[HEADING=2]Just a general reminder. Keep things civil. If you don't respect each other to do so, then at least respect me.[/HEADING]
Yea. The story in Halo 3 was a big let down. They pretty much just had the basics for the people who only value gameplay, and then told the rest to go buy the books. Which I guess was the best approach for them as a company.Silent Lycoris said:Halo is all well and good, but to be honest, I mainly bought them for their multiplayer. (<3 LANs back in the day)
I think the story in all 3 was a little... Meh..?
Side note, I did find myself enjoying the story ODST.![]()
Agreed, the series as a whole had so much promice too...pimppeter2 said:Yea. The story in Halo 3 was a big let down. They pretty much just had the basics for the people who only value gameplay, and then told the rest to go buy the books. Which I guess was the best approach for them as a company.Silent Lycoris said:Halo is all well and good, but to be honest, I mainly bought them for their multiplayer. (<3 LANs back in the day)
I think the story in all 3 was a little... Meh..?
Side note, I did find myself enjoying the story ODST.![]()
Despite everyone calling the voice acting phenominal, I found it pretty meh. I didn't really care for the characters. I liked the setting itself more. It was creepy running around in the dark. I once ran into a group of hunters, It did not end well for me or my pants.
:sigh:Ururu117 said:Just working is sufficient for you?MR T3D said:sorry, i consider rationalizations as absolute values; |something|>nothing.Ururu117 said:Really? -1 is "something", where as 0 is "nothing". would you argue that -1 > 0?MR T3D said:but a rationalization nonetheless. i have no delusions that its bad, but at least its THERE.Ururu117 said:That is a pretty bad rationalization. Halo AI's also love to throw themselves at enemies, shoot in ways that can't possibly hit, etc etc. They are basically all retarded to a degree that no human being with a gun should be.MR T3D said:no, because we know humans are roughly equal, therefore there shouldn't be an imbalance in AI from friend to foe. if i were some sort of advisor for a hasty-trained force, then there's something to excuse friendly AI being worse than the hostile.Ururu117 said:So, wait, if in COD4, you were say....a lower ranking official, say a squad leader, suddenly everything would be fine, because your allies are SUPPOSED to suck?MR T3D said:-self-snip-
That is a horrid reasoning process I might add.
Marines and such are trained for a long time to do their job, and yet the ones we get can't drive vehicles worth a damn. How is that any better than the micromanaging that COD4 implies?
It isn't. The AI issues in both are unacceptable, and that rationalization is simply silly.
yeah, halo's AI suck at driving, but whatever, i like to drive anyway. and i'd rather there be a rationalization, albeit silly, over a wall-banger.![]()
something>nothing.
A bad rationalization is worse than none at all.
I enjoyed halo, it WORKS as far as i'm considered, challenge(s) are clearly presented to me, and i can try assorted things to complete them, while often in later CoD games i found myself in the predicament of trying to get enough of them dead long enough to sprint to magically stop them from respawning. often i'd get through with luck, and that cheapens the experience for me. I enjoy the former, not so much with the later, ergo, i enjoy halo.
Way to set the goals high.
Enjoy your Model T.
The problem with Halo is not that it doesn't work, but that it is a step backward from Half Life and System Shock, and indeed, its runty children that it spawns like zerglings are all lacking compared to, ironically, older titles.
Yea, I agree with that. I miss boss fights. It seems like games have become too cool for them.Pendragon9 said:snip
Speaking of things that games are abandoning.pimppeter2 said:Yea, I agree with that. I miss boss fights. It seems like games have become too cool for them.Pendragon9 said:snip
And the muffins!!!Silent Lycoris said:Speaking of things that games are abandoning.pimppeter2 said:Yea, I agree with that. I miss boss fights. It seems like games have become too cool for them.Pendragon9 said:snip
Bring back the damn health meters!!!!! >.>
their is a difference between being a human being higher ranked and being a super soldier. spartans were trained from birth to be war machines and also have masses of armour and shields. higher ranking officers however have none of this, but what they do have is that littl bit of extra skill and knowledge as to be the first to advance and the one in charge.So, wait, if in COD4, you were say....a lower ranking official, say a squad leader, suddenly everything would be fine, because your allies are SUPPOSED to suck?
That is a horrid reasoning process I might add.
Marines and such are trained for a long time to do their job, and yet the ones we get can't drive vehicles worth a damn. How is that any better than the micromanaging that COD4 implies?
It isn't. The AI issues in both are unacceptable, and that rationalization is simply silly.
