Seen a few issues taken with the Harbinger's line "The Forerunners' lies are at an end," which is a weird thing to get hung up on when their own trilogy of books revealed that the Forerunners wiped out their creators and lied about inheriting the Mantle for *10 million years* lol
The crux of Bornstellar's character arc in Cryptum was realising that the Forerunners have maintained their position of ultimate power by oppressively ensuring nobody else could even rise to challenge them - ancient humanity being just the latest in a long line of victims.
In the last mainline game, the titular Guardians were revealed to be the Forerunners' means of policing "lower systems" - threatening them with constructs that could impose a technological dark age on a planetary scale if they stepped out of line.

Classic good guy behaviour! 😶
The Forerunners: a summary

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More from @haruspis

26 Oct
The campaign of #HaloInfinite having aspects of the Open World™ formula we've become so familiar with in the last generation is actually one of the things I'm LEAST concerned about.

What sets Halo apart from that is Halo's gameplay itself. ImageImageImageImage
Part of why Halo's campaigns remain such an enduringly popular aspect of the series is because of its sandbox; how seamlessly you can transition from on-foot, to vehicular, to airborne combat; and how levels offers a broad variety of memorable, well-crafted encounters.
The Silent Cartographer is the obvious go-to example. You start off with a beach assault, then you get to drive a Warthog with complete freedom on the island to hit certain objectives, you delve into an ancient structure alone, you build up to what feel like 'boss' encounters... ImageImageImageImage
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