Halo 3 Review
From a certain point of view, Halo 3 is without a doubt the biggest game of the year. The combination of fan anticipation, marketing, and the skill of Bungie's design combine to create a game that's larger than life; if gaming has a blockbuster franchise to match the movie industry's punch, it's the tale of Master Chief. The importance of the Halo franchise to gaming is a very big issue, though, and one worth it's own article. Having played through the game, there's really only one question I'm here to answer today. Does it meet expectations? In a word: yes. It's not the best game ever made, and it may not even be the best game this year. Will it make the fans happy, and deservedly sell thousands of Xbox 360s? Very much yes. Read on for my impressions of Bungie's years-in-the-making epic, Halo 3.
I hope you were paying attention at the end of Halo 2, because the folks at Bungie don't waste any time getting new players up to speed. The action picks up right after the Gravemind's infestation of High Charity at the end of the previous game, and the Master Chief's escape from that doomed city in the Prophet of Truth's stolen Forerunner vessel. If that makes no sense to you, I refer you to Wikipedia for a brush-up on Halo's lore. That said, once you're in the thick of things you don't need to know a lot about the past two games to enjoy 3's story. There are a bunch of references back, and continued threads, but really ... it's a first-person shooter. There are aliens on Earth, trying to dig up an alien artifact. You have to stop them. Go to it.
If you are a fan of the previous games, the story of Halo 3 is going to satisfy your need to see things wrapped up. What it's not going to do is surprise you. The plot plays out pretty much the way you'd expect, though the writers do make some very mature choices towards the end of the tale that distinguish it a bit from every other hero's journey. I'm reluctant to say more, as I'm not sure what's common knowledge at this point, but there is one storytelling choice I wanted to point out as being particularly effective. Cortana, Master Chief's AI companion, was left behind with the Flood's master at the end of the previous game. Despite this, she connects regularly with the Chief in a form of psychic connection. This allows a sense of desperation to build throughout the title, and has a satisfying payoff late in the game.
Story is a really important component of the gameplay experience for me. Though I'm no expert, I do actually like the Halo metaplot quite a bit, and I was left well pleased by Bungie's conclusion. Suffice it to say that while you're not going to be blown away by any revelations, there are no cop-outs, no cheap tricks and (best of all) no meaningless cliffhanger endings. Just make sure you watch to the end of the credits.
Beware the Scarabs
In Halo 2 there's a sequence where you attack a building-sized walking tank in the shape of a multi-legged bug, with a giant laser on its front. It's an elaborate experience: rushing alongside it on rooftops, jumping aboard, taking out its crew, and finally destroying its core. It was, for me, one of the highlights of the game. In Halo 3 you take on these tanks at least three times, and at one point you're fighting two at once. That pretty much sums up the experience of gameplay in this title: it's like the other two, only a lot moreso. Everything is bigger, better, and very, very polished.
That polish is something that exists across the title, from moment-to-moment combat through to 'set piece' battles like the Scarab tanks. There are several set pieces like that spread throughout the game, areas that are more than just the movement from point A to point B with enemies in between. None of them are any more particularly challenging than the rest of the game, but provide exclamation points on areas of hard work and forward progress. There are also several vehicle sequences, more (it seemed) that even in Halo 2. Fast action in the Scorpion tank and Warthog return, but there are also sequences designed specifically to show off some of the new vehicles in this title. I felt these were much more seamless experiences than in the last game; jumping in a vehicle seems like the natural thing to do, not a decision forced upon you by game design.
The vehicle sequences - and the whole game, for that matter - would have benefited from some extra time in NPC boot camp. Once again, your AI assistants prove to be poorly equipped at driving, shooting, or doing pretty much anything other than getting in the way. This, frustratingly, is a step up from Halo 2, where they were incapable of driving without continuously flipping your vehicle. The AI is at least smart enough to get from point A to B now, but you're not going to enjoy the journey. The continued incompetence of the AI in moment-to-moment fighting is particularly frustrating because the Elite known as the Arbiter is your constant companion through most of the game. This is a shadow of the co-op play component, a reminder that it's always possible. All the Arbiter was good for in my experience, though, was waving around his energy sword ineffectually. The AI here wasn't as dumb as the grunts in Gears of War (who enjoyed mantling onto the side of cover the enemies were firing at), but they weren't much better.
