Re: My bet is H2 anniversary...
: A specific example of this I can recall playing recently was in the level
: before Composer in Halo 4 (sorry, I can't remember the name - the one with
: the Pelican). There's an area inside one of the towers with two moving
: gondolas. When I first explored that area, I had a really hard time
: figuring out the layout, where I could safely walk, how close or far
: things were, what the intended route was. There was so much detail and
: crazy shapes that it lost all form for me. Of course, after playing
: through it I was able to figure it out, but it was still hard to look at
: and appreciate. You really had to move around a lot to figure out the
: dimensions.
You're thinking of Shutdown. I didn't have any significant trouble with those areas. It wasn't that obvious how I was supposed to get where I was going, but I thought that was on purpose, and it was more a mild challenge and a little motivation to explore than it was annoying.