I love the cover and the artwork! As Silent has already pointed out, the art making Locke looks very sinister is really amazing, because it's so subtle, but it's there, in the lines of his helmet's silhouette.
In the end you were right. I was just missing a door in the "falling" area.Halo 1's elites only melee with their arms.
There's only one bridge like that, and while it's technically possible to make the crossing, it's not really an intended route. Falling is normal.
Also, if it's confusingness in the level design that's bothering you, I'd strongly suggest giving it a replay. Even 343GS is pretty well landmarked once you have a vague feel for it, and in many ways Halo 1 thrives on familiarity.
The things people complain about with Halo 1 that get attributed to "aging" have little to do with age; they were common complaints back in 2001 as well. If there's a difference, it's probably that the game had the novelty back then to encourage replays, through which pretty much all of the "issues" stop being issues. In many respects, Halo 1 is a much better game on the thirtieth playthrough than the first.
I quite enjoy your passion about the classic Halo games and respect it a lot because of that. I completed Halo 1 TMCC version today.Halo 1 still has the best SP campaign imo. Even today I can play it and have loads of fun, even though I've beaten it many dozens of times. Assault on the Control Room is still my absolute favorite level of all time.
Anyway, Reach had the kicking enemies. I don't remember that behavior in any other Halo.
White?The white Elite
Ultras were introduced in Halo 2. Halo 1 has goldies, sometimes referred to as "zealots", though the former term is clearly superior.(Ultra, I guess)
The CEA audio is alright, though it doesn't hold a candle to the original. There's not a whole lot explicitly wrong with it per se, but I'm not wowed like I am with the oXbox version. The balancing just isn't as good, area audio filters (and visual design) lack that monolithic awe, and he general soundscape is too cluttered and messy to hit home.The background sound adds a lot to the atmosphere.
Interestingly (or maybe not), the 3 appearances of the elite are totally different objects. You can actually kill the one in the cutscene when he opens the door, although it takes a little setup.I was nervous trying to look around, searching for him at every corner afterwards. That level in particular becomes unforgettable because of that.
The Library is an interesting one. It was heavily inspired by the middle act of Marathon 2, and in particular the level If I Had a Rocket Launcher I'd Make Somebody Pay. Apparently this has actually been confirmed by one of the level designers, Tyson Green (known as ferrex):However, the library level is just a great example of malicious game design. :/ Fortunately, the guys who created the remastered version were kind enough to create arrows in order to guide you, this converts one of the worst levels ever created into an interesting one.
Yes, the ultra in Halo 2, introduced during the outskirts mission, when you jump on the scarab thing, iirc.White?
Saber...
Ultras were introduced in Halo 2. Halo 1 has goldies, sometimes referred to as "zealots", though the former term is clearly superior.
Well, taking into account that the original Xbox was an audio monster, I don't blame then. I am just playing the game in stereo, simulating 3D through my TV speakers, but 3D enabled or disabled it doesn't make a difference in the end on my TV. The sound is a bit convoluted, Cortana can't be heard clearly compared to the rest of the action and things like that.The CEA audio is alright, though it doesn't hold a candle to the original. There's not a whole lot explicitly wrong with it per se, but I'm not wowed like I am with the oXbox version. The balancing just isn't as good, area audio filters (and visual design) lack that monolithic awe, and he general soundscape is too cluttered and messy to hit home.
LOL, can you believe it? How awesome is that? I guess that in the case of the eleite a player needs to gather a few marines keeping them alive with one player and leading them to the door, then a second player completes the rest of the mission, opening the door.Interestingly (or maybe not), the 3 appearances of the elite are totally different objects. You can actually kill the one in the cutscene when he opens the door, although it takes a little setup.
