Retrospective: Halo 3
With hindsight, the best and worst of 2007's biggest game.
It's not easy for critics to come back to something they liked, or hated, and deal with the division their copy failed to anticipate. But that shouldn't stop us facing up to and exploring differences of opinion. We've tried before, of course, with the infamous BioShock: A Defence, but that wasn't quite the right approach (even if we did enjoy ourselves), so we've come up with something we think is better. In this, the first of our Retrospective pieces on major games of the past 12 months, Oli Welsh and Alec Meer use the hindsight afforded to them by the five months since Halo 3's release and consider the arguments on both sides of the divide. You can read our original Halo 3 review first, if you like, to put it all in context.
Good Cop - Oli Welsh
Take a step back.
Don't pore over the textures and geometry too closely, or the action-figure faces and clumsy hands. Get some distance, some scale, find a vantage point and drink in the incredible view Halo 3 has to offer. Dozens and dozens of men and vehicles swarming and cartwheeling around skyscraper-sized walking tanks, explosions everywhere, coruscating death-rays raking the earth, and in the background a lurid vista of impossible scale, straight off some late-'70s airbrush sci-fi poster. Look at Halo 3 too closely, and it doesn't look too different from what came before. Take in the whole picture at once, and it's nothing short of breathtaking.
Take a step back from the storytelling. It's easy to scorn the pomposity, mawkishness and clunky machismo of the script. It's easy to pick at the loose threads in the story, unravel the gaping holes in the plot. For sure, Halo 3 is not a highly evolved example of the narrative form, and the minutiae of its universe seem both bewildering and pointless. But the grand sweep of it is something else, something universal.

It's far too old and too big to be called a cliché; it's a heroic archetype from mythologies around the world, the doomed journey of the soldier-king. It's a hugely populist story that everyone wants to hear, but Hollywood has failed to tell it in a science-fiction setting in recent years, certainly with the ambition and sheer self-belief that Bungie has. It's no wonder that people have flocked to the tale's climax in Halo 3, even if the details were fudged.
Take a step back from Master Chief. Literally - start a Theatre mode recording, zoom out, and pan the camera across the entire level. See everywhere you're going to be, every enemy you're going to fight. Try to catch the game out in a lazy spawn or sudden lurch into action; there aren't any. It's all there, alive, running and waiting for you. If Sergeant Johnson is going to meet you later, you'll see him emerge from a door and battle Flood on the other side of a building you're nowhere near yet, talking to the Chief and Arbiter on the radio as he clears a path.
It's mind-blowing that Bungie would take the trouble to write that in and use up runtime for it, when most players wouldn't even dream it was there. The developers have been knocked for not pushing or innovating enough with Halo 3, for just giving players what they wanted, but there's no "just" about it. They gave us what we wanted and made it real, every inch of it, nothing missing, nothing broken, nothing faked. They let us use and abuse it however we liked, and they didn't cheat or compromise on one single detail. In its own way, that's revolutionary - it's just that for all the noise the game makes, the revolution in Halo 3 is a quiet one.
Take a step back. And then another, and then another. Drink it all in at once. Halo 3's brilliance is all in the big picture.
It's in the complete absence of smoke and mirrors used in orchestrating the action. This is something Halo 3 shares with both its predecessors, and to be fair, it doesn't advance its basic combat systems very far beyond the usual 'bigger, better, more badass'. But to knock it for that, when those six-year-old systems are still far in advance of its competition, is ludicrous.

Call of Duty 4 stole much of Halo 3's thunder and critical acclaim at the end of last year, and it's certainly an extremely well-crafted and overwhelmingly powerful experience. But beneath its bluster it's all show, a rudimentary assemblage of the oldest tricks in the book: heavy scripting, respawning enemies, crude event triggers. You don't have to push far past the boundaries of its tightly controlled corridor of fun to see the wizard pulling the wires.
Halo 3, on the other hand, is truly emergent, a game where terrific action storytelling occurs organically from the interaction of the player, multiple AI elements (interacting with each other), and the precarious-but-perfect balance of its weapon, vehicle and enemy designs. It's what aeronautics engineers refer to as "inherently unstable" - an aerodynamic phenomenon where a fighter jet has a natural tendency to change direction, making it harder to control, but much more agile.
Halo 3 is permanently teetering on the brink of total chaos. It never quite goes there, but that instability makes it truly, gloriously unpredictable. From the same checkpoint save it will never, ever play the same twice, and it's the only shooter in existence you can honestly say that about; that's worth a thousand moments of Call of Duty 4's scripted, cinematic intensity. Learning from that is still as vital to the future health of gaming now as it was in 2001, and the way that thinking has been rigorously scaled up in Halo 3 - in the more complex hierarchical structure of the enemy AIs, for example - is all you could ask for.
