Ever since the Halo series started it has filled its own niche within the FPS genre. It was faster and you were much more durable than the slower paced, tactical shooters like Rainbow Six or Counter Strike with their “realistic” kill times. It did incorporate the tactical combat and teamwork required to be successful in those games. It was also not as fast as the arena style shooters like Quake or Unreal. You didn’t have guys strafe jumping around the maps dominating with a rail gun or a rocket launcher. It did bring in the sci fi weaponry, map pickups, gametypes, and increased the twitch skill of individual players required compared to the tactical shooters though.
What Halo was/is fits into its own style of FPS. The teamwork and tactical combat was mixed with the twitch skill of two different styles of FPS to become its own animal. This style of game does not work when you are started with a short ranged, underpowered weapon. In order to keep the tactical shooter roots of the game it is required to start with a versatile, mid ranged weapon that allows you to engage in combat right when you spawn and be effective in nearly any situation. Yet, most every weapon that was available to pick up would give you a distinct advantage in different situations. Shotguns, AR’s and various combinations of dual wielded weapons would allow you to kill a BR user up close if you were better. The plasma pistol, and some of the other mid ranged weapons could combat a BR at mid range if you were better. And the various sniper rifles would give you an advantage at long range if you were better. They being that you rarely had no chance when you had a BR in your hands. Winning as a team required a 50/50 combination of tactics and skill. You needed to work together to move around the map. You had to control weapon spawns and/or parts of the map that gave you an advantage. Team shooting was critical to gain this control. This game series brought together some of the best parts of two distinct types of FPS to give us an experience that was unique and fresh.
One other interesting thing to note that is kind of beside the point… Bungie never let the series stagnate. The game never stayed the same from release to release. The game evolved with each iteration. The core though, the things that made Halo what it was and made it stand out have always remained. It is good to see that 343 seems to understand this with them adding BR starts into their demo. As a casual gamer i(f MCC gets fixed) I will once again become excited about an upcoming Halo game.
> 2752423165120539;1:
> Ever since the Halo series started it has filled its own niche within the FPS genre. It was faster and you were much more durable than the slower paced, tactical shooters like Rainbow Six or Counter Strike with their “realistic” kill times. It did incorporate the tactical combat and teamwork required to be successful in those games. It was also not as fast as the arena style shooters like Quake or Unreal. You didn’t have guys strafe jumping around the maps dominating with a rail gun or a rocket launcher. It did bring in the sci fi weaponry, map pickups, gametypes, and increased the twitch skill of individual players required compared to the tactical shooters though.
>
> What Halo was/is fits into its own style of FPS. The teamwork and tactical combat was mixed with the twitch skill of two different styles of FPS to become its own animal. This style of game does not work when you are started with a short ranged, underpowered weapon. In order to keep the tactical shooter roots of the game it is required to start with a versatile, mid ranged weapon that allows you to engage in combat right when you spawn and be effective in nearly any situation. Yet, most every weapon that was available to pick up would give you a distinct advantage in different situations. Shotguns, AR’s and various combinations of dual wielded weapons would allow you to kill a BR user up close if you were better. The plasma pistol, and some of the other mid ranged weapons could combat a BR at mid range if you were better. And the various sniper rifles would give you an advantage at long range if you were better. They being that you rarely had no chance when you had a BR in your hands. Winning as a team required a 50/50 combination of tactics and skill. You needed to work together to move around the map. You had to control weapon spawns and/or parts of the map that gave you an advantage. Team shooting was critical to gain this control. This game series brought together some of the best parts of two distinct types of FPS to give us an experience that was unique and fresh.
>
> One other interesting thing to note that is kind of beside the point… Bungie never let the series stagnate. The game never stayed the same from release to release. The game evolved with each iteration. The core though, the things that made Halo what it was and made it stand out have always remained. It is good to see that 343 seems to understand this with them adding BR starts into their demo. As a casual gamer i(f MCC gets fixed) I will once again become excited about an upcoming Halo game.
You are absolutely correct. But the audience unfortunately does not understand and refuses to understand that Halo is more than just the gameplay from 2001 to 2007 and that they never stated that Halo had to remain the same.
> 2533274857398125;3:
> Well it is more arena than most shooters today, but then again the social playlists are usually the most populated, and they are anything but arena.
True but what angers me is that people insist that everything must be an arena style game and that the creators have no say on how the game should progress. There is more that can be done and the additions that have been made, do not break Halo like they claim it does.
