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The Tragedy of Halo 3: ODST

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The bottom line

Halo 3: ODST pairs a non-linear detective city with playable flashback missions, a clever idea that its execution undercuts. Later games such as Breath of the Wild made the same idea work, so Bungie was ahead of its time.

Key takeaways

  • Playable flashbacks let a fixed story sit inside a freely explored world. 4:51
    • Miyamoto said in 1992 that open-ended Zelda made the plotline screwy and the NPC messages stop making sense.
    • Breath of the Wild uses the same fix: its story is told in flashbacks, so the order of events no longer matters.
  • A missing crew and scattered clues give players a mystery that pulls them through the city. 3:04
    • Finding Dare's helmet or Romeo's sniper rifle starts a flashback, and the audio logs tell the civilian side of the invasion.
    • Playing out of order raises questions that other flashbacks answer, like why Romeo is injured at Kikowani Station.
  • The open structure is easy to miss and unpleasant to explore. 6:18
    • Waypoints lead you through the missions in story order, and you must change them by hand on the map.
    • New Mombasa is dark, samey and full of dead ends, and it is split into hexagonal chunks by blast doors that hide loading screens.
  • The flashbacks rarely interlock, the difficulty stays flat, and the past limits your choices. 7:37
    • Her Story shows the alternative, where every clip changes meaning when paired with another.
    • A wrecked Warthog stays wrecked even when you finish Dutch's mission on a Ghost, which shows how playable flashbacks get complicated.
  • ODST's flaws are forgivable because it started as DLC and its ideas came years early. 11:35
    • It grew in scope until it became a standalone game, without the time and budget of a full Halo entry.
    • Gone Home, Her Story, Lost Legacy and Breath of the Wild all came out years after ODST.

Having those flashbacks actually be playable is a stroke of genius.

Mark Brown, Game Maker's Toolkit

Chapter summaries

0:00 A Halo game without Master Chief

A free noir city linking playable flashback missions
Finding a crewmate's lost gear throws you back into a short burst of classic Halo, then returns you to the empty streets.

ODST swaps the super soldier for fragile troopers and a lonely, noir mood, then splits its missions from a free city.

  • Bungie dropped Master Chief for ordinary human soldiers at the height of Halo mania. 0:16
    • ODSTs can't dual wield and must pick up med kits to heal.
    • Chief is a seven-foot, genetically enhanced super soldier. The game came out in 2009.
    • You play the rookie, alongside Buck, Dare, Romeo, Mickey and Dutch.
  • The rookie wakes alone in a dark, empty New Mombasa. 1:02
    • An EMP blast knocks the drop pod off course and the rookie out for six hours.
    • Smoky jazz gives a film noir feel, and sneaking past Covenant often beats fighting.
    • Some streets are pitch black, and the crew has vanished.
  • The flashbacks are short bursts of classic Halo, and the city between them is free to roam. 1:48
    • They include sniping, turret defense, Banshee dogfights and a Scarab boss, like a greatest hits album.
    • It is the first Halo where you explore the streets with complete freedom, and you can find supply caches to gear up.
    • The first two missions, Tayari Plaza and Uplift Reserve, come first. The next four can be played in any order, then the last two finish the game.
    • Audio logs follow a civilian named Sadie.

3:01 A mystery told out of order

ODST used Zelda's eventual fix years before Zelda
Flashbacks let a fixed story sit inside a world you explore in any order, because the events have already happened.

Games can tell a story through scattered clues and flashbacks, and Zelda took decades to learn the same lesson.

  • Gone Home builds the same kind of mystery from clues found in any order. 3:29
    • Katie Greenbriar returns to find her family's new house deserted, and pieces the story together from notes, letters and cassettes.
    • Games suit this archaeological storytelling because you explore freely. You may find clues out of order or never.
    • Sam's story is told plainly. The parents' stories are subtler, and many players miss Uncle Oscar's darker one.
  • Zelda shows why a fixed story and free exploration clash. 5:03
    • The first Zelda was fully open, but A Link to the Past tightened its structure.
    • Nintendo took about 25 years to find an answer in Breath of the Wild.
    • Like ODST, it has a deserted, war-torn world and a hero missing his friends. Its flashbacks wait at memorable locations.

