Image 1 — HaloTubers will claim that they understand Halo better than the devs but then give takes or ideas worse than anything the devs have done
Image 2 — HaloTubers will claim that they understand Halo better than the devs but then give takes or ideas worse than anything the devs have done
Image 3 — HaloTubers will claim that they understand Halo better than the devs but then give takes or ideas worse than anything the devs have done
Image 4 — HaloTubers will claim that they understand Halo better than the devs but then give takes or ideas worse than anything the devs have done

HaloTubers will claim that they understand Halo better than the devs but then give takes or ideas worse than anything the devs have done

u/Cyborg800-V2 — 4 days ago

I beat Double Agent V2 for the first time. The best behind Chaos Theory gameplay-wise, but perhaps the weakest of the first four otherwise? The last hurrah before things went downhill?

The first two games were really good, but could be pretty linear at times and had some trial-and-error moments, especially without quicksaves as I've been playing on Xbox Series X. Chaos Theory felt like a MGS2-level generational leap within the same generation and I had to play Double Agent V2 to keep that high going.

The Good

Gameplay is more Chaos Theory with all of its quality of life improvements. What more can you ask for?

The Bad Decent

I feel like the music was decent but didn't stand out to me like the first two did, let alone Chaos Theory. The presentation also felt rather same-y with grimy gray industrial environments.

The Ugly

The story is a mess. Sarah's death contributes nothing to the story and Lambert's death is a huge moment that's glazed over (I know V1 does this better); both feel like misguided attempts at being edgy or providing shock value. The in-engine cutscenes are jarring, with Fisher's eyes in the Hotel level being hilarious. The final cutscene where FIsher kills a fellow Splinter Cell was dumb as well.

Conclusion

The game was a fun time and less frustrating than the first two, but it feels less memorable from a presentation standpoint and the plot was below-average.

I played a bit of V1 immediately after beating V2 and have reached Ellsworth Prison. It's utter jank with inconsistent frame pacing. I had to adjust the controller sensitivity because the default is too slow. It feels so sluggish compared to Chaos Theory and V2 and the removal of the light (changing color between green/yellow/red is a poor substitute) and sound meters makes for a more frustrating stealth experience.

I don't know why the franchise had to change after Chaos Theory and why Shanghai, responsible for Pandora Tomorrow, was tasked with making the NextGen version while Montreal, the creators of the franchise and responsible for Chaos Theory, were tasked with the LastGen version that would inevitably get less attention. Such a weird decision.

Here's my ranking of the levels off the top of my head:

  1. Okhotsk: Neutralize all enemies across multiple areas in any order you'd like. Beautiful. The tanker sees blatant recycling of assets from Chaos Theory like the cargo ship, being knocked out and interrogated, and having to defuse multiple bombs, but still a good time.
  2. New York: This might be the best final level we've had so far. I think it handles the "enemies with NVGs" encounters better than Chaos Theory's Bathhouse and I love how you can just cut loose and kill all of the enemies after a game of, for me, mostly non-lethal knockouts.
  3. Money Train: Is it a hot take to say that this is a better better train level than Pandora Tomorrow's? The underground subway stuff are fun, but then the train itself offers more challenging stealth than PT's what with the greater number of enemies and lasers.
  4. Kinshasa: The lights flickering every other moment when a bomb explodes is such a cool idea. More freedom of choice with you being able to tackle choose which floor to do first and how to enter said-floors.
  5. Iceland: A good intro that re-acclimates players to the core mechanics. Some gorgeous visuals like this one part where you have to climb the pipes. Surprisingly lengthy for a first level. Ending definitely feels more impactful than V1's.
  6. Cozumel: Another fun level. The upper levels are a nice change of pace and I do like the bomb choice.
  7. JBA #1: I feel like the levels are more fun than the first two games overall but can sometimes be less memorable, making them harder to discuss. There's not a single bad level in this game, but obviously there are more memorable ones than this.
  8. JBA #2: More of the same, but having to sacrifice Lambert both because it was the canonical choice and because the other objectives favor the NSA felt like a punch to the gut. Shame that the post-mission cutscene doesn't do it justice. At least the bomb minigame is fun.
  9. Ellsworth: My brother was watching me play this level and joked that it didn't look like Splinter Cell. It's not bad, but I just have to say that this whole storyline was weird and disjointed. I know that Conviction retcons Sarah's death with a betrayal from Lambert, but that sounds more interesting to me and I'm looking forward to playing it. In regards to Ellsworth, it's fine, but it doesn't vibe with me like the other ones.
u/Cyborg800-V2 — 5 days ago

Okay bro, now make something that is half as good as Halo 5 MP and something that isn't simply importing assets into Unreal Engine. Immediate "Don't recommend channel."

u/Cyborg800-V2 — 6 days ago

I beat Chaos Theory for the first time. Looking forward to playing Double Agent V2 for one more campaign of classic SC gameplay before things changed in the 7th Gen. We need more games like these.

