Noble Six sacrificed themselves for no reason. I timed how long it takes the autumn to take off versus how long it takes the average player to even get to the MAC gun and I made the realization if Six just cut the chatter and got on the Pelican they could have left and made it into orbit before the cruiser could even fire on the Autumn. The only reason Six making the sacrifice is “necessary” is because of their dramatic pauses and the fact they refuse to just get on the pelican immediately.
I think you may be conflating story and game play here. From a story perspective, Keyes needed someone providing covering fire from the MAC turret so they could make it to the Autumn in one piece on their Pelican. From a game play perspective, there was a considerable lag time, which allowed you as a player the time to fight through a few covies and get to the MAC turret to provide that covering fire.
By your standard, Emile didn’t need to die either, since he was the original person in charge of the MAC turret. If the MAC turret wasn’t necessary for the Pelican to survive, then he may as well have gotten on board the Pelican too instead of remaining there as a sitting duck.
> 2535435902217648;2:
> I think you may be conflating story and game play here. From a story perspective, Keyes needed someone providing covering fire from the MAC turret so they could make it to the Autumn in one piece on their Pelican. From a game play perspective, there was a considerable lag time, which allowed you as a player the time to fight through a few covies and get to the MAC turret to provide that covering fire.
>
> By your standard, Emile didn’t need to die either, since he was the original person in charge of the MAC turret. If the MAC turret wasn’t necessary for the Pelican to survive, then he may as well have gotten on board the Pelican too instead of remaining there as a sitting duck.
The problem is that the “dramatic tension” there is forced. There’s a disconnect between how urgent the game wants you to feel like things are and how urgent things actually are as presented in-game.
It breaks suspension of disbelief because it feels forced, like Bungie ran out of time to come up with creative deaths at the end so they create situations specifically to kill the characters, not ones that make sense.
It goes from logical deaths like Jorge’s to situations that feel specifically concocted only to kill Noble team in the most contrived ways imaginable. Emile’s death is fine because it feels natural, but there had to have been a better way to put together the cutscene that follows. At least make the Covenant cruiser closer from the start so you feel actually threatened.
> 2533274813310478;3:
> > 2535435902217648;2:
> > I think you may be conflating story and game play here. From a story perspective, Keyes needed someone providing covering fire from the MAC turret so they could make it to the Autumn in one piece on their Pelican. From a game play perspective, there was a considerable lag time, which allowed you as a player the time to fight through a few covies and get to the MAC turret to provide that covering fire.
> >
> > By your standard, Emile didn’t need to die either, since he was the original person in charge of the MAC turret. If the MAC turret wasn’t necessary for the Pelican to survive, then he may as well have gotten on board the Pelican too instead of remaining there as a sitting duck.
>
> The problem is that the “dramatic tension” there is forced. There’s a disconnect between how urgent the game wants you to feel like things are and how urgent things actually are as presented in-game.
>
> It breaks suspension of disbelief because it feels forced, like Bungie ran out of time to come up with creative deaths at the end so they create situations specifically to kill the characters, not ones that make sense.
>
> It goes from logical deaths like Jorge’s to situations that feel specifically concocted only to kill Noble team in the most contrived ways imaginable. Emile’s death is fine because it feels natural, but there had to have been a better way to put together the cutscene that follows. At least make the Covenant cruiser closer from the start so you feel actually threatened.
I get where you’re coming from. I’m just pointing out that from a narrative perspective, it likely would have gone a lot faster than in the game. The game had to give the player time to work their way up to the turret. Perhaps a timer on screen could have made it more intense.
> 2535435902217648;4:
> > 2533274813310478;3:
> > > 2535435902217648;2:
> > > I think you may be conflating story and game play here. From a story perspective, Keyes needed someone providing covering fire from the MAC turret so they could make it to the Autumn in one piece on their Pelican. From a game play perspective, there was a considerable lag time, which allowed you as a player the time to fight through a few covies and get to the MAC turret to provide that covering fire.
> > >
> > > By your standard, Emile didn’t need to die either, since he was the original person in charge of the MAC turret. If the MAC turret wasn’t necessary for the Pelican to survive, then he may as well have gotten on board the Pelican too instead of remaining there as a sitting duck.
> >
> > The problem is that the “dramatic tension” there is forced. There’s a disconnect between how urgent the game wants you to feel like things are and how urgent things actually are as presented in-game.
> >
> > It breaks suspension of disbelief because it feels forced, like Bungie ran out of time to come up with creative deaths at the end so they create situations specifically to kill the characters, not ones that make sense.
> >
> > It goes from logical deaths like Jorge’s to situations that feel specifically concocted only to kill Noble team in the most contrived ways imaginable. Emile’s death is fine because it feels natural, but there had to have been a better way to put together the cutscene that follows. At least make the Covenant cruiser closer from the start so you feel actually threatened.
>
> I get where you’re coming from. I’m just pointing out that from a narrative perspective, it likely would have gone a lot faster than in the game. The game had to give the player time to work their way up to the turret. Perhaps a timer on screen could have made it more intense.
