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Is Halo: Combat Evolved A Masterpiece?!

Jun 09, 2021
bring low-level systems online solve the case in 30 seconds I want everyone to be at their stations everyone, sir, everyone and Cortana, let's give a warm welcome to our old friends Halo Combat Evolved, a game so influential that it created a multi-million dollar franchise that revolutionized the FPS genre and is credited with being the main reason Microsoft was able to gain a foothold in the video game industry Halo 1 defines the word legendary in every sense its reputation is essential to commercial success the gameplay captivating soundtrack incredible environment beautiful GRE split-screen graphics Co-op Land Parties and its pure form of triple kill multiplayer in Arena, there's certainly a reason why Combat Evolved is the highest-rated video game on Xbox, why it was labeled the killer app, and why it coined the phrase Halo Killer.
is halo combat evolved a masterpiece
There is a reason why Master Chief has become a household name and a gaming icon as well as the face of Xbox, if you have a great game and it is only available on Xbox and it is something that everyone is excited about then they will come out and They will buy Xbox, Microsoft's development team, Bungie. provides the must-have game of the season, every piece of Halo history, every novelty product, toy accessory, every Halo-themed Xbox or controller generated from this game. I mean, I could end this video right now and just show the ridiculous numbers 13 games 65 million copies sold of over 20 novels and so on, it takes nothing less than a

masterpiece

to create a franchise of this magnitude, but all of these Praises and successes are still relevant?
is halo combat evolved a masterpiece

More Interesting Facts About,

is halo combat evolved a masterpiece...

Does Halo 1's story and gameplay hold up after all these years? Some of the most controversial aspects, such as the recycled areas, the flood or the infamous library, are Halo Combat Evolved, a 16-year-old game worthy of being called a

masterpiece

. Before we begin, let's remember a few things about the expectations and landscape of the gaming industry in 2001. Two of us don't judge Halo by today's standards, but we can compare it to modern games for reasons I'll explain later. HALO series so remember that neither Bungie nor Microsoft knew if this game would even be popular, so with that being said, let's keep our guns loaded and crash our life pod right into this, why do we always have to listen to this old stuff?
is halo combat evolved a masterpiece
Watch your mouth, son, these things are your story, they should remind you, grunts, what we are. fighting to protect you can learn a lot from a game movie from its introduction and what Halo does from the beginning is set the tone and set the stage from the beginning, the opening cinematic shows us what is important, this mysterious space ring, Autumn's pillar and the characters aboard the music create a sense of mystery and forerunner atmosphere that captivates the player immediately after that we see troops, tanks and pelicans preparing for battle as the music changes to reflect that and then we see one of the best motivational speeches of all time, man, we took those dumb bugs to the middle of nowhere to keep their dirty claws from falling to Earth, but we stumble upon something that's so hot, they're fighting over each other to understand it well.
is halo combat evolved a masterpiece
We don't care about the anti-son of God, a machine or a giant hula-hoop, we are not going to let him have it, what we will let him have is a belly full of lead and a puddle of his own blood to drown in. I'm right, Marines, sir, yes, sir. M, absolutely right. Within 3 minutes, you get the feeling that this is going to be an epic sci-fi action game surrounding a mysterious ring and that's exactly what it is during every scene and minute of Halo gameplay. establishes an authentic and deliberate tone and feeling through its visuals, sound design and music, while Marty Odonnell is our Lord and savior, his work is stunning, the soundtrack is simply timeless, but most importantly the music in Yes it is the rhythm, at what points you listen, what songs,

