In Halo 5 and 4, I didn’t exactly like Prometheans. I thought it was cool we’ve finally seen them aside from 343 GS and the Sentinels (being the only representatives). The only problem is, they look bland.
Everything about the Prometheans (visually) in Halo 5 and 4 is bland (at least… dull looking, or something). They feel off in a way. When I see classic visuals, Prometheans had a luxury tone to them. With faded browns and silver, glass walls/floors, and hard-light bridges and switches.
All we see returning, style-wise, in 5 and 4, is the silver and hard-light. But their structures are more simple, most things float, and the only colours they seem to use are silver and bright orange (and the occasional out of place bright blue). Also, hard-light is only really shown off when using weapons.
I’m not saying I hate that they’ve introduced Prometheans, but it bothers me how simple, dull, and crowded the structures appear. I loved the feeling of isolation I got when going through the first tunnel system you find in Halo: CE. While Halo 3 may have been a lesser experience, it still captured the Prometheans complex design, and just a bit of that feeling of isolation.
Also, the Promethean colour scheme always seemed to be associated with the environment around the structure. Like in “Assault on the Control Room”, where it was silver due to the winter environment, and “The Ark”, where it was brown since it was a desert environment.
I just hope in Halo 6, the Prometheans change visuals. Just a bit, though. The new style is ok, but I want to see more of the classic Promethean design.
first off you mean the Forerunners not the Prometheans.
I don’t mind the forerunners, but what I do miss is the flood.
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> first off you mean the Forerunners not the Prometheans.
But you get what I’m saying, right?
Also, are Forerunners different from Prometheans? I thought they were all the same.
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> But their structures are more simple
Forerunner architecture is still ridiculously over-engineered. Gotta love those “flip three switches to activate a five MPH gondola ride that will take you to the base of a four-storied ziggurat which you will need to ascend on foot via a spiral of gently slopping counter-clockwise ramps” sequences.
> 2533274845218535;4:
> > 2533274844984484;2:
> > first off you mean the Forerunners not the Prometheans.
>
>
> But you get what I’m saying, right?
> Also, are Forerunners different from Prometheans? I thought they were all the same.
Prometheans are a caste of elite Warrior-Servants. We met them (actually, their killbots and leader) for the first time in Halo 4. The Halos and Ark were Builder installations.
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> > 2533274845218535;4:
> > > 2533274844984484;2:
> > > first off you mean the Forerunners not the Prometheans.
> >
> >
> > But you get what I’m saying, right?
> > Also, are Forerunners different from Prometheans? I thought they were all the same.
>
>
> Prometheans are a caste of elite Warrior-Servants. We met them (actually, their killbots and leader) for the first time in Halo 4. The Halos and Ark were Builder installations.
So he does mean Prometheans then, the silver robot army with weird orange face lights underneath
The problem with the Promethian race ius that they are inorganic. Every enemy in Halo, with the exception of sentinels and monitors, are organic. Now we have a purely mechanical transformer-esque enemy that lacks distinguishing characteristics and personality.
Grunts, Jackals, Brutes, Elites; each oner is visually distinct from one another in more than frame work. Each one of them has a distinct personality. If you hear an Elite and grunt holding a conversation (which you can in the Campaign) you know which one is talking. If you were reading a scripted dialogue between two “unknown individuals” you would be able to tell based on diction and sentence structure which was which.
Promethians all look the same (neutral colors with glowy spots), they sound the same, and act the same.
Which makes sense, because the promethians are a hive-mind, like the flood.
BUT, the Flood was an organic enemy that represented a real threat on the battlefield (ie; resurecting the fallen to continue fighting). Promethians explode.
The Flood was also a secondary enemy, you only encountered them in a few missions that were littered with them. Most of Halo has been about fighting the Covenant, a highly complex and ethnically rich caste that lends actual story outside of “bad guy vs good guy”.
We don’t like Promethians because they are simple compared to the Covenant in what they bring to the gamer, which is simply another target.
> 2533274810191683;8:
> The problem with the Promethian race ius that they are inorganic. Every enemy in Halo, with the exception of sentinels and monitors, are organic. Now we have a purely mechanical transformer-esque enemy that lacks distinguishing characteristics and personality.
> Grunts, Jackals, Brutes, Elites; each oner is visually distinct from one another in more than frame work. Each one of them has a distinct personality. If you hear an Elite and grunt holding a conversation (which you can in the Campaign) you know which one is talking. If you were reading a scripted dialogue between two “unknown individuals” you would be able to tell based on diction and sentence structure which was which.
> Promethians all look the same (neutral colors with glowy spots), they sound the same, and act the same.
> Which makes sense, because the promethians are a hive-mind, like the flood.
> BUT, the Flood was an organic enemy that represented a real threat on the battlefield (ie; resurecting the fallen to continue fighting). Promethians explode.
> The Flood was also a secondary enemy, you only encountered them in a few missions that were littered with them. Most of Halo has been about fighting the Covenant, a highly complex and ethnically rich caste that lends actual story outside of “bad guy vs good guy”.
>
> We don’t like Promethians because they are simple compared to the Covenant in what they bring to the gamer, which is simply another target.
