An Early Look At Halo: Reach
KatanAlpha writes "Based on all the information coming out about Halo: Reach, it seems that Bungie's basic philosophy has been: 'The sequels to the first Halo sucked. Let's fix that.' We've already seen a little bit of this with Halo: ODST, wherein Bungie returned to some of the core elements of Halo gameplay and ditched many of the changes introduced in Halo 2 and 3. Reach seems to continue this idea while trying to invigorate the franchise by introducing greatly improved graphics and additional gameplay mechanics."
Some parts were fun, I admit, but mostly the levels were extremely repetitive. I especially remember the Library level - where you had to do the same thing over and over - move through hall after hall which looks exactly the same and enemies which behave the same - I have never felt so bored by an FPS.
I don't think they really did. They just didn't do anything vastly different than the first game. Slight bump in graphics, tweaking mechanics a bit... disappointing, I suppose, if you are expecting massive improvements between games. Maybe more disappointing if multiplayer is your focus, instead of the story and campaign.
Sometimes I think the industry is to quick to rebuild a game from scratch for the sequel, when the players really would be happy with just more story, more levels, more characters. We didn't need the special effects in the Empire Strikes Back to be better than Star Wars; we just wanted to see what would happen next.
No it didn't change anything, it was pretty much a Halo 3 expansion which cost more. It didn't really play much differently (For a non augumented human, an ODST is still strong enough to beat a brute to death with his rifle).
Halo 2 was worse than 3, but they were good games, not great. After the first time round theres not much else to it (unless you hunt easter eggs etc.). The only reason we still play Halo 3 is because its one of the few games that support 4 player spilt screen and LAN at the same time, so with a couple large TVs and 2 consoles we can quickly play 3v3/4v4, or have 2 per screen for co-op. Its odd such games (Im looking at you Call Of Duty) allow 4 player split screen, but as soon as you try a lan game your limited to 1 per console.
"I may be full of crap about this game, and I may be wrong, and that's fine." -Jack Thompson
Bungie has never said the sequels suck. However they are very open about what they did wrong and right in their previous games.
As it stands, Halo 3 is still the best multiplayer experience. Halo 1's multiplayer is a glitchfest with maps that were made by a two man team with a guy that just learned how the extrude tool worked the day before. It is unbalanced and only two of it's maps supported vehicles (so of course, everyone just played those two maps). The maximum amount of Xboxes that can join a LAN is 4 so if you want more than 4 people playing, somebody is gonna have to splitscreen.
Halo 2 was leagues better but it suffered from animation glitches and the ability to escape from maps.
Halo 3 refined the balance of 2 and also fixed all the animation glitches and map escapes. After playing it, there is no reason to ever go back and play Halo 1 multiplayer beyond for a laugh. Single player I play once in a while, but the multiplayer is so bad now it's not even funny.
The removal of dual wielding doesn't even change things that much since people hardly do it in Halo 3 anyway. All it really means is that dual-able weapons will now get a damage buff, like they already did to the Needler (went from dual-capable in 2 to a single weapon in 3)
Reach so far appears to be continuing to build upon Halo 3's multiplayer design and balance. Heck, a Bungie employee is already quoted as saying that the weapons aren't going to be drastically tweaked or anything from their Halo 3 versions.
But then again, I'm probably one of the few people that started with Halo 1 in 2002 and don't worship the broke as hell pistol from 1 (which again, was actually a bug that couldn't be fixed in time for ship).
"We need to get over this notion, that, for Apple to win... Microsoft must lose." - Steve Jobs, 1997
played Marathon?
If you sell out and have to make creative cuts as your running at 640p due to MS hardware 'cost' cutting...what do people expect
Now the 'brand' name wants to tart things up with violence, plot, bestial alien languages and unique battles?
Note the total lack of words pointing to 'world size' or 'more monsters' just more tinkering efforts.