halo

.
It doesn't attack your eardrum with music playing for every second of the experience, sometimes you don't hear anything and that's a good thing because it means that those moments when you listen to music are much more impactful and memorable, whether it's action-packed. Stealth Carnage Precision or Mysterious Wonder Combat Evolved has a song for everything it wants you to feel, the soundtrack in general has a well-defined identity and it is thanks to the music that Halo has a unique feel from start to finish and this opening scene sets the stage. perfectly, but it's not just the opening cinematic or the music that gives the game a powerful feel, it's also the control, it's not good, it's not great or amazing, it's perfect, the control is so fluid and natural that even You won't even think about it, it's simple.
Balanced and reliable, meaning that any mistakes the player makes are completely their fault. Combat Evolved was by no means the first FPS game, but it was the first to bring intuitive controls to the console market, making shooters accessible to the casual gamer. didn't have a computer, even games like golden ey Perfect Dark and banjo Tui that came out on the Nintendo 64 didn't have the same lasting impact on the gaming industry as Halo did the controls set a clear standard for the franchise in the The industry was moving forward and this was because aiming with four buttons just didn't feel as good as aiming with a control stick.
Also, the controller was made for people with three arms and, uh, most people don't have three arms now. Younger kids may not know it, but when the original Xbox controller, the Duke, came out, it was a laughingstock and not just because it's as big as your mom, but because the idea of ​​playing a game with two control sticks was considered crazy at the time. for the controller with the features we wanted, which were two analog sticks that were a little disconcerting, things that seem obvious now, which were at that point before Halo launched. PCFPS games dominated the market and most people didn't want to venture away from them. mouse and keyboard to play a shooter, but Combat Evolved changed all that.
An important aspect of the game was how it also limited the player to two weapons. Most other Shooters had you juggling a wide range of weapons at the same time, and if you wanted to, to use grenades and melee you would have to cycle through a menu to use them. It's crazy to think about the formula of almost every FPS game since Halo and trace its roots and inspiration to see how revolutionary this game was. The thing to do is look at any shooter released since Halo. How similar is the control scheme. How many of them have a two-weapon system that regenerates health?
A dedicated button for melee and vehicular grenades and a greater emphasis on AI. It's also worth mentioning that Bungie. gave players different options, so if the default control didn't feel right, they could always change it. There are so many things that Halo Revolution IED in the FPS genre it's mind-blowing to think of system link games, ground parties, four player split screen, co-op. campaign and have a real story when most games didn't bother or didn't have much in 2002. Halo was the first real first person shooter I played and when I stepped out of that life capsule into that gigantic ring, my world changed for always and so did the gaming industry.
If there is something that shows us Combat Evolved as a masterpiece, it is the gameplay and the difficulty, not only from one mission to another, but in general. What Halo does best is create a fun, balanced, and challenging video game experience, and quite honestly, it does it better than any other Halo game and most first-person shooters I've played. It's a bold statement and it may not be worth it, but I've had a lot of experience with these games where I've beaten every campaign. legendary several times, so I have a pretty good idea of ​​what I'm talking about.
We must first ask ourselves why it is important for a game to be challenging and fair. In short, our brain rewards us when we overcome challenges the more difficult the better we feel after achieving it our brain punishes us when we don't succeed there is a fine line that every person walks between failing but getting up and failing as many times as you decide to give up or take a break Dark Souls is the epitome of this concept and

combat

, Evol is its FPS counterpart, don't get me wrong, both Dark Souls and Halo in legendary are very difficult games, but the same principles of overcoming that difficulty is what makes them so satisfying because the number of times you will fail in

