Was arguing with a guy at work about how great Halo was, and realized something. If there was one singular thing that separated C.E. from its contemporaries (and a lot of games since), it was enemy psychology. No other game did so much to make you believe the enemies were real. Varying states of alarm/quiet...many games still don't seem to have that. Or even non-combat animations half the time.
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Yep. Enemies: -Jackals had a variant panic animation (wildly waving arms) -plasma grenade and needler gave enough time for enemies to react -Grunts and Elites tried to get the stuck grenade/needle off of them -Elites could run around when stuck -if you left the enemy alone for some time, they could revert to what they were doing (patrolling, sleeping) -Zealots could berserk more than once within 5 seconds -if an Elite was in the air and you were nearby, his mid-air melee could do damage. Nowadays, it does nothing, it's just an animation -when shot, the enemies had varying stumble animations. In Halo 2, they just stumble backward. In Halo 3 and Reach, the Jackals always do the same thing when shot in the arm -it was actually a viable tactic to shoot enemies in the legs or arms. If CE marines were smart enough to shoot at unshielded Elite's legs, the Elite would have been finished off more quickly. Nowadays, it's always headshots because shooting enemies elsewhere does nothing -Grunts and Flood had a fun landing animation. Grunts in particular looked like they broke their backs!! xD -search walking animation. Grunts and Zealots! Nowadays, everyone runs Marines: -marines panicked, berserked, and even cowered (if they had the pistol). Nowadays, they just take cover and die. Good for nothings! -Hog gunners raised their fist when you got enough height in the Hog [Edited on 10.10.2012 7:34 PM PDT]