Making Halo 5 a must have

> A tl;dr will be in the first reply after the cases

I am going to start off explaining myself:

I love Halo (like many others) and have had it be a part of my life growing up since Halo 1.

I want the Xbox One to do well because I believe it has innovative ideas and games that I want.

I (and I assume many others) bought an Xbox 360 almost solely for Halo 3, even after Gears of War became big. Halo 3 is ranked up with some of the most highly respected games that I consider masterpieces on their own and most of those contain a significant nostalgia factor now.

Halo 5 can be the next Halo to make people want to buy a console just to play it.

Examining the previous Halo games:

Halo was revolutionary and introduced great aspects to the industry. I won’t need to say much else here, except that the maps for multiplayer were expansive, and had a certain element of awe in their design that helped to make the overall experience fun and enjoyable.

Halo 2 refined many things and introduced fun weapons and dual wielding which made firefights a little more creative in some instances. The only got some balancing issues wrong with the sword and it’s infinite use and the rocket launcher in some cases.

Halo 3 was the first Halo on that gen of consoles and offered such a complete experience, it was a must have and must play. I still play it every now and then.

Halo 3: ODST introduced firefight, which had some great potential, but was still fun in it’s own right. The campaign was interesting and fresh, even if it was short.

Halo Reach got some improvements right and some things lost their magic, but the Forge in this game and Forge World, when combined with custom games made some of the best elements of the franchise (and ones that were key to Halo 3’s success) even better.

Halo 4. I don’t have much to say here. Spartan Ops is a good idea, but the execution could have been better. Lack of features from previous games still haunts this one.

Finally, what I have to say:

Halo 5 will need to replicate the strategy that made Halo 3 into the classic it is (regardless of your opinion on it).

This means:

  1. Forge needs to not be changed, but given the necessary resources to allow creativity
  2. Campaign needs to be hearty and satisfying
  3. Multiplayer needs to be flexible, varied, and have lasting appeal.
  4. Custom Games need to be given the love they deserve
  5. Overall package should be so complete, people need to feel like they get more than their money’s worth

Following will be the cases, which will take up a few posts.

Case 1: Forge

Reach made the improvements that allowed so much creativity, that Halo once again found itself being surprised by the community (after the Foundry creations in Halo 3)

The only problem people had with it in Reach is that Forge World was all that was viable for their ambition and the pallet became monotonous.

Shortly after Reach came out, and people started diving into Forge World, I created a few threads about a Forge DLC that could expand upon things much like Foundry or Sandbox did as DLC for Halo 3.

A 3 Legged Goat (a prominent member of the Bungie forum community) had a thread pinned that discussed a “Forge City” map. I had an idea to bring diversity to the environment.

Here’s on of my threads: http://www.bungie.net/en-US/Forum/Post?id=2628012

The community loved ideas like those. But, Halo Reach came and went, and Halo 4 never picked up on those ideas either. Halo 4 was limited in Forging Spaces until Forge Island. That may have come a little bit too late, however.

Ever since Halo 2, custom games have been a major part of the Halo experience, and Halo 4 also lacked in that department.

Forge Solution:

Maps like Forge Halo and Forge City would be enough to satisfy most people (I assume) and another generic Forge World type map would be great as well, but not prioritized.

Case 2: Campaign

The problem with Halo Reach’s campaign was the lack of memorable or amazing set pieces and encounters.

Halo 1 had mystery, and the surprise of the Flood, while 2 had some great moments, both cinematic and fun.

Halo 3 had epic encounters and a wide variety of gameplay.

They all had a good story, but the original trilogy is what should be looked at for the overall gameplay and experience.

Another element of all Halos is the enemies. The original trilogy and ODST had a wide range of enemies and encounters. Halo 5 did an amazing thing with people from Retro studios (Metroid Prime makers, that franchise considered to be Masterpieces and some of the best games ever made) to use their acclaimed ability to make fun enemies and combat mechanics to design enemies that were fun to face.

However, Halo 5 didn’t have many different enemies or new things. Fighting the same 3 types of enemies for 75% of the game can be tiresome.

Bosses are another part of Halo games that are underwhelming. The final boss in Halo 4, Guilt Spark in Halo 3, and the final boss in Halo 2 were all less than stellar. No offense. I suggest taking a que from Retro studios again and look at the Metroid Prime series which has some of the most acclaimed and well respected bosses and boss fights.