6:15 A city that steers you down one path

Zelda's map invites free order; ODST's steers one path
Halo 3: ODSTZelda: Breath of the Wild
WaypointsOne at a time, story orderAll four shown at once
Mission placementStarts lie past other startsFour corners of the map
Changing orderManual swap on map screenTravel as you see fit
ExploringDark, samey, dead ends, blast doorsPushes you across Hyrule
In ODST the city plays the story in order unless you stubbornly swap waypoints by hand on the map screen.

ODST's layout and waypoints push you along one route instead of inviting your own.

  • The map layout works against a free order. 6:39
    • For some missions, the starting point lies past another mission's start.
    • Zelda spreads its Divine Beasts across the four corners and shows all four waypoints at once.
    • Only a stubborn player breaks the default sequence.
    • In Zelda, the four waypoints push you to cross Hyrule as you see fit.
  • Wandering the city is not rewarding. 7:10
    • Enemies crawl everywhere.
    • Deus Ex: Mankind Divided has an excellent hub world that does call out to be explored.
    • Halo's engine wasn't made for open world exploration.
    • You could ignore the waypoints and explore, but you won't want to.

7:37 Flashbacks that don't push the idea far enough

The flashbacks rarely interlock, the difficulty never adapts, and a fixed past limits what you can do.

  • Few flashbacks change the meaning of others. 7:37
    • Her Story hands you seconds-long clips through a search query, in any order.
    • Even so, you only get the full picture by joining the facts together.
    • ODST has only four missions to work with.
    • Interlocking clues take very clever, creative writing.
  • A flat difficulty curve is not a necessary evil. 8:37
    • Any level could be your first, so each stage is equally hard.
    • Uncharted: The Lost Legacy secretly swaps its three tower puzzles, so your first climb gets the easiest one.
    • ODST could have varied the number or strength of enemies.
    • As far as the narrator can tell, it doesn't.
  • A fixed past limits your choices. 9:21
    • Metal Gear Solid 3 gives a game over if you kill Ocelot, since he must live until 2005.
    • The best fix is to limit the link between flashbacks and the present.
    • Allow no choices and it feels as restrictive as a Rockstar story mission.
    • Allow too many and you must change future events, the branching problem that scared Miyamoto in 1992.
  • The characters and the soldier fantasy fall short. 10:47
    • You spend too little time with the squad to care, and they are hard to tell apart.
    • The ODSTs aren't that different from Master Chief.
    • You can still rip off turrets and flip over Warthogs.
    • The action adventure and the isolating detective game slowly come together as the mystery unfolds.

In the growth library

Mark Brown, creator of Game Maker's Toolkit. Looks at how Halo 3: ODST pairs an open, non-linear hub city with playable flashback missions, and where that structure succeeds and fails. Comparing it with Gone Home, Her Story, Breath of the Wild and Uncharted: The Lost Legacy shows both what it got right early and what a better version would do.

More from Game Maker's Toolkit · The whole library, and ask it anything

Transcript189 lines
0:04

Back in 2007, when you thought of Halo, you thought of this guy: Master Chief. He’s a seven-foot tall, genetically enhanced super soldier, and primary protagonist of the franchise. Which is why it was so bold of developer Bungie to make a game where Chief didn’t appear at all. At the height of Halo mania in 2009, the studio released Halo 3: ODST - where we ditch Master Chief in favour of the titular Orbital Drop Shock Troopers.

0:34

These guys are human, they can’t duel wield weapons, and they have to pick up med kits to patch up injuries. But what really set ODST apart from the first three Halo games, was its wildly different tone, and structure. So you primarily play as the rookie. And, at the start of the game, you and your crew - Buck, Dare, Romeo, Mickey, and Dutch - all drop down into the alien-occupied city of New Mombasa. But an EMP blast sends your drop pod off-course, and knocks you unconscious for six hours.

1:08

When you finally wake up, the city is practically deserted and your crew has disappeared. It’s now your job to scour the streets and figure out what happened. It’s here that the game slips into an eery, melancholic vibe. It’s dark. Pitch black in places. There’s a smoky jazz soundtrack, reminiscent of film noir. And you’re completely alone, meaning it’s often better to sneak past Covenant forces, than fight them head on.

1:34

Throughout New Mombasa, you’ll find scraps of evidence from your missing crew mates. Like Dare’s helmet, lodged into a computer screen. Or Romeo’s sniper rifle, dangling from a telephone wire. And finding one of these things kickstarts a flashback. Which are actually, the game’s missions. These fling you into more traditional Halo fare. You know, flanking snipers. Defending a point with a turret. Dogfights with Banshees.

