I’m speaking from a strictly story telling aspect not just in regards to previously established history but a Hollywood cliche “I saw it coming” action movie way as well, am I the only one that thought this?
Worst story? Have you ever played video games before? Other than Reach?
Reach is a sad story of sacrifice, approaching the game with the attitude “i know what will happen because Chief was the only spartan left” is wrong
I wouldn’t say it’s the worst, not even close. I actually quite enjoyed it.
It’s not like they were putting it off as a totally new story.
I would bet a lot of people knew before reach even came out. Lol it was after all a prologue…
Says the guy who probably lists the transformer movies as his favourite movies of all time.
Personally, I liked Halo Reach’s story more so then I did Halo CE or Halo 3.
shakes head
Funny how a hater hates on the one thing this section of the forum is all about.
Reacah’s story was great, maybe not as epic as the original series’ storyline, but I think Reach was great overall.
I hope this thread gets closed before the haters and/or trolls arrive.
> Says the guy who probably lists the transformer movies as his favourite movies of all time.
How do transformers have anything to do with this?
Reach’s story was great. How can you say that if you didn’t read Fall of Reach or played the other Halo games.
If the story in Reach was about saving the universe would it then be a “great” story?
Anybody notice how a lot of games have been doing this lately for no reason other then they think it’s the ultimate form of caring?
Hell, the last two Resident Evil games were about some guy taking over the world by killing everybody in it.
Reach…the worst story. I’m sorry, but i think you need to play Halo CE/CEA, Halo 2, Halo 3: ODST, then Halo 3. If not, read the book. Its should give a better understanding.
For the record, don’t judge a story if you didn’t not read it, watched it, or played it, if you know what i mean.
> Worst story? Have you ever played video games before? Other than Reach?
I believe he’s refering to the reach attempt which was terrible compared to the proper story in the book.
So you didn’t know about the Fall of Reach before-hand?
That was the whole point of the game, you know you’re not gonna make it out of here, might as well make it count.
I’ll say it seeing as how no one is going to.
If Reach wasn’t a Halo story and it stood by its own, then that would earn a B- grade by my book. The problem is a few things with each of the characters and how the story is told.
First off, the whole every Spartan competing for the Noblest Death Contest wasn’t very appealing since they were just introduced at the start of the game. Furthermore, some of the Spartans were more forgettable than memorable.
Your role as Noble Six isn’t too bad when it comes to trying to flesh out the character. This is coming from the campaign+some of the trailers that has given us information about Noble Six. At the same token, Noble Six has flaws like some kid eating too much candy and getting cavities. Noble Six doesn’t even have a name, or face or any in-depth history and his personality it pretty stoic, stagnant and is about as 2D as Ping Pong with Donkey Kong. His aspirations and motivations are as wide and open as a obligatory military mission detail.
This pretty much goes the same for most of the Spartans. The only two Spartans that really stuck with me was Carter and Jorge simply because they HAD faces and they had a good chance to flesh out a decent amount of their personality.
The story itself? Not bad really, detailing an invading army of Aliens and with no hope of saving the planet, they turn to what can they do to help the rest of the survivors. Noble Six delivering Cortana to Captain Keyes was probably for me the turning point of the story and at the same token, the high point. A purpose is quickly established at this point and there was for me an inherent feeling of urgency when you go through the battlefield to get to the Pillar of Autumn. However the story does get watered down easily by the lack of definite points of connection that should have made the story flow with importance and value from a engaging action story standpoint but it ends up giving you a ton of missions that just really doesn’t mean a whole lot to the big picture.
All of the above is in consideration of the fact that I didn’t correlate any of it with previous Halo fiction. If I did, then the score of the campaign would of easily been dropped by a full grade to C-. There is way too much collision of story elements and lore that negates plenty of crucial points of Halo: Reach and The Fall of Reach.
cripes, did not mean to post twice.
> I’ll say it seeing as how no one is going to.
>
> If Reach wasn’t a Halo story and it stood by its own, then that would earn a B- grade by my book. The problem is a few things with each of the characters and how the story is told.
>
> First off, the whole every Spartan competing for the Noblest Death Contest wasn’t very appealing since they were just introduced at the start of the game. Furthermore, some of the Spartans were more forgettable than memorable.
