kylej said:
This ties in to Bungie's biggest problem: poor story writing and subsequent game integration. The main Halo universe is a mess of sci-fi cliches, cutscenes that lack any emotional weight and a web of jargon that is never explained. There are many wonderful things about the Halo games. The story is not one of them. I have yet to play a Bungie developed Halo game that did not have a sloppy story, which is disappointing considering the need for an FPS game with a legitimately great script. If Mass Effect can conquer the space drama, why can't Halo?
I agree and disagree. Bungie is fantastic at writing stories. Whether it be the Split of the Covenant, the Fall of the Forerunners through the eyes of separated lovers or lone Rookie creeping around the desolate streets of New Mombasa, the setup and story are rather mature and developed. However, and this is where I agree with you, Bungie has failed in several keys areas of properly integrating their stories into the actual gameplay and implementing into the sandbox.
The best example of this would be Halo 3. Buried within the game is the story of the downfall of the Forerunners, who, as we know, all the aliens that built all the ancient technology. And Cortana struggle against the Gravemind, the ultimate controller and manifestation of the Flood seen at the end of Halo 2. However the presentation was beyond horrible, from having to hunt down the terminals and piece together the story ourselves or having Cortana/Gravemind shouting all kinds of pithle and slow the game down for lengthy intervals in more levels than anyone wanted.
The story is present and accounted for, but in order to find anything deeper than a bunch of cliche's, you have to find it yourself, force yourself through restrictions you'd never want to go through anyway or break the flow of gameplay just to get at it.
Even you must admit that despite all the shortcomings and winnings of ODST lies within in it an improved narrative, the fact that it contains essentially two separate stories interwoven and you are able to follow both paths to conclusion without it having to take your attention away from the gameplay.
Is the FPS really in sore need of a legitimately great script? With the exceptions of Portal and the Half Life series (both of which you could argue fulfil any need of a great script themselves) most FPS's either carry a generic sci-fi war cliche (Halo, Killzone, Resistance, Timesplitters) or thow the narrative out of the window altogether (Quake, Unreal, Counterstrike).
Games like Mass Effect that easily burden intelligent scripts are usually only able to do so because the core gameplay mechanics, those of an action role playing game, lends themselves directly into the narrative focus, your avatar being the main character, you shape him the way you want, you choose his reactions, decisions and face his consequences. Those games feature hours of static screens usually taken up by the plain transpiration of the narrative and your manipulation thereof.
So could you break the pace of the game by introducing narrative segments that limit or remove your ability to interact with the environment (a key FPS principle this generation) or could you attempt to interweave within the carnage of a gunfight, which a player might not be able to give them time to enjoy it, stuck behind fleeting moments of intense hostile gunfire?
I don't think either of those approaches for Halo would work. For Reach, Bungie should take one of the main positive critical areas of ODST, the narrative, and try to emulate the narrative progress, the game has a logical start and end with narrative interludes that do not distract but rather enhance the core gameplay. Most people would react positively to a story they can understand and follow to it's logical conclusion even if it's little more depth than a sci-fi cliche than having a deeper narrative buried out of sight during regular gameplay.