> 2533274792768829;9:
> > 2752423165120539;7:
> > > 2533274792768829;5:
> > > Unreal and Quake are too beast for console peasants.
> >
> >
> >
> > Unreal Championship was quite fun on XBox.
>
>
> That’s not even the same thing.
But a fun entry into the Unreal series nonetheless.
> 2752423165120539;10:
> > 2533274792768829;9:
> > > 2752423165120539;7:
> > > > 2533274792768829;5:
> > > > Unreal and Quake are too beast for console peasants.
> > >
> > >
> > >
> > >
> > > Unreal Championship was quite fun on XBox.
> >
> >
> >
> > That’s not even the same thing.
>
>
> But a fun entry into the Unreal series nonetheless.
> 2533274833138074;2:
> > 2752423165120539;1:
> > Ever since the Halo series started it has filled its own niche within the FPS genre. It was faster and you were much more durable than the slower paced, tactical shooters like Rainbow Six or Counter Strike with their “realistic” kill times. It did incorporate the tactical combat and teamwork required to be successful in those games. It was also not as fast as the arena style shooters like Quake or Unreal. You didn’t have guys strafe jumping around the maps dominating with a rail gun or a rocket launcher. It did bring in the sci fi weaponry, map pickups, gametypes, and increased the twitch skill of individual players required compared to the tactical shooters though.
> >
> > What Halo was/is fits into its own style of FPS. The teamwork and tactical combat was mixed with the twitch skill of two different styles of FPS to become its own animal. This style of game does not work when you are started with a short ranged, underpowered weapon. In order to keep the tactical shooter roots of the game it is required to start with a versatile, mid ranged weapon that allows you to engage in combat right when you spawn and be effective in nearly any situation. Yet, most every weapon that was available to pick up would give you a distinct advantage in different situations. Shotguns, AR’s and various combinations of dual wielded weapons would allow you to kill a BR user up close if you were better. The plasma pistol, and some of the other mid ranged weapons could combat a BR at mid range if you were better. And the various sniper rifles would give you an advantage at long range if you were better. They being that you rarely had no chance when you had a BR in your hands. Winning as a team required a 50/50 combination of tactics and skill. You needed to work together to move around the map. You had to control weapon spawns and/or parts of the map that gave you an advantage. Team shooting was critical to gain this control. This game series brought together some of the best parts of two distinct types of FPS to give us an experience that was unique and fresh.
> >
> > One other interesting thing to note that is kind of beside the point… Bungie never let the series stagnate. The game never stayed the same from release to release. The game evolved with each iteration. The core though, the things that made Halo what it was and made it stand out have always remained. It is good to see that 343 seems to understand this with them adding BR starts into their demo. As a casual gamer i(f MCC gets fixed) I will once again become excited about an upcoming Halo game.
>
>
> You are absolutely correct. But the audience unfortunately does not understand and refuses to understand that Halo is more than just the gameplay from 2001 to 2007 and that they never stated that Halo had to remain the same.
OP played more Halo 3 than Reach and Halo 4 combined.
The series can and has changed over the years, but it apparently has done nothing to keep his interests.
> 2533274833138074;2:
> > 2752423165120539;1:
> > Ever since the Halo series started it has filled its own niche within the FPS genre. It was faster and you were much more durable than the slower paced, tactical shooters like Rainbow Six or Counter Strike with their “realistic” kill times. It did incorporate the tactical combat and teamwork required to be successful in those games. It was also not as fast as the arena style shooters like Quake or Unreal. You didn’t have guys strafe jumping around the maps dominating with a rail gun or a rocket launcher. It did bring in the sci fi weaponry, map pickups, gametypes, and increased the twitch skill of individual players required compared to the tactical shooters though.
> >
> > What Halo was/is fits into its own style of FPS. The teamwork and tactical combat was mixed with the twitch skill of two different styles of FPS to become its own animal. This style of game does not work when you are started with a short ranged, underpowered weapon. In order to keep the tactical shooter roots of the game it is required to start with a versatile, mid ranged weapon that allows you to engage in combat right when you spawn and be effective in nearly any situation. Yet, most every weapon that was available to pick up would give you a distinct advantage in different situations. Shotguns, AR’s and various combinations of dual wielded weapons would allow you to kill a BR user up close if you were better. The plasma pistol, and some of the other mid ranged weapons could combat a BR at mid range if you were better. And the various sniper rifles would give you an advantage at long range if you were better. They being that you rarely had no chance when you had a BR in your hands. Winning as a team required a 50/50 combination of tactics and skill. You needed to work together to move around the map. You had to control weapon spawns and/or parts of the map that gave you an advantage. Team shooting was critical to gain this control. This game series brought together some of the best parts of two distinct types of FPS to give us an experience that was unique and fresh.
