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> > > > They prob said FREE so often because many other companies have expensive DLC (EA with Battlefront…), and they realize it annoys people. It’s good.
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> > > Oh I get that, but like I said it’s a bit annoying when they’re advertising free stuff that really should have been in the game already, such as forge! Or more than 3 Warzone maps.
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> > Agreed.
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> > With such a massive scale, and emphasizing Halo 5 as their “biggest and most ambitious game ever”, you’d think they would have actual content included in the base game to back up those claims. It’s a fun game, but severely lacking compared to past games. And for those saying quality over quantity, why are many of the default maps very simple remixes with slight lighting changes (or reskins, as Regret is)? Quality would mean new assets, layouts, and mechanics for each map trumping the count. But simple forge maps made it in (and they were finished during the beta!).
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> > I love Halo, and this game has so much potential, yet they keep hyping it more than delivering. So many devs make that mistake these days, and it is getting old.
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> You do realize that the remixes aren’t just lighting changes. They use entirely different assets… Eden and empire have the same aesthetic but they do use different assets. Each remix is a different map flow too. I am in the boat that I’d rather have entirely new maps, but saying the remixes are half -Yoinked!- (as you made it seem) is a ridiculous Thing to say.
They aren’t as simple as just lighting changes, but that doesn’t take away from my point in the development approach, as evidence shows in the Sprint series.
However, take a look at the current remixes. Eden - what assets are “new” vs altered or ripped from Empire? Further more, how has this been shown to be on any higher quality plane than what forge maps have given us? In design alone (not art/skinning/lighting), the map was a very simple modification of the Empire map.
While I agree that Regret is the most different from its predecessor, it retains much from Truth. Adding a skin to cover parts of the bases (which retain most of their original features) doesn’t do much to show off the “new” assets (the middle area).
From a pure design standpoint, as a functional map, these changes are very simple versus a completely new map from scratch.
I didn’t say that overall quality is lost with these, but offering remixes over new base maps (which is shown in that not all remixes have even been released yet) in the base game shows a clear focus on padding the quantity of content offered instead of adding to the quality of the experiences with full fledged base maps. The flow of remixes may slightly change how the maps play, but in essence, they feel and look similar, which is also the point for their existence - extend the current assets as much as possible, and only add or take away to make the new map flow work.
If the remixes were not advertised as such, would the changed flow make players think that they were new, or were they similar enough that players would more readily accept them for what they are?