So CoD4 is harder? I don't mean that in the sense that since you're having a go at CoD4 you must suck at it, but in the sense that since Halo's mobs are in pre-determined areas, you know what to expect, when to expect it, and where to expect it. CoD4 is a little different because each play-through you might be forced to go a slightly different direction and encounter enemies from your flank (for example). It has that sense of randomness about it. Of which I personally have no problem with.pimppeter2 said:As those of you who are familiar with my writing will know, I love Halo, and I have tried numerous times to explain what makes it such a great game. I have also spent some time highlighting the crippling design faults in other very popular games [http://www.escapistmagazine.com/forums/read/326.161187], which prevent me from enjoying them. The more I think about it though, the more Halo seems to share many of these design peculiarities, and so I ask my self, why am I never bothered by them in Halo.
If I start a campaign level in Call of Duty 4 (This applies to most, but not all of them), I immediately feel annoyed that the game has thrown my into a situation which doesn?t seem to make sense to me. I don?t know what my goals are, and I don?t know what parameters to expect things to go by. Let me explain. As far the goals are concerned, since it?s a pretty standard FPS, I expect my goal to have something to do with killing the enemies shooting at me, but there are a number of possibilities within that. Am I supposed to kill them all, assuming there are a finite number of them? Or are they respawning, in which case, how am I supposed to stop them respawning? This second question is where the problem of the games parameters is introduced. Supposing one parameter is clear: that enemies will always respawn, until you do x to stop them (in reality, the game offers no such consistency, but let?s supposes for now that it did). Firstly, how do I stop them? Often there is an invisible boundary which, when crossed by the player, triggers the enemies to stop spawning.
It goes without saying, that this is a very unrealistic and unintuitive phenomenon. We can guess that it is designed to force the play to approximate a familiar battle scenario where one side has to constantly push up for one reason or another, rather than simply sitting back and picking off all of the enemies until the path is clear. Without delving into the limitations of this system, let?s except that this could potentially lead to some fairly interesting gameplay scenarios.
The important thing here is that it is very much a computer game device, and for it to achieve the effect I imagine it desires, the system around it must be crafted with that in mind. This means you can?t just craft the rest of the game to communicate to the player based on the game world acting like the real world, when you have this core which is so unlike the real world. When such a device as respawning enemies is introduced, I expect videogame parameters along side it. If a game says, push forward against respawning enemies to push their spawn points back, I say, ?fine, but what are the parameters. Can I get blown up at any moment by artillery from a few miles away which I could do nothing to avoid, as in real life? Surely not.? And indeed the game says, ?No, of course not, rest assured that as you are pushing up, employing good tactics, running from cover to cover, you will not be randomly blown up through no fault of your own.?
?Ok good?, I say, ?now what can I expect of these invisible barriers? If barrier x stops enemies spawning from spawn point X, then surely barrier x must come a Suitable distance before spawn point X, such that I, the player, can get to it knowing that I am not running right into the incoming waves of enemies. I?m not saying that such a game would be bad, that?s a different matter, but for me to make informed decisions on how to play, I must know that one or another sort of parameter exists on this subject?? Alas, dear reader, I?m afraid that no such parameter exists in Call of Duty 4. Often the spawn points on the enemies front will be pushed back when you get within, say, 10 meters of them, but sometimes you can get within a couple of meters of the room from which they are conspicuously waltzing. How can the player make an informed decision now on what strategies to employ when they don?t know what parameters they are dealing with?
?Ok?, I say, ?despite this major blunder, the majority of the game may still be playable. At least you were apt enough not to throw in random artillery strikes. Now what other parameters can I expect to shape my strategies around? Can I expect to have always 1 clear enemy front to attack? Or if there are to be more, can I expect them to be clearly stated? Surely if the game revolves around me pushing up against enemy spawn points, then I must know roughly where these points are that I am to push against??
?No?, says the game, ?Spawn points may pop up at any time from any position. Poor player, you might as well do away with any hope of strategy, for while you may think you are doing the right thing to deal with the enemy in front of you, this may turn out to have the adverse effect when enemies start spawning from your left and your right.
?What am I to do then?? I ask. ?Am I to push against each one of these spawn points one after the other? How can I even plan this when I don?t know where the respective invisible boundaries are for each, nor whether you might decide to throw in another spawn point at any time.?
Don?t get me wrong, reader; I am not particularly complaining that I find the game difficult; rather I tend to push through it rather quickly. This, however, is not down to my skill (aside from the moment to moment skill of aiming accurately and ducking out of fire when a few shots come my way). On the contrary, I feel I am just clumsily stumbling towards victory with a few deaths on the way, without any real understanding of why. This is because the game rarely gives me the information I need on which to base effective strategies.
Of course the reality is much worse still, because not even the premise of pushing up against spawn points is consistent. Sometimes, believe it or not, the enemies do not respawn, but the player is given no indication as to when. Once again, he cannot know what strategies to employ: should he push up, assuming the enemy is respawning, or stand back and pick them off, assuming there is a finite supply?
