Hello Halo Fanbase,
The purpose of this topic is to ask what if Halo 5: Guardians had dynamic features, like what is seen in Halo 2: Anniversary multiplayer… It potentially add to gameplay and replayability as well as add that extra battlefield strategy that could really be great for different battles… I am thinking perhaps doors that can be shut or forcefully barricaded…
Picture this the Master Chief and Blue Team, are back into a room against the onslaught of the Flood… the Flood are attacking from multiple entrances to which the players will soon be overrun… So a dynamic feature could be at one entrance, players shoot a weaken structural gurder to which parts of the roofing collapse and block the entrance from combat and carrier forms, infection forms can still sneak through… another entrance can be jammed shut by closing the door then punching or shooting the keypad… to which the door temporarily blocks the entrance until combat, carrier and pure forms break through… and the final entrance could be just creating a single chokepoint… possibly the flood infection forms, could sneak in through the vents? This way the battle is selective of the entrances and approachs the Flood can take, but it doesn’t gameplay hinder too much… and the power is in choosing when to use the the dynamic features.
I can see this working dramatically for defensive encounters, as well as possible ambushes and assaults. Through the use of fall boulders or debris; opening doors to the Flood and creating 3-way or 4-way battles… alot of potential for this new feature.
> For one, I’m not a big fan of “defend the door until the Monitor arrives” objectives in Campaign. I much prefer to move forward.
> Second, these types of mechanics often become very, very repetitive, like in the Tower Defense minigame in AC: Revelations.
I get shivers just thinking of my Laso run through H4’s Infinity… Hurgh…
Seriously though, when things like this do happen in the campaign, these would be cool to have. Or even just around the campaign in general. We’ve seen limited versions of them already, such as blowing enemies out of the airlock on Ivanhoff station. Something like activatable hidden turrets would be fun to have, or weak supports for a platform above a patrolling Elite or Knight. Better that we’re not even told about them, though, so we figure it out on our own.
I don’t know how many of you have played DESTINY, but I agree with Shdooby about the cutscenes. I want to see some amazing cutscene that make me feel like I am there, in the conversation, with Master Chief or whomever it is.
However, I also agree it would be nice to see some new dynamic elements added to the campaign, as long as they don’t alter the core of what the epic Halo campaign has always been.
> With this new partnership between Blur Studios and 343 Industries, I think we can expect to see some beautifully crafted cutscenes in Halo 5: Guardians.
Is it really confirmed that Blur is doing the cutscenes for Halo 5. I just want Halo 5s cutscenes to be as close to the gameplay graphics as possible. H2A is an exception because I guess they wanted to show us what it could look like as a next gen game. I do know that Halo 5 should be able to look close to CGI, Ryse,Silent Hills, The Order and Quantum Break already shows that but they’re all very linear, but I do know that 343 can use some of their magic like they did in Halo 4 and somehow make Halo 5 more open and still have the graphics of one of those more linear games.
I dont want to see some of the best special effects in a cutscene and then come back to gameplay and have those special effects missing if the campaign graphics cant keep up with UC4 or The Order, It makes it look a generation behind even tho its one of the best looking games. Basically what I’m saying is that I dont want to see Xbox two or Ps5 graphics and then come back to Xbox one graphics in gameplay.
I’m a huge fan of Halo and if they do decide to use cgi for cutscenes than I guess i could put up with it, its not like I’m going to miss out on one of the best games.
I would also like more dynamic AI, who can SEE what gun you have in your hand and act accordingly (depending on their intelligence as enemies, of course). If you have a shotgun, they move back, unless they can’t. If their shields are down and yours are full, they may run and hide, or may charge you in a “suicide” attack, or maybe just freak out and try to spray-and-pray. If you come upon someone with a sword and you have a sword, other enemies fall back until you two finish your “dual”, or until you take out a gun. If a brute is losing and sees a grunt about to throw a grenade at you, the brute picks up the GRUNT and throws IT at you (while it still has the live grenade in hand) as a distraction. Then other grunts may get scared and freak out as a result, or may even turn on the brute!
There are so many fun little things you could do with the AI, how they interact with you and how they interact with one another as a result of who they are with, and what YOU are doing. And if you make the AI more fun, tevery single battle is more fun.
What I want is a dynamic campaign that is never going to be the same twice… or at least for memorable purposes… randomized. These are basically the way to do that without breaking major canon or story telling
Non-Playable Characters both Friendly and Enemy AI, Names, Interaction, Behaviour, Weapons and Characteristics;- Map Surroundings, Terrain, Interactive Elements;- Assasination Animations, Vehicle Hijacking Animation;
Things like the way the ai could be fiddling with there weapons, or trading them… fleeing and abandoning their comrades? Vehicle Boarding… like perhaps a vehicle to vehicle board or a vehicle hijack defence… which gives the passenger or driver some defensive hold on their vehicle. Assasinations like two opponents are assasinated with special animation; Terrain like doors, terminals, natural destructibles, explosives, traps, bridges… interactive lights and sounds? NPC communication between player and NPC, differnt dialogue, different identities and appearances or subtypes; different behaviour, and characteristics relating to the player, enemy, weapons, vehicles, moral etc…
The stuff that makes a battlefield feel strategic and in-need of thought before advancing? These are what I mean by dynamics!