A Bad Halo 3 Review – Buying Time for Level Designers
September 25, 2007 – 10:32 am
Who would have ever thought that Halo 3 could get a bad review? Well, those who aren’t such big fans of the game of course, but even those gamers would be surprised to see that Veteran writer Tom Chick found the game’s single player campaign to be a “colossal disappointment”, as Voodoo Extreme reports. An excerpt of the man’s piece can be found below and while you may disagree with some observations made in the full piece, you will see that he is kind of right
Then there’s the “ledge” level design. It’s really a corridor, but if you drop one side off into a skybox, it makes it seem more open. Mombasa? Ha ha. Right. I’ve seen a more convincing Africa in low-budget studio backlots.”
I for one have always appreciated game developers and especially level designers for knowing when and where to save resources with creating a rather “different” experience, using the same setting. For example, God of War – the game stands as a confirmation that, in order to create the extraordinary experience it provides, it needs a lot of processing power.
But then, what do you do about level size? If you want the game to run at 60 fps, you can’t force the PS2 to render too much space, so the developers had to work something out – they manipulated the game’s storyline in such a manner that Kratos has to return to some previously loaded areas. Everything is then ready for interaction once more, not forcing the system to load a new setting again.
That’s one of the tricks developers use to save on the game’s loading times and let the frame rate run loose. However, God of War is one game, Halo 3 is another. In a game where three teams split up to just get to a lever and pull it, period, the gameplay experience gets awfully diminished, because of stuff like this. What do you think?































You must be logged in to post a comment.