Domestic spying is now "Benign Information Gathering"
<RANT type="no-more-pre-release-marketting" class="big">
Bungie is supposedly going to do yet another Halo, only this time it's supposedly going to be much better than the previous ones and here's an article with what the producer's PR/Marketoids think should be said on what it's supposedly going to be like.
Reminds me of all the articles we used to have a couple of years ago about the latest and greatest new software that was coming out: it usually turned out to be neither that greatest, as ground/breaking or the seamingly flawless experience the software house's Marketing people had described it to be for the preview.
Now we have the same type of bull as game previews in Slashdot, kinda like the almost-paid-for, page filling pap which is the standard fare of the "Previews" section of the large (and mainstream gaming industry fanboy) game sites.
Until we actually have a post by someone with hands-on gaming experience on the game, maybe we should save the space for more interesting news, like say, new developments in the area of waste treatment - more substance and less perfumed s*it.
</RANT>
...it seems that Bungie's basic philosophy has been: 'The sequels to the first Halo sucked. Let's fix that.'
That's because the L lost a fleck of ink and came out I.
Actually, I really enjoyed the first Halo. I felt extremely ripped off at the end of Halo 2, though, since it felt like I'd only gotten to play half the story. I skipped Halo 3 altogether as a result.
there are a series of books about halo.. i think theyre written by eric nylund. they are decent reads.. and i may be wrong but the plots in-game happen in between some books. so its no surprise there are 'story people'
Since I gave up my xbox live gold account I haven't looked back. As a result I don't think I will be bothering with Reach. I played the Halo 3 campaign and that sucked. Move to next room, shoot some bad guys , get some ammo. Rince and repeat. The story didn't make much sense and Master Chief is a fairly unlikable hero.
I have excellent Karma and I am not afraid to Troll it.
For me it's about enhancing the feeling of immersion. The story doesn't have to be revolutionary (and that's just as well, because they're almost always not), it just has to be enough to encourage suspension of disbelief and give some level of empathy with the character(s). You're never going to get a story that comes close to the best of the written word because the two media are playing to their own strengths. In a game, you have to have the "game" parts which obviously detract from the story parts - Hamlet wouldn't be so good if five out of every six pages was just dedicated to Hamlet beating waves of enemies in sword combat, or exploring locations for health/ammo pickups.
Bioshock did this really well, IMHO - sure the main plot was nothing we've not seen before, but that's not where the feeling of immersion came from. It was more from the information you discover and piece together on your own, exploring and finding journals, tracking the journeys of characters you never actually meet in the game, discovering the origins of the characters you do fight/help in the game, it made the game world feel more real (dispite the slightly silly delivery mechanism of tape recordings dotted everywhere, which made if feel like these people experimenting with prototype tweeting). I know people who played through the game as a straight FPS without exploring this rich back story, without even realising it was there, and that's fine if the FPS experience is all you're after, but for people who want to feel a bit more involved with the game there was a much deeper experience to be had.
True. There have actually been a few _good_ books about video game worlds. The "X-Com: UFO Defense" book by Diane Duane was actually fun to read, both consistent with the gameplay and lending color to the characters. Of course, Diane is also the woman who wrote "Spock's World" and "The Romulan Way", which also preserved the structure of someone else's fictional world but actually explored the people in it. I highly recommend her books to fans of worlds she's written books for.
The point of looking for a good story in a video game as opposed to a movie or a book is that the game is interactive. For some games that just means more immersion -- you don't just follow the main character, you *are* the main character -- but in other cases the story itself is interactive. Picture reading Hamlet and getting to the part where he's yelling at the queen and Polonius cries out from behind the curtain -- and you get to choose whether to take the "renegade" route and stab whoever's behind the curtain or take the "paragon" route and just demand the guy identify himself. Imagine how different the story would be from that point on. You would want to go back and read the story again and make different choices just to see how events unfold differently. There are games like Dragon Age and Mass Effect that really do put that much power over the storyline in your hands.
