the Forerunners would add their (or another species) blood or smells to the bipedal forms to lure out Flood thinking the robots are organic beings, or piloted.
I’d be a cool retcon if the prometheans were based on the endless, as a sort of homage to them, it wouldn’t really make sense though because the forerunners wanted to erase them
Agreed. It's hard to tactically justify land-locked constructs with limbs when all of their other constructs have anti gravity built in. Even the forerunners themselves floated around. The act of walking on legs itself relies on friction and gravity to exist in the given environment, severely limiting for anti-flood constructs.
I liked all the original promethean designs and in my opinion these are all improvements with the exception of the crawler. The crawler seems really goofy looking especially the feet. I also don’t like how you removed its mandibles. Otherwise solid work
I think he could’ve added the little talons that Sentinels have and it would have worked a little better. That way they can actually grab onto surfaces.
Agreed. The Crawlers could get up close to you and hurt you physically, more so if there's a bunch of them. The redesign doesn't look very threatening.
as Late Night points out, a singular eye is something found in a lot of Forerunner machinery: Sentinels (both Enforcer and Aggressor) Monitors in both the classic and the Infinite design, Offensive Bias...
well, he certainly acomplished the ''lifeless'' part, but its really hard to make anything scary when your a 6-7 foot tall genetically enhanced super soldier that can run around with a rocket launcher whenever he wants
If the weren’t so blocky I would like them more, it is just so ridged, if it was a bit more smooth and had more flow throughout the body I think it would look better. I did like the watcher tho
I really like how the Knight looks like two sentinel types put together with the head and body being two entities. The arm blade is very reminiscent of the Halo Legends Forunner weapons.
God damn these are amazing. I wonder how long it'll be before 343I asks for your help with a design, or just straight up asks if you would like to work with them on a later Halo Infinite expansion.
This is your best work. Everything here is incredible, the details are godlike, and I'm absolutely impressed with this work. I would LOVE to see a Part 2 with the different ranks and the Warden if that's something you would consider. I'm also so glad you included your thoughts on gameplay, the idea of making the watcher have wings that can be blown up is so brilliant. I love the consistency of their faces, looking like relatives to the sentinels, without literally being sentinel copies. Especially since you managed to do so while keeping theor main features, with the mandibles of the Crawler and teeth of the Knight. The backs of the Knight and the Crawlers are so solid too, the glowing lines along the knight are beautiful, it's all so good. The little baby arms on the watcher are brilliant. It's also cute seeing your redesign Light Rifle, I'm having a bit of nostalgia there. The best part is how you managed to recreate the entire thing - yet the silhouettes are consistent with Halo 4/5's. Absolute genius. This might be a good bonus for your Patreons, but I'd love to see a basic drawing of each character from each view, so that 3D artists could recreate them. With their basic artificial shapes, they wouldn't be too hard to model, and I bet modders would have a heck of a day with putting these guys in Halo 4. Every "critique" I have are nitpicks, and all to personal taste and something people could DEFINITELY disagree with: I think the Crawler feet are so so tiny, and I miss their toes. My favorite dynamic of their gameplay is their ability to crawl on walls, something harder to see with those tiny peg feet. I feel like the watcher's figure was reduced a bit too much. Probably to differentiate it from Sentinels, but the center fin is so important to its silhouette, and even gameplay behavior since the way it tucks and moves shows what the enemy's next step is. I also miss the little baby arms the Knights have, they weren't very practical and visually cluttering, but they set them aside pretty drastically and had that "former human" design aspect you prioritized so highly. I also feel like the circular lights underneath the Knight shell were pretty iconic to its design, but the straight lights also look incredible so that's a hardcore nitpick in itself. You probably had good reasons for changing all those elements so my thoughts don't have much weight to them. I love you.
I really like the use of 'mono eye' across the Prometheans, it reminds me a lot of the Zaku from Mobile Suit Gundam, with their soulless, militaristic, simple (but sometimes elaborate) designs of Zeons mobile suits. The uniformity and soulless look really works well for these redesigns. 👍
I love all of these! I feel like one think you could add to the Knight to make a little more "humanized", but not too much, would be to let the eye slide left to right like a Zaku monoeye, increase the uncanny factor a bit.
Wow, these all look absolutely perfect! These actually look like forerunner bots, right in line with the sentinels and the monitors, as well as the forerunner structures and tech. I wish you worked at 343 honestly
I think keeping the watcher’s wings sectional would be a good idea to make them distinct from the body. Could make them sort of spin out of a compartment and spark an energy orb in the center. They could do that after being dropped into an atmosphere.
I think the actual profiles of the prometheans need reworked, these look amazing but imo the crawler looks like a dog wearing forerunner armor, I’d imagine a legged forerunner drone being more mechanical, not the best example but the dwarven spiders from Skyrim come to mind. I’d love to see a redesign of the warden eternal in this style though
Hrm, Im conflicted - on one hand the aesthetic in general is nice, but I feel like it doesn't quite express what the Prometheans are, personally speaking The thing is, for me the Prometheans are a insight to what the Warriors of the Forerunners are like, construct wise - people seem to forget that we spend most of our time in Halo exploring Lifeworker/Builder constructs, so their machines are going to look more blocky, tactiturn, and obviously robotic/utilitarian in nature - ie the Aggressor and Enforcer sentinels. The Prometheans are our first taste at the Warrior caste of Forerunner - naturally you're gonna be confused if you forget/don't know the Forerunners are divided like this but basicall what Im getting at is "Builderizing" the Prometheans kind of takes away the strangely technoorganic looks that Warrior designs tend to have (alot of Forerunner warrior constructs have weirdly organic features, like faces - which explains alot when it comes to the Promethean enemies) The best example of this from the video in the crawler - it goes from menacing cyberbug to totally not Goddard. The blockiness really takes away from its previously atleast intimidating design, especially since I imagine the Alpha variants in this reimagining would lose their characteristic spikes or something. The feet look like dog feet, not clawed crawling appendages - it comes off as like a toy instead of a war machine I feel a redesign, if you ever go at it again, should maybe instead go for more Covenant less Sentinel in design aesthetic, if you get me - the Covenant have a great organic yet obviously synthetic thing going on with their armor and constructs that I think would fit the Prometheans more than the blocky, Builder aesthetic here. I also suggest adding some more texture - one of the reasons I feel the redesigns here feel off is because they lack alot of the intricate inlays you see on the Sentinels and such - even if I doubt you'd want to go really in depth, just adding some circuit-like patterns or something would help I feel. But regardless kudos for the effort, this is still pretty cool to see
I think the last one would have been better if you gave it two eyes and made some parts look more human. Like half of a lamp was cut off and replaced. Like an amputee. You did a great job either way, so well done.
I love that your getting big enough to get help from late night gaming and even 343 artists, but you still keep your own style! This has been well worth the wait!
While the new designs are interesting I don’t like the justifications for certain aspects. Yes forerunner asthetic in the original Halo Trilogy and the Reclaimer trilogy are different the main difference between those games is forerunner architecture. Sentinels and 343 Guilty spark in the originals had very smooth lines and somewhat organic shapes so I don’t think the straight up blocky recantuclar limbs fit forerunner AI very well. While I think most prometheans are a little over designed I think these might be a little underdesigned. Still well done though
another thing is justifying the enemy units such as sentinels, prometheans, and monitors with the same tiling philosophy as the landscape/architectural aspects of the original games (which were entirely due to technical limitations) doesn't translate. Generally all that I, as an artist, feel they needed was streamlining some of the more cluttered areas of their designs, and then adding more angularity to locations of the originals where it makes sense logically. Forerunners were very much about organic shapes as much as they were geometric. Halo 4 and 5's architecture leaned way further in on the geometric aspect of this, which a lot of people mistook as changing the core philosophy of the designs. The statement that these would be recognizable and identifiable as "promethean" just doesn't exactly hold up, as it just looks like sentinels kitbashed together instead of a unique subfaction within the Forerunner's empire, and admittedly look more fit for CE than they do even Infinite. I'd probably remove some of the more overcomplicated aspects of some of their designs (watcher's face, and Knight's tiny t-rex arms), but otherwise the general silhouettes of the prometheans were identifiable even at a distance.