1:58

A boss fight against a Scarab. Shotgunning a Warthog with the, uh, questionable friendly AI. They’re short, sharp, tasters of classic Halo action - like a greatest hits album. When you’re done, though, it’s back to New Mombasa. For the first time in a Halo game, you can actually explore these streets with complete freedom. You can hunt for audio logs, which tell the story of the Covenant invasion from the perspective of a civilian named Sadie.

2:27

You can find supply caches to gear up. And you can find the clues, and play the flashback missions, in practically any order you like - making it also the first non-linear Halo game. So the first two missions - Tayari Plaza and Uplift Reserve must be played as so. But the next four - Kizingo Boulevard, ONI Alpha Site, NMPD HQ, and Kikowani Station - can be played in any order you like. And when you’ve finished that lot, you can play the final two sections, and finish the game.

3:01

There is a lot to like about ODST. For starters, there’s a prevailing sense of mystery in the game, which is a great way of keeping players engaged. Each mission comes with the unresolved tension of not knowing what happened to each crew member. Like: how did Romeo’s rifle end up here? Well, you’ll need to play through this mission to find out. And the entire game comes with these lingering questions of how many of your crew are still alive?

3:27

And will you meet up with them again? A similar premise, and that sense of mystery, can be found in the wonderful Gone Home. Here, you play as Katie Greenbriar, who comes home to find her family’s new house completely deserted. By reading notes, letters, books, cassettes, shopping lists, and more, you can piece together the narrative of what happened to her family. I think video games, as a medium, are particularly good at this sort of archeological story-telling because you get to explore the world freely.

3:57

So you will find clues completely out of order. Or maybe not at all. And to figure out what happened, you must put these bread crumbs together yourself to form a coherent story. Everyone who finishes Gone Home will know what happened to Katie’s sister Sam, because her story is told quite explicitly - but the more subtle narratives of Katie’s mother and father might be less obvious if you’re not paying attention. And the darker side story of Uncle Oscar is actually completely missed by a lot of players.

4:26

Likewise, Halo ODST’s full story can only be completely understood if you take the time to track down the audio logs. And playing the missions out of order brings up questions that get answered in other flashbacks. For example, if you play Kikowani Station first, you may wonder why Romeo is injured. That will end up being explained later, at the end of the earlier mission NMPD HQ. Setting the story in the past also lets you explore the city and pick missions as you please - because flashbacks are actually a great way to reconcile a strictly authored narrative with more freeform exploration.

5:03

That clash, between story and exploration, is why The Legend of Zelda changed course. The first game, on NES, was completely open: you could explore Hyrule however you wanted, and dip in and out of dungeons at your leisure. Starting with A Link to the Past, though, the games got more strict about structure, with Miyamoto telling a magazine back in 1992 that the “the problem with making an ‘open-ended’ version of Zelda was the messaging and plotline.

5:31

If you ignore structure like that, then the plotline can quickly get screwy and NPC messages start to not make sense”. I wonder what the Japanese word for “screwy” is… Anyway. It would take Nintendo about 25 years to finally stumble upon a satisfactory answer to this problem, in Zelda: Breath of the Wild. Like ODST, Link is also in a deserted, war-torn world, and he’s missing his pals. And the game’s narrative is almost entirely told through flashbacks that can be found by stumbling onto memorable locations in the game’s world.

6:02

Having the story be set in the past means the narrative can’t change, and thus it doesn’t matter in what order the events happen. Now as much as I admire ODST, it unfortunately runs into some significant issues. For starters, you might not even realise that you can do missions out of order. After each stage, the game helpfully plops a waypoint onto your compass that will take you by the hand to the next beacon. Which plays out the story in chronological order.

6:33

If you want to change that order, you’ll have to manually pop into the map screen and switch the waypoint. Where you’ll notice that the layout of the city means that for some mission starting points, you’ll actually have to walk straight past others. You have to be quite stubborn to break the game’s default sequence. Compare this to Zelda, where the Divine Beasts are found in the four corners of the map. And how the four waypoints appear on your mini-map at the same time, to encourage you to travel across Hyrule as you see fit.

