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> > > > > See while I welcome 343 experimenting with new ideas I still prefer Master Chief to have more weapons rather than more equipment. The Gravity Rifle would be very cool if it was found stashed away in some really difficult encounter for the player to go wild with. The Grappleshot seems cool but I’m not a fan of cooldowns on anything, it doesn’t really have a precedent in Halo and it may or may not completely destroy balance. We really haven’t seen enough gameplay yet, but overall I’d say I’d prefer the Gravity Rifle.
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> > > > This really scratches at the fundamental problems with the later Halo games.
> > > >
> > > > Why are these unique functionalities tied to cooldowns and abilities instead of pickups? Halo’s whole shtick was always finding things in the environment to improve your killing potential. Hell, to me, sprint would be a better map pickup than a base ability(kinda like the speed boost in Halo 2 Anniversary lol), and I think sprint is a total detriment in every implementation it’s had in Halo so far.
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> > > > Now I think the grappling hook’s implementation is different in Multiplayer, it’ll most likely be a pickup with a single/limited use. That’s fine, but why are we separating the sandbox all of the sudden? That’s something so consistent in Bungie’s design philosophy that it’s carried over into Destiny(and admittedly been a problem there as well between balancing PvE and PvP activities).
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> > > > I would absolutely take the Gravity weapon over a Grappling Hook, because it makes sense given the context of the previous games. Tell you what though, I’d take the grappling hook if it were a weapon pickup. That’s a great way to implement it into the sandbox, and it’s a hell of a trade off too. Do I give up the entirety of my secondary weapon’s killing potential so that I have extremely high mobility? If implemented as a weapon, the grappling hook now becomes the more extreme version of the Halo 3 Brute shot, a platforming weapon with no killing potential****whatsoever. That’s pretty on brand for an Arena shooter, and it’s wacky enough to be in Halo’s sandbox.
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> > > > I’m glad that Halo is returning to pickups. I’m happy to see them return as they’re something that should have never been removed from the game’s sandbox. I’m still bummed to see divisive and (IMO) redundant mechanics like sprint return, but I’m holding out until I see the final product, or at least a beta or some real gameplay.
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> > > The Grappling Hook as a pickup is a possibility I didn’t even envision and I must say now that you bring it up I quite like it. I played a lot of Destiny 1 and 2 before coming back to Halo, and I really want it to feel like… well, Halo, not Destiny. With the delay, I wonder if they are maybe changing some mechanics too? Maybe the grappling hook will indeed become a pickup? We’ll have to wait and see.
> > >
> > > Also, may I ask why you think it will have different implementation in Multiplayer? I am not entirely up to date with all the news.
> > > Cheers.
> >
> > I’m making assumptions based on the Upgrades tab in campaign and the leaks from Klorbille, who is a pretty consistent insider and has predicted a lot about Halo releases in the past. He said that the grappling hook will behave differently in Multiplayer aside from Campaign. I’m imagining you get the grappleshot in campaign and can get upgrades to give it a cooldown. 343 Knows that enhanced mobility is divisive, which is why sprint is slower in infinite, and the thruster pack has been removed. I’m assuming that 343 wouldn’t have reduced mobility and then throw in a grappling hook for every player in a match, though I’m sure that will be encorporated into some game modes. They’re trying to find a happy medium, and frankly, I don’t really know if there is one.
>
> Oh fair enough, I see. Yeah it might seem like 343 is trying to find a happy medium but honestly given how drastically they changed the games from the Bungie games to 4, from 4 to 5, and now from 5 to Infinite I’m afraid they simply don’t know what direction they want to go in.
That’s the discussion that’s at the root of it all. “Classic vs Advanced” has always been a surface level debate, in my opinion. It’s part of the bigger picture, but it should go deeper than that. What gameplay elements are at Halo’s core? Why did people continue to play Halo 3 while the CoD series was also in its prime? (And why did so many leave with the release of Halo Reach?)
Ensemble Studios did everything they could to make Halo Wars, despite being of a completely different genre, fit Halo’s identity as much as they could. How could they incorporate what Halo was known for into an RTS gameplay system? How could they translate the visuals, audio, the look, the feel…? Apparently, one staff member at Ensemble took it upon himself to plaster every office and room, even the toilet rooms (‘bathrooms’ as Americans call them despite having no baths) with countless screenshots and other images from Halos 1 to 3. That way, everyone in that office could come to terms with exactly how Halo should look, and while original ideas could be made, they’d never stray from that Halo feel. Halo Wars somehow successfully translated Halo’s FPS campaign style into an RTS with environments and objectives feeling incredibly Halo, enemies and weapons acting like they would in the FPSs, characters feeling as if they could fit within the campaigns of Halo 1 or 2, the most Halo-sounding music we’ve ever heard short of Marty’s… etc. etc.
The point is, while we can accept overlap in gameplay with other games (recharging abilities in this instance) they’re not the elements that make Halo what it is. They’re additions perhaps, but they’ll always be features of other games. Adding these things isn’t a matter of going in a direction as much as they are slapping atypical Halo features atop a Halo game. If 343i are going to throw these features in, they have to directly compliment the features players came to expect from a Halo game before these additions were thrown in. They can’t simply exist alongside or there’s no point. That’s meaningless and shallow. As Ensemble learnt so many years ago, everything, all changes and additions need to compliment the identity of Halo. Every decision made should be analysed carefully and thoroughly regarding how it affects Halo. If the added feature changes how players approach the game… If people playing end up making thoughts similar to those they’d have playing another FPS… Is it still Halo?