ItsInMyVeins said:
Can you tell me how it plays differently? There are items of course which do have some impact, but hardly enough to tilt the gameplay on its side compared to the first Halo.
Well, you still shoot, melee and toss grenades. You still drive Warthogs and shoot Grunts in grassy fields and in Forefunner installations. So there's a lot that's the same.
But then, in Halo 1 there were what, ten weapons, including grenades? In Halo 3 we're up to what, 30ish, including equipment? These are not small things - the addition equipment and support weapons (the turrets, missile pod, flamethrower) represent a deeper set of tactical options to handle the new kinds of situations the game throws at you. Considering that's what Halo's gameplay is all about, it brings a great deal to the table. As for new gameplay experiences, here's couple that pop to mind. With
pictures.
--There is no analogue to taking down the Scarab on The Storm, where you have several entirely different options on how to approach the task. Do you use a turret to take out one of the legs? Take the elevator up the crane and jump a vehicle onto the back? Or blow the back off the Scarab and snipe the weak point to destroy it without ever boarding it?
--There is no comparable encounter to the barracks fight on Crow's Nest, where you are literally being hunted down by a very large Brute pack (over 20 strong).
--At no point in Halo 1 or 2 have I been running in a panic away from a Chieftain carrying a hammer aimed at swatting me accross the room. There was a lot of talk about how Big Daddies are these amazing, roaming boss fights, but I spent a lot more time this year dealing with
these guys. And it was more fun, to boot.
--Or faced with such an
epic encounter that had so many ways to approach it:
--When in Halo 1 and 2 did we have a giant aerial and ground battle ala the two Scarab fight on the Covenant?
--
Head here for my post about four encounters in a short span that played out in very interesting manners because of the use of Equipment.
Here's one other that happened this week:
I was playing The Ark on Legendary in two player co-op online (that's new, too), specifically the big fight to clear a landing zone for
Forward Unto Dawn. I took my Chopper around to shoot at the Brute pack on the left, with the gravity lift sniper perch; my partner went to the right to tango with the Wraith. I'm about 100 feet away from the Brutes, firing away. In Halo 1 or 2, I would just stay there and pound them down from range and then move on. Instead, one of them hurled an energy drain my way, which dropped my Chopper to the ground. Two of them unloaded with Brute Shots, so I had to bail out of the vehicle before it got blown to pieces. I fired back with my Brute Shot, but they threw down
two bubble shields and the shots splashed on them harmlessly. While I pondered my situation, a shot from the Wraith landed on my head.
What happened is I'd lost track of my co-op buddy, who had been taken down by the pair of Ghosts that come out to support the tank. I had also forgotten that this fight involves four separate groups of enemies (wraith/turret/Grunts; two ghosts; Brute pack by the gravity lift; Grunts and Brutes guarding the AA wraiths) which need to be monitored concurrently. Never had that much to keep track of at once in Halo 1 or 2. It's this constant dance of give and take, the frequent change of tactics forced by so many variables intelligently used, that makes Halo 3 interesting to play.
Every level of the game is jam-packed with moments like this. Bungie kept the core gameplay true to the original game, but have deepened and expanded it in ways that go far beyond it.