combat

will evolve due to some almost non-existent things when you die 99% of the time it is your fault and that is good because you have control over your destiny you don't feel cheated you feel like you can handle whatever this throws at you game if you play smart and well, failing is the best way to learn while doing my legendary no death challenge.
Every time it failed, I went back and saw what happened and the answer was very clear to me, so I was able to modify it. my style of play in certain areas to achieve success. I've beaten Combat Evolved on legendary without dying once, but I don't think that's possible in any of the other campaigns, because Combat Evolved contains almost no difficulty or artificiality. Almost now I want to do it. Emphasize that just because a game is challenging doesn't mean it's fun or fair, sure it can be difficult to consecutively shoot 13 Jackal snipers with pinpoint accuracy, but if it's fun, of course it can be challenging when enemies can kill you. with a melee attack that cannot be dodged.
That happens in 1/6th of a second, but fair enough, it all comes down to the best games being fun and challenging without being unnecessarily frustrating, so with this brief summary of why difficulty is important in video games, let's see what it does right. the evolution of combat. and what doesn't flood with rocket launchers, these enemies are honestly the only thing that's unfair because they have a gun that kills with a single shot but don't have a predictable animation when they fire it, anything that can kill you instantly needs to be telegraphed. so you can hear The Wraith Sword Elites mortar will scream giving you a moment to react, you will mainly encounter these guys on a mission and they die just as easily as the other flood so it's not very frustrating, one could argue that the physics of the vehicle are quite fun and for multiplayer I definitely agree, but due to how old this game is and it being one of the first competent FPS games to integrate vehicles, you can't really fault it because everything new has to start somewhere.
I would love it if you stop killing my man. I've heard people complain that the checkpoint system is unfair, but in the 15 years I've played this game on three different consoles, I can safely say that any issues with checkpoints and combat progression are incredibly weird or not. The biggest thing people criticize about this game is its repetitive level design and we'll definitely talk about that later, but that's a pretty short list of complaints for a game that people have had 16 years to criticize and I think it's a indicator of how that sounds, the game design was in my review of Halo 4.
I talked about how Halo is like a chess game because each enemy you fight has a unique role with obvious strengths and exploitable weaknesses, so let's look at our cast of enemies. The grunts are the F-cannon they have. strength in numbers, but are weak on their own, can throw grenades, carry heavy weapons, and run in terror if their Elite dies. Elites are high ranking Covenant soldiers, they can be invisible, they carry swords and in later levels they throw grenades, these guys are smart. cunning and will fight very hard. Jackals are defensive and will generally try to hold a specific position, so you need to be precise or use grenades wisely to get past them.
Hunters are mini-boss tanks that pairs of Roman imps have powerful fuel rod cannons. but a predictable melee and a crippling weakness to the gun and sniper, the flood is all about swarm tactics that will charge and try to overwhelm you and by shooting them from their limbs you can eliminate their ability to attack you up close and at range, eventually Sentinels. They are flying robots that shoot lasers, the beauty of Halo's design is that you have to think of the best strategy to advance through the level, the exciting gameplay comes from the different combinations of enemies and how you, the player, decide to deal with them , the most important thing is that no one's strategy is always the best strategy, for example, a plasma gun may be perfect for dealing with sentries and elites, but it is much less effective against hunters and a rocket launcher is good against everything, but you can't Use it all the time because your ammo is limited, the sniper is effective against most enemies, but is useless against the flood, so when you combine thetwo weapon system, the unique predictable designs of the enemies, what happens is that the player starts playing with intention, starts making meaningful decisions, this is what makes the game so good. fun and interesting because subconsciously you are thinking about what route to take, what enemies to kill, when, why and with what weapons or vehicles.
