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    Halo3 (360)

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    Bretteo
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    Halo3 (360)

    Post by Bretteo on Wed Apr 09, 2008 10:25 pm

    The Good




    • Satisfying storyline that simultaneously provides closure while making you wonder what will happen next

    • Four-player online co-op is a lot of fun

    • Forge mode map editor lets you do some extremely crazy and unexpected things

    • Web integration makes sharing new maps and custom modes easy.
    The Bad




    • Rewinding saved films doesn't work quite like you'd expect it to

    • AI-controlled Marines can't drive to save their lives (or yours)

    • Inevitable flood of prepubescent online players sure to hamper your enjoyment of the online modes.

    Regardless of how you felt about its cliffhanger ending, there's no
    denying that Halo 2 was a gigantic success that raised the bar for what
    we, as a game-playing society, expect out of a good console-based
    first-person shooter. In the years that followed, plenty of games
    attempted to duplicate the Halo formula, with varying degrees of
    success. But there's still nothing quite like the genuine item. Luckily
    for all involved, Halo 3 is a positively amazing package that offers
    extreme satisfaction across all of its different parts. Maybe now you
    can finally retire your Halo 2 disc and really move into the next
    generation of games.



    Halo 3 is an interesting mix of established protocol and intriguing new
    stuff. For example, the gameplay doesn't stray too far from Halo 2,
    which, in turn, didn't exactly reinvent the original Halo. Don't take
    that as a negative, because it means that Halo 3 plays extremely well,
    with the same types of light tactical considerations that have made the
    series stand apart from other, faster-paced shooters. The balance
    between your guns, your grenades, and your melee attack has always
    given Halo a unique feel in the genre, and those same considerations
    apply today, both in the campaign mode and in multiplayer. You'll also
    have new weapons and items to consider, such as a host of Brute
    weapons. One example is the spiker, which is an exciting automatic
    pistol that fires quickly and decimates opponents, especially if you're
    holding a pair of them. Another is the mauler, which is a one-handed
    shotgun that can level enemies up close. You'll even find weapons so
    huge that your movement speed slows when you carry them. When you use
    these weapons, the camera pulls out to a third-person perspective so
    you can see your missile pod, plasma cannon, or flamethrower as it
    fires. And then there's the gravity hammer. Originally shown in Halo 2
    (where it wasn't usable by the player), the gravity hammer is a large
    melee weapon that will wipe out most regular enemies in one swipe.
    Needless to say, it can be especially fun in multiplayer settings. The
    end result is gameplay that feels wholly familiar without retreading
    the same ground too heavily.
    The campaign is structured in much the same way as past Halo
    games, with multiple chapters and effective streaming that ensures
    you'll see load times only between chapters. There are also lengthy
    vehicle sequences to break up the on-foot action. You'll pilot the
    classic Halo vehicles, such as the Ghost, a hovering one-person craft
    that's fast and deadly, and the Warthog, a dune buggy with a turret
    mounted in the back. You'll also see new vehicles, such as the Brute
    Prowler, which is a two-person vehicle with turrets. Like in previous
    games, the vehicles are fun to use. Also similar to previous games, the
    artificial intelligence can't drive very well, so if you're playing
    alone, you'll usually want to grab the steering wheel rather than the
    weapons.
    The concept of "equipment" is new to the series. These
    deployable special items have a variety of effects. The most obvious
    example is the bubble shield: You (and your enemies) can walk through
    it, but bullets and explosions bounce right off. It's especially
    entertaining when your enemies use it, given that you can just walk
    through and bash them with the butt of your gun. You'll also find items
    that make your shields regenerate more quickly, and others that drain
    enemy shields and stop their vehicles dead in their tracks. These items
    also show up in multiplayer, where they're a little more interesting.
    Halo 2's ending was widely criticized for being too much of a
    cliffhanger and leaving you with no sense of progress or resolution
    whatsoever. It's good news, then, that Halo 3's story doesn't suffer
    from that problem at all. It opens immediately following the events of
    Halo 2: The Covenant is on its way to Earth, continuing its religious
    zealotry and attempting to activate the floating space weapons known as
    Halos, which could destroy civilization as we know it. The Master Chief
    and the other Earth forces of the UNSC are in hot pursuit to stop them,
    with newfound allies such as the Arbiter coming along for the ride.
    We'll spare you the specifics because they're quite compelling and
    should be seen firsthand. All you really need to know if you're on the
    fence about Halo 3's campaign is that it's a delicate balancing act
    that manages to provide satisfying closure for the trilogy, make
    perfect sense of all the cryptic events in Halo 2, and leave you filled
    with anticipation for more adventures set in the Halo universe. Not bad
    for a game that will take most players between 10 and 15 hours to
    finish on one of four difficulty settings.
    But you'll probably go through the campaign more than once,
    thanks to the inclusion of a strong co-op mode. Previous Halo games
    have let two players go through the campaign; Halo 3 ups that number to
    four players and lets you do the whole thing over Xbox Live, if you so
    choose. This is a really fun way to experience the campaign's nine
    chapters, and you can choose to go through them in any order, provided
    you've already played through it alone. Furthermore, this method of
    play (which you can also do alone) lets you turn on scoring in campaign
    mode, in which you earn points for kills and lose them for dying. This
    adds a sense of competition to the co-op, and there are also
    achievements associated with finishing chapters with high point totals.
    You can also customize the experience a bit by turning on a series of
    unlockable modifiers that open up as you collect hidden skulls. The
    skulls are stashed around the game, and some of them do things such as
    increase the amount of damage you'll need to deal to take an enemy
    down, remove the heads-up display and make your weapon invisible, and
    so on. This gives the story-driven section of the game some more replay
    value, although it doesn't get significantly more difficult as you
    scale up the number of players. Consequently, finishing the game on
    legendary difficulty is a breeze if you're rolling through with three
    experienced fellow triggermen.




