Botolf said:
A) I can guess at how many knew, and it was not a great amount. Spec-Ops in dropships, in all likelihood wouldn't be more than a few hundred individuals. In an empire of millions, that's peanuts. Spreading "heresy" about a Prophet would easily warrant death penalties as far as everyone else was concerned, and the collective deaths of the entire unit could be justified. Truth knew who knew what had happened on Delta Halo, it would be a simple matter to kill all of them and catch up to the rumour-spreader in the process.
You may be right about the cultural homogeneity, but that's simply how the Brutes were written. Chieftains are the "leaders" of the Brutes in the Covenant, second only to the Prophets themselves. Tartarus being perhaps the mightiest and most senior of all the Chieftains, his Brutes would most assuredly not betray his trust and spread rumours about the Prophet. They wouldn't think they were doing the wrong thing morally, indoctrination from birth tends to do that.
C) Not all Brutes are monsters, but not all Elites are noble either. Fact is, the primary factor in the civil war was because of racial tensions. Most of the Elites probably still believed in the Great Journey, they wouldn't have had time to be exposed to many Heretic or Human ideas. The Elites didn't go to war because they all decided the Great Journey was a hoax, they went at it because they saw their old enemies-in-friends-clothing usurping their place within the Covenant. Truth knew that if this was going to happen, it could be disastrous, he probably figured it was inevitable too. Perhaps he felt that starting the war in a controlled conspiracy would be preferable to letting nature eventually sparking things on its own.
D) I don't really find that information reputable, it's unsourced and seems somewhat speculative (Which is fine in a discussion, not a wiki). What we know from the games (the definitive canon), is that aside from a few Grunts and Hunters in Halo 2, all future Grunts and Hunters encountered are unambiguously aligned with Brutes and the Loyalist cause. There is nothing in the games to suggest that most of the Grunts and Hunters broke away. I remember reading this wiki information before Halo 3 was released, and by all indications it looked like it was going to turn out correct. There's a blurb on this inconsistency in the discussion section.
The Arbiter may have wielded great respect had he continued fighting for the Prophets, but at the time Truth moved against him, there were few who would have missed him. As far as bad-guy logic goes, betraying the Arbiter once he's served his use isn't all that hard to grasp.
Sorry the reply took so long, but hey, college is a bitch.
A. How many knew and did not know is nothing but pure speculation on your part. Mine too, because they never said, but I cannot think of a reason why Elite Shipmasters would not inform their crew about the utter importance of this mission. And if Truth forbid them and then told them to pull out....I'm pretty sure they'd put 2 and 2 together, that truth wanted them to have Regret killed. Even if the elite ships were not told what the full mission, it wouldn't have taken a genius to figure out why they were going to Delta Halo, where a Prophet was known to be, with a fleet ready to fight. And, again rumors spread very easily, the origin almost always gets lost in the crowd. And you think truth would kill a whole fleet to stop one rumor? When word of this massacre got out, they would ask why he'd be so desperate to shut them up, and if they didn't find out the truth, even more fanatical rumors would spread. And, I'm sorry, but it isn't heresy to say "I heard that so and so, can you believe that shit? Haha"
And as to the way the Brutes were portrayed, all bungie sources tell us that the flood are far more coordinated now that they have a gravemind to give commands, but none of these tactics are apparent in gameplay. Same thing here, just because we aren't shown that because those particular brutes who are not part of the story, that doesn't mean they don't exist. And they don't even have to spread those rumors for morality reasons, it could be that one gets drunk and tells his buddies or another is a double agent or maybe they just didn't know it was suppose to be a secret because he is retarded. All sorts of possible reasons. And, honestly, just so you know, if you slay a person because he's saying a rumor, all that does is give is give power to the rumor. If Truth is any smart at all, he'd scoff and say that it's ridiculous and not pay it any thought afterwards. Except the things he did have numerous eye witnesses and can be proven easily.....so yeah, no matter what truth does, he shouldn't be able to hide everything he did or have that sort of unwavering loyalty from the Covenant. Which is why I really can't say that the story of Halo 2 is good, because it doesn't make any sense at too many points.
