What. I'd play the shit out of this game lol. The charm in this scene with that art style go so well together.
Honestly, that mega blocks game looks completely uninspired.
Honestly, looks twice as inspired as those two twin stick mobile shooters.
Honestly, looks twice as inspired as those two twin stick mobile shooters.
I only played the first and thought it was pretty bad. Definitely not fun.Spartan Assault and Spartan Strike were lots of fun, though.
I only played the first and thought it was pretty bad. Definitely not fun.
SA wasn't too bad, shit with touch controls, grenade use especially. Tolerable to play with a controller on Win10.
No idea why SS never made it to the Xbox, would be nice for completions sake. Although the levels on it were far to long to play as a mobile game its quite enjoyable.
True.Honestly, looks twice as inspired as those two twin stick mobile shooters.
Spartan Strike is definitely the better game overall, the major point in Assault's favor is it has the co-op levels. Played through SS on iOS, but definitely would have preferred a controller and a larger screen.
Throwing in my hat that Spartan Strike is a legit good game. It addressed all the clunky, un-fun issues that I had with Spartan Assault (controls, menus, repetition). It's got some good challenge as well as some actually interesting level design and encounters (a big issue in SA).
Not to mention the soundtracks are quite good for both.
True.
Probably would have required a far larger investment though.
http://xboxdvr.com/gamer/SaMuRaI G0SU/video/25447055#t=30
So that happened. I feel better with that weapon now.
--------------------
http://xboxdvr.com/gamer/SaMuRaI G0SU/video/25447111
And i love how buck says "olay!"
G0SU tier might end up being respectable? wtf?Good shit dude
I hope 343 removes Clamber from Halo 6 and replaces it with a Double Jump. I don't mind the Thrust mechanic on its own, but Thrust + Clamber just opens up too many game breaking maneuver options and it makes map movement stupidly unpredictable. The only way to account for that is by scaling vertically, which disadvantages the player on the bottom moreso than they were in previous Halo games because the player up top can ground pound, and they have no risk involved with falling down because there's no fall damage.
Double Jump would have been a much better mechanic than Clamber because it has offensive capabilities. You can still access areas or "make a jump you feel like you would have missed" with Double Jump, and you can still change map scaling to block off certain areas. But at least in the aforementioned scenario, the player on the bottom would be able to outmanuever the player on top by using his second jump ability. We could also have fall damage back too because then players would be able to break their falls.
Obviously fall damage is not a popular gameplay option, but it breeds smarter level design and more risky power positions, which would balance the increased movement. There's no punishment for moving erratically or "going everywhre from anywhere" in this game beyond delaying your shield recharge, and that quite simply isn't enough.
Probably would have been a great way to get a new generation of fans interested in the IP.
beep beep
Please Frankie, A halo RPG.
Halo is just to big to be trapped in a shooter genre.
Imagine a RPG like Mass effect in Halo universe.
All those planets. Enemies. Explorations.
Building your character to become a Spartan.
Lmao, how did this not save Halo?
Guys, holy fucking hell.
That mega blok game looks so damn charming. Wow, as a "serious gamer" I would play the shit out of that, it looks fun and endearing
splitscreen, base building firefight, and hunter boarding
take my money
And a hidden kart as a vehicle, similar to the extra vehicles you can use for the final Halo 3 mission. Thus begins buzz aroundAnd pilotable grunt mechs.
I hope 343 removes Clamber from Halo 6 and replaces it with a Double Jump. I don't mind the Thrust mechanic on its own, but Thrust + Clamber just opens up too many game breaking maneuver options and it makes map movement stupidly unpredictable. The only way to account for that is by scaling vertically, which disadvantages the player on the bottom moreso than they were in previous Halo games because the player up top can ground pound, and they have no risk involved with falling down because there's no fall damage.
Double Jump would have been a much better mechanic than Clamber because it has offensive capabilities. You can still access areas or "make a jump you feel like you would have missed" with Double Jump, and you can still change map scaling to block off certain areas. But at least in the aforementioned scenario, the player on the bottom would be able to outmanuever the player on top by using his second jump ability. We could also have fall damage back too because then players would be able to break their falls.
Obviously fall damage is not a popular gameplay option, but it breeds smarter level design and more risky power positions, which would balance the increased movement. There's no punishment for moving erratically or "going everywhre from anywhere" in this game beyond delaying your shield recharge, and that quite simply isn't enough.
I hope these clips are being emailed through to halogafmontage@gmail.com....
Just a friendly reminder.