Hello. Today I’m going to talk about the many reasons Halo: Reach felt poor compared to the other Halos and how Halo 4 can prevent this feeling. I’ll cover topics.
Topic 1: Incentive
A big problem with Halo: Reach was incentive. What do I mean by incentive? The drive to win. First let’s delve into the previous Halo’s incentives. In Halo: CE, a lot of people would get together with friends, connect their Xboxes together, and LAN it up. The game was fun. It was especially fun when you won. Why, though? It made you feel good. It gave you bragging rights. In Halo 2 and Halo 3, players would try their very best to win every single game they played. Screwing around was risky. Why? Ranks. In Halo 2 and Halo 3, players were rewarded for their performance and for whether or not they’d won the match.
However, in Halo: Reach, the incentive is nearly not existent. Players would tittle-prance around knowing that, whether they win or lose, they’ll be rewarded. This would result in most matches being non-competitive, annoying, and boring.
How can this be fixed? First thing is first. A proper ranking system. Halo 4 needs to have a ranking system that bases skill off of, well, skill. This will return the incentive to the players. “If everything is ranked, everyone will be too competitive!” Well, that’s where social/unranked playlists come in. I also personally believe there should be a separate yet visible rank that’s based off of experience. Experience is gained simply through playing but does NOT affect who is paired against who. It’s for bragging, but doesn’t affect the game much so people won’t tittle–Yoink- around anymore.
Topic 2: Maps
Another problem with Halo: Reach is map-selection. Let’s be honest, the memorability of Reach maps is lacking. Halo: CE had Hang 'Em High, Prisoner, Blood Gulch, Battle Creek, etc. Halo 2 had Midship, Sanctuary, Lockout, Zanzibar, Warlock, Terminal, etc. Halo 3 had The Pit, Guardian, High Ground, Construct. Halo: Reach has… uh… Forge… World? They’re pretty sucky, honestly. There’s a very small selection of good maps.
What’s wrong with the maps though? Why don’t they feel fun like the old ones? Map flow. This is the main problem. The maps were designed around specific armor abilities. A lot of the maps would basically almost force the player to choose a certain armor ability (e.g. Sword Base) to have an advantage. Not only this, but the map flow in general was just bad. This was a result of armor abilities. Map flow was broken by armor abilities. A jetpack player could reach places easier. Sprint players could get places faster than others. Armor lock players slowed gameplay entirely. There was never any map control; it was always erratic.
How can this be fixed? Well first, the maps need to not be designed with armor abilities in mind. A jetpack player shouldn’t do better on X map because the camo player didn’t choose jetpack. Another thing: design the armor abilities to be less… able to break maps. Jetpack, I think, should be a map pick-up instead of an armor ability. Sprint is available to everyone at once and armor lock’s out. It’s already looking better.
Topic 3: Esprit De Corps
Ever notice how often people work as a team in Halo: Reach? Me neither. Everyone plays by themselves (mainly due to grinding kills for credits). Halo 2 and Halo 3 had a VERY strong sense of teamwork on team gametypes. Let me bring up some examples. In Halo 2’s 2 Flag, players relied on their teammates to defend the flag while others went for the opposing team’s flag. People wanted to win, so they cooperated, strategized, and tried their best to rank up. In Halo 3, it worked the very same way. Let’s look at Last Resort 1 Bomb. The attacking team would storm the base at all different directions to attempt to confuse the defending team. The attacking team would hold off all defenders to let their teammate plant and score. The winning team would rewarded for winning.
In Halo: Reach, no one cared about winning objectives or working together… or even winning the match! Everyone would go off on their own and kill as many players by themselves as they could to get credits. In Flag and Bomb, the objective would be left untouched nearly the whole game every time due to the lack of incentive which also led to the lack of teammwork; something very iconic about the previous Halos.
Conclusion:
There are many reasons Halo: Reach felt poor, and I felt I’ve covered some of the main issues. I missed many though, as I can only type so much. Please feel free to share your opinions and discuss how Halo 4 can prevent itself from failure.