- L KOLIEAN L
- |
- Exalted Member
Pegalesharro Adarsh 9.18.2530 id 397. SIII
V[(0.0)]D
Id...UsEr 397> DeNieD EnTRy
67%warning...,sPace mAy BrEaK
_Th-ey foUnd_
-RuN...-
No I agree that the decision made were not the best and honestly I feel that Bungie should had a longer campaign, maybe had kept the added characters (Showing Thom's death in a sort of flashback mission or cutscene) and added more in between missions. The problem with Reach I think is Bungie's focus on keeping you with your team, which while nice often rushed good plot choices and elements. Also it seems Bungie has a fear of long cutscenes and so that just made things worst
______________
Hold on I'll draw up a plot for my idea on a better Reach...
Okay here we go...
-Thom (10 - 15 mins)- Like Nob. Act. this will be all cutscene depicting Thom's death in an epic movie-like way, it's would be short but would contain dialogue and could introduce us to the characters. At the end the ship is shown to blow up right as Thom is close to getting out and the scene flashes to white, then as the camera zooms out we get to see the planet before the scene fades to black...
-The FNG- This would introduce us to our character before he heads out to meet Noble, we start off with a black screen before we are treated to a first person view of our character looking down at a tray and his helmet. He hears a voice and turns to meet a screen showing Colonial Holland and the specs on Noble team. He than turns and looks around stretching before we get to take control of him, we than get to do the whole look around do you like these settings bull. From there we are told to grab his helmet and head to a pelican that'll take us to a base nearby where Noble is located. On the way you can here the hushed whispers of the soldiers and the sound of Drill Sergeants. As you hop onto the Pelican it starts to take off and the character closes his eyes and drifts to sleep. The silence is broken after a few seconds by a marine tapping your shoulder. If on Easy (or the first run through)he'll ask your if you want to use the shooting range or just head out already. Once your ready you hop in the hog and you both drive off in first person. The marine gives you a brief account of the recent events on Reach and other small talks b4 noting that you don't talk much and laughing. Your character then tell's the soldier that he needs more shut eye and points his head down, fade to black.
-NA (TBA as This would be abit shorter then the old one (because of the earlier changes)- You hear the soldier saying hey repeatedly before shaking you while driving, he tells you that your close to Nobles location and you place on your helmet for the first time. Cue the Nob. Act. cutscene till you pull up and hop of the hog, giving a hand wave to the driver has he speeds off. The cutscene continues the same but the characters reactions change. When jun sees Six he smirks to himself before shaking his head and pushing bullets into his cartage. Emile eyes six up and down as they look at each other for a quick second (bit of a size up) and Kat breaks the stare with a wave of her arm before pointing to Carter and saying her line. (I was thinking of having the cam be placed right by cart's helmet showing six and kat). Jorge's reaction is the same but with a friendly wave. Emile then says his line and the cutscene continues, As the team moves out Emile looks back and laughs. As cart notes this and then says to six his (your filling a place) line and the scene continues.
-Wint. Con.- Progresses the same but as the cutscene ends and you take control Jun notes that the area looks empty, leading to the it could be the missing troopers line. The rest plays out the same until you stubble upon the troopers, I was thinking of having Carter flinch when he sees this before doing the whole blood bit and moving on. Jorge and Emile have abit of a moment here where Emile questions this as an act of the rebels to which Jorge answers that this seems weird. Kat starts to chime in when footsteps are heard above them. Jun's bit about the thermal is longer as he scans before you enter the building and walk straight into (I was thinking a cloaked elite or two skirmishers fighting over a body) before you both can react Emile or Carter tackles the elite as the other shoots it(if Emile tackles the elite then carter shoots it) here Jorge would say his Aw -blam!- no no no type line and the enemy starts alerting the others. In the distance an elite is running (no doubt calling for back up) and the mission continues. I like how this mission plays out so I want everything to stay except I want the Emile/Jorge Love/Hate thing to be more hostile but caring so I was thinking of (during the opening doors part after you hop back on the falcons) when the banshees start bombing the place having Emile pull Jorge aside as a bomb hits right next to him. This can show that they both at least respect each other as friends but they bicker (I think Jorge thinks of Emile as petty and or childish) The level plays out the same.
-Oni: Sword Base- I like it, MOAR HALSEY THOUGH MOARRR!. I think it would be best to have a crap ton of Troopers with you for the disarm the towers part. I imagine the Target Locater part having a large amount of troops in the area giving you a great use of the locater, then you take the large team (I think their was at least 10 to 16) with you as you take out the tower. More will be dropped off while you take some more (in hogs this time) to the next one. The rest plays the same.
-Nightfall- I think it should be longer and maybe contain a intro cutscene a Jun six moment but yeah, As for the level I want a slow open, you and Jun are dropped off (or little in the original pop out of no where) and make your way across the cliff faces dodging covie patrols till you get near the dark zone. (Along the way Jun talks about the covies and way is this Reach isn't fulling under attack and also questioning command's reason for not alerting the whole planet. As you reach the place where the original starts you do the same as what happens in the original gameplay and this stays till the "rebels" here Jun preaches caution and stays distance creeping around till the end as the soldiers led you a a cart. Here jun starts questioning them as they talk being alot more serious then normal. This ends when the whine of a phantom is heard and the battle continues. At the end if the "rebels" are still alive jun will ask command about them, end level. I want to set Jun up more and let his chatty side show along with setting up some thrilling and quick escapes in the beginning as you try to avoid guards and giving you moments where you lose Jun and have to find your way back.
-Okay taking a break to eat finish later-
________________
Also I have a habit of using "in a sense" when I discuss things others may not argue with
[Edited on 05.22.2011 7:52 PM PDT]