You can also kill a grunt in there during the cutscene, but that takes a few hours of setup and careful planning :
That video is impossibly geeky, that's gaming, imagination and Halo gameplay brought to perfection. Sometimes you miss so skilled people n videogames these days. The offer, games wise, is so vast nowadays.You can also kill a grunt in there during the cutscene, but that takes a few hours of setup and careful planning :
Ah, revisiting those old posts makes you understand the context a little better.The Library is an interesting one. It was heavily inspired by the middle act of Marathon 2, and in particular the level If I Had a Rocket Launcher I'd Make Somebody Pay. Apparently this has actually been confirmed by one of the level designers, Tyson Green (known as ferrex):
http://forums.bungie.org/halo/archive4.pl?read=78958
http://forums.bungie.org/halo/archive29.pl?read=879037
And as such, it's got a lovely upbeat rhythm to it. Frantic but deliberate mayhem. The dance.
I know I didn't like it much on first playthrough, and I still don't play it very often, but over time I've fallen in love with it. It's really not hard to navigate once you have a general feel for what it's doing, and with the original aesthetics, a nice stroll on legendary can be quite mesmerizing.
Saber's reimagination has its merits, but the atmosphere doesn't totally stack up. And for any playthrough where you have a chance of being impressed by The Library anyway, the navigation aids are unnecessary.
No, Saber is the studio that made the "Anniversary" visual layers for CEA and H2A.Saber, okay, but is it a colour?
I did those tricks (at least the grunt-killing one, I don't remember with the elite-killing one) in single-player mode so that I could use checkpoints better. Marines don't follow the player on Silent Cartographer, although in some areas they'll walk back to the base camp.LOL, can you believe it? How awesome is that? I guess that in the case of the eleite a player needs to gather a few marines keeping them alive with one player and leading them to the door, then a second player completes the rest of the mission, opening the door.
That's interesting because Halo coop usually displaces the laggard player to the position where the player that advanced the most is, if not, some levels couldn't be completed in true coop mode -elevators, doors...-.
-If you go to the cartographer building before going to the security room, Goldie is in the hallway behind the door that gets closed.3 appearances? I completed the level the other day on Heroic difficulty level (finally managed to beat the entire Halo TMCC on Heroic and I only remember seeing the elite twice.
Too bad you weren't around for the glory days of High Impact Halo. The tricks in my video are nothing compared to some of the big stuff that was done there. The site sort of went into cryo in April 2011, although shortly thereafter someone finally managed to land the legendary Tower to Tower trick that people had been attempting since 2004:That video is impossibly geeky, that's gaming, imagination and Halo gameplay brought to perfection. Sometimes you miss so skilled people n videogames these days. The offer, games wise, is so vast nowadays.
The thirsty grunt is off in a side hallway on the Maw Run.What's the lecture the grunt does at some point in the video?
Halo 2 is harder, but Halo 1 is more challenging.What game do you find more difficult on Legendary, Halo 1 or Halo 2?
Too bad you weren't around for the glory days of High Impact Halo. The tricks in my video are nothing compared to some of the big stuff that was done there. The site sort of went into cryo in April 2011, although shortly thereafter someone finally managed to land the legendary Tower to Tower trick that people had been attempting since 2004:
Halo 1's elite heirarchy is basically Gold > Red > Blue, with Gold sometimes having sword. There are two special types of elites: the silvery-blue camo elites that have no shields and sometimes have sword, and the black elites that can use plasma grenades which you meet in the last couple levels.
Halo 2 is harder, but Halo 1 is more challenging.
Marathon has some amount of "physics." Explosions and such can knock people around, and weapons have massive recoil that forces you backwards (oddly enough, even the rocket launcher that looks like it ought to be recoilless). There's various sorts of creative traversal techniques that can be used.Can't remember if they were also doing physics simulations in Marathon.
Aaaah, thanks for the insight and the clarification. iirc, when I played the originals -played Halo 2 fist then Halo 1-, the white ultra was Halo 2 exclusive back in the day. The black elites are awesome at using plasma grenades, gave me hell. Golden elites of Halo 2 were a bit more "colourful" than in Halo 1, wearing more sumptuous, ostentatious armours.No, Saber is the studio that made the "Anniversary" visual layers for CEA and H2A.
