Also spoiler tagged for SpoilersJohn Funk said:I'm going to spoiler tag this; do not click on this spoiler if you do not want to be spoiled for Halo Reach.Evil_Weevil said:K, back to the film references: Inception or perhaps The Matrix. Both fantastically fun, but simultaneously fantastically ambitious in terms of ideas and concepts. Where is the equivalent in games? Maybe in the works of auteur designers like Hideo Kojima and the numerous indie studios.John Funk said:And yet, despite not being particularly original and having mostly stock characters, the story is at least engaging and provides reason enough to want to progress other than "these guys are bad." I think it's the best story (or at least, the best-told story) in the series.Evil_Weevil said:As the thread starter I feel it my duty to try and justify my position. This being the internet that's somewhat more difficult to do in a reasonable way, so here goes...
As I said before I do not recognise the validity of a 10/10 score and nor do I believe that this represents an opinion that the game is "Godlike" to borrow a term. Instead I'm in agreement with you and Eren Murtagh that 10/10 is not necessarily perfect. What I would say though is that even with the advances in game design, the craft and detail present in graphical and audio work has been largely lacking from the story telling aspect of games.
I'm not saying either that every game should be Great Expectations or War and Peace (although I would like a game to attempt Kafkaesque, would be, interesting...) but for a well read and widely circulated review site like IGN to explicitly belittle this part of games production is deeply disappointing to me as I believe games have the capability to be much more than the Summer Cinema Bonanza that I see currently.
It doesn't get in the way of the game, it's functional, the characters are likable, and there are some definite "oh shi--" moments. By FPS standards, it's fantastic. Why should it be marked down thusly?
But the mainstream games industry has developed like cinema's retarded little brother in terms of marketing this trite, uninspired and (to me) utterly unsatisfactory garbage with the way in which it plays it so totally safe with its ideas. Whilst I still play games like MW2 for a little light relief I would hate to see the industry continue utilising these emotionally and intellectually sterile period/future/modern war environment, with none of depth that other mediums have brought to these settings. I mean for Chris's sake, even Starship Troopers had a pretty potent black comedy heart about the bleak pointlessness of war, and that was fun as hell.
No, seriously, I'm going to mention the ending. Don't click on it if you want to avoid being spoiled.
One of the things that's interesting in Halo Reach - particularly when compared to other games in the series - is that you have a very definite reason for fighting here. You're defending your home from invasion, rather than being told "here be aliens, go kill them."
But the thing that worked very well for me is that... you're fighting a losing battle. Sure, if you're familiar with Halo canon you know ahead of time that Reach falls - it was mentioned in the Halo 1 manual and there was an entire book about it - but that doesn't really undercut the impact of Noble Team (and the rest of the UNSC) steadily realizing the magnitude of what they're up against.
There's a feeling of melancholy in the Reach campaign that the other Halo games haven't had. One by one, Noble Team's numbers dwindle, and I thought it was actually very well-done how Bungie presented things. You're fighting a losing battle; there is going to be no last minute rescue or deus ex machina. Can you have victory in defeat? Even knowing that you're going to die, can you pass the torch to maintain hope that somewhere, your allies will win?
The finale is superb in this regard, and actually ties gameplay in very well to story. There are two arguable "finales," but mentioning the first one - you're manning a railgun turret to try to protect the launch of the Pillar of Autumn (the ship from Halo 1). There's a Covenant cruiser closing in on the Pillar; but you also have smaller ships firing at you. I found myself trying to ignore the smaller ships to fire on the Cruiser; trying to accomplish my mission even if it meant my own death.
To me, that's a very interesting tie-in between gameplay and story. It's why Reach is my favorite campaign in the series.
Now to me that experience you had when defending the pillar of autumn is great, really that sounds like a truly great moment to experience. But, and here's my main point, did the rest of the narrative bring you to this moment of emotive power? Did the game provide enough hooks, enough flesh to achieve this?
Having not played the game I can't answer this, but I still stand by my original argument that the IGN review in question was mistaken to sideline narrative and story in favour of lauding other aspects, in effect looking the other way.
To be honest it sounds like you consider the story to be solid enough on its own, but I don't think that detracts from my observation that gaming is sadly lacking in ambition and effective emotional intelligence
Having not played the game I can't answer this, but I still stand by my original argument that the IGN review in question was mistaken to sideline narrative and story in favour of lauding other aspects, in effect looking the other way.
To be honest it sounds like you consider the story to be solid enough on its own, but I don't think that detracts from my observation that gaming is sadly lacking in ambition and effective emotional intelligence