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#Halo

2/18/2011 9:19:19 PM
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What is Reach missing? Why CE is the definitive Halo

I have been a Halo player since the beginning. Each game has introduced new features: online play, theatre, forge, armour loc... ahem, bringing the franchise on leaps and bounds. This said, the bread and butter aspects will forever be dominated by Halo CE which executed them in an unrivalled manner. This article intends to explore that in detail, by examining the Campaign, Level Design, Multiplayer and gameplay balancing that made CE the groundbreaking game it remains today. I hope you enjoy the read and that some discussion will come about because of it. [b]Campaign[/b] The original Halo was intriguing because the story was told solely from your perspective. The whole game is driven by an eerie uncertainty that was only gradually alleviated in pivotal moments of the game. [quote]"Those Covenant fools, they must have known, there must have been signs... There's no time. The Captain, you've got to stop the Captain!!" "do you know what that bastard almost made you do?" "Chief don't... be a fool"[/quote]These quotes were thought of in an instant. Each is as powerful as the last and all elicit crystal clear gaming memories. Quotes from future titles also similarly create strong feelings, but they are comparatively less evocative. "Finishing this fight" is a prime example. It is memorable and rather epic, but also one of the best indicators of the transition undergone in the franchise. In the first game you were the Master Chief, humanities last hope, as you imposed your own feelings upon the Spartan's mysterious persona. It pains me to say it but from Halo 2 onwards this relationship grows distant and detached as the chief is replaced by a superman-esk figure. The player becomes the onlooker to the wrath of an unstoppable cyborg in a number of unbelievable cut scenes, when prior to this point the actions undertaken in cut scenes were logical progressions of a player's actions or growing character relationships. We may tie this detachment down to the expansion of the storyline. Bungie tried to do too much in the later titles, when less is often more. If we take Halo Reach as an example there appears to be some effort to recapture the same spirit of the original game. Noble 6 is also an unknown, you can even customise his appearance. However this relationship is not skin deep. Character development is of vital importance and in as of itself defines the protagonist. The focus had shifted and there was very little time to become attached to any of the characters in Noble Team, or to make Noble 6 your own. In Halo CE you were the focus of all exchanges, with Cortana's advice and Guilty Sparks's humming. Everything was orientated around the player and their progression. In contrast, Reach was the story of a planet. The story of a futile self-sacrifice is touching, but it is much less player orientated, producing a weaker single player experience as a result. The Arbiter is another example; the design decision must bare significant responsibility for the cracks and crevices that led to a lack of immersion. It single-handedly gave us socio-political insight into what was before a merciless alien Armageddon and broke our bonds with the Chief, ruining any hopes of the story ever returning to its initial ambiance. The later Halo games relied too much upon an elaborate backstory and therefore lost the original's greatest asset. [b]Campaign Gameplay[/b] [url=http://www.bungie.net/Forums/posts.aspx?postID=60988249]Read more[/url] [b]Level Design[/b] Halo CE had its faults in this respect, The Library immediately springs to mind, as does the fact we were made to play half the levels twice. Yet CE still has the best made levels in the whole franchise, at least in my opinion. The reason is that it broke away, albeit briefly, from a linear experience. Walking out of a crashed drop pod to find yourself in a beautiful alien world, in which you were given an unprecedented degree of freedom and flying above a vast ocean for a beach assault in a dropship are gaming experiences I will take to the grave. The same can be said for multiplayer. While a substantial number hold Halo 2 as the golden age of multiplayer maps and gaming (for good reason when you consider phantom pistols on Waterworks), in CE every map fulfils a different role, be it for arena style matches on Derelict, long ranged combat on Hang 'em High, shotgun showdowns on Chiron, or vehicular manslaughter in a random boxed in canyon - Gone are the glory days when maps didn't have a specific theme and made absolutely no sense. So much was more was achieved in the mere 13 maps we've had available since the game launched in 2001 than any launch map selection since. [b]Multiplayer and balancing[/b] CE accommodated for everyone with very few custom options. Many need to understand that you don't necessarily alienate the