> > Now, seriously, let’s all take a step back and think for a second.
> >
> > The general idea held on this forum is that Reach was the Halo that wasn’t Halo. It was the bad egg in the bunch. The stinker. The ugly step child not worthy of the great family Halo name. Given, it took a near perfected, tried and true formula, and sprinkled it with a bunch of bull Yoink! (yes I’m looking at you, armor lock).
> >
> > In comes Halo 4, with a handful of things vaguely similar to Reach, and many people are upset, with many cries of “Halo 4=Halo Reach 2” and such.
> >
> > But. Older fans.
> >
> > Do you remeber.
> >
> > Halo 2.
> >
> > And the sheer amount of hate it got. Ohhhhhhh lordy you guys think people are critical of Reach… you have no idea. Same for Halo 3 (equipment, TWAS HERESY!). And yet, over time, these two sequels were accepted, and remain the most popular in the series. Now, all I’m trying to say is this is what 4 is going through right now.
> >
> > Change, good or bad, is subjective, and, is never, ever, welcomed with open arms. For a lot of people Halo 1 is the only Halo that is Halo. Give 4 a chance. Sure, MP might be reminiscent of another popular FPS franchise cough but let’s see what happens./rant
>
> After Halo 2, there was a MASSIVE amount of hate for dual-wielding.
>
> Same for equipment in Halo 3.
>
> Then AAs in Reach.
>
> While I can understand hatred for just one of these mechanics as personal preference, what I don’t get are these “veterans” who claim that ALL these mechanics ruin “classic Halo”. So by their reasoning, “classic Halo” is basically Halo CE with a few minor new additions like hijacking, ripping off turrets, and assassinations.
>
> Is this what the “veteran” community really wants? Just Halo CE recycled with a few minor mechanics tacked on?
The “veteran” community or whatever people refer to them as isn’t unified in what they want. I can say one thing that equipment, bloom, armor abilities, and many of the changes already announced for Halo 4 have in common is that they increased randomness in the game.
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Equipment, while it gave you big advantages in certain situations (think bubble shield when the enemy has rockets) but it was impossible to tell if another player was carrying it, and it wasn’t treated like a power weapon which teams had to fight for control of (it respawned quickly and was often placed at decentralized locations).
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Bloom literally made randomness a built in element of the game. Yeah, pacing your shots helped most of the time, but if you’re half shields fighting a fully shielded enemy, you’re going to spam because there’s no way you’d win by pacing your shots. Bloom could have been a great addition if they had built it in a way that it consistently punished spammers. But it didn’t, so it was a crappy addition.
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Armor abilities not only broke the age old tradition of everyone starting on even ground, but in many cases it was impossible to tell what armor ability an opponent had until you started fighting them (think about all the times you sworded someone only to discover they had armor lock).
-Combined with other changes like the decrease in movement acceleration (this made strafing much less effective in halo 3 and especially Reach), and crappy maps like Sword Base and The Cage, I can definitely see why people didn’t like Reach or Halo 3 as much as previous titles.
And yes, there’s often irrationality in many of the arguments against change. But I think there are many more rational arguments as to why Reach and 3 weren’t as great as previous halo games.