@@3rdStepStudios promentheins just need 2 eyes. Now they look all look like monitors with body. And bit more details to look like halo infinite forerunner weapons would be perfect.
@@kapthas59 there’s a lot more to them than just 2 eyes. You could add 2 eyes from a knight to all of the designs above and they’d still look really off. Organic shapes are as equally important as the geometric shapes when it comes to forerunners. The monitors and several of the bungie-era sentinel designs showed that very well.
I kind of think the crawler's gun should still be on their head, since where it is seems like it would be kind of awkward to aim, since it can't shoot you unless it turns its whole body. As for the rest, I do kind of miss the techno-organic design but they do look super neat. What I'd really like is seeing the variants of the knights and the alpha crawler done in this style too!
If you ask him he will probably say yes. He gave me permission to use his helmet redesigns for a fallout 4 mod I am working on so shoot your shot a d make it happen capn
Bro, I just imagined a mechanic where you have to sneak past dormant knights and the game rewards you for doing so, but you have to be very careful and stealthy (Halo 3 ODST's idea of silenced weapons could also be implemented, so you could take care of cannon fodder enemies so the knights don't wake up) Or make a Knight so tanky and though that you can either sneak past it or try to kill it quick because if you don't kill it quick, it will raise hell (Kinda like the frigates in AC3)
I thought the Halo 4-5 art style of the Forerunners was different because it was showing us a different caste like the Military from what we use to playing in the first games, like the Life Workers with the biological life in rings and the Builders for the rings, shield worlds and etc. Edit: Overall I like the your art
I always thought that all 4 kinds of Prometheans were all composed humans, but it never really made sense to me why some were knights, some were crawlers, some were soldiers, and some were watchers. So with that in mind, I like the idea that only the knight is "human", and that the rest could be considered purely artificial, "auxiliary" murder machines designed to support them. I like the idea that the watchers are based on the monitors, but more cost-effective and mass-produced. I like the idea that the crawlers are dormant "environmental hazards"/guards/infiltration drones.
Something that could be interesting is if you shot off the legs of the Soldier or Knight, they then activate a jet underneath their torso and the start floating around like a Sentinel. Overall, these are probably my favorite redesigns you've done yet! 😁👍
Your description about the Promethean knights making humanoid sounds reminds me of the Wall guardians from the Dead Space series… very unsettling enemy to go against due to the pained screams you hear as if the person used to form that biomass is calling out for help, only to realize it is luring you to your death. Both late night gaming and your ideas for the prometheans are brilliant, and if the they are brought back I hope 343 can take some inspiration from what you’ve done.
These are more like how they could've looked in Bungie's Trilogy. Infinite uses a mix of classic and new aesthetics, so I feel like they wouldn't change much, appearing more true to their original designs, just tweaked to better fit in with the modernized classic aesthetic. Your designs are pretty damn sweet, don't get me wrong, I'd be down for them looking like this in Infinite! Just being as realistic as I can.
Feel like the lights of the knight should’ve been more teeth like. It would be an interesting detail, those who didn’t know the fate of nights would see the light teeth and have their minds wonder
I love your art, but I feel like a lot of these stray a bit to far from why people liked them to begin with. I think your watcher was the best, and I think your knight was the Worst. The knight in general I don't think works when you make it more robotic (my mined keeps wondering how this thing stays balanced, the design is just to top heavy).
The Watcher and the Knight are 10/10, I don't know what You and @LateNightGaming were smocking with the Crawler/Soldier feet, there's no way those things would be able to walk at all. The crawler wouldn't be able to Crawl walls. Mandibles on the Crawler act as a melee weapon and a tool to dig through flood biomass, they are an important part of the crawlers. The Knight would have worked better if given 4 arms with different weapons, the back is too big and empty. Because there is less detail it stands out more.
the crawlers feet could use magnetic power to latch to walls and the little laser grid in its mouth could act as teeth to chew thru biomass, as for the knight its backpack to me looks like a squashed fat sentinel that could maybe detach itself as a separate unit like how knights could summon watchers in halo 4
@@aceskeletonne7446 or their feet could use whatever tech allows the floaty bits to exist. If you can have pieces that float I think the whole thing could generate some sort of electromagnetic/space magic field that let's them cling to surfaces. Maybe some gravity manipulating tech.
The feet on the crawler should definitely have some sort of claw or hooks to cling to trees or other non-metallic surfaces that wouldn't be affected by electromagnetic shenanigans
the idea that the builders made more powerful constructs for larger outbreaks, taking inspiration from, or sharing notes with the warrior caste. it really makes it seem like the forerunners were in a losing battle.
Crawlers slotting into the wall and surrounding the player is such a cool idea. Love the idea of Soldiers being mass produced drones. Really like the idea of shooting off the disks to hinder the Watcher’s movement and then having them try and get close to the player to get their own back. The Knight looks fantastic, although your Watcher is my favourite of your Prometheans. And I think you’re right, half way between an Elite and a Hunter is a perfect spot for the Knight. Not quite a mini boss, but an imposing threat all the same.
These designs themselves look fantastic, and they certainly do look like if Prometheans were redesigned to fit in with the rest of it. I'm a very big fan of the Soldiers and Watchers especially, although I do admittedly prefer the original Crawler. Still a great design though. Your Knight looks absolutely amazing, but I do wonder how the Knights would be characterised with this new uniform look. It seems counter-intuitive to their wild and almost rabid personality in the games. One thing I REALLY like about your Knight design is how small the torso looks. I'm a sucker for robots with 'overhanging' parts, so I love this. If I may give one piece of feedback, I would personally change the detailing on this torso to be horizontal rather than vertical. It's a small change, but I think that making this torso look more like a ribcage would help sell the humanity SO MUCH without having to ruin the uniformity of the Knight. Either way, speaking as someone who adores the Prometheans, these were some fantastic redesigns.
Holy crap I love the idea that the crawler is a mix between an FMG-9 and a sentnel, I also love the idea of not only using them as covert insertion units but I like to think they would be stored covertly on ships and instillations, picture a flood outbreak pushing back organic and automated defenses then suddenly the walls, floors and ceilings spring into action and start sterilizing the infestation behind it, then having the wall mounted sentnel makers reinforce them to pincer the combat forms and catch the non combat flood forms off guard in the rear and mess with their biomass logistics (hauling away bodies for a proto gravemind or making pure forms deeper into the under construction hive) or even as a way to target areas where the flood stage for assault by things like enforcers, war spinxs, stato and support sentnels and larger forunner combat units. Also all your redesigns look amazing, the lore of how the watcher is this repurposed, almost jury rigged last ditch weapon with a built self destruct function and the ability to crawl really gives a desperate feel to how bad the war was going at that point), the knight gives me 40k dreadnaught and necron style chills, really well done
Absolutely loved everything about these redesigns! You mentioned the Knights making some sort of crazed human like "shriek" once awakened. I kind of imagined something similar to the BO2 Zombies screams, but heavily distorted and put through a phaser effect or something of the sort. I think that would be absolutely terrifying to hear. Especially if you weren't even aware that, upon entering this ancient structure, that you awoke a presence *almost* as horrifying as the Flood itself. Hadn't even made it past the the intro, but I could already tell this much: This was probably the perfect time to release this video. Hopefully it was in time enough for 343 to take notes.
@@afd19850 Thats a bit cliché though. In the original Halo games sentinels and the like always had softer blue lighting despite being enemies to us and they didn't just turn red when hostile.
Personally I really liked the halo 4/5 designs but a problem that really styck out with me was that their designs were too "noisy" their old designs were decent but I think I like you lr redesign a whole lot better.
