Frequently Asked Forum Questions | ||||
Search Older Posts on This Forum: Posts on Current Forum | Archived Posts | ||||
Exactly (re: invisible walls) | |
Posted By: Interactive Civilian <mamoru@gmail.com> | Date: 5/7/05 9:43 a.m. |
In Response To: Re: The Technical Superiority of the Halo series (El Sjaako) : And the increase in invisible walls in halo 2 has
I haven't played any multi-player Halo yet (well...not really...a couple of two player games against my roommate. No XBL here :( ). My only real complaints about the single player scenario are the invisible walls and the overly large number if instant death zones. Halo 1 did a fantastic job of using terrain features (cliffs, being on an island) to make it feel like you are actually in a really large space while still being limited to where you can go. It made exploration a LOT of fun and certainly enhanced the replay value of the game. The invisible walls and instant death zones in Halo 2 really throw a wrench into all of that. For example on Delta Halo/Regret, there are a lot of places that you should be able to grenade jump to (with the help of sputnik), but you are inexplicably held back by invisible walls. As you enter the library area on Quarantine zone, for the most part you can't get off the ferry-ride because almost all surfaces will instantly kill you even though some are easily accessable with a grenade jump. And perhaps the most frustrating were the invisible walls on the final level. Here you have a banshee and you can't even fly a full loop around the control room or over the tops of cliffs that are clearly visible. I understand the need to keep the player on course so as not to break the plot of the game, but IMHO Halo 1 did a much more subtle and believable job of it. However, I still love the games and they continue to be the only games I own for my XBox. :D |
|
Replies: |
The HBO Forum Archive is maintained with WebBBS 4.33. |