I mean, sure, Reach was a button-pressing, plot-light military-focused grit-fest. But it was also a technical marvel, with Bungie's first ever space flight level in a game (and the only one to this day), and unprecedented sense of scale and emotion for a Halo title.
I understand that ODST had likeable characters compared with Reach's, but the plot was only slightly less dull than Reach's, and level design was standard Halo fare, nothing truly amazing besides maybe Coastal Highway. Don't get me started on how badly Bungie failed at the open world, something that has infamously continued in Destiny.
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That space level was probably the coolest thing in any Halo game, though.
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[quote]unprecedented sense of scale[/quote]Which is ironic because it managed to have battles that felt smaller scale than Halo 3. [quote]and emotion for a Halo title.[/quote]The emotion was pretty one dimensional and consisted of, "Oh no, this character just died! How depressing." [quote]nothing truly amazing besides maybe Coastal Highway.[/quote]You're criticizing the level design of every level in ODST, but then praising Coastal Highway, the level that is literally drive in a straight line, then stay in one position for ten minutes? [quote]Don't get me started on how badly Bungie failed at the open world, something that has infamously continued in Destiny.[/quote]The hub world was well executed. The game is short enough that by the time you complete all the side missions, and collected the Audio Logs, you have thoroughly explored the hub.
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Reach was good technically, it was shit at everything else.
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Nathan Fillion [spoiler]Nuff said[/spoiler]
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I liked it better for the noir atmosphere and music. I feel there is more comradere with Bucks team than Noble Team.
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I enjoyed both games. Actually, reach is my favorite halo title.
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I love the stealth darkness and the terminal story also the elites dead and the Vergil shit idk I loved ODST
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By far the Jazzy scores by Marty, the rainy nighttime sneaking, the detective style arc... Man it was the best campaign for me. Yea, killing an endless amount of baddies, traveling across the galaxy, and saving humanity is cool, too... But man, ODST :).
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Edited by About 7 fish: 9/12/2015 5:44:06 PMIt was the tone of ODST that I feel was so successful, the feeling of being an insignificant speck in the ruins of a recently destroyed city avoiding destruction at the hands of a nearly unstoppable force using the cover of night and the guidance of some yet unseen but evidently benevolent force controlling the city. It especially shone on legendary, wherein your best option often times was to avoid combat and utilize the open level design to sneak past your foes. All of this is bolstered with dynamic, sweeping orchestral cues; the 360 was too much of a piece of shit to handle the dynamic weather that had been planned for ODST, but that music did its best (and, in my opinion, totally succeeded) to give you the impression of what that weather would have been like. For instance, light jazz and piano riffs that fall gently like the rain onto your visor to the harsh, swift sounds invoking wind. Even the occasional silence was meant to not only give the impression of weather having cleared, but to instill a sense of malaise into the player; what's coming next, and what am I going to have to do to survive it? Admittedly, that again applies mostly to legendary. The plot was nothing special, but its means of conveyance through film-noire style detective work interspersed with flashbacks which show you how the pieces (literally in the case of most of the clues you found) fit together to form a coherent narrative of what your team has been up to since the mission went tits up went a long way. Contrast that with Reach, wherein we knew the conclusion the whole time and yet the game played it all straight: shock (or lack thereof given the voice acting) at the discovery of covenant on Reach, an attempt to disrupt them, a failure in that regard, and then finishing the game with a clumsy retcon and the conclusion we were expecting the entire time, all shown in standard Halo fare. The most mediocre of stories can be salvaged if told in an interesting way; while ODST took that lesson to heart, Reach failed in part because it did not. I felt no emotion during Reach until the very end. None. Bungie tried so hard to tug at my heartstrings with watching a transport ship of refugees being shot down, and my only thought was "couple hundred down, couple million to go". We'd spent the past decade with the understanding that Reach's destruction was quick, brutal, and nearly total, and I'm supposed to shed tears over the fact that I'm being shown it was evidently none of those prior descriptors? We were meant to be in pain watching people who were given absolutely no characterization being picked off for no better reason than "the game told you to care". Killing the Boss in MGS3 made me hurt. Watching the characters I had spent 4 games getting to know and care for in a fist fight to the death in MGS4 filled me with awe. Reach had none of that going for it. The ending was fantastic, the best the series has ever had, but the rest of it was filler and retcons for the sake of fulfilling a 5 game contract. My only complaint with ODST is that it had no business being 60 dollars, but again, that goes back to Bungie being desperate to break out of their contract with MS. Reach, on the other hand, was so shit that it singlehandedly turned me into a PC gamer.
