> There are a lot of threads that keep asking for Classic Halo. No bloom, no AAs. No equipment. No dual wielding. Just you, your gun, and grenades. I love that formula, but Halo needs change. Every Halo has changed gameplay. H2 introduced dual weilding. H3 gave us equipment. Reach introduced AAs, Assassinations, Bloom, and Loadouts. All of these are GREAT additions, just implemented wrong.
>
> It would be a shame to see it all go to waste. I want it all back in Halo 4. The duel weilding. The equipment. And AAs should become equipment as well. Loadouts in gametypes were it fits. Fixed bloom.
>
> And new additions.
>
> As much as I love the original Halo, scrapping all these ideas makes Halo no different from CoD. Change and customization is one on the things that make Halo, Halo. Hell, maybe in Halo 12, we’ll have prone mode, and parachutes that actually fit in Halo and people will like it. You never know.
>
> Halo needs to move forward and fix mistakes, not scrap em.
You know, the real problem isn’t wanting to revert Halo back to original. After such changes that Reach provided us people have right to feared of change. When you think about it, when has Halo succeeded at implementing a new mechanic? Dual wielding? Pointless, it only made dual wieldable weapons a bit more powerful. Equipment? Not really the worst idea ever, but it wasn’t very revolutionary. Fun tools, but not that exciting.
There simply has been no good innovation in Halo. But what’s this good innovation then? For a feature to be good for the game it needs to:
- be balanced
- not take focus away from other aspects of the game
- increase skill gap
- be intuitive
- not hinder core gameplay
There have been additions like this in Halo, only accidental. And whether you hate me or not for saying this or not, button combos were the perfect addition. Instead of removing them completely from Halo 3, Bungie could have spent some time balancing them and turning them to actual features.
There is also more to what the good innovation is, not hindering the core mechanics is the thing that Reach failed at. We already have a beautiful formula for how Halo should play, changing that is just pointless and waste of ten years of time. It should be reinforced instead. Instead of making new features to replace it, there should be new features to work around it and help reinforcing it.
And the last thing, the game should keep it’s simplicity. This doesn’t only apply to Halo, but to every single game around these days. When I look at the modern games, all I see is games filled with so many features that half of them will go unused just because the developers wanted to change the game or have more in the game even though there was already a perfectly working, possibly better, mechanic that does the same thing differently.
Let’s look at bloom for example, Reach screwed it, it was random. But if we had a perfect version of bloom, it would distract the players from actual more fun and skillfull mechanics in the game. Too iften do I see something happening in DMR fights that isn’t about randomness, people crouching instead of strafing to get a smaller bloom.
We can look at armor abilities next and notice the same trend. We have about six often used armor abilities. You would think that amount would add a load of tactics to the game. Well, technically yes, but not minding the fact that the armor abilities are mostly broken, the tactics they add aren’t intuitive and are mostly forced.
So, only thing I ask from Halo 4 is to be good and simple game where all the new gameplay additions fill the description of a good gameplay feature I posted above.