Before I start, I want to say this is not a hate post against Reach or any other Halo game but rather the warping of Halo gameplay that has occurred and traditional gameplay core concepts that have been disregarded. This is an attempt to compare the two fundamentally different versions of Halo created and bring light to the warping of the gameplay that has ultimately taken place and express why it has been for the worst. I have played this game 10 years and loved every second of it until Reach, to me it destroyed the soul of Halo multiplayer and wasnt true to Halo gameplay core game mechanics or its player base. Reach was the opposite of what makes Halo gameplay great and I will explain why.
Halo was never about choosing a playstyle off spawn. Halo multiplayer is “Two men Enter the better Man wins” this entails a even playing field in which the better player and ultimately team will come out on top. This is just another way of saying Halo is a skill-based game and that in any given encounter/game the better player/team will come out on top. This remained true throughout the whole Halo trilogy, never had asymmetrical advantages off spawn or forced team roles play a part in deciding the game. The Arena style Sandbox gameplay of Halo is about adapting your playstyle through the Sandbox items placed strategically on the map and using your wits and in game prowess to survive. Never are you locked into any role within one live, your role entirely depends on how you choose to adapt to ever-changing game situations using the weapons you start with and the Sandbox items readily available. The multiplayer of Halo is multi-faceted and about adapting to ever-changing game situations on the fly, never has it been a pre-meditated act where you “choose” how to play that defeats the whole purpose of a Sandbox game and the open-ended approach to battles in Campaign and multiplayer the game has always possessed.
Halo never needed reticle bloom or mechanics to reduce weapon accuracy to give more depth to its shooting mechanics or lengthen encounters. The depth was already provided by the shield system and core movement mechanics as well as the varying weapon mechanics. In Halo you play as Masterchief he is able to control weapons with perfect accuracy that would tear the arms off the average soldier. The whole premise of playing as Masterchief is being the ultimate super soldier who is seemingly impervious to weaknesses the average soldier would encounter. I know Reach was different because you did not play as MC but as part of the Noble Six team, but simply put playing as a nerfed character is not as much fun as being the ultimate badass and that reflects in the gameplay. Not only is the “nerfed” gameplay of Reach less appealing when it comes to weapons and movement but it simply isnt what Halo promised to be the first time I played Halo and assaulted the beaches in The Silent Cartographer feeling like nothing could stop me, or split-screening with friends and feeling more empowered as a player than ever before. If there is one thing Halo CE did better than any other Halo is that it empowered you as a player and made you feel like MC. Your ability was the only thing restraining you. Halo should at no point have game mechanics such as reticle bloom that factually limit you as a player. Nor should the game force you into a role-style of play, the Sandbox and core mechanics of Halo are set up to empower the player at no point in time should they limit you in the way they are set up(Reach does this and its why it doesnt “feel” like a Halo game).
Halo was never about “realistic” game mechanics or immersion through realism, it has a beautiful and fascinating Sci-fi universe that immerses you through creativity,colorful and alien environments, and a sense of wonderment that makes you want to explore it. Nobody plays Halo for a super realistic war experience, people play Halo because it takes you into a world you have never seen before and the universe takes a life of its own that exists only in our heads but we get to explore the unknown depths of it and learn about it.
Halo was never a “squad-based shooter” where you have to rely on your teammates to fulfill different roles, you play as Masterchief the ultimate Spartan warrior you’re supposed to be able to feel like you can take down entire armies by yourself and that should be reflected in the gameplay and has been until recently. Most players would rather have “overpowered” elements exist in the game, than feel like MC and yourself as a player are getting nerfed more and more every release. In Halo 3+Reach in both campaign and multiplayer you are nerfed as a player and you no longer feel like “The one man army” that MC is. In campaign weapons and movement mechanics are nerfed, and in multiplayer “Team-shooting” and a forced rush style of play have become the dominant elements in the game. This takes a lot of the fun out of the game and makes the player too reliant on his teammates to kill anything again almost forcing a “role” style of play that Halo was never about until Halo 3 and Reach. I remember being able to put up 30 kills by myself in Halo CE and Halo 2 in a 4v4 DM you felt like a one man army, now every evenly skilled game ends with players within 1-3 kills of each other this is the MAIN problem with the game right now the individual player is limited by the game mechanics instead of empowered ala Halo CE. The remedy to this is Faster kill times and skill-based mechanics to allow players to feel like “the one man army” that Halo CE promised us from the beginning.