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: I posted part 1 of a new article series on my website today. I'm taking a
: look at the current state of Halo, and discussing what changes I feel
: should be made as the series moves forward. Part 1 focuses on the story of
: Halo 4 and what needs to be done differently in Halo 5. I'll have parts 2
: and 3 up within the next week or so.
: I'd love to know what everyone thinks. If you're interested, here's the
: article:
: http://cruellegaceyproductions.com/2013/07/16/if-i-was-making-halo-5-part-1-story/
Player empowerment: I want to speak to this, because I think you just scratched the surface of something that is terribly wrong about 343i's approach to making games.
In the vidoc you mentioned where 343i writers were talking about building up the Chief's character, they said that he'd never made a decision for himself. The assertion is patently wrong, and thoroughly hypocritical when you look at the storytelling in Halo 4.
The "Press X Not To Die" QTEs have gotten a lot (but not enough) flak, but there was something that was even worse in the first level. When you had to climb the elevator shaft, you were not only forced onto an ultralinear path, but the pacing was dictated to you. Basically, it was Simon Says, only with less thought required.
Then there was the missile launched from the Infinity. You could actually guide it around when you were viewing the video feed, but it's pointless. It doesn't affect anything.
I guess my point is, the rejection of player empowerment wasn't just in the story. It was reinforced by the gameplay in the most frustrating way possible.
Ugh.
If I was making Halo 5 - Part 1 [Story] | CruelLEGACEY | 7/16/13 12:45 pm |
Re: If I was making Halo 5 - Part 1 [Story] | crazybydefault | 7/16/13 5:03 pm |
Re: If I was making Halo 5 - Part 1 [Story] | CruelLEGACEY | 7/18/13 1:43 am |
Re: If I was making Halo 5 - Part 1 [Story] | Quirel | 7/23/13 1:28 am |