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	<title>Comments on: The Architecture of War</title>
	<atom:link href="http://blog.ascendantjustice.com/2008/06/16/the-architecture-of-war/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.ascendantjustice.com/2008/06/16/the-architecture-of-war/</link>
	<description></description>
	<pubDate>Mon, 01 Dec 2008 18:22:41 +0000</pubDate>
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		<title>By: Devon</title>
		<link>http://blog.ascendantjustice.com/2008/06/16/the-architecture-of-war/#comment-2364</link>
		<dc:creator>Devon</dc:creator>
		<pubDate>Wed, 17 Sep 2008 23:40:56 +0000</pubDate>
		<guid isPermaLink="false">http://blog.ascendantjustice.com/2008/06/16/the-architecture-of-war/#comment-2364</guid>
		<description>The music in Halo 3 is amazingly well made, I've always admired Martin O'Donnells work.  "The Three Gates" music on the level "The Covenant" when you use a Hornet to get to the last shield tower is my personal favorite.</description>
		<content:encoded><![CDATA[<p>The music in Halo 3 is amazingly well made, I&#8217;ve always admired Martin O&#8217;Donnells work.  &#8220;The Three Gates&#8221; music on the level &#8220;The Covenant&#8221; when you use a Hornet to get to the last shield tower is my personal favorite.</p>
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		<title>By: ламинат</title>
		<link>http://blog.ascendantjustice.com/2008/06/16/the-architecture-of-war/#comment-1416</link>
		<dc:creator>ламинат</dc:creator>
		<pubDate>Wed, 13 Aug 2008 13:48:23 +0000</pubDate>
		<guid isPermaLink="false">http://blog.ascendantjustice.com/2008/06/16/the-architecture-of-war/#comment-1416</guid>
		<description>kod Een plaatje zegt alles, toch ? avy  Het volledige rapport is hier te vinden. Lees natuurlijk u  de blogposting. a c 
Thanks for interesting post! vvs 
[url=http://skuper.ru]паркет и ламинат[/url] 6n</description>
		<content:encoded><![CDATA[<p>kod Een plaatje zegt alles, toch ? avy  Het volledige rapport is hier te vinden. Lees natuurlijk u  de blogposting. a c<br />
Thanks for interesting post! vvs<br />
[url=http://skuper.ru]паркет и ламинат[/url] 6n</p>
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		<title>By: saggy grandapa 7</title>
		<link>http://blog.ascendantjustice.com/2008/06/16/the-architecture-of-war/#comment-1224</link>
		<dc:creator>saggy grandapa 7</dc:creator>
		<pubDate>Thu, 24 Jul 2008 20:42:08 +0000</pubDate>
		<guid isPermaLink="false">http://blog.ascendantjustice.com/2008/06/16/the-architecture-of-war/#comment-1224</guid>
		<description>Yes i agree with desert rat. If you compare mission halo and avalanche the buildings look the same and plaus like mission halo avalanche has snow.</description>
		<content:encoded><![CDATA[<p>Yes i agree with desert rat. If you compare mission halo and avalanche the buildings look the same and plaus like mission halo avalanche has snow.</p>
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		<title>By: Desert Rat</title>
		<link>http://blog.ascendantjustice.com/2008/06/16/the-architecture-of-war/#comment-1010</link>
		<dc:creator>Desert Rat</dc:creator>
		<pubDate>Tue, 01 Jul 2008 15:05:18 +0000</pubDate>
		<guid isPermaLink="false">http://blog.ascendantjustice.com/2008/06/16/the-architecture-of-war/#comment-1010</guid>
		<description>Another thing:has anybody noticed that the Halo levels buildings have a similar setting and design to Valhalla?

Jason your right, music does have a huge effect on what an encounter becomes, and how it is played. Imagine, if you will, that the Arbiter's chamber fight (which played Blow me Away) had slow music in the backround. That would completely change the way the fight was taken. Blow Me Away, Greasea, is the most popular song for HMV's.</description>
		<content:encoded><![CDATA[<p>Another thing:has anybody noticed that the Halo levels buildings have a similar setting and design to Valhalla?</p>
<p>Jason your right, music does have a huge effect on what an encounter becomes, and how it is played. Imagine, if you will, that the Arbiter&#8217;s chamber fight (which played Blow me Away) had slow music in the backround. That would completely change the way the fight was taken. Blow Me Away, Greasea, is the most popular song for HMV&#8217;s.</p>
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		<title>By: Greasea</title>
		<link>http://blog.ascendantjustice.com/2008/06/16/the-architecture-of-war/#comment-994</link>
		<dc:creator>Greasea</dc:creator>
		<pubDate>Fri, 27 Jun 2008 09:53:43 +0000</pubDate>
		<guid isPermaLink="false">http://blog.ascendantjustice.com/2008/06/16/the-architecture-of-war/#comment-994</guid>
		<description>You're right Jason, H:CE revolved around the campagin and the "re-play factor", I still play H:CE and every time its different. I agree with Wakashi, the music  adds so much to the actual gameplay that it can affect it, like the music in H2 when fighting in the Arbiter's chamber: "Blow Me Away". Arguably the favourite piece for gameplay montages, etc.</description>
		<content:encoded><![CDATA[<p>You&#8217;re right Jason, H:CE revolved around the campagin and the &#8220;re-play factor&#8221;, I still play H:CE and every time its different. I agree with Wakashi, the music  adds so much to the actual gameplay that it can affect it, like the music in H2 when fighting in the Arbiter&#8217;s chamber: &#8220;Blow Me Away&#8221;. Arguably the favourite piece for gameplay montages, etc.</p>
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		<title>By: Vitamin Booya</title>
		<link>http://blog.ascendantjustice.com/2008/06/16/the-architecture-of-war/#comment-971</link>
