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Subject: Reach: a more Serious Tone?

Nope.

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.

  • 07.27.2009 7:23 PM PDT

If reach is still about the spartan squad stationed there, then hopfully it will be darker, Reach is the reason that chief rarely speaks, he saw many of his best friends die before his eyes.

The thing that made Halo CE feel dark and ominous was Jenkins' video, and him screaming about the flood, unless halo reach introduces a new type of unknown enemy they'll never be able to capture that feel

[Edited on 07.27.2009 7:41 PM PDT]

  • 07.27.2009 7:31 PM PDT

Are you still there?

@ Spartan 104.

I think that a more serious or dramatic tone would be nice for a change. Halo 2 and 3 felt kind of cartoony compared to the incredibly atmospheric and immersive campaign of Halo: Combat Evolved. It'd be nice to see that type of feeling return with current-gen graphic technology.

  • 07.27.2009 7:34 PM PDT

Some of the things you guys want in detail costs alot of programming and time which would end up postponing the realease even longer. And bungie is trying to reach younger audiences by the game less gory.

And about watching his friends die, MC only saw like 5 spartans die. Most of them died while he was on Halo. And the reason it seems like he doesnt talk that much is becasue he only talks in the short cut scenes and remeber, he's a trained super spartan soldier who has mastered the art of killing. He has no reason you taunt and brag like the marines do.

  • 07.27.2009 7:38 PM PDT
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I will like to see buildings crawling all over the place a lot of dead people on the street civilians marines grunts etc all dead seeing ships batteling in air misiles launching from the ground to the air etc

  • 07.27.2009 7:41 PM PDT

Posted by: Guitarist 131
I will like to see buildings crawling all over the place a lot of dead people on the street civilians marines grunts etc all dead seeing ships batteling in air misiles launching from the ground to the air etc

they're not gonna have that many dead people, especially not civillians. Having dead civillians is what makes games and movies more rated. But the air battles and anti air are a good idea

[Edited on 07.27.2009 7:43 PM PDT]

  • 07.27.2009 7:43 PM PDT

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.

  • 07.29.2009 10:48 AM PDT
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Legends never die.

The fall of Reach + man's darkest hour = very serious business.

Don't worry my friend. It will be much like you anticipate.

  • 07.29.2009 10:54 AM PDT
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Legends never die.

Let's just hope the multi player is a little less fluffy as well. Halo 3 was way too "fluffed up." It seemed like a Teen rated game.

  • 07.29.2009 10:55 AM PDT
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I hope Reach is really gritty and violent.

  • 07.29.2009 11:03 AM PDT

-blam!- Was that actually blammed out? Or did I just type it? You'll never know.

I'd like to see a gritty Halo game. I think it has a huge potential for it. Come on! Lemme see an Elite run a soldier through with an energy sword, or other things swords do. It's a cutting edge, not a beating stick! And plasma burns! And shrapnel wounds. Some dark levels where you're nice shiny suit of armour is covered in grime and muck and battle marked.

  • 07.29.2009 11:08 AM PDT

On Waypoint I'm rocketFox;
http://halo.xbox.com/forums/members/rocketfox/default.aspx

Old GTs; RebelRobot, Flamedude

I hope that Reach has a lot of Humans and Covenant fighting it out. I was disappointed by the Earth levels in Halo 2 by the lack of people. It seemed crazy that Covenant had invaded and landed in a major Earth city and there were only maybe 30 marines encountered throughout. It would be swarming with military assets and hardware.

Reach should be an epic and doomed battle.

  • 07.29.2009 11:11 AM PDT
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I"m not sure how I feel about these suggestions, I agree that due to the subject matter of reach being completely obliterated it should be a little darker but I think some of these suggestions would lead to a very drastic change in the halo games.

think about what is happening in halo 3, earth is occupied, the flood land and half of africa is vitrified to stop it spreading, and it still has a light feel through some of it, but I think it kept a good balance, Johnson dying was a big deal, and the ending itself was quite serious


I think if you remove some of the "fun" bits of the game it just gets dolorous and depressing, and who wants to relay that all the time


as for the color palate, I love bungie for keeping the game bright, so many games are now overpoweringly brown and tan and it just looks bland, halo's graphic look is bright and enjoyable, and it fits a sci-fi shooter like this.

  • 07.29.2009 11:14 AM PDT

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