Hey Dragon, You Can Have Her: Halo - Combat Evolved

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Lord Krunk

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SavingPrincess said:
Pure conjecture, and the Timesplitters fans will vehemently disagree. I think you meant to say it's the first popular shooter since Goldeneye 007.
No, my original comment still stands. Timesplitters was less of an FPS and more of an arcade shooter. Close, but no cigar. And while 'popular' is definitely the case - both were killer apps for their respective consoles - I was of the impression that things were popular for a reason.
... yes, and I hate that personally. It'd be like all modern authors borrowing from Twilight instead of Dickens. So annoying.
Not really... the console versions of HL2, Portal, COD 4 and a menagerie of excellent shooters are derived from what CE started. Are you saying that they're all Twilight knock-offs?

And to be honest, I actually prefer Twilight over Dickens. The former's unintentional hilarity entertains me greatly while Dickens is just plain boring.

Why do I have to be "careful" what I say?
Because of everything everyone else has said on this thread, really. The review wasn't really thought-provoking stuff, just mindless fan-bashing.
 

Denamic

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Halo 1 was a big pile of mediocrity, to be honest.
It didn't do anything new or anything old any better than what had already been done.
All it was was basically the first console FPS game that wasn't unplayably bad.
 

Chester41585

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I think the reason Saving Princess' review is so biased and opinion based is because he's going on the idea that you play a ultra-futuristic space Marine. I don't recall an Master Chief Petty Officer rank in the Marines.
But that aside, yes, this review is pretty terrible. Princess shouldn't consider writing any more reviews until he can write a review based on presented facts and not slanted opinion.

But hey, that's just my opinion.
 

SavingPrincess

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Lord Krunk said:
SavingPrincess said:
Pure conjecture, and the Timesplitters fans will vehemently disagree. I think you meant to say it's the first popular shooter since Goldeneye 007.
No, my original comment still stands. Timesplitters was less of an FPS and more of an arcade shooter. Close, but no cigar. And while 'popular' is definitely the case - both were killer apps for their respective consoles - I was of the impression that things were popular for a reason.
Your Britney Spears album collection aside, things are popular for a reason, but that does not mean the "reason" is that they are good. Last I checked, "FPS" stood for "First-Person Shooter" and since I don't recall the game being bundled with a "light gun" of any kind, I'd have to say that TimeSplitters was indeed an "FPS"... despite your disagreement, that falls more under the realm of "fact" than "opinion"... a rarity for me, but I take them where I can.
Lord Krunk said:
Me said:
... yes, and I hate that personally. It'd be like all modern authors borrowing from Twilight instead of Dickens. So annoying.
Not really... the console versions of HL2, Portal, COD 4 and a menagerie of excellent shooters are derived from what CE started. Are you saying that they're all Twilight knock-offs?

And to be honest, I actually prefer Twilight over Dickens. The former's unintentional hilarity entertains me greatly while Dickens is just plain boring.
Do you, as a human being who plays video games, in any way, or through any source, honestly believe, that games like Half-Life 2 and Portal, honestly and sincerely, in the depths of your heart and soul, "borrowed" ideas from Halo... really? I mean... really? Are you really crediting the concept of "dual analog" control to the folks over at Bungie? Because as far as I can tell, that's where the similarities of the "console" versions of said games and Halo end.

The rest of your statement I will let drown in the quicksand of the internet for your own posterity.
Lord Krunk said:
Me said:
Why do I have to be "careful" what I say?
Because of everything everyone else has said on this thread, really. The review wasn't really thought-provoking stuff, just mindless fan-bashing.
What part of my review in the OP was mindless fan-bashing... please... quote me.
 

Woffles

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SavingPrincess said:
Still, faults aside, this (and the music) is probably the best aspect of what Halo should be credited for.
I'm manually remembering the Library level and thinking that this is just an attempt to appeal to the fanboys by calling more than just one part of the game good. That said amazing review, far less biased than 90% of the responses you've had to it. Keep up the good work!
 

SavingPrincess

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Chester41585 said:
I think the reason Saving Princess' review is so biased and opinion based is because he's going on the idea that you play a ultra-futuristic space Marine. I don't recall an Master Chief Petty Officer rank in the Marines.
But that aside, yes, this review is pretty terrible. Princess shouldn't consider writing any more reviews until he can write a review based on presented facts and not slanted opinion.

