> I wish I could comment more on how that affects Halo’s stable, accessible playing field, but important details are hard to come by at this stage. I can tell you health packs are out, <mark>that there’s still no dual-wielding</mark>, and that over 200 developers are working on the game, building a new campaign and sophisticated multiplayer maps that aren’t broken out of single-player scenes.
Work in progress, but yeah I saw that then a gigantic -Yoink- eating grin hit my face. Dual wielding was dumb. It served no tangible purpose that couldn’t be accomplished with another, two handed weapon.
I loved dual wielding but I guess I can live without it It’s those perks I’m worried about. They better have just as many playlists without them as with them- or all of us will know the direction they’re aiming for. And I will weep for Halo’s once amazingly simple balance and rue the days of Halo’s pathetic attempt to replicate other successes. Sure, it might be fun and sure, I might play it many times- but it just isn’t Halo and it shows that Halo really is going mainstream. What can I say, I hope I’m wrong
Dual wielding was limited in halo3 anyway with the AR start. There was literally no point in running around the map and finding not one, but two dual wieldable weapons. And as such it was hardly used/redundant in games. However in halo2 dual wielding was great with the smg start. Since the smg was a dual wieldable weapon all you needed to find was one spare gun on the map and you were on your way. Pretty much everyone would dual wield in that game and it was pretty fun. So if they were going to make it like reach or h3 where your primary gun was a AR or something I dont really care. So really it depends on the game. Dual wielding can be awesome (like h2) or meh (h3).