Remove the "Revive" Feature from Campaign

I think 343i should remove the “revive” feature from Halo Infinite’s campaign. I’ve played every other campaign dozens of times (damn, that’s the first time I’ve admitted that), and every time I try to get into 5’s I struggle–even with the levels I remember liking*.* I think part of this problem is this revive feature.

When I play, it stops being fun the moment I get downed. It’s like this big stall in the gameplay during which I almost feel like the jeopardy music should be playing. I love being saved on the occassional off-chance by a derpy marine every once in awhile, and I like saving them, but having to rely on those jackwads in Halo 5 is a real letdown (equating 5’s squadmates to regular marines, here). They’re fun in the way pet rocks are fun. They’re goofy when you want’em, but it’d be a real shame if you had to rely on one to save your life.

And it feels like they actually designed levels around the feature. There are a lot of moments through the game where they throw relatively big open spaces at you and a lot of enemies. You tend to die a lot, and it feels like they tried to soften the blow with the revive feature. The problem is, it’s inconsistent. Sometimes, you get saved quick and it’s no big deal. Sometimes, you have to wait a bit. Sometimes you end up chewing your nails watching the bar go down, only to be saved at the last second by a shields-flaring Vale looking defiantly into the green light of life-saving energy that pours from her armor onto yours as she pointedly ignores the bolts of hardlight whizzing magically past her. And sometimes, none of that happens and you just die. It’s cool to be saved, but even when you are saved what really happened was you just sat around for five seconds; it hurts the momentum of the gameplay. And there’s nothing more deflating than coming out of a hot firefight having gone down and having to wait for that silly -Yoink- revive sequence before moving on. I suppose there’s an argument to be made for its “immersive” quality (i.e. being able to be revived by squad mates and such), but frankly, the whole damn thing is so video-gamey it tends to take me more out of the game than a good old-fashioned death and revert to save. Side note: They actually put “revert to save” down the menu list in Halo 5, so it’s harder to do quickly. This is a pain.

All in all, I think the feature should be removed. I think it was included to sort of bolster the “squad-based mechanics” they threw in, as well as the narrative (which takes on the whole Blue team vs. Osiris thing), but I get the sense that they designed the game around you using these features, and they aren’t robust enough to make them worthwhile (and yes, I’m including commands at this point). They come off as feeling both extra and somewhat essential–to the ethos of the game and even the gameplay itself–and to have that dissonance in a Halo campaign (which has traditonally been: Good story, great music, go shoot stuff) is disheartening. Either beef up the feature, or drop it.

But why would they beef up such a feature? This is Halo and not Ghost Recon.

What do you guys think?

tl;dr Revive is to Halo 5’s campaign as armor lock is to Reach’s multiplayer, and the squad-based mechanics in general feel necessary to Halo 5, not that good, and ultimately out of place in a Halo game. Therefore they should drop both.

Or here is an idea, have a friendly UNSC Marine/Soldier that is a Corpsman/Medic that will revive you and other fallen comrades, or drop a med pack if they are killed.

I think it should be removed for single player and kept for co op

Wasn’t a huge fan of it in co-op. It tended to encourage team-mates to do stupid things… safe in the knowledge that if (when) they stuffed up someone would drift along and revive them. People seem to stop trying to strategise a team work solution to the problem and just brute force it.

Consequences people!

Totally agree, Vanguard 003. The entire AI co-op mechanic feels very out of place in Halo to begin with, and the revive feature does a really weird number on pacing and the feeling of the campaign. If it weren’t already strange enough to be playing the vast majority of the campaign as Locke instead of Chief from a narrative standpoint.

Between those complaints and others, Halo 5 is the only campaign I’ve never even bothered to beat on Legendary. It just isn’t much fun.

> 2585548714655118;4:
> Wasn’t a huge fan of it in co-op. It tended to encourage team-mates to do stupid things… safe in the knowledge that if (when) they stuffed up someone would drift along and revive them. People seem to stop trying to strategise a team work solution to the problem and just brute force it.
>
> Consequences people!

