July 1, 2008

The Architecture of War II

> — Vociferous @ 12:50 pm

Continuing to look at the underlying potency of Halo’s encounters – this time around, the sandbox…

(more…)

10 Comments »

  1. Very good article, keep up the good work! This actually inspired me to go back to Halo campiagns from all 3 games(looks like another Halo:CE campiagn run…) which is something i dont normally do. This is a great series, but when are you guys gonna do the next Hindsight level,The Ark?

    Comment by Desert Rat — July 1, 2008 @ 6:12 pm


  2. I count 9 peices of equipment. Although, maybe you wern’t including campaign only ones.

    1. Bubble Shield
    2. Power Drain
    3. Regenerator
    4. Flare
    5. Radar Jammer
    6. Trip Mine
    7. Grav Lift
    8. Invisibility
    9. Invincibility

    Comment by Jeremy — July 2, 2008 @ 11:42 am


  3. Again, great article. I never truely noticed when playing Halo 2 just how much of difference the sandbox made. Now i’ve played through Halo:CE+2 again I can see just how much of difference there really is. The Ark is my second favourite along with Tsavo Highway, with The Covenant as my all time fav for H3!

    Comment by Greasea — July 2, 2008 @ 12:10 pm


  4. @Jeremy

    No, you’re absolutely right. Two were missing. They have since been included. Thanks!

    Comment by vociferous — July 2, 2008 @ 5:24 pm


  5. Aren’t there 11 pieces of equipment in the campaign?
    (Thanks to Jeremy for the first 9!)
    1. Bubble Shield
    2. Power Drain
    3. Regenerator
    4. Flare
    5. Radar Jammer
    6. Trip Mine
    7. Grav Lift
    8. Invisibility
    9. Invincibility
    10. Deployable Cover
    11. Auto-Turret

    Also, I’d like to say I can’t believe I never knew about this website. It is wonderful! I like the write-ups, especially since I love the campaign missions of the Halo trilogy to no end.

    Comment by Hublah — July 9, 2008 @ 4:02 pm


  6. lol. Maybe I should be reading your articles guys! Haha. You’re right 11 pieces of equipment.

    Until the next person stops by… ;p

    Comment by vociferous — July 9, 2008 @ 7:12 pm


  7. I hate the term sandbox. And unfortunately when people discuss possible ooptions in games, the word is used so often that I end up skimming whatever is said because every second word is “sandbox”

    Comment by Scott — August 22, 2008 @ 10:31 pm


  8. I may have missed it but I didn’t see any reference to the incendiary grenades added to Halo 3. Also, what I think makes the Halo games so entertaining and ultimately sets them apart from other shooters like the Rainbow Six series and even Call of Duty 4 (although not much) is the fact that at any time any weapon is at your disposal to use instead of you being confined to a certain class of combatant and that class’ skill set.

    Comment by Devium — December 19, 2008 @ 11:45 pm


  9. I don’t know if anyone shares my sentiments on this, but I’m really glad that the Halo games don’t makes excessive but ultimately superfluous use of contextual controls, like so many other FPSs do. The needless specialized ‘take cover’ combos or controls, and their ilk, that seems to be popular with a number of games is often outdone by a simple crouching motion behind a wall or crate.
    Games with rather simple controls that still manage to yield complex and workable options intrigue me far more than a game of endless combos, special control situations and, I think, what amount to pretty silly ways to peek around corners. Halo, though, manages to keep a very simple, clean control scheme without stifling complex action if players so wish. For that I am more than glad.

    Comment by TheAsterisk! — April 28, 2009 @ 1:52 am


  10. Sorry ’bout my double posting, but as long as I’m thinking about it now, it’s also refreshing that Halo doesn’t make every damned round look like a tracer on the human weapons, like some other games I could mention. I’m sick of seeing what are supposed to be bullets appear uniformly brighter than Star Wars’ ‘blasters.’

    Comment by TheAsterisk! — April 28, 2009 @ 1:56 am