revive encourages experimentation but has problems

I’ve played through Halo 5’s campaign once on heroic. I had a really good time, I liked the new abilities and enemy types, thought the encounters were designed in really interesting ways. Throughout this, I found myself noticing how the ability to get revived when I died changed my playstyle. In old halo games often I did something crazy and fun to take out a tough enemy, but ended up dying and needing to restart. That made me eventually end up playing very conservatively on heroic, inching around corners and never using any weapons except long-distance ones.

In Halo 5, It feels like they want you to have more fun with the gameplay and do more daring things, and as long as it actually works and you kill most of the enemies before they take you down, your team can mop them up and help you out. It’s a really cool feeling.
The problem is that in some cases it feels weird: when enemies take you down and you’re far from your team but they don’t try to finish you off, and plenty of other scenarios where it just kind of feels like your time is being wasted rather than getting an instant restart like in other halos.

I feel like perhaps reviving should be less powerful and less of a focus, and instead the same kind of spirit for encouraging aggressive and skillful play should come from your team fighting more effectively when you play better and do cooler things: making it so you have less chance of being downed at all simply because you’re playing well. Because if you’re playing well, they stick closer to you and take down the enemies you miss, and if you’re playing poorly they kind of scatter a bit. Perhaps to make people aware of this something like “team cohesiveness” or “morale” should be a HUD element (which is something that actually makes sense for the leader of a team of spartans to have, since they can monitor vitals through the suit and whatnot) and as you get headshots and boss takedowns and multikills and such, the morale meter would rise.

Perhaps that’s a bad idea for presenting it and it should be subtler, but my point is that the best way to improve the revive system is taking some of the pressure off of it: allowing there to be other ways to avoid death that are explicitly based around skill.

Yeah, when I run away from my team and I’m downed by an elite, and it just walks away, I sit there waiting in futility for a few seconds, then die. That, or my team systematically dies as they revive me, which is sort of funny at least. The team aspect of the campaign is really fun, but it does seem like it could be fleshed out in some ways, like something on your HUD. I don’t feel like it would be that intrusive, especially if it’s done correctly (and since it’s always full-screen, there’s a lot of room for HUD elements)

I think that it might make sense if enemies still ignored you in the downed state while the game was set on easy, but on normal and greater they should definitely not, and that helps balance the amount of time you have since the damage scales differently in all of those modes.

having all your teammates die on you is definitely awkward, it would be interesting if two of them coordinated so that one of them tried to distract enemies while the other focused on the revive. I was actually shocked by how coordinated the spartans were compared to past AIs, but displaying more obvious and readable use of strategy is an area they could be improved in.

I think that even if they all died trying to save you, players would be more appreciative of them as characters if they died in a dramatic and cool way that felt like it could have worked if they’d been a little luckier.

Oh, and I feel like they should have a slightly stricter rules for what things you can’t be revived from: being hit by an energy sword or a significantly powerful explosion, for example. I know that the wraith projectile and all the dissolving promethean weapons kill you instantly, but its weird that the Warden Eternal just bats you around with his very dangerous-looking hard light sword.