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
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
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
| Halo 3: ODST | Zelda: Breath of the Wild | |
|---|---|---|
| Waypoints | One at a time, story order | All four shown at once |
| Mission placement | Starts lie past other starts | Four corners of the map |
| Changing order | Manual swap on map screen | Travel as you see fit |
| Exploring | Dark, samey, dead ends, blast doors | Pushes you across Hyrule |
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.
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