![]() See, the shooter’s greatest strength is the way it allows players to handle objectives creatively. One thing that sets Halo apart from other shooters is the way it solves a problem all shooters face: monotony. That’s what Halo clearly has up until the introduction of the Flood. So, in a first-person shooter like Halo, a designer wants to have engaging spaces, intelligent enemies, interesting guns, and observation. This strategic element of play is a core element of Halo’s design. It’s a great way to play, but Halo shows you what you’re up against before you do it, letting you make movement decisions which you can then execute once you’ve entered the encounter. Prior to Halo, most shooters would have players open a door, enter a space, and shoot monsters as they popped out of their affectionately-named “monster closets.” Maybe an alien would teleport in here, or a marine would rappel from that skylight there. Then Halo does something fascinating: it shows you the combat space before you enter it, often from a distant vantage point. By limiting what you can carry, Halo encourages you to try different loadouts and see how you fare in any given encounter. The type of gun you carry influences your movement - it’s one of the strengths of Halo’s two-gun design. The Covenant plasma pistol is a great way to take out enemy shields, and the rocket launcher is always welcome when the Covenant’s hulking hunters are around. Halo’s infamous pistol is great for long-range encounters, while its assault rifle is better-suited to close-range fights. The weapons you hold inform your combat experience as well. This knowledge informs how you engage with the game world. When you see an elite, you know he has shields that have to be destroyed. When you see a grunt, you know you can scare him. Each enemy type is visually distinct, “speaks” differently, uses weaponry that’s immediately recognisable, and behaves differently. ![]() One way to engage players is with great enemies, which Halo has in spades. ![]() It’s all about making fun, interesting spaces, then using the game’s mechanics to get the player engaged. The first priority in any good first-person game is to make sure the audience is engaging with the game’s space. Halo starts out as one kind of video game, but the Library changes all that.īasic First Person Shooter Anatomy 101: all FPSes are first-person games first and shooters second. I think it’s secretly one of the best levels in Halo history. The Library is the hardest level in the game by far, a cruel gauntlet featuring seemingly never-ending waves of Halo’s toughest enemies. An entry on Halopedia referred to it as one of the least popular levels in the Halo series. Kotaku editor-in-chief Stephen Totilo called The Library Halo: Combat Evolved’s most notorious level.
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