> 2533274964775165;4:
> Halo: CE
> Take the classic pistol & fuel rod gun, original Grunt design, OG shade turret, and gorgeous environments
> Leave ???
>
> Brute Force (not Halo but still owned by Microsoft)
> Take the squad controls, alien races, weapons, worlds, and human enemies
> Leave the disjointed story and cloning game mechanic
>
> Halo 2
> Take the Arbiter, Drones & Brutes, Enforcer Sentinels, Spectre & Shadow vehicles, dual-wielding, and playable Elites
> Leave the teasing of a drivable Scarab (let us drive one already!)
>
> Halo 3
> Take the Brute weapons & vehicles, equipment
> Leave the H3 Grunt design
>
> Halo 3: ODST Take the VISR system and Engineers
> Leave ???
>
> Halo: Reach
> Take the weapons, vehicles, and Spartan abilities
> Leave ???
>
> Halo 4
> Take the Prometheans, level aesthetics, new Grunt design, and Mantis
> Leave ???
>
> Halo 5: Guardians
> Take the Promethean weapons & vehicles, Guardians, and 031 Exuberant Witness
> Leave the story, near-infinite weapon & armor variants (I don’t need nine versions of the same assault rifle), the Covenant (they’re irrelevant to the story at this point), poor squad controls, and smart-scope (feels too Call of Duty for a Halo game)
Yeah. I also struggled with what to leave for Halo 1.
As much as I really enjoyed playing Brute Force’s campaign and Squad Deathmatch back in the day, the mechanics should have been used for Halo 5. Sadly, they weren’t, and now I see it as a missed opportunity. Perhaps they’ll be used in a spin-off title like ODST or Wars one day.
Something I find interesting about your post it how you like the original CE Grunt design (which I love as well), dislike the Halo 3 Grunts and like the Halo 4 Grunts. My problem with the Halo 3 Grunts is that they look a little too monstrous. The Halo 4 Grunts are on an entirely new level of monstrosity and a way further from the classic Grunts than Halo 3 is.
> 2535411561717249;5:
> I’m gonna save CE for last because I have a very unpopular opinion for that.
> Reach: Take Firefight. Leave armor abilities.
> 2: Take the Mjolnir mix. I want to say take the split story because it can provide so much more depth but if I recall it was hated when 2 first released, it’s still hated in 5, and Infinite can’t afford to have a hated launch so I say leave it.
> 3: Take the Ark. Especially since it links to Halo Wars 2 now. Leave the FOV. Way too narrow, makes the game painfully slow for me, especially in multiplayer.
> ODST: Take the engineers. Plenty of those guys around and Legacy of Onyx proves they are very useful for this conflict. Plus I’ve always liked engineers and miss seeing them in game. Leave the VISR mode.
> 4: Take Chief’s personality/character development. Leave loadouts.
> 5: Take the story as canon. May seem pretty obvious, but 343 knows they’ve dropped the ball with 5’s story in many people’s eyes and may be looking to do some retconning, which I think is a very bad move. They started this story, they should finish it. Even though retcons seem unlikely since HW2 and a couple books continue with the story the chance is still there. Leave REQ packs.
> CE: Take the twelve round shotgun, though probably just as a variant to the current one. Here’s the unpopular opinion. Leave the level design. I know everybody but me loves it but I don’t really see the point to it. Missions are still linear the spaces are just way more open which means they take more time to clear and get lost in. I don’t really see a point to this unless they add more collectibles or go RPG and throw in sidequests or something. I think Halo 5, particularly on Sanghelios, did a great job of having gorgeous levels that weren’t larger empty space for no reason like the CE levels.
I disagree with your statement that Halo CE’s levels are linear. The second, fourth and sixth levels have far more paths you can take than in any other Halo game, and the rest of the game (excluding the POA) offers more freedom than any other Halo game as well (on par with Reach). Here’s an unpopular opinion of my own: I actually like having the ability to get lost due to level design upon a first play-through. If the level is well designed and has decent replay value, like in CE, then you’ll learn the levels as you play, and the directions you choose to run in all feel like your own choices.
You have some good points in the rest of your comment though, i.e. Halo 3’s POV, Halo 2’s split story, loadouts, acknowledgement of Halo 4’s story, REQ packs, etc. Man, imagine how disappointing it would be to load Infinite up and there’s a monetary system like REQ packs in it again!
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> > > 2666640315087182;2:
> > > These forums are not working so well with formatting. So I oversimplified the outline.
> > > - Reach, Take the multiplayer voting system and armor abilities; leave the bloom - Take the fall damage and expansive level design; leave the power ups - Take the dual wielding; leave the boss battles - Take the brute vehicles and weapons; leave the covenant civil war - Take the Spartan ops; leave the Call of Duty mechanics - Take vehicle variants; leave req packs
> >
> > Yeah. I’ve noticed they’ve been having some trouble recently.
> > Regarding Reach, I’ve never been a fan of any voting system. All it seems to do is ensure people play on the same maps over and over, which bores me tremendously. I grew incredibly tired of Sword Base and Haemorrhage in Reach despite them being good maps. I much prefer Halo 5’s random cycle. It offers a hell of a lot more variety, which is what I appreciate in a game.
> > Your points for 1, 2 and 3 are all decent. I’d particularly like to see the return of dual-wielding.
> > I’m not a fan of Spartan Ops. It feels too tacked on, and most players seemed to have missed it entirely.
> > For 5, I can take or leave the vehicle variants. Obviously I agree with leaving the req backs.
> > Interesting to hear your choices. 
>
> Yeah I was trying real hard to think of what to keep for H4, it was such a mediocre game the only reason I hold it above H5 is what it didn’t do. For me the reach system was better than the H3 system which was if you didn’t like what you see you got a random selection you were stuck with, where as you know what you are going to get but I understand the fan favorites can get a little repetitive, especially if a new map comes out. Maybe instead of 3 choices there should be only 2 and a new draw with another 2 that way it will reduce the probability of these maps being in the draw for everyone to jump on.
I disagree that Halo 4 is mediocre. I think it’s a brilliant game with plenty of replay value if you play with friends and family. However, by Halo standards, it doesn’t quite live up to Bungie’s games. It’s definitely fair of you to hold it above Halo 5. Halo 5 has too many problems. It would be interesting to hear more about what was happening behind the scenes during the making of Halo 5.