Initial Thoughts on the Beta

So I’ve been playing the Beta, and enjoying it for the most part. It’s a real step forward for 343 to do this, especially after Halo 4’s resounding failure, and the lack of timely balance changes throughout Halo 4’s short life.

The game is obviously a Beta so I know there are going to be bugs, bad balancings, and general weird happenings. I’m going to compile this list once a week (Though because of the Beta I’ll post up my thoughts a few days in and edit as I see fit) as I overcome Halo 5’s learning curve and experience new modes, and give my honest opinion on the pros and cons of Halo 5’s gameplay through the eyes of a casual Halo player who’s been around since CE.

(as a random but important note, There’s a lot of sarcastic quips and the like in here. I had fun drafting this and while I am serious about everything I’m saying, I’m not necessarily serious in the way I say it, so please keep that in mind and don’t be offended or angered by the way I say something, it’s just for effect)

When I drafted this “review” I wasn’t aware of Waypoint’s character limit, so with that in mind I’m going to split this up into… probably three posts is all I’ll need, and I’ll edit them in subsequent weeks as new game modes and changes are made available to us.

So to start, the pros. I’ll make a short list of each for those who aren’t interested in heavy reading and then go more in depth underneath.

-Thruster Pack is the best thing ever.
-Sprint and ADS aren’t as terrible as everyone says, but there are some tweaks to be made.
-In game lighting and graphics are amazing
-The game certainly feels like a return for form, even though it’s a far cry from Halo 2 or 3
-Arena Combat is fast paced, rarely a dull moment.
-Clamber is the other best thing ever
-Number Rankings

Thruster pack is one of those abilities I never used in Halo 4. It seemed so clunky and slow, and while it certainly had its uses, abilities like jetpack, active camo, and hologram seemed to have infinitely more. Thruster pack then, was wasted. But in Halo 5, it feels fluid, an extension of the normal gameplay. You run quicker, react faster, all with the tap of a bumper (It should be noted that I play with the Halo 4 control scheme, as all others are confusing as hell). Thruster pack is seamlessly integrated into your playing, and while in the beginning it certainly takes time to adjust to having it at all times, once you settle into the subconscious use of it you’ll find yourself making clutch saves, whether it’s using it and the blast of a friendly grenade to propel you halfway across the map, or dodging a sword lunge from twenty feet away as Prophet’s Bane often allows, it’s amazing. It’s the missing link that halo needed to keep it fresh.

I love sprint. Ever since Reach added it I’ve used it religiously because it gave the element of speed that halo sorely lacked to keep things fast paced and interesting. Therefore I am obviously not an advocate of removing it though I can see why people would want it. The only issue is that the maps are designed to keep sprint in mind, and while they’re not nearly as large or open as many of Halo 4’s maps were (thank god) sprint is still necessary for the mobility required to keep the game competitive, and not cat and mouse.

ADS is an issue I’m torn on: on the one hand my AR’s effective range is doubled If not tripled with it, but on the other hand… it’s an AR. I shouldn’t be able to cross map. I have no issue with ADS on things like the pistol or BR, but the AR and SMG especially shouldn’t have it. It makes their range WAY too far, and their accuracy greater than it has any right to be. It’s not a con necessarily which Is why I’m mentioning it up here, because I do believe ADS in its current capacity is a welcome addition to Halo, but I do believe that in the case of the AR and SMG it’s too much, even though getting shot de-scopes you, it’s too much.

The in-game graphics and Lighting are great, not much more needs to be said about that. It looks beautiful, and with the exception of the textureless nightfall armour, I love what I’m seeing so far. I only hope that 343 polishes it even more between now and release.

The arena combat in this game, as opposed to older halo games, is great. There’s very rarely a moment to sit back and think, which is perfect. The small scale of the maps we’ve played so far, and the additional mobility provided by sprint, thruster pack, and clamber creates a perfect setup for never being too far from the action to make a difference for your team. Interestingly enough from what I’ve experienced the thing that kills the pace of the game the most is, in fact, sprint, but I’ll get to that in cons.

Clamber is just… oh my god yes. We’ve all had those moments in other halo games where if we’d just jumped a split second later we’d have crossed the gap and got that dramatic game winning double kill, but fail and instead fall to the floor and watch our friend get the final kill. Clamber removes that, but not in a glaringly obvious way. Yes you can climb things, but does it feel weird? Not for a second, it’s the most natural thing in the world, and it’s also easily counter able. You get shot a lot in this game, clamber just leaves you open for another second, and sometimes that’s all it takes for that cross map AR guy. Damn you cross map AR guy. You’re a -Yoink-.

