<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	
	>
<channel>
	<title>Comments on: In Praise Of: Halo.</title>
	<atom:link href="https://scientificgamer.com/in-praise-of-halo/feed/" rel="self" type="application/rss+xml" />
	<link>https://scientificgamer.com/in-praise-of-halo/</link>
	<description>Science, gaming, and all things in between.</description>
	<lastBuildDate>Sun, 09 Aug 2026 15:10:26 +0000</lastBuildDate>
		<sy:updatePeriod>hourly</sy:updatePeriod>
		<sy:updateFrequency>1</sy:updateFrequency>
	<generator>https://wordpress.org/?v=3.7.36</generator>
	<item>
		<title>By: garrywong</title>
		<link>https://scientificgamer.com/in-praise-of-halo/#comment-15811</link>
		<dc:creator><![CDATA[garrywong]]></dc:creator>
		<pubDate>Wed, 29 May 2013 18:04:10 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=3519#comment-15811</guid>
		<description><![CDATA[@Darren,
Sorry I should have elaborated more by what I meant as the &quot;classic checkpoint approach&quot;. You gain full health when you reach the checkpoint, allowing you to fight the next battle with the intended amount of health (and so you don&#039;t need to go and purposely die to gain full health. Think Dark Soul&#039;s bonfires). And if you die and respawn, then obviously all the enemies in the battle are also reset. That seemed kind of obvious to me when I was typying that up, so sorry for not clarifying.

I totally agree, though, that you can easily mess up checkpointing terribly. Bioshock is a good example that you provided. Other examples include games that have incredibly silly placements of checkpoints, where you could have checkpoints every 5 meters in a straight corridoor, but then go on with no checkpoints between big fights and a boss at the end. However, those games usually have more pressing issues, such as rather poor structure of progressing through the game, which leads to the checkpointing issue in the first place.]]></description>
		<content:encoded><![CDATA[<p>@Darren,<br />
Sorry I should have elaborated more by what I meant as the &#8220;classic checkpoint approach&#8221;. You gain full health when you reach the checkpoint, allowing you to fight the next battle with the intended amount of health (and so you don&#8217;t need to go and purposely die to gain full health. Think Dark Soul&#8217;s bonfires). And if you die and respawn, then obviously all the enemies in the battle are also reset. That seemed kind of obvious to me when I was typying that up, so sorry for not clarifying.</p>
<p>I totally agree, though, that you can easily mess up checkpointing terribly. Bioshock is a good example that you provided. Other examples include games that have incredibly silly placements of checkpoints, where you could have checkpoints every 5 meters in a straight corridoor, but then go on with no checkpoints between big fights and a boss at the end. However, those games usually have more pressing issues, such as rather poor structure of progressing through the game, which leads to the checkpointing issue in the first place.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Darren</title>
		<link>https://scientificgamer.com/in-praise-of-halo/#comment-15810</link>
		<dc:creator><![CDATA[Darren]]></dc:creator>
		<pubDate>Wed, 29 May 2013 17:49:58 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=3519#comment-15810</guid>
		<description><![CDATA[I think the argument is that if you&#039;re just going to go back to full health and start over, why not just add a mechanic to allow the player to continue the fight?  In my experience, really tough bosses should always have health pickups in their vicinity to get you through the fight, and regenerating health simply cuts out the middleman.

And the checkpoint thing has its own problems.  If you regenerate and the enemy doesn&#039;t, then you have the Bioshock problem of tedious, often boring, protracted fights where you whittle down the enemy&#039;s health.  If the enemy regenerates health (or respawn, or whatever) then you have the Borderlands problem where it&#039;s extremely frustrating to try to get past a particularly tough boss.]]></description>
		<content:encoded><![CDATA[<p>I think the argument is that if you&#8217;re just going to go back to full health and start over, why not just add a mechanic to allow the player to continue the fight?  In my experience, really tough bosses should always have health pickups in their vicinity to get you through the fight, and regenerating health simply cuts out the middleman.</p>
<p>And the checkpoint thing has its own problems.  If you regenerate and the enemy doesn&#8217;t, then you have the Bioshock problem of tedious, often boring, protracted fights where you whittle down the enemy&#8217;s health.  If the enemy regenerates health (or respawn, or whatever) then you have the Borderlands problem where it&#8217;s extremely frustrating to try to get past a particularly tough boss.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Darren</title>
		<link>https://scientificgamer.com/in-praise-of-halo/#comment-15809</link>
		<dc:creator><![CDATA[Darren]]></dc:creator>
		<pubDate>Wed, 29 May 2013 17:44:10 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=3519#comment-15809</guid>
		<description><![CDATA[Gun choice is a big problem for me in FPS titles.

