They called this game a “return to form.” The games this would be referring to, namely Halo 3 and prior, were based entirely on sandbox and environment- not movement. Halo Infinite, much unlike Halo 4 and Halo 5, embraces this style of game design.
Halo 5: Guardians was a lot more focused on powerful (and frankly well executed) advanced movement, but that detracted from the combat formula. While cool, things like dodging into cover to avoid grenades or reversing a commitment to a gunfight were really easy, and really slowed combat down significantly. (I personally enjoyed it and appreciate the Thruster item in this game.)
Halo Infinite, by contrast, forces you to either fight or die based on your positioning, your tactical know-how, the placement of your teammates and the available weapons on the map. It’s more punishing to be dumb that way, and depending on the mode and settings, really highlights the skill of the user. Smart players know when to retreat or engage, bad ones take up their fights anywhere, so on and so forth.
But now I’ll actually address the meat of this post.
Subjective take. I personally like the current sandbox, if not for the weirdly done vehicles and the potentially hazardous weapon balancing scheme.
But if we’re talking objectively, then there’s nothing inherently broken in the sandbox, aside from the Brute Choppers that should 100% be able to OHK other vehicles while boosting (super lame that they can’t) and the Ravager, which wouldn’t (and physically couldn’t) hurt a fly.
The advanced movement mechanics being enabled for everyone on start was overbearing and was reduced to just sprint, slide and clamber.
Looking back, we’re only missing thrust-on-start and ground pound. The latter was mostly traversal outside of its occasional offensive use cases, and the prior is already an in-game item. Therefore, most of the movement is still there if you have a thruster item.
If ‘all’ refers to every single item and ability (outside of overshield and active camo) on your spartan with just a cooldown? That sounds like a really cool custom game mode, but for a gameplay standard? That’s a pretty stupid take. But lets break it down, because that has multiple meanings inherently.
If “abilities” is referring to just re-establishing the old movement abilities from Halo 5, then no. It was taken out for a reason. It would be a cool option in custom games, but not as a standard.
If “abilities” is referring to the in-game deployables, like overshields and drop walls? No. I don’t think you were talking about that, so I won’t press the point, but that stays in the campaign lmao
Oh, the funds were there alright, but evidently the creative vision for the game didn’t include putting jet thrusters on every player.