But the picture gets bigger still. Bungie took this world-beating formula and split it wide open for you, the players, to test to the limits of its endurance. You can play through the campaign in four-player co-op, online, with a customised rule-set of hilariously, viciously extravagant new parameters. You can record hours-long play sessions automatically and obsess over them from any angle. And still the game refuses to break, to stumble, to let its mask slip for a second.

Now take a step back from the campaign. This no-compromise, big-picture philosophy is applied in every corner of the game. Forge's support for 8 players online breathes enough life into this fairly basic map editor to make it an irresistible plaything. The multiplayer, for all that it's a rumbustious show-stopper of a game, would have been left behind by the more sophisticated COD4 and Team Fortress 2 if it wasn't for its support from Theatre mode and Halo 3's own personal Facebook, the insanely detailed and feature-laden bungie.net. Those two facilities make it the most forward-thinking online gaming experience out there, one that the "Game 3.0" era is still racing to keep up with.
Take one last step back, and look at the biggest picture yet. It's right there, on the matchmaking screen: a live map of the world, with glowing dots showing concentrations of online Halo 3 players. This detail sums Halo 3 up. It's a game that puts itself in context, a game that's made by the actions of players, a game that's all about the thrill of the now. That makes it, naturally, ephemeral; firing it up now is never going to be as exciting as it was in the autumn of last year, in those heady weeks when the whole world seemed giddy with Halo 3 madness. But nevertheless, it's a glimpse of the future. One day, all games will be made this way.
Bad Cop - Alec Meer
It's very, very easy to say terrible things about Halo 3, and there are doubtless thousands of gentlemen currently doing so across the internet. It's entirely the wrong approach. Halo 3 is Quite A Good First-Person Shooter. Much of the bitterness towards it stems simply from Bungie giving their hordes of fans exactly what they want, and not bothering to cater for the unconverted because, well, there's only four of them. Progressive it isn't, but sensible it surely is.
The real reason to kill it with fire is less for its own qualities and more for its status. Its ubiquity makes it something of a figurehead for gaming. And so a non-gamer's best idea of modern gaming is one that reinforces so many negative stereotypes of the form - all space-lasers and evil aliens, mindless violence, teenagers hurling abuse at each other, and grown men whooping when they pick up a bigger gun. When I'm trying to convince someone of the many wonders within the medium, what I'm fighting against is the preconceptions they've developed because of Halo 2 and 3's omnipresence.
It's like trying to convince a new girlfriend that your group of friends are smart, interesting people she'd get along well with, but when the first one of them turns up, he immediately drops his pants, bends over and sets fire to a fart. I'm not so precious that I can't enjoy a big, dumb shooter, but I'm not fine with it being so hugely successful that half the industry tries to ape it - so we don't get another Thief game, but we do get another Turok one. There's this endless queue of men clutching matchsticks, with their trousers around their ankles.

It's worth noting I don't have any kind of serious reservation about Halo 3's multiplayer. It's a slick and easy take on console deathmatch, and the community stuff it's doing with replays and matchmaking is close to unparalleled. While I'd personally much rather be playing Team Fortress 2, I entirely appreciate why a vast number of people prefer Halo 3's straighter, broader multiplay. It's single-player that's refusing to be dragged into the modern age, whose success and acclaim risks holding back mainstream gaming from great things.
I've come to expect a sequel to do more than revisit the first game with a few bells and whistles. I'm aware that's possibly a false sense of entitlement, and certainly it's a feeling informed a little too much by Half-Life 2. Sure, that's a game as hamstrung by conventional FPS values as is any Halo, but crucially one that's a very different breed of game to its more claustrophobic, puzzle-heavy forerunner, even going so far as to be set in what's essentially a completely different universe. It experimented. I wasn't surprised that Halo 2 was as flat and unadventurous as it was - its driving force was simply to get a sequel out as soon possible. But with new technology, an infinite budget and a huge gestation period, I was genuinely convinced Halo 3 would take the series to new places.
It doesn't. It merely clings onto the past. Vaguely pleasant over-familiarity even atrophied into misery come the Flood levels. Made to repeat something I'd loathed in two previous games, I became very angry. I just couldn't understand why this prolonged section of corridor-confined grinding against respawning, rush-tactic foes, further agonised once again by cheerless backtracking, was here, given so many people had been moaning about it since the first game.
Now, I understand. Rather than all that success presenting an open goal to attempt something bolder next time around, it crippled Halo. Don't mess with the formula, because the formula sells. Halo 3 could only ever be like Halo 2, because Halo 2 earned an impossible pile of money. It's the reason Eastenders recycles the same plots and character types, that Oasis always release the same record, that Transform-a-Snacks still have an after-taste of weird alien chemicals. The Halo fan says if it ain't broke don't fix it; the former Halo fan (that's me) says unbrokenness is not the same as greatness. To my naive mind, a series with this much clout and influence has a duty to gaming, to push things forward, to set new standards.