majority by catering for the minority. CE had a steep learning curve, failure to adapt to using the 3 shot pistol meant you would be unable to take down skilled players, but the game was still very fun at a casual level. The AR had bad-ass sound effects and tore through players and Covenant with relative ease. It could beat any pistol user who was not especially seasoned quite comfortably. I think this is one of the most interesting things about the CE sandbox, the AR was around about equal, if not superior to the pistol, unless it was against players who were highly competent with the sidearm; this allowed more casual gamers their diverse fun, through use of more aspects of the sandbox (shotguns, plasma rifles, needlers), while also allowing those with a competitive mindset to specialise (pistol, sniper, power weapons); [b]there was no need to tweak options or move from the default set-up[/b]. Halo 2/3 attempted a similar vibe, with the SMG/return of the Assault Rifle; there was awareness of Halo CE's greatest strengths but something was missing, both games lacked a certain, near intangible, element. Yes they had an utilitarian weapon similar to the pistol, the Battle Rifle, but the learning curve was simply: drop all other weapons and use the BR. [b]Unfortunately the weapon itself had a very narrow skill gap and consequently gameplay become somewhat monotonous[/b]. This would explain why many players clustered around level 45 in Halo 3; the actual distinguishing traits between the skilled and very skilled were mostly tied down to team work, not gaming prowess. Allow me to briefly elaborate: In Halo 2 auto-aim resulted in the BR proving near unstoppable, a 4 shot was near guaranteed; in Halo 3 the introduction of bullet spread and connection issues resulted in a very narrow skill gap. Where does the issue lie then? Surely it is in trying to make every weapon easy to use, rather than tailored to different player needs. [b]Weapons need a learning curve, as much, if not more so than the sandbox requires one[/b]. Now, people often throw around the statement: "the decline of the Halo series". I would like to emphasise that I do not believe the franchise has declined, what it has done is change and adapt itself, rather than sticking to a simple overused formula over and over again (as with some shooters). I give props to Bungie for spicing up the game in their final outing. Having done the Halo Universe for so long they can't have been especially flexible; I did not initially meet the announcement of ODST and Reach with any enthusiasm, and ended up pleasantly surprised. Reach has successfully moved from the BR monotony of the prior games, the sandbox is varied, balanced and enjoyable for most people. It also allows for some level of skill, by granting players a quasi-effective sidearm to battle off the spawn and contains weapon bloom in the hope of deterring spamming and rewarding patience. While it hasn't declined I will admit that I feel it has moved away from some of its origins, to the detriment of the highly competitive gamer. While Reach is better than its predecessors, Halo 2 and 3 on many accounts, it has been unable to capture what made CE so spectacular. Bloom was a good idea, but in practice it hasn't created the skill gap I initially assumed it would. The concept of the DMR perfectly fits in with the idea of having an utilitarian weapon, with a learning curve of its own and a changing role dependent on the experience of players. Bungie seem to be so very close to acknowledging what made CE so appealing for the competitive gamer, however the randomness of the weapon and long kill times have stopped it wholly coming to fruition; varying accuracy is good, but inconsistency within that variety is bad. Reach is perfectly balanced at a casual level, if I want to just have a great time (as I do) it is brilliant. Unfortunately this doesn't translate to high level play, where coin toss style gambles detract from an otherwise very well designed game. Overall it [b]hasn't quite procured the versatility of CE, as the sandbox does not regulate itself[/b]. Skill should not just be limited to weapon use, but also to how effective one is at using that weapon. [b]Conclusion[/b] I -blam!- love Halo CE. [quote][b]tl;dr[/b] Campaign - Halo CE campaign most engaging, player was a BAMF, everything orientated around them - Less is more; expansion of backstory ruined ambiance of sequels Campaign Gameplay - Campaign difficulty intensified in sequels by bolstering AI health, rather than ferocity - Strong enemies are are boring and stifle variety Level Design - Open world element to CE, not replicated - Each map on CE intricately designed and tailored to specific play Multiplayer and Balancing - Don't alienate majority by catering for minority: no need to tweak default for competitive or casual - Sequels monotomous due to lack of weapon skill gap (weapons need skill gap as much as sandbox)[/quote] [Edited on 06.05.2011 6:25 PM PDT]
English
#Halo #Reach

