> 2533274823470699;11:
> > 2533274909712896;10:
> >
>
> I see. What do you say to the new-wave Halo players that don’t know anything before Halo: Reach, or later, and haven’t experienced such a dramatic change in style? Won’t they feel like they’re playing a game they aren’t used to?
>
> I appreciate your willingness to discuss this civilly.
That’s the problem with Halo at the moment: if you keep the games as they are now you make one group angry, you keep change it back to the way it was and you make another group angry. However despite this, I believe that the newer “generation” of Halo players that prefer the newer gameplay is the minority of Halo fans, so if you’re going to have to anger one group of people, I think that would be the lesser evil.
However looking away from the amount of people who would or wouldn’t agree with a revert back to classic mechanics, those mechanics are just better than current for a variety of reasons (which is why classic Halo is looked back so fondly upon). Disregarding any rose-tinted glasses of nostalgia, the benefits are as such (not as in depth as I could go):
As many wrongly suggest, sprint doesn’t decrease travel time. Map designers will want you to be able to cross a certain gap within a certain amount of time (5 seconds), with or without sprint, it will take you 5 seconds to cross this gap (compare Midship from H2 to Truth from H5. Truth is an enlarged remake of Midship, however it takes the same about of time to traverse any two points on the map in H5 when sprinting, as it does in H2). The only difference is that in a game with sprint this gap is larger. Maps in general are larger to accommodate for sprint. Same goes for clamber allowing you to make higher jumps, it doesn’t. If you’re not wanted to be able to make a jump, you won’t be able to regardless of whether or not clamber is a thing. As a result of this your positioning is less important (It was a pretty important thing in CE-3). One spot out of ten to stand at is of greater significance than one spot out of a hundred.
Sprint also creates a lull in combat. As you aren’t able to shoot while sprinting, you can’t engage targets while traversing the map at the speed required to traverse areas in the intended time gap. All this does is slow down combat artificially. You’re not really in combat when you could be in previous games due to having to sprint to reasonably cover a distance without exposing you too much. This constant running and gunning at the same time is what made classic Halo so fun in the first place.
Thruster packs and such also take away risk by giving you a “get out of jail free card” in some cases. Enemy lobs a grenade that’s about to stick you? Thrust out of the way, no big deal. It just removes the punishment for bad positioning, while also decreasing the reward for it.
All these also complicate the game more, making it harder for new players to pick up as they have to learn how a lot more new abilities and such mesh together to play effectively, whereas before there was much less to learn.
Lastly, Halo is still designed around classic movement for the most part. This is most prevalent in the campaign. To compensate for the increased speed and unpredictability of the player, enemies’ weapons fire faster projectiles that also track you for a large part. This makes them harder to avoid and causes you to take cover more often. Which just slows the game down even more. Engagement distances are longer too to compensate for sprint, so longer range weapons become more prevalent (also in MP).
Now, I know you didn’t ask for a long ramble about classic movement, and I’m sorry about that. But it just goes to show that even though more of the newer “generation” of Halo players may want and enjoy the gameplay of Halo 5, classic Halo is just better in a more objective sense (Though Halo 5 is still really fun, it’s just not as good). So while they may prefer modern Halo, they’ll be treated to better gameplay with classic Halo, which hopefully they’ll enjoy too.