But hey, that's just my opinion.
Please give me an example of a non-opinion based "presented facts" so that I can use it in my next editorial write up on why a game is over-hyped?
 

Chester41585

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It appears the Escapist fucked up sometime during the typing of my original rebuttal, so I'll repost...

Fine, I'll bite, but I'm going to let you know that I'm not going to engage in pointless back-and-forthing that has mired this thread in five pages of mindless babble and implied witticisms.
First, I'm going to pull in some lore and research to help explain the game mechanics that made sense to all of us except you.
By category:

Movement.
According to the novels, and other information sources pertaining to the Halo universe, the reason why movement is "so slow" in Halo is because the weight of the armor (nearly a half ton, not the assumed 400 lbs) coupled with the low-friction contact generated by the Chief's energy shield creates a "fat man on ice" effect. Add to this the fact that the Halo rings have "close or similar gravity as Earth", this might have an even greater effect. The heavier something is, the harder it is to move.

Which seems like it could be strange coincidence, or as what it is, facts generated after the game came out to explain technical issues. This is the basis of Halo Lore.

In truth, it's likely that the developers wanted the player to move at a rate that was conducive to tactical movement: swift and steady.
The movement rate is generally the same that individual soldiers and entry teams move at when entering and securing a hostile area. The speed at which the Chief moves is probably the best or, at least, second best (to the Call of Duty series and most other post H:CE) in a FPS. Halo is not designed for the twitch-kiddie brand of shooters like Quake, Counter-Strike, Call of Duty, or hell, even Doom or Wolfenstein. There is no run button in Halo simply because you don't need one. Swift infiltration and exfiltration from a combat zone is accomplished by peeling-out, using cover and return fire to suppress the enemy until you've reached a safe re-engagement distance, or by vehicle. However, this seems to have been "fixed" in later iterations of the game where an abundance of booster pads and jet tubes were added to multiplayer maps and some single-player segments.

Shooting.
This is another part where tactical aspects and twitch-kiddie clash. Firing each weapon is unique in that each weapon is different and thus is expected to aim differently. Let's take Halo: CE and say, something like Quake. I'm admittedly no expert on quake, but from what I've played of its multiplayer and single player, the only differences between each weapon is the color of the projectile and the power of the projectile. Generally, each projectile fires linearly with little flight path deviation. This of course, does not include shotguns from either game.
The point of quake is to nail the bad guy with the most concentrated highest power level of fire and kill him quickly. Halo handles this differently. It requires you to engage a target with your full inventory. This creates the effect of a layered combat zone consisting of long, medium, close, and personal levels of engagement. You can use a sniper rifle at close range, but in reality (pertaining to the game) your best choice would be a weapon with the mechanics appropriate for the type of engagement. I'm getting the feeling that the primary reason you thought the weapons were unbalanced was because you were using them wrong. There is a right way and a wrong way to use a weapon. Yes, the Magnum was broken and the sniper rifle is a little too accurate, but Lore explains this by citing that the Spartan's helmet targeting systems couple with the current weapon's on-board computer to provide the most accurate shot to the Spartan.
What it all boils down to is each weapon is purpose designed for a specific use.

When it comes to the auto-aiming, I' have no comment as I don't believe the game was adversely affected by the auto-aim feature.