		<dc:creator>Vitamin Booya</dc:creator>
		<pubDate>Sun, 22 Jun 2008 01:53:07 +0000</pubDate>
		<guid isPermaLink="false">http://blog.ascendantjustice.com/2008/06/16/the-architecture-of-war/#comment-971</guid>
		<description>Many thanks for the articles. I'm currently in college studying game design. I'd like to be a level designer and the kind of things you describe here seem to be my holy grails of level design.</description>
		<content:encoded><![CDATA[<p>Many thanks for the articles. I&#8217;m currently in college studying game design. I&#8217;d like to be a level designer and the kind of things you describe here seem to be my holy grails of level design.</p>
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		<title>By: Yay295</title>
		<link>http://blog.ascendantjustice.com/2008/06/16/the-architecture-of-war/#comment-940</link>
		<dc:creator>Yay295</dc:creator>
		<pubDate>Thu, 19 Jun 2008 04:05:14 +0000</pubDate>
		<guid isPermaLink="false">http://blog.ascendantjustice.com/2008/06/16/the-architecture-of-war/#comment-940</guid>
		<description>Iagree with Wakashi, I think the music really influences the game. Like in Halo 3 when fighting Spark the music makes it seem like youdon't have much time, just like the Sargent said.</description>
		<content:encoded><![CDATA[<p>Iagree with Wakashi, I think the music really influences the game. Like in Halo 3 when fighting Spark the music makes it seem like youdon&#8217;t have much time, just like the Sargent said.</p>
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		<title>By: Tawns</title>
		<link>http://blog.ascendantjustice.com/2008/06/16/the-architecture-of-war/#comment-933</link>
		<dc:creator>Tawns</dc:creator>
		<pubDate>Wed, 18 Jun 2008 21:47:20 +0000</pubDate>
		<guid isPermaLink="false">http://blog.ascendantjustice.com/2008/06/16/the-architecture-of-war/#comment-933</guid>
		<description>Halo: Combat Evolved was, in my opinion, the best in the series. I still remember to this day every emotion that I felt: the power of first entering the Scorpion tank; helpless terror in "343 Guilty Spark" - and that was you met the Flood; the horrible absense of Cortana's usual chatter in the same level; and awe at simply being part of an epic story. Its a shame really that Bungie were able to release the perfect Halo game first, sorta left them with the impossible task of making anything better.</description>
		<content:encoded><![CDATA[<p>Halo: Combat Evolved was, in my opinion, the best in the series. I still remember to this day every emotion that I felt: the power of first entering the Scorpion tank; helpless terror in &#8220;343 Guilty Spark&#8221; - and that was you met the Flood; the horrible absense of Cortana&#8217;s usual chatter in the same level; and awe at simply being part of an epic story. Its a shame really that Bungie were able to release the perfect Halo game first, sorta left them with the impossible task of making anything better.</p>
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		<title>By: Th3R34p3r</title>
		<link>http://blog.ascendantjustice.com/2008/06/16/the-architecture-of-war/#comment-932</link>
		<dc:creator>Th3R34p3r</dc:creator>
		<pubDate>Wed, 18 Jun 2008 19:24:53 +0000</pubDate>
		<guid isPermaLink="false">http://blog.ascendantjustice.com/2008/06/16/the-architecture-of-war/#comment-932</guid>
		<description>Yeah, I agree with this article mostly, but at the risk of flamebaiting, I have to say I did not care for Assault on the Control Room. It's great for experimentation and co-op, but when alone my first and foremost duty is: Save the Marines. But on this level, it's nearly impossible to go without a single casualty. It just makes me sad.</description>
		<content:encoded><![CDATA[<p>Yeah, I agree with this article mostly, but at the risk of flamebaiting, I have to say I did not care for Assault on the Control Room. It&#8217;s great for experimentation and co-op, but when alone my first and foremost duty is: Save the Marines. But on this level, it&#8217;s nearly impossible to go without a single casualty. It just makes me sad.</p>
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		<title>By: Wakashi</title>
		<link>http://blog.ascendantjustice.com/2008/06/16/the-architecture-of-war/#comment-931</link>
		<dc:creator>Wakashi</dc:creator>
		<pubDate>Wed, 18 Jun 2008 15:48:59 +0000</pubDate>
		<guid isPermaLink="false">http://blog.ascendantjustice.com/2008/06/16/the-architecture-of-war/#comment-931</guid>
		<description>Nice observations. But another thing that adds to the mood and even puts more life into the various enviroments is the accurately-themed soundracks that go with them. One of my favorite Halo:CE enounters is when you're playing on the level "343 Guilty Spark", and you're going down that huge elevator with all that Covenant blood and gore on the wall and then you start hearing that terrifying music as you go down and start looking around to see what the tone of the music is leading you to.</description>
		<content:encoded><![CDATA[<p>Nice observations. But another thing that adds to the mood and even puts more life into the various enviroments is the accurately-themed soundracks that go with them. One of my favorite Halo:CE enounters is when you&#8217;re playing on the level &#8220;343 Guilty Spark&#8221;, and you&#8217;re going down that huge elevator with all that Covenant blood and gore on the wall and then you start hearing that terrifying music as you go down and start looking around to see what the tone of the music is leading you to.</p>
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