Star Trek – Top 10 Federation Starship Classes

The world of Star Trek is defined by magnificent and elaborate starship designs of various diverse cultures, races and factions. The show has created dozens of iconic starship designs, many of which are recognisable even to people who have never seen the show, but by far the most iconic are the various Federation Starships that … Continue reading “Star Trek – Top 10 Federation Starship Classes”

The world of Star Trek is defined by magnificent and elaborate starship designs of various diverse cultures, races and factions. The show has created dozens of iconic starship designs, many of which are recognisable even to people who have never seen the show, but by far the most iconic are the Federation Starships that appear throughout the various incarnations of the legendary series. For those not in the know, the Federation in Star Trek is made up of a multitude of different races, including humans, and the starships we see throughout the show ferry our heroes from planet to planet, engage in ship-to-ship combat, and provide a home from home for the sizeable crew that make it their mission to explore the furthest reaches of space.

The question remains, however: which Federation starship type is the best? Of course, there are many different criteria that can be used to define what the ‘best’ class of ship is, from how iconic it is to how powerful it is within the show itself. For the purposes of this list, we will be factoring in several different criteria including longevity, artistic design, reliability and physical power, and ship classes from either the revival movies or the expanded universe will not be included. With that out of the way:

10 – Miranda-class

miranda class

Although it may be accidental, the Miranda-class has become somewhat of a running joke in the Star Trek universe, due to the numerous cases of Miranda-class vessels getting destroyed, attacked, lost, captured or having their entire crew die of old age. This is almost certainly due to the incredible quality of the original studio model of the USS Reliant, which led to the show’s creators re-using the same model for many other less important ships. It may seem odd now, but the USS Reliant was actually supposed to be quite powerful compared to the Enterprise in Star Trek: The Motion Picture, as it is capable of holding its own in a fight against Kirk and his crew. However, subsequent appearances of Miranda-class vessels have presented the ship as being woefully under-powered, possibly due to the huge time jump between the Original Series and TNG.

9 – Prometheus-class

prometheus class.jpg

Visually, the Prometheus-class is awesome – the pointed primary hull, the four nacelles – and of course the infamous ‘multi-vector assault mode’ which splits the ship into three sections for coordinated attacks – but the reason why this ship ranks low on the list is the ease by which it is captured in the show, during its only significant appearance in Star Trek: Voyager’s Message in a Bottle. Despite featuring advanced armaments, prototype tactical configurations and improved shields, the ship is already in Romulan hands before we are even introduced to it, which begs the question – how on Earth did the Romulans manage to steal this advanced top secret prototype so easily? Clearly the crew were redshirts in disguise, considering they apparently all just dropped dead with little resistance.

8 – Nebula-class

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A smaller and more compact cousin of the Galaxy-class starship, Nebula-class vessels are shown to share the same levels of endurance as their larger cousins in the show, with examples like the USS Phoenix and the USS Sutherland holding their own against comparatively larger starships, including the Galaxy-class itself. One of the best things about this vessel is its design, as it includes the newer, sleeker design of Federation Starship whilst also invoking a sense of continuity, since the ship is structurally similar to the previously-mentioned Miranda-class ships.

7 Ambassador-class

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Despite its brief appearance, the Ambassador-class USS Enterprise-C proved the worth of this class both as a Federation starship but also as a ship bearing the name Enterprise. The design of this ship has a clear motive – to form a link to bridge the gap between the USS Enterprise from the Original Series and the USS Enterprise-D from TNG – and it works perfectly. The clearly separate Saucer, Engineering and Nacelle sections are reminiscent of the original Enterprise, with the blue circular deflector dish resembling that of the Enterprise-A, and yet the colour scheme and sleeker look makes it visually similar to the Enterprise-D, providing clear continuity between the classes and forming a ‘missing link’ between the Original Series and TNG.

6 – Sovereign-class

sovereign class

From one Enterprise to another, the most famous Sovereign-class starship is of course the USS Enterprise-E, the final ship in the mainline show in the chronology of Enterprises. Created to replace the unwieldy Enterprise-D model that was unsuitable for big-budget movie levels of filming, the Sovereign-class is meant to represent the pinnacle of Federation starship design for its era, featuring advanced ‘Quantum Torpedoes’ to replace the regular old photon torpedoes and a more traditional Federation starship design that incorporates updated technology. Unfortunately, the entire point of the Sovereign-class’s creation was made redundant by the transition from physical models to entirely CGI ships towards the end of the TNG Movies, but we can still appreciate the fantastic design.


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5 – Excelsior-class

Excelsior_class

The ‘new kid on the block’ towards the end of the Original Series era, the Excelsior-class was essentially the sleeker, cooler younger brother to the now-outdated Constitution-class ships. With famous post-Original Series starships like the USS Excelsior and the USS Enterprise-B represented by the Excelsior-class, it remains one of the most famous and well-known Federation ship classes that is not the primary ship of a mainline TV series, although it does feature prominently in Star Trek VI and Generations. Interestingly, the prototype Excelsior-class ship was captained by none other than Hikaru Sulu, further solidifying the idea that the Excelsior-class bears the torch passed on from the older Constitution-class.

4 –  Defiant-class

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Although the design of the Defiant-class ships represents a radical deviation from the standard Federation starship look, within the context of the show the change was warranted. Throughout the late-TNG and Deep Space Nine era of Star Trek, the Federation is faced with enemies that require a more tactical and combat-orientated response, rather than  the usual ‘exploration first, combat second’ philosophy that had previously dominated their starship designs. The Defiant-class represents a prototype of dedicated warship designed to fight and defeat the Borg, a vicious and powerful threat to the Galaxy. Seeing action throughout Deep Space Nine and First Contact, the Defiant-class lives up to its role as a combat vessel by aiding in the defence of Earth from the Borg and the war with the Dominon.

3 – Constitution-class

constitution class.jpg

The grandfather of Federation starships, this is the one that started it all. This design would go on to influence each and every Federation starship to come, and is respected as one of the most iconic and memorable starship designs ever created. In terms of the show’s continuity, the Constitution-class is far from the first Federation starship to be created, but the USS Enterprise NCC-1701 is certainly its most famous, and the adventures of Captain Kirk and his crew go on to become almost akin to the stuff of legend by the time of the Voyager and DS9 era. The ship itself is supposed to be one of the best Federation ship designs of its time, and although it is far outstripped by the Federation starships shown in later Star Trek incarnations, the legacy of the Constitution-class is upheld through the name Enterprise, and all the fantastic ships of that name to come. Talking of which…

2 – Galaxy-class

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Known most famously for the USS Enterprise-D from TNG, the Galaxy-class starship serve as the primary setting for TNG, and so forms the backbone for what is arguably the essential Star Trek experience, depending on how you rate it in comparison with the Original Series. As a result, like the Constitution-class, the Galaxy-class has become one of the most recognisable ships in all of Star Trek. From a visual standpoint, this vessel effectively conveyed that massive changes had occurred in the Star Trek universe since the era of the Original Series. The ship maintains the same basic shape as the earlier incarnation, but with a sleeker design and more advanced-looking engine and sensor technology. In-universe, the Galaxy-class is a powerful exploration vessel, and although we never see the Enterprise-D go head-to-head with a Romulan Warbird to the death, the vessel is held in high regard by many allies and enemies of the Federation, making it a formidable vessel.

1 – Intrepid-class

intrepid-class

Despite being smaller than the Galaxy-class, less advanced than the Sovereign-class and less iconic than the Constitution-class, the Intrepid-class is a fantastic ship in its own right. Quick and nimble, it demonstrates its efficiency throughout Star Trek: Voyager as the titular USS Voyager holds its own against practically everything the Delta Quadrant can throw at it, provided no time-travel is involved. The Intrepid-class personifies the apparent change in Starfleet from the era of TNG, with stark grey metallic corridors replacing the beige and wood-paneled interior of the Galaxy-class ships, and more focus on speed and durability than sheer power of its weapons. The design of the Intrepid-class also departed from the traditional Federation starship design, doing away with the separate saucer and engineering sections and opting instead for a sleeker, more aerodynamic dagger-shaped design. This design choice complements Captain Janeway’s spiky personality, and it is no surprise that some species in the Delta Quadrant come to see the USS Voyager as a warship, since Janeway demonstrates the Intrepid-class’s resourcefulness when dealing with more powerful enemies like the Borg, by pushing the craft to its very limits. Indeed, in an alternate timeline in which Voyager is constantly attacked by a race that can negate shielding technology, Janeway and her crew manage to keep Voyager running after weeks of constant attack, to the point that the ship loses an entire deck but still functions. Likewise, the Borg modifications made to the ship during Star Trek: Voyager demonstrate the ship’s adaptability, as does its ability to actually land on planets, a gimmick that is used about as often as the Galaxy-classes’ saucer separation.

Do you agree with this list? What is your favourite Star Trek ship design? Leave a comment below with your ranking, and see below for more Star Trek related posts.

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Top 10 Most Challenging Halo Skulls

Skulls in Halo are gameplay modifiers that were first introduced as Easter Eggs in Halo 2 to provide an extra layer of depth to the game, and to provide more of a challenge for players by altering the way the game plays. To activate a Skull, the player must first find it, which is usually a challenge in itself, as the Skulls are scattered throughout the campaign levels, usually well off the beaten track, with some requiring complex exploits, codes, platforming, glitches or even surviving a gauntlet to actually reach them.

In this list, I will be counting down the Top 10 Skulls from the perspective of modifying the game to make it more of a challenge. I have already done a list of Top 10 Most Fun Halo Skulls, and to clarify there may be some overlap between that list and this one, since not all the Skulls that make the game more difficult are necessarily frustrating or unfair (although some of them are). I will also be factoring in the difficulty required to actually retrieve the Skull, to a certain extent, but I will not be including Skulls on this list purely for that reason (so no Halo 2 IWHBYD). With that out of the way, we start with:

10 – Fog – Motion Tracker Disabled

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Fog, referred to as ‘Cloud’ in Halo: Reach, disabled the handy motion tracker that has been a staple for mainline Halo games since the beginning. This effectively removes the ‘eyes in the back of your head’, as the Skull’s description states, meaning you cannot sense enemies before you can see them. This Skull is most often used by players on Flood levels to heighten the sense of fear as you are unaware of enemies sneaking up behind you, although experienced players can easily overcome this. Overall, this Skull removes a helpful feature in the game but nothing more, so it provides some challenge but doesn’t really affect gameplay all that much, unlike…

9 – Tilt – Enemy Strengths and Weaknesses to Particular Weapons Increased

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Though that may sound like an overly complex description, this Skull’s very specific effects are actually surprisingly complicated, since Halo’s weapon sandbox philosophy relies on certain ‘types’ of weapons that are stronger or weaker depending on how you use them. Plasma weapons, for example, are good against shields but not against armour, and with this skull on plasma weapons become twice as effective against shields but twice as useless against un-shielded targets. What makes this Skull challenging is that it makes all enemies with plasma weapons (which is a lot since plasma weapons are the staple of the Covenant armory) twice as good at taking down your shields. This Skull does make fighting Flood somewhat easier, however, and can come in handy if you can acquire plasma weapons of your own, making it somewhat of a double-edged sword.