Bulletstorm is far and away the best FPS I&#039;ve played in many years, at least from a strictly mechanical standpoint.  You have control over what guns you bring with you, and your ability to upgrade guns and acquire ammo is mostly about your skill at the game and not about arbitrary and artificial restrictions imposed by the developers.    

Contrast this with something like Resistance:  Fall of Man.  That game had a pretty large assortment of often quite exotic weaponry, including a gun that could shoot through virtually any wall, a gun that shot a stream of ricocheting crystals (with enough force to knock over a car!), and more, and you could carry all of them with you at all times.  Unfortunately, ammo was so scarce for most of them that you have little choice but to use the most common guns.]]></description>
		<content:encoded><![CDATA[<p>Gun choice is a big problem for me in FPS titles.</p>
<p>Bulletstorm is far and away the best FPS I&#8217;ve played in many years, at least from a strictly mechanical standpoint.  You have control over what guns you bring with you, and your ability to upgrade guns and acquire ammo is mostly about your skill at the game and not about arbitrary and artificial restrictions imposed by the developers.    </p>
<p>Contrast this with something like Resistance:  Fall of Man.  That game had a pretty large assortment of often quite exotic weaponry, including a gun that could shoot through virtually any wall, a gun that shot a stream of ricocheting crystals (with enough force to knock over a car!), and more, and you could carry all of them with you at all times.  Unfortunately, ammo was so scarce for most of them that you have little choice but to use the most common guns.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: garrywong</title>
		<link>https://scientificgamer.com/in-praise-of-halo/#comment-15808</link>
		<dc:creator><![CDATA[garrywong]]></dc:creator>
		<pubDate>Wed, 29 May 2013 17:25:32 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=3519#comment-15808</guid>
		<description><![CDATA[What&#039;s so wrong with the more classic approach of starting with full health whenever you die and respawn at a checkpoint? This way you are never in an unwinnable situation because you did rather poorly in a previous battle, and at the same time you still have only a limited amount of health to defeat the upcoming battle.

Because if the only reason to have regenerating health is to ensure you never ended up in an unwinnable situation, then the above approach seems to me to be a better fit in making battles challenging (and thus giving the player more engagement and tension). For single player games, anyway.

The games that have regenerating health, but only when out of combat, seem to handle this particularly well (think almost any MMO). You can&#039;t turtle any battle because you&#039;re not regenerating any health, but as soon as the battle is over your health will regenerate to full by the time you reach the next battle.]]></description>
		<content:encoded><![CDATA[<p>What&#8217;s so wrong with the more classic approach of starting with full health whenever you die and respawn at a checkpoint? This way you are never in an unwinnable situation because you did rather poorly in a previous battle, and at the same time you still have only a limited amount of health to defeat the upcoming battle.</p>
<p>Because if the only reason to have regenerating health is to ensure you never ended up in an unwinnable situation, then the above approach seems to me to be a better fit in making battles challenging (and thus giving the player more engagement and tension). For single player games, anyway.</p>
<p>The games that have regenerating health, but only when out of combat, seem to handle this particularly well (think almost any MMO). You can&#8217;t turtle any battle because you&#8217;re not regenerating any health, but as soon as the battle is over your health will regenerate to full by the time you reach the next battle.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Hentzau</title>
		<link>https://scientificgamer.com/in-praise-of-halo/#comment-15807</link>
		<dc:creator><![CDATA[Hentzau]]></dc:creator>
		<pubDate>Wed, 29 May 2013 12:28:53 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=3519#comment-15807</guid>
		<description><![CDATA[You make good points about the weapons, but since such a large part of Halo was about rationalising the design decisions it made in the context of the game it wouldn&#039;t have made much sense to have Master Chief running around with five different guns. And the system was geared towards constantly picking up new weapons since the Plasma Rifle and Plasma Pistol both had non-replaceable ammo. If anything I think it was a little too generous with the ammo for the human weapons, which led to this problem; it seems like you&#039;re supposed to be scavenging alien weapons in a guerilla war, but instead you can use pretty much whatever you want whenever you want and so the the two weapon limit starts to seem like more of a restriction than it would be otherwise.]]></description>
		<content:encoded><![CDATA[<p>You make good points about the weapons, but since such a large part of Halo was about rationalising the design decisions it made in the context of the game it wouldn&#8217;t have made much sense to have Master Chief running around with five different guns. And the system was geared towards constantly picking up new weapons since the Plasma Rifle and Plasma Pistol both had non-replaceable ammo. If anything I think it was a little too generous with the ammo for the human weapons, which led to this problem; it seems like you&#8217;re supposed to be scavenging alien weapons in a guerilla war, but instead you can use pretty much whatever you want whenever you want and so the the two weapon limit starts to seem like more of a restriction than it would be otherwise.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Hentzau</title>
		<link>https://scientificgamer.com/in-praise-of-halo/#comment-15806</link>
		<dc:creator><![CDATA[Hentzau]]></dc:creator>
		<pubDate>Wed, 29 May 2013 09:23:22 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=3519#comment-15806</guid>
		<description><![CDATA[It&#039;s not so much that they have buckets of health, it&#039;s that they have the same regenerating health that you do. Couple that with a semi-decent ability to use cover and suddenly you have a enemy that seems terrifyingly effective because if you lose sight of them the chances are they&#039;ll pop back up in ten seconds with full shields and you have to kill them all over again. 

