Halo Infinite's gameplay be like halo 4? Vets only

Hi Folks, I’m new to this… Passionate about Halo as its the only game i play since its conception in 2001 when i got my first of 15 xbox console.
I won’t bore you with my history of game parties etc, but i would be a invested player in Halo only!

From my experience, very evolution of Halo was an improvement on the last, apart from Halo 5. I disliked the feel and gameplay,
I was, as usual, first to get the special collectors copy with all the extras and was about to get the Halo5 console, but then i played it.
My heart sank, I’ve played the game once through and it has been discarded to inactivity since ;-(

I went back to Halo 4 and then got multiple master chief collection, where i continue to play and continue to have Halo parties etc.
I’m sure the idea was to make it more appealing to teenagers, but for this veteran, it lost something. The story, the controls, the movement and the “give you optical induced fit from its graphics” made it a chore to play rather than an escape.

I am looking forward to Halo Infinite, but i have to say, I am fearful that it will be a let down, for me, like Halo5.
I will play it before i purchase, if its feel and game-play is like Halo5, it will prob spell the end of my love affair with the universe of Halo.
It will also spell if i jump top a Xbox series X or not.

Am I the only Halo Vet that feels this way?

Halo 4 was my favorite. That being said, Halo Infinite looks very different.
From what I could discern while watching the gameplay demo, the gameplay is very smooth and looked similar to Halo 3. The modern features and influences from reach/Halo 5 seem to be tame and play well with a classic pace. Sprint and clamber allow for better environmental interaction, yet do not drastically change gameplay like boosters, jetpacks, etc. The grapple shot is appropriately slow and not going to transform you into spiderman or a titanfall pilot as some fear.
Realistically they can’t please everyone and i think classic players will be pleased when the game finally releases. Also many new players will populate the player base with f2p and gamepass.

I think its going to be a mix of H5 and classic multiplayer wise. H5 story was horrendous…borderline a misdirection in terms of how it was marketed. What’s even crazier is that H4 is largely regarded as a huge failure on the MP aspect (really only became successful after its introduction into MCC) and successful in the campaign execution, whereas H5 was the opposite. I think overall Infinite will do better than anything 343i has produced in the Halo franchise thus far. Hopefully the 3rd time is a charm for 343i.

I cant really say I’d want a total classic overhaul for halo infinite. The addition of new weapons and skill based movement made the game more fast paced which is a good thing imo. The classic halos will always have a place on the video game hall of fame, but I love the direction the series is going. Not sure how I feel about sprint since its a really basic and not really rewarding game play change, but the thrusters, ledge clambering, and sliding added needed depth to the gameplay. Skill based movement has been a trait of every great shooter and imo, halo 5 is the best in the series in terms of multiplayer gameplay. And I’ve sunk thousands of hours into 2 and 3. So if infinite follows the path of 5 with improvements to the few gripes that the community has said over the years, it’ll be my new favorite halo.

Skill based movement in halo isn’t on par with say quake rocket jumps or source bhopping by any means, but someone who has a great sense of direction and knows the limits of the thrusters and crouch sliding will have a big advantage over someone that just mindlessly sprints everywhere. So yes id call it skill based movement.

I think Infinite will play like a Halo 5 minus thrust and spartan charge, and with a slightly nerfed sprint.
The map they showcased in the last Infinite update screams Halo 5 “advanced” movement mechanics.

From what I’ve seen, they seem to be trying to balance classic movement with advanced movement from guardians. It could work, I’m not saying flat out it won’t. I just worry that by trying to appeal to everyone, they will satisfy no one.

I’ve played since halo ce and prefer halo 5’s gameplay. So it was nice for me to see more modern gameplay in the demo but a more classic/mixed art style.

> 2533274815938300;4:
> I cant really say I’d want a total classic overhaul for halo infinite. The addition of new weapons and skill based movement made the game more fast paced which is a good thing imo. The classic halos will always have a place on the video game hall of fame, but I love the direction the series is going. Not sure how I feel about sprint since its a really basic and not really rewarding game play change, but the thrusters, ledge clambering, and sliding added needed depth to the gameplay. Skill based movement has been a trait of every great shooter and imo, halo 5 is the best in the series in terms of multiplayer gameplay. And I’ve sunk thousands of hours into 2 and 3. So if infinite follows the path of 5 with improvements to the few gripes that the community has said over the years, it’ll be my new favorite halo.

I dare you to define “skill based movement” lol

The direction Halo Infinite is heading to looks like a combination of all the Halo’s but mostly akin to Reach/Halo 4. My first impression of HI mobility appears to be right in the middle between Advanced mobility and classic mobility, keeping sprint, slide, and clamber while removing all of the Spartan abilities, thrusters, stabilizers, spartan charge, and ground pound.
Players gun ready speed when sprinting is less punishing then reach and slide has more of a consequential impact to the gameplay due to the gun ready speed.

Here’s what I think Halo Infinite takes inspiration from the previous Halo’s
CE: The large open map, exploring encouraged, basic story
H2:Uhh
H3: Equipment, brutes, mix of art style
Halo 3 ODST: Majority of the missions can be tackled in any order
Reach: Customization, equipment in HI is similar to how armor abilities worked
H5: (Based on speculation on the recent map) Halo 5 BMS and a slower sprinting
MCC: Maybe how they do the progression? Seasons etc

If we exclude the tremendous disappointment at launch for H5 I thought the multiplayer was enjoyable while still having factors like the golden triangle, sandbox (to an extent) and map control still relevant. However, one contempt that H5 was criticized for was that the game felt sweaty, instead of determining its casual/competitive through the sandbox it shoehorn Spartan abilities that help sparked up a competitive vs casual debate.

