Ha.. I await the security cam pics.
That is some bullshit though.. can you not go pick it up?
Possibly, but then I'd have to interact with USPS employees. Plenty of games to tide me over in the meanwhile, just ready for some Halo goodness.
Ha.. I await the security cam pics.
That is some bullshit though.. can you not go pick it up?
Anyone find that the disc still spins for 5 minutes after loading even if you've installed the game?
It didn't? Gonna have to check that in classic mode.
Bandana is hilarious. I had no clue it also gives you infinite grenades.
Then we noticed the angle change on the autumn on the opening cutscene was more in line with the original. Some said they had seen it like that before but I know I and others had it more Reach like.
So you combine those changes with that change at the end and I'm a happy camper now.
Actually we've always had two versions of that opening shot of the Pillar of Autumn in Halo: Anniversary. When you start the game on Legendary you get the more classic angle for the opening shots.
Eh, impressions and reviews were shit. Passing until it hits $20.
No but really, videogames with guns are illegal here (venezuela), so it takes like 10-15 days for my US bought games to get here through a courier service that won't make a fuss about it. I usually have a friend or another crazy enough to fly to the US just to pick up a new Halo game on release day and smuggle it in, but not this time because it's a minor release.
edit- Frankie, just in case, I will be needing my halo 4 copy shipped 2 weeks in advance so I can play at the same time as the others, thanks
Mi casa es su casa.Was thinking we should have a Halo 4 launch event in Venezuela.
Why was everyone hating on Keyes so much a few pages back? It really wasn't that bad at all. Miles above both The Library and Cortana. I actually enjoyed it.
There's a lot to not like about Cortana, but this type of experience isn't replicated in the level (at least not the extent it is in Keyes). The structure of Keyes goes against most of what Halo is known for and what you remember it for.Finished Keyes on Legendary. What a poor experience. I realize this is true for all difficulties, but the level gets more annoying the higher the difficulty. I know the Flood doesn't infinitely respawn, but in the numbers they do, it sure seems like it. The level seems determined to put you in a position where you have to fight wave after wave of Flood until you pass their spawn location or until they run out. It also likes to put you in a position where you have to charge at a Flood spawn location because Flood are also pouring in from behind you.
Then you have the shotgun Flood...
Wasn't able to get the Elite achievement. Going back in for that.
Why was everyone hating on Keyes so much a few pages back? It really wasn't that bad at all. Miles above both The Library and Cortana. I actually enjoyed it.
There's a lot to not like about Cortana, but this type of experience isn't replicated in the level (at least not the extent it is in Keyes). The structure of Keyes goes against most of what Halo is known for and what you remember it for.
It's not the difficulty that's the problem, it's the level design, gameplay, and encounters. (Though shotgun Flood and their accuracy do fall under the category of "difficulty").Keyes is fine, i really dont see the problem. I did Solo legendary all the way and the only parts i had problem with was the library without dying and no grunt kills on two betrayals because of the opening section.
There's a lot to not like about Cortana, but this type of experience isn't replicated in the level (at least not the extent it is in Keyes). The structure of Keyes goes against most of what Halo is known for and what you remember it for.
It's not the difficulty that's the problem, it's the level design, gameplay, and encounters. (Though shotgun Flood and their accuracy do fall under the category of "difficulty").
Having a much harder time with Legendary than I did on 3, ODST, or Reach.
It wouldn't be such a problem if it were just a few spots, but it's all over the level.I only played through on Heroic, so it might be much worse on Legendary, but I never felt like I had to fight through a ton of waves and spawn locations, especially not to the extent of The Library. Sure, there are a few spots,
This is actually a problem with the level. You may have fun fighting waves and waves of Flood with the shotgun, and that's all fine and dandy, but that's below Halo's standards. Halo's all about player choice. If you extend your line of thinking, you're essentially saying that in order to deal with the majority of encounters in the level, you have to use the same weapon and grenades over and over again. The level forces you to use a shotgun and grenades.but the abundance of shotgun ammo and good grenade use never made that too problematic.
They're all very bad for largely the same (though some key different) reasons.The Library has tons of Flood spawns that activate ahead of you and behind you at the same time, and rocket Flood, and Cortana has long tunnels full of Pure Form Rangers, but Keyes doesn't have anything as obnoxious as either of these.
Halo is about having multiple ways and means to approach an encounter, and having the potential for an encounter to play out in an entirely different way each play through. Name the best levels of any Halo game and you see the encounters follow this design philosophy. Keyes, aside from maybe a couple of spots, veers away from this philosophy and the encounters play out the same way each and every time because there's only one way to approach them. Unlike the best levels in the game where the level essentially says, "Here's your sandbox, have fun!" the level funnels you from one battle to the next without a break.Im still not seeing the problems, i dunno each to their own but as far as encounters go id say the game has some much worse encounters.
It wouldn't be such a problem if it were just a few spots, but it's all over the level.
This is actually a problem with the level. You may have fun fighting waves and waves of Flood with the shotgun, and that's all fine and dandy, but that's below Halo's standards. Halo's all about player choice. If you extend your line of thinking, you're essentially saying that in order to deal with the majority of encounters in the level, you have to use the same weapon and grenades over and over again. The level forces you to use a shotgun and grenades.
They're all very bad for largely the same (though some key different) reasons.
Halo is about having multiple ways and means to approach an encounter, and having the potential for an encounter to play out in an entirely different way each play through. Name the best levels of any Halo game and you see the encounters follow this design philosophy. Keyes, aside from maybe a couple of spots, veers away from this philosophy and the encounters play out the same way each and every time because there's only one way to approach them. Unlike the best levels in the game where the level essentially says, "Here's your sandbox, have fun!" the level funnels you from one battle to the next without a break.
