Reach: Destroying 9 Years of Halo Mechanics

Halo Reach: Destroying 9 years of Halo Mechanics

After many deliberate hours of analyzing Halo: Reach the only thing I can conclude is that Reach feels and plays nothing like Halo and simply doesn’t have the skill depth of previous titles. In my opinion, this is because the arena-style game mechanics of previous Halos had a certain addictive feeling that is replaced by slower paced role-style mechanics that turn the game into a chore to play. It overly rewards amateur tactics like camping and the helmet-camera exploit, which have never been as prominent as they are in Reach (think Hemorrhage). In previous Halos you would never hear a completely silent map. Players were always moving and trying to setup for some key time in the game because, against skilled players, camping was never a winning strategy. In Reach, there have been countless times where the map is completely silent because everyone is using the armor abilities and power weapons defensively, drastically slowing the pace even the further. Even the “pro” armor ability, sprint, was not balanced against the rest of the sandbox. Not slowing down when being shot while sprinting leads to cheap double pummels, and it allows for ridiculous getaways of players that should’ve long been dead. Combine this defensive play with sprint and bloom and any idiot could put themselves into a crap situation and get out problem free. I think we all have experienced the bull-headed play of sprint + sword…I also don’t think I need to even touch on why armor lock doesn’t have a place in Halo.

Regarding pace, movement speed and jump-height were drastically reduced. This basically nullified strafing and replaced it with a randomized broken bloom aim system to add some sort of dynamic element to 1 on 1’s. This bloom system, more times than not, punished players timing their shots and rewarded the spammers. They took the on-map power ups from previous games and turned them into armor abilities. This makes no sense and is one of the worst changes made. Previous Halos were about fighting for the high ground and controlling the power weapons. Jetpack completely destroys this and makes certain power weapons useless (think Reflection). Not to mention the simple fact that a player shooting down on someone has a tremendous advantage because it’s nearly impossible to not hit the head. Thus why high ground was so important in previous games.

Regarding weapon sandbox balance, Reach honestly feels as if it was never alpha or beta tested. As both weapons are 5 shot kills, the DMR is basically a longer range version of the most inconsistent weapon in any Halo game, the Reach magnum. Rockets and grenades both got a significant splash damage boost in addition to the slower movement speed; which is ridiculous. Even the melee system was poorly changed: the fact that a melee removed full shields or only a sliver of shields makes no sense. It only slowed gameplay and rendered landing more shots than your opponent before throwing a melee meaningless. Melee should always do a set amount of damage, not change as a function of remaining opponent’s shields.

Reach has, without a doubt, the worst set of maps in any Halo game. And when it was released, it only shipped a handful of true multiplayer maps. Even further, no one wants any of these maps remade in future titles. They are the worst set of imbalanced and thoughtless examples of bungie’s idiocy recycled from campaign. The maps were obviously developed as multiplayer maps and then included into campaign but that just simply didn’t work. It made the maps feel cheap and out of sync with traditional Halo multiplayer.
The rest were firefight. And speaking of firefight: it changed from a challenge to survive the most waves as a team into a race to get points, which isn’t nearly as fun or group oriented.

Overall, I don’t even think that Reach deserves the name Halo in the title. It should be called Shadowrun: Halo Edition. After all, the DMR is functionally an exact replica of the Shadowrun Rifle, and the Magnum is identical as well. They even implemented the same bloom system, which increases randomization even more after shields are popped (proven through ample tests) Even the Reach Jetpack is identical in smoothness (ease of aim while in use) and duration to the Glider in Shadowrun. No doubt Sage Merrill is to blame for all these drastic changes; as he was the lead sandbox designer on both Reach and Shadowrun.

Suffice it say, I cannot stand Reach. I’m not saying that true Halo fans should hate Reach, after all, it is a Bungie developed “Halo” game. However, the core mechanics of Reach are no where close to the core mechanics of Halo CE, 2, and 3. It has its own unique feel and gameplay that someone like me, who has over 10 years of continuous Halo experience, doesn’t want to believe is the new heart of Halo. But change isn’t always progress. Halo didn’t need these changes to thrive. It certainly didn’t need these changes to gain more popularity or competitive nature. The introduction of these changes are why Reach has the all-time lowest recorded Xbox-Live numbers of any Halo title, and rightly so.

This is in the wrong Section

You’re literally like 2 years late to the party. Have you played MLG or Super Slayer? If they took out Active Camo and AL it would be perfect reach.