    In addition to the four-player co-op action, you can also play
    competitive solo and team-based multiplayer matches with up to 16
    players on 11 different maps. There's a lot of depth to the multiplayer
    modes, ranging from simple stuff such as deathmatch and team deathmatch
    (still referred to as slayer and team slayer here), to more
    objective-based gameplay such as capture the flag. Another similar mode
    is called territories, in which the two teams fight to defend or attack
    various control points around the map. You'll also find a mode called
    infection, where a percentage of the players start as sword-wielding
    zombies and must convert the members of the other team by killing them,
    until only one non-zombie remains. Each of the maps can handle any of
    these game modes.
    Like in Halo 2, you can customize these game types, and there's
    more to customize this time around. You can change things like starting
    weapons, the weapons that appear on the map, whether the motion sensor
    is active, the force of gravity, the game speed, whether the players
    all have active camouflage or not, and much, much more. The multiplayer
    is as strong as it has ever been thanks to the addition of new weapons
    and tweaks to old ones. Swords have been made much more interesting
    this time around: If two players run at one another with energy swords
    and attack at the same time, the swords clash and the players bounce
    off one another. This makes all-swords matches totally wild. The
    gravity hammer is also big fun in multiplayer matches, both because it
    crushes enemies that are foolish enough to get too close, and because
    you can smack incoming rockets to bat them away, which makes for an
    interesting game of baseball.


    The weird thing about this last concept is that, with the addition of
    the Forge, you'll actually be able to build some sort of crude baseball
    variant if you want. Forge mode is a map editor, but not in the 3D
    modeling sense that you're used to seeing in PC shooters. You can't
    edit level geometry with Forge, but you can spawn, remove, and move
    objects and items around the level. All of the editing is done in real
    time, and you can pop in and out of edit mode by pushing up on the D
    pad. You can also play this mode with other players, letting everyone
    run around in edit mode to spawn Warthogs, rocket launchers, and
    whatever else is already on the map. On the surface, that doesn't sound
    so exciting. But in practice, it's a weird and potential-rich addition
    to the game because there are a ton of little secrets and tricks you
    can use to manipulate the objects in ways the developers may not have
    intended.



