how does b make bloom bad? if youre slow firing, then bloom doesnt really effect anything, and if youre slow firing, the other guy has a better chance to get away.
E: also, halo 2's sp was fun, dont get me wrong, there was plenty of awesome shit in there. im just saying that the city levels didnt have the level of epic i was expecting from the E3 trailer. running through the field hospital set up, seeing all the marines holding that high ground trying to take out the stationary gun, the witty dialog about the coast being clear ("you tell me"), and then gunning on the back of a gauss hog through a city with what seemed to be multiple roads you could take, all of which i assume were full of covenant. to an extent i assume this didnt happen because of technical limitations, but thats the sort of thing i was expecting. we got a similar feeling with the scarab battle and the bridge scorpion tank rape, but it just didnt seem as robust as the E3 trailer made it seem.
my issue mainly lies in the weapons though. i feel like i have to micro manage so much more in halo 2 and on then i do in halo 1. like i said before, no headshot weapon = problem, whereas in halo 1, assault rifle and shotgun was a perfectly viable strategy. really, bringing back the halo 1 shotgun would fix quite a bit of my griping, but at this point they wont because they have 2 other close range weapons now (sword and hammer).
E2: halo 2's music was fucking awesome, and fit just fine, idfk what youre talking about warlord. parts of halo 2's sound track were redone for halo 3, and if im not mistaken, "re-interpreted" so to speak for reach. songs that come to mind are the battle theme for the gondolas, that theme that plays when youre at the top of the water fall in this jungle-ey area sniping covenant, and the theme from outskirts and newmombasa.
and the battle theme from the gondolas was an interpretation of the "upon a pale horse" or whatever from halo 1.
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