Loved the watcher and knight redesigns, but I feel like you somewhat limited yourself when it came to the soldier and crawler by in some ways remaining too faithful to their original silhouette. For example I think the crawlers might work better with more insect like appendages and/or 6 limbs and leaning more into the wall crawling and mobility, with the solider it might’ve made more sense to remove its arms all together instead having shoulder or head mounted armaments and 3 joint legs, although I think the idea of them using the floaty bits to quickly dash instead of teleporting is a wonderful idea. I want to cap this off by saying you did a great job reaching a middle ground of staying faithful while still making them unique, I just personally think these ideas could be taken even further
I genuinely do enjoy these new designs you came up with, and I feel there could be even more ideas to apply to them, some new, some from LateNight's old video on the Prometheans. - A unique Promethean dropship that carries a bunch of folded up units into battle, which them unpack themselves as they drop down from the ship. You can shoot the Prometheans while they're packed with the dropship to deal with them early. One of LNG's ideas. - Have Prometheans burn and explode like sentinels when killed, and maybe save the 'explode into sparks' for certain weapons like Forerunner guns or weapons that deal shock damage. Or maybe relegate such an effect to just the knights. Also based on another LNG idea. - When near an inactive knight you can hear faint whispers like what you hear in the cylix room where you find The Weapon. The human mind within only goes into panic when the knight is aware of your presence and/or in combat. - Maybe knights have a sort of 'master-slave' system with other Promethean units; kill the knight and the other units act far dumber and have worse aim as a consequence. - Also, ditch the orange blood 'cause it honestly doesn't feel like it fits this new design. These are just ideas though. I doubt we'll ever see this kind of stuff happen but we can dream.
These are absolutely INCREDIBLE! If after playing Halo 3, I had to picture armies built by the forerunners for the next game, these would fit in PERFECTLY. The matte-y, brushed silver kinda metals and the blue tints and glows look so faithful to what a hyper advanced, task focused alien race would build. I believe form should always follow function, and these are just so in-line with that idea. LOVE YOUR WORK!
Personally. I disagree with the decision to give the knight only one eye. I feel as though this takes it a little too far from the human side of it. I think two, small, piercing lenses staring at you would look great! The eyes don’t emote, they stare at you coldly, like a machine would. But their gaze, soulless as it is, feels slightly human, despite its mechanical nature. Basically, I want the knight to have a human like facial structure. Even if you get rid of the mouth. I want to feel like a human is staring at me from under all that metal, which is something I don’t think the singular eye captures. I also would’ve liked it, if the knights head, looks like a medieval knights helmet. With two eye slits, and that sharp, pointed mouth piece; the mouth piece could even have the purple lights going along it to form the pseudo mouth. Having typed out my thoughts, I’ve come to the conclusion of how I would’ve wanted a knight to look; like a husk from dark souls hallow in plate armour. Though wearing the helmet, you can still see the piercing, terrible eyes peering out from underneath it.
The redesign of the knight reminds me of that knight concept art that looks so terrifying. The singular eye looks down onto your soul is back on the redesign. I absolutely love it! You’ve done a great job
I love your watchers, and the torso/body of the Knights, but I think the others/the knights limbs are in a sort of awkward "in between" of trying to look like Sentinels but still being humanoid or creature-like. If you're gonna go with the blockier, mass produced machine look the sentinels have, then i'd go even further in that dirrection and demphasize them having limbs even more. Something you could still do to "evoke" limbs is maybe having floating "satellite" pieces positioned in such a way that the "gaps" between the pieces "imply" or evoke limbs. Like imagine if you took your Knight design, but removed the lower legs, so it's floating on the thighs (which would have like glowing vents/antigrav bits) and remove the forearms and make the floating weapons heavier, like floating cannon pieces?
I love all of them, the knights looks cool but i feel like id still run up to it and backsmack it, everything else id try to stay away, the knights looks less menacing with the cyclops asthetic, that split where the bio and robotic met on the helmet in halo 4-5 just made me wanna stay away bcs of how menacing it looked, i also dont really like the huge bump on the back of the knights (that goes for 4-5 and this redesign) makes them look like they depend on it a lot
Honestly I think we have a better chance at extending the sentinel roster than seeing the prometheans again. Fundamentally, they don't follow the old forerunner design philosophy. Also as far as your redesigns go, they're great, but I think you could've leaned into the retro sci-fi brutalist blockiness harder than you did in this video, you made strides in "fixing" their designs, but to me, they're still a bit off. Maybe it's the color that doesn't sit well with me, lol.
These are amazing and something ive been waiting for from this channel for a while! I would absolutely love to see a redesign of the differing ranks for these units and Warden Eternal and The Guardians as well. All the gameplay ideas and tweaks for these enemies are great and should definitely be implemented. Crawlers lost alot of their threating aspect when they stopped being able to traverse the walls and ceiling, they become just a pure nuisance and less of an "Oh shit" enemy, and the idea that the watchers can be shot apart sounds so satisfying. (fun fact that the watchers actually had necks and in halo 4 at least when you assassinated them the neck would extend as they tried to look at you) I do agree with some people here that the fin on the watchers worked to good effect with how the discs would tuck underneath it, but these redesigns are beautiful nonetheless. the bipedal stuff is always just difficult for me, but be it intentional or not the fact that the back pack on your rendition of the knight looks like a giant sentinel variant that is "puppetetering" the rest of the construct is absolutely brilliant, the prometheans honestly deserve this rendition as their story is so cool and a welcome edition to Halo for me at least and i hope we get to see them in infinite but with a serious style reboot that follows the design language you have featured here Keep up the great work!
Overall I love these designs and new ideas for the design language, but I dislike the wires on the Crawler and Watcher. I understand wires are present in Forerunner designs, but they're always larger and usually protected with segmented metal pieces, almost looking like a centipede, but the wires on these designs just look like rubber tubes to me. I feel like the wires could be forgone on the Crawler design, but the Watcher could benefit from the wires going to the disks being slightly thicker and made from segmented metal, as if they're powering them with more volatile energy.
@Werissage - The Art of Halo ... I don't like these designs. I feel they fall for the same pitfalls as 343 did when it came to redesigning things in the first place: They don't keep in mind the original idea behind the designs. While I will admit the original designs were over-the-top for what they are (the Soldier units especially), I feel that the intent was not just to make a new type of Forerunner enemy, but one that was made by a mad man paranoid about the future of his race, and desperate to maintain Forerunner dominance over the galaxy. I think the "techno-organic" look was the point of them, showcasing the madness of the Didact in the final years of the Forerunner-Flood war. These designs don't portray that backstory at all, and if I may say might well even disguise any attempt to even consider them as what they represent. To me, they even look sort of "cutesy" in the case of the Crawler and Watcher. They don't look like enemies, they look like something that would accompany Sentinel Constructors, and flee at the first sign of battle. They feel _too_ safe. I also understand the intent behind the Soldier Armiger redesign, but it also goes too far in eliminating any personality from their silhouette, and the faceplate has got to go. These Armigers aren't just robots, they're humanoid analogues for (presumably) other Forerunners or humanoid races to interact with, unlike a drone like the Sentinels, which are meant to do their job and shutdown for storage. When you redesign an enemy, you should pay closer attention to how they are animated, and how they interact with the world and the player. You can't tell a lot about the intent behind a design when you look at it in a vacuum like you do.
Personally I’d rather have something that better fits the personality and art style of the older halos than something that matches better with the lore. To me these don’t break the lore very much either. I’d agree the more organic design of them is intentional with the lore, but again I would rather have something that feels more halo, and fits its personality better, than something that might compliment the lore behind them. Ideally both would be good, but if I had to chose I’d prefer to have something like this that fits halos style, instead of something that compliments the lore but compromises the art-style and feel of the games.
Yeah, the redesigns seem too robotic, blocky and don't seem to give off that cold, creepy, and scary vibe that the Prometheans carry when you face them. Them being Techno-organic is what set them apart from the sentinels, especially with the knights. Since they were once humans before they were composed. Removing it would make them look less threatening and look like nothing more than another sentinel class.
To be honest, I don't know exactly what I was expecting, other than exemplary quality and care that goes into every design. That was delivered twice over with this one, and I'll definitely be coming back to this plenty of times in the future. As I said before, your content never ceases to make me smile. Although, this one in particular did something rather special. It made me think a lot on both humans and machines. As if I didn't already do that plenty, right? ;) Amazing work, as always! Already can't wait for the next one, but damned willing to do so for as long as it takes for you to do what you do best!