Weapons.
This is the section where you held the most fallacy and incorrect opinions. It's pretty obvious that no research was put into your section of the review concerning weapons.
Let's do some time travel here.
Gunpowder had been around since about the 1st Century AD with gunpowder-based weapons being around for only slightly less time than gunpowder. It's taken nearly a thousand years for firearms to evolve from iron tubes packed with rocks and gunpowder to the Flintlock and Wheel Lock, to paper cartridge and metal cartridge weapons. It wasn't a little more than a hundred and forty years ago that the primary weapon of choice was still fired by pouring a measure of powder down an iron tube then ramming a lead shot down after it. Shortly afterward, with the advent of the metal casing, weapons design changed rapidly. First came breach-loading rifles, then bolt-action rifles, then magazine-fed bolt-action rifles, revolving cylinder rifles, and then recoil-operated magazine-fed rifles, to the staggering amount of new mechanical firing systems invented within the past twenty years. At this point, firearms innovation has pretty much stagnated with the peak of this generation being the G36, HK417, SCAR, and Masada (ACR), which all operate off a very similar firing system. Experimental weapons like the rail gun and laser rifles are massive and require insane amounts of power to operate, much less operate properly. We are just recently able to mount rail guns and high-power lasers to vehicle platforms, and these still require support vehicles to carry power supplies and ammunition (and other fuel sources). Economically, these are the worst weapons on Earth and, even five hundred years into the future, similar weapons would be massively expensive to produce and use.
Unless there is a miracle compound found which can be used to reduce the power requirements and size of these weapons, in the 2550's, a rifle that fires a metal projectile from a gun that cycles (at that point) legacy cartridges like the 7.62 NATO, .50 AE, 20mm NATO and Double and Triple-O Buck or Rifled Slug, it's extremely likely that "locking and loading" for Space Marines would have a very identical meaning to Marines today.

Now, consider that for the longest time (including our current history, if you will) that Humans in the Halo universe had no idea that aliens existed (as the Covenant). With humans being the primary antagonists and protagonists in conflicts at the time, there would be no real need to advance weaponry further than what was already available; the cheap and easily mass-produced cartridge-based projectile.
Not saying that some advances weren't made. For example, the SMG fires a 5x23mm Caseless FMJ round. The round itself is in the same caliber range as most common assault rifles today, as well as new SMG rounds. At this point in firearms development, the caseless round is still far off, but not too far. At the rate engineers are going, we should have a fully functional rifle that uses a caseless ammunition, fieldable by individual infantry and in mass use, within the next twenty years. Metal Storm is real and several attempts at an economical CPIR have been made within the past fifteen years, with mixed results.

On the other side of this argument is the Covenant. The covenant is not a race of aliens, but a union of mixed species, each bringing their own skills and technologies to the proverbial table to achieve the will of the prophets.
Taking the technology of each species, and adding what they've gathered from the Forerunners, it's easy to see how and why the Covenant has shields, plasma weapons, beam swords, laser rifles, and weapons that shoot crystalline shards.

Continuing on, the advancement of technology doesn't relate to the amount of fieldable weapons. At most, today's infantryman carries two weapons: a rifle and a pistol. Some may carry between one and eight grenades, depending on the mission, and may even carry a knife or hatchet for personal engagements. In most cases, the only time a soldier will carry more than one weapon would be if he was a grenadier, in which case he would have a rifle-mounted grenade launcher as well as a rifle and pistol.

When referring to the capabilities of the Spartan, the reason he didn't carry more than two weapons in Halo: Combat Evolved is because he wasn't designed to. According to Lore, however, the Spartan's Mjolnir armor only had hard points for one or two extra weapons, not including grenades or other secondary weapons. As the games advanced, as well as the armor in later games, you are able to carry more weapons and even combat support systems. But I digress.
In all practicality, have you ever tried to lug around eight weapons and ammunition for each? I have. It's impractical and generally stupid. You end up carrying your primary weapon and secondary weapon and just enough ammo to use each one for a short period of time, then you have to carry another weapon and ammo for that one. Usually, this means you're carrying a different caliber of bullet that is most likely being held in a different magazine, or even in a linked belt. Some weapons aren't exactly user-friendly, requiring a crew of two people in some cases to manage ammunition and parts. Guns and ammunition aren't light, which would have an affect on movement. This is an important link in the trifecta that culminates in...

Level Design.
The environmental design specialists at Bungie had a very unique and important task: Build a completely new alien environment that has the ability to function in theoretical science and make it a fun, interesting, and easily navigable environment for the player to explore.

Pulling from Halopedia:
The Halo Array, Halos[1] (as they are referred to by the Covenant[2]), alternatively known as the Sacred Rings[3] by the Covenant, Fortress Worlds[4] by their creators, and Installations by the AI Monitors that run them, are seven massive ring-shaped installations constructed by the Forerunners throughout the galaxy over one hundred thousand years ago as a last resort when combating the parasite known as the Flood. When nothing else could be done, they activated the rings which killed all sentient life forms within three radii of the galactic center. Not only are they weapons of last resort, but the Halo installations are also research facilities, mainly for the study of the Flood.
Neither humans nor covenant designed and built the Halo rings. Aside from designing and building the Human and Covenant ships and environments, weapons, character models, and vehicles, the level designers also had to build these individual ring worlds where the vast majority of the story arc of the Halo universe centered.