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  • You should have worked with Bungie

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  • [quote][b]Posted by:[/b] annoyinginge Why CE is the definitive Halo: because it was first.[/quote] This. CE is superior in story, level design & sandbox balance however.

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  • [quote][b]Posted by:[/b] Tom T [b]tl;dr[/b] Campaign - Halo CE campaign most engaging, player was a BAMF, everything orientated around them - Less is more; expansion of backstory ruined ambiance of sequels Campaign Gameplay - Campaign difficulty intensified in sequels by bolstering AI health, rather than ferocity - Strong enemies are are boring and stifle variety Level Design - Open world element to CE, not replicated - Each map on CE intricately designed and tailored to specific play Multiplayer and Balancing - Don't alienate majority by catering for minority: no need to tweak default for competitive or casual - Sequels monotomous due to lack of weapon skill gap (weapons need skill gap as much as sandbox)[/quote]I agree with pretty much everything you said in the original post. I've enjoyed every game in the Halo series, however, Halo: Combat Evolved had my favorite campaign and Halo 2 had my favorite multiplayer experience.

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  • Simplicity at its finest I suppose. Halo: CE appeals to a wider range of players simply because its goal wasn't necessarily to get someone to play the game multiple times but to get them to play it at least once. The campaign was rather solid with an air-tight ending that left one to the imagination and to me CE didn't strike me as a "replayable" game, more like a one-night stand... who has one leg. Vulgar, but that's all I could come up with. Right then, the multiplayer felt a bit lackluster to begin with as well. I mean to me, it felt like if you played it once you could garner the experience of 10 years worth of playing the same old crap over and over again. So what am I trying to get at? Halo: CE wasn't a try-hard. It was there for one simple goal: To pleasure you and to love you but it won't call after you leave and it'll let you have your privacy. But the incentive and prospect of prying open CE to find out its inner secrets and to find out [i]why[/i] CE won't be committed to a relationship is more than enough to draw you in. Because CE is straightforward with what it wants to do you want to keep playing it over and over. Halo 2 had incredible replayability what with online multiplayer and DLC and everything that made that game so crunchy and sweet in the inside. But Halo 2 was different, even though it had those pleading bedroom eyes to get you to play again its goal was still straightforward: "Play with me all night long." It felt rather concrete and safe. Halo 3 was way different. I wasn't sure if the game wanted me to compliment it for its pretty graphics, lovely music, amazing climax, expanded universe, or multiplayer with the addition of four-player co-op or for me to have a migraine trying to explain it all to a four year old. Halo 3 felt needy, it wanted me to love it but as much as I did love it I couldn't tell it that because it felt like admitting defeat. With an above-average plot written to end in a sub-average way, Halo 3 was disappointing. Halo: Reach.... Oh man where do I start. Halo: Reach's futile attempt to be like good ol' Halo: CE was insulting, not because it wanted to garner some nostalgic response but because it failed miserably. Jam-packed like an over-enthusiastic pinata with game-play gimmicks that range from the ever beautiful bloom to the more grotesque armor abilities in order to dissuade us not to see beyond the thin veil obscuring Halo: Reach's true image. A horrible orc that put on more make-up than a drag queen in order to get ready for the ball. Halo: Reach certainly wasn't the swan song Bungie intended it to be, it was an epitaph.