And finally, the number ranking system. Yes, boo hoo, they kept the Spartan rank. I’ve always thought that was a good system for unlocks like armor. It makes sense. But they gave us our number rank, and it’s lovely. While not necessarily represented by a number, there are definite meanings behind each of the symbols, easily recognisable ones just like in Halo 3. With that in mind it’s almost perfect. Almost. And that’s how I’m going to segue into the cons.

Same story as with the pros, I’ll make a list for you TL;DR people, and go into depth for the people who won’t complain. I’m gonna straight up have subsections here because I’ve spent more time documenting the things I don’t like than the things I do like a good little internet user.

Matchmaking
-DMR and BR are oddly underpowered and overpowered in the wrong circumstances, while the SMG is just straight up too powerful when put against the AR
-Shoulder Charge and Ground Pound are too much risk for too little gain, unless you can ground pound/shoulder charge a vehicle and send it flying. That would be great. Simply put they’re too situational for use in almost, well, any situation.
-Zoom for swords. No. Just no. The lunge is long enough as it is, twenty foot lunge is way too much, make me thruster pack and lunge for that instead.
-I feel like death is too quick. Whether it’s from unbalanced gunplay or weak shields, death seems to be something that just happens. You see someone, he sees you, and depending on the next second and a half one of you is dead.
-Sprint stopping you shield recharge is overkill

Menus
-I’ll throw this here, but there’s a serious sensory overload of noise when it comes to in game. We’ve got music when we die, blips when we so much as scrape a guy with a bullet, beeping when our shields are down, call outs, weapons fire. Holy -Yoink- I’m going deaf.
-There seems to be a serious lack of customization. Don’t get me wrong it’s not like halo 4 had amazing armor but the ability to choose an emblem, individual shoulders, that kind of thing, was appreciated. I know it’s a beta but it’s an observation I want heard now. The Spartan Hub screen also needs to be brighter. By a lot.
-Matchmaking screen is literally the dullest thing ever. And what’s with the intermissions? You’re kidding me right?
-Number Rank scoring.

Matchmaking
So this might sound like straight up -Yoinking!-, which it could be I guess, but I hate the BR and DMR in Halo 5. The DMR has been my gun since Reach, I love it. And I can’t use it here, whether it’s from lack of Aim Assist or what, I dunno, but it seems like I can’t use it and everyone else is able to use the BR more effectively because it kills faster and with ADS it has no bullet spread, making it just as accurate at long range. That’s wrong, so wrong. My other balance complaint is the SMG. Why, oh why, do we need the SMG and AR in the same game? Especially when the SMG kills quicker, and from my experience is more effective at midrange than the AR is because of ADS. If we’re going to have both, the SMG can only be more effective at close range. Make the AR a short to midrange full auto and the SMG a short range full auto. Easy fix, rage averted. At least then when I watch the killcam it won’t make me cry.

Shoulder Charge and Ground Pound. I love the animations for these. I love the cry of glory I hear from myself and others when one or the other connects and some poor fools body flies into a wall at high speed because these abilities are awesome. But as awesome as they are, they’re unusable in almost every situation. Ground pound has the obvious drawback of requiring height, but the radius on it is so specific that once you’re high enough to use it, anyone just has to move a foot to the right once you start flying and you’ll miss. You’ll do some damage for sure, but the recovery time means chances are you’re dead before you even pull your AR back up. It’s the same story for charge, which is a ridiculously long range melee that leaves you more vulnerable than straight up running into the enemy team, throwing down your gun, and singing Hakuna Matata. I don’t want either of these gone, in fact I believe that given a slight boost, they’ll be great. With that in mind I want one of two things: Make both abilities “vehicle killers” in that they are super effective against the likes of warthogs and ghosts, whether it’s with an EMP or flipping them or something. The other thing, is for both to have a slight period of invulnerability after connecting, giving you time to get back into the fight for at least a chance at survival. The best thing is it wouldn’t even break the game because of the fairly specific circumstances required to use either ability. There would be no armor lock issue.

Zoom for swords. Who the hell thought of that. No. Prophets Bane already makes us run faster, it’s a damn sword. I don’t need to be able to lunge from twenty to thirty feet away just because I zoomed in. Also, it’s a sword, how do you aim-down-sights on a SWORD?

Sprint stops your shields from recharging, and while I understand the point of this it does two things that break the game for me: It kills the pace by forcing you to hide in a corner and wait for your shields to recharge, and it makes it too simple to die. While they wanted to avoid having people escape every firefight, we need to keep that as an option. It’s simple strategy, run and live to fight another day. Halo 5’s shields already have a visible delay before they recharge that feels longer than any other halo game, and sprint just artificially increases that delay. It’s the kind of thing where, just to play the game, you need to use sprint to get from place to place, but we’re penalized for it. You can’t activate sprint while taking fire, so it’s already hard enough to escape a firefight. Penalize people who run, double the recharge delay would work just fine, but don’t penalize us for playing the game.