From research, it's discovered that the rings are later rebuilt continuously by the Forerunner's AI that have been put in a perpetual auto pilot mode for the purposes of maintaining the Halo structures, containing the Flood, and building new rings when necessary. Consider that the original Ark and Rings were built by the Forerunners following a sort of formula that would be appealing to organics. Then figure in that after millennia of wear, the original rings were repaired and rebuilt so often that the AI created a more efficient way to design the rings and, over time, generated a copy-paste formula for building and maintaining Halo rings.

Now you're thinking with algorithms!

The current Halo rings can be seen as the result of the AI, not the Forerunners, designing them. This would explain the (hated?) misunderstood and generally (confusing?) mechanical appearance of the Library and other interior sections of the Halo rings. Out went the user-friendly organic designs with visual markings and organocentric design features we would all be familiar with, and in came the cloned hallways, walls, data ports, and maintenance corridors. Of course, the Caretakers would have made sure to include features that a Reclaimer would recognize, including the lovely upper terrain features.

Then, you have to realize that the Halo rings are weapons and inherently not designed to be pleasing to the eye. Would you put curtains, a la-z-boy and a coffee table inside an AK-47? Likely not.

From the standpoint of the level designers, vehicle, and weapon designers, there was a compromise that needed to be reached. There are about 18 different objects that the player could interact with (probably more) that had to be usable in each level (including weapons and vehicles). Each one had to be able to move through or be usable in each part of the game by the player or the AI. There would be no point in including certain weapons and vehicles if all the levels were either open fields or narrow hallways. Variety, as it comes to the Halo games, is taken up mainly by the exterior of the Halo rings.

Anyways, on to...

Multiplayer

Halo's multiplayer success is in its simplicity. Bungie discovered that you don't need all the mods and frills found in all of the other multiplayer modes for games at the time. Where console gaming was just experiencing its own renaissance, PC gaming had been around for years and had throngs of dedicated gamers devoting hours and hours of their time to modifying the games they played to "make them better".

The beauty in H:CE's multiplayer is that it was a simple set of maps and game modes that allowed a group of ten or so players to instantly drop in to a game and begin playing. No need for downloading mods, no massive change in frame rates caused by performance issues. Everyone had the same basic game and, by that, equal chances of performing well in each multiplayer round.
In your section of the review, it's obvious that you are a scalding PC gamer that's decided to nitpick what's decidedly a very basic game that started a phenomenon that has billowed into something very nearly a religion to many people. You don't like this.

A good multiplayer game doesn't need bots or background music or user-generated content to be playable. It needs functionality. The better a multiplayer segment performs, the better the gamer feels about playing it and then the game enthralls a larger and larger player base. I can nearly guarantee you, though, that the majority of the players that are playing Halo since H:CE played the single player first, then the Multiplayer. Multiplayer was never the selling point for any game until recently and Bungie knew that when they created H:CE. They pushed for story and playability and only after when the game become a massive success, did it also show that the online multiplayer community would benefit from greater levels of attention. Thus, the sequels and map packs.



Halo became a legacy game in which it actually did have influence on many other games later on. Numerous designers have said that they have referenced Halo: Combat Evolved when developing their games. It introduced new ways of thinking to the aspects of level design, AI creation, game physics, and environmental and story details. Games, especially first-person shooters, are becoming more like playable movies, where the player is the action hero and center of the story and the game progresses as if following a Hollywood style of scriptwriting.
 

