Apologies for bringing up an old post, I just discovered the quotations personal message feature
Joeshie said:
Gazok said:
Vehicles: Halo was the first game to seamlessly switch from free range roaming on foot to free range roaming in a vehicle. The vehicle controls remain some of the best in an FPS game, where most games tend to give vehicles a backseat.
Done before, it was called Starsiege: Tribes [http://en.wikipedia.org/wiki/Starsiege_Tribes].
Key word in my post: "seamlessly". Like I said, most games tend to give vehicles a backseat. It sounds like Starsiege did as well. Part of my comment was that the controls hardly changed at all, making you feel equally at home on foot, wheel or propulsion jet; you didn't need instructions to steer the Warthog for the first time, the transition was so flawless.
Additionally, the strict coherence to aesthetic design within each faction - whilst giving each one something that sets it apart visually - though impossible to call innovative or new, is something carried out superbly.
Joeshie said:
Gazok said:
Weapons: Halo was the first game (or near as might as been) to limit you to only two weapons at a time. Combining this with the remarkably wide range of inventive, carefully balanced weapons, each with its own feel, made weapon choice part of the strategy.
Limitations in weaponry was not new to Halo. I know that Deus Ex limited the amount of weaponry you could carry by adding in an inventory system. Halo did it in a different way, but limitations to weaponry certainly wasn't new to Halo. Likewise, the weapons in Halo were not balanced. Any game where a pistol is better at long range killing than the sniper rifle is
not balanced.
Okay, I'll clarify: most FPSes before Halo would have somewhere between 2 and 10 weapons, and you would be able to hold all of them at once. Inventory systems typically do not work in FPSes, being reserved more for roleplaying games. Would I be wrong in assuming you could
carry more than two weapons without having them equiped? Halo was one of/the first game to limit you to two weapons without a flow-breaking inventory, switchable at the tap of a buttom. They're very different things. As for Halo's weapon balance: I would call that balanced. In most games, the pistol will only be used if you have no other weapon, and will only be used to any
effect in the earlier levels. Halo gave you a pistol that, maybe not being your first choice, would not be completely useless at any stage. Admittedly it was overpowered in multiplayer, but in the sequels, putting emphasis on multiplayer it was toned down. It is not better at long range shooting than a sniper, as the sniper has a longer zoom, better accuracy and a possible four shots in under two seconds. The weapons may not conform to what we expect of their classes, but they
were well balanced, and they were definitely unique - even enjoyable in themselves.
However, I would like to give special mention to Bayou Billy as the most innovative game of any type to move from foot to vehicle... Jokes.
Joeshie said:
Gazok said:
Storyline: Although the first course was a little small (although certainly confidently executed), the second and third games delivered a depth of storyline that very few games, let alone FPSes, have equalled.
Deus Ex had a far more intricate and superior storyline to the Halo series.
Dues Ex was partly a role playing game. It would have been trashed without a storyline.
Part of Halo's Storyline Oddity is that there had previously been very little emphasis or even request for a storyline in an FPS. Also, having read an overview of Deus Ex's storyline, it seems extremely predictable and monotonous to me. As if when making it, they just cut-and-pasted from any other Dystopian Future. I know the same can be said of Halo's space-marine malarky, but as I said, Deux Ex is a game that was making its storyline a main feature. For a proper RPG storyline, there are much better alternatives (see Baldur's Gate).
I can't believe that in my previous post I left out Halo's pièce de résistance: the AI. I'm sure you can find me a game before Halo where the enemies did more than mindlessly throw themselves at you, but can you think of a game where there were: clear command structures between enemy units, banter between both enemies and friends, combat chatter? I could go on and on into the complexities of Halo's AI and the unique relationships between different units, but it would be faster to just give a quick example.
You and some marines run around a corner on The Pillar of Autumn, and find some Grunts, a Jackal and an Elite. The Grunts shout "Enemies!" and start firing, emboldened by the Elite commander nearby. The Jackals shield themselves. The Elite runs to the back of the group and also starts firing. The marines get behind cover and start firing at everything, while you run in. The elite roars at you, until you beat his brains out with your gun. The grunts shout "Demon!" and run off, scared. The marines help finish off the Jackals, and whilst you collect ammo one marine tells you to leave some for him, next time.
... Also, game music.
Also, two more key Halo "innovations" that frequently are brought up; dedicated melee button could be found as far back as Duke Nukem 3D and dedicated grenade button could be found as far back as Team Fortress.
Hooray, two games I
have played