I guess that Halo&#039;s big strength isn&#039;t so much its AI, which is definitely respectable but which also has big gaps that you can exploit if you know they&#039;re there, but rather in its ability to confront you with enemies that are tough to bring down without having the player say &quot;This is bullshit!&quot; Having the Elite come back with full shields is much more palatable than having a human baddie get back up *again* after you put him down for the third time in a row.]]></description>
		<content:encoded><![CDATA[<p>It&#8217;s not so much that they have buckets of health, it&#8217;s that they have the same regenerating health that you do. Couple that with a semi-decent ability to use cover and suddenly you have a enemy that seems terrifyingly effective because if you lose sight of them the chances are they&#8217;ll pop back up in ten seconds with full shields and you have to kill them all over again. </p>
<p>I guess that Halo&#8217;s big strength isn&#8217;t so much its AI, which is definitely respectable but which also has big gaps that you can exploit if you know they&#8217;re there, but rather in its ability to confront you with enemies that are tough to bring down without having the player say &#8220;This is bullshit!&#8221; Having the Elite come back with full shields is much more palatable than having a human baddie get back up *again* after you put him down for the third time in a row.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: innokenti</title>
		<link>https://scientificgamer.com/in-praise-of-halo/#comment-15805</link>
		<dc:creator><![CDATA[innokenti]]></dc:creator>
		<pubDate>Wed, 29 May 2013 09:14:00 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=3519#comment-15805</guid>
		<description><![CDATA[Halo for me has always been the sole FPS that has ever been fun to play on a console. It works and it works really well because Bungie seem to be the only people who have thought about how to make a controller-tailored experience of the FPS (mostly by making aiming far less important than positioning, weapon-choice and target prioritisation).

Yeah, Halo is definitely the one I enjoyed least, but Halo 3 and ODST both felt like top-notch experiences, and very different facets of Halo to boot, having their own take on the game.

Still, what interests me most now is whether Destiny will make it to PC (and it seems Bungie want to do it if resources permit). I am not sure I&#039;m so down with the concept as such, and I would have loved to have them tackle a non-FPS again... but still worth looking it for I reckon.]]></description>
		<content:encoded><![CDATA[<p>Halo for me has always been the sole FPS that has ever been fun to play on a console. It works and it works really well because Bungie seem to be the only people who have thought about how to make a controller-tailored experience of the FPS (mostly by making aiming far less important than positioning, weapon-choice and target prioritisation).</p>
<p>Yeah, Halo is definitely the one I enjoyed least, but Halo 3 and ODST both felt like top-notch experiences, and very different facets of Halo to boot, having their own take on the game.</p>
<p>Still, what interests me most now is whether Destiny will make it to PC (and it seems Bungie want to do it if resources permit). I am not sure I&#8217;m so down with the concept as such, and I would have loved to have them tackle a non-FPS again&#8230; but still worth looking it for I reckon.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Hentzau</title>
		<link>https://scientificgamer.com/in-praise-of-halo/#comment-15804</link>
		<dc:creator><![CDATA[Hentzau]]></dc:creator>
		<pubDate>Wed, 29 May 2013 09:09:13 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=3519#comment-15804</guid>
		<description><![CDATA[That last point is crucial as it allowed Halo to get the best of both worlds. Regenerating shields were a cushion that ensured you were never stuck in an unwinnable position rather than (especially on the higher difficulty settings) a full-on substitute for your health bar. I&#039;d love to see the idea revisited at some point, as it always seemed superior to both pure health and pure regenerating systems. 

