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What’s the text shorthand for headshaking?
I KNOW I shouldn’t be encouraging him… but hey, his list made ME smile. Cody – go run some laps. Or something.(Louis Wu 18:31:45 UTC)
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Outpost 77 (Defunct)
TTL Demag0gue stopped in to point out Reclaimer 63 – our hero and his Cavalcade friend are on a mission.(Louis Wu 13:50:01 UTC)
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TPT: How to Navigate Cold Storage
Over at Geekscape, the Teabag Prevention Team has posted a guide to navigating Cold Storage. Thanks, t4ng0.(Louis Wu 13:33:10 UTC)
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I suggest prostrating your body for safety.
vector40 returns to our forum with one last Banshee submission – back in the Halo PC days, he was an enthusiastic Banshee pilot, and created a number of articles and videos showing how best to use this vehicle in battle. He recently found an unpublished piece that lays out “a protocol for two-man Banshee wing voice communications”. Go give it a read!(Louis Wu 13:14:41 UTC)
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Exclusive Active Camo EVA Spartan Preorder – Again
Back in November, we pointed out a chance to preorder an exclusive Active Camo EVA Spartan from McFarlane. It was supposed to be released in March. The page was later updated with a May 2008 release date. (That’s still there, in fact.) However, the item still hasn’t been delivered – and the preorder has reopened (July 7 through August 15); you’ve got another chance to preorder, with the figure being slated for a late August delivery. Thanks to the Bungie Blog for the (re) heads-up.(Louis Wu 13:06:36 UTC)
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The Great Divorce: Story And Gameplay
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The divide between story and gameplay has been a regular topic of discussion around here, so this Moving Pixels blog entry seems like it might be of interest. Called The Great Divorce, it imagines Plot and Gameplay as a couple undergoing marital strife. Give it a read, great fun.
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Rampant Interface Tweaks
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Just playing around with a few toys. One you might want to try out: collapsible blocks.
Clicking on the title of a block, either one of the three across the top of the page, underneath the header, or in the left or right hand columns, will collapse the block down to just its title.
Collapse all three blocks across the top, and the entire region will collapse, bringing the page content up closer to the top. Blocks should remember their states from page to page (although it may take until the entire page loads before the blocks collapse).
So if there’s a block you don’t find particularly useful and you want to hide it, just click the title!
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Reconstruction Chapter 6 Online
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The guys at Red vs Blue have put up Chapter 6 of their Reconstruction series.
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Exclusive "Active Camo EVA" available at www.Spawn.com
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A limited edition clear plastic EVA spartan is now available to anyone who registers a spawn.com account. By reserving either one or two, you give yourself the ability to purchase the figure when it is released later this year.
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…If you need me
Today’s episode of Another Halo Comic Strip might make you laugh out loud. It did that to me.(Louis Wu 18:20:37 UTC)
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DigitalPh33r’s Guide to Making Halo 3 Machinima: Part Two
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Creator of the Arby ‘n’ the Chief series offers some more tips on producing machinima in Halo 3.
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The Man With The Iron Skull: Part One
Narcogen has posted a new article – this one focuses on the Iron Skull, and how it affects gameplay. It’s an interesting collection of observations and comments – it’s made me look more closely at my playing style on Campaign levels. (Although we came close, we (the Halo community) didn’t hit that magical 7 billion number by yesterday – as of this moment, there are still more than 46 million kills required, which will likely take the rest of the week. My taste for Campaign play has been rejuvenated, however, and Narc’s comments about the Iron Skull have made me curious; it’s just a matter of finding the time to jump back in.) This article only makes it through Crow’s Nest – he’s got a ways yet. Go read what he has to say in Part One – and add your own thoughts!(Louis Wu 17:12:48 UTC)
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New Halo CE goodies
Dennis Powers sent us an update on Halo Custom Edition – if you swing by Halo Maps, you’ll find more than 100 new maps and assets added during the month of June. Notable items include Asterisk, Winter Snow, and several maps made by the DMT Clan. If you’re into urban warfare, DMT-OD SP4 Upskirts is a total conversion, and DMT-Air lets you play as a Covenant Elite racing to High Charity to land on a Covenant Capital ship. Go check ’em out!(Louis Wu 17:01:21 UTC)
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RvB Reconstruction: Chapter 6
Red vs Blue Reconstruction Chapter 6 has been posted for sponsors – look for it on the RvB front page (for everyone) in the very near future. It’s a fascinating progression of the plot – and Caboose provides multiple laugh-out-loud moments. With every chapter, Rooster Teeth shows that they are setting the bar for Halo machinima – superb technique, great storytelling, professional-level editing, voice acting the entire community should be striving towards… this stuff makes me happy. You should go watch.(Louis Wu 15:08:37 UTC)
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Ze leader, she ees tied.
XerxdeeJ dropped in to remind us that Tied the Leader is a great place to go for commentary on the Halo community. A gentle look into the life of a Recon-wearer (and what it should mean to you), an exhortation to ally yourself with others of like mind for more satisfying Halo battles, and a cautionary tale for truthseekers everywhere… these are just some of the things you’ll find over at TTL. Go immerse yourself!(Louis Wu 14:49:30 UTC)
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Flying In Amber Clad
Mid7night continues his Halo-to-X-Plane work with a version of In Amber Clad flying around in X-Plane. Nice!(Louis Wu 14:40:56 UTC)
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The Riot 106 (and 105, too)
Sigafoos let us know that The Riot 106 is now online – 38 minutes, 15 mb, full of Halo, Bungie, and beer. Go listen! (You might have missed 105 last week, because we did – mostly because Sigafoos did. Yes, our secret is out – we don’t actually pay attention to the community unless someone tells us what’s going on.)(Louis Wu 14:36:46 UTC)
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The Man With The Iron Skull: Part One
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After the discussions about death prompted by my last blog entry, specifically those mentioning the Iron skull, and whether a gamer who dies even once in a level can be said to have accomplished anything, I thought I’d give the skull a serious try in Halo 3 for the first time.