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  • [quote][b]Posted by:[/b] Pahat Pojat I still think Halo 2 is better than Halo: CE. Mainly because of better maps, smoother gameplay and crucial online experience.[/quote] Halo 2 is better when it comes to multiplayer, but campaign, CE takes the cake. Some people find the repetitive architecture, and having to play through sections more than once annoying, but I loved it.

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  • Why CE is the definitive Halo: because it was first.

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  • I think Halo:CE is an awesome game as well are the other games, I even bought the game off the arcade because I wanted to play Its epicness.But I don't think I would ever try to play again(After beating it on legendary).

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  • [quote][b]Posted by:[/b] ADROPACRICH2 [u]Halo1 worked so well for gameplay reasons[/u] though as well that would not be quite so apparent if you started with another Halo- it's only really Reach that has once again tried more of the exploration side for example and well, there is more besides just this that was changed with the sequels.So no [u]it's not nostalgia at all if you ask any of those that played the Halo1 campaign to death a million times[/u][/quote]Having ran out of room in the original post I have been looking through this thread to try and find a post I can elaborate upon to explain why I believe the Campaign of CE was more enjoyable, even ignoring the storyline. The above alludes to it, but to combat dismissals of nostalgia I will do my best to explain why I believe CE was superior from a [i]gameplay[/i] perspective, an area generally given less consideration. [b]Campaign Gameplay[/b] In Combat Evolved the difficulty came from enemies punishing your every error in combat, rather than punishing your poorly equipped presence. Since CE [b]Campaign difficulty has been intensified by bolstering AI health, rather than increasing their ferocity[/b]. I will try and form a comparison. In Halo 2 some Elites had the equivalent of 3x Overshields, yet they often sat back sponging several clips. All this did, aside from highlighting the shortcomings of enemy AI, was force the player to use a smaller pool of weapons in order to progress and served to create dull combat exchanges. Halo CE by comparison pitted you against weaker but more aggressive foes. On the second mission for example it was not uncommon for Elites to run up the hillside charging your position. Despite this aggression a skilled player could decimate Covenant squads with anything at their disposal, be it with a Plasma Rifle and its quick shield dissipation and freezing effect, the 'elite killer' Needler, the overcharged plasma pistol or powerful grenades. This created fast paced, challenging exchanges and allowed players to enjoy the breadth, as well as the depth, of the weapon sandbox. Some of you might question the audacity of these claims; I would like to express my agreement that Halo 2's campaign, like its prequel, should be noted for its difficulty. However I believe it gains this reputation for the wrong reasons if we look at it from a gameplay point of view (reasons comparable to Reach and worse still in Halo 3). [b]What Halo 2 had was a harsh learning curve which is misinterpreted as difficulty[/b] (although I admit some levels, like Gravemind, were particularly challenging). By a learning curve I mean that it was only once you had acknowledged the value of the plasma pistol that you could pass the first hanger bay of Cairo Station [with complete ease might I add] and that any level containing Jackal Snipers required the player to repeatedly replay sections until they had memorised their locations; neither of these factors relied on any significant level of gaming prowess but stifled variety while making gameplay quite frustrating. What is the implication of this? Simply put, [b]strong enemies are not only a pain in the ass to fight, they are boring[/b]. For a time I couldn't put my finger on the reason I enjoy the Campaign of CE more than its sequels. However here I may have found the answer. When I shoot something I should not have to unload an entire clip before my foe's shields have even popped, regardless of the difficulty. In Combat I should have multiple options even on Legendary. This comes with lower enemy health, but it also comes with a higher level of AI aggression. As a consequence I would be punished because the enemy actually outsmarted or outplayed me, rather than because I failed to use the plasma pistol. [b]Relevance to Reach and Firefight in particular[/b] Firefight is currently the only medium where I can alter damage traits against AI and this benefit should not be ignored or undervalued. When I played a bit of Doubles Attack it was the damage change of 2x Score Attack that injected some level of enjoyment. As a player I felt less restrained, I could leaves the confines of the base on Unearthed and deal a good level of damage to the Covenant; this was particularly the case with the Rocket Hog. The only issue with the 2x gametype was that I felt no vulnerability; increased damage was coupled with an additional layer of shielding which completely negated any need for caution or cooperative play. This is why I feel changing the dynamics of Firefight would be beneficial. At the moment there seems to be plenty of handholding in MM, with the damage modifiers, increased shielding and a large if not infinite live pool throughout the firefight experience; I am also convinced a large number of those that play are primarily in it for the credits. A Legendary voting option in niche playlists like Doubles Attack with increased damage, but normal player shields, might make for a more cooperative and enjoyable experience. It is certainly something to consider, in the very least as a replacement to the 2x option. If you're opting for increased damage you should have to deal with the consequences of an increased difficulty. [Edited on 05.31.2011 6:33 PM PDT]

