Comment on Day 473 of posting a Daily Screenshot from the games I've been playing
BreakerSwitch@lemmy.world 3 days ago
This doesn’t make me super want to play 5, the only game in the main series I haven’t played, but it does make me appreciate the rest, sometimes in ways I’ve recognized, and others not so much. Halo was somewhat unique in the Halo 3 2007 era, where every game was shades of grey and brown, because enemies were still colorful, with distinct designs and silhouettes, and the game at least started in a lush jungle. While certainly waypoints made a difference, I want to say most interactive items were either brightly lit forerunner panels in blue, covenant panels in bright green, or human ones that were just a huge green button. Clearly that design was well thought out and done for good reason, even if it would be reasonable to consider them a little silly in their dramatic design. They stood out, even in halo 3s large setpiece battle areas
MyNameIsAtticus@lemmy.world 3 days ago
Halo 5, ultimately feels like more 4 to me, so I’d say you’re not missing much besides the lore. But yeah, the design is really the worst part here.
Now that you mention the bright colors and standout interactive pieces of the earlier games, that’s definitely the difference I’m noticing between these. Like with the shutter door I mentioned. It really does not look like you can smash through it or interact with it in anyway.
BreakerSwitch@lemmy.world 2 days ago
Yeah, and that’s okay, as long as you’ve taught your players to be looking for that. If it’s the fifth game in the series and suddenly shifts to a couple of small, subtle interactibles and occasional pieces of important destructible environment, where those never existed prior, you better be using them all over, and from the start teaching players that they exist. It’s so important to teach players what the game expects of them. Going “what do I do!?” Is such a horrible experience every time, even in otherwise good games