Just because you know the eventual outcome in a game doesn't mean that it can't be a worthwhile playing experience, and Bungie stressed that in describing their approached to "Halo: Reach." The new prequel treads on events already established in the "Halo"-verse, so it presented a significant challenge to the creative team when they began mapping it out. [There are spoilers after the jump, by the way, in case you haven't played any "Halo."]
"'Reach' is like 'Titanic' -- we know the end from the beginning," creative director Marcus Lehto told Edge. "'Reach' is going to fall and 700 million people are going to perish as a result. It’s a very dark story to tell, and our goal is to allow the player to experience Noble Team’s efforts and get satisfaction from them continuing to fight forward and achieve the final acts of what we can’t talk about today."
At the same time, Lehto stressed that they wanted to keep the game's flow from getting bogged down by continuity, which he believes they did a fine job of with "Halo 3: ODST."
"'Reach' will continue that, because it doesn't have the burden of continuing a story like 'Halo 2' and 'Halo 3' had to carry," he explained. "It was a true burden for us when we were making those games, because we sometimes wanted to do something but couldn't because the story wouldn't let us, or we had to support this giant steamroller of a story."
Players will have to judge for themselves when the game launches this fall, but prioritizing gameplay over story can't be a bad thing. And afterall, knowing that [SPOILER WARNING] the Koopa kids would always escape by the end of a Mario game has never kept me from picking up a new release.
Do you agree with Bungie's perspective on "Halo: Reach"? Do you have any trepidations about it? Share your thoughts in the comment section below.