Checkpoints through the years

Over the years, many things about Halo have improved, like physics and polygon count. One thing that seems to be a constant throughout the games is the checkpoint system.

Halo generally seems to give definite checkpoints at certain spots in each level assuming the area is clear. But, I have noticed a checkpoint drought when you’re going a little too fast for the game. Seems like it “forgets” to give a checkpoint because it’s too distracted by your speedrunning. If you die, you get kicked back pretty far and then soon after get a checkpoint, as if the game suddenly snapped out of being entranced.

This pattern seems to be consistent across all games. Of course, this is purely from observation so I may be missing a lot of behind-the-scenes magic. There has been a ton of discourse about other features, but does anyone have some insight into how the checkpoint system has or has not evolved since CE?

> 2533274824050480;1:
> Over the years, many things about Halo have improved, like physics and polygon count. One thing that seems to be a constant throughout the games is the checkpoint system.
>
> Halo generally seems to give definite checkpoints at certain spots in each level assuming the area is clear. But, I have noticed a checkpoint drought when you’re going a little too fast for the game. Seems like it “forgets” to give a checkpoint because it’s too distracted by your speedrunning. If you die, you get kicked back pretty far and then soon after get a checkpoint, as if the game suddenly snapped out of being entranced.
>
> This pattern seems to be consistent across all games. Of course, this is purely from observation so I may be missing a lot of behind-the-scenes magic. There has been a ton of discourse about other features, but does anyone have some insight into how the checkpoint system has or has not evolved since CE?

Yeah checkpoints have a few factors that come into play. Such as hitting a load zone, initiating an action within the game (eg some terminals in H4), how many enemies are left in the area, sometimes jumping melee or firing your weapon may also prevent a checkpoint as the game still thinks you’re in combat and will not give you a checkpoint.

These games weren’t designed to be played the way speed runners do! So it stands to reason that checkpoints may stuff up from time to time haha.

I’ll definitely agree with you that the checkpoints have updated over the years since CE. If you’re going to manipulate game design elements to get out of the map though then chances are it might no longer work the same way with checkpoints!

> 2535445608274502;2:
> > 2533274824050480;1:
> > Over the years, many things about Halo have improved, like physics and polygon count. One thing that seems to be a constant throughout the games is the checkpoint system.
> >
> > Halo generally seems to give definite checkpoints at certain spots in each level assuming the area is clear. But, I have noticed a checkpoint drought when you’re going a little too fast for the game. Seems like it “forgets” to give a checkpoint because it’s too distracted by your speedrunning. If you die, you get kicked back pretty far and then soon after get a checkpoint, as if the game suddenly snapped out of being entranced.
> >
> > This pattern seems to be consistent across all games. Of course, this is purely from observation so I may be missing a lot of behind-the-scenes magic. There has been a ton of discourse about other features, but does anyone have some insight into how the checkpoint system has or has not evolved since CE?
>
> Yeah checkpoints have a few factors that come into play. Such as hitting a load zone, initiating an action within the game (eg some terminals in H4), how many enemies are left in the area, sometimes jumping melee or firing your weapon may also prevent a checkpoint as the game still thinks you’re in combat and will not give you a checkpoint.
>
> These games weren’t designed to be played the way speed runners do! So it stands to reason that checkpoints may stuff up from time to time haha.
>
> I’ll definitely agree with you that the checkpoints have updated over the years since CE. If you’re going to manipulate game design elements to get out of the map though then chances are it might no longer work the same way with checkpoints!

Entirely agree with this. I’m okay with it tbh as the system works really well for 90+% of playing cases