These are the fundamentals of Halo that turn the game into a kind of dance where you move and jump to avoid damage. Besides finding the best position to deal damage, there is always more than one way to get the job done. Halo was absolutely innovative in the design of its artificial intelligence. The enemy is always strategizing and thinking of the best way to kill every enemy and vehicle you encounter. The face gives you auditory and visual cues that allow you to predict its behavior. There are countless examples of this within the Halo game and even if you had never thought about it, your brain recognizes these patterns and reacts to them instinctively if you are driving by a group of Covenant most of the time they will move out of the way so you will have You have to adjust your driving if you want to run them over when a Marine Grunt or Elite throws a grenade, you can watch the animation and hear them scream.
Seeing a shadow turret in your vicinity means that both you and the enemy can use it, so you should keep an eye on them. If you don't see an enemy on your radar, you can listen carefully for the sound of his footsteps. You can walk into an area with enemies that are unaware of your presence and you will see them casually patrolling the area or even taking a cute photo. little nap, no, isn't it adorable? Die, piece of dice, when they notice you, they will yell at their allies and alert them to almost every action taken by the enemy.
The player has time to react by learning how the enemies will react. to your actions, this is how you can master the game and play on the hardest difficulty without dying once, but I want you to wonder if without exploits it is really possible for any of the other Halo games. I don't believe it. That's why. I think Combat Evolved has the best gameplay in the series and one of the best in the FPS genre because you can learn and master it to such a degree and still be challenging and fun, which is what Halo offers you and most other FPS games. they don't offer.
It's a buffer, it gives you a generous margin for error, your health bar is what protects you when you get into a tough situation or make a mistake, so instead of punishing you instantly with death, the game gives you the opportunity to recover from your mistakes without having to constantly restart from the checkpoint, this also includes an interesting mechanic where you have to manage your health and your power-ups, so it's not just a matter of waiting for your health to drop. regenerate, you have to actively look for these boosters and health packs. There have always been many. subtleties in Combat Evolved that I really appreciate and I'd like to highlight a few of them that stand out.
What's really cool is that the difference in difficulties doesn't just change the numbers in terms of damage and health. The difficulty change changes the game a bit. areas can have invisible sword elites in heroic ranks and golden sword in legendary ranks can increase or the combination of enemies will change, even the opening and ending scenes change and you must love the level of blood in this game, it's ridiculous, it's over the up and man, does it feel like a battlefield when you stop and look around? I really enjoy the amount of personality that Bungie injected into each of your marine allies, we got you to open your mouth and the Covenant, everyone feels like they look and talk differently and that gives the game an unforgettable charm, we show them look, I'm Mark Five, you won't die instantly in combat.
Evol when you come out of cover like in Halo 2, you won't fight in ridiculously difficult vehicle sections where marines take more bullets. than you like Halo 3, you don't die from instakill melee attacks that can't be dodged, they all come to four and five that you don't die from, you can't predict and it's because CE is more focused on making the game Just that you can easily learn from your mistakes despite how challenging it is and not be forced to repeat the same section until you get it perfect. These are the main reasons why combat evolves. The game is so fun, challenging and revolutionary.
When you think about it, it's no wonder why the game holds up. Well, 16 years later, most people may not know it, but Halo Combat Evolved wasn't just a first-person shooter, it was actually two games in one. You might be wondering how Halo could be more than just an FPS game. Well, I'll show you no. Death timers, no Sky ceiling and only an invisible barrier that you can crash into if you drive through water for 5 minutes. In most games, even the newer Halos would just put a barrier there or make the water kill you instantly, but in Combat.
The

