- disgruntledfan2
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- Intrepid Mythic Member
Posted by: ShapeShifterBOB
Posted by: Mutoid Log
Posted by: LooneyCass1
To me, the thing that seperated Halo 3 from Halo 1 and 2 is the size of the levels. I'm talking about Halo 1 levels like AOTCR where the whole level is giant, it looks amazing when you look up from the bottom of the level. Also Halo 2 levels like the gondola ride when you play as the chief or arbiter. Again, your in wide open spaces. You feel like you can go anywhere. I hope that Bungie does this for Halo: Reach.With Halo 3 having 40 kilometers of Savannah in front of you, you might be talking about actually getting to visit all that Savannah. And that's right, we need levels like DH-R and SI-QZ. Where you visit most of the visible environment, where your goal is very far away but you get there. QZ did this amazingly. Near the end of SI, you see the Library in the horizon on the other side of the huge valley, like it was on the edge of the world: the furthest away place you can reach, the ultimate goal. And in the end of QZ, you've crossed the valley there and are now in the very center of it. Brilliant. Reach needs this kind of environments.That was it. man, i loved that in Halo 2. Two levels put right next to each other, each an adventure and feeling like you're getting somewhere. I don't know why Halo 3 didn't have that sort of concept because that was brilliant. However, "Crow's Nest" all the way to "The Storm" almost counts, though.
I actually didn't like those maps because the intended playable areas were rather constricted in comparison to Halo Combat Evolved. For instance, when driving the spectre/Wraith at the beginning of Quarantine Zone there is little room to maneuver on the set path. I didn't have this problem in Halo 1 or 3.
Halo 3 has a different problem though. Some of the areas are big enough to fight in, but the outside map is not as explorable if you get past the invisible walls. I liked using the ghost to escape delta halo and climb along the mountainside.
I also liked the vista design for Uprising where you start on top of the level and the entire half of The Great Journey is viewable as an overall design. This sort of design is commonly used in games like Ratchet and Clank. You start in an area in which you can view the huge, breathtaking vista with a large main objective at the end. They kind of did that with the Ark portal in Halo 3, but no one cared because they already saw it in the E3 trailer. So it lost it's wow factor impact.
[Edited on 10.25.2009 6:50 PM PDT]