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Remember Halo? You go through a door at the end of an area (and 99/100 of the time all the enemies would be dead), get a small "loading...done" message, and get on with the game.
You proceed through another door at the far end and a cutscene kicks in, in a location which makes sense, and doesn't suddenly jerk control from yours hands.
Now let's recap what tended to happen in Halo 2. You head across a medium sized room, fighting enemies, only to have the battle paused by the "loading...done" message. You then finish the battle, cross halfway across the room, and suddenly have a cutscene kick in unexpectedly, taking control from you.
The loading zone system in the Halo games works fantastically, when the loading zones are in the right place, such as when you go through a door into another area. It doesn't interrupt the action in the slightest (since you'll only be fighting enemies as you cross the border if you run past them), and it makes sense. What doesn't make much sense is when a loading zone is places halfway across a room, and when it briefly interrupts a battle.
That would be poor design, since the zone kicks in during the battle, and it should be predicted that the player will cross that threshold since it's in the middle of a room, not the end of an area.
The same applies to cutscenes. 343 Guilty Spark. You head towards the final blood-stained door of the first sublevel, and a cutscene kicks in. Makes sense, doesn't it?
Another tendency of Halo 2. You run across an area, fighting enemies (end of the Delta Halo levels), and a cutscene kicks in, somehow freezing the enemies whilst the chief glances up at a huge fleet appearing. Or the Scarab just destroys itself with no option to power it down, or look around it.
It's a great example of poor, unintelligent design. Ok, it's not the biggest problem in the world by far, but why opt for poor design when you could just as easily with a little thought have these loading zones and cutscenes kick in at a time which makes sense.
Show us you can pay attention to these small details Bungie, that's the whole point of an intelligently designed game.