Here are my previous reviews on this sub about the first two games: Splinter Cell and Pandora Tomorrow.

What a game.

It's crazy how the first two games feel so modern and aged very well, especially compared to the MGS games released around the same time that had clunkier controls and often emphasized spectacle over stealth, yet Chaos Theory feels like such an upgrade. It's like the generational leap from MGS1 to MGS2 except within the same generation.

The quality of life fixes like melee and quicksaves on consoles, the greater sense of freedom, and Amon Tobin's score all make for the best stealth game I've ever played along with MGSV: Ground Zeroes (I prefer the tight self-contained sandbox and gritty atmosphere of Camp Omega over the large but empty maps of Phantom Pain, which I never finished) and modern Hitman.

It's a bittersweet feeling that we've gotten few games since then that try to do what this game did. I'm making my own game in Godot and I decided to play through these classic stealth games are research. Right now, my vision is mainly a mix of Chaos Theory/Ground Zeroes; an interconnected map (evocative of Resident Evil's mansion or RPD) that serves as a stealth sandbox that provides freedom of choice.

I'm going to play Double Agent V2 before V1 because I want more classic SC gameplay before it changed in the 7th generation.

Here's my ranking of the levels off the top of my head:

  1. Bank
  2. Lighthouse
  3. Hokkaido
  4. Displace
  5. Penthouse
  6. Cargo Ship
  7. Bathhouse
  8. Kokubo Sosho 
  9. Battery
  10. Seoul
u/Cyborg800-V2 — 14 days ago

Halo fans be talking about legacy as though they haven't been shitting on the franchise than loving it for the majority of its history

u/Cyborg800-V2 — 16 days ago

The original poster for Appointment With Death (1988) has a major spoiler for the film

>!The second character from the top on the right is Lauren Bacall dressed as an Arab with only her distinctive eyes visible, spoiling a major clue and revealing that she is the killer!<

u/Cyborg800-V2 — 18 days ago

I was lead mod for almost 5 years, but then newer mods formed a majority to override long-established rules, encouraging toxicity and gatekeeping in the name of encouraging "open discussion." The larger a sub gets, is it less possible to encourage constructive discussion?

I was a moderator of r/ JamesBond for 4 1/2 years. For a year and a half to two years, I was effectively running the sub alone.

At some point, the sub saw an increase in gatekeeping and bad-faith discourse. I tried to counter this and keep discussion healthy. The newer moderators overrode my decisions and pushed to allow this behavior under the guise of "open discussion."

I was harassed. One user told me that if I was the only mod being targeted, I should "look inward." Some of the newer mods said this user "had a point." The mod team antagonized me, formed a majority to overrule my decisions despite my years of experience, and questioned my stability rather than address my concerns.

Now, I see an application open for new moderators. There, you'll see questions reusing exact language they used against me - "chill temperament," "collaborative mindset," gatekeeping scenarios framed as hypothetical.

I built the community's engagement structure and grew its membership. The current team chose to invalidate that experience rather than address the toxicity I was flagging.

Was it naive to think that one could keep a sub from devolving into the typical Reddit echo chamber, or would it have been possible to keep things healthy if there had been a concerted effort from everyone rather than to radically shift things for the worse?

reddit.com
u/Cyborg800-V2 — 20 days ago
▲ 166 r/self

I've now been permanently banned from a subreddit I helped grow and was lead moderator of for almost five years.

I was a moderator of r/JamesBond for 4 1/2 years. For a year and a half to two years, I was effectively running the sub alone.

Regular community events started under my watch as part of my push to keep the community engaged. The sub grew from 20-30K members to over 100K members throughout the course of my tenure.