8 – Tough Luck – Enemy ‘Luck’ Increased

tough luck

To say that this Skull increases the ‘luck’ of AI does require some explanation – technically, this Skull modifies AI behaviour so that they are much more effective at dodging grenades, vehicles, and basically any form of slow-moving threat, whilst also making it far more likely that enemies will enter an enraged state. This does create the impression that the AI is just ridiculously lucky, however, and this makes the player seem unlucky by comparison, hence the Skull’s name. Needless to say, this does create a challenge, and although this Skull’s effects also extend to your allies the sheer frustration of having enemies be able to dodge grenades that they cannot even see drains any potential fun-factor from this Skull.

7 – They Come Back – Flood are Terrifying

they come back

This Skull’s official description reads: “Flood Combat Forms spawned by Infection Forms reanimating a corpse are much more dangerous“, although they neglect to mention exactly how the Flood Combat Forms are made more dangerous – one would expect a damage boost, improved intelligence, or perhaps an expansion to the amount of weapons they can use – but no. This Skull speeds up Combat Forms so they now charge towards the player at breakneck speed, all while flailing their limbs around in an impossibly fast and suitably terrifying way. This Skull does only affect Combat Forms that had previously died and later reanimated, but in real terms, that’s still a significant proportion.

6 – Catch – Enemies Throw More Grenades

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This Skull has a very simple effect, in that it makes enemies throw more grenades. Whilst this inevitably leads to a hailstorm of lethal fire pelting the player from all angles, all is not lost – this Skull also makes enemies always drop two grenades of their preferred type when killed, which even the odds slightly. An unusual quirk with this Skull is that it almost forces enemies to throw grenades with reckless abandon – they will toss explosives regardless of situation, even if it will almost certainly get them killed. This Skull would have ranked higher on the list were it not for the apparent reduction in AI intelligence and for the fact that anyone who is familiar with Halo multiplayer will knows how to deal with countless poorly-judged grenade tosses rounding every corner.

5 – Famine – All dropped Weapons have Half Ammo

famine

This Skull is just plain cruel. Already sparse ammo for heavy weapons, sniper rifles, or basically any power weapon is now ridiculously rare, and the fact that all weapons have their ammo halved means that plasma weapons now expend their ammo within mere minutes, finding dropped ammo refills is even more essential, and every last shot has to count. For an even greater (and ludicrous) challenge, this Skull can be combined with the ‘Recession’ Skull, which makes every shot worth twice the ammo – so you are essentially left with a mere quarter of the ammo you would have in regular gameplay. To add a further level of difficulty to this Skull, it remains one of the most frustrating Skulls to retrieve in Halo 3, requiring the use of several players at once unless a rare Gravity Lift powerup can be obtained, and even then it requires precision platforming. Halo 2’s incarnation of this Skull should have made my Top 10 Creepiest Halo Easter Eggs list, since the Skull is found surrounded by twitching Flood corpses…

4 – Assassins – All Enemies are Cloaked

assassins

If cloaked enemies weren’t bad enough, this Skull amps that up to 11 by making every single enemy cloaked permanently. This includes everything from Flood to Hunters, and even includes your own Marines if you betray them. Oddly, this Skull was originally set to appear in Halo 3, but was removed, probably to make LASO (Legendary with All Skulls On) mode less infuriating. This is one of the few Skulls that could possibly be considered a whole separate difficulty in itself, as when activated even the lower difficulty settings require a whole new level of skill to master.

3 – Thunderstorm – All Enemies are at Max Possible Rank

thunderstorm

I already covered this Skull in my Top 10 Most Fun Halo Skulls, since its ability to promote allied Elites to their highest rank does come in handy in missions where they are available. However, in any other given situation, this Skull definitely amps up the difficulty by making all enemies at their maximum possible strength, intelligence and tactical capability. Not only that, but in Halo 2 it means all Elites can withstand a direct stick with a plasma grenade on Legendary, and will draw their swords to cut through Marines with ease if they are angered. This Skull also gives all Sentinels and Elite Flood Combat Forms shields, meaning it is harder to take them out with quick successive precision shots.

2 – Mythic – All Enemies have Increased Health

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The semi-unofficial ‘Mythic Difficulty’ involves playing Halo on Legendary with this Skull on, and it definitely increases the challenge by making all enemies ridiculously strong. With this Skull on, certain high-ranking Elites won’t even be vulnerable to an overcharged plasma pistol, making the age-old ‘Noob Combo’ strategy of taking out shields with an overcharge and following up with a headshot obsolete. There are a few positives to this Skull, namely that your allies are given a slight health boost too, but this seems utterly inconsequential compared to the massive boost in health and shields that even a lowly Elite Minor receives on Legendary. Combine this with the Thunderstorm Skull, and you have your own personal purgatory.

Honorable Mentions

Blind – No Heads Up Display

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I include this Skull here as an ‘honorable mention’ since it doesn’t really seem fair to the other Skulls to actually include this on the list proper, because it certainly makes the game ridiculously hard. Without a Heads-Up Display you cannot see your motion tracker, health, ammo, grenades, or even the reticule – however, this Skull is rarely used in actual gameplay since it was not added with the intention of being a challenge. It is not included in the required Skulls needed to activate LASO, it does not need to be found on Legendary and it is often found near the start of the games in which it appears. This Skull was included as a means to create machinima, take screenshots or record game clips before those features became more readily available through theatre mode or Xbox capture, but if you want to attempt to actually play the game with HUD elements disabled, a better alternative is the Malfunction Skull which disables one random HUD element with each try, a much more lenient alternative.

Ghost – AI no longer flinch from attacks

ghost

One of the many Skulls to debut in Halo 2 but never return again, the effect of this Skull sounds like no more than a minor inconvenience to the player, but when activated the effect becomes immediately noticeable. This Skull essentially makes frontal assault melee attacks against Elites useless, since without the flinch mechanic the enemy can immediately melee you back, which is an instant kill on Legendary. The removal of flinching also means that enemies are no longer stunned by sniper shots, glancing explosive attacks or vehicles, which can be frustrating when pacing shots.

Jacked – Ground vehicles can only be used by hijacking

jacked

When vehicle hijacking was first introduced in Halo 2, it was hailed as a fantastic innovation to help balance vehicular combat – essentially, it meant that the player could easily acquire a new vehicle without having to waste time killing the occupant, and made dispatching heavy vehicles like Wraiths much more easy. However, with this Skull activated, vehicles can only be used if they are hijacked, which basically makes UNSC vehicles unusable. Thankfully, air vehicles are not affected, so at least it isn’t totally game-breaking.

Anger – AI fire weapons much faster

angery react

Found in the Halo 2 mission Gravemind guarded by a secret invisible Grunt armed with heavy weapons, Anger makes all enemies fire their weapons at ridiculous rates – much faster than the player can physically fire them. Plasma rifles become a stream of lethal energy, Jackal Snipers can pick off the player and three Marines in rapid succession, and Grunts fire their weapons so fast that they overheat. This Skull makes standing still a death warrant, and on Legendary allies are ripped apart by a merciless wave of weapons fire. Whilst this sounds like a nightmare, that’s nothing compared to number one on this list:

1 – Iron – ‘Death carries a Heavy Price…’

iron

This Skull is insane. Whilst activated in Single Player, checkpoints no longer exist, meaning that if you die, you have to restart the entire level from scratch. This Skull has almost certainly been responsible for the destruction of more Xbox controllers than any other Easter Egg in the history of the console, because it makes every single level an unforgiving rage-fest on Legendary. Don’t think co-op will save you either – whilst checkpoints do still exist with Iron on in co-op mode, the death of any player reverts everyone to the last checkpoint, making teamwork and strategy essential since the cheap ‘hopscotch’ method (which involves leaving one player out of combat for the others to respawn nearby) totally redundant.

To make matters worse (or better, depending on if you like insane challenges) most of the Halo: Reach Weekly Challenges, Xbox Achievements or Maximum Scoring Records require the use of the Iron Skull, such as the Vidmaster: Annual achievement which requires four players to complete the final level of Halo 3 on Legendary in separate Ghosts, so if any player falls off the crumbling walkways, everyone is hurled back to the checkpoint. The only reason why you will ever want to activate this Skull for fun is if you want to rack up insane score multipliers, since it offers the highest point multiplier in the game for its insane level of difficulty.

And that’s my list of Top 10 Most Challenging Halo Skulls, I hope you enjoyed, and if you did then be sure to leave a like, you can also comment down below if you thought any other Skulls should have made the list. Also, you can Follow Sacred Icon or like us on Facebook for more content like this, uploaded every other day.

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Top 5 Terrible CGI Star Wars Prequel Characters – and Top 5 Terrible CGI Star Wars Sequel Characters

It’s fun to bash the terrible CGI in the prequels, particularly because it’s not hard. You get mobile games with better graphics than the CGI of the CGI in Attack of the Clones, and despite the slightly improved CGI in Revenge of the Sith it includes even more truly awful and unnecessary CGI characters. As part of their quest to disassociate themselves as much as possible from the prequels (for better or worse), Disney decided to use more practical effects in their sequel trilogy, and yet even more godawful CGI characters slipped through the cracks. To clarify, this list is judging both the quality of CGI used for the character and the strength of the actual character itself, and with that, we start with:

Prequel Countdown:

5 – General Grievous – Revenge of the Sith

grievous.png

Despite being totally obsessed with Star Wars as a child and knowing oddly specific knowledge about obscure parts of the lore and wider universe, I have trouble now remembering what General Grievous was supposed to be. It must have been explained in a tie-in novel or comic or even video game, but therein lies the problem. Nobody knew who General Grievous was because the film didn’t tell us, he appeared seemingly out of nowhere as a random Separatist leader who had lightsabers. I was among the relative few who watched Star Wars: Clone Wars animated TV show as a child, but that portrayed Grievous as a cold, calculating badass rather than the choking, shuffling Transformer-esque robot we got in the movie.

4 – Watto – The Phantom Menace

watto

The Phantom Menace ticks almost every box when it comes to criteria for terrible Star Wars movies, but a conspicuous exception is that it is not riddled with as much blatant CGI as its prequel siblings, but the CGI creatures that they do have are among the worst. Watto is not only terribly rendered but he is also terribly racist, embodying a crude Middle Eastern stereotype in his accent and character whilst also sporting a prominently large and hooked nose. But seriously, why did Watto need to be CGI? It would have saved a lot of time and effort to just put someone in an alien costume and have him stand there, even if you dub in the lines later. But no, instead we have to watch over half an hour of Liam Neeson negotiating gambling odds with the Crazy Frog. Thanks, George.