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  • [quote][b]Posted by:[/b] NinjasWithDucks Halo 2 would have been the best, but there were just too many glitches[/quote] Oh, c'mon. You can't tell me you didn't enjoy the hell out of custom games with the sole purpose of finding glitches. I agree that BXR was ridiculous, though. Then again, that didn't really come to light until the twilight years of Halo 2. In any case, for being a largely unfinished game, Halo 2 was pretty damn awesome.

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  • Halo CE had one of the best campaigns ive ever played. Halo 2 is right next to it. And the main reason I love both of these games so much is because of the great twists in the campaign, and the freedom of the campaigns. But most definitely these two games were the golden days of Halo, and I hope 343 can bring back the feelings that these two games gave me and most of the Halo community.

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  • PLEASE send this to 343. He has every single point hit.

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  • Honestly, Halo CE campaing was fun, but I didn't enjoy it as much as the other Halo games. The campaign did make me feel like a BAMF, it was basically me vs everything else. Don't get me wrong, I can handle enemies by myself, its just gets boring when I'm just fighting waves of enemies by myself. Yes there were times when I did have allies, but it was like the other Halo games. In CE your mostly alone with Cortana fighting the flood and covenant. I like BAMF moments along to be in certain parts of the game, not majority of the time. Reach comes pretty close to open world elements, not as much as CE, but enough to find and explore areas. I love all the Halo games, each ones bring something different to the table, I don't think one games is the greatest out of all of them. To me - Halo 2 had a great campaign, Halo 3 for its multiplayer, Halo Reach for its features - you get what I'm saying, there certain parts from the Halo games that we all like. Halo CE is the definitive Halo, its the one that started it all, the first game of the franchise. While its sequels and prequel don't have its "ingredients", its all for the better in a way. I'd take a new experience over an old one day,I think Bungie did a great job of keeping Halo "Halo" all this time. Reach still feels like a Halo game, even with its armor abilities and new weapons. Its still feels like a halo game.

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  • Weapon balancing and skill gap is just one of the multiple problems with multiplayer in Reach. Each game doesn't even have to live up to or exceed CE's greatness, but at least give me Halo as I have been playing it for ten years. If I want change I will buy a different franchise. I would rather keep buying classic Halo though. [Edited on 05.18.2011 2:52 PM PDT]

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  • I agree. Halo CE is almighty. And I like how you mentioned the kill times being too long, which to me is the #1 problem with Reach, making it too forgiving and slow paced.

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  • wrong forum lol

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  • Well all i can say is i loved Halo 3 because be it bad connection or crappy teammates with an IQ barely over 50 i still raped face and managed 5 50's going in solo. Reach was supposed to be a glorious upgrade to keep me playing Halo for many more years. Instead it became even easier to -blam!- face, the map design is terrible and they all look the same, and quite honestly without lvls to grind in each playlist the idea of being a lower rank to some scrub who plays more just pisses me off. The game lost its appeal within weeks and i'm sad to say i no longer have faith that anything Bungie produces will be of original quality rather a mere combination of other popular sub-par games. [Edited on 05.18.2011 2:40 PM PDT]

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  • I still think Halo 2 is better than Halo: CE. Mainly because of better maps, smoother gameplay and crucial online experience.