evolved

levels do not restrict gameplay in any way, motivating players to explore them in whatever form of madness comes to mind. That's the beautiful thing about this game. He was ready for tricks and feats. There were ways out for almost everyone. Each level is so outrageous you wonder how the hell people discovered them in the first place and some are so easy anyone could do them. The game does not limit you in any way, which is a stark contrast to Rails and controls most FPS games. I have become this here, it is one of the most vivid videos.
I remember seeing a guy named Miss Man, who was able to place this shadow turret in a specific position on the cliff and managed to melee it all the way to the bottom of the level. I mean, how did you figure that out? After seeing this as a kid, I realized how many possibilities there were to explore the game. There was a group of very dedicated players who wanted to do tricks like they were all on a damn biker. gang, the hardest of the hardest, exploring these levels was like playing something completely different and I always had a desire to see more of the game to see those hidden parts that I wasn't supposed to get to or see things from a different perspective.
There's something so fascinating about Halo, its architecture and its visuals, that it wants you to explore the fact that the game actually has a moment written in for when you start murdering people on the bridge, it just shows how free you really are. I gave you an order. Soldier. Off this ship, what the hell are you doing? Safety on the bridge. The Master Chief has gone rampant. Take them down guys. I mean, how many games are there where jumping around the level becomes some kind of art form even without feats? Halo has this tremendous sense of freedom of course, Bungie was very clever with the Easter eggs they put in and it's these little things that you tell your friends about and laugh or show them how you got to this secret place, go to wherever you want, kind of attitude.
It just doesn't exist in fps campaigns anymore and it's one of the things that made Combat Evolved feel so expansive, it doesn't matter how fun or awesome the main game is if there aren't interesting locations to play in the level design that needs to be supplemented. . the gameplay of the game and let me tell you that Combat Evolved has one of the best level designs you have ever seen. It's mind-blowing to think how much Bungie thought went into each mission. You may not have thought about this before, but what Halo does. Very good, it gives you something new with each mission, the elements of the game are unraveled and increased, it doesn't just throw everything at you from the beginning.
Imagine if Captain Keys gave you a gun and then you started seeing swords Elites Hunters Fluts Speck Ops. enemies wraiths banshees and all that madness would be too much it's because Halo reveals new things at the right moments that the game keeps your interest all the time the first mission makes you feel helpless, you don't jump out of the cryogenic tube and start destroying the place where you are introduced to the enemies, you see how they fight without being able to fight them, the level is mainly shooting in the corridor, it teaches you how to use grenades, take cover, the basics, the second mission opens, it allows you to wander on the opposite side of the corridors. in the autumn pillar, you are then introduced to the launch ships, banshees, Jackal, the sniper rifle, and the boar.
The third mission introduces the role of stealth. You'll notice there's no gun here either because the game wants you to learn how to use the sniper. He throws hunter turrets, invisible elites, and sword-wielding elites at you. This is the full game in a nutshell, each level offers something new but doesn't change it completely and when the game removes elements it is for a deliberate reason, most notable is the number of routes you can take to progress through encounters, for For example, although the mainstay of Fall is mainly corridor shooting, there are different paths to take flanking routes, most FPS games are fairly linear, and although Combat Evolved has eight linear missions, they don't really feel like doing so.
Halo and The Silent Cartographer are the only non-linear missions in the series, aside from New Alexandria and Mombasa Streets, in Halo you can save the Marines in any order you want. In Silent Cartographer, you can explore the levels any way you want. I think it says a lot when such an old game manages to create non-linear levels when later games in the series almost never attempted to do that, whatever happens to that lost ambition, the level design can only be described as dynamic for the first half. of the game. I think everyone agrees that Halo 1 is amazing. but it is when we reach the seventh mission that problems begin to arise.
It's no secret that CE reuses assets and visuals from levels and the library is known for being repetitive and difficult, but are these reviews as bad as people think they are? watch the assault in the control room, you go through a series of rooms, bridges and elevators that look copied and pasted, but all these areas play differently, the enemy combinations are different, the gameplay is different and that's what It is important, hypothetically, to eliminate these somewhat redundant areas. It would make the overall game feel and look more unique, however that would also make the game much shorter and because the game is so much fun in the first place, I'm glad the levels are longer, maybe if they saw and felt each other a little. different people wouldn't have criticized them as much, the library is when we get the real thing as the only enemy is the flood and we are forced to fight them in very similar looking rooms and as a young man I certainly hated this level when I was adult.
In fact, I've come to appreciate that being chased by a seemingly endless swarm of floodwaters may be frustrating for some, but for me it's exhilarating, providing fast-paced action as you always have to be alert and keep a close eye on your radar. The flood will curve you from every angle imaginable, they appear behind, above, in front, to the sides, jump through doorways, climb walls in this dimly lit Maze, you are constantly on edge as the haunting music follows you throughout. everyone on a thematic level, it works very well as This is the point where you realize what the flood lacks brains and advanced tactics that they make up for with numbers and that's what scares them.