Infinite gameplay looks like Halo 5 with less Spartan abilities. Disappointing if you like original Halo gameplay, but if you liked Reach and H4 sprint gameplay than you will get more of the same.

I feel that H5 is a general improvement on everything H4 introduced – especially when it comes to weapon balancing (Promethean weapons, mainly). I think Infinite is going to continue that trend and basically look at what worked and what didn’t in H5. I don’t really see them going back to H4 gameplay, but rather continue to build on H5, which itself built on H4.

> 2535453408431289;9:
> The direction Halo Infinite is heading to looks like a combination of all the Halo’s but mostly akin to Reach/Halo 4. My first impression of HI mobility appears to be right in the middle between Advanced mobility and classic mobility, keeping sprint, slide, and clamber while removing all of the Spartan abilities, thrusters, stabilizers, spartan charge, and ground pound.
> Players gun ready speed when sprinting is less punishing then reach and slide has more of a consequential impact to the gameplay due to the gun ready speed.
>
> Here’s what I think Halo Infinite takes inspiration from the previous Halo’s
> CE: The large open map, exploring encouraged, basic story
> H2:Uhh
> H3: Equipment, brutes, mix of art style
> Halo 3 ODST: Majority of the missions can be tackled in any order
> Reach: Customization, equipment in HI is similar to how armor abilities worked
> H5: (Based on speculation on the recent map) Halo 5 BMS and a slower sprinting
> MCC: Maybe how they do the progression? Seasons etc
>
> If we exclude the tremendous disappointment at launch for H5 I thought the multiplayer was enjoyable while still having factors like the golden triangle, sandbox (to an extent) and map control still relevant. However, one contempt that H5 was criticized for was that the game felt sweaty, instead of determining its casual/competitive through the sandbox it shoehorn Spartan abilities that help sparked up a competitive vs casual debate.

Honestly that’s not classic mobility and to me it just makes the game more generic since every shooter in the world has slide, clamber and sprint ( at least H5 had unique thruster and hover! )

> 2533274968894951;8:
> > 2533274815938300;4:
> > I cant really say I’d want a total classic overhaul for halo infinite. The addition of new weapons and skill based movement made the game more fast paced which is a good thing imo. The classic halos will always have a place on the video game hall of fame, but I love the direction the series is going. Not sure how I feel about sprint since its a really basic and not really rewarding game play change, but the thrusters, ledge clambering, and sliding added needed depth to the gameplay. Skill based movement has been a trait of every great shooter and imo, halo 5 is the best in the series in terms of multiplayer gameplay. And I’ve sunk thousands of hours into 2 and 3. So if infinite follows the path of 5 with improvements to the few gripes that the community has said over the years, it’ll be my new favorite halo.
>
> I dare you to define “skill based movement” lol

Lol hey the movement mechanics are easy to learn but not necessarily easy to master. I mean we arent talking quake rocket jumps or anything but still.

Let’s try not to turn this topic into another debate on classical and modern movements, please. XD

> 2533274842428280;14:
> Let’s try not to turn this topic into another debate on classical and modern movements, please. XD

This all day everyday…so many threads with great potential die because of that -Yoink!- match and guaranteed to turn in a negative direction at some point.

I hope that Infinite MP ends up being like if H2A MP and H5 MP had a baby.

I think that’s got a chance to happen considering the rumor leading up to the July reveal that Infinite is more of a direct sequel to MCC rather than a direct sequel to H5 (in terms of gameplay and systems, not story).

i think movement will be like halo 4, but no classes, nothing like that. also with influences from reach and halo 3

I’m hoping that they take more of their inspiration from Halo 3 and Reach. Games I feel that played extremely well, well the bloom of Reach is still meh it was also usable and Halo 3 was almost painfully slow, but both had plenty of upsides. In halo 4, gunfights just aren’t nearly as fluid, and deaths honestly just feel really cheap. At least in halo 3 despite the slow movement, the game felt methodical. Positioning was extremely important and exposing yourself in the open was basically a death sentence. In Halo Reach, things like sprint weren’t too extreme and didn’t feel overused at least in my playthroughs of it. While I personally think that them even shifting the artstyle back more to its classic self will definitely improve the feeling of the game. It needs gameplay to match. I look forward to trying out the flights of the game, and hope that they get it right.

> 2535469462089417;5:
> I think Infinite will play like a Halo 5 minus thrust and spartan charge, and with a slightly nerfed sprint.
> The map they showcased in the last Infinite update screams Halo 5 “advanced” movement mechanics.

have you watched shyways breakdown of how the map may play and what modes would prob play best on it? From a design perspective (if what we see is mid of the map) it’s designed closer to that of guardian then many of H5 maps which generally are designed around the idea of a “mid-high point” symmetrical map (truth, regret, coliseum, mercy, fathom etc). Being that it appears (as of now anyway as we see only 2 perspectives) to be an asymmetrical map with a lower mid point. This is not a design H5 used frequently. It’s not a great map for say flag, but could be good for things like strongholds or slayer. Also, we don’t know the limits or ranges of jumps. clamber etc so we can’t say this is designed specifically with advanced mobility in mind like all of H5 maps are.

From an art direction though it shows 2 things, one being they are sticking with the more H4 and 5 human aesthetic or buildings which is fine, no big deal, and 2 being it’s indoors (at least the part shown is). We will have to wait and see but I’m hoping for more outdoor maps this time around with an actual way to jump off the map for various play moments (think rig from h5 or again, gaurdian)

> 2533274809988140;15:
> > 2533274842428280;14:
> > Let’s try not to turn this topic into another debate on classical and modern movements, please. XD
>
> This all day everyday…so many threads with great potential die because of that -Yoink!- match and guaranteed to turn in a negative direction at some point.

Its been the biggest change to halo, though. It has, undoubtedly, been the most controversial topic of halo since reach. That and armor abilities.