Re: The worst example is Floodgate posted by Narcogen at Fri, 01 Feb 2008 21:55:00
Re: The worst example is Floodgate posted by Narcogen at Fri, 01 Feb 2008 21:55:00
Re: The worst example is Floodgate posted by Narcogen at Fri, 01 Feb 2008 21:55:00
Like me, OldNick had some issues with the arcade concept of the "boss battle" coming to the Halo series. His latest blog entry, Building Better Bosses, examines the use of boss encounters in Halo 2 and Halo 3.
Awhile back I took a post about a Halo themed shoe and spun it into a theory about why Bungie and Microsoft might have parted so amicably: because while Bungie gets the freedom to expand into a studio large enough to do more than one project and not just Halo games, Microsoft gets to retain the Halo intellectual property to capitalize on any way they can.
Of course, it turned out the shoe wasn't official-- it was just a one-off by a fan.
Now the other shoe has dropped.
A tight, taut, trite, thought about the autoupdate, melee and some MLG visitors.
I'm returning to a fundamental theme of my first entry: the tension between the need (or desire) to tell a story in a particular way, and the need to keep the player involved and immersed - by maintaining the consistency and believability of the game-world. Once again I have specific Halo examples in mind - the boss-battles in Halo 2, and Halo 3. Obviously, this means Halo 3 Campaign spoilers, so stop reading here if this is a problem for you.
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Re: The worst example is Floodgate posted by Narcogen at Thu, 31 Jan 2008 23:07:00
It's the NFL's Bengals against Bungie this week in the first great sporting event of the New Year.
Sixteen player carnage in ranked form has arrived in Halo 3. Log in to matchmaking and hop into the Ranked Big Team Battle playlist to take it for a spin.
Re: The worst example is Floodgate posted by Narcogen at Thu, 31 Jan 2008 06:46:00
Re: The worst example is Floodgate posted by Narcogen at Thu, 31 Jan 2008 06:44:00
As This Is Our Land starts, the strings pick up what sounds like an entirely new melody, one that rolls back and forth like waves on a heavy sea. It's hard to tell whether the music creates this effect all by itself or whether it's bolstered by the visuals-- in this area of the game, the large open space where the first Scarab appears, one of the most prominent objects is a huge grounded ship-- presumably it was on a large lake that has since drained during the uncovering of the Forerunner artifact beneath the sand.
Those who enjoyed the piece that accompanied the Halo 3 Announcement Trailer-- Finish The Fight, offered as a separate download prior to the game's release-- will recognize This Is The Hour as essentially the same piece, with a shorter introduction. After all, we're no longer watching the Chief emerge slowly from the desert.
While this re-imagining of some of Halo's major themes is just as huge and as stirring as it was in that trailer, I can't help thinking if this is another time where Bungie painted itself into a cutscene corner, space-pickle style, that it had a hard time getting out of. Originally the object on Earth was supposed to be the Ark. It's uncovering was sure to be a key event in the game, as its interior would be opened up for you to explore. In the game, though, it's a cross between a McGuffin and a red herring-- it's just a door that leads somewhere else.
As you may have noticed, we've applied a fairly major update to the web site today. Read on for a list of some of the changes that matter to you.