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#Gaming

Edited by Green Twister: 12/23/2015 1:51:02 PM
22

Cortana level in Halo 3 , art design and what not

The level might be horrible on legendary but if you look around and stuff it might be the most beautiful and disgusting level bungie has done with Halo and i don't think 343 will top it in level design and art direction now don't call me a hater but just boot up halo 3 and the level cortana and just look around you can see so much going on. Small note no i don't hate 343 i just think they should take more time on the art side off it all.

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  • Edited by Logfish111: 12/23/2015 12:44:33 PM
    [quote] i don't think 343 will top it in level design and art direction[/quote] First honest thing you've ever said.

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    • The only graphical brilliance 343 can come up with is large silver columns of metal

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    • 343 simplified things with forerunner stuff. Every place you go looks so much like the last place you were. And all the maps in multiplayer have awful design. Bungie did that better than anyone. It helps they did it for 10 years

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    • The art in Halo 4 was breathtaking. That moment in the beginning when you first drive the warthog into that forerunner clearing with the giant pylons in the distance... Beautiful.

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    • The level was originally intended to have you fight the Gravemind using a damaged Scarab rather than just shooting three power cores. :/

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      • Walking through sphincters like a titanium turd is...well...not a experience I get in every game.

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        • hahaha any level in halo 5 or 4 tops that

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        • That mission was so cool, especially since you go through the Council Chamber and the Mausoleum of the Arbiters while it's all floodified You were originally supposed to fight the original Arbiters infected by flood but they cut that out of the game

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          • Nah, the first mission on Halo 4 where you walk out from the rubble and drive into a beautiful area with forunner structures was the most beautiful looking thing for me in regards to halo aesthetics.

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          • I would actually prefer more content and story than a nice looking she'll (not saying looks don't count).

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          • Edited by Reign of Bane: 12/23/2015 10:49:25 PM
            I think both are/were pretty great at level design, Sanghelios is just beautiful as is Halo. The list could be endless but that's my opinion, I respect yours.

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            • That was the worst Halo 3 mission. Even the Bungie developer who leaded the design of that level called it convoluted and poorly mapped out. Most of it was cut and it was extremely rushed.

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              • Have you seen the art for Requiem? I think that's the most beautiful of them all lol. It's all a matter of opinion I guess, but I personally think 343 did a way better job focusing on the art of the game.

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                • I hated that level. I got lost so many times.

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                  You know what a period is, right?

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                • I don't think 343 could top bungie in anything with halo. Try as they may, it's an impossible feat.

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                  • I got lost too many times in that mission

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                  • Wait that level is supposed to be hard on legendary

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                  • Bungie nailed the atmosphere and art style when it came to telling the story of Halo. 343i has been better at deeply exploring the lore and explaining things we've wanted answers to for so long, but they need to work on not leaving people out of the loop when it comes to diving into expanded universe material. I understand the narrative direction they tried to take Halo 5 in, but there was too much stuff they left for the player to assume and figure out. It could've made for a great story, though for the series' best interests, it's best they don't do something like that again and stock with a more traditional narrative style like Halo 4, or even past Halos.

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                  • Edited by Mr Admirals7044: 12/23/2015 12:50:58 PM
                    Based Vic DeLeon. Fun fact, he was a senior artist at 343i, until he finished his work on Halo 5 and joined Highwire Games.

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                    • It was certainly a fantastic aesthetic. It just didn't play too well, unfortunately. That was probably the idea, given that it's a Flood level, and the most psychological one certainly of H3. But man, it was just an awkward space to navigate. I mean, the Library was psychological but still navigable: go one way or the other. I don't know how I would have done it differently, mind. Maybe, and this is just a random thought, put in the Gravemind HUD effect if you get lost, just to make you panic more. Maybe make it sap your shield, but never kill you. I dunno.

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                    • Hated that level so much

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