3 – Lama Su – Attack of the Clones

lama su.jpeg

“Who?” I hear you ask? Exactly. This idiot, Lama Su, appears briefly in Attack of the Clones to spout a huge wad of exposition about the Clone Army to Obi-Wan, but aside from holding the dubious honour of starring in what has been scientifically proven to be the most boring scene in all of Star Wars, Lama Su also holds the responsibility of the entire plot of Attack of the Clones in his hands. He’s the man with the answers, so to speak, and so when Obi-Wan goes to visit him you expect to finally find out answers to all the questions that have been cropping up throughout the movie: ‘Who is Count Dooku?’ ‘Who is trying to kill Padme?’ ‘Who wrote this script?’ spring immediately to mind. But no, when the movie was in dire need of some explanation as to the basic backstory, what we get is more questions. Who the heck is ‘Sifo Dyas?’ is he ever even mentioned again? Is he Count Dooku? We may never know.

2 – Dexter Jettster – Attack of the Clones

dexter jettster.jpg

Imagine it. You’re sat in the cinema, watching Star Wars: Attack of the Clones for the first time ever. You thought The Phantom Menace was pretty bad, but so far this film seems  promising – there’s been a speeder chase, explosions, lightsabers, even some mention of a wider story that you may or may not have been interested in. Overall, it seems more like proper Star Wars.
And then this brown, hulking, four-armed CGI creature comes shambling over to Obi-Wan Kenobi, calling him his ‘old buddy’ before giving him a hug, pulling up his trousers and squeezing his bloated computer-generated body into a plastic booth in terrible futuristic 1950s space-diner. Who let this happen? Who created this abomination? Why does he have that creepy Mario mustache?
Like many prequel characters, ‘Dex’ only appears in one scene – a bland, one-dimensional throwaway character who is cobbled together on a computer. But think – with the Obi-Wan Kenobi standalone movie coming out, maybe there’s a chance that Disney will do Dex justice.

1 – Jar Jar Binks – Who Else?

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There is very little I can say here that hasn’t already been said. Jar Jar Binks is overdesigned, overacted and overly hysterical, and he appears far too often throughout the prequels. As a one-shot Dex character, Jar Jar might just be remembered now as an embarrassing scene from Star Wars: The Phantom Menace, but due to the diabolical decision to make him a main character in the first prequel movie cast a shadow across the entire trilogy, and due to his prominent role in what will soon be considered the ‘first’ Star Wars movie, his poorly-rendered shadow now looms over the entire franchise.

Sequel Countdown:

5 – Maz Kanata – The Force Awakens

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If you thought the prequels were the only Star Wars movies with totally unnecessary CGI characters, you were wrong. Enter Maz Kanata, who singlehandedly introduced at least 3 major plot holes into not only The Force Awakens  but the wider Star Wars story too. If she has been on her planet for over a thousand years, why have we never heard from her before? If she’s older than Yoda then surely she would have some interesting things to contribute to the prequel story if anyone thought to ask her – heck, Obi-Wan should have gone to her instead of Dex, She’d probably have had Palpatine’s diary lying around in her back room somewhere. Come to think of it, she never explains how she retrieved Anakin’s lightsaber from Bespin, so after being pointlessly shoehorned into The Last Jedi and possibly even the Han Solo Movie, we may be due a fourth round of Maztime in Episode IX.

4 – CGI Tarkin – Rogue One

cgitarkin

The uncanny valley reached new depths with this creation, which in fairness is a highly accurate representation of the late Peter Cushing (who, after ANew Hope, would go on to play the Doctor in the garish and hilarious Dalek Movies), that sparked debate upon the initial release of the film as to whether or not the digital recreation of an actor who is long dead was even ethically justifiable. Regardless, old Wilhuff has appeared once before, in the prequels – except that time he was played by Wayne Pygram pretending to be a younger version of the character – but when Rogue One came around, they felt that the movie needed a totally accurate digital recreation of Tarkin, who looks like he is made of plastic compared to the real members of the cast. Admittedly, the performance of the actors imitating Cushing do a fantastic job, and overall the level of quality in the cameo is high, it just the visuals which let it down.

3 – Porgs – The Last Jedi

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Of course Porgs are objectively adorable, there’s not question about that – but were they necessary? Well, the answer is certainly no, unless you factor in that Rian Johnson needed something to cover the fact that the island used to film all of Luke’s scenes plays host to a Puffin colony. From a marketing perspective, Disney certainly jumped on the idea of having a tiny puffin-shaped creature to turn into thousands of mass-produced stuffed toys, McDonalds Happy Meal prizes and lunchboxes, but their scheme did backfire somewhat when it turned out the movie was terrible, and so now everyone has a central icon to rally against in hate of this movie, and it’s the poor Porgs.

2 – Everything in Canto Bight – The Last Jedi

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So whilst not everything in the Canto Bight sequence was CGI, there were a lot of critters running around – the alien mounts that rampage through the casino merely added to the cacophony of visual diarrhea in this scene, with one particularly annoying alien insisting on inserting dozens of gold coins into BB-8 – why? Surely BB-8 isn’t hollow? And why does BB-8 have a mechanism to fire them out like bullets? The thing that most annoys me about Canto Bight, however, is that it continues the sequel trilogy’s trend of introducing vast swathes of new alien races without supplementing it with aliens we already know exist in Star Wars. Sure, the Galaxy is a big place, but after seeing recurring races like Rodians and Twi’leks so often in both the prequels and the original trilogy it seems odd that suddenly everything is different.

1 – Supreme Leader Snoke – The Force Awakens and The Last Jedi

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Despite the hundreds of theories stating otherwise, Snoke turned out to be totally useless in both The Force Awakens and The Last Jedi, simply serving as a poor-man’s Palpatine to play the role of the ambiguous evil dark lord master who is really strong with the Force. Unlike Palpatine, who is shown to be the puppeteer from the beginning, Snoke seems to have suddenly emerged from the shadows, and it is this trait that initially peaked everyone’s interest. Sadly, however, the potential for this character was extinguished in The Last Jedi, as Snoke is tossed aside as quickly and easily as Palpatine was before him, and now the hopeful theorists are left to widely speculate their way to insanity trying to uncover the hidden meaning behind this character that was ultimately as contrived and disposable as the multitude of CGI characters in the prequels. His death scene definitely had shock factor, and it did come as a surprise, but it is extremely likely that Rian Johnson wanted it that way to make the movie more memorable – at the expense of a potentially important character. And note I say potentially important – Snoke had all the makings of a good villain, but we just never found out enough about him to understand either his motives or his place in the Star Wars universe. As such, he is now cut in half and cast into the chasm of irrelevance like Darth Maul before him.

So that’s the Top 5 Terrible CGI Star Wars Prequel Characters, and the Top 5 Terrible CGI Star Wars Sequel Characters, if you enjoyed then do remember to leave a like and you can follow us either here or on Facebook. Look down below for more articles like this one.

Top 10 Most Fun Halo Skulls

Skulls in Halo are gameplay modifiers that were first introduced as Easter Eggs in Halo 2 to provide an extra layer of depth to the game, and to provide more of a challenge for players by altering the way the game plays. To activate a Skull, the player must first find it, which is usually a challenge in itself, as the Skulls are scattered throughout the campaign levels, usually well off the beaten track, with some requiring complex exploits, codes, platforming, glitches or even surviving a gauntlet to actually reach them.

In this list, I will be counting down the Top 10 Skulls from the perspective of modifying the game to make it more fun. I will also be doing a list of Top 10 Most Challenging Halo Skulls for balance, and there may be some overlap. Nevertheless, we start with:

10 – Bandana – Infinite Ammo

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Bandana comes quite low on the list due to the fact that it basically amounts to cheating, but having infinite ammo comes in handy for other reasons than just making the game ridiculously easy. This skull is essential if you want to do any boundary-breaking, out-of-map exploring or ridiculous grenade jumps because it means you aren’t limited to the 4-frag cap from the original Halo 2. Hidden deep within the Silent Cartographer Island in Halo: Combat Evolved, retrieving this skull requires clever manipulation of the original Halo’s unusual physics engine, and a clever way of making this skull redundant for any actual ‘cheating’ that was included in Halo: The Master Chief Collection makes gaining points impossible whilst this skull is activated, so really its just for fun.

9 – Black Eye – Melee Recharges Shields

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Whilst it might seem like it wouldn’t be very fun at all to have to melee enemies in order to recharge your shields, the Black Eye skull appears on this list due to how it works in Halo 2. Unlike all other Halo games (so far) Halo 2’s version of the Black Eye Skull lets you increase your shield strength to far in excess of what is usually possible by whacking enemies, allowing you to survive explosions and other forms of damage that would kill you in normal gameplay. This opens up huge possibilities for exploration since you can stack grenade explosions to propel the player up high buildings and across chasms, and since Halo 2 lacks any form of invisible barriers or kill timers, basically anything you can see, you can reach.

8 – Grunt Funeral – Dead Grunts Explode

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It requires no explanation as to why a Skull that makes dead Grunts explode like Plasma Grenades makes the game hilarious to play, particularly since it actually also adds a layer of challenge to the game since all Grunts become time-bombs, and avoiding them at all costs is a priority. An interesting quirk with this Skull is that any and all dead Grunts explode, including ones that are already pre-loaded into the level – this can create some interesting results, particularly in Flood levels, as it redistributes any object that isn’t glued to the ground in a blaze of plasma.

7 – Masterblaster – Co-op Special Powers

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One of a few wacky ‘co-op only’ Skulls that 343 industries added to Halo 2 in Halo: The Master Chief Collection, Masterblaster gives one player huge overshields but removes their ability to shoot and gives the other player infinite ammo but removes their shields entirely, with the roles swapping after a certain amount of kills. This skull essentially makes co-op a bit more challenging, but also has potential for hilarious results, particularly when the roles switch halfway through a rampage.

6 – Prophet Birthday Party – Regret Guitar

 

Another bizarre Skull that 343 industries added to Halo: The Master Chief Collection, the ‘Prophet Birthday Party’ skull is unique in that it has only one use – if you could call it a ‘use’. What this skull lacks in usefulness it makes up for in sheer ludicrousness, as it punctuates every whack that you deliver to the Prophet of Regret during the boss fight halfway through Halo 2 with electric guitar licks (performed by none other than Steve Vai himself) and lightning bolts. Increasing the difficulty magnifies this skulls effect, as it takes at least 10 punches to kill Regret on Legendary and the licks intensify each time.

5 – Sputnik – Physics Modifiers

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This Skull is essential for level exploration, particularly in the original Halo 2, as it significantly reduces the mass of all objects in the game, making melees and grenade explosions blast objects much further than they did before. This means that the player can use grenade jumps to reach places that are further away, and makes whacking objects around much more easy, allowing the player to uncover passageways and secrets that would be impossible in normal gameplay. For example, to find the Giant Football in the Halo 2 level Metropolis, the player needs to use the Sputnik Skull combined with a grenade jump to blast themselves onto a high tower, and the Sputnik Skull is also needed to be able to melee the football down, after which Ghosts can be used to knock the ball around. There is an even more extreme version of this Skull in the Anniversary version of Halo 2, but more on that later.

