I agree with all in the first post. Better plasma decals would have been cooler too... Come to think of it, the scarabs don't even leave a scorch mark when they blow. Talk about odd 0_o. On the subject of Scarabs, I'm also confused as to what's moving them around once you clear out the crew... though they ARE technically hunters
on the hugest scale ever, I still don't get how they can still function perfectly.
Another problem I had was Gravemind's voice. In Halo 2 it was all echoy, and it had some neat distortion... now it just sounds like... an albeit deep voice. This is very obvious when the audio
is reused from h2 for the line, "We exist together now... two corpses in one grave." This was in h2 when he was referring to Mercy, and reused when he's talking about Cortana. It's preceded by a h3-style line, "Of course... You came for her
." There's a very stark contrast, and the h2 audio just sounds better to me.
The doors on High Charity also bring up some concerns. The style from H2 to H3 changed dramatically, to the point where the h3 ones don't even look very covie-ish. I don't see why you'd up and completely change the style of doors like that. High Charity in general didn't feel like an infested Covenant city until the reactor part/finding Cortana. (Speaking of which : why would HC have reactor cores if the Dreadnaught was its power supply... Though I guess one could argue auxillary power and whatnot.) Also, where was the blinding light coming from? flood levels are dark and scary
, not insanely bright and orange.
..And still more inconsistencies - The Control Room. It's so... different. Where was the sniper tower? The design in general changed alot, most noticably on the interior. WHY make it so different? I get new art style and all, but the entire layout like that? Only the core room itsself was the same, and even then I missed the reflective glass
. The level also was really inconsistent - the door you exit on to get to the hogrun was, in h1, the door tot he second canyon. It's these layout things that bug me; they culd have had you go through a blown-open wall or something, and avoid screwing up the Alpha Halo layout continuity. I get how the way you come in would normally be hidden by the waterfall, but why would the ring's layout be so dramatically changed?
I could also do a whole essay on Gravemind/Cortana and their interaction with the story, but that's for another post.