The enemy AI, at least, isn't entirely ineffective. They seemed particularly adept at using some of the new toys added in since the last game. Brute chieftains regularly came outfitted with the pleasant addition of a ripped-off turret. These mounted weapons, a frequent sight in past titles, can now be removed from their housings and carried around to provide some heavy firepower. A chieftain with one of these in a secured location can mean regular trips through respawning. The ability to dig in and hold a position was greatly enhanced by this game's addition of 'equipment'. The new use for the X button (reloading is now down with the LB and RB bumpers), most equipment allows NPCs and PCs alike to better hold an area. The 'force shield' is shown off in the E3 2006 trailer but deployable cover (a tall shield), a regeneration aura (which keeps your shields charged), and even deployable turrets all allow for positions to be maintained more effectively than in the past. Other equipment is intended to bypass such advantages, like the power-draining opposite of the regenerator, a portable hover-lift device that can allow you a quick hop over enemy fortifications, and a placeable mine great for taking out drawn-in Grunts. I'll admit it: I didn't use the equipment as effectively as I could have, but it was always enjoyable to play against. Particularly the energy shield; Brutes always seemed somehow vaguely surprised when I popped through the translucent wall.
I regularly got unpleasant surprises throughout the game, and I feel like I need to point out a frustration Bungie has managed to preserve intact from Halo 2: checkpoints. Halo 3 features an autosave system that updates your progress every time you complete a specific objective; passing a point on the map, or activating a certain control panel. Most checkpoints, though, are reached by killing enemies, and you very specifically have to kill every enemy in a group. At several points I found myself frustrated by my inability to find hiding bad guys - I'd complete a long stretch of the game and die, only to find myself further back in the game than I had anticipated. On my way back to where I'd died, I would regularly encounter a checkpoint I hadn't used before. These additional checkpoints were there because I'd missed a single hiding Grunt, or one of those stealthy sniper enemies the first time through. It's always frustrating to lose progress, and even more so when you find you lost that progress because you didn't see the point in finding a single cowering trooper.
That frustration with checkpoints, though, is really my only complaint about level design and the actual experience of play. There is a lot less back tracking here than in either of the last two games, and levels themselves feature a great deal of variation. There's a far wider palette used to put together levels, and the greens and brilliant whites used in Halo 3 stand in stark contrast to the greys and browns that have dominated other next-gen shooters. Combat itself is just as much fun as ever, and it's unflinchingly fair. You never feel cheated by gameplay in Halo 3. If you screw up and die, you usually spend the few moments after your death and before you respawn going, "Yeah, fair enough." Pro tip: The loud beeping of your lowered shields should have told you to get behind cover. While everything is polished to a glistening shine, it's great to be able to say they really haven't changed the feel of gameplay that much. Nine million people didn't buy Halo 2 because of a marketing campaign: ultimately they bought it because Bungie puts together one of the best console shooter experiences, hands down.
One Fine Looking Suit of Armor
Halo 3 looks really good, especially in motion. That said, compared with a game like Gears of War or Lair, it doesn't particularly scream 'next-gen'. The water is pretty good, the explosions are works of art, and reflections off of the Chief's visor are satisfyingly accurate ... but for the most part the game looks a lot like Master Chief's previous adventure. That's fine, though, because (unlike in that title) the framerate is pegged at 60fps and never wavers. There was never once a stutter or slowdown, even with dozens of fastmoving objects on screen, swarms of enemies, or a speedy vehicle sequence. I also saw none of the 'texture popping' that I annoyingly associate with last-gen titles. There are also almost no loading times in the game. The only time you'll see a (brief) loading screen is when you start the game or load a new chapter. Otherwise from start to finish your gaming experience is essentially unbroken. Bungie obviously spent time working on the visual elements of the game, but not to the exclusion of equally important components like story and gameplay. The look of the game is conveyed more by the art style used in the varied environments that through sheer power; the graphics here get the job done, and look great doing it.
