I just wanna say, this is pretty friggin' awesome.
Oh that is pretty cool, hope he posts the same also here..
I just wanna say, this is pretty friggin' awesome.
You're talking about butts, aren't you?
Because 343 doesn't know how to balance Halo.Can anyone explain why the Gauss Hog is still anywhere near matchmaking?
Yeah, it doesn't like my right mouse button.tried playing dota2 last night. had no mouse cursor in game, googled it, seems to be a common problem with no fix yet.
Here's the second excerpt. This one isn't as complete as the one I posted before. I've got some more work to do, but here it is.
A Shaky Marriage
How levels behave with each other and with the story.
This particular criticism isn’t unique to Halo 4. To be fair, Halo games have implemented the now classic "rising action, climax, falling action" structure to varying levels of success, depending on your opinion of the levels themselves. However, except for one game in the series, a Halo game’s story climax has never correlated to its gameplay climax. Below I’ve broken down four Halo games based on this structure along with their story climaxes. Not listed are Halo 2 and ODST because their structure is different form the one the majority of Halo games employ.
For clarity’s sake, here is how I define the following:
- Gameplay climax: The overall size of the level’s encounters in comparison to all other levels, and the trend of the game’s encounter sizes before and after the level. That is, the noticeable expansion of encounter sizes before the level versus their noticeable shrinkage afterwards.
- Story climax: The point in the story that affects/changes everything that follows.
Halo: CE
a. Rising action: "The Pillar of Autumn (CE)" to "The Silent Cartographer"
b. Gameplay climax: "Assault on the Control Room"
c. Story climax: The reveal of the Flood in "343 Guilty Spark"
d. Falling action: "343 Guilty Spark" to "The Maw"
Halo 3
a. Rising action: "Sierra 117" to "The Ark"
b. Gameplay climax: "The Covenant" and more specifically, the battle outside the Citadel
c. Story climax: The defeat of the Covenant and the death of Truth in "The Covenant"
d. Falling action: "Cortana" and "Halo (3)"
Halo: Reach
a. Rising action: "Winter Contingency" to "Nightfall"
b. Gameplay climax: "Tip of the Spear"
c. Story climax: When the Covenant supercarrier is destroyed and the Covenant arrive en masse to invade Reach in "Long Night of Solace"
d. Falling action: "Long Night of Solace" to "The Pillar of Autumn (Reach)"
Halo 4
a. Rising action: "Dawn" to "Infinity"
b. Gameplay climax: "Reclaimer"
c. Story climax:d. Falling action: "Shutdown" to "Midnight"This one was hard to pin down, but if I had to name one it’d be the "fight" with the Didact in "Midnight." That or when he gets released from his cryptum.
As one can see, the game that best weaves its story climax with its gameplay climax is unquestionably Halo 3.
Now, this all isn’t to say that I don’t like where the story climaxes are in past Halo games. The reveal of the Flood in “343 Guilty Spark” is one my favorite moments in the series. However, there’s a certain cadence that really adds to the game when, as the narrative increases in scope and risk, the gameplay grows and evolves to reflect that.
"The Covenant" is without a doubt one of the largest Halo levels, but Halo 3 meshes story and gameplay so well, everything can be narrowed down to a single encounter....
As the player exits a gate into a wintered path, the title card reads "Journey’s End." A few moments later you exit a short, icy cavern, and round the corner of a cliff to behold the Citadel and the huge snowy-icy field in front of it. Everything tells you that this moment is undoubtedly the culmination of all that has preceded it. The in-game dialogue: "Citadel in sight! Brutes are mobilizing everything they got." This is the Covenant’s final stand, and with its defenses gone, the death of Truth and the elimination of the threat the Halo arrays pose. Right after that, the music kicks in. You heard it before, relatively muted and in smaller snippets in previous levels, but here Marty’s stylized version of the iconic Halo theme bombastically plays through to its completion. Once the player destroys the Brutes’ defenses surrounding the Citadel and descends into the field, two Scarabs drop from orbit, kicking up dirt and snow as they land hard, and each complemented with its own Brute pack. The Covenant marshals air and ground forces with Banshees, Ghosts, and Prowlers. A Pelican arrives, and your surviving AI counterparts rally around you in anything from a mongoose with rockets to tanks and hornets. It is thematically, conspicuously, and most appropriately the largest encounter in Halo 3, and in the series to date.