This library, which may have once been a mystical and beautiful area, is now overrun by the horrors it was intended to prevent. contain even if the level is not the best Halo has to offer. I respect the library for the way it changes the game, forces you to change your strategy, and adds horror elements to its gameplay. I leave the house for a few days and look, what's going on? This won't take long and the mother will have to return to areas from before, but the levels are so different with places you've never been to that they don't feel much like the previous missions.
So we come to two betrayals. level that many people hate because it is simply assault in the control room backwards but as I see it this is the best and most entertaining level in the Halo franchise as I said before the landscape is reused but the encounters are not two betrayals it has a total tone and feeling different than its counterpart, what makes this level so fun is the AI, as the game has become an all-out war between the Covenant Flood Sentinels and, by throwing the player into the mix From all these large-scale battles, you feel small but not powerless, you have a sense of scale and conflict as the Halo ring is being devastated around you and your options for each encounter are numerous.
Do you watch from afar and see how it develops? You shoot at everything without discretion or help aside. destroying the other to make it easier for you to make these decisions and watching the AI ​​fight each other is what makes the level so entertaining time and time again for me, never mind that some of the levels have the same design as before because I'm playing them in a completely different way. If you enjoy the game, then these flaws won't bother you.They will be very distracting. The Combat Evolved experience gives you fun enemies to shoot and interesting dynamic locations to fight them, but it goes a step further by adding context and purpose to the game Ro to the LZ it's going to be hot get ready to tell Who lands hits Mar A story you're invested in is what makes a good game great, and what Halo does incredibly well is provide reasoning behind the game.
The context of each level is told and shown through in-game cutscenes and dialogue. This allows players to get more involved in the combat since there is something at stake and it's not just killing these bad guys in Advanced. The type of game that came here was Reckless, you two know better than this, thank you, there is always an important reason and urgency for what you are doing from the beginning, the consequences of the death of the players are presented before you, which It's where you come in Boss. Cortana out of this ship keep it safe from the enemy if they capture it they will learn everything Force deployment weapons research Earth I understand it and until the end your goal drives the actions of the Master Chief the story always gives you a sense of urgency To carry out your task, make it more intense and I really enjoy how the marines themselves play a role in the story.
Create a sense of unity. Brotherhood between you and your allies and the cause you all fight for. The dialogue in the game is used to bring it to life. Explore the Halo universe and ring, so as you play through the exposition that Cortana or other characters give you, it teaches you more about the environment. This cave isn't a natural formation, someone built it, so it must go somewhere, but what about the narrative itself? I said before that there's a reason Halo has such a rich expanded universe and it's because this game planted all the right seeds before its release, neither Microsoft nor Bungie knew if Halo would be a one-off game or something that would warrant a sequel.
They had to make the story self-contained and have the potential to expand. It's safe to say that Halo didn't become something unique. The game and the way it was set up. Humanity came to the characters, the precursors to the Covenant flood and the Halo ring left the door open for a deeper look at all of these elements, which is exactly what future game books and TV shows did in the future, a common criticism. what people do is that Combat Evolved doesn't tell you everything, you don't know the origins of the boss, Spartans Covenant or get there now, back then games used to come with these things called manuals, remember them and in the manual it tells you everything you need knowing about the backstory the question you need to ask yourself what is most important and what does the audience need to know well in the opening scene if we had 5 minutes of exposition about the scope events that would have taken away the intensity and urgency of the situation in issue, we don't need to know what exactly happened within range or who the Master Chief is because what's more important is what we have in front of us.
The Boss himself has been criticized for being a mostly flat character, but Halo isn't about the Master Chief, it's about his journey, your journey, having him remain silent during the game allows you to step into his shoes because you're not watching. how the events of Halo unfold in a movie theater, but rather that you're replaying them in an In-game, the point is that the mystery surrounding the Boss is what makes him interesting and having him be a blank slate allows you to connect easier with history. The Universe and this ancient ring of mass destruction, combat evolves.
The story is pretty simple, but simple doesn't mean Bad, as I said in my Scope review, some games have a story based on a setting instead of dynamic characters. It's no different, as the lens focuses on this strange world and the secrets and conflicts taking place around it. It's a story of discovery that falls apart. the mystery of an ancient world with action packed moments contrasting with the quiet parts, much of the story is told through the levels themselves, for example the game has you play during the attack on the autumn pillar, giving you a first-hand look at how ruthless the Covenant is, you then crash-land and are forced to find other Marines to form a form of resistance.