Campaign Solution:

All Halo 5 has to do, is provide sections of gameplay utilizing many different aspects of gameplay. Flying sections, driving, exploring, combat (long, short, large scale, small scale). It always helps to have diverse environments, too. The story is something that 343i is doing great with, but the campaign should be a decent length, and have a lot of replayability.

I would suggest not having the skulls unlocked from the get-go, as that was always a fun experience. The more hidden things in the campaign, the better and more replayable it will be.

Keep the enemies varied, or at least the way you fight them. Grunts can fill many rolls, from close quarters combat to sniping duels. But, the Forerunners in 5, while great to fight, became too repetitive in their use and how you fought them. Maybe a look at the Half Life series in how fights aren’t all the same and never play out like other ones (due to combinations of different enemies, environments, and weapons the player has).

If there are going to be bosses, I suggest taking a look at how Metroid Prime bosses play out, or even taking a look at Shadow of the Colossus (another game heralded as a masterpiece)

Case 3: Multiplayer

Regardless of gameplay, the maps and game modes are their own thing. Halo always has had great modes and maps. This is not much of an issue. Is it too much to ask for Valhala and Blood Gulch in the same game? Halo 3 had plenty of great BTB maps, and Reach added great BTB forge maps into matchmaking.

I would love to see tons of great maps from Halo 1 and 2 make a return. I would also at least like seeing Sandtrap (complete with Elephants) back again. Spire was a great Reach map that would be fun to play at again.

More importantly, the weapons and vehicles are really what breathes life into multiplayer. I felt like Halo 4 was lacking in vehicular gameplay in Halo 4, partially due to map design, but also due to the over abundance of the Mechs, which are cool in their own right.

I also felt like the Forerunner weapons were too over powered, and this might not have been an issue without classes. I fell like the overall weapon pallet seemed less diverse than the other Halo games and this was made even more noticeable with the focus on drops and having about half the loadout be too similar and be able to be spawned with.

I personally think Dual Wielding opened up great possibilities, developer wise. The SMG was the Dual Wield equivalent of the Assault Rifle, but singled, it was faster and better for close range, but not for long ranged. Dual Wielded, it was amazing for close range, but the recoil was so out of hand (rightfully so) that medium range was tough. This was a good balance. I also think this type of balancing could be applied to the plasma rifle and plasma repeater (or what ever gun they have like it).

I still believe the DMR, BR, AR, Covenant Carbine, and Needle Rifle can all co-exist even without being weapons to spawn with (if you can’t tell, I think the Halo games are more fun without custom classes)

Multiplayer Solutions:

Weapons could be more plentiful (more different weapons) as long as they are balanced.

Maps should be a main focus, I’m fine with them bringing great maps back.

Game modes should be varied.

Case 4: Custom Games

Here we go:

Bring back the customization options of Halo Reach, for all game modes. In the case of Infection, bring back the old options and a new one to choose whether or not to play as the new flood model from Halo 4.

Bring back VIP, alongside Race.

Bring back the real Oddball, and fix CTF. Bring back Invasion, possibly. It is very important that assault returns also. I think Griffball needs to be returned to normal too (where the goal explodes when you score)

Don’t overlook the biggest part of the community from Halo 3 and Reach that may have been lost with Halo 4.

This seems simple, but this is all that is needed. This is a very important one though.

Case 5: Overall

I’m just going to fire off how I think things should be for this game:

Firefight (with customization options from before) alongside Spartan Ops.

Spartan Ops should probably be less repetitive, and more story focused/built around unique or highly replayable encounters and objectives.

If the Flood can be in the multiplayer (Halo 4 infection) then I don’t see why there can’t be Flood options for Firefight. (Some waves could just be flood enemies or mixed…etc.)

Theater is great, just bring back the much appreciated and fun ability to use it for Campaign as well.

Forge in general should have a much higher budget constraint considering the new hardware’s capabilities (and even use of the cloud loading features to enhance this more) and the pallet should be varied for all maps (Sandbox pallet + Forge Island pallet + Foundry pallet, with some new things…or the ability to change the look of items, at least…why not both actually?)

Bring back almost all weapons and vehicles, at least for Forge. I think fan favorite, the Brute Shot should return. If multiplayer is a simulation (and most likely Firefight, then.) why not have brute weaponry in the even that some like could come up in the future? (Besides, wasn’t the Spiker in Halo 4?)