Firefly Stars and Heavy Guitar Riffs
One game element that needs no qualifiers is the title's sound presentation. Just as in the previous two games, no expense was spared to bring the world to life through sound effects, voice acting, and music. The sound effects are essentially identical to the experience a player may have had in Halo 2, with a few subtle improvements. The voice acting is extremely well done, with the likes of Keith David, Jen Taylor, Steve Downes, and David Scully reprising their roles. Jen Taylor's Cortana has some especially challenging scenes in this game, and I thought she did a great job with them. New (but familiar) voices also add their talents to the cast. Red vs. Blue viewers will recognize the name Burnie Burns, who is one of the voices of the generic soldiery, but fans of Joss Whedon's Firefly will have just as much to enjoy. Alan Tudyk and Adam Baldwin are also soldiers, and Nathan Fillion takes on the role of an NPC sergeant. I noted this during gameplay, actually, as Alan Tudyk's voice is ... distinct.
Martin O'Donnell composed the game's score, reprising his role from the two previous titles. If you've heard the moving music in the E3 2006 trailer you're already well aware of what that implies. Most of his compositions are much more low key, of course, but they nonetheless provide a welcome backdrop for the game's graphics, gameplay and story. The later levels especially benefit from this subtle but important reminder of what's at stake. The music serves as an obvious but not over-the-top pacing element. Ultimately Martin O'Donnell's compositions are the kind of music you'd be more than happy to listen to outside of the game; it's hard to see how you can pay a soundtrack a higher compliment.
Playback and Multiplay
The clearest sign that Halo 3 is a 'next generation' title is its online and playback components. Most startling are the game's video editing and level creation tools. The first time you'll play through the campaign, you'll find that you can relive the whole thing by reviewing the videos stored on your 360's hard drive. There's no need to set a special setting, it just does it automatically. From there, you can enter the recording and rewatch the whole thing, stopping to take screenshots or snip video clips. These clips and pictures are then viewable from your Bungie.net profile, proving your game mastery to awed onlookers. The real awe, for me, was stepping outside of the Chief to fly around the map as action progresses. If you recall a particularly cool moment - a really good grenade stick, for example - you can see what that looked like on the outside ... and take a picture of it. I haven't had much time or inclination to play around with the level creation tool (called the Forge), but it's incredibly robust. Think something along the lines of Gary's Mod for Half-Life 2, and you'll understand the possibilities in Bungie's generous tool offering.
I've talked extensively about the game's campaign mode, but for many gamers online multiplayer is the real reason to buy this game. And understandably so: if you participated in the Halo 3 multiplayer Beta a few months ago you're already well aware of that game element's polish level. The real draw for me, though, is the campaign co-op play. I played entirely through Gears of War three times because the co-op experience was so well done. Here Bungie has provided the opportunity for up to four players to participate in the entire campaign experience. Just as with the 'single player' campaign mode (which is really just co-op with bots), the entire experience will be recorded to your hard drive for later public mockery. Unlike in single-player, by doing a co-op session you and your team-mates participate in what the game's achievements call 'the metagame'. Players are scored on their play throughout the game, and netting a certain total score during a co-op session can earn you some gamerscore points.
As much time as the team has obviously taken on the game itself, it's great to see that they've fleshed out the experience with elements like this. Graphics aside, these playback and co-op components are truly what makes Halo 3 'next generation'.
Consider the Fight Finished
Halo 3, then, is just about everything a player of the previous games in the series could hope for. It looks good, it plays smoothly, and backstory fans are going to finally have some closure. There are obviously flaws, but none are so glaring or frustrating as to be worth more than a passing mention. Even the checkpoint thing, which I'm sure I have run into far more often than the average player, never stopped me from grinning at the chance to melee some more Brutes into submission.