> >
> > One other interesting thing to note that is kind of beside the point… Bungie never let the series stagnate. The game never stayed the same from release to release. The game evolved with each iteration. The core though, the things that made Halo what it was and made it stand out have always remained. It is good to see that 343 seems to understand this with them adding BR starts into their demo. As a casual gamer i(f MCC gets fixed) I will once again become excited about an upcoming Halo game.
>
>
> You are absolutely correct. But the audience unfortunately does not understand and refuses to understand that Halo is more than just the gameplay from 2001 to 2007 and that they never stated that Halo had to remain the same.
OP played more Halo 3 than Reach and Halo 4 combined.
The series can and has changed over the years, but it apparently has done nothing to keep his interests.
> 2533274833138074;2:
> > 2752423165120539;1:
> > Ever since the Halo series started it has filled its own niche within the FPS genre. It was faster and you were much more durable than the slower paced, tactical shooters like Rainbow Six or Counter Strike with their “realistic” kill times. It did incorporate the tactical combat and teamwork required to be successful in those games. It was also not as fast as the arena style shooters like Quake or Unreal. You didn’t have guys strafe jumping around the maps dominating with a rail gun or a rocket launcher. It did bring in the sci fi weaponry, map pickups, gametypes, and increased the twitch skill of individual players required compared to the tactical shooters though.
> >
> > What Halo was/is fits into its own style of FPS. The teamwork and tactical combat was mixed with the twitch skill of two different styles of FPS to become its own animal. This style of game does not work when you are started with a short ranged, underpowered weapon. In order to keep the tactical shooter roots of the game it is required to start with a versatile, mid ranged weapon that allows you to engage in combat right when you spawn and be effective in nearly any situation. Yet, most every weapon that was available to pick up would give you a distinct advantage in different situations. Shotguns, AR’s and various combinations of dual wielded weapons would allow you to kill a BR user up close if you were better. The plasma pistol, and some of the other mid ranged weapons could combat a BR at mid range if you were better. And the various sniper rifles would give you an advantage at long range if you were better. They being that you rarely had no chance when you had a BR in your hands. Winning as a team required a 50/50 combination of tactics and skill. You needed to work together to move around the map. You had to control weapon spawns and/or parts of the map that gave you an advantage. Team shooting was critical to gain this control. This game series brought together some of the best parts of two distinct types of FPS to give us an experience that was unique and fresh.
> >
> > One other interesting thing to note that is kind of beside the point… Bungie never let the series stagnate. The game never stayed the same from release to release. The game evolved with each iteration. The core though, the things that made Halo what it was and made it stand out have always remained. It is good to see that 343 seems to understand this with them adding BR starts into their demo. As a casual gamer i(f MCC gets fixed) I will once again become excited about an upcoming Halo game.
>
>
> You are absolutely correct. But the audience unfortunately does not understand and refuses to understand that Halo is more than just the gameplay from 2001 to 2007 and that they never stated that Halo had to remain the same.
That’s funny how Reach was a huge stagnant from Bungie, once again another poster forgetting the failure of the original maker. Quick let’s look the other way and ignore their “swan song” whatever game. Right, Reach was a PoS, IMO still and it was a stagnant, only people who could say different are the ones I suppose who joined with Reach or later and never played.
Also not saying 343 has never screwed up cuz it definitely has, but Bungie wasn’t all that great and still isn’t even with Destiny, lol.
> 2547348539238747;13:
> > 2533274833138074;2:
> > > 2752423165120539;1:
> > > Ever since the Halo series started it has filled its own niche within the FPS genre. It was faster and you were much more durable than the slower paced, tactical shooters like Rainbow Six or Counter Strike with their “realistic” kill times. It did incorporate the tactical combat and teamwork required to be successful in those games. It was also not as fast as the arena style shooters like Quake or Unreal. You didn’t have guys strafe jumping around the maps dominating with a rail gun or a rocket launcher. It did bring in the sci fi weaponry, map pickups, gametypes, and increased the twitch skill of individual players required compared to the tactical shooters though.