Co-op for the Campaign should go no where, as this is a major draw to the series.

Split Screen and Split Screen online are also as defining characteristics of the magic of Halo (and appeal for purchase) as any character in the Campaign.

Speaking of that, I’d like more traditional looking Halo armor, but that is just my view. Master Chief was almost unrecognizable in 4 most of the time, and not as cool. (IMO, obviously)

All of these things would ensure great sales numbers for Halo 5, as it is already what many were hoping for for Halo 4. It can’t hurt to give your audience what they want.

Thank you for your time, please comment with any ideas/additions you have, or any criticisms. If this get’s enough attention, 343i may have a look at it.

TL;DR
So, basically, there are a number of areas that should be considered, content wise, for making Halo 5 the best value it can be.

First, the game should not ignore what made the other games great.

In this, I mean, expansive and epic feeling campaigns that are both long and replayable. Varied enemies and diverse mission set pieces as well as segments of missions that are both fun and interesting.

Also, boss fights should take influence from some of the industry’s best cases.

There is no reason Spartan ops and Firefight cannot coexist. Spartan Ops can be changed a little in making things less repetitive or more story oriented, so it is more fun.

Firefight should be more customizable, maybe with an addition of Flood into Firefight (if flood can be in the war games, why not Firefight?)

Theater should work in the campaign

Forge should have fine tuning and better Forge World style maps like Forge City or Forge Halo.

Custom Games need to be restored to their former glory, and maybe innovated with new additions. This thread does a great, in depth job of pointing out what should be done.

There are fixes that could be done to Matchmaking, but as far as gamemodes that are available in general, some highly appreciated and fun modes should at least return (they don’t need to be in matchmaking)

These include, but are not limited to: Assault, Proper Infection (with choice of Flood models or not, and Reach custom options), VIP, Invasion, Options to have new or old CTF and Oddball settings, etc.

Overall be a complete experience that feels more than worth the money (like Halo 3 was)

Thoughts, criticisms, additions, etc are all welcomed and encouraged. If this gets enough attention, maybe 343 will take notice.

PS: if you want details, specifics, explanations, or reasons for why these things are said, read the OP. Thank you for your time.

All 343i needs to do is let us in on what Halo 5 will have. Halo 4 wasn’t really focused on MP IMO more on story since i thin it was the first Halo when it was spoke highly of before it came out and we were given lots of details about it.

They always talk lots about Halos before they come out, usually around E3.

The thing about Halo 4 is, they kind of changed the MP too much and the Story was good, but the Campaign was so short, on normal it can be beat in like 3 hours. On Hard it is like 4 and a half hours, which is way too short.

Other than that, the Campaign didn’t really have any “wow” moments or set pieces with good fights.

The enemies were a little repetitive too, but that should be an easier fix.

I am officially in favor of Super Forge World, so long as it works.

A possible way to make that work could be breaking the overall map into several different regions. When you’re in one region all the other regions are just background scenery. It’s like the Nether and Overworld in Minecraft, when you’re in one the other doesn’t exist, but when you go back into it everything is still there. So, weapons would be limited in range to the region you’re in; Target Locators, Splasers, nukes, and MACs would all be range locked. That’s the only potential downside I can see if this is possible and was done.

When we had planned for Forge Halo and Forge City (and even Forge Jungle), it was to fit into Reach’s capabilities, and it did. Those would have worked fine if they were implemented into Halo 4 as well, from a technological stand point.

When I broke it down, Forge Halo actually turned out to be a lot smaller than Forge World, but with more varied textures.

Now, the limitations are much less with the Xbox One having major advantages over the 360, so these should be no problem at all. In fact, a new Forge World could probably be made that was 3 times bigger with slightly more complex environmental detail. (those exact numbers are arbitrarily guesstimated)

Given the new technology, and the fact that these should have theoretically worked in a much older game on lesser hardware, the only barrier they have is actually making it.

> When we had planned for Forge Halo and Forge City (and even Forge Jungle), it was to fit into Reach’s capabilities, and it did. Those would have worked fine if they were implemented into Halo 4 as well, from a technological stand point.
>
> When I broke it down, Forge Halo actually turned out to be a lot smaller than Forge World, but with more varied textures.
>
> Now, the limitations are much less with the Xbox One having major advantages over the 360, so these should be no problem at all. In fact, a new Forge World could probably be made that was 3 times bigger with slightly more complex environmental detail. (those exact numbers are arbitrarily guesstimated)
>
>
> Given the new technology, and the fact that these should have theoretically worked in a much older game on lesser hardware, the only barrier they have is actually making it.

