> 2533274793250636;1:
> After reading the Update news i was mildly happy.
> The description of implementing new mechanics and guns seemed very carefully thought out.
> That helped a little bit to calm down my general skepticism about the clear downward trend of Halo games since Halo 3.
>
> I loved Halo 2 & 3.
> Reach was the first little disappointment.
> Although i played it for 2 years, the DMR, jetpack and mapdesign wasnt mine.
> Halo 4 was ok. But not as great as Halo 2&3.
> I despised Halo 5 from the moment i saw the first trailer and never played a single game of it.
> So naturally i am skeptic for the next one.
>
> **What do you identify as the big 3 things that are responsible for Halos dowward trend and how to stop it?**Mine would be
> - Map Layout
> Solution: less tube like maps. more “open space” for flanking, overview and team shot possibilities - Map Design
> Solution: less boring (especially inside). Less grey like reach. More rafiness, locations to hold instead of just a room with walls&obstacles - faster gameplay (sprint / thrusterpack / reload time)
> Solution: go back to original H2/H3 Gameplay. Give us more time in combat instead 1sec duels aka who misses first dies.
I actually love Halo: Reach, cinematically and visually I enjoy it the most (especially the military style/focus,) with Halo 3 being a close second, since it is a bigger/more epic story. At least for me, I don’t think the issue lies solely with gameplay/mulitplayer and balancing, and much moreso with art style and intent of the developers. I’ll provide a list, and my solutions as well.
1: Art Style: An attempt to flip one of the key factors in the halo series, the forerunners being gone. This was a massive change, and made the big beautiful empty haunting rings become these weirdly bright and fancy looking places… this alone was the biggest issue I had with Halo 4 and 5. In my mind, reverting to an older art style and more inert forerunner structures will help this a lot, but the return of the flood would be a huge key factor in this as well.
2: Story changing instead of continuing: The world of Halo under bungie grew massively from its origins with Fall of Reach and CE. Yet, it always felt like it was still true to its core, and every book and game had a similar feeling to the original. I think that there is now less emphasis on the whole future space navy and more focus on a character who was intentionally not an in-depth character. I think in this case, I would like to see Master Chief take a smaller role, simply as a player avatar again. I would like to see supporting characters like Lasky and the Arbiter step up to do more emotional lifting, and I would like to see a story that returns more to the gritty, against all odds, desperate future space navy that we all loved.
3: Catering to the largest possible market of casual players.
This is one big sensitive point for me. Everything 343 is doing seems to be focused on the kind of casual gamers who pop in and play a game for a few months after it comes out, but who play a lot online and get the kind of statistics they are looking for (and purchase a bunch of stupid skins etc…) They seem to be ignoring the long time die-hard fans, removing classic features and weapons and gravitating towards seasonal content and lots of little multiplayer cosmetics etc.
I think the core of a Halo Game, especially an open world one, should be the campaign. I think that campaign should be designed to build on previous Halo offerings, and be an immersive experience in the universe. Multiplayer maps can be built from the campaign. It seems like everything is framed in terms of the sandbox, multiplayer, and balance. Some weapons are simply unbalanced… a shotgun is OP in close quarters, and a sniper is OP at long range. Maybe just let that be?