Giant Bomb Thread The Third: #TeamBrad

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Alexis respawned on a high-up ledge while Drew was flying around, with no way to get down without dying. Drew died and spawned next to him, trapping them both.

Oh damn.
KuGsj.gif
 
Does the game really go back a check point if you die too many times?
I think this was implemented in Halo games from Halo 3 (?) and onward. It only happens if you die right after the checkpoint, though. So if you die within 10 seconds (Or something like that) every time you reload the checkpoint the game sees it as you being stuck in a death loop and just goes one checkpoint back.
 
I think this was implemented in Halo games from Halo 3 (?) and onward. It only happens if you die right after the checkpoint, though. So if you die within 10 seconds (Or something like that) every time you reload the checkpoint the game sees it as you being stuck in a death loop and just goes one checkpoint back.
Halo 2 definitely had it, but Halo 1 did not (and Anniversary doesn't either, as far as I know). I'm fairly certain it was Bungie's answer to the Jackal sniper alleys that would checkpoint you right as you were getting spotted.
 
How comes they're not playing the anniversary edition?

They just want to play it legit.

I havent boughht the anniversary edition yet, but I wish they had done a collectors edition of it that came with an official wireless duke controller for the 360. Part of the halo 1 experience to me is that goddamn giant controller.
 
I'm thinking that I got stuck on that same checkpoint spot they did. Also remember having start over, and being pissed it was all the way back at the Pelican insertion point.
 
The concept of the flood is fine but actually fighting them has always been the weakest part of the franchise as far as I'm concerned.

The next level is a perfect demonstration of weak level design and uninteresting enemies.
 
Hmm... so this is how Halo plays. The atmosphere and SFX are really decent.

I've only listened to the soundtracks. The soundtracks are great.
 
Even though this level design was kinda boring I loved the way mowing down Flood with a shotgun felt so much I never got sick of it. Still my favorite Halo.
 
Even though this level design was kinda boring I loved the way mowing down Flood with a shotgun felt so much I never got sick of it. Still my favorite Halo.

it's a fun level. really tense and challenging. but definitely not a level for streaming.
 
Vehicle health was based on character health right? So no matter how it looked, if you had health the vehicles would not explode, right?
Yeah, except for the Covenant vehicles (which changed to the same system as UNSC vehicles in Halo 2). Shared driver/vehicle health was how it was up until Reach, where the vehicle had a separate health pool. Damage in previous games would transfer to the driver (at a reduced rate).
 
Alexis has already lost it.

Oh man that pistol. I remember being the first in my group of friends to realize how much better it was than almost any other weapon in multiplayer, which didn't take long of course. Not spawning with a super effective weapon was hard to swallow when Halo 2 launched.
 
Alexis has already lost it.

Oh man that pistol. I remember being the first in my group of friends to realize how much better it was than almost any other weapon in multiplayer. Not spawning with a super effective weapon was hard to swallow when Halo 2 launched.

Don't you diss the SMG... :P
 
Don't you diss the SMG... :P

BTB CTF on Coagulation was so painful/amazing at launch because of SMG starts

If you lost map control it was pretty much impossible to get back, but playing the rest of the game with 8 people inside the base was intense.
 
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