MLG (Or Zero Bloom) Is really fun because thats where strafes count

> This is in the wrong Section

it’s about reach don’t see how it’s in the wrong section.

> > This is in the wrong Section
>
> it’s about reach don’t see how it’s in the wrong section.

It was moved from GD earlier.

Reach’s sandbox is nothing like Shadowrun’s sandbox.

The bloom in both games was completely different, in Shadowrun if you didn’t pace you wouldn’t land many if any shots. In Reach you can spam at the body and land the majority of your shots from close to mid range.

Shadowrun’s weapon/ability purchase system was far better balanced than Reach’s armour abilities and weapons and promoted roles and teamwork unlike Reach’s armour abilities that encourage tedious, low skill gameplay with forced teamwork because weapons are inconsistent.

MLG is the best thing to do currently. I do wish that more weapon variety was possible, but since everything outside of MLG has horrid settings and maps, that’s not an option.

This post has been edited by a moderator. Please do not flame or attack other members.

*Original post. Click at your own discretion.

Once again OP is a -Yoink-

Halo Reach: Destroying 9 years of Halo Mechanics

Just No

Don’t expect much respect for Classic Halo here OP.

Great post. Your points are valid, well thought out, and presented nicely. I don’t think I disagree with a single point.

I think the game’s pretty balanced and not broken at all.

For instance, the Trueskill matching system is designed to balance games by giving completely fair and even match ups against drastically stronger or weaker opponents, meaning you’ll end up with a huge score difference every game. Not broken at all.

Also, the game features multiple BTB playlists full of non-gimmicky gametypes and maps, it even features the Anniversary BTB playlist, one of the most popular and enjoyable playlists ever conceived and full of classic maps and gametypes without any gimmicky heavies variants. Not broken at all.

Okay, sarcasm aside, those are my only real gripes with the game.

…and Jetpack on smaller maps.

> Halo Reach: Destroying 9 years of Halo Mechanics
>
> Just No

but yes actually.

> > Halo Reach: Destroying 9 years of Halo Mechanics
> >
> > Just No
>
> but yes actually.

after the review…call still stands…Just a plain “No”.

don’t cry for me Argentina

Lots of very old fallacies in the OP, cant be bothered to explain them again, and as been said youre about 2 years late to the party.

Shooting sprinters does slow them down actually, by a set amount per any type of bullet. i leave you to infer what that means. So you were wrong about that for one thing.

> > > Halo Reach: Destroying 9 years of Halo Mechanics
> > >
> > > Just No
> >
> > but yes actually.
>
> after the review…call still stands…Just a plain “no”

Elaborate

QUICK! Someone call the WAAAAAAAAAAMBULANCE!

> > > > Halo Reach: Destroying 9 years of Halo Mechanics
> > > >
> > > > Just No
> > >
> > > but yes actually.
> >
> > after the review…call still stands…Just a plain “no”
>
> Elaborate

Really???..you want to beat this dead horse some more. REACH BASH… everybody’s doing it. Yoink!

Saying that REACH has DESTROYED Halo is well just not true and down right crazy talk. I’m not saying its the BEST Halo EVER and it doesn’t have flaws but this game is also not the end of the world.

You know what… I think i’m going to start a topic about all the things I don’t like about Reach in detail. No one has done that yet. And then 343 will just do what I say…Because I haz made lots of video games…and I’m smart.

> Don’t expect much respect for Classic Halo here OP.
>
> Great post. Your points are valid, well thought out, and presented nicely. I don’t think I disagree with a single point.

I agree with this guy fully. I’m only playing it because I’m grinding challenges for no reason. Sure I’m one of the top ten with most but that’s the only reason I keep grinding them everyday. The game is quite boring compared to other Halo’s.

Good post OP.

> > Don’t expect much respect for Classic Halo here OP.
> >
> > Great post. Your points are valid, well thought out, and presented nicely. I don’t think I disagree with a single point.
>
> I agree with this guy fully. I’m only playing it because I’m grinding challenges for no reason. Sure I’m one of the top ten with most but that’s the only reason I keep grinding them everyday. The game is quite boring compared to other Halo’s.
>
> Good post OP.

This says so much more about you than it does the game.

If you don’t like Reach, then don’t buy it. Alot of us on the forums here like Reach like I do. The OP is out numbered by those that like Reach.