4 – Grunt Birthday Party – Headshots Become Explosions (or Confetti)

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This Skull is one of the many that had its effects altered over the course of the Halo games – in the original Halo 2, this Skull required a descent to the very bottom of the Heretic Gas Mine upon which the player is confronted with a circle of dancing Heretic Grunts, all worshiping the aforementioned Skull and with good reason, since all headshots become plasma explosions with this Skull activated, even on dead bodies. However, in later Halos (and even in the Halo 2: Anniversary port in Halo: The Master Chief Collection) this Skull turns headshots into small explosions of confetti, coupled with the jarring but now famous sound clip of children cheering from Viva Pinata.

3 – Envy – Master Chief can go Invisible

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This may sound like another ‘cheat’ Skull, and in some ways it probably is, depending on your point of view. Technically, all this Skull does is grant the Chief access to an ability usually only accessible when playing as the Arbiter, as in Halo 2 Arbiter’s ‘active camouflage’ replaces the flashlight and allows for more stealth-orientated levels. However, the stealth ability is notoriously unreliable, since it only lasts for a short time and requires lots of time to recharge. When Chief has this ability, you can’t even see the timer for the recharge either, so you have to rely on the audio cues to know when camo is ready to use again. However, it does allow for a stealth alternative in the Chief levels, which adds an extra layer of depth to the gameplay that is usually only present in the handful of tailor-built Arbiter levels.

2 – Feather – Like Sputnik on Steroids

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Ah, the elusive Feather Skull. Unavailable to many players in the early days of Halo: The Master Chief Collection’s release due to a bug in the pre-order system (which was later fixed when all the pre-order bonus Skulls became available to everyone), the Feather Skull initially seemed to be not worth the bother – according to the description, with this Skull activated all melees ‘impart more movement physics’, essentially making this Skull’s effect very similar to the Sputnik Skull. However, when you combine the effects of both Skulls together at the same time, it doubles the effect and allows the player to reach inconceivable heights with grenade jumps, (usually resulting in death unless a much higher-up destination is nearby) but, more importantly, allows for ridiculous arcing jumps if an explosion occurs just next to or behind the player, making this Skull and its older brother popular with speedrunners as it allows for huge leaps that allow Chief to clear entire buildings in a single leap, cutting time by requiring fewer grenade jumps.

Honorable Mentions

Thunderstorm Skull – All Enemies are at Max Rank

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Whilst this Skull will certainly feature on my ‘Top 10 Most Challenging Skulls‘ due to the fact that it makes every enemy the strongest and most intelligent that it can possibly be, in certain situations (in Halo 2 in particular) this Skull also makes the game much more fun, since the Skull’s influence also affects Covenant allies. This means that with Thunderstorm activated, any level in which you encounter Minor Elites or Grunts as allies will now gift you with a squad of highly-trained, uber-powerful Elite Ultras and surprisingly confident and capable Grunt Ultras, and the best part is that Ultra Elites always carry an Energy Sword as their secondary weapon meaning Brute enemies rarely stand a chance.

That’s Just… Wrong Skull – Better AI Sight and Hearing

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This Skull, like Thunderstorm, seems like it would make the game more difficult than fun, since it removes the restrictions that the developers put on many of the AI to balance the gameplay – they now hear your footsteps, can see the shimmer of your invisibility, and fire with amazingly precise accuracy at all times, so why is it on this list? Well, for the same reason as Thunderstorm – these effects are also bestowed upon your allies. With this Skull on, allies will rarely ever accidentally kill themselves with heavy weapons, can now locate and dispatch cloaked enemies with ease, and fire with (literal) inhuman accuracy. Essentially, with this Skull on, the allied AI is probably as good as the game as you are.

Streaking – Shields Decay, and Recharge with Kills

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The final Skull in the ‘Honorable Mentions’ category is yet another example of a Skull with a challenging effect that can be manipulated for fun. This Skull fixes a critical weakness of the Black Eye Skull, namely the fact that after doing a particularly elaborate grenade jump that blasts you out of the map you have no way of actually recharging your shields. With this Skull on, however, grenade throws can actually recharge your shields, meaning with Bandana on you can slowly recharge your shields by throwing grenades. Whether or not this is a glitch, it opens up more possibilities for exploration by allowing the player to pull off multiple Black Eye-enchanced feats in succession.

1 – IWHBYD – Rare Dialogue is more Common, and Secret Dialogue is unlocked

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This Skull is fantastic because it makes the game much funnier to play in such a simple way. By reversing the probabilities of common and rare combat dialogue, this Skull makes lines of dialogue that are usually heard only once in a blue moon much more common, and unlocks hidden lines of dialogue that are locked in the game’s standard code. This makes Marines, Elites, Brutes, Grunts and basically anything else in the game that speaks English yell more hilarious (and sometimes vulgar, perplexing or even downright ridiculous) insults to the each other, the player, or even the developers via fourth-wall breaking complaints about the game. The Skull also increases the chances of AI talking to and interacting with each other, and allows the player to hear tales such as the story of Flipyap the Grunt, Sergeant Bank’s message home (delivered in the form of a telegram) and Sergeant Johnson’s many hidden lines of cutscene dialogue.

Named after the subtitle ‘I Would Have Been Your Daddy…’ from the start of Halo: Combat Evolved’s fifth level, Assault on the Control Room, The Skull actually unlocks this line of dialogue for Sergeant Johnson in-game, and he completes the quote with ‘…but a dog beat me over the fence.’ What makes this Skull even more interesting, however, is the ridiculous lengths you have to go to in order to actually unlock it in Halo 2 and Halo 3. Halo 2 involves navigating the normally-inaccessible rooftops of Mombasa to find the Skull (which may or may not actually be there) before having to face off against wave after wave of Ultra Elites who guard the Skull (for whatever reason) before finally unlocking the effects. Halo 3 requires the player to jump through giant holograms of the Halo rings in a specific order – each ring hums at a different tone when you jump through it, so jumping through the rings in a sequence that plays the seven notes of the Gregorian Chant in the Halo theme causes the Skull to magically appear before the player, opening the door for many hilarious encounters to come.

So that’s my list of the Top 10 Most Fun Halo Skulls, I hope you enjoyed and if you did, why not leave a like? You can also follow Sacred Icon or like us on Facebook for more content like this, and look down below for more of my Halo posts!

 

 

Top Ten Tunes from the Elder Scrolls V: Skyrim Soundtrack

Whilst the Elder Scrolls series isn’t strictly speaking within the boundaries of science fiction, the franchise does have a fair amount of science fiction elements to it – the mysterious and technologically advanced Dwemer, the strange alternate ‘dimension’ that is Oblivion, and the fact that the series is set on another planet, to name but a few. In light of this, I present this review of my second favourite video game soundtrack of all time, after Halo, and that is the Elder Scrolls V: Skyrim soundtrack. This selection of ambient tunes is absolutely spectacular, and even if you’ve never played the games the soundtrack is still amazing to behold, making great use of chanting and choral singing to get into the Nordic theme of the game, and beautiful string pieces for ambient exploration music.

#10 – The Road Most Travelled, Dragonborn Soundtrack

This one is technically cheating, since its basically a remake of the song of the same name from the Morrowind soundtrack. But it is always nice when Elder Scrolls games retain the same musical cues to maintain that sense of progression between games and link the three Bethesda Elder Scrolls games together. Whilst this isn’t strictly speaking a Skyrim track in itself, it certainly adds to the Skyrim experience by invoking serious Morrowind nostalgia and making the task of exploring the ashfields of Solstheim that bit more fun.

#9 – Solitude, Skyrim Soundtrack

This is the theme that plays when you step into the capital of Skyrim, the heart of Imperial presence in the game, and it does its job of conveying the sense of security almost cradling nature of the great city of Solitude as this soft piece creates an atmosphere of tranquillity. For me this theme brings back memories of living in Proudspire Manor, with Ysolda as my wife and Meeko as the family dog, that was secretly a front for my evil obsession with Daedric weapons and armour. Regardless, the track provides a peaceful backdrop for milling around cities in Skyrim with a gentle atmosphere, particularly if it rains in-game.

#8 – From Past to Present, Skyrim Soundtrack

This is another track that is particularly nostalgic, since it always seems to play when you first start a game. Interpreted by many players as synonymous with peace and safety due to its connection to towns like Riverwood and Whiterun, this track inspires a feeling of adventure even now, seven years later, which is truly a testament to Jeremy Soule’s skill as a composer. Nothing sucks you in to Skyrim more than the feeling you get when listening to this majestic track and exploring the fields around Whiterun…

#7 – Watch the Skies, Skyrim Soundtrack

This track is perfect for dragon-battling, and it will be the only inclusion of combat music on this list. Why? Well, Skyrim’s combat music isn’t bad but it is repetitive, particularly since there are so few combat tracks. Too often does Steel on Steel play whenever any random mudcrab decides to so much as wander near you, making the combat music in Skyrim more of an annoyance than the awesome feature it is. As such, hearing Watch the Skies play is somewhat refreshing since it occurs more rarely, and signifies that a great battle is about to take place. Ultimately, Watch the Skies is the supreme combat track.

#6 – Secunda, Skyrim Soundtrack

This tune tops polls for best ambient soundtrack, and it’s not hard to see why. This track is one of the most iconic in the game and was one of the few that I actually remember by name. Skyrim does a fantastic job of creating atmosphere, and the mellow staccato notes of Secunda make nighttime sombre and melancholy, but also creates an ambient air of caution towards the surroundings, since you never quite know what can be lurking in the dark at night in Skyrim…

#5 – Far Horizons, Skyrim Soundtrack

Regarded by many to be the best piece of music on the soundtrack, Far Horizons is a perfect tune for exploring. Aside from the fact that it would not seem out of place being played over scenes in The Lord of the Rings, this piece goes through distinct phases as it plays but never loses that sense of beholding that runs throughout, as if we are constantly in sight of something that inspires awe. Fitting, really, since exploring in Skyrim can often have that effect.

#4 – Unbroken Road, Skyrim Soundtrack

Although it might seem like an odd choice since it is heard so rarely in the game, Unbroken Road is actually a fantastic track if one takes the time to listen to it. I wish that this piece had been in the game more, possibly unlocked as a regular exploration theme after the player completes the main quest, perhaps. But when this song kicks in, it invokes some heavy emotions, and it is easy to see why they chose this song from the soundtrack to be the music that plays the first time you ride a Dragon.

#3 – Streets of Whiterun, Skyrim Soundtrack

This piece, rather like Solitude, is associated for many players with feelings of security and tranquillity, since it is most often played within the protection of big cities like Whiterun, Riften or Solitude, although it doubles as a perfect exploration tune. What makes this piece so emotive is the swelling and receding of the strings and the repeated light, staccato plucks that resemble the steady flow of nature that is ever present in Skyrim.