After No Time To Die released, the sub saw an increase in gatekeeping and bad-faith discourse. Users making absolute statements like "Craig isn't a true Bond" and contributed to a more negative environment. I tried to counter this and keep discussion healthy. The newer moderators overrode my decisions and pushed to allow this behavior under the guise of "open discussion."

I was harassed. One user told me that if I was the only mod being targeted, I should "look inward." Some of the newer mods said this user "had a point." The mod team antagonized me, formed a majority to overrule my decisions despite my years of experience, and questioned my stability rather than address my concerns.

Now, I see an application open for new moderators. There, you'll see questions reusing exact language they used against me - "chill temperament," "collaborative mindset," gatekeeping scenarios framed as hypothetical.

I built the community's engagement structure and grew its membership. The current team chose to invalidate that experience rather than address the toxicity I was flagging.

I've now been permanently banned for trying to post this information to warn people interested in moderating. Just wanted to put it out there.

reddit.com
u/Cyborg800-V2 — 20 days ago

I was born in 2004, the year MGS3 released. How did it feel at the time to play the game within the franchise’s larger context, playing Big Boss and realizing that with the references to the Wiseman’s Committee and Patriots, we were going to get a sequel to 2 and the return of Solid Snake?

I’ve been replaying first three games in preparation for MGS4, which I’ve never played because I’m an Xbox player. I also played the MSX games for the first time.

Of course, I know spoilers for 4 because it’s a 20 year old game, but I can’t imagine how exciting it was after 3 and before 4 to anticipate the continuation of the Patriots storyline and the return of many characters, most of all Solid Snake.

I first played MGS1 in 2018/2019 and I was disappointed when I learned that the supporting cast wouldn’t really return until 4. 2 and 3 improve on the gameplay, but 1 still resonates the most with me emotionally because its story, pace, and how it integrates the support team into the story.

u/Cyborg800-V2 — 28 days ago

This post has to be ragebait.

Both franchises have seen art styles and gameplay changes that still build off what came before, but I'd say DOOM changed more than Halo ever did.

The original DOOM was an action game, but had horror elements with dark mazes and tight corridors in certain levels. DOOM 3 doubled down on this while being a darker and less colorful game visually. Meanwhile, modern DOOM has followed the more action-packed DOOM II and included platforming and arena gameplay akin to Quake while developing a more heavy metal fantasy art style.

The idea that 343's games do not play like Halo is BS. Any changes the games made gameplay-wise have been additions to the base gameplay. Even Halo 5 with its advanced mobility is far less of a shift than DOOM 3, 2016, or Eternal (haven't played The Dark Ages, but that looks different as well).

u/Cyborg800-V2 — 1 month ago

MGS3 had a visibility index that considered stance and movement. What if instead of camouflage, hiding in the shadows like Splinter Cell and Thief would be the primary factor? Would mixing this stealth gameplay with RE2-remake-style zombies be a good twist or potentially frustrating?

I've been working on a stealth survival horror game for 4 months now in Godot. I believe certain elements evoke the likes of Dead Space and Alien Isolation, neither of which I've played, but my primary influences are Metal Gear Solid, Resident Evil, and Splinter Cell.

The base gameplay is a mix of MGS and SC. In MGS3, you have a camo index that determines how visible you are to enemies based on factors like stance (standing makes you more visible than crouching or prone) and movement. My main way of reducing visibility is not choosing a camo that matches the surface you're on, but rather Thief and SC's system of hiding in the shadows.

The earlier MSX Metal Gear games involved exploring an interconnected map and overcoming previous obstacles with items you found elsewhere, which overlaps with Resident Evil.

Another influence from RE2 remake will be the zombies. A major concern of mine is how to balance predictable guard behavior with the unpredictability of RE2's zombies like their shambling movement, varying levels of health, and playing dead. I do plan on having enemies rush to grab you instead of shooting you when spotted. If you get grab, you either use a limited defensive item (like RE2 remake) or mash a button to escape (like other RE games), allowing the player to choose between expending a limited resource or taking damage to save it. Instead of a degrading knife, you have a slowly recharging laser cutter to help deal with grabs or finish off downed enemies. It could also be used to open vents at the cost of increased visibility.

That's what will tie everything together: limited resources. Metal Gear popularized the term "on-site procurement" where you start with nothing and slowly find more resources as you progress. Having OSP in my game would force players to be more careful with expending resources. Do you use your ammo to shoot out a light or an enemy? Do you use your degradable suppressor or remove it and risk being heard if enemies are nearby? They won't respawn like in Metal Gear, so be careful.