In essence: Bungie has succeeded marvelously at bringing this trilogy to a close. The game's tight story is complete-able in Normal mode in about ten hours, and that feels just about right. At the end of the game you're left wanting more, but not feeling gypped. Folks who have been holding their breath for this since 2004 can relax; the only thing left to do now is play and have a good time. Halo 3 is fun. Any game - regardless of platform, generation, or genre - where you can finish up and immediately want to start playing again ... it's hard to call that anything but a success.
- Title: Halo 3
- Developer/Publisher: Bungie / Microsoft Game Studios
- System: Xbox 360
- Genre: First Person Shooter
- Score: 4/5 - This game is above average, and excels in the genre it supports. A classic for the genre and well worth a look for every gamer.
I hope you were paying attention at the end of Halo 2, because the folks at Bungie don't waste any time getting new players up to speed. The action picks up right after the Gravemind's infestation of High Charity at the end of the previous game, and the Master Chief's escape from that doomed city in the Prophet of Truth's stolen Forerunner vessel. If that makes no sense to you, I refer you to Wikipedia for a brush-up on Halo's lore. That said, once you're in the thick of things you don't need to know a lot about the past two games to enjoy 3's story. There are a bunch of references back, and continued threads, but really ... it's a first-person shooter. There are aliens on Earth, trying to dig up an alien artifact. You have to stop them. Go to it.
If you are a fan of the previous games, the story of Halo 3 is going to satisfy your need to see things wrapped up. What it's not going to do is surprise you. The plot plays out pretty much the way you'd expect, though the writers do make some very mature choices towards the end of the tale that distinguish it a bit from every other hero's journey. I'm reluctant to say more, as I'm not sure what's common knowledge at this point, but there is one storytelling choice I wanted to point out as being particularly effective. Cortana, Master Chief's AI companion, was left behind with the Flood's master at the end of the previous game. Despite this, she connects regularly with the Chief in a form of psychic connection. This allows a sense of desperation to build throughout the title, and has a satisfying payoff late in the game.
Story is a really important component of the gameplay experience for me. Though I'm no expert, I do actually like the Halo metaplot quite a bit, and I was left well pleased by Bungie's conclusion. Suffice it to say that while you're not going to be blown away by any revelations, there are no cop-outs, no cheap tricks and (best of all) no meaningless cliffhanger endings. Just make sure you watch to the end of the credits.
Beware the Scarabs
In Halo 2 there's a sequence where you attack a building-sized walking tank in the shape of a multi-legged bug, with a giant laser on its front. It's an elaborate experience: rushing alongside it on rooftops, jumping aboard, taking out its crew, and finally destroying its core. It was, for me, one of the highlights of the game. In Halo 3 you take on these tanks at least three times, and at one point you're fighting two at once. That pretty much sums up the experience of gameplay in this title: it's like the other two, only a lot moreso. Everything is bigger, better, and very, very polished.
That polish is something that exists across the title, from moment-to-moment combat through to 'set piece' battles like the Scarab tanks. There are several set pieces like that spread throughout the game, areas that are more than just the movement from point A to point B with enemies in between. None of them are any more particularly challenging than the rest of the game, but provide exclamation points on areas of hard work and forward progress. There are also several vehicle sequences, more (it seemed) that even in Halo 2. Fast action in the Scorpion tank and Warthog return, but there are also sequences designed specifically to show off some of the new vehicles in this title. I felt these were much more seamless experiences than in the last game; jumping in a vehicle seems like the natural thing to do, not a decision forced upon you by game design.