#2 – Sovngarde, Skyrim Soundtrack

The theme for Sovngarde is simply awesome. Not only does it perfectly contextualise the main theme of the game, but it also provides a constant drum-beat like rhythm to urge the player on when faces the challenges of the Nord afterlife. It adds a particular ambient air to the section in the fog, and encapsulates the grandeur of the Hall of Valor, meaning it essentially kills two birds with one stone and perfectly sets the scene for the Sovngarde section of the game.

Honourable Mentions

Ancient Stones – Skyrim Soundtrack

Jeremy Soule uses horns very well in the Skyrim soundtrack, and particularly well in Far Horizons. But Ancient Stones is no slouch, and contains its own unique harpsichord-like feel that slowly transitions into another horns section. This tune is perfect for exploring forests, mountainous areas or encounters with small towns or Orc villages.

Kyne’s Peace – Skyrim Soundtrack

Like Secunda, Kyne’s Peace is a track that plays exclusively at night, and it certainly invokes a feeling of chill with its hollow choral howls. As it begins, this tune is perfectly mellow – it is a staple of night times in Skyrim to hear this piece, and no bad thing – and the crescendo into the higher-pitched singing is fairly subtle, the vocals are quiet and almost angelic. This track is called Kyne’s Peace for a reason, in that it certainly invokes a peaceful feeling.

Forgotten Vale – Dawnguard Soundtrack

This piece is chilling. Similarly to Unbroken Road, Forgotten Vale is only heard at a certain point in the Dawnguard questline, and as such it is rare to actually hear this piece in game, but it is definitely worth it when you do. This perfect use of choral melody creates a feeling of sympathy for the Falmer and their grim fate, particularly since you see for the first time the long-forgotten achievements of their ancestors.

1 – The Jerall Mountains, Skyrim Soundtrack

This tune inspires the same feeling in me as many people get from the Shire theme from Lord of the Rings, particularly since I closely link this song with memories of playing Skyrim for the first time on my Xbox 360. A lot has changed since then, but this tune hasn’t, and it sounds just as fantastic today as it did seven years ago. Jeremy Soule has composed many masterful tracks that invoke feelings of adventures and wonder, and this is undoubtedly one of his best.

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Ranking the Levels – Halo 3

Often stated to be the best out of all the Halo games, Halo 3 has some fantastic levels, continuing the tradition of maintaining open spaces for most encounters and keeping the consistency of on-foot and vehicle sections (for the most part…)

Whilst Halo 3 does not have as many levels as its predecessor, they are all jam-packed with detail and variety, so it can be hard to actually rank them when it gets to comparing the best levels. As for the worst, well, there really is only one option:

10 – Cortana, Mission 9

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Realistically, nobody likes Flood levels. Especially when the only type of enemy in the entire level is Flood, and the level is one long continuous monotonous maze of samey corridors and passageways. Basically, Cortana is the reason why The Library is not the worst Halo level of all time. Make of that what you will.

9 – Arrival, Mission 1

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Again, like Halo 2 with its opening missions The Heretic and The Armory, Arrival is basically just the opening cutscene with a very minute amount of gameplay, basically a recreation of the ‘look up and down at the lights’ segment from Halo: Combat Evolved and Halo 2. There is a pretty cool cutscene where Chief and the Arbiter meet as allies for the first time, and Sergeant Johnson’s quote changes based on what difficulty you are on or what skulls you have enabled.

8 – Crow’s Nest, Mission 3

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Crow’s Nest suffers from the same problem that Pillar of Autumn had in Halo: Combat Evolved, in that it is all set indoors. One of the greatest strengths of all Halo games is the ability to seamlessly transition between on-foot gameplay and vehicle segments, and levels that lack this ability seem lesser as a result. Nevertheless, Crow’s Nest does offer some interesting encounters, particularly the section in the barracks and the battle with the Brute Chieftain.

7 – Sierra 117, Mission 2

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The opening gameplay mission for Halo 3 broke a few rules, in that it introduced Jackals in the opening level, something that Halo: Combat Evolved and Halo 2 refrained from doing to establish a form of difficulty curve. Sierra 117 throws us right into a lush and dense jungle to battle against Brutes, Jackal Snipers and even Phantoms. Thankfully, we get the Arbiter helping us, which is always a good thing, although this level does start the unfortunate trope of Sergeant Johnson being kidnapped whenever he goes to do anything.

6 – Floodgate, Mission 6

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Floodgate is an exhilarating horror experience, and it does the job of demonstrating the virile and insidious nature of the Flood as it quickly overtakes a graveyard of corpses that you had previously created, quickly overrunning the local town and even the contingent of Elites sent to aid you (for the first of only two instances in the entire game, I might add) to great effect. The music enhances this atmosphere and there are some fantastic details that heighten the shock factor of this level, such as the insane suicidal Marine or the horrific instances in which you fail to save a Marine and he or she is infected and transformed into a combat form before your very eyes.

5 – Tsavo Highway, Mission 4

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This is the first proper vehicle level in the game, and as a result it seems Bungie enhanced the openness factor a bit to make up for the lack of vehicles in the previous two levels. Tsavo Highway pits the player and a band of ragged Marine survivors against a Covenant army, with only a handful of Warthogs to transport your ragtag rabble across the charred Savannah. The imagery of the space elevator’s shattered support rings scattered all over the Savannah shows how the Human-Covenant War is creating such devastation that the very foundation of Human society is beginning to crumble, to the extent that the natural world is now at risk.

4 – The Storm, Mission 5

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When the Scarab was first introduced in this mission the first time I played it, I was in awe. The buildup to the boss fight is to intense, and the best thing about this level is that after you defeat the Scarab, it isn’t even over. This level truly represents a desperate battle to save Earth from the Covenant, as for the first time in the series civilians take up arms to aid the player and the Marines against the invaders. Also, this level first introduced us to the devastating combo that is the Mongoose and a Rocket Launcher Marine, a tool of total destruction that no Covenant vehicle can ever outmanoeuvre.

3 – Halo, Mission 10

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Odd that it is that Bungie decided to call the last level of Halo 3 the same thing as they called the second level of Halo: Combat Evolved, this level lives up to its name. It is, essentially, an essential Halo experience wrapped into one level. The lead up to the boss fight harkens back to the classic large-scale battle layouts of previous Halos, and it is great to finally reunite Chief, Cortana, Arbiter, Johnson and Guilty Spark all in one place for one final effort to save the universe. Needless to say, the final Warthog run is awesome. And trust me, I completed the Vidmaster Challenge: Annual.

2 – The Ark, Mission 7

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Halo 3 does a great job of invoking nostalgia, but not least in its level design. The Ark is loads of other levels wrapped into one, starting out as a sniper section like in Truth and Reconciliation before shifting to a vehicle section like in Delta Halo and then turning into Metropolis for the tank section and finally morphing into The Silent Cartographer as you delve into the Ark’s map room and challenge a Chieftain to honourable combat. The music in this level is particularly spectacular, the entire Farthest Outpost suite is fantastic and the Small Victory section that plays when the Phantom attacks the map room is one of my favourite Halo soundtracks.

1 – The Covenant, Mission 8

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Of course, which other mission could it be? This one has it all – Hornet section, Elite allies, Tank fight, Two Scarabs at once, the Anti-Air Wraith glitch, the list goes on. Not to mention that you have a huge army in this level – dozens of Marines help you fight the Flood, until you actually get the Flood as allies. Truly, no level can even come close to claiming the mantle of Best Halo 3 Level than The Covenant. 

So what are your thoughts? Be sure to like this post if you enjoyed my thoughts on how the Halo 3 levels compare, and be sure to follow Sacred Icon and like us on Facebook for more content like this!

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Ranking the Levels – Halo 2

Welcome to the next instalment in the ‘Ranking the Levels’ series, in which we will be ranking all the levels of a Halo game. You may want to read Ranking the Levels – Halo: Combat Evolved, which covers the levels in Halo: Combat Evolved. For this instalment, we will be looking at all 15 levels of Halo 2, the longest game in the Halo series in terms of playable levels. Let’s start with everyone’s best guess as to the ‘automatic’ worst level in the game:

15 – The Heretic, Mission 1

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It doesn’t seem fair that the first mission of Halo 2 is ranked as the worst, but don’t be dismayed – the only reason why this level ranks so low is that it isn’t really a level at all. In fact, The Heretic is just one long cutscene. It’s a very good cutscene, the prologue establishes where we are in terms of continuity from Halo: Combat Evolved and also where exactly Halo 2 is based in the timeline, but as there is no gameplay this level cannot rank any higher than 15. In terms of fulfilling its purpose however, this level is an optimal example of a prologue. We know who the Arbiter is and we understand why the Master Chief is where he is (sort of, with help from the manual).

14 – The Armory, Mission 2

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Again, a boring choice – at least you actually get to have some facet of gameplay in this mission, but it isn’t much – there are no enemies, and all you really do is walk around the armory section of Cairo Station in a way reminiscent of the opening section of The Pillar of Autumn from Halo: Combat Evolved, but with better graphics. The highlight of this mission is taking a ride in a lift with Sergeant Johnson while he talks about his time in the corps. There is also a glitch when the Bandanna Skull activated that lets the player throw endless grenades at the Gunnery Sergeant, Johnson and all the Marines in the station with no consequences. Actually, this level should be higher on the list…

13 – The Oracle, Mission 7

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The Oracle introduced players who were already shocked at the development that you would be playing as the Arbiter in the previous level, The Arbiter, to another stunning revelation about this new Halo game: the introduction of boss fights. The Oracle does its boss fight fairly well, involving an airborne Elite with the shield strength of an Ultra, which is already a fairly tough enemy, that also duel wields Plasma Rifles, has two holographic bodyguards and is given the ability to disappear into pipes when damaged in order to regenerate health. That sounds like the perfect Halo boss fight to me, but unfortunately this level falls behind on the list because of several design problems – the tedious laboratory section, the elevator descent into hell that involves the player standing still for minutes on end waiting for enemies to spawn, the premature introduction of the Flood, it all culminates in a fairly dull and tedious experience that is only saved by an interesting final sprint. At least the music is good, although it will become apparent that is a given in Halo 2 as Marty O’ Donnell does a fantastic job with the soundtrack.

12 – Sacred Icon, Mission 10

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Despite the fact that this blog is named after it, the mission Sacred Icon is ranked low on this list. Why? Well, for one, I haven’t really named this blog after the level specifically, although I already explained that in a previous article – and second, the level itself isn’t really that bad – it’s just that all of the levels in Halo 2 are good, and ranking them is only possible based on a scale of relative quality. Overall, Sacred Icon is definitely interesting – it includes the only instance of having Jackals as allies in the entire Halo campaigns, and it introduces the unique varieties of Sentinel that Halo 2 has to offer, the Sentinel Major and the Enforcer. It just involves a lot of tight corridors and Flood encounters, and so like The Oracle it ranks fairly low on this list. There are some positives to this mission, including the atmospheric interior sections and some really great music, but this level is overshadowed by the others in the Halo 2 campaign.

