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Certain cutscenes and lines of dialogue are altered to reflect the fact that, unlike in the single player mode, the Arbiter never leaves the Chief's side. In Halo 3, when there are two players, player one plays as the Master Chief and player two controls the Arbiter. Halo 3 allows players to assume the role of John-117, Thel 'Vadam, Usze 'Taham and N’tho 'Sraom in cooperative play. Halo 2 was planned for online co-op mode for up to two players on Xbox Live, but due to time constraints Bungie was not able to perfect online co-op for Halo 2, the user interface still contains clues as to how Halo 2 would have had co-operative game mode, and it's even more apparent modders were able to activate this game mode. The presence of a second version of the character is non-canon, and is never referred to or reflected in any of the cutscenes, with the singular exception of the opening cutscene of Halo: Combat Evolved/ Halo: Combat Evolved Anniversary, in which two "Master Chiefs" are depicted emerging from cryopods in the Pillar of Autumn's cryo-bay. In Halo: Combat Evolved and Halo 2 co-op, when playing a level involving the Master Chief, both players will control two identical copies of the Chief when playing a Halo 2 level involving the Arbiter, both players will control identical Arbiters. Generally however, the benefit of added players more than makes up for the increased difficulty. Scaling is also found in Halo 4, albeit to a less noticeable degree than was present in Reach. In Halo: Reach this tactic is less feasible, because difficulty "scales" in co-op the more players, the greater the difficulty. In many of the other Halo games, players will often attempt to beat Legendary in co-op instead of single player, because they consider Legendary too difficult to attempt alone. Additionally, in Halo 2, if two players are playing on Legendary difficulty and either of them die, then both of them have to start at the last checkpoint (similar to the effect that the Iron Skull has on cooperative play). If all players are killed, they will restart at the last saved checkpoint. In the sequels, each level has a designated pair of weapons that respawning characters start with. When a player respawns in Halo: Combat Evolved, they are always equipped with an MA5B assault rifle and a Type-25 plasma pistol. The player who dies has to wait until the player or one of the players who are still alive are not engaged in combat and are at a safe location before they are able to respawn. If one player dies, they can come back to life, or "respawn". While the occasional random element can make it harder to come up with a plan, you can master most of what Cursed Halo throws at you if you put in the effort and are willing to let go of traditional Halo habits.Co-op gameplay consists two or more people playing through the campaign as a team.
#HALO ONLINE CAMPAIGN MOD MOD#
A lot of the things the mod changes are things that stay consistent throughout the game, such as the new behaviors weapons and vehicles have.
#HALO ONLINE CAMPAIGN MOD HOW TO#
As someone who has played Halo games since I was a kid, it's interesting having the game's rules completely and utterly broken like this because it forces me to relearn how to play. It's impossible to try and list everything that the mod changes, but just know this: Cursed Halo is an apt name for the project, and anyone thinking that it will play like normal Halo: Combat Evolved has a rude awakening coming their way.ĭespite the absurdity, though, I actually think the mod is fairly compelling. Grenades have randomized explosions sometimes, harmless confetti will come out of them, while other times, they'll explode with the force of a thousand suns. For example, enemy Banshees flap their wings like birds as they fly around, and many Grunts and Elites don pink armor and shoot heat-seeking hearts from their Plasma Pistols and Rifles. Put simply, the Cursed Halo mod turns every weapon, vehicle, and enemy in the game into something that's either useless, overpowered, wildly unpredictable, or just downright silly.
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