SavingPrincess

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Chester41585 said:
Thanks for the lengthy reply, I think it's actually longer than the OP and it's obvious you're well versed in all things Halo and the game is very personal to you. That being said... just a few things:
You said:
The point of quake is to nail the bad guy with the most concentrated highest power level of fire and kill him quickly. Halo handles this differently. It requires you to engage a target with your full inventory.
No it does not... I only needed the pistol and occasionally a different random weapon between pistol ammo deposits. Promise.
You said:
I'm getting the feeling that the primary reason you thought the weapons were unbalanced was because you were using them wrong.
Nope... took pistol, aimed at bad guy's head, shot, they fell over... was that not how I supposed to use them? The sheer irony of your statement is that you're by in large, completely admitting that the game's weapon mechanic was broken.
You said:
Yes, the Magnum was broken and the sniper rifle is a little too accurate.
Why do people disagree with me by agreeing with me?
You said:
Lore explains this by citing that the Spartan's helmet targeting systems couple with the current weapon's on-board computer to provide the most accurate shot to the Spartan.
... except with the Assault Rifle? Did lore happen to explain the why the most advanced technology ever created made a spray-and-pray rifle with the accuracy of one of those guns you shoot with at the carnival to cut out the star? Was that part of the targeting system still in beta or something?
You said:
... it's extremely likely that "locking and loading" for Space Marines would have a very identical meaning to Marines today.
You honestly believe that in 500+ years, the military is going to use a standard pump action shotgun? They're using automatic shotguns NOW. This type of logic hurts the hell out of my brain...
You said:
Bungie had a very unique and important task: Build a completely new alien environment that has the ability to function in theoretical science and make it a fun, interesting, and easily navigable environment for the player to explore.
How is that task unique in the slightest? Isn't that the job of nearly every game designer ever? Are you calling the Library easily navigated? Isn't that why they put the little blueball guy in there?
You said:
The beauty in H:CE's multiplayer is that it was a simple set of maps and game modes that allowed a group of ten or so players to instantly drop in to a game and begin playing...
... and by ten, you mean... four right? Unless you were lucky enough to have more people in the same room and then an extra console and TV, with enough wires to reach both... then... eight? What?
You said:
... it's obvious that you are a scalding PC gamer that's decided to nitpick what's decidedly a very basic game that started a phenomenon that has billowed into something very nearly a religion to many people.
Dude, I got my first Nintendo when you were one year old, since then I've owned:
  • Super Nintendo
    GameBoy
    SEGA Genesis
    SEGA GameGear
    Nintendo 64
    GameBoy Advance
    Sony PlayStation
    SEGA DreamCast
    Sony PlayStation 2
    Sony PlayStation Portable
    Nintendo GameCube
    Microsoft Xbox
    Nintendo DS
    Nintendo DS Lite
    Microsoft Xbox 360
    Sony Playstation 3
    (No Wii yet sadly, this summer though)
All I did was take a game and judge it on it's merits... that's it. Settle down.

That being said... it sounds like my biggest problem in my lack of enjoyment for this game was that I didn't read up about it beforehand/afterward. You use the phrase "lore" in your rebuttal five times, and constantly tell me that because I didn't "understand" the game that I viewed it negatively. Why can't you accept (and others for that matter) that this game, in the pantheon of all that is videogaming, isn't really that great? You remind me of one of those Star Wars critics that cite the technical mechanics of a certain type of freighter from some faction of a planet and explain why it was more efficient than the second-generation transport ship from this other entity, and go on about why it would have made a better choice for some mission led by the rebellion in the seventh book in a series of novels...

To quote George Lucas, "It's a f*cking movie."

It was an okay shooter. Relax.

That being said... thanks for taking the time to reply... you are more thorough than most of your peers, I feel bad for you having to write all of that and have it not sway my initial opinion in the slightest.
 

Tryzon

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Furburt said:
I think we can all agree that Timesplitters 2 is one of the best console FPS's ever made.
Thanks for saving me some typing by summarising my feelings in a nutshell.

But on topic, I do see this review as being overly harsh. As a late adopter of Halo, I expected a good time, but was well aware that with something so popular comes exaggerated opinions. Halo 2 is among my favourite Xbox games, though I'm not calling it perfect by any means. It's just some very fun shooting with a plot that's at least a single rung higher up the ladder than most shooters, though nothing revolutionary. If Halo was an unknown IP, people wouldn't be so polarised about it.

What I dislike most about the whole Halo argument is when people take the "moral high ground" and dismiss the franchise as the gaming equivilent of popular culture; something bred to appease the masses with no appeal to anyone else. Obviously it's very mainstream, but a fun game is a fun game. People who get worked up about this should stop complaining and enjoy what is, at its core, a completely enjoyable thing.

