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originally posted in: Grimoire Cards: "I love the stories"
9/25/2014 10:48:49 PM
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no i havent, they were not important enough to put in the game, so they have no importance at all imo.
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  • Then by that logic they never should have released any of the Halo books.

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  • Edited by hellcat420: 9/26/2014 12:12:19 AM
    hahaha halo books are not part of the halo games. did you have to stop playing any of the halo games and read the novels to know what was going on in the games story?

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  • Edited by Navaha42: 9/26/2014 12:07:03 AM
    Yes that's exactly what I said.

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  • Then you are in the possession of a very ignorant opinion.

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  • Edited by hellcat420: 9/25/2014 11:19:03 PM
    then why does every other game on the planet put the important stuff in their game? bungie is just being lazy and cheap. you are just being a blind ignorant fanboy. god gave you a brain for a reason, use it sometime.

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  • It's called meta-gaming, and many other companies do the same thing. Pokemon has a cartoon that helps younger kids learn the basics of the game, Defiance has a TV show that changes with actions within the game, and Halo's books were a method of expanding upon the unanswered questions from within the plot. So no, it's not lazy and cheap. It's deliberate if it's introduced, and in some cases its successful. I like the cards because they give me bits of lore that I like reading about. The game's story isn't gonna tell you cuz guess what? Your guardian, being dead for who knows how long, doesn't know either.

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  • I don't think Pokemon is good example of "meta-gaming". If anything you're thinking of branding or something. Pokemon gameplay (on handheld?) hasn't been radically reimagined; the basics remain since the 90s. Supplemental media should drive us back to the SOURCE. From what I hear, the Cards are well-written and enigmatic. But when the source is so hollow, what's the point? How can you suspend disbelief in this game universe when quality is so disconnected? We're to be in a timeless battle between Light and Dark, yet our Ghost mentions that "DOS is more complicated" than an alien encryption? Easter eggs should be hidden, not blurted into story monologue. There are multiple examples of how Ghost kills the mood of the story. Destiny has a minimalist design that could be better appreciated if our actions and their consequences quietly drove the story. "HOLD X TO DEPLOY GHOST" leads to predictable outcomes that Ghost obviously points out. For example, in Restoration, we receive a final transmission from a Guardian. The message is noisy and unclear, but some key words can be heard. Near the crash site is the tunnel to the map room. There is great detail on the map: a green marker temporarily indicates the next location. These subtleties are overshadowed by Ghost's constant directions. Cortana AI added insight and information that synchronized with the physical prowness of the Spartan. What does Ghost do? Well, he doesn't speak like a sentient-AI database. But he takes care of everything, reducing our b&b gameplay depth to gunplay and holding X to advance. Silence can be effective in setting up the atmosphere. We are left to catch up and realize what to do next. From that feeling, we are open to exploring outside info to supplement our prior in-game experience. ODST is a good example of atmosphere in storytelling and gameplay. Multiple perspective made playing as the Rook feel urgent and lonely. So atmospheric! And on one planet! Although, the loneliness was lifted when in contact with friendly marines. Destiny could do with some social biodiversity. Anyways.... Meta-gaming in Destiny is rather limited, although I have not started raids. Either way, players have to gather rep and materials as inputs for upgrading gear. Meta-gaming would involve managing the opportunities Bungie has so-far provided (e.g. strikes, crucible, patrol, story) to maximize character gear. Unfortunately, this becomes hyper repetitive, as they all rely on the story missions. Bosses in strikes are just larger enemies without advanced tactics. Strikes reward you with lost time and gear below suggested entry level?? ....... I feel so confused about why this game should be fulfilling and matter, yet the game plays solid. Why should I care about my Guardian? Do my actions create consequences that resonate in the game? You could feel the weight of humanity's survival as a Spartan. Gameplay felt justified, and efficiency was rewarding. What are our rewards? Words and poetry on an external site? Or satisfying resolutions to quests and missions, to imply a feeling of progress and impact?

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  • The Raid is actually quite good, in spite of the fact that you're mostly going to fight the same kinds of enemies you've already fought. The bosses will be fought in ways unlike any other boss fight in the game. It almost seems as if they spent so much time on the Vault of Glass, that they lost all interest in creating a compelling story, atmosphere or combat in the rest of the game. You would think that the Strikes would be smaller versions of the Vault of Glass... each a raid in their own regard. However, they're not. You're right... there's no puzzle to be solved. There's no change in mechanics. Every boss is fought in the exact same manner. Hit it in the weak spot for massive damage until you drain its substantial health pool. It's mind boggling how the raid can be so good concerning gameplay mechanics... while the rest of the game is so damn mediocre.

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