And so I just found high-definition variations on the same themes I'd tromped through before, peppered with some admittedly mighty oudoor setpieces. Gotta have the Flood bit, gotta have the tank bit, gotta have the Banshee bit, gotta having the climactic high-speed escape bit. There were so many old boxes to tick that there was no time to come up with new ones.

I was vaguely conscious of the 30 seconds of fun theory puppeteering it all - Bungie's intensive player focus-grouping ensuring I stayed in the right area, walked the right direction, spotted the right Grunts. I'm sure thousands of man-hours went into it, but I yearn for all that money, all that effort, to be have been shovelled into something other than mere refinement, new experiences overwhelmed by sanitised ones. All I want from a Halo game is to feel, no matter how briefly, as I did in those first, breathtaking moments of Halo 1: arriving on a world at the same time bewildering and yet familiar, one that felt impossibly vast but somehow navigable on gut instinct. There isn't a single moment like that in Halo 3. 30 seconds of fun is all well and good, but not when it's simply the same 30 seconds repeated 300 times.
Where I lose all sympathy is Halo's idea of narrative, which is backwards, self-indulgent, incoherent, devoid of self-awareness and frankly no better than someone's scratty fan-fiction. It's a bland mess of action poses and droning exposition. Worst of all, it presumes intimately familiar knowledge of what happened in the two previous games, of exactly who each one-dimensional support casting member is and what relationship they have to all the other insipid ciphers. I played Halo 2 and immediately forgot most of what happened - thus finding myself with very little idea what was going on in Halo 3, because it makes precisely no effort to set the scene.
"Nobody cares about your stupid story," Bioshock's Ken Levine told GDC last week, arguing that pages of back-story about a developer's bespoke fantastical universe are of almost no interest to most players. Halo is the weird exception to that, birthing novels, comics, spiralling Wikipedia pages, boundlessly enthusiastic fan-fic... A whole lot of people really care about the Halo universe, and I suspect it's for the same reason a whole lot more people really care about the Star Wars universe. Both present a very broad sci-fi palette upon which simple white hat/black hat action-adventure is propped up by a loose mythology cobbled together from parts cherry-picked from other fiction. It's really about nothing more than cool guys with death rays and laser swords, but talk of destiny and prophecies and fallen empires grants an illusion of profundity. Sure, include some of that stuff for the guys who really care, but I fear those voices distracted Bungie from what was really important. Halo 3 interrupts itself again and again with meaningless information. I desperately wanted to skip past it all, but couldn't, for fear I'd miss something genuinely important.

I can't tell you how pleased I am that Call of Duty 4 is snapping at Halo 3's heels; though often as conformist a shooting game as Bungie's latest, it experiments with means of storytelling that are specifically about being a videogame, not a movie. While Halo 3 defaults to old-fashioned cut-scenes that simply throw up reams of expository dialogue and insultingly demonstrate Master Chief performing epic stunts the player isn't allowed to carry out himself, COD4's gobbets of storytelling are concise and interactive. They're always from your perspective, and always provide a good reason why your freedom is briefly curtailed. You're a prisoner, you're badly wounded, you're really badly wounded. If even a fraction of people who bought COD4 realise that Halo's traditionalist storytelling just doesn't cut it anymore, mainstream gaming has an opportunity to move forwards a little.
You can read our original Halo 3 review elsewhere on Eurogamer.
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Comments (98) Latest comment 4 years ago
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Is this guy for real?
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I must have played through Halo at least 15-16 times; 12 of which were on Co-Op and the rest on my own but I only just barely made it through Halo 2 and have no intention of going back to Halo 3 after completing it on Heroic in November.
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It's a good game, yes. Is it a 10? In my opinion, no.
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This 3rd iteration DOES innovate, offering the most complete and original online multiplayer package of any game, with the best party & matchmaking system, unparalelled online statistics, forge, file shares, custom matches, screenshots. COD4 & TF2 are great multiplayer games in their own right but the foundations on which the Halo 3 online offering is built, just pisses all over both these games.
The different difficulties on the single player coupled with the meta-game scoring are genuinely different and varied experiences rather than just making you weaker and enemies stronger like most games. Yes, the Cortana level is shite but the rest is filled with pitch perfect FPS action and jawdropping large scale confrontations.