Finally, death. It’s too quick, like ice cream on a day where it’s plus 40C. Literally, you walk into a firefight and if it’s you vs the other guy, you have a chance. If it’s you vs the other guy and one of his teammates happens to take a potshot at you with his pistol which connects, you’re done. Death literally can happen without the game even telling you where you’re being shot from, which I don’t know is due to sensory overload from the noise and light of the game, or if it’s because I’m not crazy and the directional arrows and motion tracker really AREN’T reliable at all. Either way, I feel like shields need to be buffed. This isn’t COD, and someone summed it up nicely on the waypoint MB: “I feel like every time I get shot I should just stop moving because I’m going to dye no matter what.” (Yes, he said dye.) The point stands though, Halo has always been a game of impressive reversals of fortune, not a running shooter like CoD, and in that sense the current speed of death is altogether too quick.

Menus
First things first, the sounds. Holy hell the sounds. Many sound, much noise. 343 you NEED to tone this down; the music at death just detracts from and cheapens the actual death, the blip blip blip of hit counter noise is annoying at best and hair-rippingly terrible at worst, and the shield alarm is almost too high pitched. Call outs are a great addition in my opinion, and an awesome customization option would be the ability to choose them like firefight voices, but sometimes the frequency of them is a little too high. I like Halo 5 so far but there is definitely sensory overload that detracts from the overall playing experience.

Customization is something I’m afraid for, especially in the wake of the MCC. Please 343, don’t get rid of customization! I for one enjoyed the new options we were given in Halo 4, and while a lot of the armour styles didn’t appeal to me, the ability to mix and match was certainly awesome. Don’t take that out and leave us with just helmet and armor customization: that’s a step far back, even Halo 3 allowed us shoulder customization. It could change between now and release, but I just want to mention it now in case someone has the “genius” idea of going to pre-halo 3 levels of customization. As an aside, the Spartan Hub screen needs to be brighter, and I’ve run into a few glitches, namely where my Spartan is pink. Actual colours are different, but the representation is Pink.

I like the menu system as it is, except for two things. The matchmaking screen is the dullest thing ever and the new roster system kind of sucks. I don’t really have ways to fix these other than to say… I dunno? Go back to halo 4? I miss having a visual of who’s in my party without having to check the roster every few minutes just to make sure no one’s dropped… yeah, I dunno, I just don’t like the roster and matchmaking screens. The absolute worst part of the Matchmaking menus however, is this silly idea of Intermission. You know what Intermission is? The time between matches, NOT a minute before the game starts looking for people again. I know this is in place to allow people to leave, but why are we locked into the searching screen? If we’re having difficulty finding a game it’s usually best to leave and try again, which we can’t do with this new system. Remove intermissions, let us leave until there’s a match set up for us, and searching for matches will be infinitely better.

Finally, and most importantly, I have one fundamental issue with the number rankings. WHY THE F@#K ARE THEY BASED ON WINS? When we asked for a number ranking we wanted it based on our performance. If my team loses but I have a high K/D and top the leaderboard for the match why does my performance rating go down?? Wins are important yes, but you can be godly at Halo and have a team that costs you the match, it’s happened. I don’t want my performance rating to be based on wins, because if I play three games in a row, lose all three by 1 point, and end up going down a skill ranking the point of the number ranking is defeated. This is the only matchmaking addition that I have to admit actually makes me mad. If you’re going to give us number rankings, do it right or don’t do it at all. Make it representative of our skill, not how many wins we have.

Now finally, there are two other things I’d like to offer an opinion on. Snipers on Empire is the dumbest thing ever, literally any other power weapon would work better on such a small and claustrophobic map, especially with two spawns. Shotguns, rockets, both would be better, more feasible options for us. The other is this idea of Map remixes. I’m a little worried that 343 is going to advertise x amount of maps, but half of them are just going to be remixes of existing maps. Please don’t do this, because if one of my 15 matchmaking maps is Empire at Night, then that’s not a new map and you’ve lied. I’m not stupid enough to think that a lighting and skybox change makes a new map, so I know 343 isn’t either.

So anyways, that’s it for my thoughts of Week 1 of the Beta, we’ll see if anything’s changed at the end of next week and I’ll post up another thing or just edit this “front page”. Chances are it’ll be much shorter than this because I’ll just briefly re-iterate things from this next week if they’re still an issue with BR spawns and that kind of thing.

If anyone has made it this far without TL;DRing, thank you kindly for reading and by all means argue my points, myself and a friend have been going back and forth on what’s good and bad since the beta started and it’s helped me iron out my opinions, so I’d love to do the same here. Thanks again,

-Hawkeye