Note that I said "generic sci-fi in aesthetic". I don't [i]mind[i] the plot, I'm just not hugely interested in the Halo-verse Earth setting or the human aesthetic(with the sole exception of Sword Base, for easily-guessed reasons).
Note that I said "generic sci-fi in aesthetic". I don't [i]mind[i] the plot, I'm just not hugely interested in the Halo-verse Earth setting or the human aesthetic(with the sole exception of Sword Base, for easily-guessed reasons).
The environments were boring? How the fuck can you get anymore varied than Urban city streets, a desert wildlife reserve, an island base, building rooftops, an underground facility, and more? All of those environments were incredibly detailed and the atmosphere definitely benefited from it.
How can you say these look boring?:
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Last edited by Amit; August 24th, 2011 at 02:33 AM.
Maybe. But you are thinking from game to game rather than taking the universe series a whole. The same tired Forerunner angles over and over get just as boring as skyscrapers, and guess which we see more of in the franchise. Maybe the background story is less exciting, but you don't get to play with the background story anyways.
It's debatable.
I love Forerunner stuff, but Bungie/Microsoft killed the appeal of the Forerunner.
It's the only Halo game on the 360 that actually has decent storytelling AND gameplay that doesn't limit you to one gun in order to succeed. Halo 2, 3, and Reach got caught up in your playercharacter is a badass so you gotta go push a button at the end of the level. In ODST, the playercharacter simply survived and in doing so made him a badass. Most storytellers have their hero break when they get too strong by putting them in a situation where they have to fight in a weakened state. Doing so lets gameplay remain reasonably unstable while adding tension and meaning to the story. Bungie said it themselves that the chief got rediculously strong over the course of the games (and I can't imagine how bad 343i is going to make it), but they just let it happen. Mute Halo 3 from beginning to end and the only difference you'll see as the game reaches the third act is how quickly nav pointers show up.
In relation to the universe and the first game, the Master Chief did impossible shit in Halo 2 and Halo 3 that would have killed regular Spartans. Hell, why do you think most of them are dead (besides the ones that got glassed on the surface of Reach)? The Master chief jumping off that forerunner ship in the atmosphere at the end of H2/start of H3 and landing alive without jump gear? What the fuck? Spartans that jumped out of a pelican with less speed and distance to the surface than Master Chief hit Reach and died instantly. I don't believe that a simple change from Mark V to Mark VI armour allowed the Master Chief to just get up and walk away from his landing.
Not trolling.
Thumbs up if you think halo 2 was the best for exploring maps =D
GamesNshiet 6 months ago 99
That's just stuff I thought of off the top of my head in 5 seconds. There's way more. Halo 2's Campaign is my favorite for co-op. The map exploration and freedom to go where you want trumps any other game in the series. Not to mention Halo 2 had so much awesome shit to find. Friends and I spent hours and hours just exploring the levels because they were so beautiful and fun to run around in.
Just skimmed over the wall of text long enough to see this. Are you fucking kidding me? Halo 2 had the best map layouts of the entire series! Halo 1 had some good ones, but it was still plagued by excessive use of choke points (grenade spam) and wide open areas (herp derp pistol strafing). Halo 2 maps had flow that most of Halo 1's maps could only dream of.
Bloom is stupid because
a. it adds an element of randomness (randomness being the opposite of skill) that allows people to get lucky kills at close range by spamming, and
b. the DMR is so RIDICULOUSLY accurate when slow fired that there's absolutely no way to avoid or escape it if you get caught in the open (read: 99% of all forgeworld maps). At least in Halo PC we had the shitty netcode and in Halo 2 and 3 the BR required leading across long distance (plus none of them were HITSCAN with almost INFINITE RANGE), which somewhat compensated for the power of those weapons.
But I've already gone into great detail about why Reach's multiplayer is shit, we don't really need to re-open that discussion here.
Last edited by Pooky; August 24th, 2011 at 09:41 PM.
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