It is by no means a TimeSplitters 2-beater, but such a thing does not exist, so how can we fault Halo for not being better than perfection?

Finally, an honest observation; I think having an entire series of reviews based around being contrary for the sake of it is just asking for trouble, noble though your intentions may have been. It's hard to deny deliberately shaking a hornet nest when you write a series apparently intended to annoy people.
 

dududf

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Soylent Bacon said:
This is biased garbage.
It's a review stating their opinions.

No shit it's biased, just like he'd be bias if he said Halo CE was god, or if it was average, or above average. when you write something like this you generally are going into it with a bias whether you intend to or not.
 

domble

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SavingPrincess said:
puts it into a McDonalds-like package that can be marketed to the would-be gamer crowd of people who are prone to buying into hype and propaganda.
Ah right, THAT'S why there's 5 pages of arguing.

Anyway, I actually rather liked Halo. It's not the best game ever, but there are worse ways to spend a tuesday. My first experiences of the FPS genre were Half Life: Counter Strike, Duke Nukem and Return to Castle Wolfenstein (the multiplayer on THAT was to die for, I really miss the times when people didn't have mics), I thought they were all a lot of fun.

Oh you didn't mention the story, characters and voice acting (I usually review films, these things always spring to mind for me lol), what did you think of those?
 

PhiMed

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Brotherofwill said:
Well I haven't played Halo: CE, so I can't really comment. One thing left to do is point out the benchmarks in your categories for me personally. It doesn't really make too much sense that you compare console shooters openly with PC shooters, but your analysis was still well written and amusing. As for movement: Faster isn't always better. While it's always fun to go fast, if a slow pace is well implemented it can help increase immersion. If said immersion was never achieved to begin with (like in your case of trying H:CE for example) then it probably just annoys you.

So here are the categories and my winners (note: Achievements are seen relative to when they came out and what level technology was at).


Movement:

1. Doom. Fast, accurate amazing.
2. Quake. Fast, a little confusing, but jumping is awesome.
3. Timesplitters 2: DIfferent characters have different speeds. Never feels like a chore.


Shooting:

1. Doom. Yes, you can't look up or down, but the way the levels are design and the quickness of your trigger button make up for that. It's a blast shooting shit.

2. Timesplitters 2. Amazing accuracy. Took everything from GoldenEye (limited, but usefull autoaim, good weapons for appropriate levels) and improved on it for dual-analogue stick control.

3. GoldenEye. While on today's standards the game is essentially broken, it was so good back then. Using an AK to shoot hordes of siberian guards has never felt so good, the auto aim was excellent for that time.


Weapons:

1. Timesplitters 2: Honestly go play that game. Weapons are appropriate for each time period and still compete when mixed with other periods. It's beautiful.
2. Serious Sam: Yes.
3. Doom: Chainsawing has never felt so good.

(Honourable mention to Painkiller)


Level Design :
1. GoldenEye: The toilet level was so accessible and beautifully designed it wins by default.
2. Timesplitters 2: Many time periods, endless levels. Smooth progression through story and endlessly fun in multiplayer.
3. Half Life: Still a benchmark of blending sprawling open worlds with tense corridors.


Multiplayer
(I had to split this up to console/PC cause there are just so many):

Console:

1. Timesplitters 2: Still the benchmark. Fun in abundance.
2. GoldenEye: Toilet level.
3. Turok 2: Braingun and the absolutely excellent "Catch a monkey" mode made this so much fun back in the day.

PC:
1. Team Fortress 2: Frantic fun.
2. L4D: Tense and thrilling. For all I have to critique the game, it still held up very well.
3. Quake: Jump, jump, 'Boom-Shaka-Laka!'
Ok, everyone. Please stop sucking off Goldeneye and Quake. I loved both of them when they came out, but they are both hopelessly broken by today's standards. Halo is average by today's standards, sure, but at least it's functional.
 

SavingPrincess

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domble said:
SavingPrincess said:
puts it into a McDonalds-like package that can be marketed to the would-be gamer crowd of people who are prone to buying into hype and propaganda.
Ah right, THAT'S why there's 5 pages of arguing.
I stand by that statement, and while there have been some extremely well thought-out responses, a good portion of them reinforce that statement. It's kind of like Star Wars and Star Trek; science fiction in general draws in rabid blind loyalty like nothing other, couple that with videogames and accessibility and you have a dangerous beast...

to quote someone else in discussion about the thread: "Dude, it's Halo, what did you expect."

