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Re: Reach will have a great legacy. | |
Posted By: uberfoop <atkinso2@seattleu.edu> | Date: 9/4/11 6:18 p.m. |
In Response To: Re: Reach will have a great legacy. (General Vagueness) : I agree completely, and this a major part of why I like Exodus and New : Alexandria so much-- however unconnected with the story the tasks may be, : however trivial they may be compared to getting the Index or stopping : Truth, I at least feel like I'm accomplishing something. Is this because you're actually accomplishing some as compared to some other areas, though, or is it because the execution and internal pacing of those two levels is simply better than in the rest of Reach? I mean, heck, the guys you "save" in Exodus very well might die anyway, and NA has no actual concrete goal to it. I'm going to go ahead and assume that you consider TotS/LNoS to have been substantially less successful. Here's the thing about them: in terms of end result, what separates them from other, better middle acts of other media? It's extremely common for second acts to carry epicly and then end with the heroes realizing how screwed they are and how little they've accomplished. Case in point: Halo 1. SC/AotCR is probably the iconic sequence of iconicness of the Halo series, and it's easy to feel awesome while playing it, yet at the end of it you've accomplished almost nothing: the control room yields nothing beyond Cortana being able to inform you that you're totally froodlenutzskied. All she can do is tell you to stop the captain, but of course you don't get anywhere on time. What makes it more accomplishment-seeming-ish than TotS/LNoS, I think, isn't the ultimate result, but rather a combination of better gameplay and narrative pacing, and a lot more initial player investment due to Halo 1's first 3 (introductory) levels being fascinating and engaging. From another angle: in the greater scheme of things, you probably accomplish vastly more in Package/PoA than in Exodus/NA, yet you used Exodus/NA as your example.
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