Halo is also reasonably special in that it has a plausible in-universe explanation for regenerating health. I don&#039;t think I could name a single modern FPS (except Borderlands) that rationalises the protagonist&#039;s ability to absorb volley after volley of hot lead with no lasting ill-effects. I think Far Cry 2 made the most radical step in at least acknowledging how absurd it all was (if you stop for a moment to heal your guy will literally remove bullets from his body with pliers and snap broken limbs back into place) but otherwise it&#039;s always rankled with me a bit that they stole the system without trying to rationalise it in the context of the game.]]></description>
		<content:encoded><![CDATA[<p>That last point is crucial as it allowed Halo to get the best of both worlds. Regenerating shields were a cushion that ensured you were never stuck in an unwinnable position rather than (especially on the higher difficulty settings) a full-on substitute for your health bar. I&#8217;d love to see the idea revisited at some point, as it always seemed superior to both pure health and pure regenerating systems. </p>
<p>Halo is also reasonably special in that it has a plausible in-universe explanation for regenerating health. I don&#8217;t think I could name a single modern FPS (except Borderlands) that rationalises the protagonist&#8217;s ability to absorb volley after volley of hot lead with no lasting ill-effects. I think Far Cry 2 made the most radical step in at least acknowledging how absurd it all was (if you stop for a moment to heal your guy will literally remove bullets from his body with pliers and snap broken limbs back into place) but otherwise it&#8217;s always rankled with me a bit that they stole the system without trying to rationalise it in the context of the game.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Hentzau</title>
		<link>https://scientificgamer.com/in-praise-of-halo/#comment-15803</link>
		<dc:creator><![CDATA[Hentzau]]></dc:creator>
		<pubDate>Wed, 29 May 2013 09:01:08 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=3519#comment-15803</guid>
		<description><![CDATA[It is? I must have been playing the wrong multiplayer modes since I don&#039;t remember seeing one on Blood Gulch. Mind you I never did get to do a system link; today the concept of daisy-chaining four Xboxes together seems more than a little bit ludicrous but back then it was the only way to get one of those 16 player games going, and as such was a little out of my reach. I&#039;ll happily concede that I&#039;m wrong about the tank, then, although I still think riding on the treads is a little bit useless.]]></description>
		<content:encoded><![CDATA[<p>It is? I must have been playing the wrong multiplayer modes since I don&#8217;t remember seeing one on Blood Gulch. Mind you I never did get to do a system link; today the concept of daisy-chaining four Xboxes together seems more than a little bit ludicrous but back then it was the only way to get one of those 16 player games going, and as such was a little out of my reach. I&#8217;ll happily concede that I&#8217;m wrong about the tank, then, although I still think riding on the treads is a little bit useless.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Gap Gen</title>
		<link>https://scientificgamer.com/in-praise-of-halo/#comment-15801</link>
		<dc:creator><![CDATA[Gap Gen]]></dc:creator>
		<pubDate>Tue, 28 May 2013 21:59:50 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=3519#comment-15801</guid>
		<description><![CDATA[I remember someone arguing that making the Elites strong (i.e. shielded) added to the sense/illusion of intelligence, because if you can kill an enemy quickly they seem weak and stupid no matter what AI is up there, and a difficult-to-kill enemy appears smarter even if the AI isn&#039;t all that. This was the same article that said that shout-outs like &quot;moving to flank!&quot; make decisions like running into the open more believable, even if they&#039;re really stupid, because it seems like a deliberate tactical decision.]]></description>
		<content:encoded><![CDATA[<p>I remember someone arguing that making the Elites strong (i.e. shielded) added to the sense/illusion of intelligence, because if you can kill an enemy quickly they seem weak and stupid no matter what AI is up there, and a difficult-to-kill enemy appears smarter even if the AI isn&#8217;t all that. This was the same article that said that shout-outs like &#8220;moving to flank!&#8221; make decisions like running into the open more believable, even if they&#8217;re really stupid, because it seems like a deliberate tactical decision.</p>
]]></content:encoded>
	</item>
</channel>
</rss>
