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Re: Floodgate revisited
Posted By: RocksliderDate: 5/29/11 1:38 p.m.

In Response To: Re: Floodgate revisited (scarab)


: Have you done a Reach review? (I didn't see one on your site) What do you
: think of the DMR? The new weapon sounds?

I haven't even bought Reach yet, so I'm somewhat out of the loop there. The advance publicity didn't really grab me and some aspects even put me off a bit, so I stayed focused on doing H1 movies and pics for my site. Got plenty more to do there, but I really should get Reach soon so I can talk about it. After all, I got the earlier four games - even if I did give Halo 2 back pretty quickly *hee hee*.

: I agree with your comments on Halo 3: on the lack of response to plasma
: bursts, Covies being too good at dodging grenades. The animation in the
: original was top class and I liked the way that the AI really sold the
: effects of the stickies, the way they would react to having one stuck to
: them, they knew that they were going to die and it stopped their attack in
: its tracks. There was more thought put into the game, the devs understood
: how to make the stickies feel special and how to make the NPCs feel alive.

: In Halo 3 and ODST the covies would hardly react when stuck. They would
: continue to charge you, or even initiate a charge once stuck. It made them
: more dangerous foes but it made the grenades feel less special. It was
: also more dangerous to use grenades so you tended to use them less often,
: almost to the point where you forget to use them. Reach hasn't helped by
: limiting you to 2 frags and 2 stickies.

: I hope that 343i has another look at this and plays the original game to see
: how it sold the stickies via NPC reactions. I think that the reactions are
: more important than the slight increase in difficulty that you gain from
: having them ignore being stuck.

My H3 review is going back a way, but enemy reactions certainly make a big difference for me. In H1 they added greatly to my enjoyment of the combat. Especially the comedy, if you like that sort of thing.

: In general, I'd like to see less carry-over of multiplayer necessitated
: decisions onto campaign. (For example: limiting the number of grenade s
: carried because of multiplayer complaints and the nerfing of vehicles,
: again, due to multiplayer complaints.)

As someone mainly interested in campaign, it's been a bit annoying how a lot of changes have I think been guided by multiplayer concerns, potentially at the expense of campaign enjoyment. Big topic! I wonder if anyone's ever tried to analyze all that.

PS: Please email me (rockslider at badcyborg.net). Want to get in touch.

Bad Cyborg



Message Index




Replies:

Floodgate revisitedRockslider 5/29/11 5:41 a.m.
     Re: Floodgate revisitedGeneral Vagueness 5/29/11 8:47 a.m.
           Re: Floodgate revisitedRockslider 5/29/11 9:10 a.m.
                 The 'gurgle brigade'? I like that description :D *NM*Moorpheusl9 5/29/11 9:30 a.m.
                 Re: Floodgate revisitedGeneral Vagueness 5/29/11 11:07 a.m.
                       Re: Floodgate revisitedINSANEdrive 5/29/11 11:39 a.m.
                             Re: Floodgate revisitedStephen L. (SoundEffect) 5/29/11 12:04 p.m.
     Re: Floodgate revisitedscarab 5/29/11 12:04 p.m.
           Re: Floodgate revisitedRockslider 5/29/11 1:38 p.m.
                 Re: Floodgate revisitedscarab 5/29/11 3:42 p.m.
           Re: Floodgate revisitedGeneral Vagueness 5/29/11 9:57 p.m.
                 Re: Floodgate revisitedThe Loot 5/29/11 10:07 p.m.
                 Re: Floodgate revisitedscarab 5/30/11 6:47 a.m.
                       Re: Floodgate revisitedGeneral Vagueness 5/30/11 10:41 a.m.
                             Re: Floodgate revisitedscarab 5/30/11 12:04 p.m.



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