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> Well yes you have an excellent set of points there, but I will point out some counterpoints.
>
> Dual wielding never made a huge difference to gameplay IMO, it was very situation specific. Whereas sprint in generally useful all the time.
> Bloom, as far as I can tell we still have it in some weapons, personally I liked it a lot. Made DMR duels an actual challenge in timing as well as aiming.
> Armor Abilities, I loved in Halo Reach, 343 killed them in Halo 4, probably for the best though.
> When did we ever have kill cams or grenade indicators? If it was a Halo 4 thing I never played much of it, really can’t remember.
>
> I quite take your point, it could be disabled, but I do feel it helps with gameplay pacing, adds some flavour to things. Two people can sprint the long way, meet someone taking the short route, escapes are a bit easier now, etc…
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> Finally, I never felt slow back in the day, but going back to play them now does feel slow and clunky. The sprint and abilities are great in this game, I can go for stealth and safety, or sprint for the objective, playing the old games in MCC just feels slow now, much as I love them. The abilities help too, it makes the game more fluid, I go back and play something else and I try to jump and clamber to shortcut a ramp and can’t, feels kinda stupid considering I’m a Spartan… It’s like the ridiculous boundaries in COD games, you can jump out of choppers, blow up buildings, save the world, and yet, you can’t jump over that little pile of rubble and flank the enemy…
Dual wielding impacted gameplay through balancing.
Bloom wound up being an RNG kill thing for precision weapons.
Armor Abilities on spawn was a horrible idea, would’ve been better as map pick ups.
Kill cams and Indicators were in Halo 4.
Pacing isn’t tied only to movement speed, neither does those cases when you require faster movement speed need sprint. Taking long and shortcuts isn’t exclusive to sprint, as long as there are different routes, you can take them with or without sprint being present. How exactly is making escaping someone qho outplayed you easier, a good thing if that’s what you’re implying?
Herr’s the thing about the fluidity of the game, there are far more factora going into how fluid a game feels other than tacking sprint on. Aiming, speed accelerations and retardations, responsiveness and so forth. Sprint might add some to the feeling, but I’m more inclined to believe updates to other aspects help create a more fluid game than having a not so fluid game and stapling sprint onto it.
Then you enter the realm of map making. Let’s take the map you can’t clamber up to a ramp on in Halo 3. Do you think there’s an intentional meaning behind the fact that you can’t reach the ramp without clamber, or, do you think that had clambering been present you’d have been able to reach the ramp?
If the ramp is unreachable through normal means, jumping, then in the case where you’d have clamber, it’d still be unreachable. Either you’d have a lower jump height or the rampnyou can see is just made to be fartger away so you can’t reach it. Designers design obvious map routes for the flow of the map, creating a maze like aspect of where you can be and to where you can go feom there. A ramp being inaccesible to you means you’re not meant to go from where you are to where the ramp goes, wether or not you have clamber. This goes for sprint too when looking at it from a transportational aspect. You do not reach any location faster than map designers intended for you to.