343i already said there is no open world. Just expanded sandbox missions. But thats really all they are showcasing. I do hope not every mission is like that, and some are just little bit more narrow, not as big and opened or too tight cornered, but enough to make the mission give you a direct path blocked by a firefight battle. Open world missions can also still be repetitive…
> 2535419166122192;1:
> 343i already said there is no open world. Just expanded sandbox missions. But thats really all they are showcasing. I do hope not every mission is like that, and some are just little bit more narrow, not as big and opened or too tight cornered, but enough to make the mission give you a direct path blocked by a firefight battle. Open world missions can also still be repetitive…
there is going to be forerunner structures you can fight in if you are thinking of that
Yeah I think the opening mission and maybe the last couple will also be a bit more linear than most of the missions.
They said the main world of the game should feel more like the Silent Cartographer from CE. A nice big open space to explore but to an extent. It gives you multiple ways to approach a mission but also isn’t crazy overwhelming like an assassins creed. I am certain there will be missions that take you into fortresses or halo structures like that ones from CE where it will be a very linear traverse the base or structure until you get to the end type deal. But most of the game in between missions and exploration will be out in the open if I had to take a guess.
> 2535409171473129;2:
> > 2535419166122192;1:
> > 343i already said there is no open world. Just expanded sandbox missions. But thats really all they are showcasing. I do hope not every mission is like that, and some are just little bit more narrow, not as big and opened or too tight cornered, but enough to make the mission give you a direct path blocked by a firefight battle. Open world missions can also still be repetitive…
>
> there is going to be forerunner structures you can fight in if you are thinking of that
Plus we know the gameplay we saw last year was hours into the game and seems to be your first landing on Zeta halo so there have to be plenty of missions before then.
I’m imagining they will have missions that take you out of the map for a brief period of time.
For instance, there could be a Truth and Reconciliation style mission, where the ship is either destroyed, and once you’re back on the map you are not able to ‘revisit’ that playspace, with just the gravity lift base remaining on the map. Alternatively, the ship could then crash back on the Halo, either unlocking a new area where you can roam its destroyed carcass or by it being ‘added’ to a previously visited area.
They dodged the question of whether it was open world or not in the q&a from February which is understandable we just don’t know enough to be sure really
Maybe its like Gears 5 where there are “Large Area Missions” and the first/last chapter are lineal levels
Yep, basically, all 343i is doing is the Destiny route. Big open areas that are all more or less the same, but for more detailed missions, they’re just going to funnel you into tight linear pathways anyways, making you wonder why they even bothered wasting development on the dumb open-world gimmick anyways
I’m hoping it’s a bit like Ace Combat 6, where most missions are somewhat open to varying degrees, and others are linear. It’s a fantastic game (As long as you can handle maximum cringe anime dialogue.) and was far ahead of its time, despite being as old as Halo 3.
It will be very interesting to see how 343 balances this. I am cautiously optimistic as I love open world experiences,but I agree with many of the reasons for caution and worries that it would be very hard to execute.
I doubt they all will be. Or at least that it won’t always feel like it. For example you could end up at a point where the next “mission” is to assault a Banished outpost, that leads into a section where you board a Banished ship, and while you make your way through the open world on the way to the outpost, from entering the gate to the end of the mission it is a linear-style area that plays more like a cinematic story mission than an open world environment can.