I realized something when remembering facts said about halo 5 and Locke. So, let me list some things:
- Locke is referenced as a hunter, someone whom follows their target.
- The arbiter mentions “following in chiefs footsteps”.
- Chief is on some form of mission/journey where he needs to be found.
- I can’t remember if it was an official statement, but I remember someone saying that halo 5 is going to be a longer game.
Alright, that said, I’m worried that the campaign will reuse levels, first as chief, then as locke, to artificially pad out the length and amount of content in the campaign, similar to how halo:ce reused assets. The repetitive nature of the missions reused assets and repetitive level design in halo:ce is why it’s my least favorite Halo campaign, and destiny showed that it is still a game killing way to build a game if used too much. I’m just worried about the campaign structure and lengthening based on these statements, and would like to know more about the campaign so I can have this worry falsified.
I wouldn’t really worry about it. While I understand your concern, I don’t think 343 will pull a Destiny.
You played Halo 4 right? I think it was the first Halo game to have zero back tracking. Zero recycled missions. Each mission was new. It was lovely.
> 2533274883669557;3:
> You played Halo 4 right? I think it was the first Halo game to have zero back tracking. Zero recycled missions. Each mission was new. It was lovely.
I agree, but that’s why I mentioned destiny, to show that just because a dev has the ability to design a non repetitive game, it doesn’t mean they will for one reason or another.
I am not worried, but I’d love to get some more info on the story, hopefully a vidoc soon
> 2533274883669557;3:
> You played Halo 4 right? I think it was the first Halo game to have zero back tracking. Zero recycled missions. Each mission was new. It was lovely.
Each mission was also a narrow hallway from one button to the next and occasionally you have to defend the button before you can move on to the next narrow hallway
> 2533274886246836;6:
> > 2533274883669557;3:
> > You played Halo 4 right? I think it was the first Halo game to have zero back tracking. Zero recycled missions. Each mission was new. It was lovely.
>
>
> Each mission was also a narrow hallway from one button to the next and occasionally you have to defend the button before you can move on to the next narrow hallway
That’s true, but I think they’ll improve on mission variety.
I won’t worry about it. It will probably be like what Bungie did with Halo 2. Maybe if they meet each other, when Locke gets close to the Chief it may have a little bit of an area that Chief went through, but I don’t see a large portion being reused.
> 2533274886246836;6:
> > 2533274883669557;3:
> > You played Halo 4 right? I think it was the first Halo game to have zero back tracking. Zero recycled missions. Each mission was new. It was lovely.
>
>
> Each mission was also a narrow hallway from one button to the next and occasionally you have to defend the button before you can move on to the next narrow hallway
You could argue that this was due to Hardware limitations.
Either way, I’d take narrow corridors over back-tracking/recycled missions any day.
> 2533274886246836;6:
> > 2533274883669557;3:
> > You played Halo 4 right? I think it was the first Halo game to have zero back tracking. Zero recycled missions. Each mission was new. It was lovely.
>
>
> Each mission was also a narrow hallway from one button to the next and occasionally you have to defend the button before you can move on to the next narrow hallway
Do you even know what your talking about, it was no more “narrow” then Halo 2 was.
> 2533274796029854;10:
> > 2533274886246836;6:
> > > 2533274883669557;3:
> > > You played Halo 4 right? I think it was the first Halo game to have zero back tracking. Zero recycled missions. Each mission was new. It was lovely.
> >
> >
> >
> > Each mission was also a narrow hallway from one button to the next and occasionally you have to defend the button before you can move on to the next narrow hallway
>
>
> Do you even know what your talking about, it was no more “narrow” then Halo 2 was.
The last mission of halo 2 was pretty large and open, along with the missions where you drive a tank or ghost through a forerunner area. The most open halo 4 level was shutdown, which was an alright mission, but it was pretty shallow in substance.
> 2533274894863132;1:
> I realized something when remembering facts said about halo 5 and Locke. So, let me list some things:
> 1. Locke is referenced as a hunter, someone whom follows their target.
> 2. The arbiter mentions “following in chiefs footsteps”.
> 3. Chief is on some form of mission/journey where he needs to be found.
