So I was watching a play through of Halo: Reach (because I was too lazy to fire up my Xbox and play through it) and something dawned upon me after watching the opening cutscene to The Pillar of Autumn. After Carter says to Six “Get the package to the Autumn”, Six replies “Done”, which Carter adds “Not yet it’s not” shows us that Carter has learned from his mistakes he made throughout the game, in particular at the start of the game where he told Colenel Holland that the Visegrad Relay will be functioning again through the words “Consider it done”.
It’s just a bit of foreshadowing at the start and how Spartans can’t achieve everything. All I have to say is well done to the script writers at Bungie during the production of Halo: Reach.
P.S Just while we’re on the topic of Reach I’m gonna add a no shame plug to another forum post of mine about the speculation of how Six may be alive. This is perfect for anybody hoping he is alive (although he is canonically dead atm he can be rewritten to be alive again). It would also be perfect if you’re just interested in reading it and you can find it amongst my other forum activity somewhere, however it is locked for reasons related to the fact that the admins don’t want bad blood (get the Halo reference) between users or arguements but you can still view it if you are interested.
Well without further a due, I hope you have enjoyed this read and I’d love to hear your thoughts on this dialogue discussion (not the Noble Six topic I plugged as I don’t want this getting locked for the reasons that post was locked).
Good catch; I never even realized that.
Reach had some incredible dialogue. On additional play throughs, I would pick up on stuff like this and it was a real treat to notice. In addition to the dialogue, I think Reach did an incredible job with other storytelling mechanics. For example, the way each team member died had something to do with their most prominent personality trait (example: Noble 6 was a lone wolf who died alone). The game can be experienced on multiple levels. You can strictly stick to the basics of the story and find a fun experience, or dive deeper into the hidden meaning behind each scene and learn more about each of the characters.
I’ve seen people talk about how impactful Halo 4’s story was from a character development perspective (Chief’s character arc was beyond interesting), but Reach also did an incredible job of making you care about each character on a personal level through the way they interacted with each other. I mean, we’ve always cared about the Chief, but that’s because from the beginning we saw ourselves as the man behind the mask. Even in Halo 2, we were the man behind the mask to an extent when playing as the Arbiter. But for me, Reach (and ODST for that matter) was the first game where the supporting cast got the lion-share of the character development.
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> Reach had some incredible dialogue. On additional play throughs, I would pick up on stuff like this and it was a real treat to notice. In addition to the dialogue, I think Reach did an incredible job with other storytelling mechanics. For example, the way each team member died had something to do with their most prominent personality trait (example: Noble 6 was a lone wolf who died alone). The game can be experienced on multiple levels. You can strictly stick to the basics of the story and find a fun experience, or dive deeper into the hidden meaning behind each scene and learn more about each of the characters.
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> I’ve seen people talk about how impactful Halo 4’s story was from a character development perspective (Chief’s character arc was beyond interesting), but Reach also did an incredible job of making you care about each character on a personal level through the way they interacted with each other. I mean, we’ve always cared about the Chief, but that’s because from the beginning we saw ourselves as the man behind the mask. Even in Halo 2, we were the man behind the mask to an extent when playing as the Arbiter. But for me, Reach (and ODST for that matter) was the first game where the supporting cast got the lion-share of the character development.
Much agreed
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> Good catch; I never even realized that.
I only noticed it as I have a lot of experience in Halo: Reach. When it came out on 360 I played through it and loved it and put a lot of playtime into it and on Xbox One I bought it again (as I got a new account) and have put more time into the game, though not as extensive as the time I put on 360.