What are your thoughts on this mixture of genres and games? Is it unique enough or are there any games that already do this?

Are there any specific design concerns that I should be aware of?

  • Does having fast-rushing melee enemies make traditional "stealth evasion" too frustrating compared to enemies with guns?
  • Does a slowly recharging melee tool ruin the tension of limited resources, or does it work as a necessary and fair "last resort" fallback?
reddit.com
u/Cyborg800-V2 — 1 month ago

MGS3 had a visibility index that considered stance and movement. What if instead of camouflage, hiding in the shadows like Splinter Cell and Thief would be the primary factor? Would mixing this stealth gameplay with RE2-remake-style zombies be a good twist or potentially frustrating?

I've been working on a stealth survival horror game for 4 months now in Godot. I believe certain elements evoke the likes of Dead Space and Alien Isolation, neither of which I've played, but my primary influences are Metal Gear Solid, Resident Evil, and Splinter Cell.

The base gameplay is a mix of MGS and SC. In MGS3, you have a camo index that determines how visible you are to enemies based on factors like stance (standing makes you more visible than crouching or prone) and movement. My main way of reducing visibility is not choosing a camo that matches the surface you're on, but rather Thief and SC's system of hiding in the shadows.

The earlier MSX Metal Gear games involved exploring an interconnected map and overcoming previous obstacles with items you found elsewhere, which overlaps with Resident Evil.

Another influence from RE2 remake will be the zombies. A major concern of mine is how to balance predictable guard behavior with the unpredictability of RE2's zombies like their shambling movement, varying levels of health, and playing dead. I do plan on having enemies rush to grab you instead of shooting you when spotted. If you get grab, you either use a limited defensive item (like RE2 remake) or mash a button to escape (like other RE games), allowing the player to choose between expending a limited resource or taking damage to save it. Instead of a degrading knife, you have a slowly recharging laser cutter to help deal with grabs or finish off downed enemies. It could also be used to open vents at the cost of increased visibility.

That's what will tie everything together: limited resources. Metal Gear popularized the term "on-site procurement" where you start with nothing and slowly find more resources as you progress. Having OSP in my game would force players to be more careful with expending resources. Do you use your ammo to shoot out a light or an enemy? Do you use your degradable suppressor or remove it and risk being heard if enemies are nearby? They won't respawn like in Metal Gear, so be careful.

What are your thoughts on this mixture of genres and games? Is it unique enough or are there any games that already do this?

Are there any specific design concerns that I should be aware of?

  • Does having fast-rushing melee enemies make traditional "stealth evasion" too frustrating compared to enemies with guns?
  • Does a slowly recharging melee tool ruin the tension of limited resources, or does it work as a necessary and fair "last resort" fallback?
reddit.com
u/Cyborg800-V2 — 1 month ago

Mixing Metal Gear Solid and Splinter Cell's stealth with Resident Evil's zombies: a twist on the stealth genre or potentially frustrating?

I've been working on a stealth survival horror game for 4 months now in Godot. I believe certain elements evoke the likes of Dead Space and Alien Isolation, neither of which I've played, but my primary influences are Metal Gear Solid, Resident Evil, and Splinter Cell.

The base gameplay is a mix of MGS and SC. In MGS3, you have a camo index that determines how visible you are to enemies based on factors like stance (standing makes you more visible than crouching or prone) and movement. My main way of reducing visibility is not choosing a camo that matches the surface you're on, but rather Thief and SC's system of hiding in the shadows.

The earlier MSX Metal Gear games involved exploring an interconnected map and overcoming previous obstacles with items you found elsewhere, which overlaps with Resident Evil.

Another influence from RE2 remake will be the zombies. Stealth games can feel repetitive once you learn to exploit the enemies, so my game will include zombie-like robot enemies that are hard to predict with the way they sway while moving, varying levels of health, and how they play dead. Enemies rush to grab you instead of shooting you when spotted. If you get grab, you either use a limited defensive item (like RE2 remake) or mash a button to escape (like other RE games), allowing the player to choose between expending a limited resource or taking damage to save it. Instead of a degrading knife, you have a slowly recharging laser cutter to help deal with grabs or finish off downed enemies. It could also be used to open vents at the cost of increased visibility.