The vehicle sequences - and the whole game, for that matter - would have benefited from some extra time in NPC boot camp. Once again, your AI assistants prove to be poorly equipped at driving, shooting, or doing pretty much anything other than getting in the way. This, frustratingly, is a step up from Halo 2, where they were incapable of driving without continuously flipping your vehicle. The AI is at least smart enough to get from point A to B now, but you're not going to enjoy the journey. The continued incompetence of the AI in moment-to-moment fighting is particularly frustrating because the Elite known as the Arbiter is your constant companion through most of the game. This is a shadow of the co-op play component, a reminder that it's always possible. All the Arbiter was good for in my experience, though, was waving around his energy sword ineffectually. The AI here wasn't as dumb as the grunts in Gears of War (who enjoyed mantling onto the side of cover the enemies were firing at), but they weren't much better.
The enemy AI, at least, isn't entirely ineffective. They seemed particularly adept at using some of the new toys added in since the last game. Brute chieftains regularly came outfitted with the pleasant addition of a ripped-off turret. These mounted weapons, a frequent sight in past titles, can now be removed from their housings and carried around to provide some heavy firepower. A chieftain with one of these in a secured location can mean regular trips through respawning. The ability to dig in and hold a position was greatly enhanced by this game's addition of 'equipment'. The new use for the X button (reloading is now down with the LB and RB bumpers), most equipment allows NPCs and PCs alike to better hold an area. The 'force shield' is shown off in the E3 2006 trailer but deployable cover (a tall shield), a regeneration aura (which keeps your shields charged), and even deployable turrets all allow for positions to be maintained more effectively than in the past. Other equipment is intended to bypass such advantages, like the power-draining opposite of the regenerator, a portable hover-lift device that can allow you a quick hop over enemy fortifications, and a placeable mine great for taking out drawn-in Grunts. I'll admit it: I didn't use the equipment as effectively as I could have, but it was always enjoyable to play against. Particularly the energy shield; Brutes always seemed somehow vaguely surprised when I popped through the translucent wall.
I regularly got unpleasant surprises throughout the game, and I feel like I need to point out a frustration Bungie has managed to preserve intact from Halo 2: checkpoints. Halo 3 features an autosave system that updates your progress every time you complete a specific objective; passing a point on the map, or activating a certain control panel. Most checkpoints, though, are reached by killing enemies, and you very specifically have to kill every enemy in a group. At several points I found myself frustrated by my inability to find hiding bad guys - I'd complete a long stretch of the game and die, only to find myself further back in the game than I had anticipated. On my way back to where I'd died, I would regularly encounter a checkpoint I hadn't used before. These additional checkpoints were there because I'd missed a single hiding Grunt, or one of those stealthy sniper enemies the first time through. It's always frustrating to lose progress, and even more so when you find you lost that progress because you didn't see the point in finding a single cowering trooper.
That frustration with checkpoints, though, is really my only complaint about level design and the actual experience of play. There is a lot less back tracking here than in either of the last two games, and levels themselves feature a great deal of variation. There's a far wider palette used to put together levels, and the greens and brilliant whites used in Halo 3 stand in stark contrast to the greys and browns that have dominated other next-gen shooters. Combat itself is just as much fun as ever, and it's unflinchingly fair. You never feel cheated by gameplay in Halo 3. If you screw up and die, you usually spend the few moments after your death and before you respawn going, "Yeah, fair enough." Pro tip: The loud beeping of your lowered shields should have told you to get behind cover. While everything is polished to a glistening shine, it's great to be able to say they really haven't changed the feel of gameplay that much. Nine million people didn't buy Halo 2 because of a marketing campaign: ultimately they bought it because Bungie puts together one of the best console shooter experiences, hands down.
One Fine Looking Suit of Armor
Halo 3 looks really good, especially in motion. That said, compared with a game like Gears of War or Lair, it doesn't particularly scream 'next-gen'. The water is pretty good, the explosions are works of art, and reflections off of the Chief's visor are satisfyingly accurate ... but for the most part the game looks a lot like Master Chief's previous adventure. That's fine, though, because (unlike in that title) the framerate is pegged at 60fps and never wavers. There was never once a stutter or slowdown, even with dozens of fastmoving objects on screen, swarms of enemies, or a speedy vehicle sequence. I also saw none of the 'texture popping' that I annoyingly associate with last-gen titles. There are also almost no loading times in the game. The only time you'll see a (brief) loading screen is when you start the game or load a new chapter. Otherwise from start to finish your gaming experience is essentially unbroken. Bungie obviously spent time working on the visual elements of the game, but not to the exclusion of equally important components like story and gameplay. The look of the game is conveyed more by the art style used in the varied environments that through sheer power; the graphics here get the job done, and look great doing it.