“The walls start coming alive” - ok, now THAT would up the paranoia fuel while wandering the empty halls of Requiem!
I think your gameplay/lore details were my favorite aspect of this video. From the jury-rigged Watchers making a last-ditch effort to take out an enemy despite being crippled, to Soldiers acting like the Iron Legion, to the composed humans being “encased” in a metal shell.
I honestly thought the human skull inside the Knight was the most interesting part about it, so the idea of breaking off parts of its shell, esp the face, and suddenly seeing a ghostly “skull scream” as it makes its unholy eerily-human screeches of pain, sounds incredible to me!
And maybe its attacks change somehow as more human is revealed?
Thank you! I’m glad you appreciated those details. LNG knows how to set a mood!
That all sounds like something that would be right at home in a truly next-gen Metroid Prime game, too.
Thinking of the knight's skull, what if the death animation revealed a ghostly human or skeletal figure before burning away.
I have to agree here - I love how downright scary they've become. You disturb an ancient Forerunner installation, and these _things_ start crawling out of the facility's machinery - cold, implacable cyclopean technological terrors that will do their damndest to eradicate you - even as you blow pieces off of them, they _keep coming_. No fear. No pain. And honestly? A thought I had - none of them _except_ the Knight make any sounds other than the noises of their machinery working. No vocalizations, no beeps or chirps or other audible communication. Just stone-cold silence. Even the Knight would be more or less voiceless until damaged enough, at which point it just starts _screeching_ and goes berserk on you, glowing tormented human skull leering at you from under the shredded fragments of its head armor.
The thought process of their designs and how/what they were aiming for is magnificent some of the o.g. designs I did like but these honestly take the cake.
Thank you!
@@Wernissage You're welcome! You think you'll ever do a Jul 'Mdama's Covenant Redesign? Not necessarily the armor or weapons or even species design but just any aspect you would have rather seen? For me in my rewrite I changed up so far the species that make up his covenant and their ranks and gameplay to be more of a true religious sect/cult than a military/terrorist organization (major -> bishop, warrior -> pastor etc.)
Looks good but doesn’t feel forunner
@@Monsoon-r5n in your opinion/to you personally what does that mean/entail? Everyone's feel especially to the forerunners and/or covenant are really different some like only 1, 2, and 3 some like both o.g. and new and some are neutral. For example me with the covenant I really liked the military side from H1 and reach but the socio-politcial side from H2, with some religious detailing from H4/5.
I think that design could work for a invasion like gamemode image playing as these soldiers
I'm conflicted about the Knight. I feel like the Knights were supposed to have the same kind of body horror as the Flood, but 343 never took this further than a screaming, fiery skull. This interpretation is almost *too* dehumanized given what it's supposed to be, and the head reminds me more of an Elite combat helmet than anything (which might be a neat tie-in with lore, don't get me wrong. What if THIS is why those helmets have that shape?)
At the risk of making it look like Linda's helmet, I'd give it a second eye, to allude to the poor soul trapped inside and give it just a hint of expressiveness - the sort that could look down at its arms in an idle moment, seem to tremble at the sight of itself, and then have this moment of free thought quashed violently by the Forerunner machinery that they are forever bound to.
I do like the hollows in the upper body, though. It gives the impression that it can fold in all its limbs like the Crawler can for transport. A lot of the watcher and soldier design has a flat-pack aesthetic to them too. Forerunner Ikea must have been a really messed up place.
@1993DJC Agree, although we could incorporate a bit of humanity to Wernissage’s design by repurposing a feature that makes no sense to me. What’s the point behind the knights’ glowing skull? They were created to fight the Flood right, why would zombies be afraid of that? My guess is that it’s serves the same purpose as making Prometheans look creepy/evil despite there being no reason for the Forerunners to style them that way, it’s for players that would be confused if the enemies didn’t look like obvious bad guys. Would’ve been better if 343 had done what the redesign did to signify hostility, but I digress.
We could reuse the skull projection for something better. What if it was the holographic face of the person inside the mechanical body? It could then show emotion in a cutscene or or idle animation. When spotting an enemy it could then put on its
mask like a Spartan putting on their helmet when preparing for combat. To intimidate humans it could open up and project a skull. Now that behavior would make sense.
Anyway I am no Halo canon guru so someone who is please correct me.
@@protocetid If the Prometheans were only intended to fight Flood this would make sense. However, I'd argue they were intended to fight anyone, and just repurposed to fight the flood. Against non-Flood enemies, that flaming skull as psychological warfare during actual warfare would be pretty damned effective. Also, the Flood aren't "space zombies", they're a hell of a lot worse than that. If you haven't read it, go read the Forerunner Saga, a trilogy of novels by Greg Bear, titled Cryptum, Primordium, and Silentium. Forerunners do not find out what the Flood are, their origins, until near the end of the war, but before this they knew the Flood were too smart to just be space zombies.
@@NeuroPosting88 It's definitely far more fitting with the actual good art style
@@NeuroPosting88 It's not just how it loos that decides if it's scary. It's also about what it does. A cute and cuddly teady bear doesn't look scary, but have it move on its own, carrying a knife, covered in blood, and dragging someone's guts behind it with the other hand, all while still smiling at you as it walks towards you, saying it wants to "play".....suddenly it ain't so cute anymore.
@@arthurdotson9579 Unless 343 Industries retconned it Flood Combat Forms are dumber than a sack of bricks until a Gravemind is created. Nevertheless I like my idea. Letting Promethean Knights project a face would allow them to display emotions, both feral and human. For example when you kill them their inner face could be exposed, and they could express catharsis from escaping their metal prison. A H4 prototype was found recently, in it the knights' souls leave their synthetic bodies instead of disintegrating.
The Promethean Soldier’s should have been the composed population of New Phoenix, that would have been so interesting.
They might be, considering how some of their rare dialogue has them say stuff like "Pew Pew on these scrubs!" Imagine being a gamer teen in New Pheonix, you feel yourself getting a bit hot, then suddenly you are an immortal robot soldier who can pwn noobs eternally.
@@jakespacepiratee3740 ok you made an iwhbyd line inti genuinely dark concept and I don't know how to feel about that.
@@jakespacepiratee3740
Though the lore stated Soldier Armigers were basically Forerunners' version of the droid armies, barely sentient combat robots built on mass...
@@陳潔明-w6y .....and yet they talk shit in Halo 5 when trying to gun you down. When the previous commenter mentioned they should have been the Composed New Phoenix residents, I started thinking, maybe that was the original plan, then something changed during development....which happened a lot in Halo 5's development.
Yeah. I heard that Guardians basically got the Destiny 1 treatment in that it was rewritten from the ground up at some point. All the cut concepts like the Promethean Packmaster and Mimic (which ultimately became the Warden Eternal) makes me think that there was a point late in development where everything was second guessed and either altered or cut last minute. Hell, there may have even been a point where Brutes were supposed to make a comeback in Guardians, judging by the unreleased "Brute Sniper" REQ variant someone found in the game's code.
I love how the knight energy blade looks like the old forerunner energy pistols from Halo Legends! (I think the specific part was called “origins” or something? Talks about good ol’ Mendicant Bias.) It feels like a great callback and reference to what is now almost forgotten lore.
It would be interesting to see a redesign of the Warden Eternal in the style of these too.
I think it’s best if we just forget his character entirely
Or we could just re-design the reclaimer saga figuratively literally and narratively
The Phaeton and the Guardians as well
I had this idea a while back but I think it would be cool for him to have a hardlight cloak or cape or something similar. It'd be really cool if he looked kinda like the statues in the Silent Auditorium. You would walk into an area and see this kneeling statue with its sword planted in the ground and then all of a sudden it would stand up, draw its sword and the hardlight "fabric" would snap on like an energy shield.
@@commanderpjt using Halo 3 mod tools im still waiting for someone to just remake halo 4 and 5 stories that are more coherent and work better then what we got lol
Wow, pretty cool how you were able to keep the overall silhouettes while getting the details to better fit the classic halo aesthetic! Top notch stuff
Reminds me a lot of Tron(legacy), when you were talking about the nights having human screams I was thinking of maybe they could be reminiscent of when programs got "drizzed" in the movie.
