But what endures as my favorite part of Halo 3: ODST is something that has never quite been replicated by any other Halo game, or really any other game I’ve encountered, and that is the narrative design of ODST as seen through its diegetic waypoint system. ![]() There’s a lot to love about the game, from its free-roaming open-world setting that allowed players to realize the experience of fighting the Covenant in a futuristic city first glimpsed in Halo 2’s E3 2003 demo, to its emphasis on tactical stealth and survival as opposed to the series’ more offensive-driven combat loop, to its moody, noir-inflected, orchestral jazz score.
0 Comments
Leave a Reply. |