What made the first interesting was the constant feeling that you were adventure into the unknown. John was a no nonsense veteran that didn't say much, so the incredible visuals, environment design, and powerful, original weapon combinations could show throw. The second game tried to make me give a shit about the characters, about Earth, and the perceived threat that threatened It. Going to earth and humping throw some derelict African city, altho the best level in halo 2, did not inspire the same level of incredible wonder. Nothing compares to that first time thrill of driving a warthog over the hills atop the high cliffs of Halo. The colorful alien sky over head, and the rhythmic blasts of energy like the relaxed breath of a sleeping giant. Anyone who didn't own an Xbox in winter 2001 can't have the same appreciation for Halo as I do.
My Concept art teacher Don put it best when he explained how doing any visual composition or media is like telling a good joke. What makes a good joke bad is when you wink and nudge your buddy in the ribs afterward. All the class and originality is sucked out, no matter how good the structure or premiss or timing. The simple fact is its cheesy.
Being master Chief encourages pandering to what is in the past. I Love the original for more than any of the sequels. I didn't play Halo 3 because I hated all the macho pandering of the second game, and buying an Xbox 360 just to be disappointed wasn't a good investment. Things like having Keys daughter, and the bullshit quirky love affair with Cortana. Listen That not why I like Halo. You could throw all those characters off a Fucking cliff. Every god dame character dies in the original leaving master Chief the lone survivor, perhaps to drift helplessly throw the emptiness of space. I don' think that Sword class space ship thingy could travel the great interstellar distance the Pillar of Autumn had with its mammoth sized Engines. Halo 2 had the opportunity to have no master chief, and could not have had anything to do with the original. In fact, humanity might have gone on never knowing how close to it came to total sentient life annihilation or whatever.
and As long as the next group characters thrust into a dynamic conflict with consequences far greater than their comprehension, would be unaware of the dangers that could be looming over their heads. Then a degree of the unknown would be vicariously available throw the games characters. Instead of all previous surprises be laid out like the exposed hand of a brain injured poker player. For everyone to plainly see, and most critical expect. We could once again experience a degree of the previous surprises although re-imagined throw a new perspective. Instead of trying to just add more and more to the pile. Games are not about story, and there not about continuity, its dose not work for the medium like it dose for TV and comics. Its just not a serial medium. The production time is to long and expensive and the technology changes to quickly. Games are about interaction, the action of the player and the response of the game. A game is not a obstacle between cut scans. There call cut scenes because they cut up the game. Don't butcher a game let it grow naturally.