- Sliding Ghost
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H3 - enemy AI get killed off by op Pelican that slaughters indiscriminately
H3 - Chopper destroying hog cannot be stopped because of invisible barrier at the top of the map that prevents one from going around the trigger. What I mean is, take a hog and use it to launch yourself to the top of the cliff then grenade jump
H3 - The Storm's Scarab's core cannot be destroyed until the Scarab reaches a certain point
H3 - Hunters at third tower get deleted once you get outside again
H3 - Most enemies at Journey's End get killed off when you get to the Hornets
H3 - Guilty Spark cannot be bypassed and Johnson cannot be saved. Guilty Spark himself is invincible until Johnson shoots him
H3 - Gravemind and Cortana moments
ODST - see yourself in first person but can't control yourself
What's so great about excessive scripting? That just makes Halo like other games and makes it feel like you're scripted. The room to room encounters and objectives don't help either.
I like CE because it lacks scripting (edit: the showy, really noticeable kind) and places proper emphasis on cutscenes (enemy AI can be in cutscenes while in H3, only 1 cutscene allows enemy AI to exist in it).
Both H3 and Reach are antonyms to CE. Of course, H3 is better than Reach since it does not just bring tributes (like the crazy marine, siege of madrigal) but other less known things CE had:
-cutscene manipulation
-AI manipulation
-AI megabattle
-loading point manipulation
Likewise, H2 (to a lesser extent regarding AI).
[Edited on 03.14.2012 7:44 PM PDT]