Firefly Stars and Heavy Guitar Riffs
One game element that needs no qualifiers is the title's sound presentation. Just as in the previous two games, no expense was spared to bring the world to life through sound effects, voice acting, and music. The sound effects are essentially identical to the experience a player may have had in Halo 2, with a few subtle improvements. The voice acting is extremely well done, with the likes of Keith David, Jen Taylor, Steve Downes, and David Scully reprising their roles. Jen Taylor's Cortana has some especially challenging scenes in this game, and I thought she did a great job with them. New (but familiar) voices also add their talents to the cast. Red vs. Blue viewers will recognize the name Burnie Burns, who is one of the voices of the generic soldiery, but fans of Joss Whedon's Firefly will have just as much to enjoy. Alan Tudyk and Adam Baldwin are also soldiers, and Nathan Fillion takes on the role of an NPC sergeant. I noted this during gameplay, actually, as Alan Tudyk's voice is ... distinct.
Martin O'Donnell composed the game's score, reprising his role from the two previous titles. If you've heard the moving music in the E3 2006 trailer you're already well aware of what that implies. Most of his compositions are much more low key, of course, but they nonetheless provide a welcome backdrop for the game's graphics, gameplay and story. The later levels especially benefit from this subtle but important reminder of what's at stake. The music serves as an obvious but not over-the-top pacing element. Ultimately Martin O'Donnell's compositions are the kind of music you'd be more than happy to listen to outside of the game; it's hard to see how you can pay a soundtrack a higher compliment.
Playback and Multiplay
The clearest sign that Halo 3 is a 'next generation' title is its online and playback components. Most startling are the game's video editing and level creation tools. The first time you'll play through the campaign, you'll find that you can relive the whole thing by reviewing the videos stored on your 360's hard drive. There's no need to set a special setting, it just does it automatically. From there, you can enter the recording and rewatch the whole thing, stopping to take screenshots or snip video clips. These clips and pictures are then viewable from your Bungie.net profile, proving your game mastery to awed onlookers. The real awe, for me, was stepping outside of the Chief to fly around the map as action progresses. If you recall a particularly cool moment - a really good grenade stick, for example - you can see what that looked like on the outside ... and take a picture of it. I haven't had much time or inclination to play around with the level creation tool (called the Forge), but it's incredibly robust. Think something along the lines of Gary's Mod for Half-Life 2, and you'll understand the possibilities in Bungie's generous tool offering.
I've talked extensively about the game's campaign mode, but for many gamers online multiplayer is the real reason to buy this game. And understandably so: if you participated in the Halo 3 multiplayer Beta a few months ago you're already well aware of that game element's polish level. The real draw for me, though, is the campaign co-op play. I played entirely through Gears of War three times because the co-op experience was so well done. Here Bungie has provided the opportunity for up to four players to participate in the entire campaign experience. Just as with the 'single player' campaign mode (which is really just co-op with bots), the entire experience will be recorded to your hard drive for later public mockery. Unlike in single-player, by doing a co-op session you and your team-mates participate in what the game's achievements call 'the metagame'. Players are scored on their play throughout the game, and netting a certain total score during a co-op session can earn you some gamerscore points.
As much time as the team has obviously taken on the game itself, it's great to see that they've fleshed out the experience with elements like this. Graphics aside, these playback and co-op components are truly what makes Halo 3 'next generation'.