7:02

You could, of course, ignore the waypoints in ODST and just wander off the beaten track and explore the city yourself. But, you won’t want to do that. New Mombasa is a nightmare to explore. It all looks the same, it’s full of dead ends, it’s too dark to see most of it, and it’s crawling with enemies. It’s also obvious that Halo’s engine wasn’t made for open world exploration, so the city is blocked off into tiny hexagonal chunks, separated by giant blast doors that mask the loading screens.

7:29

This simply isn’t a place that’s calling out to be explored, unlike, say, the excellent hub world in Deus Ex: Mankind Divided. Also, those moments where information from one flashback gets changed or confirmed or recontextualised by another, are few and far between. Compare this to the excellent detective game, Her Story. This is a game about watching a woman give interview testimony - but in seconds-long clips that you drag up with a search query.

7:58

The game actually lets you see the entire story in any order. You might even stumble onto some of the most telling video clips right at the start! But the tale is so complex and interwoven that you can only get the full picture when you put together all of the disparate facts. Information you hear in one clip changes meaning, when paired up with the context of another clip, and there’s a fascinating escalation of revelations that comes from piecing together all of these mixed up clues.

8:26

ODST never really has that - maybe because it’s only got four missions to play with, or maybe because it just requires very clever, very creative writing to set up these interlocking clues. ODST also has a pretty flat difficulty curve, which might be seen as a necessary evil when it comes to non-linear games. Because if players can pick any mission, the stages have to be equally challenging since any level could be your first.

8:51

This is complete bunk, of course. Games are dynamic things that can change depending on what the player has seen and done. As I’ve shown before on this channel, Uncharted Lost Legacy secretly swaps around these three puzzles so whichever of these three towers you climb first, you’ll always find the easiest version of the puzzle waiting for you at the top. ODST could have done this with things like the number or strength of the enemies.

9:17

But as far as I can tell, the game doesn’t do this. The final issue that ODST has to deal with, is the fact that because these missions are predetermined flashbacks, this does limit your ability to make choices during those sections. It’s why you get a game over in the 1960’s thriller Metal Gear Solid 3, if you kill Ocelot - because he needs to be alive in 2005. And we can actually see the difficulties of dealing with this in ODST itself.

9:45

So, as Rookie in New Mombasa, you’ll come across a wrecked Warthog. And then, after finding the drone fighter optics and playing through Dutch’s mission at the Uplift Reserve, you’ll see that this wreck is actually Dutch’s Warthog that he crashed into the wall. However, you can also change vehicle during that mission and finish the chapter on a Ghost - and while the final cutscene is changed to reflect this, the wrecked Warthog is not.

10:11

I know this is silly, but it’s a good example of how playable flashbacks can get complicated. And I’m not really sure how to fix this, to be honest. If you stop letting players make choices so as not to change anything that happened, the game might become as restrictive as a Rockstar story mission. But let players mess with events in the flashbacks too much, and you’ve got to change events in the future to reflect this, taking us right back to that complex branching narrative stuff that scared Miyamoto in 1992.

10:38

It’s probably better to solve this creatively, and simply limit the connection between the flashbacks and the present day events. So I think Halo 3: ODST is a really potent idea for a game. Exploring a dead world and finding clues about what happened there is obviously a popular structure for video games - but then having those flashbacks actually be playable is a stroke of genius. You get two very different types of game - a bombastic action adventure, and an isolating open-world detective game - that slowly come together as the enticing central mystery unfolds.

11:14

But ODST doesn’t quite stick the landing. For the issues I talked about in this video, and others. You don’t spend enough time with these characters at the start to really care about their fate, and they’re difficult to tell apart. And these chaps are not actually that different from Master Chief, making the whole ODST thing kinda superficial. You can still rip off turrets and flip over Warthogs, after all. But I’ve got cut ODST some slack.

11:38

It actually started life as a piece of DLC - just one that grew in scope and ambition until it was better to release it as a standalone game. So it obviously didn’t have the same time and budget as a proper Halo entry. But, most importantly, there’s the fact that all of the games I talked about in this episode - Gone Home, Her Story, Lost Legacy, Breath of the Wild - they all came out years after ODST. Proving that in this case, Bungie was way, way ahead of its time.

12:07

Hey thanks for watching! Bit of a random topic for you today, but you never know what to expect from Game Maker’s Toolkit. GMTK is almost exclusively funded by people who support me on Patreon, so you don’t have to watch ads, or bits where I talk about audiobooks or VPNs or mattresses that conform to the shape of your butt.