Meyeselph is working on compiling an easily accessible guide to Halo 3's weapons, with an eye on how to maximize the effective use of each. The first weapon so examined is Halo 3's venerable Assault Rifle. Visually evocative of the Colonial Marines' pulse rifle from Aliens, maligned as an inaccurate bullet hose in Halo 1, missing from Halo 2 in favor of the even more maligned dual-wielding bullet hose, the SMG, the Assault Rifle makes a triumphant return in Halo 3.
Part Three of Ferrex's trilogy on Forge is up at Bungie.net: Advanced Forge Editing. It covers how to edit objects in ways specific to creating certain goal-oriented gametypes, instead of just piles of fusion cores.
Not that there's anything wrong with that.
What this article does talk about a lot is spawning: spawn points and spawn zones. If you've always been interested in how Halo chooses to spawn you where it does, this article is a treasure trove.
1Up's Halo 3 coverage continues; this time, the Retronauts Blog is traveling further back in time to the colony ship Marathon. There's also an indication from Bruce "Hippieman" Morrison from Freeverse in the comments to that entry to the effect that if there's enough interest, that Marathon Infinity and even the original Marathon can also be brought to Xbox Live, just like Marathon: Durandal has been.
In French, the phrase "syndrome de la page blanche", or white page syndrome, is intended as an expression of writer's block; the inability to begin a project faced with an empty page.
Myself, I always viewed it as an expression of the usefulness of limitations, boundaries, and direction: one of the reasons why so many works are derivatives and combinations is because it is easier to start with what you know and then change it than trying to tilt at the windmill of creating something truly unique. When faced with a boundary or limitation, you are teased into approaching it and testing its strength. If one was truly free to do or say truly anything without limit, it seems likely one would find nothing to say.
It is this thought that runs through my head while playing Freeverse's Xbox Live Arcade conversion of Marathon: Durandal. One is given to wonder if there is any value in such an object beyond nostalgia; a chance for those who played the game a decade ago to relive that experience. For some, a chance to recapture youth, or a chance to remember good times.
However, it is a good deal more than that; and comparing it to other games in the genre that make better use of the modern hardware in today's console provides an object lesson on the usefulness of limitations and boundaries.
Some of us senior citizens are having a blast now that Marathon: Durandal is out for Xbox Live Arcade. I'll post later in greater length about how this adaptation is simultaneously absolutely faithful to the original while still timely and fun, and how its design teaches lessons still relevant a decade after its release.
However, many Halo fans have never played Marathon. Many may not have heard of it until now. Some, as ridiculous as this sounds, were not even born when it was released. Is Marathon still for them?
It sure is. But before playing, it's best just to do some fair warnings about some quirks in Marathon's design that might frustrate a player whose only exposure to Bungie so far is the Halo series.