>
> Your role as Noble Six isn’t too bad when it comes to trying to flesh out the character. This is coming from the campaign+some of the trailers that has given us information about Noble Six. At the same token, Noble Six has flaws like some kid eating too much candy and getting cavities. Noble Six doesn’t even have a name, or face or any in-depth history and his personality it pretty stoic, stagnant and is about as 2D as Ping Pong with Donkey Kong. His aspirations and motivations are as wide and open as a obligatory military mission detail.
>
> This pretty much goes the same for most of the Spartans. The only two Spartans that really stuck with me was Carter and Jorge simply because they HAD faces and they had a good chance to flesh out a decent amount of their personality.
>
> The story itself? Not bad really, detailing an invading army of Aliens and with no hope of saving the planet, they turn to what can they do to help the rest of the survivors. Noble Six delivering Cortana to Captain Keyes was probably for me the turning point of the story and at the same token, the high point. A purpose is quickly established at this point and there was for me an inherent feeling of urgency when you go through the battlefield to get to the Pillar of Autumn. However the story does get watered down easily by the lack of definite points of connection that should have made the story flow with importance and value from a engaging action story standpoint but it ends up giving you a ton of missions that just really doesn’t mean a whole lot to the big picture.
>
> All of the above is in consideration of the fact that I didn’t correlate any of it with previous Halo fiction. If I did, then the score of the campaign would of easily been dropped by a full grade to C-. There is way too much collision of story elements and lore that negates plenty of crucial points of Halo: Reach and The Fall of Reach.
Many have said it before, and I’ll insert it again here: the stories of Halo: Reach and Halo: The Fall of Reach actually coincide well - it simply takes a bit too much connecting for that to happen.
In my opinion, Halo: Reach would have been better executed without a squad of Spartans. They may have even been more compelling as voices on a comm than as in-game AIs (a la Palmer in Spartan Ops). It might have been cool to have Carter be commanding everyone from “elsewhere”, while you’re doing one thing and being fed information that the rest of Noble is doing something else. The way I think of this is similar to The Covenant in Halo 3 - where you go to one of the towers, the Arbiter takes another, and Johnson takes the third. Add in a little more comm chatter, and suddenly we have to pay more attention to what Noble is actually saying, rather than how silly their AI acts.
I’m not trying to say I’d never want to see them, though. Just not for long enough to begin to loathe them, like people began to loathe Kat. It would be cool to have a few missions with Jorge, and maybe the token Sniper mission with Jun. That aside though, it would have been cool to only see or hear Noble in cutscenes or comm chatter. In some perverse way, I feel as though I may have cared more about them if this was the case.
As for Noble Six, he doesn’t really need any more development. This is pure circumstance. Halo: Reach is essentially a standalone, and neither Bungie nor 343 Industries was going to build on its events or characters. Also, Noble Six can either be a male or a female. What did you want Bungie to do? Should they have created essentially two different characters?
I actually personally would have preferred a “canon” version of Noble Six, actually. But I understand the reasons for which this does not exist.
> > I’ll say it seeing as how no one is going to.
> >
> > If Reach wasn’t a Halo story and it stood by its own, then that would earn a B- grade by my book. The problem is a few things with each of the characters and how the story is told.
> >
> > First off, the whole every Spartan competing for the Noblest Death Contest wasn’t very appealing since they were just introduced at the start of the game. Furthermore, some of the Spartans were more forgettable than memorable.
> >
> > Your role as Noble Six isn’t too bad when it comes to trying to flesh out the character. This is coming from the campaign+some of the trailers that has given us information about Noble Six. At the same token, Noble Six has flaws like some kid eating too much candy and getting cavities. Noble Six doesn’t even have a name, or face or any in-depth history and his personality it pretty stoic, stagnant and is about as 2D as Ping Pong with Donkey Kong. His aspirations and motivations are as wide and open as a obligatory military mission detail.
> >
> > This pretty much goes the same for most of the Spartans. The only two Spartans that really stuck with me was Carter and Jorge simply because they HAD faces and they had a good chance to flesh out a decent amount of their personality.
> >
> > The story itself? Not bad really, detailing an invading army of Aliens and with no hope of saving the planet, they turn to what can they do to help the rest of the survivors. Noble Six delivering Cortana to Captain Keyes was probably for me the turning point of the story and at the same token, the high point. A purpose is quickly established at this point and there was for me an inherent feeling of urgency when you go through the battlefield to get to the Pillar of Autumn. However the story does get watered down easily by the lack of definite points of connection that should have made the story flow with importance and value from a engaging action story standpoint but it ends up giving you a ton of missions that just really doesn’t mean a whole lot to the big picture.