The best part about Halo both in SP & MP is that you really do craft your own set pieces. Take the scarab battles, you could drop onto them from a plane, shoot out the knees with rockets from the back of a quad bike, clamber a tower to drop down on them or attempt a daring Dukes of Hazzard vehicle jump onto the monstrosity. Plus once youve done that, save the film and send it round to your friends to gloat.
In short, even those who dislike the genre should be able to see that Halo 3 is the dogs bollocks and the 'bad cop' article is clutching at straws to say the least.
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Nice article though, overall.
I find myself agreeing with bits of both.
A better approach than Bioshock: A Defence, for sure.
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One thing for sure: theatre mode is absolutely groundbreaking. Can't wait for the ninja theatre mode in NG2. This is gonna be super sweet.
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Explains very well the divide between halol-haters and halo-lovers out there. Just because you have a different opinion, doesn't make any one else's invalid. Play it if you like it, don't if you don't - ITS THAT SIMPLE.
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you've missed the point. You are meant to play it more than once on the different difficulties, with the scoring system on, in co-op and single player. It is designed to stand up extremely well to multiple playthroughs.
Plus you forgot that it has one of the richest multiplayer experiences out there.
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Pardon? What holes?
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Still recall the level where you've just landed on Halo1, the structure firing up to the sky, getting in a warthog and driving it around a fairly empty area, with a river and couple of routes off, that wasn't 30 secs of fun, it was paced how you wanted it, want to stare at tree bark or grass no probs.
twas bliss...
when you get in a vehicle in Halo3 there are few such moments, it's usually enemy vehicles pinging around the place, grenades galore, turrets, never a quiet moment, even the straight bit of empty road had a massive ship fly over, they could have done swirling dust on the road there with no massive ship, they didn't, just went for the obvious a bit too much...which makes the fact the graphics are not that amazing more obvious imo....the monsters of lost planet, the detail and denseness of GOW rooms, they're not there, so that some ships can fly way up in the background, in this case it seems a bad tradeoff
and the pistol somehow looks and feels worse than in halo1, as does the grass.....Halo was strong enough to add another game to it, even 2, the combat would be fun with more iterations, but the art style and storytelling, well they're just not up to it unfortunately. Bungie did well, they got a 3 game series out of it, and i think it's the right time to lay it to rest, MGS, Resi seem to be able to handle a 4 whilst staying fresh enough, but i don't think Halo will be standing up well if it went forward anymore...for me looking back it tired out a bit after the 1st, Halo2 is not any kinda classic either
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Stop reading my mind and posting the contents on the internet!
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For me, I do agree with points from both articles. Yes, the storyline can be self-indulgent. But it does have that grand, epic sweep that makes it feel so thoroughly engaging, far in advance of what a lot of other titles outside the RPG genre have managed. No, the gameplay isn't perfect; it has moments of imbalance, of repetetiveness, and of the Flood, and its not particularly huge as a single player game.
But then, all of those criticisms could be levelled at just about any game. Except the Flood, maybe, but most games have something similarly annoying.
Personally, I thoroughly enjoyed Halo 3, hype and story aside, and found the whole experience to be just that... an experience. in many ways it transcended just being a game, because I was playing it to see it through to the end. I find that kind of engagement with the player something very special, and infuriatingly rare, and something to be cherished when it comes along.
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games that shine despite flaws, those are the real franchise gems, Resi could be improved upon big time, and was, MGS could have had a free camera, and now does, they have all the strong aspects in place, the flaws get ironed out, and the overall game elevates...Halo hasn't elevated, hasn't gone anywhere because there wasn't a lot to make better, on the one hand this means they're great playing games, but on the other there is nothing more, nothing Bungie wanted to show us in Halo1 but didn't really, they're like 2 good expansion packs...
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As far as I'm concern, his smile alone was worth the price of my gift, and my Legendary Edition put together, and that was due to the game alone? I'm not sure but the "hype" had, most likely, a big role.
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I mostly agree with the critical standpoint. The first game entertained with constant innovation while the sequels failed to entertain with constant repetition.
The reason I bought a 360 was Halo3, but the aftertaste of Halo3 might also be the reason I get rid of it.
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The opponent AI (esp on the higher difficulties) still challenges you, forces you to come up with tactics. Many of them are the same tactics you've used in previous game, but every now and then a new opponent would cause you to rethink those strategies. Admittedly, it hasn't moved on much from halo, but equally, few shooters have moved on much from the black ops guys in half life 1. This is what I want in a shooter, a tactical puzzle where you have to think about how to use your tools, not just where to point them.
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Is it perfect? No, but the 15 or so times i've played the campaign through either on my own or with a bunch of mates online goes pretty far to saying it's one of the best examples the FPS genre has to offer.
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Verdict after several sessions: booooring.
I'll take Half-Life any day of the week.
