Eldritch Warlord said:
Well, the game takes place mostly in Mbaraki district. Which contained among other things NMPD Headquarters, ONI's castle-like Alpha Site, the space tether, and skyscrapers housing offices for the Jotun and Traxus corporations. Not really a place people lived but a place people worked. Maybe it all looked so shiny and futuristic because it was built in the future? It really just seems like you're groping for things to complain about because I remember one time when I was walking away from the round-about in front of Uplift Nature Reserve (where you find the Drone Optics clue) "This really looks like a place people inhabited".
I appreciate you taking the time to actually read what I wrote and offer some counter-examples. All I can say is I never did feel the same. The one moment I remember seeing something and having a "wow this is a truly different part of the city" moment was when you saw the collapsed bridge with a huge towering inferno behind it ... that was a great visual moment. But for the rest of the city, it all felt disappointingly familiar to me. I have a pretty good sense of direction and tend to be able to spot landmarks even in virtual worlds, like GTA and Crackdown and Fallout, but nothing in ODST was memorable in that way. Personally, I find that we're saying "well, ODST took place in the business district" a very unsatisfying compromise/excuse.
There's nothing wrong with consistency, did you really expect the buildings in an industrial port city to be glorious works of art that really showcase our improved polygon count? Plus the Mombasa Streets level is pretty damn big, that takes up RAM too you know.
Again, ODST did nothing I haven't seen done better in other open-world games. If GTA can find the RAM to give me a nice big city that feels alive, why can't Bungie? And the consistency I was lamenting was that they couldn't produce a more believeable city, a more "real" place, even after a jump to a new generation's technology. The open worlds of Halo 3 looked better than a lot of the open worlds of Halo 2 ... why is Earth and a realistic human city so hard to do? I find the idea of wanting to be consistent to be, again, not good enough.
I sort of agree with the second sentence, and fourth. But most people (such as myself) are just going to play Firefight with friends anyway and don't really want to bother with random people online because the occasional griefers will be so much worse in this highly co-operative game mode. Plus matchmaking isn't exactly a part of Halo 3's campaign structure (which Firefight is a part of), I'm no software engineer (yet) but it could be a daunting task to reconfigure the campaign code for matchmaking. Not something that can be done by a team of around twenty in a year.
I just don't buy that Matchmaking would be all that hard to do. The Halo 3 online system has it, and Bungie practically pioneered it. Gears of War has it for Deathmatch AND Hoard. Left 4 Dead has it, and Valve had to balance schedules for the PC version as well. I just don't buy it being technical limitations, especially from Bungie, a former MS first party who works very closely with MS to make things happen. The fact that no Matchmaking works fine for you and your friends is little comfort, because I was very much looking forward to being able to hop into a full Firefight mode at any time; as it stands, no one on my friend's list plays it, and Bungie's lack of Matchmaking is making it so the feature I was most excited to play in ODST is virtually inaccesbile.