I'm really excited for reach and having read the gamereactor article (took me awhile to decipher the automated translation) I believe bungie is doing a really good thing bringing the series back to it's roots. Halo's singleplayer isn't about fast paced action. No it's (using bungie's words) about mystery, exploration and sandbox gameplay. A good example of this CE's second level 'halo'. I can't remember how often I've played that level and each time I had a different experience.
The first time I was captivated by it's mystery, looking at the horizon and wondering how such a thing is possible. What do these installations fire upwards towards the sky? What's in these artificial tunnels? Who build this and why? I was marveling at everything and luckily the game's pace allowed me to do that. It didn't present me with time limits didn't throw endless hords of respawning enemies or required me to pick up the pace. The moment you land the music was absent, there was no radio chatter, no massive battles taking place and only ambient sound all around you, there was just you and this strange ring you stood on. The mood was set perfectly.
The second time I played the mystery of the ringworld faded, but I started to explore the level taking different paths, different approaches. And each time I replayed the level the sandbox gameplay provided me with different battle experiences. Do you stay and defend the installation with the marines, snipi the covenant from above each time they drop. Perhaps you wait for them to come to you and grenade them to bits, or you decide to hide somewhere else wait for the covenant to attack the marines before attacking them from behind. You could also just run down towards them when they drop taking all their attention while the marines attack them from above.
The AI was brilliant, the covenant where unpredictable and so were your allies. Some marines would stay up and shoot from above while others will follow you down to face the covenant head on. Sometimes they would just stay and wait for you to clean up. Back then it was mindblowingly awesome. After the second level, it only got better, silent cartographer and assault on the control room are even better examples of the mystery, exploration and sandbox gameplay that made Halo CE such an awesome game. It's no wonder that these levels are some of the best known game levels in gaming history. Even someone who hasn't played halo knows what silent cartographer is or even the library. I never do remember the names of most fps' levels not even those from Halo 2 and 3, halo CE is an exception. There is a reason why halo CE is considered a long game in comparison to it's sequels, it's the strength of CE's level design.
Don't get me wrong I love halo 2 and 3, but there was just something 'off' and I never realized what untill I replayed CE. I'm glad bungie realized this as well. Having read the new info and seeing the new screens made me really excited. Hopefully they'll polish the graphics up a bit, because let's admit it they do play a role. Halo CE wouldn't have had the same impact if it looked like quake 1. But I have no doubt they'll be able to pull off something amazing when the game releases.
Anyway I thought these two screens were good for a comparison between reach and halo 3. I notice that the draw distance has been increased, the trees finally look like trees and the first person gun model is made bigger. The HUD seems more opaque and subtle (a good thing IMO). The ground and gun textures are a bit low res and flat though (probably place holder) and the vistas are a bit bland. What would really help the graphics is some object motion blur. Other than that it looks really good especially considering this is pre alpha and apparently before the VGA trailer.
Oh btw new member. Love the community!

Oonsk :lol