Yeah, then we will be able to do the Your turn, My turn tactic of hiding in a safe corner with teammate, teammate makes a suicide dash out to the objective killing as many enemies before dying, dies, respwans back in the safe corner then you go out and repeats the same maneuver. Rinse and repeat until all enemies are cleared. It can get you past Legendary on Co-op (except for Halo 2).

The half-baked squad mechanics were one of the main problems with the gameplay in Halo 5. They were aiming for a Star Wars: Republic Commando type of experience, but instead it just made the game frustrating. Your AI teammates in Halo 5 were often worse than useless. Halo 3 demonstrated how you can do 4-player co-op in a way that introduces new characters without fundamentally changing the gameplay and being intrusive. Since the squad mechanics seem to have been scrapped in Infinite, I would imagine that the revive feature is also gone.

I agree! I am not a fan of the Revive feature or the Squad system in Halo. I hope that both of those features do no return.

Revive is a fine feature in itself but I agree I don’t really want it in Halo. I’m cool with the commands though, nothing harmful to the experience for me.

Although I have not yet had the pleasure of experiencing Halo 5’s revival mechanic, I wholeheartedly agree with you op. Based on what I’ve watched in videos (i.e. speedruns, SLASO), the mechanic does seem detrimental to the fight’s pace and the levels are somewhat built around this mechanic.

At the very least, it shouldn’t happen with Chief. As for major characters pertaining to the story, it must be asked how their in-game appearances should be handled. Should they retain the H5 revival mechanic, be rendered immortal (i.e. Rookie’s squad, Noble Team, H2 NPCs), get back up when the coast is clear (H3 Arby/Johnson), or die permanently (Keyes) with possible consequences? I’m personally in favor of bringing back H3’s revival mechanic for NPCs, as explained here:
https://www.halowaypoint.com/en-us/forums/29568daf8cd14083bd1b70a810bf3581/topics/arbiter-and-blue-team-in-infinite-classic-style/2df64b06-4733-4cb1-b97a-9aec9f7c5a1d/posts?page=1#post13
https://www.halowaypoint.com/en-us/forums/29568daf8cd14083bd1b70a810bf3581/topics/take-leave-one-thing-from-each-game-for-infinite/7a8e1c77-fcd1-41fb-ad21-ec2cf5131d98/posts?page=1#post19

Also, I liked the cloning glitch you could do with the NPCs. A funny oversight, they could even appear in cutscenes if timed right.

Another thing to consider is whether we should be able to trade guns with them (like in H2/ODST). In H3, you had to kill them once and swap their dropped weapon with yours. In HCE/Reach, they couldn’t be interacted with.

> 2666640315087182;2:
> Or here is an idea, have a friendly UNSC Marine/Soldier that is a Corpsman/Medic that will revive you and other fallen comrades, or drop a med pack if they are killed.

It’s not that simple, it’s still relying on friendly NPCs, which have consistently been a letdown in the Halo series and is in fact one of it’s major deficiencies.

> 2666640315087182;6:
> Yeah, then we will be able to do the Your turn, My turn tactic of hiding in a safe corner with teammate, teammate makes a suicide dash out to the objective killing as many enemies before dying, dies, respwans back in the safe corner then you go out and repeats the same maneuver. Rinse and repeat until all enemies are cleared. It can get you past Legendary on Co-op (except for Halo 2).

Why should it matter if some people resort to cheap tactics instead of sloughing through normally? SLASO runners used to do stuff like that all the time (ranged emp snipe, waiting for jackals to run out of plasma pistol battery). Improvisation should be encouraged, not discouraged. I acknowledge that there are people who deliberately confine themselves to certain actions (i.e. Zero Shot, no jump, no vehicles) and certain weapons, but the game should not pander to them.

The whole 4 spartan squad and all the gimmicks it brought needs to be removed. I don’t mind having Spartan allies on some levels, but they shouldn’t be with me every step of the way.

The problem with revive is that teammates rely on it too much during co-op and I have to stick with them. The maps are massive, I want to flank from another angle. If one teammate keeps dying, I can’t keep doing that. It’s restricting in that way.