C. I was under the impression that they went to war with the Covenant because Truth ordered all those things and the fact that their bitter rivals were the ones that did it was just a perk because now they have an excuse to kill those Brute bastards. And even if the civil war was inevitable, that doesn't mean igniting it yourself is reasonable. Assuming that the competition wouldn't work longterm, I'm sure it'd work atleast for a time because at the moment, they had a common enemy: The Humans. Even the most bitter of enemies can work together to vanquish a common foe. If a civil war was going to happen, it would have happened AFTER the humans have been defeated, when the common enemy no longer existed. But, of course, that would have been inconsequential as the Journey would have been completed at that point. Instead, he betrayed the Elites, which not only gave the humans extra manpower and allowed them to be on the same level as the Covenant technologically (Something not apparent in the game, but it's the logical thing that should happen), plus it crippled the Covenant's military by quite a lot, whether you count the grunts or hunters or not.
D. It's not repututable, but what source have you gotten saying that it was a small fraction? The lack of ally grunts and Hunters in Halo 3 were most likely due to gameplay reasons, that bungie didn't want to confuse players by giving them ally and enemies that looked exactly alike. And Master Cheif really didn't ally with Separatists that much anyway, so it's not like we saw their inner workings to see if it was alot of hunters and grunts, or a few. There is no indication otherwise, but consider that every hunter and grunt who saw the Arbiter immediately allied himself with him. If they are that quick to jump aboard with him, I'd say he has a good deal of influence.
And if the Arbiter had a great respect following him, then he clearly was not useless. He was a hero to the people, and a great morale booster, and having him killed would only bring that morale down. Remember, regardless of whether or not people valued THIS arbiter, the armor he wears symbolizes what saved the covenant many times ever, and to see him on the side of the enemy would be like seeing the entire Marines Corps join terrorists. This does not seem to happen, but I don't understand why it shouldn't given that we have already established how much of the Covenant respects him and follows him. Again, Halo 2's story makes no sense from my perspective.
Ten-Song said:
Halo 2's pacing was kind of all over the place, mostly because of the narrative switching between Chief and Arbiter. That didn't really bother me too much, but it did feel kind of weird at the time.
I wouldn't say it felt wierd, but I do feel that it is the mirror opposite of Halo 3's pacing, where the beginning was fantastic, but then it degraded more and more as it went along, before finishing up with a somewhat good level.
GhaleonEB said:
And on the overall arc of the game, the scale of combat keeps ramping up. The vehicle battle in Tsavo Highway feels epic, until that Scarab encounter in The Storm. Floodgate is a perfect break before the The Arc, which starts with sniping and ramps into tanks beating everything, before winding down into a series of infantry encounters. And then the Covenant ramps it up further with the Hornet sequences and the big two-Scarab encounter, followed by the brief team-up with the Flood. The entire game has this ebb and flow, gradually ramping up to that climax. I think it goes downhill from there, how do you follow The Ark and The Covenant? With Cortana), but that seven-mission ramp up is just masterful, and something neither of the previous games came close to pulling off.
Indeed, the Ramp up was great, you know what should have happened?
A large area High Charity level with a small team of both Elites and Humans. After a long thread of awesome environments, it should have ended with a gravemind boss battle where your goal is not to defeat him, but dig into the core reactor where Cortana is and then destroy the reactors and then run out of there.
With the final level, I always felt that the fight up the control room was very repetitive, so I'd extend the beginning of the level, make it something like Two Betrayals, make the fight up the Control tower a bit more varied somehow, then have the level proceed the way it did in the game, with you shooting Guilty spark and then escaping on the warthog.
If anyone else has other suggestions to add to this, please feel free.