Derez (short for Deresolution), Tron wiki.
@@arthurdotson9579 thx
I didn't like how groups of Prometheans appear to merge into a blur of steel and orange blocks, the worst offender being even a single Knight's torso. Blocky grey doesn't help that. Other than your amazing Crawler concept, where it pulls double duty as a trap, I think these units require more varied texture than Sentinels. Alter the textures to compensate for the lack of rounded edges so we can see the outline of each unit better. Steel lines or glow or exposed H2 or Infinite-style colored substructures are all fine.
Prometheans emphasize mobility and seeking good firing-solutions more than other factions, so they should emphasize vertical combat and reward vertical situational awareness. Jump-jets on Soldiers is absolutely perfect, especially if soldiers maintain fire when moving vertically. Sparingly adding Sentinels or something similar to the faction would also make Promethean combat more vertical.
Go slightly more human on the Knight face especially if they're canon expanded to now include freshly-processed non-humanoid species. Maybe stretch the edges of the eye into a slit reminiscent of a forerunner symbol. I'd like small tweaks similar to your jaw as more visual reminders that this is a macabre prison, such as a few lines reminiscent of bones or restraints. As a related canon change, it would be scary to see Watchers now extract minds as a deathblow or as a way to destroy corpses they come across.
An idea for the soldiers, the “floaty bits” would tilt in the direction away from where they move a second or two before they dash.
"I've been looking forward to this" - Count Dookoo
The time has come... execute order: Promethean Redesign
I was going to correct you, but I know what you’re referencing, so I’ll reframing from being an ass
"Loli pops" - Count Du Du
During my play time in halo 4 (haven't played 5 yet) I always wished the Prometheans used different colors to represent what they were doing on the battlefield and that higher ranking units had more lights on them. You could even have the some lights fail when shield fall to concove power until they return.
Classic Blue for defending a Postion.
Classic Orange for offensive engagements.
Dark Red for charge downs with a blinking varent when it is in crisis.
Purple when they are falling back to a defendable position as a squad.
I would have given the Knight a bit more of a "face, with two smaller "eye" lights flanking the main light, and a less impressionistic face, but otherwise I'm totally on-board with these.
this is just a massive YES from me. I especially like the crawler and drone. I guess the bipedal stuff just doesnt feel forerunner to me at all. Still they are a major improvement from halo 4 an 5, goodjob and have a good day :D
Thank you! You too!
I feel like they could be bipedal if there felt like a purpose behind it. What if the bottom of the feet were used to sense and/or destroy Flood hiding in the dirt? Maybe the Forerunners would add their (or another species) blood or smells to the bipedal forms to lure out Flood thinking the robots are organic beings, or piloted.
It makes far more sense for them to fly around anyway. It gives the Sentinels a tactical advantage over the Flood when they aren’t coordinated
I’d be a cool retcon if the prometheans were based on the endless, as a sort of homage to them, it wouldn’t really make sense though because the forerunners wanted to erase them
Agreed. It's hard to tactically justify land-locked constructs with limbs when all of their other constructs have anti gravity built in. Even the forerunners themselves floated around. The act of walking on legs itself relies on friction and gravity to exist in the given environment, severely limiting for anti-flood constructs.
I liked all the original promethean designs and in my opinion these are all improvements with the exception of the crawler. The crawler seems really goofy looking especially the feet. I also don’t like how you removed its mandibles. Otherwise solid work
I think he could’ve added the little talons that Sentinels have and it would have worked a little better. That way they can actually grab onto surfaces.
Agreed. The Crawlers could get up close to you and hurt you physically, more so if there's a bunch of them. The redesign doesn't look very threatening.
"Lets do it more scary and lifeless"
Proceeds to give all prometheans the same one eye.
Still, nice work lad!
Yeah I’d say a camera-like mono-eye is pretty lifeless and intimidating.
as Late Night points out, a singular eye is something found in a lot of Forerunner machinery: Sentinels (both Enforcer and Aggressor) Monitors in both the classic and the Infinite design, Offensive Bias...
Some three eye designs akin to Mendicant Bias would be nice to switch things up a bit.
well, he certainly acomplished the ''lifeless'' part, but its really hard to make anything scary when your a 6-7 foot tall genetically enhanced super soldier that can run around with a rocket launcher whenever he wants
If the weren’t so blocky I would like them more, it is just so ridged, if it was a bit more smooth and had more flow throughout the body I think it would look better.
I did like the watcher tho
In my own opinion all of these are direct upgrades to the style we actually got, especially with the Watcher.
Gameplay idea for the knights: if you smack off its helmet you can see the skull and hear a eerie human scream from it.
“Think the bear from Annihilation” did that scream was so f’ing creepy and I loved every uncanny second of its “scream”
I really like how the Knight looks like two sentinel types put together with the head and body being two entities. The arm blade is very reminiscent of the Halo Legends Forunner weapons.
The basic problem it takes away the complexity the original desgin cannot be beaten
God damn these are amazing. I wonder how long it'll be before 343I asks for your help with a design, or just straight up asks if you would like to work with them on a later Halo Infinite expansion.
This is your best work. Everything here is incredible, the details are godlike, and I'm absolutely impressed with this work. I would LOVE to see a Part 2 with the different ranks and the Warden if that's something you would consider. I'm also so glad you included your thoughts on gameplay, the idea of making the watcher have wings that can be blown up is so brilliant. I love the consistency of their faces, looking like relatives to the sentinels, without literally being sentinel copies. Especially since you managed to do so while keeping theor main features, with the mandibles of the Crawler and teeth of the Knight. The backs of the Knight and the Crawlers are so solid too, the glowing lines along the knight are beautiful, it's all so good. The little baby arms on the watcher are brilliant. It's also cute seeing your redesign Light Rifle, I'm having a bit of nostalgia there. The best part is how you managed to recreate the entire thing - yet the silhouettes are consistent with Halo 4/5's. Absolute genius. This might be a good bonus for your Patreons, but I'd love to see a basic drawing of each character from each view, so that 3D artists could recreate them. With their basic artificial shapes, they wouldn't be too hard to model, and I bet modders would have a heck of a day with putting these guys in Halo 4.
Every "critique" I have are nitpicks, and all to personal taste and something people could DEFINITELY disagree with: I think the Crawler feet are so so tiny, and I miss their toes. My favorite dynamic of their gameplay is their ability to crawl on walls, something harder to see with those tiny peg feet.
I feel like the watcher's figure was reduced a bit too much. Probably to differentiate it from Sentinels, but the center fin is so important to its silhouette, and even gameplay behavior since the way it tucks and moves shows what the enemy's next step is. I also miss the little baby arms the Knights have, they weren't very practical and visually cluttering, but they set them aside pretty drastically and had that "former human" design aspect you prioritized so highly. I also feel like the circular lights underneath the Knight shell were pretty iconic to its design, but the straight lights also look incredible so that's a hardcore nitpick in itself. You probably had good reasons for changing all those elements so my thoughts don't have much weight to them.
I love you.
I really like the use of 'mono eye' across the Prometheans, it reminds me a lot of the Zaku from Mobile Suit Gundam, with their soulless, militaristic, simple (but sometimes elaborate) designs of Zeons mobile suits. The uniformity and soulless look really works well for these redesigns. 👍
Man, see the channel grow like this is nuts!
I love all of these! I feel like one think you could add to the Knight to make a little more "humanized", but not too much, would be to let the eye slide left to right like a Zaku monoeye, increase the uncanny factor a bit.
These are great. Simply simplified, and they look SO much more Forerunner.
Imagine a level where you walk in a random room then weapon says Should those walls be growling then boom you swarm by a pack crawlers
Wow, these all look absolutely perfect! These actually look like forerunner bots, right in line with the sentinels and the monitors, as well as the forerunner structures and tech. I wish you worked at 343 honestly
I think keeping the watcher’s wings sectional would be a good idea to make them distinct from the body. Could make them sort of spin out of a compartment and spark an energy orb in the center. They could do that after being dropped into an atmosphere.