Halo 4Needless to say, it’s comparatively anticlimatic.has you fighting Knights, Crawlers, and Watchers on Forerunner platforms while the Didact floats in the center and says stuff to you. And it all ends in a QTE fight.
To be perfectly clear, I am not praising the story in Halo 3. It’s bad; especially compared to the marvelous one told in Halo 2. Truth was made into a two-dimensional villain and the Arbiter was sidelined. What I am praising, however, is Halo 3’s unrivaled weaving – within the context of the Halo series – of story and gameplay.
You're talking about butts, aren't you?
Not a fan of harvest now that I have played it, need more matches but something about it feels off to me.
Halo 3's pacing is absolutely paramount, it reaches an absolutely beautiful peak when Forward Unto Dawn enters The Ark's atmosphere and delivers the equipment used for the last march of the human race.
Impeccable scene, best moment in the series to this date. All achieved through gameplay as well, absolutely beautiful. On that note, remove cut scenes from Halo 5.
I honestly thought Reach's gameplay and story climaxed in The Pillar of Autumn's MAC segment and the escape of the Pillar of Autumn. I have to say Reach had one of the best endings by far with Lone Wolf.
Not a fan of harvest now that I have played it, need more matches but something about it feels off to me.
It's too separated off from itself. The middle space just isn't fun to fight in and you can end up going on a run on one entire side of the map and not cross paths with anyone. It's an awkward layout at best.
pro or rt?
and hows it? i got the lower model and am pretty happy with it. didnt want to spend a 1000 on a tablet
How is it? I don't particularly want a Pro as It'll detract from my Laptop usage.
I'm buying either a Lumia 920 or Surface this Christmas, but I still haven't decided.
----
Still haven't actually played the Crimson map pack...
I know this is random but:
Did anyone ever play Spies vs Mercs multiplayer on Splinter Cell Pandora Tomorrow or Chaos Theory?
I honestly thought Reach's gameplay and story climaxed in The Pillar of Autumn's MAC segment and the escape of the Pillar of Autumn. I have to say Reach had one of the best endings by far with Lone Wolf.
I know this is random but:
Did anyone ever play Spies vs Mercs multiplayer on Splinter Cell Pandora Tomorrow or Chaos Theory?
I honestly thought Reach's gameplay and story climaxed in The Pillar of Autumn's MAC segment and the escape of the Pillar of Autumn. I have to say Reach had one of the best endings by far with Lone Wolf.
Yeah. I think the pacing at both the encounter and mission to mission levels are the best in the series from Sierra 117 through the Covenant. The set pieces are perfectly spaced out with more intimate infantry combat, and there's a steadily rising series of crecendos in terms of climactic battles. (The ending battle on the dam of Sierra 117 is topped by the Chopper/Wraith brawl in Tsavo, which is topped by the Scarab battle in The Storm, which is topped by The Ark.....)
But there's something else that's missing, cool initial encounters.
As much as I praise Halo 3, I gotta give the advantage to CE in this regard. At the end of Assault on the Control Room, Cortana gives you an urgent reason to go out. She doesn't explicitly explain why, but there's a sense of urgency. Then the story goes completely perpendicular to what the player was expecting, and the gameplay really reflects that. The gameplay shifts from a "clear an encounter space, move to the next area"; into "a clear a path for myself and escape". The fact that both the story and the gameplay go into a completely separate direction is quite impressive.Halo: CE
a. Rising action: "The Pillar of Autumn (CE)" to "The Silent Cartographer"
b. Gameplay climax: "Assault on the Control Room"
c. Story climax: The reveal of the Flood in "343 Guilty Spark"
d. Falling action: "343 Guilty Spark" to "The Maw"
Now, this all isnt to say that I dont like where the story climaxes are in past Halo games. The reveal of the Flood in 343 Guilty Spark is one my favorite moments in the series. However, theres a certain cadence that really adds to the game when, as the narrative increases in scope and risk, the gameplay grows and evolves to reflect that.
To be perfectly clear, I am not praising the story in Halo 3. Its bad; especially compared to the marvelous one told in Halo 2. Truth was made into a two-dimensional villain and the Arbiter was sidelined. What I am praising, however, is Halo 3s unrivaled weaving within the context of the Halo series of story and gameplay.
Yeah. I think the pacing at both the encounter and mission to mission levels are the best in the series from Sierra 117 through the Covenant. The set pieces are perfectly spaced out with more intimate infantry combat, and there's a steadily rising series of crecendos in terms of climactic battles. (The ending battle on the dam of Sierra 117 is topped by the Chopper/Wraith brawl in Tsavo, which is topped by the Scarab battle in The Storm, which is topped by The Ark.....)
