lun4tic
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- Jul 21, 2006
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Globehopping, ie. The tendency for games to jump from one locale to another just to fit in every environmental cliche into the narrative, with no regard to representing a somewhat consistent experience. Whilst once acceptable (say, in the early 90s when blue hedgehogs were commonplace), it gets my back up in modern games.
Two such games spring instantly to mind: Halo, which crams all the Sonic cliches into one place only narrowly omitting the 'quirky bouncerific pinball machine zone' and Unreal 2 which basically just tried its best to become Halo and failed on the level that Halo could never be mistaken for being even a tenth as utterly crap.
I'd like to refute you but I'm not sure of which Halo game you're referring to. I'm unfamiliar with Unreal so I wont bother with that. You don't hop from one local to another in the Halo series just for the sake of diversity. Turn your sound up or something because they're definately telling you why you're there.
Anyway, half of Halo 1 was the other half backwards, and half of the levels in Halo one were the same room texture repeated over and over and over and over...
This statement is definately a cliche.