![]() |
![]() |
![]() |
||
![]() |
||||
![]() |
||||
![]() |
||||
Frequently Asked Forum Questions | ![]() |
|||
![]() |
||||
![]() |
![]() |
|||
![]() | ||||
![]() | ||||
![]() | ||||
Search Older Posts on This Forum: Posts on Current Forum | Archived Posts | ||||
![]() | ||||
![]() | ||||
![]() |
Re: weekly update HOT SEAT Q&A | |
Posted By: DHalo <dhalo117@yahoo.com> | Date: 7/8/10 12:08 p.m. |
In Response To: Re: weekly update HOT SEAT Q&A (DHalo) Another question: Halo 1, while it did jump around from location to location basically each level, the levels were long enough that you felt a sense of traveling across a large location during gameplay. Halo 2 was shorter, but had levels that were joined together to give a sense of traveling through a space rather than hiding the scope of the location behind loading screens. Halo 3, for me, lost sight of that, save for "The Covenant" and "The Ark." Those two levels are prime examples of how the Halo games demonstrate a location's scope. So, my question is, how is Reach in terms of demonstrating scope/location linearity.?
|
|
Replies: |
The HBO Forum Archive is maintained with WebBBS 4.33. |