    For example, take the fusion core. It's Halo's version of the exploding
    barrel, and by default, it blows up when you shoot it or drop it from a
    significant height. It also takes 30 seconds to respawn. You can modify
    it to respawn every 10 seconds and, with help from another player's
    rifle fire, you can coax it into respawning in midair, where it tumbles
    to the ground and explodes every 10 seconds. Naturally, if you surround
    that spot with more stuff that explodes, you'll have a fun little
    physics-based bomb that respawns and explodes every 10 seconds. If
    you've ever messed around with Garry's Mod, a similar physics-based
    toolbox for Half-Life 2, then you'll recognize this as a simplified
    take on that idea when you start using it for more than simply adding a
    few weapons to a map or moving spawn points around. Though many players
    probably won't get hooked on Forge tinkering, it's an extremely
    powerful addition that may just take over your life.
    You'll be able to easily share your Forge creations with other
    players via a handy file-sharing system that lets you quickly send map
    configurations and gameplay types to your friends. You can also set a
    certain number of items as publicly shared, and users can go to
    Bungie's Web site to browse and rate the shared items. Additionally,
    you can flag items for download on that Web page, and the next time you
    fire up Halo 3, it'll download the items you've marked. It's a very
    slick interface that makes moving stuff around very easy.
    You can also use the file-sharing options to send screenshots
    and saved films. Saved films are replays of action from any of the
    modes in the game, from campaign to multiplayer to Forge sessions. The
    game automatically stores the last 25 or so sessions, and you can
    choose to save them more permanently from there. Once you've got them,
    you can edit them down to key kills, weird single-player behavior, or
    the strangest Forge stuff you can come up with, and then save them for
    sharing, just as you would with a map or game mode. Much like Forge,
    the saved-films feature doesn't really sound like much, but Halo 3 is a
    very replay-worthy game, and you'll probably run into plenty of little
    moments that you'll want to save for posterity. Another nice touch is
    that the films aren't locked to one perspective. You can detach the
    camera from your player and fly anywhere on the map, or change it to
    any other player's view, as well. The only real issue is that rewinding
    and fast-forwarding are a little clunky. So if you've got something you
    want to save that's at the end of a 45-minute session, you'll have to
    hold down the fast-forward button for a long time to get to that
    moment, and if you miss it, rewinding can be a real pain, too. Once
    you've figured out the little idiosyncrasies of footage manipulation,
    it's not so bad.
    Halo has always had a very strong artistic vision, and the
    graphics have always been just good enough to convey the necessary
    imagery without becoming huge technical powerhouses. That's not to say
    that the game isn't technically impressive, because it maintains a
    smooth frame rate throughout, and looks very sharp overall with plenty
    of great lighting and other nice effects. But the visual design
    overpowers its technical side and really stands out. Given that the
    game takes place in a wider range of locales than the previous two
    games, you'll see a lot of different, colorful environments, including
    deserts, snow, jungle settings, great-looking building interiors, and
    more. The enemies, many of which are returning from past games, also
    look great.




    The sound in Halo 3 is a good mix of old and new, much like the rest of
    the game. You'll hear the familiar Halo theme music and variants
    thereof. You'll also hear plenty of great new music, including one
    suspenseful track with a heartbeat-like sound that manages to get your
    heart pounding as well. Most of the voice cast from Halo 2 returns to
    voice their respective characters, and they again turn in terrific and
    believable performances. You'll also hear a ton of combat dialogue,
    both from the marines that fight by your side as well as the enemies
    you're fighting, who don't seem to appreciate it when you kill one of
    their comrades. Our favorite line from the Covenant was probably
    "You've killed my brother for the last time," which is pretty
    hilarious.
    As games start to consider user-generated content, it's
    becoming clear that more and more games will be ready to give you back
    just as much as you're willing to put into them. On the surface, Halo 3
    is every bit the sequel you would expect it to be, in that it delivers
    meaningful upgrades to both the story-driven and competitive sides of
    the package. However, it's the addition of the Forge level editor and
    the saved films that give the game an even longer set of legs, legs
    that will probably keep you running at full speed until Bungie figures
    out where, exactly, to go from here.

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    Re: Halo3 (360)

    Post by Hybrid on Tue May 13, 2008 9:21 pm

    Cool

    Jamez
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    Re: Halo3 (360)

    Post by Jamez on Wed May 14, 2008 3:36 pm

    halo 3 ftw yer Twisted Evil
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    Bretteo
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    Re: Halo3 (360)

    Post by Bretteo on Wed May 14, 2008 6:25 pm

    Laughing could have guess you would say that james Laughing
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    Re: Halo3 (360)

    Post by DeTekT on Thu May 15, 2008 11:25 am

    Bretteo wrote:Laughing could have guess you would say that james Laughing

    lol! lol! lol! lol! lol! lol! lol! lol! lol! lol! lol!

    Jamez
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    Re: Halo3 (360)

    Post by Jamez on Thu May 15, 2008 11:37 am

    yer just because your rubbish at it i mean com on you couldnt even get out of the tutorial on oblivion lol!
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    Re: Halo3 (360)

    Post by Jitto on Sun May 18, 2008 12:49 pm

    bretteo bro ..have to say ur reviews are simply stunning....great job keep up the good work
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    Re: Halo3 (360)

    Post by clmmlv on Fri Jun 13, 2008 2:02 am

    the story is cr*p but live is ok

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    Re: Halo3 (360)

    Post by DaReaper on Wed Jun 18, 2008 6:29 pm

    I love Halo 3.. i played it 3 days back in my friends house
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    Re: Halo3 (360)

    Post by DeTekT on Wed Jun 18, 2008 7:36 pm

    Jamez wrote:yer just because your rubbish at it i mean com on you couldnt even get out of the tutorial on oblivion lol!

    cos they are both games for queers like yourself

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