Truth and Reconciliation Segmented Speedrun in 6:51

Hey everybody! For those of you who are into speedrunning, I’ve just completed a run of Truth and Reconciliation on Easy in just under seven minutes at 6:51. Here’s the link:

http://www.youtube.com/watch?v=DR9f6Ph7Uh4

This is a segmented speedrun. What that basically means is that the level is divided into several parts, then edited together later to give the illusion of a single play through. This allows me to greatly optimize any and every area of the level to my liking. Normally you wouldn’t be able to execute all of these tricks in a single attempt, given the enormous amount of luck involved in this level, but with the power of segmenting, it’s possible. This was done for sheer entertainment value, and for fun, of course. Please enjoy!

I miss the classic days. :’( These days, you can’t even rampage like that without having to reload your gun or get slowed down by bad level design.

An original Xbox video post in the CEA forums? OT! Ban this slYnki! :wink:

Anyway, that was amazing. Segmented runs encourage all sorts of beautiful ridiculous nonsense; I especially liked how cleanly the bottom of the grav lift was done.

> These days, you can’t even rampage like that without having to reload your gun or get slowed down by bad level design.

Have you tried taking a stab at the “classic shooter” genre? Halo 1 is extremely versatile with its encounter design and flow, but it doesn’t go to the extreme ends of those spectra. HCE sometimes encourages aggressive combat; classic shooters often don’t allow you to do anything but rapidly strafe about with close-ranged weapons, and it’s amazing.

> Segmented runs encourage all sorts of beautiful ridiculous nonsense; I especially liked how cleanly the bottom of the grav lift was done.

I agree with this. Segmented runs are so neat and tidy. I like watching them a lot more than single segment runs.

> > These days, you can’t even rampage like that without having to reload your gun or get slowed down by bad level design.
>
> Have you tried taking a stab at the “classic shooter” genre? Halo 1 is extremely versatile with its encounter design and flow, but it doesn’t go to the extreme ends of those spectra. HCE sometimes encourages aggressive combat; classic shooters often don’t allow you to do anything but rapidly strafe about with close-ranged weapons, and it’s amazing.

With so many games these days, and so many games being pushed back, it’s hard to come across a similar game to CE. Do you know of any?

> With so many games these days, and so many games being pushed back, it’s hard to come across a similar game to CE. Do you know of any?

“Classic shooter” as a genre.

I wasn’t saying “similar to CE,” I was saying “classic shooter.” Stuff like Marathon, and most other shooters of the '90s. Their design paradigm isn’t so common these days, which is part of why we call them “classic shooters.”
These games usually feature fast movement, projectile weapons, health systems that don’t just insta-regen you when you hop behind a wall, and are more or less defined by their extremely aggressive gameplay involving a ton of player movement. (You know how trying to use a wall for stationary cover on the Library is often a bad idea, and you can get boxed in and slaughtered when you try it, so circle-strafing is often a better plan? The cover=BERSERKING RAGE approach is what these games are often made of.)

Halo 1 isn’t a classic shooter, it’s more transitional.