There are some skulls I like playing with, to the extent that I nearly always enable them now when playing campaign, solo or coop: Catch, because more grenades equals more fun, Cowbell, because bigger explosions means bigger fun, Mythic and Thunderstorm, because Heroic with a few tweaks is more tolerable than Legendary, and Fog because it encourages battlefield awareness. Sometimes I also throw in Tough Luck, because it makes sticks tougher and therefore more satisfying.
I hardly ever touch Tilt. In combination with Mythic and Thunderstorm it simply makes killing certain enemies take too much time and ammunition (the return of bullet sponge brutes) and Iron, because I figure I’m going to die once in awhile.
I thought, though, that if I dropped from Heroic to Normal, I might add Iron for some extra bonus points, try to be careful, and see if it actually felt more like an accomplishment.
I can’t really say it had any effect in the first level. I made it through Sierra 117 on Normal on the first attempt, with all my usual skulls, plus Iron. It didn’t really feel any different.
Then Crow’s Nest came along and I had to change my tactics, and I realized why things weren’t much different in Sierra 117.
Caution: Explosives
First, because of Crow’s Nest’s tight corridors and abundant fusion cores, I turned off Catch and then Cowbell. It was simply too easy to be killed by marine grenades, or by grenades exploding on the ground where they’d fallen, or debris propelled at high speed by exploding fusion cores from far away.
Even that proved insufficient, however, and I think it is because Crow’s Nest offers significant benefits for some risky behaviors that aren’t really present in Sierra 117.
By that I mean turrets. A turret can be a big help in many encounters, but the holy grail is a mounted turret with infinite ammunition. By saving precious ammunition (especially carbine and battle rifle ammunition) during the hangar sequence, you make later encounters far more manageable. The problem is, on a mounted turret you’re a sitting duck; it’s certainly possibly for a grenade to tag you on a turret before you can dismount, since the dismount isn’t instantaneous, and sometimes you get stuck, not the turret, so dismounting doesn’t even help.
It goes without saying that you have to clear all the initial enemies– two waves, one on the stairs when you arrive, one that clambers up from below as you finish the first off– before mounting the turret. However, the turret positions are not static; out of a total of four you’ll get two positions at random. The lower positions offer better firing lanes at the Phantoms (especially their plasma turrets) and the infantry they drop off, but are more susceptible to grenade strikes. In addition, the Phantoms are scripted so that from two of the turret positions, where at least one Phantom stops to drop off troops will have a beam obscuring your firing lane to the plasma turret. That means it can’t fire at you while offloading, but neither can you fire at it. So it means that when all the infantry are offloaded, the plasma turret is still active to fire on you as it leaves, while you’re trying to focus your fire on the ground troops.
Sure, the safe thing to do is either ignore the turrets and just scrounge for ammo later. Stay in cover. Let the marines distract the enemy, and mop up as needed. It takes only a few moments longer, and is much safer. It’s the way to play that sequence with the Iron skull on.
I simply can’t do it. I can’t ignore the turret. Because Iron doesn’t only make the level reset when you die, it also multiplies your score, like the other skulls. And since playing with Iron on means playing at a lower difficulty, it means fewer enemies and the potential to get through the level faster, and get a higher time bonus, further amplifying the skull’s benefit.
With scoring on I can’t resist those fixed turrets. Which means risking death.
Manning The Gauze Hog
It reminds me a lot of the clamshell area in Metropolis in Halo 2. On Legendary, that sniper-infested area made things rough not only for the Master Chief, but for the marines in the area, especially the Gauss hog. Unlike the LAAG hog, the primary benefit of the Gauss hog is the visceral treat of firing that gun. Which means you want a marine driver in that sequence. The snipers made that near impossible on Legendary. Plus, if the hog was entirely destroyed, you wouldn’t have it for the next two vehicle sections, which were clearly designed around the player having a vehicle.
Of course there are many ways to play the encounters, but just like you’re meant to get on the Gauss hog gun, as the driver suggests, I’d say you’re meant to use one of the mounted turrets in the hangar. With Iron on, it’s just too risky, and the more times you have to repeat the first few encounters before that, the less you feel like taking things easy and being careful.
The Invisible Cyborg
Beyond that, there’s another place where the design tempts you into doing risky things. The control room above the landing pad has cloaking equipment, and the final control room sequence starts with an interactive script as an FRG-wielding brute talks to Truth on the videophone.
Very tempting to go invisible, sneak up behind him, and then escape, right?
Right. Except while in mid-air, just before connecting a melee blow to the back of the brute’s head, a grunt in the room inexplicably blurts out “he’s invisible”– whereupon all the enemies in the room fire at me, killing me just as I pick up the FRG.
If I was invisible, how did they see me? Oops, looks like I bumped that grunt, on the next playthrough that tactic worked like a dream.
So far, the Iron skull is a catch-22, given the way Halo’s levels are designed (or indeed the way most shooters are designed). Most encounters are made for trial and error; your best chance of making it through without dying is after you know in advance everything that can happen. This means after many, many playthroughs.
But the point in the game’s lifetime where you have the most patience with it– when you don’t have favorite encounters or favorite levels yet, when you don’t want the game to be over too quickly, when you’d appreciate, or even enjoy, a few genuinely quiet moments between battles, is the very first time you play. That’s when most players natural approaches would be most conducive to the conservative style needed for the Iron skull, but the design that emphasizes the need for trial and error to learn encounters prohibits this.
Next up: Tsavo Highway and The Storm, ferricized.