> 4. I can’t remember if it was an official statement, but I remember someone saying that halo 5 is going to be a longer game.
> Alright, that said, I’m worried that the campaign will reuse levels, first as chief, then as locke, to artificially pad out the length and amount of content in the campaign, similar to how halo:ce reused assets. The repetitive nature of the missions reused assets and repetitive level design in halo:ce is why it’s my least favorite Halo campaign, and destiny showed that it is still a game killing way to build a game if used too much. I’m just worried about the campaign structure and lengthening based on these statements, and would like to know more about the campaign so I can have this worry falsified.
Even in Halo:CE when you went back to a level you took different paths and faced new enemies, they had a way of making it feel fresh. But I agree that I hope we don’t see to much of that in Halo5
> 2533274796072659;12:
> > 2533274894863132;1:
> > I realized something when remembering facts said about halo 5 and Locke. So, let me list some things:
> > 1. Locke is referenced as a hunter, someone whom follows their target.
> > 2. The arbiter mentions “following in chiefs footsteps”.
> > 3. Chief is on some form of mission/journey where he needs to be found.
> > 4. I can’t remember if it was an official statement, but I remember someone saying that halo 5 is going to be a longer game.
> > Alright, that said, I’m worried that the campaign will reuse levels, first as chief, then as locke, to artificially pad out the length and amount of content in the campaign, similar to how halo:ce reused assets. The repetitive nature of the missions reused assets and repetitive level design in halo:ce is why it’s my least favorite Halo campaign, and destiny showed that it is still a game killing way to build a game if used too much. I’m just worried about the campaign structure and lengthening based on these statements, and would like to know more about the campaign so I can have this worry falsified.
>
>
> Even in Halo:CE when you went back to a level you took different paths and faced new enemies, they had a way of making it feel fresh. But I agree that I hope we don’t see to much of that in Halo5
Halo ce didn’t jive with me, I can’t tolerate much backtracking unless it’s an open world game, and even then it needs to be designed to be interesting and appealing/attractive, which halo ce wasn’t in my opinion, the lighting and texturing was too bland for me, even in the anniversary version.
> 2533274836967617;9:
> > 2533274886246836;6:
> > > 2533274883669557;3:
> > > You played Halo 4 right? I think it was the first Halo game to have zero back tracking. Zero recycled missions. Each mission was new. It was lovely.
> >
> >
> >
> > Each mission was also a narrow hallway from one button to the next and occasionally you have to defend the button before you can move on to the next narrow hallway
>
>
> You could argue that this was due to Hardware limitations.
>
> Either way, I’d take narrow corridors over back-tracking/recycled missions any day.
Eh. All of Halo 4 felt like a recycled mission to me. I hope 343 doesn’t feel the same way you do
> 2533274883669557;3:
> You played Halo 4 right? I think it was the first Halo game to have zero back tracking. Zero recycled missions. Each mission was new. It was lovely.
Halo 4 definitely suffered from “if it’s worth doing once, it’s worth copy-pasting to pad the runtime” syndrome. There were plenty of duplicate objectives that didn’t serve to enhance the plot in any way.
> 2535420014591908;15:
> O
>
> > 2533274883669557;3:
> > You played Halo 4 right? I think it was the first Halo game to have zero back tracking. Zero recycled missions. Each mission was new. It was lovely.
>
>
>
> Halo 4 definitely suffered from “if it’s worth doing once, it’s worth copy-pasting to pad the runtime” syndrome. There were plenty of duplicate objectives that didn’t serve to enhance the plot in any way.
I mean, so did CE, and that doesn’t seem to be a problem.
> 2533274953123640;16:
> > 2535420014591908;15:
> > > 2533274883669557;3:
> > > You played Halo 4 right? I think it was the first Halo game to have zero back tracking. Zero recycled missions. Each mission was new. It was lovely.
> >
> >
> >
> > Halo 4 definitely suffered from “if it’s worth doing once, it’s worth copy-pasting to pad the runtime” syndrome. There were plenty of duplicate objectives that didn’t serve to enhance the plot in any way.
>
>
> I mean, so did CE.
CE relied on it more than 4 did in my opinion, atleast when halo 4 reused assets they were spread apart and they tried to hide it by making it look different in some way.