Consider the Fight Finished
Halo 3, then, is just about everything a player of the previous games in the series could hope for. It looks good, it plays smoothly, and backstory fans are going to finally have some closure. There are obviously flaws, but none are so glaring or frustrating as to be worth more than a passing mention. Even the checkpoint thing, which I'm sure I have run into far more often than the average player, never stopped me from grinning at the chance to melee some more Brutes into submission.
In essence: Bungie has succeeded marvelously at bringing this trilogy to a close. The game's tight story is complete-able in Normal mode in about ten hours, and that feels just about right. At the end of the game you're left wanting more, but not feeling gypped. Folks who have been holding their breath for this since 2004 can relax; the only thing left to do now is play and have a good time. Halo 3 is fun. Any game - regardless of platform, generation, or genre - where you can finish up and immediately want to start playing again ... it's hard to call that anything but a success.
www.purevolume.com/martyd
I wonder how many people are aware that 'gypped' is a racial slur. Might as well just say jewed or chinked or niggered. Your doing the same thing. Associating an ethnic group with a negative stereo type. Maybe you should just say "not feeling ripped off" or "feeling they got their moneys worth". I am not of that ethnic group but I find it offensive when someone says "jewed" or calls me "slanty eyed".
"There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
Anyone else notice a weird pattern with Doom 1, 2, 3... Quake 1, 2, 3... and Halo 1, 2, 3? The third one is the one that has the features the other 2 really should have, and yet all three basically peter out when the next new crazy fps comes out. How long will Halo 3 hang on until the next fps title eclipses it (but with way crappier features, like from Quake 3 -> Halo 1)? Just a thought.
stuff |
its why they play games in the first place. to escape the awful reality where they are responsible for the consequences of their actions and words. sort of like why i rant online lol.
anyways, i predict 10 seconds until someone counter 'argues' that it should be OK to say jewed, n***, etc, because political correctness is evil blah blah blah.
it is the same argument they will have if you point out that murdering prostitutes and stealing their money is not the best thing for our culture to be involved in simulating.
Perhaps I need to clarify. I wasn't saying the game mentions "Gypped" but instead the review closes with a paragraph that contains "gypped". A lot of people aren't aware thats a racial slur and I wanted to bring it to people attentions. I'm all for free speech. Say it how ever you like. But be aware it does offend some people. I know some paragons of the PC movement who say "gypped" all the time because they weren't aware it's a racial slur. I wanted to let people know.
I prefer if people made their points without racial slurs but I also believe in people being able to say what ever they want. But the right to do so comes with the responsibility for what they say.
"There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
I think that if he really was a "MicroBitch", he would have given the game better than a 4/5.
But then again, everybody else is giving better than 4/5 (Metacritic rating stands at 96 currently).
Alchemist: Be Thou For the People
Funny, you have no problem with a game that simulates killing. Just make you you speak nicely when doing it though.
It is by the juice of the coffee bean that thoughts acquire speed, the teeth acquire stains. The stains become a warning
It's actually an American-coined term. Maybe if you spent less time hiding behind AC, looking for racism where none exists, and instead reading history and sociology books, you would know that. You'd also know that there are very, very few Romas (as they call themselves) in the U.S. So, the possibility that it is based on a racial slur is not only unlikely but as of yet still unproven.
But, hey, welcome to the 21st century where context means nothing as long as someone can be offended by a combination of letters.
"There is absolutely nothing wrong with any of those words, in and of themselves. They're only words. It's the context that counts. It's the user. It's the intention behind the words that makes them good or bad. The words are completely neutral. The words are innocent. I get tired of people talking about 'bad words' and 'bad language.' Bullsh*t! It's the context that makes them good or bad." -- George Carlin
The Overrated mod is for reversing inappropriate, positive mods, not for voicing disagreement with a post.
It's because of the MGS series of games that I will never, ever, buy a Sony game console. The game should be released on the PC at the same time as the console. The only reason it isn't is because Sony wants to sell more consoles. This is complete bullshit and they might as well be giving the PC gamers the finger. Fuck that. The sad thing is there are some games on the PS2/3 that I really would like to play. They chose this route, and I'm stubborn enough to sacrifice some of my own fun because of it. I wonder how many other people feel the same way?
