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: I don't have a problem with art design choices that can be explained away at
: least semi-rationally. New weapon designs can be chalked up to new models
: or variants of older weapons, for example. Also, I can excuse the
: Prometheans looking like humanoids or beasts as them being the Didact's
: own personal designs. Fictional supervillains do nonsensical and
: outlandish things all the time. But where I do draw the line are things
: like the shifts in the design of the Chief's armor or the Forward Unto
: Dawn. Those changes are severe breaks in visual continuity and serve to
: draw one out of the story. It's immersion-breaking. It'd be like the USS
: Enterprise suddenly changing in design from a Constitution-class ship to a
: Miranda-class ship in between Wrath of Khan and The Search for Spock but
: still being treated both in-universe and by the producers as the exact
: same vessel we saw in WoK. On the visual front at least, Star Trek and
: Star Wars are far more consistent than Halo.
: I also draw the line on flagrant disregard of story continuity. Minor plot
: holes are one thing, but then you have something like Halo: Reach
: intentionally discarding the entire last third of The Fall of Reach for no
: good reason. There are good retcons, there are bad retcons, and then there
: are instances of "they just didn't care." Halo's producers
: should try its best to make minimal use of the first but try to avoid the
: second and especially third at all costs.
Good post. Couldn't have said it better. :)