You see a bunch of fallen life capsules and imagine what exactly happened. What are the stories of the Marines in those life capsules? Truth and Reconciliation. puts you aboard a Covenant ship and you get a taste of its foreign technology. There's a moment in the two-bet trails when you're traversing a room and only encounter a human flood with no weapons, apparently these guys were meant to be remnants of fire. Zulu team you save an assault in the control room if you look closely at Proto's mind and keys serious, you can see the captain's pipe nearby, I hope the last smoke was good and earlier in the level we see the flood gathering bodies On the corner and it's so creepy at first sight you see the pillar of autumn in extreme decay, you pass a bunch of gun stores that have guns everywhere, but none of them have ammo, it makes it feel so desolate and empty, but La The game's best narration, by far, comes in mission 343 Guilty Spark.
The build-up and reveal of the flood is one of the most iconic and vivid moments in video game history and it's all done while you play without any exposition. Cortana, the description says: crawl through a swamp to meet the only enemy. The Fear of the Covenant At first we see Covenant running away in terror from something, then we find a downed pelican with a mysterious and menacing distress call. A seemingly random explosion occurs, scaring the Covenant fighting us. Through the fog filled jungle, eerie music sets the tone as we see what appear to be friendly Marines in the distance, we go through a series of tunnels, there is a green substance dripping from the ceiling, you see all these flashing lights and then there's Needler ammo and that's the moment you realize something is terribly wrong because there has never been Needler ammo in the rest of the game, then there's this Marine who's gone crazy, shooting at you wildly and spouting crazy dialogue about some monsters, there's blood explosions, bullet holes and fire and You're like bro, I didn't do this, I was never here right now, you're weirded out by all this madness and there doesn't seem to be any Elite here, then you cross this bridge of light and you see blood everywhere what happened to these marines and boy, you're about to find out wait, what's that, what's that sound, what's going on, get away from me, wooho and after you run into the flood, you You realize the reason there are no Elites at this level is because they are all Flood now saints and now you see how easily the Covenant and your allies fall against the flood without leadership oh yeah, all those corpses you saw on your way here They're gone, there's even a part where you can go back to the elevator you came in and it collapses, damn it, but we finally make it to the real elevator, thank goodness, and we're ready to get it out of here, but wait, you wonder how? did so much blood get in? the walls here is because the flood is throwing bodies down the elevator shaft.
I mean, this level is just A+ storytelling and you're not required to see all this stuff, but it's there if you really pay attention and Halo isn't shy. to add a little humor to an otherwise serious situation this is falling apart it will stay we won't make it we will make it rise P up you did it on purpose, didn't you? Chief and Cortana many memorable online users too, now would be a very good time to leave it, ah lord, the characters weren't exactly deep with expansive character arcs and this because they didn't need to be Captain Keys, Cortana Master Chief and Guilty Spark. they play important roles and how the story unfolds they have personality they are charming and the dialogue and voice acting are pretty good I gave you an order Soldier now stand down he is delirious with pain we have to find him remember how I said he was CE ready to expand a well, That's exactly what 343 did with the anniversary terminals, adding that extra layer of depth to the characters in a way we all imagine them to be.
The point is that Halo isn't trying to sell you a character-based story, it's trying to sell you a setting-based story, and if it's successful at what it's trying to do, why should it be anything else? There are some plot holes and moments that feel too convenient, like the sudden appearance of a teleportation net, but for me, these things never took me out of the story. I was able to suspend my disbelief and move on because I was having so much fun. Now we also have to remember that first person narration. Shooters had no real expectations at the time if Halo launched and had cut 90% of its story and its cut scenes no one would have batted an eyelid, it's because Halo executed an ambitious idea so well in a time when video game storytelling was still in its infancy and the way it complemented it with excellent voice acting and music made the narrative so beloved in the first place when you consider everything that Halo Combat Evolved brought to the table, the revolutionary impact it had on the console and FPS games along with its incredible sound, dynamic levels, interesting enemies, a fascinating story, the work that laid the foundation for the franchise to the way it put Xbox on the map and how its formula is still replicated to this day.
Today, it seems impossible to classify this game as anything less than a masterpiece, a game this well designed deserves every recognition and praise it receives and the fact that "We're still talking about it, the fact that the game was remastered twice and released on four different platforms is a testament to Halo's well-deserved legendary status and how well it holds up 16 years later, no game is perfect and the evolution of combat certainly has its flaws. but as far as I am concerned, this is as perfect as can be calculated. The alternate Escape Route ship's inventory shows that a longsword fighter is still docked at the Bas 7 launch.
If we move now, we can move later, there is a gap at full speed. We should be able to clear it, that's the movement of the ship, we need to get a board now.

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