This argument can be made for a LOT of games, not just the Halo series. Bawwwwwww a little more and maybe they'll listen.
Alchemist: Be Thou For the People
if hardly anyone is aware of its origin or its possible interpretation as a racial slur, is it still a racial slur in practice? explain.
the etymology has no confirmed alternative origin. Event he closest plausible alternative is actually a term that also derived from gypsies. It's as highly likely it back links to gypsies as it is that jewed back links to Jews. Read up on it. It's not common knowledge but that doesn't it make it true. Saying "god That car salesmen just jewed my wife" does no damage if everyone in the room is not offended by that jewed. Does it make it okay?
"There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
From a certain point of view, Halo 3 is without a doubt the biggest game of the year.
From a certain point of view a mouse is without a doubt the biggest animal in a forest.
I'm going with my gut instincts, Halo is a mediocre PC game.
Lets get them all straight, what makes Halo stand out?
Story?
Multiplayer?
Single player?
Online?
Best thing available on the XBox at the time? *cough*
Sorry, but incredibly unoriginal story & too many reused environments? Sounds a lot like any other game to me. Thats all Halo is, just another game, and it's WAY over-hyped.
Is Halo 3 a system seller? HELL yeah it is. Why is it a system seller? Do you think it is all flash and no substance? Do you honestly think that the first 2 were that way (yeah, yeah.. 2 was lacking some substance.. not because of it's content, but because they had to cut it short)? Let me tell you my point of view, as a brand new H3 owner of.. oh.. 3ish hrs now. Halo 3 is drop dead gorgeous, with amazingly fun gameplay and cutscenes that you actually WANT to watch. It is beyond what I could imagine. That it was a labor of love is obvious upon playing it (you naysayers can say what you want, this is not something that comes from people that are "just doing their job"). Halo 3 will finish a storyline which I find very interesting, and give me great pleasure while doing so. Do you not think that there is benefit to the players in a *highly* polished game, with excellent storyline, gameplay, replayability, graphics and sound? Why would you have such a problem with something that brings so much enjoyment to others? Because you feel we're being taken advantage of in some way? While that is a noble take on it, I for one can say with absolute certainty that I can quite look after myself.
;)
Yes, I love Halo. So sue me.
We have enough youth, how about a fountain of SMART?
Ok, fair enough. I must admit that when I knew nothing about it, I had no interest as well. I saw nothing but a somewhat nondescript lead character (lesson learned to not judge a book by it's cover). Not to mention I had already sworn that I would never buy an Xbox just because it was made by MS (heaven forbid anyone would think I'm a MS fan.. far from it). Then came the fateful day, when I was visiting a friend who was at the time, basically bedridden with a severe illness, who had gotten it to occupy his time and mind. Well, all I can say is, within 10 minutes of watching him play I was hypnotized. The music, gameplay and story taken together seemed to add up to much more than the sum of it's parts. It's just darn fun to play, has a wonderful control scheme, logical and intuitive. You can play with 3 of your friends all at the same time with 1 console, 1 copy of the game and 1 tv. The soundtrack is amazing, has won awards, and even now is my normal listening fare on a regular basis.
It's late, and the best analogy I can come up with might be something to the effect of why should I be interested in Disneyworld when all I see is some mouse looking character with big ears. Yeah, it's bad, but relevant in a twisted, late night sorta way.
To sum it up, gameplay, story, music, polish, fun and challenging. It's all there.
My advice, find somebody who has Halo. That really shouldn't be too hard, honestly. Have a run at the level "Halo" or "Attack on the Control Room" (you'll want to use easy or normal difficulty your first time, you will get frustrated at higher difficulties or later levels until you know them like the back of your hand.. and set your thumbstick inverts and such to what feels normal to you). If you don't enjoy it, then the series is just not for you.
We have enough youth, how about a fountain of SMART?