Lone Wolf really was a fantastic ending. Pretty brave from a gameplay standpoint and it really brought the story full circle.
So most of us agree, through a combination of random ordnance, map design, and instant respawns Halo matches don't flow as well.
But there's something else that's missing, cool initial encounters.
The Pit is a perfect example. The rocket rush/camo rush at the beginning. Snipe v snipe battle. Narrows also had something similar. And who could forget the raining nades opening to standoff.
Halo 2 had the waterworks bridge, rush for rockets in coag, controlling a tower in Lockout etc
Look at the starts in Haven. Scattershot at bottom mid? Same in abandon. Only interesting starts in 4 happen in Solace because of the snipe fight and incinerator rush. Ragnarok too but that's remake.
Good static drops would really help the game
As much as I praise Halo 3, I gotta give the advantage to CE in this regard. At the end of Assault on the Control Room, Cortana gives you an urgent reason to go out. She doesn't explicitly explain why, but there's a sense of urgency. Then the story goes completely perpendicular to what the player was expecting, and the gameplay really reflects that. The gameplay shifts from a "clear an encounter space, move to the next area"; into "a clear a path for myself and escape". The fact that both the story and the gameplay go into a completely separate direction is quite impressive.
Also, something to add to your story-gameplay interweaving is something Ghaleon said a while back: Halo 3 used encounter to encounter story to advance the player. There's actually a reason to move through the forests of Sierra-117 and that is to gain allies. There's a reason to be moving down the highway of Tsavo Highway. Although the overarching story is basically just stop the Covenant, kill the Flood; the mission to mission and encounter to encounter story is stellar.
As we all know, the lack of large set pieces has to do with the 720p and in general increased graphics. As a question to all, would you sacrifice large gameplay spaces to have everything look nicer?
yup, had a lot of fun with it too. I don't know why they didn't bring it back in the latest splinter cell
also, I just got halo 2 running on xlink kai. It's very fun despite the occasional lag
I did in Pandora Tomorrow. Best MP experience outside of Halo 2/3 for me.
Here's the second excerpt. This one isn't as complete as the one I posted before. I've got some more work to do, but here it is.
*snip*
If Solace was symetrical and had a grav lift instead of the beam it would be near awesome.
The Rocket Launcher in Burial Mounds is probably the most memorable rush spot for a weapon in an asymmetrical map for me. You had two teams spawning closely to their own rifles, so you're basically dependent on those guys to eliminate the enemy quicker so you had an easier access.Even asymetrical maps like High Ground were great. The rush to laser tower and camo were great because, even though the map was asymetrical, players could learn the good runs and have interesting combat moments.
After Ghaleon, you are probably the gaffer who 'gets' Halo the most.
After Ghaleon, you are probably the gaffer who 'gets' Halo the most.
I love your write-ups.
The battle for the citadel is the pinnacle of the Halo series, and 5 years and three (new FPS) games later, nothing has come even remotely close. It's a tragedy.
Hell, even Tsavo Highway and the Ark haven't been surpassed. Uplift Reserve was the only segment that was sorta close.
The beam IS a grav lift, it just looks wrong.
The backtracking doesn't bother me much in that game just because usually there's a justified story reason, and they put effort into mixing it up (like Banshees on Two Betrayals.) That said, Two Betrayals is definitely my least favorite mission in the game, although learning to speed run past lots of te encounters made it better.Just think if the Halo CE campaign wasnt rushed and they didnt have to reuse space after space and run through levels backwards. It's the one thing that keeps me from crowning it king of halo campaigns.
Hate both of these levels, they're both what's so wrong with Halo 3. Excessive focus on vehicle-on-vehicle fights. So much of Halo 3 feels like it sacrificed the tight design of the previous two games for some sense of scale, but the gameplay doesn't back it up. Throwing literally a dozen Choppers, 4 Wraiths, and then a Scarab at the player might look cool, but is it fun? I'd say hell no. Halo 3 also has a terrible habit of "forgetting" to give the player ammo for power weapons, so you're stuck with a plasma pistol half the time.
I think they understood this for Reach, and scaled the game back. Unfortunately that worked against them, because in the storyline Reach was pretty much the biggest engagement of the whole war, so people kvetched about the lack of "epic moments." I'd take the pathos of Jorge looking down on the planet from space, the atmosphere of any Rookie section, or the tighter firefights of either game over any of Halo 3's "spam vehicles and call it epic" moments.