Well he spent most of his adult life using coward tactics to confront pirates and crackers (I remember him harrassing the C=64 scene in the 80's). Only fitting he choose the cowards way out when confronted with his own crimes.
I admit to being amused -- in the nicest, gentlest, least-condescending way possible -- by the "video game story people."
Most game stories are pretty formulaic, but some games have extremely engrossing plots to them. Admittedly, these are far and few between. Halo was not one of them, but the original Marathon from Bungie was. The exchanges between the on-board AI's as well as the archives you could access at random terminals made for a very deep storyline. The other game that had an excellent story was Deus Ex. It successfully married almost every conspiracy out there from the Illuminati, to the Knights Templar, Majestic 12 and Area 51. The game had quite a few plot twists, partly that were dependent on what actions you took, and took you to a number of locations, from New York to Paris to Hong Kong. There were times you could chose to kill someone (like agents Navarre or Gunther), and that would change the game play experience in the future, since certain weapons and upgrades might not be available to you. Much like Marathon, Deus Ex used things like books or stray notes to give you clues as to the motivation of people in the game.
Taking guns away from the 99% gives the 1% 100% of the power.
Yes, it's true that very few people play primarily for the story. But a compelling or interesting story (and, more particularly, setting) can set a game apart from its peers. "Knights of the Old Republic" was a pretty straightforward RPG, judged exclusively by its gameplay. But the story really set it apart. Ditto for Mass Effect, Half-Life 2, Bioshock, etc.--all pretty unremarkable if judged on straight-up gameplay.
SJW: Someone who has run out of real oppression, and has to fake it.
I think they should have charged less for ODST. That said, I bought it new as I didn't want to wait. I think I've had / am having my moneys worth with Firefight mode alone so I'm not upset, even though I think the decent thing to do would have been to sell at a reduced price.
Isn't she the one who wrote "So you want to be a wizard" way back when?
All my friends who got into the game didn't bother with the halo books... they read what arguably inspired halo. Even an elitist snob might enjoy it.
"Ringworld is a Hugo, Nebula, and Locus award-winning 1970 science fiction novel by Larry Niven, set in his Known Space universe and considered a classic of science fiction literature. It is followed by three sequels, and ties into numerous other books set in Known Space. Ringworld won the Hugo Award in 1970,[1] as well as both the Nebula and Locus Awards in 1971."
Number of copies sold for... Halo 1: 5 million Halo 2: 8 million Halo 3: 8.1 million Halo 3 ODST: 3 million Looking at Halo sales, I can't see how you can assume that Bungie thinks Halo 2 and 3 'sucked' in comparison to the first one. I think you could make a better argument that they broke things by returning to the 'core elements'
Actually, the video linked in the article did address both world size and more monsters directly. They're going for sand box style battles, with more of the feeling of vastness of stepping out of the ship in Halo 1, with more monsters and allies.
If you are implying that the Halo series "sucked", then you probably weren't around to witness the series unfold, or are just suffering from the "its popular, therefore it sucks" syndrome, or a little fanboyism, or all of the above. While Halo 2 may have been the blatant sell out that it was, it was still enjoyable and it pioneered the matchmaking concept as well as provide a platform for competitive gaming to thrive on the console market. The Halo series is a landmark in the first person genre, just the same as say Doom, Quake, and the Half Life series, of course its quite possible, probably guaranteed that without Microsoft's backing, Halo wouldn't have done as half as well as it did in sales. The Halo canon, while it may be a cookie cutter epic, is quite easy to comprehend and paints a fairly enriching struggle between humanity and the covenant. Halo is an advanced form of the "shooter-in-a-tube", it is an improved version of marathon, just as marathon is an improved version of Pathways into Darkness. Implying that it was meant to be more complicated than that only reveals that you weren't there to watch it grow, similar how say an adolescent child today who grew up playing Gears of War will find the first Halo game to be simple or "crappy".