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It takes itself painfully seriously and when you have a cigar chomping bad-ass Sergeant it becomes a huge joke. That huge over-blown score in a game about shooting aliens just adds to the hilarity.
The pace of the game is something that begins to drag after awhile aswell, all the set-pieces are good fun but then it comes time to move on and sorry but the Chief just plods, theres no diving out the way of bullets or rushing into cover its just a slight jog while being peppered with fire.
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"Verdict after several sessions: booooring.
I'll take Half-Life any day of the week."
wow. I can't quite get over how much that reeks of irony to me, considering I was bored to death after a few levels of HL and HL2.
But hey, each to their own eh?
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Slashes all over the majority of FP's, and it's so pretty.
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I also think it is worth pointing out that Halo 3 came out BEFORE both COD 4 and The Orange Box, so it is really not fair to say that reviewers should have had those in mind back in September.
But I would also like to leap to the defence of Halo's story, which get called a lot of mean words and are generally accused of being clichéed and dull.
I liked the way that Halo 1 started off as Star Wars-like space opera and suddenly turned into Alien-like monster shooter, it was a cool twist to pull off. I also like the main male-female relationship in the series being between a cyborg and a A.I., the non-physicality of it gives it a sweetness that is usually lacking in many other testosterone-fests, and I think the dialogue and banter between them is usually well done. Maybe they overplayed that hand a bit in the third game with it growing to be a full-on love story, but it didn't bother me too much. It is undercut by the fact, that Cortana is in the end a wholly artificial being, which means that the relationship is in the end something of an illusion.
Most importantly though, I like the main premise of the Halo Rings, forerunners, The Flood, The Covenant and the relationship between them. As someone pointed out in another forum, there is no out and out villains or bad guys in Halo. The Covenant are the enemies of humans but they are not bad, only misguided by a misunderstanding of the purpose of the Halo rings, the Guilty Spark just tries to carry out its programming and the Flood is something created by the Forerunners, possibly by accident, and allowed to survive possibly by a misguided sense of doing the right thing. The whole series is basically about cleaning up a mess that has been started by a chain of bad judgment and misunderstandings more that anything else.
So IMO yes there are a lot of cliches in Halo, but they usually serve a purpose and are often played against each other in unexpected ways. I will admit that it sometimes gets a bit convoluted and sometimes shoots off in bad directions but it is still more interesting and engaging than a lot of other game narratives. Just my 2 cents.
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Now looking forward to Army of Two...
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The story didn't grip me at all...
It's a very good FPS, no doubt, but it does nothing new to the FPS bits...I really enjoyed battles with vehicles around and scarabs and such where you could choose how to take them down...
I hated the flood things...Did they have any AI? Seemed to me like they only went forward...
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I tried to like Halo 3. Really did.
Verdict after several sessions: booooring.
I'll take Half-Life any day of the week.
Do you even own a 360? i think your lying tbh.
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COD is brilliant, but play it enough times, and what have you got? The same people in the same places. Its fun, frentic, but after a while, totally shallow.
I popped Halo3 back in the tray last weekend, and laughed out loud. During the first mission to rescue Johnson, i used the hammer, and knocked two jackals through a window. Playing through the level where i attacked the scarab for the first time, i never knew it was possible to go up the elevator, run across the gantry and drop down onto the scarab. During the highway level, i had never captured one of the wraiths and used them before the Covenant before. I know all of you may have done these before, but i hadn't, it was a fresh experience.
The game is very organic. Yes, sometimes the story is flawed, and the flood are levels to be raced through, but over all, everytime i put this game on, something different happens.
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I tried to like Halo 3. Really did.
Verdict after several sessions: booooring.
I'll take Half-Life any day of the week.
Do you even own a 360? i think your lying tbh. "
You really can't contemplate the fact people would prefer Half Life to Halo? I'm pretty sure quite a few people would put themselves in that category.
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'but I'm not fine with it being so hugely successful that half the industry tries to ape it - so we don't get another Thief game, but we do get another Turok one'
Bring back Thief.
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It's not bad, but it's not great. It's ok.
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It's clear that he recognises the quality of the game, and that his problem is mostly about the lack of progression in the series and the culture that surrounds it (online arseholes, other devs trying to - unsuccessfully - copy it a the expense of originality) rather than any percieved problems with the core gameplay.
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So, in summary what we have is 'Its a great game' and 'its a good but ultimately boring game'.
Not exactly earth shattering criticism, but then only complete retards try and argue to the contrary.
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Personally I agree with both Oli and Alec. I always go back to playing Halo because the AI and the sandbox nature of the gameplay makes every (Covenant) encounter different and offering a kind of replayability that other games have yet to match. The multiplayer just happens to play at a pace that is perfect for me. Even so, I feel as if I have to defend my position because beyond the gameplay it's just a shallow sci-fi cliche.