Yes it does. It's fun as hell. Try playing with that, Boom, and Grunt Funeral Skull on. A friend and I have been playing through on Legendary with those on and dear god the crazy shit that we've seen. It's a freaking laugh riot.
Speaking of Keyes, the detail on his uniform texture stays no matter how deep I zoom in. It's amazing, I could zoom forever.
Me too, sooooo bad. With all the amazing explosion-enhancing skulls, this game has so many moments that deserve recording. :-\I really wish CEA had a theater mode. =(
Right. I essentially said as much earlier, but the game is the way it is largely because Bungie was trying to complete the game in a short amount of time, not because Bungie wanted to copy and paste half their game.Half of halo is about having what you said, multiple halo levels adopt a more corridor shooter esq approach hell T&R does both in the same level.
Have you reached the Library with those Skulls on? If not you are in for an interesting treat to say the least. Also the Hanger Bay or whatnot in Truth and Reconciliation just when you enter the cruiser is insane with Bandanna, Boom, and Grunt Funeral.
Anyways, great job on the remake overall to 343. It is amazing how a game 10 years old can feel so fresh and the formula is still such a joy to play today. New sound, visuals, terminals, etc are all wonderful. The game has stood the test of time and in my opinion is still the most fun to play campaign as far as FPS go.
Oh, new thing that I hate: Sentinels' shields don't appear in remastered graphics. I was wondering when shielded Sentinels would show up halfway through The Maw before I hit the back button and realized I had been fighting them for a while.
Nice little list.
The outdoor areas are quite claustrophobic. They're not exactly a selling point.Keyes may not be good at giving you a ton of options, but as a pure CQC level with some outdoor areas for variety, I think it works pretty well.
True the shotgun is more effective against the Flood than the Covenant, but it would've been appropriate to drop it in the later half of T&R.There's a reason the Shotgun isn't introduced until 343 GS. It wouldn't be nearly as fun or useful without them.
I don't think that means the levels deserve a pass. Except maybe "Pillar of Autumn" because it's an introductory level. Most of the levels that devolve into corridor shooting are not what people remember Halo for.Look at all the other styles of gameplay in the game, they're all given they're own level to shine.
Oh, I definitely don't like the amount of corridors int he game. I'd enjoy the game much more with those areas cut down and more openness like the best level of the later games have. I'm just saying that there's a purpose to the way the levels are designed, even if they're not always successful or fun, as is especially the case on the corridor levels. In that sense, while Keyes may fall below the standards of Halo's better levels, I wouldn't say it's bad, or even the worst level in the game.The outdoor areas are quite claustrophobic. They're not exactly a selling point.
True the shotgun is more effective against the Flood than the Covenant, but it would've been appropriate to drop it in the later half of T&R.
I don't think that means the levels deserve a pass. Except maybe "Pillar of Autumn" because it's an introductory level. Most of the levels that devolve into corridor shooting are not what people remember Halo for.
If you enjoy corridor shooting there's nothing I can say that'll convince you it's a bad level, but it's not what Halo aspires to be.
The outdoor areas are quite claustrophobic. They're not exactly a selling point.
True the shotgun is more effective against the Flood than the Covenant, but it would've been appropriate to drop it in the later half of T&R.
I don't think that means the levels deserve a pass. Except maybe "Pillar of Autumn" because it's an introductory level. Most of the levels that devolve into corridor shooting are not what people remember Halo for.
If you enjoy corridor shooting there's nothing I can say that'll convince you it's a bad level, but it's not what Halo aspires to be.
I'm not saying corridor levels don't have their place, or shouldn't be in Halo games (343 GS is one but I like it for its atmosphere and story), but, in general, it's not what Halo aspires to be. Compare the ratio of corridor levels to more open levels in Halo 1 and 2 when Bungie was under intense pressure to finish their game, to Halo 3, ODST, and Reach when Bungie had a more smooth development process.To be honest Halo has always been a combination of both actually. Every one of the games has it's share of wide open levels and levels that re more corridor like. That's why Halo really has something for everyone I feel.
The wide open environments are special because you play them after you play corridor levels. Note the transition from Pillar of Autumn to Halo, and stepping outside on Assault on the Control Room.
If the whole game was always out in the open, it would get repetitive.
Legendary Solo all the way.
This. You appreciate the open levels much more after being confined. Plus, each type of level changes the focus on how you use the sandbox and how the sandbox is used against you changing the pace of the game considerably.
Not at all. Halo 3 only has one corridor level and it's as varied as Combat Evolved.If the whole game was always out in the open, it would get repetitive.
Not at all. Halo 3 only has one corridor level and it's as varied as Combat Evolved.
Not at all. Halo 3 only has one corridor level and it's as varied as Combat Evolved.
I wouldn't consider Crow's Nest a corridor level. Just because a level takes place inside doesn't make it a corridor level. Think about the vast majority of encounters in Crow's Nest. Where do they occur? In large rooms: two hangars, the cave-like section, the ops center, the barracks, and the vehicle hallway. Crow's Nest adheres to Halo's design philosophy almost as well as any outdoor level: multiple ways and means to approach an encounter, and each encounter plays out differently each play through. Most of the combat in the latter half of T&R, Keyes, The Maw, Pillar of Autumn, and The Library have the majority of combat take place in Hallways.Crow's Nest and the Anus are two levels.
I think we have different definitions of "significant." I can't think of any significant corridor sections in: Sierra 117, Tsavo Highway, The Storm, Floodgate, The Ark, and Halo (3). The Covenant at the end, yes. That's the only section I would place in the "significant" size.Other levels contain significant corridor sections.
Did I see a post earlier about some Waypoint exclusive Terminal? Can anyone elaborate?
Now that we know there is an 11th terminal I am sure its safe to assume there is also a 12th one as well.