The community became divided once 343 first showed screenshots of Halo 4 to Gameinformer.
Art isnât classic Halo, OST isnât classic either, Story sets up yet another antagonist over an established one and ends on a cliffhanger.
H5âs thrust was least bad change H5 made.
i mean bungie made halo reachâŚ
If youâre using ADS I donât even know what youâre doing in Infinite.
Games can evolve without gutting their own DNA. This would be like saying Halo 2âs vehicle boarding and dual wielding systems were too far of a departure from Halo CE.
I canât actually tell if youâre being serious with this one.
Pretty sure I read a breakdown of the TTK between this and Halo 3 and they were fairly similar in a lot of ways.
Uhhh. What? How would this be anti-halo?
I donât even know what this means.
Feels pretty similar to a lot of other Halo launches so⌠Okay?
What are you even talking about? There was an insane emphasis on making the art feel more like older Halos, and it absolutely succeeds.
Weird. Are we listening to two different games?
Sounds like classic Halo to me.
The Banished were established in Halo Wars 2
Bungie knew better than to have Cortana become a villain like they had planned in the original 25 mission script of Halo CE so they scrapped that. Iâm honestly glad that the current writers tried their best to sweep Brian Reedâs fanfiction under a rug and then burn it away under kerosene.
Art is very much Classic Halo. The marines look like Reachâs Marines. Spartans look like Spartans once again and NOT like doofy power-rangers. The weapons have a consistent style theme instead of just borrowing elements from other Sci-Fi norms. The Covenant are back to normal instead of the abominations that 343 had drafted up.
The soundtrack is VERY much Halo, unlike Halo 4âs soundtrack where it was a mashup of every other sci-fi genre to SUCH A DEGREE that the start of the 7th mission has LITERAL STAR WARS OVERTURES introducing the cutscene
(https://www.youtube.com/watch?v=pXCKqt4bWDE)
The music at least has consistency and isnât generic and overly repetitive like it was in Halo 5.
And the story ends on a cliffhanger because this is just PART ONE of the main story, which will release PART TWO sometime in the next 2-3 years as Halo : The Endless expansion.
Everyone in Infinite uses ADS, it has no descope
Thatâs not evolution, thatâs devolving the core combat that the franchise was known for
Classic Halo was minimalist by design, hitmarkers add nothing of value when shield flare is better in every way
Perfect TTK is similar to H3, but average TTK is much faster and much easier
None of H3âs weapons were hitscan ( except laser and snipers) , all of Infiniteâs kinetic weapons are.
Bubble shield, power drain and gravity lift versus drop wall, grapple and repulsor
H3 launched with forge, customs, full campaign, full MP suite, theater, file share and better customization
Reach launched with all above but even more and included Firefight
Reach isnât classic Halo
OST isnât classic in itâs own righ, relies very heavily on otherâs work.
CE-3 and Reach didnât flip antagonists and only 2 had a cliffhanger
A note on the Banished, they are set up as having been formed somewhat earlier in the war against the Covenant and are somehow able to defeat the Covenant and grow strong and yetâŚthey canât simply nuke an outdated human ship with half a crew. So is the Banished strong? if so how did Cutter embarrass them so badly? if they are weak then how did they survive the Covenant? and why did the Banished not ally with humanity against the Covenant when they share the same goal and enemy?
Bubble shield, power drain and gravity lift versus drop wall, grapple and repulsor
You do realize that Halo Infinite is planned on being a game that is supported with new content releases over the course of 10 years right? What? You want ALL the arsenal at once in the game so that the weapons and equipment sandbox becomes dull over time?
Nothing you said addresses the point of Infiniteâs equipment being selfish compared to H3âs neutral equipment.
A simple thing known as PLOT ARMOR.
If PLOT ARMOR didnât exist, there would be no stories. Why does Master Chief escape The Flood every time? PLOT ARMOR.
Why is Johnson alive? PLOT ARMOR.
Why did they have John âevolveâ in Halo 4? So they can add even more PLOT ARMOR to him so we can get a cool scene with The Composer.
Nothing you said addresses the point of Infiniteâs equipment being selfish compared to H3âs neutral equipment.
How is the Drop Wall or Proximity Sensor selfish? That is cover that helps you and your teammates and a launched radar that gives intel to your entire team.
If they wanted all equipment to be selfish, Fiesta would have players be given Overshield instead of Drop Wall. And we wouldnât have the Proximity Sensor and instead see the return of Halo 4âs Promethean Vision.
Yeah? Everyone uses it? Youâre telling me that everyone is just always using ADS with weapons like the assault rifle in the same way they do in a COD?
Adding increased mobility to give players more options in gameplay is devolving gameplay? That makes zero sense.
Obviously they add something tactile to the experience if theyâve become ubiquitous across the genre.
Iâll bite. Gimme some evidence that shows the disparity. Iâd love to see the breakdown.
I asked how this would be anti-halo. Not whether or not the weapons were hitscan.
I still donât know what this means or how itâs bad. Youâre just saying things are different.
I donât care. Many of these features are confirmed on the horizon, but their absence doesnât mean the gameplay isnât âcore haloâ
Drop wall only benefits the guy who deploys it, proximity sensor only benefits one team. Neither of those are neutral.
If Drop Wall was to benefit only one guy, it wouldnât be wide. It would be more like the Deployable Cover from Halo 3, which was wide enough to shield one person. If you think that the Drop Wall benefits only one person, you need to coordinate with your team a bit more. Drop it down when your buddyâs shields are low while in a firefight.
Everyone uses ADS for the AR and Sidekick
Adding mobility isnât evolution if your game was never designed around it in the first place.
So Halo is now relegated to a bargin bin shooter, just generic and not trying at all to be unique
H3 AR versus Infiniteâs AR, H3âs BR versus Infiniteâs BR
Even in CE the core of combat was based around leading shots, leading shots was a crucial part to adding to a much needed skill gap. Laser weapons are always bad, especially in a game like Halo where reversals are made even harder by their inclusion.
So you are simply lacking in information to debate me with, go play H3 and then come back if you do not understand the difference.
oh so you donât care so they are unimportant? right. Even if the gameplay was Classic Halo the game would still be a disappointment, 343 has had 6 years and customs donât even work when Bungie had all content there and working on day 1 in 3 years.
Dropwall never appeared in MM. Only customs.
Someone doesnât play Fiesta.
And it does appear in Match Making. Play Big-Team-Battle more often.
Deployable cover**
mistype
If you played Action Sack in Halo 3, it does appear in Match Making.
Thatâs perfectly reasonable. I do not like Halo 5 at all personally.
Action Sack is not the core MP, and even then the area in the shield that can be fired through is small and unwieldy whereas the dropwall can be fired through from anywhere on your side.