I liked halo 5, the weapons, armor, characters, gameplay and more

The community became divided once 343 first showed screenshots of Halo 4 to Gameinformer.

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Art isn’t classic Halo, OST isn’t classic either, Story sets up yet another antagonist over an established one and ends on a cliffhanger.

H5’s thrust was least bad change H5 made.

i mean bungie made halo reach…

If you’re using ADS I don’t even know what you’re doing in Infinite.

Games can evolve without gutting their own DNA. This would be like saying Halo 2’s vehicle boarding and dual wielding systems were too far of a departure from Halo CE.

I can’t actually tell if you’re 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 don’t 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. I’m honestly glad that the current writers tried their best to sweep Brian Reed’s fanfiction under a rug and then burn it away under kerosene.

Art is very much Classic Halo. The marines look like Reach’s 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 4’s 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 isn’t 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.

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Everyone in Infinite uses ADS, it has no descope

That’s not evolution, that’s 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 H3’s weapons were hitscan ( except laser and snipers) , all of Infinite’s 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 isn’t classic Halo

OST isn’t classic in it’s own righ, relies very heavily on other’s work.

CE-3 and Reach didn’t 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 yet…they can’t 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 Infinite’s equipment being selfish compared to H3’s neutral equipment.

A simple thing known as PLOT ARMOR.

If PLOT ARMOR didn’t 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 “evolve” 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 Infinite’s equipment being selfish compared to H3’s 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 wouldn’t have the Proximity Sensor and instead see the return of Halo 4’s Promethean Vision.

Yeah? Everyone uses it? You’re 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 they’ve become ubiquitous across the genre.

I’ll bite. Gimme some evidence that shows the disparity. I’d love to see the breakdown.

I asked how this would be anti-halo. Not whether or not the weapons were hitscan.

I still don’t know what this means or how it’s bad. You’re just saying things are different.

I don’t care. Many of these features are confirmed on the horizon, but their absence doesn’t mean the gameplay isn’t “core halo”

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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 wouldn’t 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 buddy’s shields are low while in a firefight.

Everyone uses ADS for the AR and Sidekick

Adding mobility isn’t 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 Infinite’s AR, H3’s BR versus Infinite’s 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 don’t 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 don’t even work when Bungie had all content there and working on day 1 in 3 years.

Dropwall never appeared in MM. Only customs.

Someone doesn’t 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.

That’s 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.