I love all of them but I honestly would’ve kept the crawlers mandibles in some way. Being the only floaty bits and kept the gun in its mouth
I think the actual profiles of the prometheans need reworked, these look amazing but imo the crawler looks like a dog wearing forerunner armor, I’d imagine a legged forerunner drone being more mechanical, not the best example but the dwarven spiders from Skyrim come to mind. I’d love to see a redesign of the warden eternal in this style though
Crawler | nah
Soldier | nah
Watcher | perfection
Knight | perfection but the blade nah
If you people were hoping for an LNG collab, well here you go
I like these redesigns, but you should have kept the faces in some form, those are what make the promethean stand out from simple forerunner robots
They’re all pretty good, but the watcher redesign was something special. I especially love the gameplay ideas for it.
Microsoft needs to hire you two for halo. You see the vision.
Hrm, Im conflicted - on one hand the aesthetic in general is nice, but I feel like it doesn't quite express what the Prometheans are, personally speaking
The thing is, for me the Prometheans are a insight to what the Warriors of the Forerunners are like, construct wise - people seem to forget that we spend most of our time in Halo exploring Lifeworker/Builder constructs, so their machines are going to look more blocky, tactiturn, and obviously robotic/utilitarian in nature - ie the Aggressor and Enforcer sentinels. The Prometheans are our first taste at the Warrior caste of Forerunner - naturally you're gonna be confused if you forget/don't know the Forerunners are divided like this but basicall what Im getting at is "Builderizing" the Prometheans kind of takes away the strangely technoorganic looks that Warrior designs tend to have (alot of Forerunner warrior constructs have weirdly organic features, like faces - which explains alot when it comes to the Promethean enemies)
The best example of this from the video in the crawler - it goes from menacing cyberbug to totally not Goddard. The blockiness really takes away from its previously atleast intimidating design, especially since I imagine the Alpha variants in this reimagining would lose their characteristic spikes or something. The feet look like dog feet, not clawed crawling appendages - it comes off as like a toy instead of a war machine
I feel a redesign, if you ever go at it again, should maybe instead go for more Covenant less Sentinel in design aesthetic, if you get me - the Covenant have a great organic yet obviously synthetic thing going on with their armor and constructs that I think would fit the Prometheans more than the blocky, Builder aesthetic here. I also suggest adding some more texture - one of the reasons I feel the redesigns here feel off is because they lack alot of the intricate inlays you see on the Sentinels and such - even if I doubt you'd want to go really in depth, just adding some circuit-like patterns or something would help I feel. But regardless kudos for the effort, this is still pretty cool to see
I think the last one would have been better if you gave it two eyes and made some parts look more human.
Like half of a lamp was cut off and replaced. Like an amputee.
You did a great job either way, so well done.
I love that your getting big enough to get help from late night gaming and even 343 artists, but you still keep your own style! This has been well worth the wait!
the litteral definition of a blunt object for a brick they look and fight pretty good!
While the new designs are interesting I don’t like the justifications for certain aspects. Yes forerunner asthetic in the original Halo Trilogy and the Reclaimer trilogy are different the main difference between those games is forerunner architecture. Sentinels and 343 Guilty spark in the originals had very smooth lines and somewhat organic shapes so I don’t think the straight up blocky recantuclar limbs fit forerunner AI very well. While I think most prometheans are a little over designed I think these might be a little underdesigned. Still well done though
another thing is justifying the enemy units such as sentinels, prometheans, and monitors with the same tiling philosophy as the landscape/architectural aspects of the original games (which were entirely due to technical limitations) doesn't translate. Generally all that I, as an artist, feel they needed was streamlining some of the more cluttered areas of their designs, and then adding more angularity to locations of the originals where it makes sense logically. Forerunners were very much about organic shapes as much as they were geometric. Halo 4 and 5's architecture leaned way further in on the geometric aspect of this, which a lot of people mistook as changing the core philosophy of the designs.
The statement that these would be recognizable and identifiable as "promethean" just doesn't exactly hold up, as it just looks like sentinels kitbashed together instead of a unique subfaction within the Forerunner's empire, and admittedly look more fit for CE than they do even Infinite.
I'd probably remove some of the more overcomplicated aspects of some of their designs (watcher's face, and Knight's tiny t-rex arms), but otherwise the general silhouettes of the prometheans were identifiable even at a distance.
@@3rdStepStudios promentheins just need 2 eyes. Now they look all look like monitors with body. And bit more details to look like halo infinite forerunner weapons would be perfect.
@@kapthas59 there’s a lot more to them than just 2 eyes. You could add 2 eyes from a knight to all of the designs above and they’d still look really off. Organic shapes are as equally important as the geometric shapes when it comes to forerunners. The monitors and several of the bungie-era sentinel designs showed that very well.
@@3rdStepStudios true but feel like the single eye is overused too much.
@@kapthas59 I wasn't disagreeing there, I was just saying specifically in regards to those designs, there are a lot more issues than just the eyes.
I wish 343 could hire u the design on these feels like halo that we all enjoyed and love
NO
I kind of think the crawler's gun should still be on their head, since where it is seems like it would be kind of awkward to aim, since it can't shoot you unless it turns its whole body.
As for the rest, I do kind of miss the techno-organic design but they do look super neat. What I'd really like is seeing the variants of the knights and the alpha crawler done in this style too!
If only they looked more like sentinels and monitors. Good redesigns. Makes it fit
Someone definitely needs to get permission to 3D render this and make this into a mod for 4&5...
Also this man needs to be hired by 343 right away!
This guy's redesigns are all good but the original Prometheans looked way better.
I’d love a Halo 4 mod with these guys
If you ask him he will probably say yes. He gave me permission to use his helmet redesigns for a fallout 4 mod I am working on so shoot your shot a d make it happen capn
@@exilestudios9546 I wish, but I have no 3d modeling experience nor modding experience
@@exilestudios9546 Ayy is it gonna be available on xbox?
Bro, I just imagined a mechanic where you have to sneak past dormant knights and the game rewards you for doing so, but you have to be very careful and stealthy (Halo 3 ODST's idea of silenced weapons could also be implemented, so you could take care of cannon fodder enemies so the knights don't wake up)
Or make a Knight so tanky and though that you can either sneak past it or try to kill it quick because if you don't kill it quick, it will raise hell (Kinda like the frigates in AC3)
I thought the Halo 4-5 art style of the Forerunners was different because it was showing us a different caste like the Military from what we use to playing in the first games, like the Life Workers with the biological life in rings and the Builders for the rings, shield worlds and etc.
Edit: Overall I like the your art
I always thought that all 4 kinds of Prometheans were all composed humans, but it never really made sense to me why some were knights, some were crawlers, some were soldiers, and some were watchers.
So with that in mind, I like the idea that only the knight is "human", and that the rest could be considered purely artificial, "auxiliary" murder machines designed to support them.
I like the idea that the watchers are based on the monitors, but more cost-effective and mass-produced.
I like the idea that the crawlers are dormant "environmental hazards"/guards/infiltration drones.
All look good. The soldier feels a bit like a suit of spartan armor tho
Honestly this makes Halo 4 somewhat better.
Something that could be interesting is if you shot off the legs of the Soldier or Knight, they then activate a jet underneath their torso and the start floating around like a Sentinel. Overall, these are probably my favorite redesigns you've done yet! 😁👍
Ooh so like the Doom Hunters from Eternal?
That could be fun
That reminds me of the two bots that were your backup in Ratchet: Deadlocked.
Your description about the Promethean knights making humanoid sounds reminds me of the Wall guardians from the Dead Space series… very unsettling enemy to go against due to the pained screams you hear as if the person used to form that biomass is calling out for help, only to realize it is luring you to your death.
Both late night gaming and your ideas for the prometheans are brilliant, and if the they are brought back I hope 343 can take some inspiration from what you’ve done.