I love COD4 just as much and honestly believe that (along with HL2) it is better at creating a believable, character driven, interactive experience and I find it much easier to argue that it is trying to "go somewhere meaningful". It's just that when you die and replay a section, the rigidity and repetition of the tightly scripted encounters becomes all too obvious.
Hopefully some developer can grab the good bits from each of these games and then take them to places we've yet to experience.
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I felt the character of the first game was its subject; something lost from then on.
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Since its inception, the Halo series has: singlehandedly standardised console FPS controls; introduced vehicles on consoles; intoduced the two weapons/recharging shield system stolen by everything up to and including, yes, CoD4; provided 'system link' play between consoles; introduced the Live multiplayer matchmaking system aped by, oh, say, CoD4; started the trend of replays for games that aren't sports titles on consoles (Itagaki credits Halo 3 for replays in Ninja Gaiden 2); considerably raised the bar for AI on consoles or off; given us Forge, a tool of considerably more flexibility than anyone ever gave it credit for (see, for instance, this), as well as allowing minor tweaking of absolutely every facet of multiplayer (Halo is by far the must customisable game out there on consoles, staggeringly so); given us a level of stat collecting/player and game analysis that is unprecedented on consoles; integrated every good thing about Forge and replays into, yes, its very own 'Facebook of gaming', bungie.net; driven competitive professional gaming to new heights (Halo is the number one game of Major League Gaming for a reason, and clips of MLG-level Halo 3 are now shown on American sports networks); and yes, pushed things forward considerably by raising the profile and awareness of gaming everywhere -- yes, we can complain that 'space marines shooting aliens' it is not a complete picture of our hobby, or even an entirely positive one, but the industry is in a rampant period of growth and the Halo series has been an important part of that.
I could write an even longer paragraph detailing what was changed/introduced even from Halo 2 to Halo 3. I'm not sure what people wanted from Halo 3. Free blowjobs?
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However the line "people who bought COD4 realise that Halo's traditionalist storytelling just doesn't cut it anymore", takes the biscuit, you mean there's no room for brainless action movies out there these days? I think not!
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edit: Keeping hilarious error in last sentence for nostalgia
I'm not sure what I meant to type
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'However the line "people who bought COD4 realise that Halo's traditionalist storytelling just doesn't cut it anymore", takes the biscuit, you mean there's no room for brainless action movies out there these days? I think not! '
Action Movies these days are completely different from Action Movies in (say) the eighties - If someone made an eighties style action movie today (without any retro-cool intent), it would be seen as being embarrassingly bad.
In the same way, the way FPS's present themselves had developed enormously since Halo was originally released - People have more sophisticated expectations from their games now, and that Bungie stuck to such a dated storytelling style is a little weak
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Except consoles are driving the industry, and outside of Valve's releases, console FPSs are driving FPSs... and the Halo series has had a significant bearing on both of those facts. Face it, it's hard to imagine the console landscape without Halo, for better or worse.
And, as everyone says, Halo 3 is a sequel, with an obligation to millions upon millions of fans. Given the framework they had, and the expectations they had to honour, Bungie threw everything including the kitchen sink at that game. And a few snide individuals who never liked the series anywhere whine that it's not whatever they wanted it to be, when for those millions, it's everything they wanted it to be. And that's the order of things.
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well put
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Not only did I do a hilarious whoopsie, you then made it even more obvious and put it in bold. Damn you!
There are a few obvious exceptions to "console fps games are driving fps games", e.g. Crysis, Stalker etc, but generally I suppose you're right.
But remember people - this article was written intentionally to produce 2 opposing viewpoints. I'm not saying it was an entirely devil's advocate opinion, just that you shouldn't hate Alec for not mentioning the positives about Halo - the entire point of writing that piece was to draw on some problems.
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Stuck between a rock and a hard place, they made bigger changes to multiplayer and left single player the same, really. I still think it holds up, but the narrative IS terrible and some of the level design decisions a bit poor (some good, as well!).
I agree with a lot of people here that 4 player co-op redeems the game greatly, and many other games will be traded in ahead of this. Two-player split-screen co-op means ANYONE can get involved with this game, which is why Halo is so well known, how many friends have you introduced to games by playing on 'normal' mode and walking them through the silent cartographer from the original, or the first level from this? Co-op lowers the bar for entry to most people, as long as they have an experienced player 'watching their back'. Everyone can enjoy this game, without the mechanics being dumbed down too much.
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I'll definitely grant you S.T.A.L.K.E.R., but I'm not sure what Crysis provides over, say, the original Far Cry besides the obvious graphical clout and the kind of amazing physics Half-Life 2 and the episodes have similarly spoilt us with.