> 2533274888352703;7:
> The half-baked squad mechanics were one of the main problems with the gameplay in Halo 5. They were aiming for a Star Wars: Republic Commando type of experience, but instead it just made the game frustrating. Your AI teammates in Halo 5 were often worse than useless. Halo 3 demonstrated how you can do 4-player co-op in a way that introduces new characters without fundamentally changing the gameplay and being intrusive. Since the squad mechanics seem to have been scrapped in Infinite, I would imagine that the revive feature is also gone.

I hope that’s the case. Classic Halo coop in 2 and 3 were great, and they didn’t require any fancy nuts and bolts to be fun.

I think it should be removed all together again with “it’s just not halo”. Legendary on halo 5 was a complete cakewalk im sure even 6 year olds could do it without much trouble. Even if i make a mistake and get killed nothing punishes me because me squad can just come over revive me and nothing will happen. Seriously 343 make legendary challenging again in Infinite

> 2533274809073993;1:
> I think 343i should remove the “revive” feature from Halo Infinite’s campaign. I’ve played every other campaign dozens of times (damn, that’s the first time I’ve admitted that), and every time I try to get into 5’s I struggle–even with the levels I remember liking*.* I think part of this problem is this revive feature.
>
> When I play, it stops being fun the moment I get downed. It’s like this big stall in the gameplay during which I almost feel like the jeopardy music should be playing. I love being saved on the occassional off-chance by a derpy marine every once in awhile, and I like saving them, but having to rely on those jackwads in Halo 5 is a real letdown (equating 5’s squadmates to regular marines, here). They’re fun in the way pet rocks are fun. They’re goofy when you want’em, but it’d be a real shame if you had to rely on one to save your life.
>
> And it feels like they actually designed levels around the feature. There are a lot of moments through the game where they throw relatively big open spaces at you and a lot of enemies. You tend to die a lot, and it feels like they tried to soften the blow with the revive feature. The problem is, it’s inconsistent. Sometimes, you get saved quick and it’s no big deal. Sometimes, you have to wait a bit. Sometimes you end up chewing your nails watching the bar go down, only to be saved at the last second by a shields-flaring Vale looking defiantly into the green light of life-saving energy that pours from her armor onto yours as she pointedly ignores the bolts of hardlight whizzing magically past her. And sometimes, none of that happens and you just die. It’s cool to be saved, but even when you are saved what really happened was you just sat around for five seconds; it hurts the momentum of the gameplay. And there’s nothing more deflating than coming out of a hot firefight having gone down and having to wait for that silly -Yoink- revive sequence before moving on. I suppose there’s an argument to be made for its “immersive” quality (i.e. being able to be revived by squad mates and such), but frankly, the whole damn thing is so video-gamey it tends to take me more out of the game than a good old-fashioned death and revert to save. Side note: They actually put “revert to save” down the menu list in Halo 5, so it’s harder to do quickly. This is a pain.
>
> All in all, I think the feature should be removed. I think it was included to sort of bolster the “squad-based mechanics” they threw in, as well as the narrative (which takes on the whole Blue team vs. Osiris thing), but I get the sense that they designed the game around you using these features, and they aren’t robust enough to make them worthwhile (and yes, I’m including commands at this point). They come off as feeling both extra and somewhat essential–to the ethos of the game and even the gameplay itself–and to have that dissonance in a Halo campaign (which has traditonally been: Good story, great music, go shoot stuff) is disheartening. Either beef up the feature, or drop it.
>
> But why would they beef up such a feature? This is Halo and not Ghost Recon.
>
> What do you guys think?
>
> tl;dr Revive is to Halo 5’s campaign as armor lock is to Reach’s multiplayer, and the squad-based mechanics in general feel necessary to Halo 5, not that good, and ultimately out of place in a Halo game. Therefore they should drop both.

yes! whenever i get to play H5 i absolutely hate this mechanic, it serves no point except slowing down the game for no reason

Or how about don’t force co-op on singleplayer, have missions that prominently feature marines again, and keep it simple.

Yeah definitely agree, it’s better just gone. It breaks verisimilitude more than simply respawning, doesn’t work at all with AI teammates.