11 – High Charity, Mission 14

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The penultimate level of Halo 2 should have been spectacular, and although High Charity is a fairly entertaining romp through the rapidly Flood-infested Covenant Holy City it suffers from tight corridor syndrome which limits gameplay options. It is the only level in which Flood can be seen using Brute Plasma Rifles, but other than that there’s not much that’s unique about it. There is a strange glitch involving a Brute Chieftain sometimes being seen lying dead in a doorway, although more often than not it is simply an Honour Guard. This glitch was even carried over to the Anniversary version. Interestingly, this level was originally supposed to include a Warthog run through the final section of the Forerunner Dreadnought that would have been reminiscent of the final level of Halo: Combat Evolved. Sadly, this feature was cut, but the Warthog run would return in Halo 3.

10 – Outskirts, Mission 4

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The first level in any Halo game to be set on Earth, Outskirts sets the scene for Halo 2’s desperate struggle against an oncoming Covenant invasion. Some of the best parts of this level are in tight enclosed spaces, because the level uses its tight sections to its advantage with atmospheric music and plenty of cover against the onslaught of Jackal Snipers. There are very few invisible barriers in this mission, so well-timed grenade jumps can allow players to explore a huge area outside the playable area and also fight through the level from the rooftops. If the player saves the Marines throughout the level then the final act of the level in the tunnels of New Mombasa can be completed with the help of a convoy of allied Warthogs. Overall, this level has a great vehicle section but too much emphasis on defence against waves of enemies in the early segments, though this can make for a fun challenge on higher difficulties or with various Skull combinations.

9 – Cairo Station, Mission 3

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The first level of Halo 2 jumps players right in, fending off an invasion from a Covenant boarding party almost as soon as the level begins. The level allows players the choice of starting weapon, unlike Halo: Combat Evolved which forces players to pick up a Magnum and then an Assault Rifle when combat begins. This level also has a fantastic space segment, in which the player fights outside the station in low gravity against Elite Rangers who are attempting to board. The music creates a fantastic atmosphere here, and the final battle with the Elites has music that is timed to the repeated firing of Cairo Station’s Super-MAC that creates excellent ambience when fighting the final squad of Elites. Like Outskirts, wave defence style gameplay lets this level down, other than that, it is very enjoyable. This mission also contains a rare Easter Egg, the elusive Megg, which requires the player to complete the entire mission on Legendary without taking any damage.

8 – The Arbiter, Mission 6

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The Arbiter’s introductory level was controversial back in the day, and few people accepted the level for what it was – a chance to attempt a more stealth-orientated style of gameplay into Halo. In that sense, The Arbiter does a very good job of encouraging players to adapt to this new style of gameplay – rewarding stealth kills by having enemies that notice you spawn more enemies to help them, and by killing them stealthily you prevent them from doing so. The music in this level is fantastic, tracks like ‘Flawed Legacy’ and ‘Follow’ for the Banshee section create the perfect atmosphere for their respective sections. The fact that the player is accompanied by a Covenant Spec Ops squad is also fantastic, as they were the most powerful Covenant units in Halo: Combat Evolved so fighting alongside them in this mission so early in Halo 2 is a great experience.

7 – Quarantine Zone – Mission 11

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This level is interesting in that it is the first and only instance of the Flood using vehicles, making them even more deadly. The addition of the Enforcers and their ability to crush vehicles with their huge arms create some unique encounters between them, the player and the Flood-controlled vehicles. This level also marks one of the few examples of Rtas ‘Vadum aiding the Arbiter for an extended period of time, allowing the player to exploit his invincibility for multiple encounters. The fact that the Flood control vehicles makes for some epic battles between Flood-controlled Wraiths and Scorpions, and the anti-vehicle Enforcers. Blasting through this fray with a Spectre full of powerful Elites is a great feeling.

6 – Regret, Mission 9

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This level is all about atmosphere. From the initial section on the Forerunner ruins to the Gondola segment the music seems to be all about action and dramatic chorus,  when suddenly the player delves into an underwater complex and the tone shifts to be more sombre and delicate, until eventually returning to the surface onto an outdoor grassy section, only to board the final Gondola ride and take on the Prophet of Regret. This level is a whirlwind tour of some of the most idyllic locations on Delta Halo before the climactic final encounter in the temple on the lake. Halo 2’s second boss fight is a little less intuitive than its first, but it is entertaining nonetheless – the Chief boards the Prophet of Regret’s Gravity Throne and beats him to death, made even better by the Prophet Birthday Party Skull which accompanies every whack with Steve Vai power chords. Regret is immune to all other forms of damage and boasts a powerful golden version of the Hunter cannon.

5 – Uprising, Mission 13

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This mission has no objective. Your only objective is to get revenge on the Brutes. After witnessing the betrayal of the Elites from the point of view of the Arbiter, Uprising gives the player a chance to blow off some steam and deal out sweet revenge. The level is made even better by the fact that you can build a small army of Elite supporters as the level progresses, and if you defend them (and help them out of situations in which they might get stuck) your allies will follow you for the entire level. If you’re lucky, some allied Grunts might even survive to the end, where you can give them a Rocket Launcher and watch as they blow themselves up. There are some great fights in indoor and outdoor areas, including a vehicle section that ends with a huge battle in the Bastion of the Brutes.

4 – Metropolis, Mission 5

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The first chance you get to grab a tank is great in Halo 2 because for the first time in Halo history it was actually useful. As powerful as the Halo: Combat Evolved Scorpion was, its main cannon was so inaccurate and the machine gun so wide-spreading that it was sometimes frustrating to use. The Halo 2 Scorpion is much improved, although as we see in this mission it is no match for the Scarab. The Scarab section of this mission is hilariously fun, made even better by the fantastic music. Players can either wait for the Scarab to reach the end of its path before boarding it, or try to climb aboard when it is still in motion, which sometimes ends badly. The Elite Ultra serves as a simple mini-boss fight, and the level lives up to its name – combat among skyscrapers was a new concept to Halo when Halo 2 was released, but it would return to Halo soon enough…

3 – The Great Journey, Mission 15

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Although many were disappointed to discover that The Great Journey was Halo 2’s last level, that was only really because they so desperately wanted to play more of the game. But as it stands, The Great Journey is a pretty good last level. As the Arbiter, the player team up with Hunters, Elite Councillors, Zealots and a Scarab to take down Tartarus, not to mention you ally with Humans as the Arbiter, marking the first time in the history of Halo that Humans and Elites work together. The final boss fight is fairly well executed, although it would have been nice if your Elite allies were actually useful for something. Ultimately the Arbiter requires Johnson to take down Tartarus’ shield which limits the pacing of the boss fight and also renders all of your Elite allies useless in the end, which is unfortunate. Aside from that, The Great Journey is a great final level with a Banshee segment that involves escorting a Scarab and a climactic ending that shows the Humans and Elites finally teaming up.

2 – Gravemind, Mission 12

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This level is damn-near perfect. Aside from the dodgy initial start. But it’s got everything – a grand tour of the inner workings of High Charity, the initial stages of the Covenant Civil War, the first time Master Chief encounters Brutes in the Halo games, and the introduction of the Brute Plasma Rifle and Brute Shot. What makes this level fun is the concept of sneaking around inside this behemoth Covenant space station trying to rescue Marines and track down the Prophet of Truth. There are some incredible musical moments in this mission that synch perfectly with the gorgeous scenery and the tense combat, and over time the Covenant city devolves into a war zone as the two factions engage in open combat. You also get to witness Breaking Benjamin’s Blow Me Away in action during a huge battle between Elite Ultras and Brutes that takes place in the Mausoleum of the Arbiter. Awesome.

1 – Delta Halo, Mission 8

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This level has it all. For a start, the music is perfect. This is almost like a level of Halo 2 Soundtrack’s greatest hits – tense combat music like Peril, the fantastic Heretic, Hero, the remastered return of an old classic in In Amber Clad, and of course the fantastic Delta Halo Suite. But this level’s environments are simply stunning. This level set to top the introduction to the original Halo found in Halo: Combat Evolved and it succeeds. This level also features the debut of the ODSTs, who went on to become a vital staple of the Halo mythos. Moving through the jungle and infiltrating ancient ruins inhabited by Covenant is the quintessential Halo feel, and this level also features the Warthog, the Scorpion tank and a Sniper section, making it the embodiment of the ideal Halo experience. As if that were not enough, Delta Halo is also the only mission in the game where ODSTs fight alongside the Master Chief.

Halo 2 Menu

So that’s all for this week, be sure to check out last week’s ‘Ranking the Levels’ to read my thoughts on Halo: Combat Evolved’s levels, and next week I will of course be uploading my thoughts on Halo 3’s campaign.

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Top Ten Star Wars Video Games

Star Wars is one of the few movie franchises that is able to maintain excellent quality in both its films and its games (apart from a slight dip in the early 2000s…) so it comes as no surprise to most people who know Star Wars fans that just as many people like the video games as the movies, so it makes sense to do a list ranking those as well. Now bear in mind, I’m only ranking the games that I have actually played here, and although I have played a lot of Star Wars games, I haven’t played them all. Noticeable absences will be The Force Unleashed II, Rogue Squadron and all the early Jedi Knight/Dark Forces games. Anyway, I hope you enjoy the list, and coming in at number 10:

10 – Obi Wan

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Poor Star Wars: Obi Wan. If only you had been in development for another 2 years. The main reason why this is even on the list at all is that I used to have great fun with it as a kid, and for the life of me I can’t understand why. It has terrible controls, terrible gameplay, terrible dialogue and terrible voice acting. Not to mention the graphics are terrible, and the game crashes more times than I could count. They tried to get Ewan McGregor to play Obi-Wan in this game and I presume he said no, so they got another Scottish actor to take his place. Unfortunately, he doesn’t drop his Scottish accent, and so Obi-Wan goes through this entire game sounding like a Scotsman with a cold pretending to be Obi-Wan. But theres something about the game still… maybe I’ll give it another chance. Until then, Scottish Obi-Wan saying “DUH YUH UNDERSTAHND MAH LANGUAGE” will haunt my every waking thought.

9 – Republic Commando

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Republic Commando is one of those games that you have to play to truly understand. On the surface it looks like just another Clone-orientated first-person shooter like the Battlefront games, but it is altogether different to what you might expect from a game in this genre. In much the same way as Halo defies its genre to deliver excellent story, world-building and music, Republic Commando delivers a refreshing new look on the internal composition of the Clone Army as we take control of an elite squad of Clone Troopers who are sent on daring covert missions involving stealth and tactical teamwork. The plot is excellent, and there will be no spoilers here – but it’s great.

8 – The Force Unleashed

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Hype was in the air when The Force Unleashed was first announced, particularly due to the announcement that you would be playing as a dark side warrior, an angle that had been touched upon before in Star Wars games but had rarely been the sole focus, certainly not of a whole game. The Force Unleashed offers the ability to truly unleash the rage of the Dark Side of the Force, but the Wii’s controls make it obscenely difficult to do that, so I got the DS version instead. The story is fairly good, but what really makes this game fun is customising your lightsaber and collecting all the points necessary to upgrade your character.

