orannis62 said:
But I am. Ok, I cite other examples, so it isn't totally unique, but the fact that it was a console FPS which worked well, in those days, was unique. Beyond that, it was the closest that console FPSs had, at that time, gotten to PC FPSs, which makes it unique even from the other examples. Do you want me to cite statistics? To my knowledge, there are none for this sort of thing. I'm just saying how I see it (incidentally, don't think I'm taking the "it's my opinion" cop-out, feel free to continue challenging me).
As I said above, if it had been a PC FPS first and foremost, it would not have been unique, but that's the heart of it: it wasn't a PC FPS, and the mere fact that a PC FPS could be called "average" by PC standards was quite unusual at the time.
But that's basically where Sacman's argument started, only you're giving it a positive spin. We all agree that it was a good FPS
for a console, but that's the problem. The main argument against Halo here is that it basically broke the FPS genre into two sub-genres, console and PC. As a console FPS it's a great, you say, but why not compare it to the others? Why lower the bar? The developers took advantage of this and aimed for the bar set by Halo (and still do) which, in effect, kept the whole genre down. It may have revolutionized console FPS gaming, but it affected PC FPS gaming as well.
So in very simple terms, it went sort of like this:
-- FPS games born and evolve up to point X (let's say X is the point where the first console FPS games were made.
-- Console FPS games are born and revolve slightly around X. Not too much better, not too much worse, but comparable at the time. For instance, Goldeneye came in 1997, where PC FPS games were Quake (1996), Quake II (1997), Half Life (1998), Unreal (1998). These are classic FPS titles which were each fighting for it's own small contributions, be it graphics (this is where they started becoming full 3D), setting/story, the way the story is presented (e.g., Half Life's unique contribution) and multiplayer focus. Had Goldeneye been a PC FPS, it would probably find the same kind of success it did on the N64.
-- Now we're nearing 2000 and we have things like Deus Ex (2000) experimenting with great story depth, plot twists all over the place, optional side-quests, choice of game-play style and an RPG leveling system welded on to the FPS recipe. Similarly, System Shock 2 (1999) had also done the FPS/RPG hybrid with it's own contributions such as the hacking mini-games and the extremely scary atmosphere. We have Soldier of Fortune (2000) experimenting with body dismemberment and precise hit detection, a gory direction, admittedly and one which was experimented on in Sin (1998), though Sin pretty much failed commercially mostly due to Half Life's success. Medal of Honor (1999) is released on the Playstation and started the whole WWII thing. We have Halo (2001) which brings in regenerating shields, two-weapon limit and fast action in a space marine setting.
Of all these in the last part, near 2000, Halo CE was undoubtedly the biggest commercial success, even though it was an XBOX exclusive at the time. I wont speculate on the reasons, though I can think of a few besides "it really was THAT good" (whether it was or wasn't, let's carry on with the effect it had). After the success of Halo CE, it seemed like all the work put into exploring other directions (the success of Half-Life's storytelling technique, the FPS/RPG hybrids, the branching storylines and freedom of game-play style) just disappeared under a thousand FPS games copying the Halo formula. This is where Sacman and I come to blame this game. Developers saw it and said "Why bother with a story worthy of a best-selling novel? Why bother with plot choices? Why bother with choice of stealth VS guns-blazing? We can just make a generic shooter with the Halo formula and cash in."... and they did.
Don't think I'm turning this into a PC vs Console war. You clearly stated that it was unique when seen solely as a console FPS while as a PC FPS it wouldn't be.