> >
> > All of the above is in consideration of the fact that I didn’t correlate any of it with previous Halo fiction. If I did, then the score of the campaign would of easily been dropped by a full grade to C-. There is way too much collision of story elements and lore that negates plenty of crucial points of Halo: Reach and The Fall of Reach.
>
> Many have said it before, and I’ll insert it again here: the stories of <mark>Halo: Reach and Halo: The Fall of Reach actually coincide well</mark> - it simply takes a bit too much connecting for that to happen.
>
> In my opinion, Halo: Reach would have been better executed without a squad of Spartans. They may have even been more compelling as voices on a comm than as in-game AIs (a la Palmer in Spartan Ops). It might have been cool to have Carter be commanding everyone from “elsewhere”, while you’re doing one thing and being fed information that the rest of Noble is doing something else. The way I think of this is similar to The Covenant in Halo 3 - where you go to one of the towers, the Arbiter takes another, and Johnson takes the third. Add in a little more comm chatter, and suddenly we have to pay more attention to what Noble is actually saying, rather than how silly their AI acts.
>
> I’m not trying to say I’d never want to see them, though. Just not for long enough to begin to loathe them, like people began to loathe Kat. It would be cool to have a few missions with Jorge, and maybe the token Sniper mission with Jun. That aside though, it would have been cool to only see or hear Noble in cutscenes or comm chatter. In some perverse way, I feel as though I may have cared more about them if this was the case.
>
> As for Noble Six, he doesn’t really need any more development. This is pure circumstance. Halo: Reach is essentially a standalone, and neither Bungie nor 343 Industries was going to build on its events or characters. Also, Noble Six can either be a male or a female. <mark>What did you want Bungie to do? Should they have created essentially two different characters?</mark>
>
> I actually personally would have preferred a “canon” version of Noble Six, actually. But I understand the reasons for which this does not exist.
There’s quite a bit of errors in the Halo canon when it comes to this and the definitive edition didn’t quite fix all of them either.
-The battle of Reach didn’t last a month, it was over in a much shorter time.
-Where the hell was our orbital defenses and Super MAC Platforms in Long Night of Solace?
-The hell? Pillar of Autumn on the ground with Master Chief? He’s doing that gig with the mission to destory the nav data at the time.
I mean I could go on man.
Well Bioware pulled it off quite nicely with a male and female Shepard in ME3. 343i fleshed out a 2D Master Chief in Halo 4 quite well, a long awaited character development at that. Hmm…I don’t know man…I’d like to think those are great examples.
> > > I’ll say it seeing as how no one is going to.
> > >
> > > If Reach wasn’t a Halo story and it stood by its own, then that would earn a B- grade by my book. The problem is a few things with each of the characters and how the story is told.
> > >
> > > First off, the whole every Spartan competing for the Noblest Death Contest wasn’t very appealing since they were just introduced at the start of the game. Furthermore, some of the Spartans were more forgettable than memorable.
> > >
> > > Your role as Noble Six isn’t too bad when it comes to trying to flesh out the character. This is coming from the campaign+some of the trailers that has given us information about Noble Six. At the same token, Noble Six has flaws like some kid eating too much candy and getting cavities. Noble Six doesn’t even have a name, or face or any in-depth history and his personality it pretty stoic, stagnant and is about as 2D as Ping Pong with Donkey Kong. His aspirations and motivations are as wide and open as a obligatory military mission detail.
> > >
> > > This pretty much goes the same for most of the Spartans. The only two Spartans that really stuck with me was Carter and Jorge simply because they HAD faces and they had a good chance to flesh out a decent amount of their personality.
> > >
> > > The story itself? Not bad really, detailing an invading army of Aliens and with no hope of saving the planet, they turn to what can they do to help the rest of the survivors. Noble Six delivering Cortana to Captain Keyes was probably for me the turning point of the story and at the same token, the high point. A purpose is quickly established at this point and there was for me an inherent feeling of urgency when you go through the battlefield to get to the Pillar of Autumn. However the story does get watered down easily by the lack of definite points of connection that should have made the story flow with importance and value from a engaging action story standpoint but it ends up giving you a ton of missions that just really doesn’t mean a whole lot to the big picture.
