Well, here I stand. ready to post the ultimate, damning proof that new halo fans are wrong.
New Halo fans will often say
“Reach was a step in the right direction, Halo 4 was the defining moment yadayadayada”
Well, what if i told you, when it come’s down to it, Halo REACH was ultimately more different than Halo 4 compared to older Halos?
Here’s the proof:
when you strip starting AAs from reach and 4, sprint from 4, add resupply to a Halo 4 spartan, and make both games same starts, there is more differences between older Halos and reach than Halo 4 and older halos.
Halo Reach Had Bloom, low jump height, higher gravity, lower movement speed, no melee or weapon bleedthrough, excluding remakes 3 arena maps on launch (and only 2 of those 3 were good), No chief campaign focus, the covenant was the main threat, not the flood or Halos.
all those make Halo Reach’s base gameplay far different from Halo 1,2 or 3. So different that MLG v7 almost felt like a completely different game!
we take Halo 4 however:
No bloom
faster base move speed (around Halo 3 speed)
Bleedthrough was back
Jump physics was more like older Halos
Although most of Halo 4’s maps were bad, all the small maps were arena maps, unlike reach
Chief was our story focus, and the forerunners cloudy past was the focus of our story again.
thats half the proof. So now you may be saying, ok, thats all true, but then how come Halo 4 is played less than Halo reach if it is technically closer to old Halo?
well, quite simply, personal loadouts. In reach, players stuck around because the equal starts shined through, you knew what your enemy could have, it was far more predictable, even if the background mechanics were very different, you still knew they had one 5 choices, and they were the same choices as you. (barring certain gametypes) thats why it saw a greater population, in that regard, it was closer to old Halo. So players learned to enjoy this, some went straight back to Halo 3, others stayed. But that idea of equal starts remained. this equal but not same starts was tolerable to some, but not all.
with Halo 4, that changed. There were personal loadouts that meant all encounters had so many variables it would be impossible to prepare for them all. and as the players progressed through the specializations, this just got worse, as they UNLOCKED more combinations. Though 343 had given back alot of Halos core mechanics back, it was all hidden beneath the dislike and loathing of the broken and unfair personal loadout system. the equal as opposed to same starts that reach imposed was barely tolerated by some fans, then to learn of this idea of personalized loadouts? it was the last straw, they left the franchise, or sought refuge in the last Halo to do it right, Halo 3.
Im sure your bored reading by now, but i also hope you see what I just did. I just proved them wrong.
TL:DR Reach actually changed more than H4 did, as the base mechanics were hugely altered, whereas in H4 they base mechanics were mostly intact from Halo 1,2 and 3. The reason reach was more popular than 4 was that it kept the idea of EQUAL loadouts, and that you at least had a rough idea of what to expect. In Halo 4, this was completely gone, and no matter how much base mechanics returned, this killed the game.
Thus proving Halo was popular more for this Idea of equal starts, as opposed to it’s mechanics.