These are more like how they could've looked in Bungie's Trilogy. Infinite uses a mix of classic and new aesthetics, so I feel like they wouldn't change much, appearing more true to their original designs, just tweaked to better fit in with the modernized classic aesthetic. Your designs are pretty damn sweet, don't get me wrong, I'd be down for them looking like this in Infinite! Just being as realistic as I can.
Feel like the lights of the knight should’ve been more teeth like. It would be an interesting detail, those who didn’t know the fate of nights would see the light teeth and have their minds wonder
I love your art, but I feel like a lot of these stray a bit to far from why people liked them to begin with. I think your watcher was the best, and I think your knight was the Worst. The knight in general I don't think works when you make it more robotic (my mined keeps wondering how this thing stays balanced, the design is just to top heavy).
I think the backpack of the Knight had more of those little repulsor thingies on it. So, maybe that is how?
I love how you make them feel like ancient technology, as they were left in waiting for thousands of years
The Watcher and the Knight are 10/10, I don't know what You and @LateNightGaming were smocking with the Crawler/Soldier feet, there's no way those things would be able to walk at all. The crawler wouldn't be able to Crawl walls. Mandibles on the Crawler act as a melee weapon and a tool to dig through flood biomass, they are an important part of the crawlers. The Knight would have worked better if given 4 arms with different weapons, the back is too big and empty. Because there is less detail it stands out more.
the crawlers feet could use magnetic power to latch to walls and the little laser grid in its mouth could act as teeth to chew thru biomass, as for the knight its backpack to me looks like a squashed fat sentinel that could maybe detach itself as a separate unit like how knights could summon watchers in halo 4
@@aceskeletonne7446 or their feet could use whatever tech allows the floaty bits to exist. If you can have pieces that float I think the whole thing could generate some sort of electromagnetic/space magic field that let's them cling to surfaces. Maybe some gravity manipulating tech.
@@aceskeletonne7446 A better solution would be to have Knight Variants (One with 4 arms, one with two deployable sentinels)
Yeah, once i saw the feet my eyes couldn't look away. Not sure what the idea for those feet were, but the Knight was godlike
The feet on the crawler should definitely have some sort of claw or hooks to cling to trees or other non-metallic surfaces that wouldn't be affected by electromagnetic shenanigans
the idea that the builders made more powerful constructs for larger outbreaks, taking inspiration from, or sharing notes with the warrior caste. it really makes it seem like the forerunners were in a losing battle.
Now that I’ve seen that, now I want to see a redesign of The Didact, his Sphere, his giant ship, that Promethean flying vehicle and The Warden
These are AMAZING!
Crawler is nice. Soldier is ok. I love the Watcher. Knight is very dope.
Thanks!
I love how they all have the same face with the one eye, makes it feel like there all related and are part of the same group.
LOVE the Soldier and Watcher redesigns.
The Crawler and Knight redesigns aren’t as great imo, but those are difficult designs to work with anyways.
Crawlers slotting into the wall and surrounding the player is such a cool idea.
Love the idea of Soldiers being mass produced drones.
Really like the idea of shooting off the disks to hinder the Watcher’s movement and then having them try and get close to the player to get their own back.
The Knight looks fantastic, although your Watcher is my favourite of your Prometheans. And I think you’re right, half way between an Elite and a Hunter is a perfect spot for the Knight. Not quite a mini boss, but an imposing threat all the same.
These designs themselves look fantastic, and they certainly do look like if Prometheans were redesigned to fit in with the rest of it. I'm a very big fan of the Soldiers and Watchers especially, although I do admittedly prefer the original Crawler. Still a great design though.
Your Knight looks absolutely amazing, but I do wonder how the Knights would be characterised with this new uniform look. It seems counter-intuitive to their wild and almost rabid personality in the games.
One thing I REALLY like about your Knight design is how small the torso looks. I'm a sucker for robots with 'overhanging' parts, so I love this. If I may give one piece of feedback, I would personally change the detailing on this torso to be horizontal rather than vertical. It's a small change, but I think that making this torso look more like a ribcage would help sell the humanity SO MUCH without having to ruin the uniformity of the Knight.
Either way, speaking as someone who adores the Prometheans, these were some fantastic redesigns.
Holy crap I love the idea that the crawler is a mix between an FMG-9 and a sentnel, I also love the idea of not only using them as covert insertion units but I like to think they would be stored covertly on ships and instillations, picture a flood outbreak pushing back organic and automated defenses then suddenly the walls, floors and ceilings spring into action and start sterilizing the infestation behind it, then having the wall mounted sentnel makers reinforce them to pincer the combat forms and catch the non combat flood forms off guard in the rear and mess with their biomass logistics (hauling away bodies for a proto gravemind or making pure forms deeper into the under construction hive) or even as a way to target areas where the flood stage for assault by things like enforcers, war spinxs, stato and support sentnels and larger forunner combat units. Also all your redesigns look amazing, the lore of how the watcher is this repurposed, almost jury rigged last ditch weapon with a built self destruct function and the ability to crawl really gives a desperate feel to how bad the war was going at that point), the knight gives me 40k dreadnaught and necron style chills, really well done
I would love to see a redesign of the Didact along these lines.
NO
Love the designs and their gameplay concepts! The watcher looking like a beetle that no one taught how to fly correctly honestly made my day!!
I love it, I was hoping you include the Phaeton, but maybe it would be good for a vehicle redesign video
Absolutely loved everything about these redesigns! You mentioned the Knights making some sort of crazed human like "shriek" once awakened. I kind of imagined something similar to the BO2 Zombies screams, but heavily distorted and put through a phaser effect or something of the sort. I think that would be absolutely terrifying to hear. Especially if you weren't even aware that, upon entering this ancient structure, that you awoke a presence *almost* as horrifying as the Flood itself.
Hadn't even made it past the the intro, but I could already tell this much: This was probably the perfect time to release this video. Hopefully it was in time enough for 343 to take notes.
Thank you! Glad you liked it:)
I love all of these and my only complaint is the purple colour. I would personally prefer the original orange glow return.
I disagree. The purple lighting looks so much better.
@@JJAB91 Purple is a calmer colour to me. So considering these are meant to be killing machine the orange works better.
@@afd19850 Thats a bit cliché though. In the original Halo games sentinels and the like always had softer blue lighting despite being enemies to us and they didn't just turn red when hostile.
When damaged enough they should flash orange
Personally I really liked the halo 4/5 designs but a problem that really styck out with me was that their designs were too "noisy" their old designs were decent but I think I like you lr redesign a whole lot better.
Loved the watcher and knight redesigns, but I feel like you somewhat limited yourself when it came to the soldier and crawler by in some ways remaining too faithful to their original silhouette. For example I think the crawlers might work better with more insect like appendages and/or 6 limbs and leaning more into the wall crawling and mobility, with the solider it might’ve made more sense to remove its arms all together instead having shoulder or head mounted armaments and 3 joint legs, although I think the idea of them using the floaty bits to quickly dash instead of teleporting is a wonderful idea. I want to cap this off by saying you did a great job reaching a middle ground of staying faithful while still making them unique, I just personally think these ideas could be taken even further
I loved all of them, but I really didn't like the face of the knight, I liked being able to see the human underneath
All of these look soooo damn good. I'd love to see fully realized 3d models of these designs
I genuinely do enjoy these new designs you came up with, and I feel there could be even more ideas to apply to them, some new, some from LateNight's old video on the Prometheans.
- A unique Promethean dropship that carries a bunch of folded up units into battle, which them unpack themselves as they drop down from the ship. You can shoot the Prometheans while they're packed with the dropship to deal with them early. One of LNG's ideas.
- Have Prometheans burn and explode like sentinels when killed, and maybe save the 'explode into sparks' for certain weapons like Forerunner guns or weapons that deal shock damage. Or maybe relegate such an effect to just the knights. Also based on another LNG idea.
- When near an inactive knight you can hear faint whispers like what you hear in the cylix room where you find The Weapon. The human mind within only goes into panic when the knight is aware of your presence and/or in combat.
- Maybe knights have a sort of 'master-slave' system with other Promethean units; kill the knight and the other units act far dumber and have worse aim as a consequence.