Now let us look at Halo. Obviously there is no spawning in Halo, most enemies exist in the level from the beginning, and those who make their entrance in dropships, from pipes and such, come in a limited supply, so every one that the play kills, is one less they have to worry about. If we look more closely however, we might think that similar problems of a lack of information might exist. If you enter one of Halo?s many large battle scenarios for the first time, you don?t know where the snipers are, you don?t know where all of the pockets of ground troops are, or which are going to jump into vehicles, you don?t know where the reinforcements are going to come from until you see the drop ship approaching, which may be too late. Say, for example, that you are in one of these battles, and you find yourself near a building with your shield almost down and some elites firing their plasma rifles in your general direction. Do you go into the building? You don?t know, is the answer. You don?t know whether or not there are a couple of grunts waiting to finish you off the moment you step in. So there you have a lack of information resulting in the player not being able to make an informed decision. So why do I restart with nothing but glee after being finished off by the grenade which happened to rebound off the explosion of another from a good 20 yards off, which flew, unexpectedly, into the doorway just as I entered?
When that happens, instead of being frustrated at dying, perhaps without even making a mistake, I am simply grateful for the rock solid laws which govern the Halo universe, and appreciative of the scenarios which develop naturally from them. Here we have a scenario which is perfectly understandable by the player: ?you are in a battle, contained in this single open space, where most objects are governed by a certain consistent set of physics. You are up against a finite number of enemies, you do not know where all of them are, or what they are going to do, since all of them are governed by dynamic AI, but use your wits soldier, to kill them all, before restocking and advancing to the next arena.?
But what?s so different in COD4? Could we not equally say, ?You are in a battle, contained in this single open space, where most objects are governed by a certain consistent set of physics. Spawn points will pop up in various locations and it is your job to get near enough to the spawn points for them to deactivate. Once you have deactivated all of the spawn points, you may advance to the next battle. No, the enemy AI is not very dynamic, but you can deal with them nevertheless.?? Indeed, I see why not, and when I imagine such a game, it seems like quite an enticing proposition, if in need of a little adjustment. So why can?t I stand COD4?s single player mode? Perhaps I have been underestimating the impact of the narrative and style of both of these games. Undoubtedly, Halo has terrific core mechanics, which allow for far more depth and mastery then those in COD4. Also, there is undoubtedly room for improvement in the structure I identified earlier, with the spawn points randomly popping up, and the invisible boundaries placed with no consistency. But I don?t think that these are what make me put the game down in disgust after every short play session. I fancy it may be the narrative which makes me refuse to engage with the gameworld. It is made very clear that you are simply one soldier in a unit, and not a high up one at that. Also just from our general impression of the sas from TV and what not, we have an idea of a very tight, coordinated team, who know exactly what they?re doing and why they?re doing it (I don?t mean in terms of the politics). So when I?m dropped into a battle with a load of superiors who seem to know what they?re doing, I do not expect to be left to my own devices in leading them against randomly occurring spawn points. When we?re fighting through the streets in Iraq, and we?re being shot at from the 1st floor of an overlooking building, I do not expect to go alone, and of my own appointment, into the building full of enemies, and take them all out as they spawn from the bloody bathroom. When I?m a genetically improved super soldier named Mastercheif, however, I do.
As I?m writing, though, I don?t believe it, that something seemingly so trivial could have such an impact on the game. What do you think?
Please keep on the topic that I have presented. I don't want to hear the average Halo hating comments. Please read this and adjust your views (hating or loveing the game) to the discussion I have brought. If it is too long for you to read, just skip to the last paragraph, or not at all.
-Thanks, Pimppeter2
If you want to rip on someone else's grammar and spelling, make sure your own grammar and spelling is up to par. Makes you look like a hypocrite.D_987 said:If I'm writing an OP I'll give a shit about the spelling and grammar, if not, I won't - simple really.
This is the example that stands out in my mind. The rest of the game is pretty much the same as I recall. I'd keep listing examples, but you'd probably just keep responding with comments along the lines of "that's an exception that proves the rule," like you just did.And this has to do with....what exactly? Nothing. The main point still stands, the fact you can point to one example to the contrary means nothing when my point is correct for the majority of the game, besides - the core mechanics of CoD and Halo are so different that trying to replicate the Halo in CoD wouldn't work.
Yes. They. Do. They will keep respawning in their specific respawn points (the bus, the building on the right, the corridor that you need to take to get to the broadcast room, the barn) until you cross that invisible barrier.Not true, the enemies may spawn in vague areas but they do not spawn in the exact same spot every time.
