• Skip to main content
  • Skip to header right navigation
  • Skip to site footer
Gameranx

Gameranx

Video Game News, Lists & Guides

  • News
  • Features
  • Platforms
    • Xbox Series X
    • PS5
    • Nintendo
  • Videos
  • Upcoming Games
  • Guides

A Sum of Parts: Landscapes and Storyscapes

October 30, 2012 by Brendan Keogh

Brendan Keogh on how Halo Reach tells its story through its landscape.

halo reach: landscapes and storyscapes

On “Nightfall”, the third mission of Halo Reach’s campaign, Noble Six and Noble Three are sneaking through a mountainous area of the planet at night time to reconnaissance on the Covenant strike team. At one point, after saving some local farmers-cum-guerillas, the two spartans trek down a dried-up riverbed towards a Covenant outpost with my next mission’s objective.

The objective is a giant pylon, a device that is helping to cloak the Covenant army preparing to move out over the continent. But I know it is my objective long before the farmers, Noble Three, or Command tell me what it is. The very shape of the land points it out as something significant, something that demands my attention.

Every time I play through Reach’s campaign, I stop right here, looking at that pylon through the archway, and savour the beautiful, subtle level design.

The riverbed we march down before the outpost is a deep, rocky chasm with walls reaching up high about our heads. For the most part, we are funnelled down it like a corridor. At the end, we turn a corner to head through a tunnel that will get us back on a path just outside of the Covenant outpost. 

As I turn into this tunnel, I am looking right at the Covenant outpost. I can’t see it yet through all the rock, but I can see the pylon. It is framed perfectly in the archway of stone I am about to walk through. Right there, in the way the planet itself frames the pylon for me, I know that this thing is important.

Every time I play through Reach’s campaign, I stop right here, looking at that pylon through the archway, and savour the beautiful, subtle level design. The stone arch is nothing out of the ordinary. In the surrounding environment, it looks completely natural, like it is exactly where it should be. But it also perfectly outlines the player’s next objective through the way the world fits together, the angle on which the outpost is approached from, and the positioning of the pylon.

Using a natural landscape to direct the player’s eyes is not something new to Bungie. They used it powerfully in that opening sequence of the first Halo’s second level, when the player first steps onto the Halo ring. After a level in the close confines of the Pillar of Autumn spaceship, the next level begins in the equally confined crashed escape pod. As the player walked out onto the grass of the ring, a distance structure shoots a blob of blue energy into the sky and, if the player follows it with their eye, they will find themselves tracing the ring itself up into the sky. It’s a subtle way to make the player look up at the spectacle that is the ring-world without ever having to tell the player explicitly: “Hey. Look up.”

There are plenty of other examples through the Halo series and in countless other videogames—probably more examples than I am aware of. Arguably, if this kind of framing of the story through the landscape is done correctly, the player won’t even know they are being directed at all. 

Which is why this moment on “Nightfall” stands out to me as a perfect example of it. All the player has to do is walk down a path they need to walk down, and the pylon is perfectly framed, telling me exactly where I need to go next. In a game whose story is all about the planet, it’s fitting that the planet is the one that tells the story.

Share this post:

FacebookTwitterLinkedInPinterest

Recent Videos

Top 20 NEW PS5 Games of 2026

Top 20 NEW PS5 Games of 2026

10 Video Game Things That DIED in 2025

10 Video Game Things That DIED in 2025

20 Game REMAKES That We Are LOOKING FORWARD TO

20 Game REMAKES That We Are LOOKING FORWARD TO

10 Side Quests BETTER Than The Main Story

10 Side Quests BETTER Than The Main Story

Evolution of Bosses in Video Games

Evolution of Bosses in Video Games

10 Upcoming Games We Don't Quite UNDERSTAND

10 Upcoming Games We Don't Quite UNDERSTAND

20 Legendary Indie Games You Should NOT MISS

20 Legendary Indie Games You Should NOT MISS

BIGGEST GAME ANNOUNCEMENTS OF 2025

BIGGEST GAME ANNOUNCEMENTS OF 2025

10 Things That Got WORSE Last Year

10 Things That Got WORSE Last Year

Category: Features

Sidebar

Recent Posts

  • GTA Online: KnoWay Out Guide – Inside Job
  • GTA Online: How to Start KnoWay Out, including Negative Press
  • Atlus Drops Special Video Teasing Persona Franchises Future
  • Final Fantasy XIII Is Very Popular With Younger Developers At Square Enix
  • Final Fantasy VII Remake Director Won’t Head Up Next Remake Project

Copyright © 2026 · Gameranx · All Rights Reserved · Powered by Mai Theme