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> > I’m not going to try and say Halo 5 had a great campaign, especially not it’s story.
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> > But Halo 4’s Campaign was hated at launch too. You spent your time running from Darth Voldemart, and then suddenly attack his ship, and beat him in a final QTE battle that doesn’t even kill him because you used a random grenade.
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> > The beginning and the end were really the only important parts of Halo 4.
> >
> > As for linear, Halo CE was basically a corridor shooter. Most of your time was spent through shooting into repetitive rooms and hallways, and other times driving through hallways. Silent Cartographer tells you to go in a giant circle around the island, but it only feels big because if you already knew where to go, you could just go there and skip half the mission. And then you spend the second half of the game going through the first half backwards**.** I mean in Keyes, you start the level in the room right next to him, but you had to spend your time going all over the place in a circle just to get to the room right next to you to make the level longer.
> >
> > I really don’t see how people look at Halo and say its open world or something, when the entire series follows a story from going to point A to point B. All you can really do is skip part of it to make it shorter.
> >
> > If anything, Halo 5 tried to make it less linear at certain parts. When you land on Meridian and had to fight the Prometheans, you can choose to fight on your own, help the soldiers and activate the auto-turrets, or blow the generator and head straight to town with your own justified reasoning. And more importantly, Sloan remembers this later on.
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> Lol. Compared to Halo 5 the most linear mission in Halo CE is just as linear as the least linear mission in halo 5. Plus the environments aren’t diverse or special. Thanks for leaving that out on CE. In CE and 3, every area had diversity to it or something that made it stand out. The most diverse mission in halo 5 is swords of Sanghelios
The only level in CE I feel actually stood out would be Assault on the Control Room, but that loses its grandeur because you go back through it backwards on Two Betrayals
Pillar of Autumn - Well it’s a ship on fire. There’s really nothing else to it, but it looked great because it introduced you to the Covenant. But it was still extremely linear. The only choice you have is which small path you take to the exit.
Halo - A level that looks amazing on the surface, but a lot of the same after the initial feeling. Outside where it’s all green, inside where it’s all gray. At least this gives the choice of which order to save everyone and how many are saved, which results in different dialogue.
T&R - Obligatory “stealth” mission. Really the only choice you have is how many people you wake up and which 50 foot path you take to the ship. After that, the best you can do is find a way to skip floors to the objective.
Silent Cartographer - You run around in circles on an island to press buttons and leave. The only choice you have is whether you go to the building and get locked out, or go to the other building and shut it down first (which you needed prior knowledge of first, since it pushes you to the former)
AOTCR - You’re still going from objective to objective, but at least here it changes from open to close combat a bunch of times with a decent selection of vehicles.
343GS - You go in a building and get out. The only non-linear part is how lost you may or may not get.
Library - Lol this level isn’t linear? You’re running through the same hallway like 8 times no matter what. It’s not linear, it’s slightly curved. If we didn’t have fall damage, we could probably end this level in 10 seconds
Two Betrayals - AOTCR backwards. At least it still has a decent selection.
Keyes - T&R forwards and backwards. Even worse because you spawn right next to him, but have to run all over the place due to artificial lengthening of the mission.
Maw - At least the Pillar has you go in other places with an Armory Room, I guess that gives the “main boss fight” some choice