- CRaiGNoBLe
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- Honorable Member
Posted by: NewbAmoeba
You want a serious Halo game? That was abandoned the day after the release of Halo CE. There are three major components to making a serious game, which might even top Halo CE provided the quality. In no order of any importance, read on.
1) Environment. Environments like The Ark or The Covenant in Halo 3 don't feel serious at all. They're large, open areas that feel like a personal play area. There's nothing serious about it. Shoot guns and blow up -blam!-, that's about all there is to it. A more grungy and gritty environment is the ultimate key to success. What about in Halo 1, traversing through the murky swamps with no one else to aid you. You're all alone, you're the hope of humanity, and there's blood splats on every wall. Your NAV arrow happens to follow them.
2) Dialogue. Although not as important as the other two in my opinion, dialogue should be kept to a minimum in any circumstance. Frequent dialogue detracts from the thoughtfulness that occurs when playing a serious mission. It makes the game feel more casual and friendly, as if someone is always there. If there is dialogue (which there should be, there can't be a total restriction of it) it should be low key and low tone. Spoken slowly and abruptly when possible. I can understand dialogue during a IWHBYD skull activation, but in a normal campaign mission dialogue should be kept where necessary and keep the player focused on the overall mission. Dialogue that doesn't pertain to the actual game should be tossed out and burned. Tones of voice should reflect the current mood and situation, and should set it, probably complemented by the environment.
3) Music. Probably my personal favorite of the three, music sets the mood for anything. I dislike this "march unto dawn" and "conquer the world" and maybe even "nuke the -blam!- out of every enemy" music. Don't try making serious music. Solution? Remake the music from Halo CE, and make it similar to that. Coin the music to where it fits the environment and sets the tone. Marines don't need to be talking when the music is quiet and building up. Dramatic music should appear in dramatic scenarios, and don't ever over do it. More than enough or over dramatic music only kills the moment. Use different types of sounds in moderation. Learn from the Halo CE OST.
Excel in these three categories, and you have yourself a mighty fine damn serious game.
I really like the general atmosphere you created through your post. I'd love Halo: Reach to be like that.