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What I still find funny is how Bungie made some hefty assumptions about the audience with Reach - that they already knew what Reach was, what it represented, why the invasion is occurring, what the relationships between the Spartans are, why Spartan-IIIs were on Reach, that Spartan-IIIs were even a thing. But the biggest and funnies assumption it assumes is that we will care about Noble Team and their sacrifices. All of this requires a lot of heavy lifting from the player on the lore side (and people complain about [i]Halo 4[/i] for this), and yet it's the lore community who we can quite safely say felt mostly screwed over. The only assumption that ODST makes is that you've played a bit of Halo 2, which is far more accessible and understandable than the meandering, non-nonsensical events in Reach.
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I couldn't say which I like better, but I can say what I liked about each. ODST; I liked New Mambasa. Even when empty, I love hub worlds. I liked the little side-story, with the audio logs. (still need to get the last 10 or so..) The music in New Mambasa was amazing. Vergil, and Fusion-Vergil were probably among my favorite characters. (next to Arbiter and Gravemind) I like fighting Scarabs. Didn't contradict lore, and is thus still canon. Covie Carb. Reach; The feeling of standing up against an enemy you know you can't win. Kat is among my favorite characters as well. (not as much, though) Custom Spartan (cower before the Noble 6. Codename; Watermelon) Team going down 1 by 1. ;-; Prequel Sprint [i]as an armor ability[/i] (hate how you sprint in 4) Falcons Plasma Pistol kill-time (it was best here, I think) Revenants My first Halo.
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Everyone wanted Reach to be a video game version of the Fall of Reach book. The game went completely against the book and that's why in my opinion it was meh.
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Don't worry reach is the best halo
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IT GAVE US BUCK!
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ODST Campaign < Reach Campaign Reach Multiplayer < ODST's H3 Multiplayer side disc
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Edited by APEACEFULFLOWER: 7/20/2015 4:22:20 PMIf they added sabers to multiplayer... [spoiler]spaceships not actual sabers[/spoiler]
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Actually I love the reach campaign (except that last level on legendary FFS) and hate ODST. It was just above halo 4, but then we got ODST in MCC instead of reach so now it's my least favourite.
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Two words: canon destruction.
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Edited by Troy the Unggoy: 7/28/2015 2:47:59 AMODST had good characters who are we could actually care for, because they weren't living on borrowed time. Secondly ODST didnt screw the pre established lore.
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Reach had no story until the end of the second to last mission. No characters were well thought out, asides from Jeorge (just barely). ODST on the other hand actually had a story with characters. Not muppets.
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ODST was more developed
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I wouldn't consider destiny open world. You have to go to each mission separately, even if it's in the same location you're already in. Elder scrolls, now that's open world.
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I liked them both.
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Unlike Reach, ODST had character development and a story.
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Reach's campaign is one of love/hate for me. Hate because of the utter garbage they pulled retconning lore for the game with massive plotholes that were just left there and never explored again. Love because despite the way it shits on fans of the lore, the game has amazing scenery, environments and above all skyboxes. I loved the characters and still hope for the day a Novel about Nobel Teams exploits since the units creation is done to flesh and give the justice the team deserves. And im not even getting in how much i loved its multiplayer.
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Edited by wojo55: 8/25/2015 1:04:44 AMLet's take the lore right out first. I gotta say like reach more but odst was refreshingly different at the time it came out. I've replayed odst very recently so it's fresher in my head and reach has been a few years but I can say I replayed reach campaign more so then odst. I personally gotta agree with you op. I've enjoyed all main halo titles obviously more then others ones but between these two it be reach. I think what I liked the most is the ending it was very heroic tragic death going out guns a blazing instead of yeah we did it ending. Nice thread man