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Edited by Tartan 118: 8/21/2014 11:12:15 AM
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I've written this so many times now... Dull, human-focused, military-themed. Washed-out colour pallet. No plot until the last two missions. More sensible (i.e. boring) base player traits. Unbalanced sandbox. Only 2 Invasion maps at launch. Voting in Matchmaking. Bloom. Forge World lacked an enormous, flat, open area (a la Sandbox) Paper-mache (?) vehicles. Not the best music. Hard to make Forge variants work with different gametypes. I'm sure there's some more stuff, but I can't think of it right now.
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  • Edited by Vgnut: 8/22/2014 8:30:26 AM
    I'd add that the squad was too big. A squad of four could have kept the story tighter and given you more time with characters. People always say Jorge had the saddest death. Why? Because he was the most humanized and you spent the most time with him. Just him calling Reach his home adds a lot to the weight of the situation. Jun and Emile probably could have been one character. Same with Carter and Kat. Actually just flat out cut Carter out and make Kat the squad leader. I don't know what they were doing with Carter. Was the aim to make the most generic military squad commander trope? I don't think Bungie did either given his death. It's like they were approaching the end of the game and realized they had to kill him quickly.

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  • Just a clear head, I guess. I did a brief story analysis of the squad's demise a while back, and each member represents a sacrifice to be made in the face of war, in order: humanity and empathy (Jorge), planning and intelligence (Kat), level-headedness and leadership (Carter) and bravery and just plain aggression (Emile). Once those are gone, what's left of your ability to fight? But I don't know where Jun fits in. Not sure if a three-character squad would have worked better. I say three because Six is all but mute.

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  • [quote]No plot until the last two missions.[/quote] facepalm

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  • [quote][quote]No plot until the last two missions.[/quote] facepalm[/quote] Mission 1: 'The Covenant are on Reach.' 2: take out that corvette 3: recon this position 4: attack this army 5: attack this somehow previously-hidden ship 6: evac these civvies 7: okay, now in a Falcon 8: go destroy vital intelligence 9: deliver the package of vital intelligence, [i]from the previous mission[/i], to Keyes. The only mission reliant on the previous for context is the last, and, at a very long stretch, Tip of the Spear.

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  • Well it didn't.

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  • Edited by ChaosMetalMarty: 8/21/2014 6:54:41 PM
    Forge world was perfect. Other than the lack of trees. What drugs are you on?

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  • As I said, there was a distinct lack of enormous, flat, open area.

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  • Montana and the ravine

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  • Montana is lumpy@lumpy.bump What ravine?

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  • weak vehicles!? What are you smoking!?

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  • Nothing: you get a team peppering a Ghost or Hog with DMR fire and it crumples in moments.

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  • Funny because reach vehicles are verging on OP.

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  • wut Did you play H3? I mean, no-one complained about vehicles, because they didn't fall apart 2 seconds out the gate.

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  • Have you played halo reach and gone up against a team that knows how to use vehicles? Ever been spawn camped by a super banshee? Sniped by a scorpion or gauss hog? The only thing that pisses me off in reach is that DMRs will flip a warthog which is complete bullshit.

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  • I take it you had a bad day on boneyard recently or you played a forge map on which some little kid thought it would be a good to put on a gaus hog

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  • No I'm always the one DOING the spawn camping :)

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