Don’t forget Forge Desert and Forge mountain(snow) but most of all
MOAR PIECES AND FINE EDITING!!!

> > When we had planned for Forge Halo and Forge City (and even Forge Jungle), it was to fit into Reach’s capabilities, and it did. Those would have worked fine if they were implemented into Halo 4 as well, from a technological stand point.
> >
> > When I broke it down, Forge Halo actually turned out to be a lot smaller than Forge World, but with more varied textures.
> >
> > Now, the limitations are much less with the Xbox One having major advantages over the 360, so these should be no problem at all. In fact, a new Forge World could probably be made that was 3 times bigger with slightly more complex environmental detail. (those exact numbers are arbitrarily guesstimated)
> >
> >
> > Given the new technology, and the fact that these should have theoretically worked in a much older game on lesser hardware, the only barrier they have is actually making it.
>
> Don’t forget Forge Desert and Forge mountain(snow) but most of all
> MOAR PIECES AND FINE EDITING!!!

Forge Halo has desert and snow areas (with remakes of Sandtrap and Avalanche built into it like Blood Gulch was built into Forge World.)

You do bring up a very good point about the fine editing being missing from Halo 4, which disappointed me.

> When we had planned for Forge Halo and Forge City (and even Forge Jungle), it was to fit into Reach’s capabilities, and it did. Those would have worked fine if they were implemented into Halo 4 as well, from a technological stand point.
>
> When I broke it down, Forge Halo actually turned out to be a lot smaller than Forge World, but with more varied textures.
>
> Now, the limitations are much less with the Xbox One having major advantages over the 360, so these should be no problem at all. In fact, a new Forge World could probably be made that was 3 times bigger with slightly more complex environmental detail. (those exact numbers are arbitrarily guesstimated)
>
>
> Given the new technology, and the fact that these should have theoretically worked in a much older game on lesser hardware, the only barrier they have is actually making it.

It would fit inside Forge World? Well, that’s kinda sad, much smaller mountain range and Volcanoic lands than I imagined. Unless you mean the entirety of Forge World, not just the pathetically small playable space. In which case the biome changes might not appear forced, on the other hand you could just select the environment of the whole map through some options.

> > When we had planned for Forge Halo and Forge City (and even Forge Jungle), it was to fit into Reach’s capabilities, and it did. Those would have worked fine if they were implemented into Halo 4 as well, from a technological stand point.
> >
> > When I broke it down, Forge Halo actually turned out to be a lot smaller than Forge World, but with more varied textures.
> >
> > Now, the limitations are much less with the Xbox One having major advantages over the 360, so these should be no problem at all. In fact, a new Forge World could probably be made that was 3 times bigger with slightly more complex environmental detail. (those exact numbers are arbitrarily guesstimated)
> >
> >
> > Given the new technology, and the fact that these should have theoretically worked in a much older game on lesser hardware, the only barrier they have is actually making it.
>
> It would fit inside Forge World? Well, that’s kinda sad, much smaller mountain range and Volcanoic lands than I imagined. Unless you mean the entirety of Forge World, not just the pathetically small playable space. In which case the biome changes might not appear forced, on the other hand you could just select the environment of the whole map through some options.

I mean, including all the air space (which the mountains would take up a lot. Forge World has so much of it) and the water are included in Forge World’s size.

> I mean, including all the air space (which the mountains would take up a lot. Forge World has so much of it) and the water are included in Forge World’s size.

You mean all the water in the lake, outside the playable area? My expectations for the next FW have been set at the entirety of Forge World since people first made it outside the map.

Need to make sure there’s breathing room for those Longswords and Seraphs.

> > I mean, including all the air space (which the mountains would take up a lot. Forge World has so much of it) and the water are included in Forge World’s size.
>
> You mean all the water in the lake, outside the playable area? My expectations for the next FW have been set at the entirety of Forge World since people first made it outside the map.
>
> Need to make sure there’s breathing room for those Longswords and Seraphs.

That is one thing that should be possible with the next gen tech. Forge Halo could be expanded more towards it’s conceived limits, since it was organized to fit the needs to be a DLC map, about as large as Forge World. But the limits should be much different now.

The Tl;Dr has been updated.