And I actually thought the article was good on the whole; my defences of Halo are usually directed at the same people spitting bile in any and every Halo comments thread rather than anyone who writes for EG.
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Article wasn't anywhere near as fun as Kieron's BioShock one, though
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Nothing against halo 3 as it's a good game, but if it means everyone makes Captain Bland's Monotonous Adventure for the next few years then I for one will regret that it sold so well.
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Ha ha, you see what the public are like when you try to change something now, eurogamer
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I'm guessing Alec Meer isn't a fan of Metal Gear Solid then?
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"While Halo 3 defaults to old-fashioned cut-scenes that simply throw up reams of expository dialogue and insultingly demonstrate Master Chief performing epic stunts the player isn't allowed to carry out himself, COD4's gobbets of storytelling are concise and interactive."
His complaint against Halo here can also be levelled against CoD4: regular NPCs do all sorts of shit you can't do, including taking cover and kicking down doors.
But anyway. Nice article, and it will be interesting to read the rest.
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The amount of praise it got from all over is a fucking scandal in my opinion.
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Bravo on describing pretty much 95% of all the latest console software releases for both the 360 and PS3.
By all means have an opinion, but don't undermine and try to make out that folk who don't share your views are just ''Silly little fanboys''. It makes me you sound rediculous...
Nobhead
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Trailblazing video game news and review site eurogamer.net (our grossly exaggerated affiliation with which in no way compromises our pro-journo objectivity credentials) has reported a minor downturn in page impressions, to the consternation of its advertisers. Sources close to eurogamer.net cite recent slight and sporadic dropping-off of hostilities in the 'console wars' and the fact 'there's bugger all games come out after Xmas, innit?'. The editor-in-chief is believed to have been holding in reserve a secret weapon for just such an occasion, bafflingly code-named 'commission more flame-bait fluff'.
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Basically, Alec, I read all your arguments, and I disagreed with most of them and I was gonna list the reasons why, but then I got it. I realised why you had a different experience in Halo 3 to me.
I loaded up the game and said, "Let's be entertained. Let's live that Halo experience. Let's enjoy ourselves." I just wanted a fun game.
I got the impression you were looking for something more. You wanted your expectations met. You weren't looking to just ENJOY yourself; instead you wanted innovation, depth, hardcore narrative etc. etc. etc.
Now there's nothing wrong with that, but the whole point of a game is that its supposed to be FUN. And IMHO, it can sacrifice everything else as long as it fulfills that obligation.
AND Halo 3 does that. And I don't think you allowed yourself to experience that, cos you were looking for all that other stuff.
Now, we may disagree about all those other points, but if you can honestly say you only had 30 seconds of fun playing this game, then either you played a different game to what I did, or, you got some serious issues buddy.
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I haven't played Halo 3 (or Halo 2 for that matter) and I very much fall into the group of people who thought Halo was "a decent FPS, 8/10" sort of game. Consequently (with comparatively little context for my comments, I admit!) I guess I'm inclined to agree with Alec's viewpoint slightly more than Oli's - it really does sound as though Halo 3 is more of the same as the first game and that, surely, is a bitter disappointment to anyone, no?
Then again, I can certainly appreciate that where Halo 3's true success and value lies is in its implementation of multi-player and AI. Both of those aspects seem to have been the real focus of Bungie's energies with Halo 3, so maybe it's inevitable that the story will lack that special something to really elevate it above all the other sci-fi fodder out there. Even Halo 3's budget must've been limited in some way.
The beauty of gaming though, is choice. If you want a story, narrative, characters, then there's always games like Bioshock or Half-Life 2 to play instead. If you want a pure out-and-out shooter, here's Halo. So I don't think you can blame Bungie for sticking to the tried and tested formula that sold so well the first two times. They delivered what the fans wanted and never intended to convert the non-believers.
And there's nothing really wrong with that.
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http://ww w.thinkgeek.com/geektoys/warfar...
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You can't have it both ways, because if you don't understand the context of what's happening then of course it's not going to make sense! That doesn't mean that the story itself is structurally flawed; just that it requires a certain minimum level of knowledge for a player to be able to make sense of it, going into the game.
To those who say Halo 3's story is mess, I ask, a mess of what? There are essentially three objectives in the entire game: *major spoilers*
Defend Earth. Stop Truth from firing the rings. Stop the Flood.
That's really all you need to know to make sense of what you're doing. Oh, and objectives 1 and 2 are already taken from Halo 2, and are little different here other than the fact you need to take out some AA guns to complete the first objective, and to take down a shield to complete the second.
I think the problem is that people assumed that what was happening was really complex, and got taken in by all the incidental radio chatter, when must of what you were told was essentially just tactical information (which is really no different from in a game like Far Cry or Crysis).
