Gameplayer
“If you survey the whole Halo trilogy, our most successful environments were actually very non-linear, or at least offered players lots of tactical, geometric choices,” Staten says, going some way to explain the exact layout of the Halo 3: ODST world. “With Halo 3: ODST, we’ve applied that same philosophy to an urban setting. More broadly, there’s still a linear story to enjoy, but it’s broken into bite-sized pieces that the player can consume in any order he wants as he explores the midnight streets of New Mombasa. The city definitely has limits, but it’s absolutely the largest, most ambitious and wide-open space we’ve ever created.”
“We’ve implemented lots of targeted tweaks to make the player feel like an ODST instead of a Spartan: a very capable mortal instead of an aliencrushing god.”
The four-player co-op should prove more tactically important for Halo 3: ODST. In Halo 3, it ended up just being a melee, but with alternate routes and an open world, a communicative team should be able to use the environment to their advantage and co-ordinate some daring flanking manoeuvres.