> > >
> > > What Halo was/is fits into its own style of FPS. The teamwork and tactical combat was mixed with the twitch skill of two different styles of FPS to become its own animal. This style of game does not work when you are started with a short ranged, underpowered weapon. In order to keep the tactical shooter roots of the game it is required to start with a versatile, mid ranged weapon that allows you to engage in combat right when you spawn and be effective in nearly any situation. Yet, most every weapon that was available to pick up would give you a distinct advantage in different situations. Shotguns, AR’s and various combinations of dual wielded weapons would allow you to kill a BR user up close if you were better. The plasma pistol, and some of the other mid ranged weapons could combat a BR at mid range if you were better. And the various sniper rifles would give you an advantage at long range if you were better. They being that you rarely had no chance when you had a BR in your hands. Winning as a team required a 50/50 combination of tactics and skill. You needed to work together to move around the map. You had to control weapon spawns and/or parts of the map that gave you an advantage. Team shooting was critical to gain this control. This game series brought together some of the best parts of two distinct types of FPS to give us an experience that was unique and fresh.
> > >
> > > One other interesting thing to note that is kind of beside the point… Bungie never let the series stagnate. The game never stayed the same from release to release. The game evolved with each iteration. The core though, the things that made Halo what it was and made it stand out have always remained. It is good to see that 343 seems to understand this with them adding BR starts into their demo. As a casual gamer i(f MCC gets fixed) I will once again become excited about an upcoming Halo game.
> >
> >
> >
> >
> > You are absolutely correct. But the audience unfortunately does not understand and refuses to understand that Halo is more than just the gameplay from 2001 to 2007 and that they never stated that Halo had to remain the same.
>
>
>
> OP played more Halo 3 than Reach and Halo 4 combined.
>
> The series can and has changed over the years, but it apparently has done nothing to keep his interests.
That is what happens when you get older I’m afraid. Halo 4 wasn’t made by Bungie though. Not nearly as good as their games.
You have sparked my curiosity though. I have nearly six days of playtime on Halo Reach. That is no joke and I will likely never reach that level of playtime on a game again. Halo 4 had a definite drop off in playtime. Series lost its way after Bungie left for sure. Halo 5 has shown some potential though I will still not have close to the playtime on that game as I did during the series heyday.
> 2533274800962187;15:
> > 2533274833138074;2:
> > > 2752423165120539;1:
> > > Ever since the Halo series started it has filled its own niche within the FPS genre. It was faster and you were much more durable than the slower paced, tactical shooters like Rainbow Six or Counter Strike with their “realistic” kill times. It did incorporate the tactical combat and teamwork required to be successful in those games. It was also not as fast as the arena style shooters like Quake or Unreal. You didn’t have guys strafe jumping around the maps dominating with a rail gun or a rocket launcher. It did bring in the sci fi weaponry, map pickups, gametypes, and increased the twitch skill of individual players required compared to the tactical shooters though.
> > >
> > > What Halo was/is fits into its own style of FPS. The teamwork and tactical combat was mixed with the twitch skill of two different styles of FPS to become its own animal. This style of game does not work when you are started with a short ranged, underpowered weapon. In order to keep the tactical shooter roots of the game it is required to start with a versatile, mid ranged weapon that allows you to engage in combat right when you spawn and be effective in nearly any situation. Yet, most every weapon that was available to pick up would give you a distinct advantage in different situations. Shotguns, AR’s and various combinations of dual wielded weapons would allow you to kill a BR user up close if you were better. The plasma pistol, and some of the other mid ranged weapons could combat a BR at mid range if you were better. And the various sniper rifles would give you an advantage at long range if you were better. They being that you rarely had no chance when you had a BR in your hands. Winning as a team required a 50/50 combination of tactics and skill. You needed to work together to move around the map. You had to control weapon spawns and/or parts of the map that gave you an advantage. Team shooting was critical to gain this control. This game series brought together some of the best parts of two distinct types of FPS to give us an experience that was unique and fresh.
> > >
> > > One other interesting thing to note that is kind of beside the point… Bungie never let the series stagnate. The game never stayed the same from release to release. The game evolved with each iteration. The core though, the things that made Halo what it was and made it stand out have always remained. It is good to see that 343 seems to understand this with them adding BR starts into their demo. As a casual gamer i(f MCC gets fixed) I will once again become excited about an upcoming Halo game.
> >
> >
> >
> > You are absolutely correct. But the audience unfortunately does not understand and refuses to understand that Halo is more than just the gameplay from 2001 to 2007 and that they never stated that Halo had to remain the same.