I just wanna say, this is pretty friggin' awesome.
Hate both of these levels, they're both what's so wrong with Halo 3. Excessive focus on vehicle-on-vehicle fights. So much of Halo 3 feels like it sacrificed the tight design of the previous two games for some sense of scale, but the gameplay doesn't back it up. Throwing literally a dozen Choppers, 4 Wraiths, and then a Scarab at the player might look cool, but is it fun? I'd say hell no. Halo 3 also has a terrible habit of "forgetting" to give the player ammo for power weapons, so you're stuck with a plasma pistol half the time.
I think they understood this for Reach, and scaled the game back. Unfortunately that worked against them, because in the storyline Reach was pretty much the biggest engagement of the whole war, so people kvetched about the lack of "epic moments." I'd take the pathos of Jorge looking down on the planet from space, the atmosphere of any Rookie section, or the tighter firefights of either game over any of Halo 3's "spam vehicles and call it epic" moments. Halo 3 completely forgets that it's all about buildup, and just wants to drop Scarabs and Wraiths on you at every opportunity. Remember the Scarab in Halo 2? You follow it across the city, it walks right over you, and then you finally get to jump on it and take out its crew while that cheesy rock version of the Halo theme plays. Whereas Halo 3 literally just drops them from the sky and tells you to circle strafe and shoot its legs, then shoot its glowing weak point. How "epic."
After Ghaleon, you are probably the gaffer who 'gets' Halo the most.
So you want weapons just handed to you instead of having to make a choice of whether or not to keep a certain weapon, because it is actually a rarity? And your last example makes no sense. Instead of an incredibly scripted Halo 2 Scarab fight, you actually get a dynamic fight with Scarabs. And only choosing one method to take down Scarabs is boring. There's more than one way to skin a cat.
I never said anything about handing the player a weapon. But there aren't even power weapons in many of these situations. If you get knocked out of the vehicle, good luck, because you won't find a rocket launcher anywhere around here. Halo 1 already did it right, placing ammo between fights, but also giving you the choice of a Ghost or even a Scorpion. You can feasibly get through Assault on the Control Room with a rocket launcher most of the way there, especially because ammo capacity was much higher than in Halo 3. When Halo 3 wants you to fight vehicles, you better get in a vehicle of your own, because there isn't going to be ammo around.
As for the Scarab, I'm talking about how Halo 2 earns its setpiece moments, rather than literally dropping them from the sky and calling it "epic."
It's sad that in the following Halo games we never got any encounters even close to the scale of Halo 3's. Scarab battles were some of the most enjoyable moments in the Halo 3's campaign. The amount of different ways you can approach the encounter with the 2 Scarab's towards the end of The Covenant is pretty amazing. Depending on what kind of vehicle you're using the encounter can play out entirely different."The Covenant" is without a doubt one of the largest Halo levels, but Halo 3 meshes story and gameplay so well, everything can be narrowed down to a single encounter....
As the player exits a gate into a wintered path, the title card reads "Journeys End." A few moments later you exit a short, icy cavern, and round the corner of a cliff to behold the Citadel and the huge snowy-icy field in front of it. Everything tells you that this moment is undoubtedly the culmination of all that has preceded it. The in-game dialogue: "Citadel in sight! Brutes are mobilizing everything they got." This is the Covenants final stand, and with its defenses gone, the death of Truth and the elimination of the threat the Halo arrays pose. Right after that, the music kicks in. You heard it before, relatively muted and in smaller snippets in previous levels, but here Martys stylized version of the iconic Halo theme bombastically plays through to its completion. Once the player destroys the Brutes defenses surrounding the Citadel and descends into the field, two Scarabs drop from orbit, kicking up dirt and snow as they land hard, and each complemented with its own Brute pack. The Covenant marshals air and ground forces with Banshees, Ghosts, and Prowlers. A Pelican arrives, and your surviving AI counterparts rally around you in anything from a mongoose with rockets to tanks and hornets. It is thematically, conspicuously, and most appropriately the largest encounter in Halo 3, and in the series to date.
Here, allow me to shit on an entire community by saying they don't understand the game.
Besides Biggy, you're the one who 'gets' Heckfu the most.Heckfu, stop being so abrasive. You're just mad you're part of the 99% here who think they know Halo.
Besides Biggy, you're the one who 'gets' Heckfu the most.