[QUOTE="owl_of_minerva"](1) Vistas: so you mean Halo was able to do things on a larger graphical scale than before. Given the XBOX's technology, a fair point. But when I talk about design, I'm not talking about the game engine. The outdoor levels are ok, it's more the interior designs that I think are abhorrent. The Master Chief, the enemies, the marines, the vehicles are also uninteresting military techno-cliche. It is a subjective point but then again perhaps I assign a higher value on art than other people do. But I think it would be easy to find more attractive game universes. I would also distinguish between technical ability and the ability to create something genuinely novel and interesting on an artistic level. Again it's not that Halo is poorly executed, it's just average to somewhat above-average.
(2) The criticism that hiding to recharge health breaks the flow of gameplay is not unique to me, and seems to be a common point against Halo for those who are critical of it. And I've already answered your question on both counts: (1) because it breaks the flow of the gameplay (2) it's not a necessarily better choice. There's nothing wrong with having a health bar. As I said, Halo is a compromise and doesn't know what it is. It is tactical yet action-packed, as well as having both shields and a health bar - Halo sits on the fence, and like a major political party you don't know where it stands.
(3) I don't find the control smooth, not then and not now, and I mean the console version.
(4) Some people, such as myself, don't want to have to read pulp sf just to play a video game. It might enhance your personal enjoyment to know the backstory but a game that's the first in a series should be able to introduce the universe and the characters effectively. If it can't stand on its own two feet then it has failed. For instance, the story in the Solaris remake is incoherent if you haven't seen the original film (or read the book at least). Does that mean it has a good storyline because the original movie and book do? I would define "cryptic" as "hardly existent" in this case.
(5) Wasn't avowed in earnestness. Just an attack on statistical thinking in general, including "this many people like Halo :. it's good". I don't think that's an opinion masquerading as fact, that argument can easily refuted as logically invalid. My goal is much less ambitious than the Halo fanboys; they want to prove that Halo cannot be called a bad game by any (at least any reasonable) standard, and I want to prove that it can. These are subjective opinions and if you admit as much as then we have nothing further to argue about.
I would hardly consider Halo "trying to be different". Games that genuinely try to be different usually meet with some critical acclaim (though not as much as Halo's usually) and dismal sales, for instance Psychonauts, Beyond Good and Evil, Grim Fandango, etc. First-person shooters continually fail to meet that standard because the fundamental premise is hardly ever challenged: namely an epic battle between two or more forces, wait for it, in space. It defined games like Doom, Marathon, Unreal and we're still blundering about ugly, dark pseudo-industrial environments in 2009.
inoperativeRS
(1) I already agreed on that the design often is repetetive, which is the problem with the indoor levels. I personally find the Forerunner art-styIe very distinct and the art in general is IMO fantastic. Maybe you can easily come up with universes you find more appealing, I can't.
(2) If it is a common criticism and yet completely invalid, what does that tell us? What's the problem with compromises and what's wrong with being a bit of both? I'd claim its ability to be many things at once depending on the player is one of its greatest strenghts.
(3) Well then, I can only answer that you are in disagreement with quite a few people.
(4) Already addressed this point in my first post (it's bad design, I know. Never claimed the game was without its faults.) There's a lot of story in there though - and we both know Tarkovsky's Solaris is the only real movie adaption. :P
(5) Fair enough. But I never claimed Halo has to be an objectively good game, only that your arguments were based on opinions (which they were.) Of course you can easily prove Halo can be a subjectively bad game but what's the point in doing so? I've given you two valid arguments (repetition, dependance on background knowledge) which are completely objective, if you want to show that Halo can be called a bad game by reasonable standards you should use those instead.
Halo does not try to be different in the same way as the games you listed. Did you play Marathon? It's a very "different" series because of its storytelling and complexity in a genre that's known for being completely superficial - and does not only feature a battle between many forces but actually has the player frequently change sides and shape past AND future in doing so, essentially embodying fate itself (as pointed out by the ending.) The electric sheep levels are pretty much unique AFAIK. It's not "standard" at all. Halo (the first one) does continue the heritage of complex storytelling, it just adds a more simple layer that everyone can understand on top of it. The actual plot in Halo CE is completely illogical if one analyses it without knowing more about the characters and races. It's supposed to be mystical I guess but it is bad design for a blockbuster game. But Halo doesn't follow the normal two-forces formula that strictly either, there are two parallel stories which are told throughout the games (the one about humans and the covenant and the one about forerunners and the flood.) The stories are connected through the flood.
Why defend such a standard game?
owl_of_minerva
Well, there's two reasons really: one, the arguments you used are the standard ones used by a lot of Halo haters and they're subjective. Wouldn't be a problem if it weren't for the apparent belief of some of them that their opinions somehow are better than those of the people who actually like Halo. You're not one of those, that's also the reason I chose to respond to you.
Two, I personally don't think it's a standard game at all.
(1) So we agree, sort of.
(2) In short, jack of all trades, master of none. It doesn't deliver a deep tactical experience and it doesn't offer as fast-paced a shooter experience as the more traditional FPS.
(3) Already surmised that, given the popularity of the series. Although the praise for the controls is usually made in reference to a console standard alone, which wasn't high back then.
(4) Agreed.
(5) My point in offering a subjective critique is (1) to answer the poster's original question and (2) to attack the conventional wisdom that sales are some kind of touchstone for merit, which would somehow render Halo beyond criticism. You may not have argued that, but others have and that's what I was responding to in the first place.
Clearly you probably like the game because of involvement in the Halo universe. But if you don't care about the universe (which I don't) perhaps you can imagine why it could be found boring: there's no meaningful context for the story or the action, which you need if you're going to have any kind of immersive experience. I suspect that for most gamers the action would be enough, but it's not if you play games discerningly, ie. you demind more than a 2d backdrop for targets in a shooting gallery. Given so many years playing games, a poorly delivered story is enough to render a game unworthy of one's time, especially when it's a premise as overused as the space shooter. I haven't played Marathon, but it already sounds infinitely better than the Halo series could ever be. If Peter Jackson directs, it could be an alright movie though.
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