That's what will tie everything together: limited resources. Metal Gear popularized the term "on-site procurement" where you start with nothing and slowly find more resources as you progress. Having OSP in my game would force players to be more careful with expending resources. Do you use your ammo to shoot out a light or an enemy? Do you use your degradable suppressor or remove it and risk being heard if enemies are nearby? They won't respawn like in Metal Gear, so be careful.

What are your thoughts on this mixture of genres and games? Is it unique enough or are there any games that already do this?

Are there any specific design concerns that I should be aware of?

  • Does having fast-rushing melee enemies make traditional "stealth evasion" too frustrating compared to enemies with guns?
  • Does a slowly recharging melee tool ruin the tension of limited resources, or does it work as a necessary "last resort" fallback?
reddit.com
u/Cyborg800-V2 — 1 month ago

Mixing Metal Gear Solid and Splinter Cell's stealth with Resident Evil's zombies: a twist on the stealth genre or potentially frustrating

I've been working on a stealth survival horror game for 4 months now in Godot. I believe certain elements evoke the likes of Dead Space and Alien Isolation, neither of which I've played, but my primary influences are Metal Gear Solid, Resident Evil, and Splinter Cell.

The base gameplay is a mix of MGS and SC. In MGS3, you have a camo index that determines how visible you are to enemies based on factors like stance (standing makes you more visible than crouching or prone) and movement. My main way of reducing visibility is not choosing a camo that matches the surface you're on, but rather Thief and SC's system of hiding in the shadows.

The earlier MSX Metal Gear games involved exploring an interconnected map and overcoming previous obstacles with items you found elsewhere, which overlaps with Resident Evil.

Another influence from RE2 remake will be the zombies. Stealth games can feel repetitive once you learn to exploit the enemies, so my game will include zombie-like robot enemies that are hard to predict with the way they sway while moving, varying levels of health, and how they play dead. Enemies rush to grab you instead of shooting you when spotted. If you get grab, you either use a limited defensive item (like RE2 remake) or mash a button to escape (like other RE games), allowing the player to choose between expending a limited resource or taking damage to save it. Instead of a degrading knife, you have a slowly recharging laser cutter to help deal with grabs or finish off downed enemies. It could also be used to open vents at the cost of increased visibility.

That's what will tie everything together: limited resources. Metal Gear popularized the term "on-site procurement" where you start with nothing and slowly find more resources as you progress. Having OSP in my game would force players to be more careful with expending resources. Do you use your ammo to shoot out a light or an enemy? Do you use your degradable suppressor or remove it and risk being heard if enemies are nearby? They won't respawn like in Metal Gear, so be careful.

What are your thoughts on this mixture of genres and games? Is it unique enough or are there any games that already do this?

Are there any specific design concerns that I should be aware of?

  • Does having fast-rushing melee enemies make traditional "stealth evasion" too frustrating compared to enemies with guns?
  • Does a slowly recharging melee tool ruin the tension of limited resources, or does it work as a necessary "last resort" fallback?
reddit.com
u/Cyborg800-V2 — 1 month ago

Thoughts on MGS2's Substance of Subsistence mod that adds the modern third person camera? How does it recontextualize the gameplay and for better or worse?

I've finally moved on to replaying MGS3 after a month of replaying MGS2 through the HD Collection version on Xbox, getting the dog tag trophy (necessitating playing across all five difficulties from Very Easy to Extreme) and playing through Snake Tales.

I have a greater appreciation for the game now than I did in 2019/2020 and while I love 3 as well, part of me is debating whether 2 is the peak of the original trilogy gameplay-wise due to refining 1's mechanics while being simpler than 3 which added the survival viewer.

A common frustration I have with 2 is that the camera angles can be frustrating, exacerbated by the lack of radar when you enter struts in higher difficulties until you find a node terminal, or the complete absence in Snake Tales.

I'm curious to know if the change in camera through mods alleviates this frustration or does it add headaches of its own? Does it improve an already-great stealth system or take away from it?

u/Cyborg800-V2 — 1 month ago

The surprising # of upvotes indicate to me a silent majority of fans is fine, but those who chose to comment are the professional victims who only liked Halo for 1/3 of its history yet dominate online discussions and gatekeep it. They'd rather invalidate new fans than see new games be appreciated.

u/Cyborg800-V2 — 1 month ago