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> > Not at all. I fell in love with the old Halos because they offered gameplay that was different from anything I’d played before at that point. Halo 5 is fun, but it feels a lot like the other shooters out there now. Where Halo used to be slow, and methodical, now it is fast and chaotic. Maps are too spread our and the radar is useless, even in BTB and Warzone. In place of actual map variety they have maps that are all roughly the same size with similar flow and design elements. I remember when a Halo game launched with Guardian, Last Resort, and Sand Trap. All of those maps offered drastically different play experiences, and added a lot of variety to the gameplay. Every map in Halo 5 feels like the rest. There is no variation in the gameplay, and that makes the game play super repetitively.
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> > What a lot of people don’t seem to understand is that maps and gameplay go hand in hand. If the maps suck (like they do in Halo 5) then then gameplaybis going to suck too.
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> Please excuse my rudeness but you are completely biased. Halo, while slower than say Quake, has always been faster than other Console shooters. Even in the standstill gameplay of Halo 2 SMG starts where you can’t leave your base. And, Halo 5 feels so different to everything else. The new Doom might be the closest of the newer games, but COD and Destiny are so far away from this game (hip-bloom, slow base movement, slower movement while aiming, worse visuals, juke movement don’t add depth, balanced starts with only 2 weapons, stadium-like maps, weapon/powerup placements); I could go on.
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> If you just look at the core Arena gametypes, 343 has basically took what has worked best in the past and just stuck with it. They have taken the best and left the bad while also leaving some of the good (like KoTH or Oddball). Now, as a result this as made some things more repetitive which I will agree (so was Halo:CE LANs 14 years ago). Like who would want to play Midship over and over for example even though it’s the fan favorite. Some maps work better in some Halo sandboxes though, like just look at how decent Hang 'em High was (probably one of the most unbalanced maps) but you stick that into like Halo 3 or something and all you get is a spam fest of BR sprays or a waiting game. Sandtrap would play better in Halo 5, by the way, because Halo 3 was not suited for long-ranged combat and sight lines.
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> It could be better but you can’t dismiss how crappy so much of Halo’s past was which much of it has been left behind for good reason. They just left too much behind is all, and the great thing about the newer-gen gaming is that it can be updated.
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> Subjective reasoning FTW
you are kind of confirming what I was talking about though. Halo 5 does one thing, and it does it well. But only doing one thing makes a game boring and repetitive. There is no variation in maps, and while I didn’t say it eariler, there is no variation in gamemodes. None of the gamemodes in Halo 5 force you to play in a different way, in the same manner that something the grifball or infection would. I said halo 5 was fun, I don’t want you to think that I don’t enjoy it. I was just bring to attention that fact there is no variation in play, and that is unlike any Halo game in the past.
Going from MCC to Halo 5 and then Black Ops 3, I think that Halo 5 plays a lot more like Black Ops 3 when compared MCC. it’s a lot more twitchy than old halo used to be and its extreamly noticable. Maybe I’m alone in thinking this, but I think it’s obvious. It doesn’t have anything to do with ADS, or other mechanics introduced, either. It has to do with how fast the ttk is, and how people play the game. Its a twitch shooter now, and not nearly as methodical as Halos of the past used to be.