I feel quite the opposite actually. Halo 5 was very very linear. Sure, it does have multiple branching paths, but it is a step down in terms of scale and openness. They basically added these extra “lanes” to give an illusion of scale. It is a step down from previous iterations, I felt Halo 4 was even more open. As someone who is familiar in this field, I say Halo 5 is terrible game design. But it is ultimately my opinion.
The game in general is too cramped. If you notice, Halo 5 feels like a corridor shooter. Like COD or Killzone. (Bad examples I know. Don’t hate. But that’s what I have to compare it to.) where you literally walk in a straight path until you reach your destination or objective. Killing enemies literally nonstop from start to finish to try to alleviate players from exploring since the games cramped and lacks openness. Enemies are randomly placed in locations that don’t make sense and are only there to fill in space and create things to shoot. Creating too much of a mechanical feel. creating a monotonous and less dynamic game. Classic DOOM is a perfect example of this, go through a short mission killing everything with one objective. (Get to the end.)
Previous games had you uncover what you were doing by yourself. Halo 5 feels like an old school game where you get your objective up front, then you race to the end to get it. Like Mario. Previous installments put you in large spaces and gave you an option. For Example, Halo: Reach on ONI Sword Base. You can go get a COMMS relay first or turn on AA cannons first.
Halo 5 feels less organic and more mechanical. The extra branching paths feel too sudden and too convenient. Why would all the height advantages and arching hills or natural cover just be facing towards Blue and Osiris so they get an advantage in all fights. Everytime? I understand it’s for gameplay purposes but it creates a scripted combat scenario where every fight is the same. After you say “okay we have three options. We can go there. There. And there.” You exhausted almost all options without dynamics. Previous games had natural environments with enemies that populated them in a logical sense creating different firefights every time. In Halo 5 you question why everything is set up the way it does breaking immersion.
Even vehicle sections are on rails feeling cramped and scripted not taking you anywhere meaningful with no impact. each one barely lasting even ten minutes. Not only are the vehicle sections linear too. There’s only two. previous installments had large open areas with Halo CE giving the illusion of open world with huge spaces and dynamic weather and time of day after every objective.
The only real Halo feeling level in Halo 5 was the Argent Moon one. Not only was it the most open combat section wise. It was also the only interior space in the game.
In my honest opinion Halo 5 is a chore to play with no dynamics in combat and every combat section being the same with little to no replay value. The game feels like a rush to the finish except Argent Moon. The game also lacks meaningful objectives like previous installments or objectives that break up the pace. Even missing a core defend this objective. Some examples would be. (Secure a crashed pelican for resupply and marine support, escort something, control a MAC cannon, turn on autoturrets, warthog runs, space battles Ect.)
on your next playthrough, try mentally mapping out the level and objectives. You’ll see that the game is far too mechanical and less organic and natural. But that’s just my two cents. Agree with me? Or don’t disagree? It doesn’t matte. I had waaaay more to write and can argue this topic all day.