Hello everyone,
Firstly I would like to say that the purpose of this thread is to come up with a list of features that we enjoyed from the previous games so we can come to an accurate understanding of what we would like to see in halo 4.
I also would like to say that this report SHALL NOT be used to bash any of the halo games, including reach, but to evaluate their impact on the community and their overall enjoyment rating.
I have played halo since 2001 when it was first released, and Ive seen the series ups and downs… so I know that all the games had their unique additions to the franchise… some of which the community liked… and some of which they didn’t. But now its up to all of you to help me decide on what WE would like to see in halo 4. Also I will not be using my personal oppinion in this thread, but the oppinion of the community, of which I have gathered upon inspection of this websites forums… as well as many other fan-based sites.
Also remember, This list is all about YOU, the community… It will always change if I have misinterpreted something, or if you would like to add things.
May I please remind you to respect other peoples opinions in this thread, and please… do not flame or troll.
Lets start with the birth of the franchise:
HALO 1
-
A sense of wonder and discovery in the campaign.
-
An in depth and combat-balanced campaign, in terms of vehicular combat VS close quarters VS mid-long range combat.
-
A great weapon sandbox, ie: every weapon had its own unique use.
-
As with the campaign, A combat-balanced multiplayer, there was a mix of maps that worked to fit any style of play.
-
The game, like its sequels, made the player feel god-like without taking away the challenge.
-
Medium scale battles, which were accepted, considering the time in which the game was made.
-
The small amount of Easter eggs was a good addition to the game
Halo 2
-
Introduction to several new features, including duel weilding, New vehicles and new weapons made it a perfect sequel to its predecessor.
-
A large amount of eastereggs, including the introduction of skulls and the legendary scarab gun, as well as the minor eastereggs found in its prequel, made the game very re-playable.
-
The Split campaign was a great addition and gave fans an insight into the covenant and the overall halo story.
-
More than its predecessor, Halo 2 had larger scale battles and more intense action, whilst still leaving room for the the quieter approach, which also made the campaign combat-balanced.
-
Halo 2 took full advantage of the introduction to xbox live, giving players a wide range of playlists, the ability to create clans, and some of the greatest multiplayer maps seen in the franchise, with the acception of some maps from halo 3.
-
Great DLC provided an ever-growing multiplayer experience.
Halo 3
-
Once again, a great, combat-balanced campaign, which included a well written story-line which left the player begging for more.
-
The introduction of campaign scoring, and the changes made to the skulls system kept re-playability high.
-
Following its predecessor, Halo 3 introduced many new weapons and vehicles for the player to use.
-
A large improvement of the matchmaking playlists, with the introduction of community created gametypes such as Team Swat, Action Sack and most of all griffball.
-
The balance multiplayer maps rivaled the maps of Halo 2, and in some cases, were more successful. IE: Sandtrap, Valhalla, The Pit and High Ground.
-
A simple, contrast balanced art style brought the color back into the franchise.
-
In a co-op campaign, players didn’t play as a “master chief clone” but instead, each player was given a unique character, this helped players to bond with their particular character whilst not stealing the Master Chief or the Arbiter from the show.
-
Customizable online player models made players want to continue playing, as to unlock the desired Armour for their spartan and elite.
-
The introduction of Forge, Theater and the File-Share increased the community’s involvement, and the constant stream of new content from map-creators made multiplayer and ever-changing experience.
-
Bungie favorites helped to drive the community, players had the incentive to create awesome content with the hopes that it might one day end up on Bungie Favorites.
-
As with Halo 2, DLC, including the free DLC was alwyas a great addition to ALL parts of the game, including forge, and always fitted perfectly into matchmaking.
Halo 3: ODST
-
Even though it was originally planned as a DLC, and therefor was only “Half a Game”, ODST made the most of its campaign with many great additions.
-
The Campaign made the player feel a different sense of wonder and discovery to the usual “forerunner/ancient” genre. Instead they uncovered the events of the siege of New Mombasa and learnt about the previously unexposed Office of Naval Intelligence.
-
The introduction of an “Open World” segment within the campaign is seen as both a positive and a negative among the community, but either way, it allowed players to wonder the streets of New Mombasa and discover many hidded features such as weapon caches and Audio Logs.
-
The introduction of firefight was well welcome, and was supported by a large amount of maps for the gametype, each with their own unique differences and feel.
-
The VISR was a good addition as it made the player feel as if they were in the soldiers boots, the map was a great addition to this feel.
-
As well as a map, the VISR was also a great central hub for the Audio Logs and the current objectives… because of the “Combat feel” to the VISR, Objectives were displayed in a unique way, which helped to branch away from the generic menu.
-
An improvement upon the scoring system which allowed it to display multiplayer medals in campaign was well appreciated.
-
The introduction of Night vision added to the spec-ops feel that this game so greatly imposed.
Halo Reach
-
Although it is debatable whether Noble 6 was a good choice in terms of narrative, It did give the player the ability to use their own unique spartan in campaign.
-
The Armory introduced the player to far more varieties in customization, including the choice of Firefight Voice, Armor effect and Visor Color.
-
Large improvements were made to forge, including the ability for players to now create colored bases and phase objects at ease.
-
The Custom-games engine was “somewhat” improved, as players we able to create their own firefight experience.
-
Invasion was a welcome addition to the game, but as mentioned below, maps were very limited, and it became tiresome after a while.
-
The active roster was a great addition to the game, as it allowed players to drop in without having to use the tiresome xbox guide.
-
The file browser was also a good addition.
TBC