If I had to repeat a specific section ten fucking times over, the last thing I want to see after a successful finish is my mission failing because that's how the story is supposed to advance. Nothing changes aside from this super special specific perspective that you supposedly "need" to see to get that impact. It wouldn't have been too much of a loss to, say, see it from a different perspective. See the nuke go off anyway from your death location.Good for you, I see nothing wrong with it, because it's part of the story - if the character had died before the explosion would it have made the same impact on the player - not seeing the explosion? No.
Unrealistic action. Yeah. Like enemies having guns that have way more accuracy than your own, but only if you step off the beaten path. Unrealistic like being able to shoot down the entire population of the planet and still not make any progress due to the endless respawn. Unrealistic like my "veteran" squadmates being complete dipshits, running into my bullets and causing me to fail because "friendly fire will not be tolerated," even if it was their fault. Unrealistic like said idiot squadmates suddenly gaining 100% accuracy because I crossed the respawn line and the "mop up" script triggers.But the Call of Duty games are not like that - the gameplay isn't built around hiding in a corner sniping, it's about unrealistic action - you can use the sniper to pick people off and advance, as the enemies will spawn in different places, but the game would be far to easy if your method was used (hell, look how easy Modern Warfare 2 on veteran was - the easiest game in the CoD series by a long way)
If that's the case, it may as well force me to only use the guns I start with, using the same ID tag reasoning that Metal Gear Solid 2 did, because the game already seems to go out of your way to make sure that any guns you pick up will likely be inferior for the situation, compared to what you start with. If I find a sniper rifle on the ground, my first instinct is to snipe. Not go around charging into people's faces and attempting to headshot at point blank. CoD4 had a tendency to try to force me to do the latter.Which seems to be the feeling the game is meant to be giving you...the claustrophobic areas and spawning system wanted you to feel confined.
Considering everything you said is pretty much "You're wrong, and you're missing the point," all I really can do is reiterate my points over and over, re-wording it until you get it. Since that'll never happen, it's pointless to keep debating. My last statement of my opinion not being changed still stands.Nice, so at the beginning your all "Here we go... Time to pick apart an entire argument, again." but you don't want me to argue back against your flawed points? Nice, real classy - next time don't bother quoting me at all if you don't want a reply - what kind of attitude is that to take in a debate thread?
This thread is a giant wall o text thread. In case you didn't notice the giant walls of text. And well I guess its opinion, but I don't think the battles are more personal, I think IW just builds better character than Bungie. Therefor making it harsher when they possibly die or get into a jam. battles to me just seem more epic because of the amount of enemies and friendlies. And I'm talking about friendlies that can actually kill an enemy. I've only really seen UNSC marines finish off a grunt I melee'd and forgot about.awsome117 said:Giant Wall-o-text alert!Undead Warfare said:You probably say that cause hes agreeing with you. When it comes down to it, Halos campaign is boring. Replay value? None except for finding skulls for achievements. Cause once you do a battle once, you're going to know where they're going to spawn, how many there are and what weapons you'll need. It also feels really less epic than CoD4 or MW2. And I know epciness (lol) can only get a game so far, cause once you see the epic part the first time, it loses its epicness the second time you see it. But I found myself going back and beating MW2 and CoD4 a lot more times than Halo 3. With Halo it was for the story the first time through, then achievements the second time. Also maybe it was just me, but Bungie is particularly terrible at character development. I played all 3 Halos and ODST and by the end of all games, I couldn't care less about which character died or which one lived. Both storyline were kinda weak, but MW2 made it feel more personal, if not less realistic. But we don't escape reality only to be brought back into reality. if you want the most realistic shooter out there, join the damned army. Reality is good, but don't overdue it. CoD4 was good at balancing the two, with more on the realistic side. MW2 created an alternate universe which was filled with cinematic events, pretty good storyline for a modern war game, and characters that were well developed (but less developed than in CoD4). Also with the dumb-shit marines, it dumbed down Halo 3 and made it feel like a one man army kind of game, even if you were surrounded by 50 soldiers. I mean by God the only time they were good was in turrets (arguable) and when given rockets and put in the passenger seat of a warthog. CoDs infantry isn't as stupid and useless as you make them think. They take out a lot of enemies actually, and i'd LOVE for you to show me some marines take out a Hunter. Or and damned Elite or Brute for that matter. Halos multiplayer is fun too, but the amount of things you can do is much more appealing than vehicles to me. And no MW2 is no a tactical shooter, but none really are.
Anyway, from what I've gathered, you've said CoD 4 has more epic battles and is more personal. I would like to say that is false, but I am unsure if that is actually what you said...
I always liked the first game better, second one is awesome it's just so segmented to where I lost the overall feel of the game, and the first one flowed better.Furburt said:Half Life 2 is the better game though, so if you can only buy one, make it HL2.