The statement I made above echoes that sentiment.
domble said:
Anyway, I actually rather liked Halo. It's not the best game ever, but there are worse ways to spend a tuesday. My first experiences of the FPS genre were Half Life: Counter Strike, Duke Nukem and Return to Castle Wolfenstein (the multiplayer on THAT was to die for, I really miss the times when people didn't have mics), I thought they were all a lot of fun.
I agree... there are far worse games out there... Halo is not bad... I've said that on several occasions, but what it is not is a fantastic game.
domble said:
Oh you didn't mention the story, characters and voice acting (I usually review films, these things always spring to mind for me lol), what did you think of those?
Not bad overall, the little blueball guy was amusing for sure and the only thing that made that level playable. I ultimately decided to review the game based on its merits as a First-Person Shooter. So things like story, characters, voice acting, etc. etc. are not necessary for the experience of gameplay... if it were an RPG or "story-based" shooter (a la Deus Ex), you can bet that would be at the forefront of my review. While I personally feel that Halo does not hinge its success as a game on the story, I'm aware, as a few rebuttals have pointed out, that there was a lot of afterthought put into the "lore" of the game (I akin it much to Star Wars in that, create first, explain later mentality); but for a First-Person Shooter by design, it should not be necessary to indulge in the story as a whole in order to enjoy the experience as a whole.
 

domble

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SavingPrincess said:
Oh I dunno, I liked the mystery and intrigue the ringworld represented, I thought it was pretty cool. I thought the fact that it was a prison was a nice twist, although they did descend into that "it will destroy THE ENTIRE UNIVEEEERSE!" cliche that scifi so often does.

And don't get me started on the library level, I've yet to find any halo fan that can justify that level and keep a straight face lol
 

PhiMed

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SavingPrincess said:
Lord Krunk said:
and the mechanics it used to do so have been nicked and adapted ever since.
... yes, and I hate that personally. It'd be like all modern authors borrowing from Twilight instead of Dickens. So annoying.
I know you're attempting to be funny (HAHAHATWILIGHTSUXXORZZZ), but what a ridiculous analogy.

Not all games borrow from Halo, only some of those in this particular genre. Platformers, fighting games, driving games, beat-em-ups, RTS, RPG, etc. owe almost nothing to Halo when it comes to mechanics. Unless you refute this fact, this analogy compares a growing but still limited subset of games (FPSs) to the rather broad category of "written words". Unless you're aware of some adolescent female-focused genre fiction that Dickens wrote, I'm going to have to call Shenanigans. Being neither adolescent nor female, Twilight isn't for me, but considering the virtual absence of other examples from this genre, someone trying to write more of it would have to be insane not to at least take a peek at Twilight.

Now, a bit more on topic. I like Halo. I prefer Half Life 2, System Shock, even the original Resistance, but I found all four Halo FPSs to be enjoyable. Despite my lack of antipathy, I agree with a great deal of what you said, although you do make some poor arguments (I love the needler!). Your assertion that games aping Halo hurts console FPSs is well-met, in some cases. I personally feel that a desire to be more like Halo ruined the sequel to Resistance: Fall of Man.

While its certainly true that Halo is a flawed game, what I will be forever thankful for is this: Without the Halo series, there would probably never be an XBOX 360. Steps backwards in gameplay mechanics aside, I think it's likely that without the advent of this series, we'd probably still be waiting for a 1080p gaming console with easy online functionality. Granted, graphics and online multiplayer aren't everything, but I like the pretty shiny things on my big TV.

So from that perspective, if you really like the way Wii and PS2 (or a hypothetical, substantially less souped-up version of a PS3) look on an HD television, and you really like Sony and Nintendo's online strategies, then by all means, wish Halo out of existence.

As for the curiousity surrounding its popularity, when has what is popular ever been synonymous with what is good? Titanic? Avatar? Friends? Lady Gaga? Anything by Dan Brown or Stephen King (except for IT and The Stand... those were awesome)?