It wasn’t uncommon to hear locations shouted out during matches: blue room, green room, yellow lift - these were simple to call out and control when playing online, and a coordinated team could hold sniper tower (always blasting the fusion core out before, mind you), and control BR, shottie, and Hammer at Yellow Lift and, well, basically RUN A TRAIN. Sniper tower was always a first run, with Sniper, Overshield, and Needler (you could step off the back ledge for a full view through to lower Yellow Lift, a shooting gallery for enemies making the run for the Brute Hammer directly under the Center Platform). Architecture figured heavily in pacing, specifically with its many easily identifiable areas, most of which became magnets of death. With its made-for-speed layout and ample paths that all but stampede you into the fray, Guardian featured Forerunner aesthetics perched atop an overgrown jungle skyline bathed in shades of misty green and win. We Recommend: Slayer, King of the Hill, Oddball, SWAT Guardian provided the small, multi-level fix in Halo 3 that Halo 2 Lockout faithfuls longed for.
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