Yeah, that’s part of why the CE warthog run is my favorite ending segment in the series. It has real urgency as everything is blowing up around you. It feels like you’re actually short on time and thus increases the tension.
> 2533274813310478;1:
> Spoilers included. You’ve been warned.
>
>
> Noble Six sacrificed themselves for no reason. I timed how long it takes the autumn to take off versus how long it takes the average player to even get to the MAC gun and I made the realization if Six just cut the chatter and got on the Pelican they could have left and made it into orbit before the cruiser could even fire on the Autumn. The only reason Six making the sacrifice is “necessary” is because of their dramatic pauses and the fact they refuse to just get on the pelican immediately.
I believe this was just the plot of a Generalkidd video on YT? IIf you want to go consipiricy then say ONI was pulling the strings and wanted all of the spartans to die…
Ngl when I read “Noble Six sacrificed themselves for no reason.” I instantly thought this was gonna be a halo 5 criticism. It is kinda interesting that no other sections have been timed in halo outside of that and a few instances in halo wars. Yet every ending is an urgent race against the clock type of thing to prevent something bad from happening, without the clock. Like even the warthog run in halo 3 doesn’t have a timer, it just has Cortana regularly reporting how charged the ring is to try to create that urgent feeling. On the one hand I feel like maybe the timer created an extra level of stress that maybe some people didn’t like in the original warthog run, but at the same time if you were any good at driving you could get out of there with nearly a minute to spare. So it really wasn’t some intense or grueling timed section.
> 2535447788054505;8:
> .Like even the warthog run in halo 3 doesn’t have a timer, it just has Cortana regularly reporting how charged the ring is to try to create that urgent feeling. On the one hand I feel like maybe the timer created an extra level of stress that maybe some people didn’t like in the original warthog run, but at the same time if you were any good at driving you could get out of there with nearly a minute to spare. So it really wasn’t some intense or grueling timed section.
There’s no visible timer, but if you just hang around eventually everything falls away, so it’s a soft timer. Same with the Ghost run at the end of Forerunner in Halo 4.
I’d say the soft timer on halo 3 is actually more intrusive than the numerical one. The numerical one is forgiving as long as you reach the objective in time, whereas if you delay in halo 3 you’re done.
I think the suspension of disbelief is good enough to the point where you pretty much have to time it in order to realize that Six didn’t really have to stay behind. While playing it I never thought to myself that it seemed like the Pelican would have gotten there way before the cruiser could fire on the Autumn.
Plus, I don’t think it would be a good idea to push it close. It’s either they try to get Six out of there but no one is covering the Autumn, or they leave Six behind to cover the Autumn. I think he/she made the right decision.
I think that, while it certainly was possible for Keyes to make it back to the Autumn with Six onboard the Pelican without incident in the time allotted, it was also equally possible that the Covenant carrier could’ve started gassing at any second- or that any number of threats the MAC could deal with would foil everything by destroying Keyes’ Pelican en route to the Autumn.
Keyes was obviously willing to take the chance-- he practically ordered Six to board the Pelican. Six decided to sacrafice themself rgardless- I believe, taking the stance that the Package’s getting off-world was too big of a priority to risk anything unnecessary. Six decided to take up Emile’s post to see things through the right way, knowing the consequence the whole time.
To me, that’s far more heroic than pointless. Whether or not they could have made it leaving with Keyes, they knowingly sacrificed their life to ensure to the best of their ability that their mission would be completed successfully.
To be honest, the Autumn’s very presence on the surface of the planet was more of a trigger for me than Noble Six’s sacrifice.
Sox’s decisions seemed pretty justified to me at the time. The arrival of the cruiser posed a threat to Keys’ return to the Autumn, so better take it out with the big gun.
> 2533274910642218;15:
> > 2535425010781404;12:
> > Most annoying thing about reach is all of the Kat memes. Sorry off topic.
>
> When you say Kat memes are you referring to her death or her “assets” . Just curious.
lol just all the memes that are being made. It’s non stop and gets boring.
> 2535425010781404;16:
> > 2533274910642218;15:
> > > 2535425010781404;12:
> > > Most annoying thing about reach is all of the Kat memes. Sorry off topic.
> >
> > When you say Kat memes are you referring to her death or her “assets” . Just curious.
>
> lol just all the memes that are being made. It’s non stop and gets boring.
I mean fair but at the same time Reach is a classic so some people are just trying to keep the meme alive I guess.
> 2533274910642218;17:
> > 2535425010781404;16:
> > > 2533274910642218;15:
> > > > 2535425010781404;12:
> > > > Most annoying thing about reach is all of the Kat memes. Sorry off topic.
> > >
> > > When you say Kat memes are you referring to her death or her “assets” . Just curious.
> >
> > lol just all the memes that are being made. It’s non stop and gets boring.
>
> I mean fair but at the same time Reach is a classic so some people are just trying to keep the meme alive I guess.