The prometheans are too much of bullet sponges, unlike with the covenant where you had actual strategies for encounters.
ex.
Kill the elite among a large group of grunts, to make the grunts flee and be even easier kills.
or
Shoot jackals in the hand, then headshot them quickly.
While with forerunners you don’t have as much diversity in ways to deal with them, excluding Knights.
> 2533274953123640;5:
> > 2533274845218535;1:
> > But their structures are more simple
>
>
> Forerunner architecture is still ridiculously over-engineered. Gotta love those “flip three switches to activate a five MPH gondola ride that will take you to the base of a four-storied ziggurat which you will need to ascend on foot via a spiral of gently slopping counter-clockwise ramps” sequences.
Dude I know right?!
> 2533274845218535;4:
> > 2533274844984484;2:
> > first off you mean the Forerunners not the Prometheans.
>
>
> But you get what I’m saying, right?
>
> Also, are Forerunners different from Prometheans? I thought they were all the same.
The promethians are the forerunner army of composed humans and crap
> 2533274810191683;8:
> The problem with the Promethian race ius that they are inorganic. Every enemy in Halo, with the exception of sentinels and monitors, are organic. Now we have a purely mechanical transformer-esque enemy that lacks distinguishing characteristics and personality.
> Grunts, Jackals, Brutes, Elites; each oner is visually distinct from one another in more than frame work. Each one of them has a distinct personality. If you hear an Elite and grunt holding a conversation (which you can in the Campaign) you know which one is talking. If you were reading a scripted dialogue between two “unknown individuals” you would be able to tell based on diction and sentence structure which was which.
> Promethians all look the same (neutral colors with glowy spots), they sound the same, and act the same.
> Which makes sense, because the promethians are a hive-mind, like the flood.
> BUT, the Flood was an organic enemy that represented a real threat on the battlefield (ie; resurecting the fallen to continue fighting). Promethians explode.
> The Flood was also a secondary enemy, you only encountered them in a few missions that were littered with them. Most of Halo has been about fighting the Covenant, a highly complex and ethnically rich caste that lends actual story outside of “bad guy vs good guy”.
>
> We don’t like Promethians because they are simple compared to the Covenant in what they bring to the gamer, which is simply another target.
The flood is the primary enemy it was introduced after the covenant in the same game so as to lead up to and fight the flood and you!!! What was your first halo game?
> 2533274845218535;4:
> > 2533274844984484;2:
> > first off you mean the Forerunners not the Prometheans.
>
>
> But you get what I’m saying, right?
>
> Also, are Forerunners different from Prometheans? I thought they were all the same.
The Forerunners are split into several different “rates” Prometheans fall under the Warrior-Servant rate, as the elite of the Forerunner military. Think of them as the Forerunner equivalent to the ODST’s. Promethean architecture is what you’re seeing when you look at the Knights, Soldiers, Crawlers, and Watcher. They’re smooth, organic looking designs held together and armored by hard-light. The slivery bronze colored buildings with sharp angles and facets we see in past halo games are made by the Builder rate. Builders are the one’s who create nearly all of the Forerunner architecture we’ve seen, besides a few buildings and structures in Halo 4 and 5 and of course, the Prometheans we fight.
tl;dr Prometheans use different design styles than Builders in the creation of their implements of war.
> 2533274953123640;5:
> > 2533274845218535;1:
> > But their structures are more simple
>
>
> Forerunner architecture is still ridiculously over-engineered. Gotta love those “flip three switches to activate a five MPH gondola ride that will take you to the base of a four-storied ziggurat which you will need to ascend on foot via a spiral of gently slopping counter-clockwise ramps” sequences.
And it helps against flood 
> 2535459112121014;12:
> > 2533274810191683;8:
> > The problem with the Promethian race ius that they are inorganic. Every enemy in Halo, with the exception of sentinels and monitors, are organic. Now we have a purely mechanical transformer-esque enemy that lacks distinguishing characteristics and personality.
> > Grunts, Jackals, Brutes, Elites; each oner is visually distinct from one another in more than frame work. Each one of them has a distinct personality. If you hear an Elite and grunt holding a conversation (which you can in the Campaign) you know which one is talking. If you were reading a scripted dialogue between two “unknown individuals” you would be able to tell based on diction and sentence structure which was which.
> > Promethians all look the same (neutral colors with glowy spots), they sound the same, and act the same.
> > Which makes sense, because the promethians are a hive-mind, like the flood.
> > BUT, the Flood was an organic enemy that represented a real threat on the battlefield (ie; resurecting the fallen to continue fighting). Promethians explode.
> > The Flood was also a secondary enemy, you only encountered them in a few missions that were littered with them. Most of Halo has been about fighting the Covenant, a highly complex and ethnically rich caste that lends actual story outside of “bad guy vs good guy”.
> >
> > We don’t like Promethians because they are simple compared to the Covenant in what they bring to the gamer, which is simply another target.
>
>
> The flood is the primary enemy it was introduced after the covenant in the same game so as to lead up to and fight the flood and you!!! What was your first halo game?
CE was my first one. You encounter the Flood after the ovenant, and while they are THE enemy for the first three games, the interaction with them built up. So before the final levels the main enemy was the Covenant. Same in Halo 2, and Halo 3.