HALO HAS INVENTED. HALO INNOVATES FOR EACH NEW GAME. HALO DOES CHANGE. WHAT DIRECTION DO YOU THINK IT SHOULD GO IN NEXT? ARE MY IDEAS ANY GOOD? [My ideas are detailed in the 2nd, 9th, 13th & 14th posts [page 1] & 3, 5 & 7 on page 2–I needed a lot of room]
There’s been a lot of discussion about the Halo 5 Beta, and whether or not change is good for Halo. Here’s a short history of Halo’s innovations.
2001: The release of Halo: Combat Evolved.
Reaction: What is this? A console game? It’ll never catch on…
Innovations: The Golden Triangle of Halo [weapon, melee, grenades]–now an industry standard. Restricting the amount of weapons a player can carry to 2–now an industry standard [for comparison, take at how many weapons Gordon Freeman carries at once]. Wide-open, non-linear environments–now an industry standard. Sandbox gameplay, with a variety of ground and air vehicles which the player can use outside of rail shooting or other scripted events–not an industry standard. Smart enemy AI–not an industry standard. Most video games at this time used a health-only system. Regenerating shields were uncommon. Also, the god pistol. And the epic music.
2004: The release of Halo 2
Reaction: What is this? Online matchmaking? It’ll never catch on…
Innovations: Bungie invented online matchmaking. Online matchmaking, parties, and playlists were invented by Halo 2’s multiplayer team, for Halo 2. Look it up. Parties and playlists are now, of course, the industry standard. As to the gameplay itself? No health packs, new weapons and vehicles [the battle rifle and carbine, for example], destructible warthogs, lack of fall damage, rubbish pistols, dual-wielding, hijacking vehicles, not getting splattered after a gentle tap from said vehicles, the addition of gameplay-altering skulls to the campaign, the fact that enemy and friendly AI could adequately drive vehicles without an exact, scripted path…need I go on?
2007: The release of Halo 3
Reaction: Hype! Hype! Hype! Wait…they changed things from Halo 2! The campaign is too easy! Halo 3=overhyped.
Innovations: Forge mode. The ability the modify your own maps, even slightly, and create your own custom games on a console game? Obviously the community can’t possibly make much use of this. Say hello to Grifball! More weapons, more vehicles, more gameplay tweaks, more rubbish pistols. Some things, like the Spectre, are simply replaced. The addition of Equipment. The bubble and deflector shields, tripmines, gravity lifts, invincibility, regen field, power drain–all of them were quite hard to use properly, and quite fun–more on the lines of single-use power-ups. Theater mode, for the campaign and multiplayer–the ability for a party to replay your gameplay and view it from any angle, allowing you to notice things in the campaign that you’d never noticed before [like terminals and skulls, and a whopping great big planet-devouring Ark in the sky during the Warthog run–how the heck did I miss that!?], and a boon for machinima.
2009: The release of Halo 3 ODST and Halo Wars
Reaction: Two Halo games in one year? One an RTS? This isn’t Halo! The other is just an overpriced expansion pack! Talk about milking the franchise…
Innovations in Halo Wars: The most successful console RTS game. Awesome cinematics by Blur Studio, and sure, the gameplay may be dumbed down, but the campaign and multiplayer is still seriously fun and the control system is very fluid. Ensemble Studios also did a fantastic job of meticulously preserving the feel of Halo.
Innovations in Halo 3 ODST: Every other Halo game is essentially linear. This was a city to explore, with a secondary story [Sadie’s] to find The enemy AI was improved significantly. Visible shields were out, and health packs were back in. VISR mode for the night-time, and the VISR interface in general. Walking around that city was a very different experience to the rest of the franchise–definitely not bombastic, and more of a film noir. Having the mostly non-verbal interaction with the city AI through supply caches, ringing phones and honking cars was a very nice touch. Also, Firefight. Did I mention Firefight? No? It was awesome in ODST. Just. Plain. Awesome. I also had a ton of fun with The Squad.
2010: The release of Halo Reach
Reacton: Armour Lock, Bloom and Loadouts? Nope, that’s it Bungie, you should just leave—hey wait, you’re actually leaving Halo!? NOOOOO! COME BACK!!!
I probably don’t need to go into the problems people had with Reach before 343 industries took over. Armour Lock, Jetpacks, Loadouts. Reusable, map breaking Armour Abilities. The story and canonicity of the campaign. The characters, The maps. The lack of a skill-based ranking system. A lot changed in Reach, and people found problems with it. I also don’t need to remind anyone of what happened when 343 industries actually implemented some of the changes that some people in the community wanted…
Innovations: Aside from the above innovations, Forge mode was vastly improved with Forge World…although it was a bit grey, and Firefight was also improved. Theater mode became a solo venture, but with a rewind button, and your Spartan character became fully customizable.
2011: The release of Halo CEA
Reaction: This is awesome. Where’s my multiplayer, though?
Innovations: Well…having the Anniversary maps be Reach DLC without the original MP maps included was a bit of a naff decision, but in regards to the campaign…every other company was content with slapping a HD sticker on the game and calling it a day. Instead, we got a graphical and sound overhaul, with a neat option to switch back and forth between old and new graphics. Now that’s a HD upgrade.
2012: The release of Halo 4
Reaction: I WANT MY BUNGIE BACK! Oh, actually this is quite fun. Cool story. Wait…nononononononono! BRING BACK CORTANA! I WANT BUNGIE BACK!
Innovations: Tweaks, tweaks, and more tweaks. New weapons, vehicles, and a completely new faction of enemies [The Prometheans], with perversely overpowered AI. Support Upgrades and Loadouts and Tactical packages and Weapon Drops and a whole lot of MacGuffins for multiplayer. Spartan Ops–an experimental, weekly co-op firefight/campaign crossover–pity there wasn’t a friendly AI squadmate or two like Halo 3’s Arbiter. It’s Crimson Team, not Crimson Lone Wolf Spartan whose respawn point sucks. I should also mention that prior to Halo 4, all the cutscenes for the FPS Halo games were done using scripted game engine sequences–as in, the game engine renders the scene in real time. This was replaced by prerendering for Halo 4’s Prologue and Epilogue and the Spartan Ops cutscenes–by Blur Studio! Hello again! However, believe it or not, some of Halo 4’s cutscenes are still real time game renders. Most games don’t do real time cutscenes.
2013: The release of Spartan Assault
Reaction and Innovation: Well, making a Halo tablet game is new. Playing a few minutes of this at a time is extremely fun, but overall it’s such as grind. Spartan Ops repeat. I’m pretty sure there is a circle of hell reserved exclusively for microtransactions, too.
2014: The release of the Master Chief Collection.
Reaction and Innovation: There have been collections. There have been hd upgrades. There have been graphical remakes. There have been worse video game launches [Half-Life 2 and World of Warcraft, I’m looking at YOU]. There may have even been collections which combined the MP of five different game engines online–although I doubt it. The MCC Collection has it all.

its amazing in Halo 2 Anniversary BTB.