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Re: Rebetrayability | |
Posted By: uberfoop <atkinso2@seattleu.edu> | Date: 2/21/11 12:31 a.m. |
In Response To: Re: Rebetrayability (Narcogen) : True, which is why I actually didn't bring up weapon variety at all. I'd say : that variety in available vehicles has a lot more impact. While AI driving : is often unreliable and unpredictable, what we want in the desert island : scenario is replayability, and uncertainty certainly raises that. I'm not entirely sure I agree. I want dynamic and complex, not random. : The boarding function also adds a lot to the variety, because the player
It adds a little, but for me not much more than a very small finite amount. Given any particular vehicle controlled by an AI in Halo 3, and there are, I've found, a couple of specific and very formulaic ways to steal it. Hijacking doesn't really get all that interesting, IMO, until you get into multiplayer, where you get to psycologically mess with actual human beings. : Starting with Halo 3 you also have the easy access to skulls which further
Sure, but honor rules and skulls are both artificial and arbitrary. : The only thing you ever have to do against Flood in H1 is camp around a
In some cases this is somewhat true, but I've found that the flood often close so quickly that this isn't viable and you get crushed. In my experience, flood combat in Halo CE at its best is actually a very interesting sort of dance. At least, that's how I play The Library, and I've tended to die very little on recent playthroughs. //======= I suppose we'll just have to agree to disagree; what I do know is that, while The Ark and The Covenant got a whole lot of playthroughs from me, they've lost some of their luster, while the Halo CE greats still feel (well, almost) fresh as ever.
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