7 – Lego Star Wars: The Complete Saga

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Come on, this couldn’t not be on the list. Lego Star Wars is a masterpiece of videogaming, not least because it is quite literally fun for all ages. The game is straightforward and simplistic, and yet it offers a certain level of challenge with the collection of minikits and other bonuses. I chose Complete Saga to go here because it really is the best of both the earlier games combined, allowing for seamless cross-trilogy travel with a huge amount of levels. Admittedly, I completed this game 100% my sister over the course of 3 months, and its arguably the greatest achievement of my life.

6 – Battlefront II

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It may interest some people as to why Battlefront II is 6th and yet its predecessor, Battlefront, is 5th. It seems to be a commonly accepted belief that the second game improves on its predecessor in almost every conceivable way, and it is true that Battlefront II has many added features – the ability to play as heroes, space battles, sprint, more units, tracking points, ranking etc. I love this game in its own way, not least because of the excellent array of mods that are available, but there is something about the original game that means I can’t put the sequel higher.

5 – Battlefront

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This game was one of my absolute favourites as a child, and I still play it to this day. What is undeniable now is that Battlefront trumps Battlefront II in terms of maps. Bespin: Platforms, Geonosis: Spire, Rhen Var: Harbour, Kamino: Tipoca City, Tatooine: Dune Sea, the list goes on. And the original Battlefront had much more focus on the Episode II era, which the sequel lacked due to the hype surrounding Episode III at the time.

4 – Jedi Knight: Jedi Outcast

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Since this was probably one of the first games I ever played I have a nostalgic attraction to Jedi Knight: Jedi Outcast. I used to play the first level over and over again when I was younger, not understanding how to progress but just loving the idea of shooting up Stormtroopers. As I got older and actually managed to complete the game, the story enthralled me, not least because I had been baffled by it to such an extent as a kid. The multiplayer was brilliant too, even against bots, and there is a fantastic depth to the customisation in this game.

3 – Knights of the Old Republic

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I am not normally a fan of RPGs, but KOTOR is the exception. The best thing about this game is that it is set so far before any of the Star Wars films are set that it can essentially create its own universe, having the Jedi be an Enclave of peaceful monks on Dantooine, the Sith a legion of soldiers who destroy planets with orbital bombardments, and the Galaxy an unknown place for your character to explore. This is like Star Wars as you have never seen it before…
And there’s a fantastic twist at the end. But again, no spoilers.

2 – Empire at War

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Addictive games are sort of cheating when it comes to ranking lists, because when I’m in the mood for a game of Empire at War I’m usually there until 4am. The Galactic Conquest mode is fantastic, allowing you to build your own fleet and defend planets as you attempt to seize control of every corner of the Galaxy. One of the best things about this game is the ability to choose whether or not you wish to personally take control of land or space battles, so if you want to just focus on space then you can have the computer auto-resolve your land battles and turn the game into a fleet command simulator. Or, you can forego the space encounters and turn the game into a Star Wars version of Age of Empires. Speaking of which…

Honourable Mentions

Galactic Battlegrounds

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Shockingly, I didn’t have this as a child. Despite putting countless hours into Age of Empires II: The Conquerors in my younger years, I didn’t realise there was a Star Wars version, which is strange since it uses the same engine and you’d think that searching for cheats and secrets about AoEII would have led me to encounter something about Galactic Battlegrounds. Unfortunately that wasn’t the case, probably because very few people even remember that this game exists anymore, which is a shame.

Episode III: Revenge of the Sith (DS Port)

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Bit of an odd one here, but this is another Star Wars game I used to play a lot as a child and it’s actually quite good, the side-scrolling 2-D sections when playing as the Jedi remind me somewhat of beat-em-up games that you find in arcades, until the game suddenly shifts to a fully 3-D space battle simulator. The only thing that really brings this game down is the boss fights, which mostly boil down to memorising the enemy attack patterns and whacking them when they’re vulnerable.

Knights of the Old Republic II: The Sith Lords

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The problematic little brother. Of course, this game was not made by BioWare, and was actually created by Obsidian, who unfortunately shipped the game but forgot to put most of the things they had made onto the disk. Using mods this game can be returned to its original state but the release version remains a broken mess with too much content missing.

1 – Jedi Knight: Jedi Academy

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The undisputed King of Lightsaber Combat. Jedi Knight: Jedi Academy lets you take control of a budding young Jedi apprentice with a great deal of raw untapped power. Thanks to massive upgrades from the previous game, Jedi Knight: Jedi Outcast the already fantastic sandbox is bolstered with new moves, new force powers, new enemies, new vehicles and even new types of lightsaber to use: double-bladed and duel-sabers. Overall, this game builds on all the successes of its predecessors by refining the already damn fine lightsaber combat system and telling a well-crafted, self-contained story.

 

Top Ten PilotRedSun Videos

10 – Wain Stop

Number 10 on this list is a more recent entry into the PilotRedSun pantheon but it perfectly encapsulates everything that a good PilotRedSun video is. It uses bizarre, disjointed and crudely-designed animation, the plot or purpose of the video is totally unexplained to us, it is presented in a format which is at first charming but then becomes somewhat disturbing, only to truly baffle us by the end with its sudden shift of setting and tone. The ‘music’, if you could call it that, is the only thing that really lets this video down, and that’s because – there isn’t really any. The sound effects are incredible, and evocative if a little tinny, but this video doesn’t contain an example of a classic PilotRedSun tune, so we will move on.

9 – Casino Night

Another beautifully creative and potentially disturbing video from two years ago that continued the somewhat-recurrent theme in PilotRedSun videos of having a bright red dragon-like ‘fiend’ involved somehow in the ‘plot’ of certain videos, Casino Night perfectly marries casino and gambling imagery with one of PilotRedSun’s tunes, also called Casino Night, that is track 3 of his album, ‘Achievement’. The plot is simple – a young man goes into a casino to try and win some big cash. After failing to win anything on the slot machines, he tries one of the card games, despite the warnings of the green man at the table that ‘the house always wins’. I won’t spoil the sublime ending, but it doesn’t really come as much of a shock. Also, the fiend’s ‘voice’ sounds awesome.

8 – Grinch’s ultimatum

The second of two Christmas-themed PilotRedSun videos that were released on Christmas Day of their respective years, Grinch’s ultimatum demonstrates how a simple melody can perfectly harmonise with the dynamic of a video. The animation perfectly syncs its tone and plot events to the changing nature of the music, right up until the magnificent ending. The message of Grinch’s ultimatum is clear – be true to who you are. When a benevolent-looking Santa magically slides into your room, and offers you the choice between eternal sainthood and perpetual grinchdom, go with your gut and take the path that best reflects yourself. Although you may have doubts, eventually your true meaning will become clear to you.

7 – video for silverman

Simply put, video for silverman is a depiction of a battle between Vegeta and Mewtwo, created as part of a ‘compilation collab’, according to the description. Regardless, what follows is a hilarious example of how limitations in animation can create some truly outstanding results, particularly what happens to Vegeta’s head whenever he talks. The music of this video at a glance is seemingly simplistic, and yet upon closer inspection it is actually quite a complex melody, that intensifies as the video progresses leading up to the explosive conclusion.

6 – dogowner

Another example of the fantastic music used in Pilot’s videos, although unfortunately the track from this video is not on the album. This video marks another appearance of the dreaded ‘fiends’ in Pilot’s videos, although this one seems much less malevolent and certainly more animal-like than the human-sized fiends that appear in other videos. Dogowner has a simple plot – a bloke sits down to watch some Shark Tale on TV with his best pal, when an interloper attempts to invade his abode. Naturally the dog has a thing or two to say about that, since the owner sits there helplessly meaning the dog has to do all the work. I wonder if Pilot had been watching too much Wallace and Gromit.

5 – preschool bully

Definitely one of the stranger PilotRedSun videos out there, preschool bully tells a simple story about a small kid who doesn’t want his sweets taken off him. This was actually the first PilotRedSun video that I ever saw, and it seems hard to imagine now that this ridiculous animation that is only fourteen seconds long would open up a formidable can of worms. Despite seeming like a disjointed event that you would witness in a dream, preschool bully provokes a pang of sympathy for the poor child at the table – maybe it is based off a true story?

4 – Garfielf

Undeniably this is PilotRedSun’s most popular video, with over 7 million views as of January 2018. which is a shame since it is a drastic deviation from his standard video style. Rather than a short animation with a confusing premise, this video is quite long – over a minute, which is long for a Pilot video. Garfielf also has minimal animation, mostly consisting of stills that play over the voice commentary (created using a text-to-speech instead of Pilot’s usual iconic voice), and intense dis-chordal music. The video itself is hilarious, like most Pilot videos, and I suppose it proves that trying something new from time to time occasionally pays off.

3 – IPAlien

‘An Alien walks into a bar’ might sound like the opening to a terrible joke, but in this video it opens a ridiculous chain of events that end up with Earth being conquered by alien forces. Why? Well, its over a beer – a space beer to be precise. An interesting ‘Easter Egg’ is actually visible in this video, just as the bartender is about to slide the Alien his cold one, if one looks to the far wall next to the ‘office’ a painting of a fiend is visible on the wall – clearly the owners of this odd establishment (which also has a billboard on the roof that says ‘Waste Time, And Money’) have interesting taste in pin-ups. Another interesting detail that never fails to make me laugh is the fact that the Alien’s ship is clearly marked ‘Unidentified Flying UFO’, just in case you were confused (but then again, when watching these videos, who isn’t?)

2 – quaker’s oats

The most interesting thing about PilotRedSun’s videos is their tone. Through the use of music, sound effects and voices Pilot is able to make his seemingly inane and totally off-the-wall videos take on tones of extreme malevolence, or, in this case, cheerfulness and warmth. The music used is a section of the tune Bodybuilder from ‘Achievement’, that is played over Mr. Quaker’s calm and composed morning advertisement for his exquisite oats. The overall message of this video is unclear, except, perhaps, to go and eat more Quaker’s Oats?

Honourable Mentions

nesquik rabbit

One of the shortest and earliest PilotRedSun videos, this was another of the ones that I was first shown when being introduced to his channel. What is truly a miracle is that I actually carried on watching videos after this one, as it seems to exist to be little more than an animation test for a gif, but who knows. Again, the tone of this video is odd – it isn’t exactly benign, but its not exactly malevolent either, but I certainly wouldn’t trust this bunny around the children he claims to ‘deliver the goods’ for…

christmas story (scroge duck)

This would have been a lot higher on the list were it not for the second Christmas Special, Grinch’s ultimatum, totally blowing it out of the water – but christmas story (scroge duck) stands in its own right as a classic PilotRedSun video – from the jarring animation, the awkward sound effects, the iconic voice and of course the fantastic music. The tune at the end of this video is Snow Day from ‘Achievement’, although unfortunately it only plays the first thirteen notes before the video ends.