The elite is supposed to be gold, hence "goldie." Saber's redesign doesn't show the color very well.
Halo 1's elite heirarchy is basically Gold > Red > Blue, with Gold sometimes having sword. There are two special types of elites: the silvery-blue camo elites that have no shields and sometimes have sword, and the black elites that can use plasma grenades which you meet in the last couple levels.
You are the geek of Halo par excellence. Those stories are fun, something to teel to your grandchildren.I did those tricks (at least the grunt-killing one, I don't remember with the elite-killing one) in single-player mode so that I could use checkpoints better. Marines don't follow the player on Silent Cartographer, although in some areas they'll walk back to the base camp.
The grunt-killing one is tricky. A grunt from the surface that is placed downstairs will be frozen whenever you go downstairs to see him again, because his intended loadzone isn't active. This means that when you take marine(s) downstairs, they won't shoot the grunt. BUT, when you go to leave, you head into the outdoors loadzone, which means both the grunt and marines are active. So they start shooting each other. However, once you get far enough away, the combat will be frozen for proximity reasons, and will only resume again when you're watching up-close in the cutscene. This means that if your grunt doesn't have enough health, he'll die during the skirmish when you're trying to get away from the cartographer facility. When I first tried doing this trick, it was on easy difficulty, and the grunt always died before I could start the cutscene. So I had to redo the setup on heroic.
Why did I use a grunt from the surface rather than one of the grunts that spawns in that room? Because the ones that spawn down there are native to that loadzone and would be active while I was trying to set up the marines, causing a firefight during an activity which needs to be cool and deliberate. Those grunts also don't exist during the cutscene.
As for how I got a surface grunt to the downstairs area... lots of brute force maneuvering and using warthogs as fences to cut off escape pathways as I go. It takes a while. Also, it's a good thing that Silent Cartographer has infinite checkpoints on the beach, hehe.
You'll notice that I used the same sort of setup at the start of the video; I had a frozen grunt downstairs, and I brought in a marine. Sometimes, if you fire a weapon, active AI will briefly recognize and shoot at frozen AI.
-If you go to the cartographer building before going to the security room, Goldie is in the hallway behind the door that gets closed.
-He's in the cutscene when you open the door.
-You finally fight him at the end of the level.
That would be great and fun, but fate lead us to different experiences. Back then I remember I was a forum member of one of my favourite forums ever, an Age of Empires forum called mrfixitonline.com --so many many great memories. I am proud to have played and talked to to some of the best players that graced that game.Too bad you weren't around for the glory days of High Impact Halo. The tricks in my video are nothing compared to some of the big stuff that was done there. The site sort of went into cryo in April 2011, although shortly thereafter someone finally managed to land the legendary Tower to Tower trick that people had been attempting since 2004:
The thirsty grunt is off in a side hallway on the Maw Run.
What do you mean? Aren't both things exactly the same so it's technical draw? Do you mean that Halo 1 requires more skill?Halo 2 is harder, but Halo 1 is more challenging.
Reminds me the Golden Axe days (genesis).
Yeah, it's funny how many levels can be skipped over with certain jumps or just ploughing through with a ghost or invisibility or plain... walking through on High Charity.
I would imagine if they are ready to show single player they'll hold it for E3 when all eyes are on the press conference. The things they trickle out before E3 tend to be the things they can't squeeze into the conference.I wantz my single player footage...
None before E3?
I don't recall that. I remember the initial announcement being at E3 then a multiplayer beta in May before the next E3.I'm pretty sure IIRC at least with Reach they showed SP before E3. And I think other recent Halo's although I cant remember for sure.
Showing off Halo 5 single player should be the news drowning out the others newsIt actually can make sense imo. You get the stand alone hype blast of "WORD FIRST FOOTAGE" when the world isn't drowned in gaming news of E3.