hot$
Smash Ace
Question! The game is not in front of me atm.. but what is the stage that you guys replaced with using Dracula's Castle (?).. I'm trying to change the music.. but unless i'm dumb I don't see.
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Doesn't change the fact that Reach is a horrible game~You're an embarrassment.
No go on my end. I'm spending Friday and Saturday helping a friend move into his new place. Had this planned out a month in advance so I knew there was no way I was going to be traveling for Smash this week.So who's coming over tomorrow night? There are quite a few Melee players interested. Oh and Chu wants to know if he can get a ride with you, TH.
![]()
http://www.metacritic.com/game/wii/super-smash-bros-brawlAny game that gets a Metacritic of 91% can not in fact be a horrible game .
assraped.
Are you a botAny game that gets a Metacritic of 91% can not in fact be a horrible game .
TayZonday has still not said WHY its a horrible game. That's the part that I keep chuckling about.
*shrug* but hey, if you insist...There's so much that I can say about this. Unlike most RPG's and Smash, Halo is not something that I will ever d*ck around with and troll about. However, I cannot speak for the ENTIRE Halo community, so a tl;dr and opinionated post such as that would be much better to drop in UB.
If it's of no trouble, I'd like to break this part of your post down.It got rave reviews from the halo community for bringing back classic levels, the pistol, and other "classic" halo stuff.
tl;dr*shrug* but hey, if you insist...
The Halo series, over the years, has grown to be something extraordinary -- something vastly different from the string of the FPS's that have been in fluctuation. As the main trilogy progressed, the community had been rewarded for their resilient loyalty with dynamic, but authoritative changes, which remained adherent to the more significant and, for that matter, memorable parts of the series. These details are much more noticeable in campaign levels. Both of the fights that take place before the appearance of grav lift leading and assent into Truth and Reconciliation; fighting through New Mombasa and eventually disabling the seemingly indestructible Scarab during the events of Halo 2, or more specifically, the level Metropolis; and the Covenant Loyalists' 'last stand' before the Truth's imminent assassination are very good examples of how the Halo series has consistently shown its independence from many other FPS's. To further exemplify how magnificent of a product the main trilogy has been, I'd like to get into the multiplayer aspects of Halo -- maps, work placed into competitive value of, and, more importantly, the effort taken to fix the errors which were prominent, as well as a large detraction from gameplay, at the their respective times.
Each map in the Halo series has its own niche. Whether it's an exclusive aesthetic detail, or unique layout, no map is by any means repetitive. Touching upon the previous topic, the examination of Halo's constantly changing and simply amazing environments, there are many maps which show very good examples of how the Halo series has progressed. Battle Creek, Waterworks, and Valhalla effectively exemplify the Halo trilogy's changing, but ultimately familiar settings. Battle Creek is truly a very well made and beautiful map, considering the time it was made in and the engine on which it had been created. The scenery can quickly change from a heated battlefield to a medium-sized, base in which CQC is essential to be prepared for -- and I'm not even taking the teleporters, which can be tactically used, into account. Moreover, Battle Creek's layout makes it very versatile in terms of gametype capability. The same can be said for Valhalla, which, with the advantage of Forge mode, can be edited to satisfy the desires of any person who takes interest in it. Waterworks is just... stunning and outright fabulous. It's a map with a lot to offer, from the capabilities of the geometry and gametypes, to some of the smaller details, such as (odd) natural sounds and aesthetics. While not the 'perfect' map, Waterworks is another very, very good example of how the 'look' of a map or campaign level can boast similar characteristics to other parts of the Halo series while retaining great playability, through means of multifaceted settings. Reach has none of this. Map remakes aside, while Reach does indeed have "new", previously untouched environments and details, it doesn't 'look' or 'feel' like a Halo game.
Finally -- and I'll just keep this portion as simple as possible -- Reach plays like a clunky, slow FPS. It's debilitating and tedious to even think about playing Reach casually, let alone take it seriously. 343i having to fix Bungie's obviously imbalanced "Reticule Bloom" system only further shows how ridiculous of a game Reach is to play.
If it's of no trouble, I'd like to break this part of your post down.
First off, we, the community, have been heavily pushing for the revival of maps from previous Halo titles since early Halo 3. Of course, a large portion of Halo fans preferred to have something close a direct port, especially after the disaster which Blackout was. Blood Gulch, being a popular and, to many, fun map, having had made a return (well, kinda) was an answer to the long-lasting and highest hopes of Halo fans. Reach getting positive reception from the community, for that at least, is nothing surprising. The CEA map pack certainly didn't disappoint however, as it was a much needed breath of fresh air from 343i; there was obviously work placed into remaking the maps which, when accompanied by the fact that this particular map pack had not been broken up into separate releases (not directly referring to the Mythic map pack) and remade to very closely resemble their older counterparts, is absolutely great. I hold no disdain towards 343i's efforts in pleasing the fanbase, but "if the same had been done for Halo 3", Halo 3 would receive the exact same praise.
Next: the Pistol has been fluctuating between horrible, useful, and amazing over the years. In Halo:CE, it was one of the best weapons in the game, capable of quickly netting kills while retaining a rather sizable ammo count. Halo 2's version of the Pistol is obviously not as powerful as the its predecessor's, but retains its use as both a sidearm and versatility in dual-wielding. Halo 3's Pistol had been heavily nerfed through multiple means, particularly by the presence of the (overpowered) Battle Rifle; its use is usually delegated to substituting for a mid to close range weapon, if another is not currently present. Finally, Reach's iteration of the Pistol became a much better and balanced weapon, showing its worth as a useful close-range, headshot capable weapon. Relevance, you ask? I'm attempting to state that the Pistol has always been changing. It's had its own use in every main Halo title, as a sidearm. That's exactly what it's intended to be -- a sidearm. I've never once seen any person complain about that Pistol being "tool powerful" or "useless". Reach's Pistol having had gotten positive feedback is nothing different from the responses it's gotten in previous Halo titles.
Really?You realize that one of the people you called ******** is almost a 1:1 clone of you, right?