Be Kind Rewind
Dumbfuck!
The screeching begins, what's next, are you going to call me a nahtzee while continuing to say nothing of substance? The implication is also that you self-identify as a "progressive" and that's pretty retarded knowing where such ideology has led us. No, my problem is that I know when something is old.Beyond that, if Halo looks like a conceptual regression, that is because you are a bald reactionary retard incapable of recognising anything new.
When Bungie started developing Halo the company was in dire straits, their expansion with another team that made Oni was shitting the bed hard, and they themselves had massive issues churning out quality Myth games. Halo was their hail Mary for commercial success, the game was originally more of a sandbox based around contemporary pop culture, but after finding out they sucked at doing squad based combat they regressed back to a shooter, something tried and true, and less likely to fail than something more experimental like Myth was.
The story was something desperately slapped together late in development, mostly an inferior rehash of Marathon. You call it subtle or incidental, but that's because it's functionally the same porn plot that Doom had, and doesn't interface with the gameplay. Sure, it's funny that the story was so out of the way that 343 didn't realize the lore was that a bunch of literal monkeys and other diversities were squatting in the ruins of ancient human technology while unable to figure it out and made the precursor race a bunch of alien vampires in Halo 4. Ultimately though Halo was Hollywood, it was Call of Duty, something American soldiers played while murdering Iraqis, the big blockbuster slop. They were deserving since the game was made for them.
While it didn't matter to the game, what they tacked on was self-referential. Putting the Marathon logo everywhere. Do you remember the undead cyborg in green armor from Marathon, that grew a will of his own in the last game because that was all about the teleology of AIs and it fit thematically with us giving you, the player, map tools so you could exert agency of your own? Pretty cool huh? So we're doing the space marine in a green armor again, Master Chef Boyardee. When they weren't peeking at Greg Kirkpatrick's notebook in an attempt to give the game any sort of character beyond the military B-film schtick they helped establish cancerous future coventions. Storytelling is apparently some asshole talking your ear off while playing a rudimentary shooter. Bravo
Soon catboy slim over here will try to sell you Destiny, the live-service looter shooter, as the obvious progressive future of video games, and if you don't like it you just don't get it. Because Bungie never stopped selling out, every shooter they made after Marathon was commercial slop first and then someone would retroactively go in and put breadcrumbs into it, so some youtuber lorefag can explain that achtually this is deep and shit. Hour long "explainer" videos for something that literally has no impact on the terrible games they talk about for bourgeoisie mouthbreathers. Bungie is so creatively dead they're resureccting Marathon for their Tarkov copy with MOBA Overwatch bing chungus soyfaced mascot heroes and that will be a real game-changer, don't you get it baldie? I fucking hate 4channers.
Real intelligence is seeing what is being put before you for what it is and not some cope being made about it.
It's ironic that Hell Swarm would talk about skyboxes being the great innovation of Halo, because Marathon already did it and also better. One of the more memorable things from the second game was reading about this large tower in the distance, a citadel where the natives of the planet made their last stand against an invading force. You get to see it in the horizon before you get to it and connecting game spaces like this was rare for the time. Halo took this idea, placing a ringworld in the skybox because it looks kind of cool, and proceeded to do nothing with it.The thing about Unreal is that it is truly a atmospheric shooter. Some of the levels are massive outdoor areas where you can see the sun of Na Pali (I think it has two suns), waterfalls, the clouds in the sky, the stars.
The stellar sound design and soundtrack also add to this atmosphere, feeling trapped on a dangerous but also beautiful alien world.
Unreal is in many ways the inheritor of the Marathon mantle, because it does put you into this more realized game space, and just like in Marathon you'll climb that tower you see in the far off horizon, giving you a sense of space. Unlike Halo it was built from the ground up with a clear vision in mind, even if it didn't have the intent to fundamentally change the genre it was in. There was a single cutscene in the game at the end and what the game was about was presented in an entirely diegetic manner. The mythopoeia of the game is both explicit and understated, the themes and subcontext imbued into every part of the game. It's impossible to come away from the game without an impression of bitterwsweet tragic but ultimately beatiful struggle.
Knuckledraggers will play Halo as a dumb Starship Trooperish cinematic spectacle shooter because that's what it is, it's not in service of something else. Meanwhile Unreal manages to get creative within a conservative frame, without going Hollywood, and without compromises. It stays a game, never wrestling away control to "tell a story", but the story is told by you playing the game. It's not afraid of givng you something to read either, with the logs of the other survivors of the crash and alien inscriptions and computers giving you more than the game could otherwise, and they're important to the gameplay too.
I don't think I could get into what the game presents you with without sounding pretentious, but if you experience it you'll know even if you miss metaphysical context for the deep seated feelings within your psyche the game aims to poke. What I can say without sounding like some fag academic or game urinalist hooker is that it's not happenstance that you play as a prisoner, or that throughout the game you encounter the bodies of your fellow prisoners coming to gruesome ends, or the suffering of the Nali. It's a great game and it's a shame the developers never really followed it up.