Before Halo 4 launched I kinda knew what I was getting into. Their wasn’t any new features that I was wowed at. Halo 2 did something that I will never forget. The addition of vehicle hi-jacking and being able to use the sword. Those were such simple yet huge innovations to Halo. Then Halo 3 brought Forge/Theater. ODST brought along Firefight. Even Reach tryed “innovating” with the addition of the pre-crafted loadouts. Even though Halo 4 acts as if their is a CaC system it’s hardly a thing. Who doesn’t use the DMR? Halo 4 turned into a DMR start game and that is that. CaC took a step back and killed variety. I miss the AR/BR start games. The main thing Halo 4 did was FuD which isn’t even a part of the game and Spartan Ops. Now I like Spartan Ops but according to the player data it’s not that popular and it’s really just a worse version of Firefight. If prefer just weekly CG episodes over the watered down gameplay in Spops.
This brings me to Halo 5. Halo 5 is going to need something that is a big wow factor. I want the feeling that the Halo 2 hi-jacks gave me. Please 343 give me something innovative.
> Before Halo 4 launched I kinda knew what I was getting into. Their wasn’t any new features that I was wowed at. Halo 2 did something that I will never forget. The addition of vehicle hi-jacking and being able to use the sword. Those were such simple yet huge innovations to Halo. Then Halo 3 brought Forge/Theater. ODST brought along Firefight. Even Reach tryed “innovating” with the addition of the pre-crafted loadouts. Even though Halo 4 acts as if their is a CaC system it’s hardly a thing. Who doesn’t use the DMR? Halo 4 turned into a DMR start game and that is that. CaC took a step back and killed variety. I miss the AR/BR start games. The main thing Halo 4 did was FuD which isn’t even a part of the game and Spartan Ops. Now I like Spartan Ops but according to the player data it’s not that popular and it’s really just a worse version of Firefight. If prefer just weekly CG episodes over the watered down gameplay in Spops.
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> This brings me to Halo 5. Halo 5 is going to need something that is a big wow factor. I want the feeling that the Halo 2 hi-jacks gave me. Please 343 give me something innovative.
Well said. The mulitiplayer is bland.
Mentioning vehicle boarding is interesting. I was playing around with the idea of adding more context specific actions to the player and sandbox. I’ll just go ahead and post the main point of what I had there.
> this isn’t to suggest we be able to parkour our way across blood gulch, but to explore the possibilities of more context specific actions in Halo. Debris is now just a visual flourish and potential projectile but what if you were able to vault over it, instead of simply jumping in the very awkward late 90’s PC shooter type way. What if we were able to pick it up, move it, throw it, bash someone’s face in with it. Now what if guns offered the same degree of flexibility. You can shoot it, hit someone with it, hand it off to a team mate, throw it (hold Y, some guns exploding like a grenade when you do others just serving as a weak melee attack). Now think of objects apart from debris or weapons which have been designed around flexible responses. Turrets, barricades, support objects, traps, vehicle add-ons (which can serve as independent objects or be thrown onto a warthog to improve some quality or add some feature. Ex. barricades acting as extra but sluggish armor, turrets as weak gunners, radar jammers, sensors, mobile spawnpoint/player hub, ect.), this is where Halo could get VERY interesting.
I really like it because it 1) changes combat in a very new way 2) stays true to Halo’s strongest suit of organic gampelay and 3) can be easily restricted for other types of play. Want vanilla vehicles? Don’t allow for those types of requisitions or spawning objects. Want vanilla slayer? Do the same, restrict parts of the sandbox which change too much. Rather than AA’s these are largely environmental effects or are things which you could easily imagine gametypes having control over. Weapon throwing, for example. You could have very innovative gameplay, but along a very flexible spectrum which doesn’t presume you use it. If you want, it’s there, otherwise you don’t have to bother.
> Mentioning vehicle boarding is interesting. I was playing around with the idea of adding more context specific actions to the player and sandbox. I’ll just go ahead and post the main point of what I had there.
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> > this isn’t to suggest we be able to parkour our way across blood gulch, but to explore the possibilities of more context specific actions in Halo. Debris is now just a visual flourish and potential projectile but what if you were able to vault over it, instead of simply jumping in the very awkward late 90’s PC shooter type way. What if we were able to pick it up, move it, throw it, bash someone’s face in with it. Now what if guns offered the same degree of flexibility. You can shoot it, hit someone with it, hand it off to a team mate, throw it (hold Y, some guns exploding like a grenade when you do others just serving as a weak melee attack). Now think of objects apart from debris or weapons which have been designed around flexible responses. Turrets, barricades, support objects, traps, vehicle add-ons (which can serve as independent objects or be thrown onto a warthog to improve some quality or add some feature. Ex. barricades acting as extra but sluggish armor, turrets as weak gunners, radar jammers, sensors, mobile spawnpoint/player hub, ect.), this is where Halo could get VERY interesting.
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> I really like it because it 1) changes combat in a very new way 2) stays true to Halo’s strongest suit of organic gampelay and 3) can be easily restricted for other types of play. Want vanilla vehicles? Don’t allow for those types of requisitions or spawning objects. Want vanilla slayer? Do the same, restrict parts of the sandbox which change too much. Rather than AA’s these are largely environmental effects or are things which you could easily imagine gametypes having control over. Weapon throwing, for example. You could have very innovative gameplay, but along a very flexible spectrum which doesn’t presume you use it. If you want, it’s there, otherwise you don’t have to bother.
If they added things like pushing objects and mantling it would have to feel right. I know many games where doing these things feel too quick time event-like. I don’t want to completely lose control of my player by choosing to say climb a ledge. I really like the idea but I’m just not sure if 343 could ever make it feel right for Halo.