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  • I just think it's because everyone here that was playing Halo CE was younger, therefore the game was more fun. Reach in general is a game that just could have done better. I'm not saying there's not a reason, but maybe it's the fact the game was just more fun to play. Graphics, Multi-player, Achievements, all of those things aside, it's just how much fun you have. Let's be honest, Reach is good but it didn't deliver as much pure enjoyment as some of the previous halo games did.

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  • The Halo series as developed by Bungie seems to be something you can relate to space travel. You may think it sounds ludicrous, but hear me out. Let's say that Halo: Combat Evolved was just like the first successful lunar orbit. This orbit was a huge leap forwards, marking a new era of science and technology. Space travel had been done before, but this time it was kicked up a notch... or in this case, two. Combat Evolved had a similar effect on the gaming industry. It was so revolutionary that it changed the way we think about shooters even today. That huge step forwards was what the gaming industry needed to push FPS games into the hands of every console owner on the planet. Then came Halo 2. Using the basis of what was already created, Halo 2 was like the first lunar landing by a manned spacecraft. The first hurdle had already been conquered, and all that was needed was a little tweaking to make the craft able to land on the moon and return safely. With the security of the launch set by the momentous leap forwards years before, it was simply a modified lunar orbit which lasted a fair bit longer; much like Halo 2. Not quite the huge leap forwards that Combat Evolved was, Halo 2 was still progress. The expansion of the multiplayer service meant that Halo 2 lived on much longer than Halo: Combat Evolved did, despite not being as revolutionary. Although it certainly helped create a better multiplayer world. It acted as the benchmark for greatness. Afterwards, we were introduced to Halo 3. This game was like the International Space Station. Using a collective knowledge gathered from previous experiences, and altering it to suit the new changes which NASA and other space institutions sought to adhere to. Another step forwards, the Space Station added to the technological and scientific worlds in ways which will never be forgotten. Halo 3 took what was good from its older brothers, and added in what was deemed necessary to improve the game for its target audience. However, despite being a step forwards, it was by no means the huge leap that Combat Evolved took. Halo 3: ODST followed shortly, similar to an additional capsule on the International Space Station. Adding a laboratory to the station required altering the basic structure which was followed by previous capsules, just like ODST did with the Halo engine. A few changes made something which was still great, but different from the others. But, at the end of the day, it was still a restricted laboratory. By no means the larger-scaled ISS as a whole. Finally, we have Halo: Reach. Reach was like Apollo 13, and we all know how that mission went. The launch and travel went well, akin to Campaign and Firefight. But when it came to multiplayer, it was met with a failure. An oxygen tank blew, causing a total mission failure. Though the crew were safe and the craft salvaged, it still suffered. This is what happened with Reach. So much was changed that it fell flat on its face when compared with its predecessors.

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  • That was a good-ass read.

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  • [quote][b]Posted by:[/b] SiKe X CE and Halo 2's glitches also promoted the skill gap, while keeping the casual play the same. Something that Reach could use.[/quote] Not really as fan of game altering glitches.

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  • yeaup

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  • [quote][b]Posted by:[/b] Tom Clarke I have very limited experience with CE multilayer on the PC ( and PC games in general) and if anything the pistol is the easiest gun to use regardless of player skill, as I owned with it after maybe one or 2 games, and im a newbie![/quote] Trust me. If you got matched vs a Pro in Halo CE. They would dominate you 15-0 no question. I can't say the same about the other's.

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  • I have very limited experience with CE multilayer on the PC ( and PC games in general) and if anything the pistol is the easiest gun to use regardless of player skill, as I owned with it after maybe one or 2 games, and im a newbie!

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  • I truly enjoyed this read thanks.

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  • CE and Halo 2's glitches also promoted the skill gap, while keeping the casual play the same. Something that Reach could use.

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