Like many of you, I was skeptical of 343i abilities after Halo 4 and the MCC. We had every right to be. Halo 4 lost its identity as it overreacted to the rise of COD and the MCC was a love letter written with a broken pen. However, we would be hard pressed to not acknowledge their talent, love, and respect for the franchise after watching the ‘Sprint’ vidocs. But the thing that tells us they truly care about Halo and its future is they really listen to their fans. They read the forums, take criticism, separate the noise from the reasonable, and make changes that fit without compromising their vision.
Example: They held a public beta almost a year before release and then digested the feedback and acted accordingly. A lot has changed since the beta, here’s a reminder… They listen!
This week’s post by Bravo indicates they are still listening. The removal for Orion (one of the worst designed MP in Halo ever) and the addition of more maps that should have been included from day one (Midship/ truth FFA)
https://www.halowaypoint.com/en-us/community/blog-posts/weekend-playlist-updates-and-additions
Furthermore, they are currently looking into diagonal aiming issue. This is a real issue, I have 2 new Elite controls, 1 Scuf, and 2 regular X1 controllers—all the same, the diagonal acceleration is off. Yes, they listen!
Knowing that, if this does get read by someone at 343i, it won’t be falling on deaf ears, I will now offer my thoughts, praises, criticism, and suggestions.
Campaign [Mild Spoilers]
Game play: This is by far the best designed Halo campaign from start to finish. The level design is masterfully done flowing from one skirmish to the next. Each level exposes the player to a variety of weapons, old and new, and set up opportunities to use the Spartan abilities in ways that are cool and satisfying. Shoulder charging through a vent to find a flank position or clambering up crates to line up the perfect ground pound are exciting and well scripted. Everything is fantastic expect the Boss battles.
Later, we’re given multiple choices on how to tackle problems. Such as fighting straight up, or doing a side objective that puts defensive turrets back online. Probably my favorite example of this is during the Reunion Mission which you can either approach part of a cave in a fathom or on foot. The things I did miss are the wide open mission such as (Halo and the Silent Cartographer) which allows you to do multiple objectives in any order. Granted, there is one such missions near the end of the game, but it still feels guided and on rails in comparison. Also, no slower paced sniper levels that set the mood for what’s to come.
AI: The enemy AI is great, your fire team AI leaves a lot to be desired. Simply some of the worst and most frustrating AI I’ve experienced in recent memory. Do yourself a favor and play with a group of friends. If you’re like me, I stopped giving commands and reviving them after the 2nd or 3rd mission. I’m currently playing legendary (about ½ done) with one other person and we found it better to send them out in the open to die instead of getting in the way.
Suggestions: Incorporate cloud AI with friend driven machine learning, similar to what Forza does with drivatars or Killer Instinct does with the Shadow Lab. AI teammates that learn based on how you and your friends play. This would have led to a more immersive experience and believability that each team trained together.
If this is not possible, give an option to either leave them in the pelican or turn off friendly collision. I’ve lost count of how many times the AI runs in front of me or stand in my back pocket preventing movement.
Art Direction: Halo 5 has the most diverse environments of any Halo game. It took me almost 8 hours to run through the campaign. 2-3 hours was spent simply exploring, looking around and enjoying the beautiful locations. Each faction from the universe (Human, Covenant, Prometheans) have a distinct feel/look and their architecture design fully support it. In pass Halo games Human buildings lacked imagination, being grounded to closely in the present.
Human buildings: Straight/ rigid/ clean/ functional design/ rounded edges
Covenant buildings: Organic/ colorful/ eccentric
Prometheans buildings: Angular/ strong diagonals/ defy gravity
In both anniversary games all three factions’ architecture received a facelift and as a result over designed. Halo 5 simplified things visually and maintains the mood and persona that each faction represents through well executed Art Direction. Of course holding at 60fps and large scale environments came at a cost. There is some alarming LOD popping in large scale battles, low res textures and shadow work. By far, the thing I found the most jarring is when the animation system scales back from 60 to 30 fps.
https://www.youtube.com/watch?v=-gQMulb6T2o
Sound Design: We all miss Marty a little less because of Kazuma Jinnouchi. Amazing work.
Story: Halo has always taken a less is more approach to storytelling. Just enough to tie things together from mission to mission while giving context to your actions. I’ve read countless complaints about the story lacking direction and connection unless you’ve immersed yourself in the extended universe. There is plenty here to piece things together, but at the same time, there are plenty of missed opportunities to further character development. During the campaign there are 2-3 non combat missions that do absolutely nothing other than count as a mission. They are under developed and contain no meaningful gameplay.
Suggestions: The non combat mission could have be something more. Imagine a stealth mission, sneaking around eavesdropping to retrieve intal. Or speaking with Dr. Halsey or Laskey actually did something, such as upgraded your armor or weapons to tie things into warzone’s progression system. It really feels like more was suppose to happen during those moments.
And then there’s Locke…
Suggestion: Let locke be human. Buck is the only one that questions what is right and wrong and seems to really struggle with the idea doing what is right vs. following orders. Latter, Vale has a conversation with Locke about a bounty he had to take out the Arbiter, but changed his mind… way isn’t this given more time? Why didn’t the Master Chief fight all four members of fire team Osios? This would have been a great time for Buck to ‘throw’ the fight and perhaps let the Master Chief know what he believes.
Halo 5 is a lot like recent Jame Bond films. A lot of action all the time, forgetting the downtime in between is usually far more interesting than the explosive firefights and chases.

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