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Non-Stop Action | |
Posted By: Narcogen <narcogen@rampancy.net> | Date: 1/16/07 11:02 p.m. |
In Response To: Re: Story and Gameplay Integration (Hikaru-119) : Actually I find plenty of these quiet moments in Halo. At least Halo 1 that : is. The levels Halo, Silent Cartographer, Two Betrayals, and Keyes have : several 'quiet' moments. Of course that all depends on what you call : quiet. Generally it's me just sitting back or taking my time to get to a : battle. Or even better. Sitting back and watching a battle until the : numbers are thinned down to a level that I am comfortable dealing with. I agree with all the above posts. It's the quiet moments that are not only enjoyable in themselves, but that give edge to the moments of action when they occur. To steal the famous quote, you can repeat 30 seconds of fun over and over again and it works, but sometimes it helps to throw in 30 seconds of quiet contemplation. I was wondering why I, like so many others, point to Halo 1 as a source of more of these moments. Partly it's because it has several such moments literally forced on you. 343GS is perhaps the best example. The "shafted" interstitial cutscene in SC, for instance, is another. Sometimes, though, the scenery itself inspires it, as in AotCR/TB. But Halo 2 has nice scenery, too. Plenty. So what is it about Halo 1 that produces more of these moments? I thought of one thing. The health bar. A low health bar inspires the need for stealth, the desire to take a breather (even though that won't help, in reality) and the desire to explore a bit before rushing on to the next encounter. Halo 2 doesn't have that. Once your shield recharges and you've armed up, there's nothing else that requires you to wait-- you rush on to the next encounter because you can. People are under the impression that "non-stop action" is exciting. It's not. When there's no stop to the action, action becomes meaningless. Pauses give action their meaning and impact.
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