The Architecture of War III
The conclusion to a series covering the design methodology of encounters found in the Halo trilogy…
The conclusion to a series covering the design methodology of encounters found in the Halo trilogy…
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Ah excellent piece once again vociferous.
AI is so huge, and you don’t really realize how seamless and varied Bungie’s efforts in the department are until you play another game. I for one thought that Halo: CE’s AI was a smidge better than Halo 2’s but that’s an opinion.
I love the way you write all this stuff, and it’s really helped in rekindling a lot of my Halo memories. The hindsight series especially gets me itching to play Halo 3. Any chance you can do some on the previous two games (or allow submissions)?
lol and the big question… how are you going to shine a positive light on “Cortana”?
Comment by Ryan — September 11, 2008 @ 5:08 pm
Great article.
I personally have much more fun fighting the Elites in Halo CE and Halo 2 then the Brutes in Halo 3. The Elites seem (and indeed are) so much quicker then the Brutes, and this made fighting a single red Elite on Legendary a challenge.
When fighting the high ranking Brutes in Halo 3, I only really had a challenge in dealing with the ones who had multiple allies around them. The only Brutes that I feel can really hold their own in Halo 3 are the one’s wielding hammers, and the only strategy to fighting a Hammer-wielding brute is to backpedal and fill them with lead. Not so fun, in my opinion.
Comment by Nokterne — September 12, 2008 @ 10:46 pm
Yeah, in a way I agree with Nokterne…While the departure of the Elites from the Covenant was a kool part of the story, you cannot deny that they were missed as foes in Halo 3.
Woot woot woot!
Actually, I might just play Halo 2 to relive it =)
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Oh and nice article. Please continue with the hindsight series!
Comment by Scott — September 17, 2008 @ 4:52 am
The Brutes in the barracks were going to eat the marines? I never knew that. That’s the only fault I have with Halo: it doesn’t let you adjust various audio levels like every other modern game in existance. I find the dialogue far too quiet (but I can’t turn up my T.V. to hear it or the FX and music will be too loud to bare).
Comment by AT-AT — September 17, 2008 @ 1:58 pm
Great article! Although I already knew that AI was a huge component in the Halo Trilogy, I never knew how complex the system was! But when you think about it, the task of the AI is far from simple: reacting to the player, and I think Bungie really nailed it.
Comment by Player_0 — September 24, 2008 @ 9:51 pm