But if you didn't find the game's story interesting enough to merit paying attention, then fair enough, but that doesn't mean the game's plot is any shallower than what you find in Half-Life 2, or even to some extent Bioshock (where your task was simply to get to Ryan for most of the game). And I think most of the appeal of those games' stories lies in the fact that they're enigmatic – 'who is the G-Man? who is the player in Bioshock, what happened in Rapture?', not in the fact that they present an incredibly insightful commentary of human nature, or of moral choices - and Halo is no different, with the Forerunner and the Flood.
It seems that most of the contempt for Halo's story comes from how seriously the fans and developers take it, and the fact that yes, compared to the narrative elements of other media, it probably isn't all that special. But that's hardly a fair comparison, and given the state of narrative in our medium, I think we should be thankful that Bungie cares about providing a consistent and well-thought out universe, and *is* concerned about the incidental details.
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It pains me to say it, but Gears of War is generally a more enjoyable two-player co-op experience.
It's still a very good game though.
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Yes, the story is bollocks, and yes, it does feel like a refined version of a seven year old game in single-player, but it's just so beautifully honed and balanced that all that doesn't matter.
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Ported with a three year-old engine and broken controls like Halo 2? Ahaha.
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halo3 drops through the door and i rush up to the new widescreen and lookforward to the way i should have seen teh 1st 2 games - in HD amazing graphics big tv the best most refined game of the lot. soon as iput it on i noticed how jerky it felt compared to cod4's controls and how jagy the game looked
i realised i had been sucked in by the hype yes it even got me a grown man -bravo microsoft u did your job well, i cracked and bought it -
turned halo 3 off and put cod4 back on as there was another week of beta left and didnt want to miss any.
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My one sticking point with Alec's retrospective was that old fashioned cutscenes simply don't cut it anymore. The truth is that interactive first person not-quite-cutscenes have been around since the first Half-Life nearly a decade ago and as such, have become just as cliche as regular cinematics. Ico and Shadow of the Colossus both used the kind of old fashioned non-interactive cutscenes Alec bashed Halo for, but they were done extremely well and the game was all the better for it. I wouldn't say Halo did it especially well, but to say that non-interactive cutscenes don't cut it anymore is just plain wrong.
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I have played half-life 2, Doom 3, CoD4, Far Cry and Team Fortress 2 and enjoyed them all. However, there's one thing that makes me leave those games behind while I keep coming back to the Halo games: the relative depth of gameplay offered by their weapons gallery.
Let's take CoD4, which is a game I really enjoy and admire; a gun is still pretty much a gun. When facing an opponent, the question is simply who aims best and shoots first. In the Halo games, my approach to an opponent is always governed by considerations regarding how my selected weapon works in that situation compared to that of may opponent.
For example, if I have a battle rifle, I will be effective compared to most weapons at medium to long range, but not at medium range if my opponent has a needler and not at long range if he has a sniper's rifle. However, when having a battle rifle and facing a needler-guy at medium range, I will still beat him if I have space to keep moving sideways. This adds a tactical element to the gameplay that I have yet to find in any other shooter. In Halo 2 this was taken pretty far through the dual wielding system, where various combos had distinct qualities in different situations against differently equipped opponents.
In team games, players are thus urged to distribute tasks and positions according to their different weapons to a much greater extent than most other shooters, perhaps except TF2. But even a brilliant online game like TF2 lacks the rock, paper, scissor dynamic of the Halo games.
I suppose this is why I keep finding Halo 3 fun.
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The most disappointing thing about the game were the inconsistent visuals which sometimes looked poor (large bland, empty interiors) and sometimes looked great (the jungle at the start of the game). Part of that blame can be put on Bungie's decision to go with advanced HDR lighting (which really doesn't look better than any other games that use it IMO) rather than render the game at 720p with AA. That this key title isn't even high-definition and doesn't use anti-aliasing is somewhat embarassing as those were cited as basic requirements for an HD game on the 360 back at E3 2005. It's no wonder Microsoft let Bungie go their own way...
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This made me laugh, so ta
Two things. First, I think they would have fired me by now if they were going down (or perhaps that's next week). Second, as I wrote in a forum thread about EG reviews recently, reviews are our best judgement at the time of release, but we can't very well ask you to keep an open mind if we refuse to embrace and explore differences of opinion on key titles ourselves. Halo 3 is one, and I'm pleased that there's been a good response to doing this. This isn't revisionism - we published our review, and that is what we said - but we're in a position to have good writers continue the discussion, so I'm keen to do that. It won't be for every game, or even every major game, but I think it is worthwhile. You're welcome to disagree - we do listen, and we hope that'll be apparent in how we react to your input.
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The advertising money has been spent now.