- Also, ditch the orange blood 'cause it honestly doesn't feel like it fits this new design.
These are just ideas though. I doubt we'll ever see this kind of stuff happen but we can dream.
Worth the wait. Every single design is a 10/10 from me.
I actually think the redesigns are an improvement.
BRO THAT KNIGHT IS SICK AS FUCK! Well done, 343 hire this man already!
These are absolutely INCREDIBLE! If after playing Halo 3, I had to picture armies built by the forerunners for the next game, these would fit in PERFECTLY. The matte-y, brushed silver kinda metals and the blue tints and glows look so faithful to what a hyper advanced, task focused alien race would build. I believe form should always follow function, and these are just so in-line with that idea. LOVE YOUR WORK!
Personally. I disagree with the decision to give the knight only one eye. I feel as though this takes it a little too far from the human side of it. I think two, small, piercing lenses staring at you would look great! The eyes don’t emote, they stare at you coldly, like a machine would. But their gaze, soulless as it is, feels slightly human, despite its mechanical nature.
Basically, I want the knight to have a human like facial structure. Even if you get rid of the mouth. I want to feel like a human is staring at me from under all that metal, which is something I don’t think the singular eye captures.
I also would’ve liked it, if the knights head, looks like a medieval knights helmet. With two eye slits, and that sharp, pointed mouth piece; the mouth piece could even have the purple lights going along it to form the pseudo mouth.
Having typed out my thoughts, I’ve come to the conclusion of how I would’ve wanted a knight to look; like a husk from dark souls hallow in plate armour. Though wearing the helmet, you can still see the piercing, terrible eyes peering out from underneath it.
Same
I like that idea, and yeah it does make a lot of sense to design it like that!🤘
The redesign of the knight reminds me of that knight concept art that looks so terrifying. The singular eye looks down onto your soul is back on the redesign. I absolutely love it! You’ve done a great job
I love your watchers, and the torso/body of the Knights, but I think the others/the knights limbs are in a sort of awkward "in between" of trying to look like Sentinels but still being humanoid or creature-like. If you're gonna go with the blockier, mass produced machine look the sentinels have, then i'd go even further in that dirrection and demphasize them having limbs even more. Something you could still do to "evoke" limbs is maybe having floating "satellite" pieces positioned in such a way that the "gaps" between the pieces "imply" or evoke limbs. Like imagine if you took your Knight design, but removed the lower legs, so it's floating on the thighs (which would have like glowing vents/antigrav bits) and remove the forearms and make the floating weapons heavier, like floating cannon pieces?
I think the Watcher looks so cute. I love it.
I love all of them, the knights looks cool but i feel like id still run up to it and backsmack it, everything else id try to stay away, the knights looks less menacing with the cyclops asthetic, that split where the bio and robotic met on the helmet in halo 4-5 just made me wanna stay away bcs of how menacing it looked, i also dont really like the huge bump on the back of the knights (that goes for 4-5 and this redesign) makes them look like they depend on it a lot
Why does the watcher look so cute
Honestly I think we have a better chance at extending the sentinel roster than seeing the prometheans again. Fundamentally, they don't follow the old forerunner design philosophy.
Also as far as your redesigns go, they're great, but I think you could've leaned into the retro sci-fi brutalist blockiness harder than you did in this video, you made strides in "fixing" their designs, but to me, they're still a bit off. Maybe it's the color that doesn't sit well with me, lol.
Not just that, prometheans were just unfun to fight
These are honestly my favorite redesigns that you've ever made! I rly hope this makes it in to infinite but thats a pipe dream lol
This looks perfect now these guys are the guys we'd love to fight.
These are amazing and something ive been waiting for from this channel for a while! I would absolutely love to see a redesign of the differing ranks for these units and Warden Eternal and The Guardians as well.
All the gameplay ideas and tweaks for these enemies are great and should definitely be implemented. Crawlers lost alot of their threating aspect when they stopped being able to traverse the walls and ceiling, they become just a pure nuisance and less of an "Oh shit" enemy, and the idea that the watchers can be shot apart sounds so satisfying. (fun fact that the watchers actually had necks and in halo 4 at least when you assassinated them the neck would extend as they tried to look at you) I do agree with some people here that the fin on the watchers worked to good effect with how the discs would tuck underneath it, but these redesigns are beautiful nonetheless.
the bipedal stuff is always just difficult for me, but be it intentional or not the fact that the back pack on your rendition of the knight looks like a giant sentinel variant that is "puppetetering" the rest of the construct is absolutely brilliant, the prometheans honestly deserve this rendition as their story is so cool and a welcome edition to Halo for me at least and i hope we get to see them in infinite but with a serious style reboot that follows the design language you have featured here
Keep up the great work!
Overall I love these designs and new ideas for the design language, but I dislike the wires on the Crawler and Watcher. I understand wires are present in Forerunner designs, but they're always larger and usually protected with segmented metal pieces, almost looking like a centipede, but the wires on these designs just look like rubber tubes to me. I feel like the wires could be forgone on the Crawler design, but the Watcher could benefit from the wires going to the disks being slightly thicker and made from segmented metal, as if they're powering them with more volatile energy.
The watcher redesign is a banger.
I love them, I just would've kept the human face on the soldier.
If the Warden is still alive, and disconnected from Cortana, then I’d want the Prometheans to comeback as this.
@Werissage - The Art of Halo
... I don't like these designs. I feel they fall for the same pitfalls as 343 did when it came to redesigning things in the first place: They don't keep in mind the original idea behind the designs. While I will admit the original designs were over-the-top for what they are (the Soldier units especially), I feel that the intent was not just to make a new type of Forerunner enemy, but one that was made by a mad man paranoid about the future of his race, and desperate to maintain Forerunner dominance over the galaxy. I think the "techno-organic" look was the point of them, showcasing the madness of the Didact in the final years of the Forerunner-Flood war.
These designs don't portray that backstory at all, and if I may say might well even disguise any attempt to even consider them as what they represent. To me, they even look sort of "cutesy" in the case of the Crawler and Watcher. They don't look like enemies, they look like something that would accompany Sentinel Constructors, and flee at the first sign of battle. They feel _too_ safe.
I also understand the intent behind the Soldier Armiger redesign, but it also goes too far in eliminating any personality from their silhouette, and the faceplate has got to go. These Armigers aren't just robots, they're humanoid analogues for (presumably) other Forerunners or humanoid races to interact with, unlike a drone like the Sentinels, which are meant to do their job and shutdown for storage.
When you redesign an enemy, you should pay closer attention to how they are animated, and how they interact with the world and the player. You can't tell a lot about the intent behind a design when you look at it in a vacuum like you do.
I completely agree
Personally I’d rather have something that better fits the personality and art style of the older halos than something that matches better with the lore. To me these don’t break the lore very much either. I’d agree the more organic design of them is intentional with the lore, but again I would rather have something that feels more halo, and fits its personality better, than something that might compliment the lore behind them. Ideally both would be good, but if I had to chose I’d prefer to have something like this that fits halos style, instead of something that compliments the lore but compromises the art-style and feel of the games.
Yeah, the redesigns seem too robotic, blocky and don't seem to give off that cold, creepy, and scary vibe that the Prometheans carry when you face them. Them being Techno-organic is what set them apart from the sentinels, especially with the knights. Since they were once humans before they were composed. Removing it would make them look less threatening and look like nothing more than another sentinel class.
To be honest, I don't know exactly what I was expecting, other than exemplary quality and care that goes into every design.
That was delivered twice over with this one, and I'll definitely be coming back to this plenty of times in the future. As I said before, your content never ceases to make me smile. Although, this one in particular did something rather special. It made me think a lot on both humans and machines. As if I didn't already do that plenty, right? ;)
Amazing work, as always! Already can't wait for the next one, but damned willing to do so for as long as it takes for you to do what you do best!
Thanks Hazop! That means a lot. Glad you liked it!
good thing you don't design games lmao
ikr lmao
But why? These are pretty good
Is bro being sarcastic? Dude must have taken the zaza if he’s calling these bad
I like how he kept the one eyed aspect that is essential to monitors, really connects it all in a unified way