Rocko’s Gaming Tragedy

One of the few PilotRedSun videos to actually use capital letters in its title, Rocko’s Gaming Tragedy takes the form of a ‘lost episode’ of the popular cartoon show ‘Rocko’s Modern Life’ that ran on Nickelodeon between 1993 and 1996. I have never actually seen a real episode of this show, although from what I hear from people who have seen both the original show and this video, the two are barely distinguishable from one another. Nobody quite knows how PilotRedSun was able to so perfectly capture the distinct animation style of Rocko’s Modern Life, nor how he managed to get his hands on the script for the lost episode, but undoubtedly Nickelodeon paid him to carry on the legacy of one of their flagship shows.

And finally, number one is…

1 – Pringle Advert

Another of PilotRedSun’s most popular videos, with over 1,170,000 views, is pringle advert, which continues another loose ‘theme’ of PilotRedSun’s videos whereby he will use the image of a popular brand mascot but give it an unexpected and sometimes malevolent twist. While the Pringle Man isn’t quite as horrifying as the Hamburger Helper mascot seen in another Pilot video, the malevolence of the Pringle Man is much more subtle, which is many ways makes it very creepy. The music and general look of this guy is bad enough, but after a calm introduction the video takes a turn when Pringle Man realises that nobody actually likes Pringles. Give the video a watch, you will not regret it.

And that’s my list of Top Ten PilotRedSun videos! Leave a like if you enjoyed, comment to say whether or not you’d ever seen any Pilot (and, indeed, if you are planning on watching any more now or if you want to run as far away as possible) and remember, for some cool tunes, check out PilotRedSun’s album, ‘Achievement’,

and there are compilations of his music online, like this fanmade album.
Also, check out PilotRedSun’s tumblr for updates on his art and music.

Ranking the Levels – Halo: Combat Evolved

Welcome to a new series, ‘Ranking the Levels’, in which I will list the levels of a game in the order of worst to best, in my opinion. To start with, I have used Halo: Combat Evolved as an example, so let’s get started:

10 – The Library, Mission 7

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The Endless Hallways…

Alright, this one is a cheap shot. We’ve all heard about how The Library is the worst level in the history of Halo. And although that is not strictly true, The Library certainly comes bottom of the list for Halo: Combat Evolved levels. See, the original Halo game had its issues, particularly with level design, and whilst most levels in the game broke up the repetitive rooms just enough to make it bearable by including sudden shifts in the variety of terrain, going from tight interior corridor sections to a sudden opened-up vehicle section or even a Banshee segment, The Library commits the cardinal sin of setting an entire level in one long indoor segment. The level is essentially one long slog to get from Point A to Point B while navigating through a vast maze of bland, boring and repetitive corridors, all whilst the Monitor hums and stares down at you as you succumb to wave after wave of Flood forms of all different kinds. The only way in which The Library shakes up the gameplay is when you have to go under the doors via a partially-hidden passageway (which you do very rarely) or if you get a column of Sentinels to help you in certain sections. Overall, the level is boring and only worth playing if you want to endure some kind of gauntlet for personal triumph, not for fun.

9 – Keyes, Mission 9

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Whilst it is by no means a bad thing that the later levels in Halo: Combat Evolved upped the challenge factor even on lower difficulties, this does create some scenarios in which repeated encounters with the various types of enemies become frustrating as you attempt to balance the weapons you have at hand with the limited amount that you can carry whilst also maintaining effectiveness against as many enemies as possible. Keyes represents the culmination of the crescendo of difficulty in terms of new enemy introductions, as it pits the player against the classic Covenant squads, Flood forms of all kinds, Hunters and the newly introduced Covenant SpecOps squads, which are better armed and throw grenades with more vigor. The poor lighting in and around the ship does make many of these encounters unnecessarily difficult, however, and Flood forms can often overwhelm the player with their vast numbers on higher difficulties. Overall, its more varied than The Library, and has some chilling plot developments, but again represents a kind of gauntlet that must be passed.

8 – Halo, Mission 2

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The introduction to the Halo ring itself is fantastic, as you emerge from a tight, enclosed escape pod out into the beautiful open expanse of the inner surface of the Halo ring, complete with waterfalls, forests, canyons and clouds. The detailing on the ring’s environments are most impressive, particularly in the remastered version, and the skybox creates a wonderful feeling of dizzying realisation that you are standing on an artificial world. Once the initial impact of the reveal passes, however, the level becomes slightly less invigorating, since it involves a somewhat tedious rescue mission. In its typical fashion, Halo: Combat Evolved encourages you to see the positives in the less well designed levels, however, as Halo does give the player freedom of exploration, as the checkpoints can be done in any order and must be found. This level is also notable in that it introduces the Needler, the Jackal and the Warthog, three of the most iconic staples of Halo.

7 – 343 Guilty Spark, Mission 6

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The highly atmospheric and suitably chilling delve into the jungles and swamps of the Halo is next on our list of levels, as 343 Guilty Spark involves exploring a swamp area (that resembles more of a jungle in the remastered version) to discover what became of the good Captain Keyes, and instead we uncover a horror story as the Flood are revealed for the first time. Since Halo: Combat Evolved is all about evolving difficulty, the abilities that the Flood possess are programmed to progress as the player moves further into the Forerunner structures to teach the player how to kill the Flood before they become powerful enough to simply overwhelm the player immediately. For a start, your initial encounter with the Flood involves killing infection forms only, as combat forms are not introduced until after you discover the infection form’s behaviour traits. Then, you are taught how to properly dispose of combat forms (including an awareness of their ability to reanimate) before the combat forms are able to hold and use projectile weapons, which only comes in later. Then, as a final hurrah for the Marines, you are taught about the Flood’s virile and parasitic nature when you finally emerge from the Forerunner structure and encounter Marines being torn apart by waves of Flood as you all make a break for the landing zone. Overall, a great mission that serves as the perfect introduction for the Flood.

6 – Pillar of Autumn, Mission 1

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Much as it serves as an excellent introduction to the combat of Halo, Pillar of Autumn holds back on certain revolutionary details of the nature of Halo: Combat Evolved that only really come to bear in the second level, Halo. To be blunt, Pillar of Autumn is basically what Halo: Combat Evolved would be like if it had been made in the same way as every other shooter on the market at that time. It lacked the wide open space, the variability of gameplay with vehicles and turrets, and the variety of enemies to fight. Instead, it restricts the player to fighting Elites and Grunts, somewhat deliberately in order to start off the Halo: Combat Evolved difficulty curve, which creates rather dull and repetitive gameplay on multiple revisiting. However, the level does stand out as an excellent ‘tutorial’ to the mechanics of Halo: Combat Evolved, and teaches the player about weapon combinations, melee and radar tracking.

5 – The Maw, Mission 10

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The Maw is so wonderful, looking back, because it creates a genuine sense of urgency that later Halo games lack, not least due to the fantastic soundtrack but also the inclusion of the countdown during the final run, which neither Halo 2, Halo 3 or Halo 4’s final missions had despite all of them involving a task needing to be completed before something is activated, fired or blown up. As a level, The Maw does a great job of streamlining the player towards their goal and provides an interesting gauntlet to overcome in order to destroy the ring. As a final level, however, The Maw does seem somewhat lacking – the final Warthog run is explosive and impressive, but it lacks the openness of many of the earlier vehicle sections and seems somewhat ‘on-rails’. What could have been more fun is if the player had to drive their Warthog along the top of the ship, perhaps to reach a dropship positioned at the end of the ship by the bridge and the Chief has to drive from the engines at the back all the way to the front of the ship, a great sendoff for a vessel like the Pillar of Autumn.

4 – Truth and Reconciliation, Mission 3

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Sniper missions are always fun, and Truth and Reconciliation is no exception. What begins as a night-time raid on a Covenant camp involving night-vision sniper rifles and tactical unit positioning eventually culminates in a raid on a Covenant vessel to rescue Captain Keyes and our first real look at the architectural preferences of the Covenant. The interior of the ship is unlike anything a Human would ever produce, with organic-looking pink and purple interior design and wholly alien layout and design. The bridge is a mystifying room of crystalline lights and holographic panels, the brig is dark and ominous and the main hangar is a frustratingly designed yet stylistically impressive three-tiered cavern. The level also introduces Hunters, and the idea that the Halo ring is some kind of weapon that the Covenant wish to use to destroyed humanity.

3 – Assault on the Control Room, Mission 5

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This is the mother of all vehicle missions in Halo. For the first time, You can drive every vehicle in the game in this level, and the game invites you to with glee. The level fluctuates between tight and enclosed interior corridors to vast snowy landscapes, with certain sections taking place on thin bridges above a snowy chasm. The gameplay is broken up into distinct sections in this level, beginning on foot before opening out into a Ghost or Warthog section which then transitions into a Tank segment, the first and only one in the game, and after that the game closes in again for several repeating interior rooms, a massive outdoor double-bridge, and yet more rooms, before opening up again for the final segment where fast and tactical players can kill an Elite pilot before he reaches his Banshee and finally take flight for a faster route to the control center, skipping the final indoor section for the final control room fight. Atmospherically, this mission is arguably the best in the game with tracks like Covenant Dance, On a Pale Horse and the infamous Lost Song. This level also includes the Siege of Madrigal Easter Egg, a great addition to an already fantastic level.

2 – The Silent Cartographer, Mission 4

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The first real open vehicle level in the game, The Silent Cartographer is unique among Halo levels outside of Halo 3 ODST, as this is the first ‘open-world’ level in the game, in which the player can go anywhere from the get-go. The game sort of cheats, however, when upon exploring the player is confronted with a locked door, and must progress to a specific location to find it, essentially making the level more linear than it could have been. It earns its ‘open-world’ status with the details that can be found upon exploring, however, such as a stray Jackal pair guarding an incongruous silver block, a Terminal guarded by two Hunters, a downed Pelican with Rocket Launchers and ammo, and an upturned Warthog with four bodies near it (odd, since three is the maximum…)

Overall, The Silent Cartographer is a fantastic open-world experience that breaks up the linear nature of most of the other levels in the game to make the world seem more alive.

1 – Two Betrayals, Mission 8

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This mission is my favourite for two reasons. First, it is a perfect example of a three-way enemy AI war as Covenant, Flood and Sentinels all fight each other whilst the player is stuck in the middle, and Second, it has one of the greatest plot reveals in video game history. This level opens with the realisation that your new friend, 343 Guilty Spark, is actually set to destroy all life in the Milky Way by tricking you into activating the ring. It is only when Cortana steps in to stop you that the Chief finally realises what the Halos are and what they can do, officially making 343 Guilty Spark your enemy. Speaking of new enemies, this level has the first instances of Sentinels fighting against you, coupled with an increased number of Elite Zealots and Covenant vehicles to fight. This level does have the option of simply allowing the various AI factions to fight it out and then mop up the survivors, depending on which playstyle best suits you. And finally, it has a fantastic Banshee segment, a feature that is rare in more modern Halo games.

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