>
>
> That’s funny how Reach was a huge stagnant from Bungie, once again another poster forgetting the failure of the original maker. Quick let’s look the other way and ignore their “swan song” whatever game. Right, Reach was a PoS, IMO still and it was a stagnant, only people who could say different are the ones I suppose who joined with Reach or later and never played.
>
> Also not saying 343 has never screwed up cuz it definitely has, but Bungie wasn’t all that great and still isn’t even with Destiny, lol.
Bungie’s track record outside of the Halo series is so so. Destiny is a great game by any measure but it is not nearly on the same level as what they accomplished with Halo.
> 2752423165120539;16:
> > 2547348539238747;13:
> > > 2533274833138074;2:
> > > > 2752423165120539;1:
> > > > Ever since the Halo series started it has filled its own niche within the FPS genre. It was faster and you were much more durable than the slower paced, tactical shooters like Rainbow Six or Counter Strike with their “realistic” kill times. It did incorporate the tactical combat and teamwork required to be successful in those games. It was also not as fast as the arena style shooters like Quake or Unreal. You didn’t have guys strafe jumping around the maps dominating with a rail gun or a rocket launcher. It did bring in the sci fi weaponry, map pickups, gametypes, and increased the twitch skill of individual players required compared to the tactical shooters though.
> > > >
> > > > What Halo was/is fits into its own style of FPS. The teamwork and tactical combat was mixed with the twitch skill of two different styles of FPS to become its own animal. This style of game does not work when you are started with a short ranged, underpowered weapon. In order to keep the tactical shooter roots of the game it is required to start with a versatile, mid ranged weapon that allows you to engage in combat right when you spawn and be effective in nearly any situation. Yet, most every weapon that was available to pick up would give you a distinct advantage in different situations. Shotguns, AR’s and various combinations of dual wielded weapons would allow you to kill a BR user up close if you were better. The plasma pistol, and some of the other mid ranged weapons could combat a BR at mid range if you were better. And the various sniper rifles would give you an advantage at long range if you were better. They being that you rarely had no chance when you had a BR in your hands. Winning as a team required a 50/50 combination of tactics and skill. You needed to work together to move around the map. You had to control weapon spawns and/or parts of the map that gave you an advantage. Team shooting was critical to gain this control. This game series brought together some of the best parts of two distinct types of FPS to give us an experience that was unique and fresh.
> > > >
> > > > One other interesting thing to note that is kind of beside the point… Bungie never let the series stagnate. The game never stayed the same from release to release. The game evolved with each iteration. The core though, the things that made Halo what it was and made it stand out have always remained. It is good to see that 343 seems to understand this with them adding BR starts into their demo. As a casual gamer i(f MCC gets fixed) I will once again become excited about an upcoming Halo game.
> > >
> > >
> > >
> > >
> > > You are absolutely correct. But the audience unfortunately does not understand and refuses to understand that Halo is more than just the gameplay from 2001 to 2007 and that they never stated that Halo had to remain the same.
> >
> >
> >
> >
> > OP played more Halo 3 than Reach and Halo 4 combined.
> >
> > The series can and has changed over the years, but it apparently has done nothing to keep his interests.
>
>
> That is what happens when you get older I’m afraid. Halo 4 wasn’t made by Bungie though. Not nearly as good as their games.
>
> You have sparked my curiosity though. I have nearly six days of playtime on Halo Reach. That is no joke and I will likely never reach that level of playtime on a game again. Halo 4 had a definite drop off in playtime. Series lost its way after Bungie left for sure. Halo 5 has shown some potential though I will still not have close to the playtime on that game as I did during the series heyday.
I myself consider Reach to be my favorite and to be the best Halo game. And many other Halo fans are fine with how Halo is progressing and enjoy it. Unfortunately due to changing times, we cannot play as often as we would in the newer games. While I may disagree with the opinions of others, you at least offer your opinions in a civilized manner.
Arena shooters consist of arena like maps (mostly symmetrical and based on vantage points and such, just like in Halo), arena shooters have their equipment spawned on the map, you can’t choose to spawn with whichever weapon you can in an arena shooter. Just like in Halo, rockets, snipers etc spawn on the map so you have to fight for them.
That’s exactly how it works in Quake for example. There are also power ups placed on the map to add some mix to the gameplay. Over Shields and Active camo’s in Halo.
And now we come to my favorite, everybody starts with the same traits.
This, is why Halo is an Arena Shooter. Later Bungie/343i went away from this formula, Halo Reach/Halo 4 where traits were not the same for everybody turning it more into a modern shooter, that’s why those games were not as popular as the others, they were not the arena shooter fans had fallen in love with.