> > >
> > > All of the above is in consideration of the fact that I didn’t correlate any of it with previous Halo fiction. If I did, then the score of the campaign would of easily been dropped by a full grade to C-. There is way too much collision of story elements and lore that negates plenty of crucial points of Halo: Reach and The Fall of Reach.
> >
> > Many have said it before, and I’ll insert it again here: the stories of <mark>Halo: Reach and Halo: The Fall of Reach actually coincide well</mark> - it simply takes a bit too much connecting for that to happen.
> >
> > In my opinion, Halo: Reach would have been better executed without a squad of Spartans. They may have even been more compelling as voices on a comm than as in-game AIs (a la Palmer in Spartan Ops). It might have been cool to have Carter be commanding everyone from “elsewhere”, while you’re doing one thing and being fed information that the rest of Noble is doing something else. The way I think of this is similar to The Covenant in Halo 3 - where you go to one of the towers, the Arbiter takes another, and Johnson takes the third. Add in a little more comm chatter, and suddenly we have to pay more attention to what Noble is actually saying, rather than how silly their AI acts.
> >
> > I’m not trying to say I’d never want to see them, though. Just not for long enough to begin to loathe them, like people began to loathe Kat. It would be cool to have a few missions with Jorge, and maybe the token Sniper mission with Jun. That aside though, it would have been cool to only see or hear Noble in cutscenes or comm chatter. In some perverse way, I feel as though I may have cared more about them if this was the case.
> >
> > As for Noble Six, he doesn’t really need any more development. This is pure circumstance. Halo: Reach is essentially a standalone, and neither Bungie nor 343 Industries was going to build on its events or characters. Also, Noble Six can either be a male or a female. <mark>What did you want Bungie to do? Should they have created essentially two different characters?</mark>
> >
> > I actually personally would have preferred a “canon” version of Noble Six, actually. But I understand the reasons for which this does not exist.
>
> There’s quite a bit of errors in the Halo canon when it comes to this and the definitive edition didn’t quite fix all of them either.
>
> -The battle of Reach didn’t last a month, it was over in a much shorter time.
> -Where the hell was our orbital defenses and Super MAC Platforms in Long Night of Solace?
> -The hell? Pillar of Autumn on the ground with Master Chief? He’s doing that gig with the mission to destory the nav data at the time.
>
> I mean I could go on man.
>
> Well Bioware pulled it off quite nicely with a male and female Shepard in ME3. 343i fleshed out a 2D Master Chief in Halo 4 quite well, a long awaited character development at that. Hmm…I don’t know man…I’d like to think those are great examples.
Bungie retconned the length of the Battle of Reach, and it actually works quite well. I prefer it being longer. I’m not sure about the MAC platforms. I used to know an answer to that one, but I can’t recall. I also found UNSC Pillar of Autumn being groundside kind of weird, but it somehow worked. Again, I forgot what the explanation was. I’m tired tonight.
Halo: Reach was a standalone though, and much shorter and with less depth than any single Mass Effect game. BioWare succeeded because they had the longevity to develop that to work out. Bungie had a single game left and not much to work with length-wise.
> There’s quite a bit of errors in the Halo canon when it comes to this and the definitive edition didn’t quite fix all of them either.
>
> -The battle of Reach didn’t last a month, it was over in a much shorter time.
> -Where the hell was our orbital defenses and Super MAC Platforms in Long Night of Solace?
> -The hell? Pillar of Autumn on the ground with Master Chief? He’s doing that gig with the mission to destory the nav data at the time.
>
> I mean I could go on man.
>
> Well Bioware pulled it off quite nicely with a male and female Shepard in ME3. 343i fleshed out a 2D Master Chief in Halo 4 quite well, a long awaited character development at that. Hmm…I don’t know man…I’d like to think those are great examples.
Wait, 343 fleshed out Master Chief? Uhm. Yeeaah. Sure. Let’s go with that. They also made him able to survive nukes.
Also, Male and Female Shep have no personalities either. You just get to choose what they say. Which lets you personify them. In Reach, you’re supposed to be 6, so they kind of have to make you a blank slate. (Like Link, or the Warden.)
Difference really is that ME is a rpg, and is built around talking and interaction really. While Halo is a shooter, so characterizing your Spartan is more left up to you instead of in game dialogue.