The involution of Spartan abilities

In Halo 5 we saw abilities like the ground pound and spartan charge, and the well known jet-pack of the spartans, these could use an evasion maneuver in case of encountering enemies or in a worse case with a grenade approaching the player, which makes them and still does as an innovative mechanic to the game, but many criticized it because they really do not want to have new mechanics in halo and stagnate in the old, (which makes the failure of the game). This involution in Halo Infinite is a critical point to the thought that 343 has removed these abilities just because the majority of fans complained about it. Ruining H5 and screaming like crazy because they don’t think these abilities are part of the lore, and it would be worse if we talk about sprinting.

Now in Halo Infinite we see in all spartans, so much in armor, (especially the part that is in the coccyx, since this was only included in the first generations of spartans). Without skills more than primitive as climbing and running. This involution, I reiterate, is not for gameplay or mechanics issues, but to please an annoying group of the Halo community who make themselves heard with shouts and insults that want everything to be like CE. Even the scorpion is like CE.

  1. It wasn’t just CE fanatics who hated thrust, even though I was fine with it, most of the community hates it. You’re in the minority.

  2. Gameplay shouldn’t be defined by lore. If it was, that would be the stupidest thing.

  3. How is the Scorpion like CE? We haven’t used it, and if we’re talking design, it’s closer to H5.

  4. Just like when COD implemented wall running and jet boosters, more mechanics doesn’t equal better game. If more mechanics are added, they shouldn’t be interfering with the core gameplay lope.

  5. Spartan Abilities objectivity makes maps worse. Every map has to account for every ability. Compare that with Infinite’s replacement being equipment, which can be selectively put on a map or removed if it doesn’t work, letting them be much less restricted in map design.

Even though I enjoy H5, and every previous Halo (for the most part), straying away from your roots is a terrible choice.

I get where you are coming from, but I’d suggest replaying CE. Even without any extended gameplay, I can tell for you for a matter of fact that the Infinite Scorpion is not going to be anything like the CE “can’t hit anything but hey at least I’m fast!” Scorpion.

As for Spartan Abilities, I’ll definitely miss them, but the technical preview has left me really impressed with Infinite’s gameplay loop. While the thrusters are sadly gone, the game still retains the faster pace of H5 while mixing in H3-esque equipment. Every Halo game has had it’s own unique gameplay quirks and Infinite is not going to be any different.

> 2535452387883664;2:
> 1. It wasn’t just CE fanatics who hated thrust, even though I was fine with it, most of the community hates it. You’re in the minority.
>
> 2. Gameplay shouldn’t be defined by lore. If it was, that would be the stupidest thing.
>
> 3. How is the Scorpion like CE? We haven’t used it, and if we’re talking design, it’s closer to H5.
>
> 4. Just like when COD implemented wall running and jet boosters, more mechanics doesn’t equal better game. If more mechanics are added, they shouldn’t be interfering with the core gameplay lope.
>
> 5. Spartan Abilities objectivity makes maps worse. Every map has to account for every ability. Compare that with Infinite’s replacement being equipment, which can be selectively put on a map or removed if it doesn’t work, letting them be much less restricted in map design.
>
> Even though I enjoy H5, and every previous Halo (for the most part), straying away from your roots is a terrible choice.

I mean that the tank design is reminiscent of models from the original trilogy, not in terms of mechanics, not even close to the infinite tank looks the same or similar to the H5 tank.

> 2533274870884222;3:
> I get where you are coming from, but I’d suggest replaying CE. Even without any extended gameplay, I can tell for you for a matter of fact that the Infinite Scorpion is not going to be anything like the CE “can’t hit anything but hey at least I’m fast!” Scorpion.
>
> As for Spartan Abilities, I’ll definitely miss them, but the technical preview has left me really impressed with Infinite’s gameplay loop. While the thrusters are sadly gone, the game still retains the faster pace of H5 while mixing in H3-esque equipment. Every Halo game has had it’s own unique gameplay quirks and Infinite is not going to be any different.

I don’t have MCC, soo; maybe i can’t play it

> 2535452387883664;2:
> 1. It wasn’t just CE fanatics who hated thrust, even though I was fine with it, most of the community hates it. You’re in the minority.
>
> 2. Gameplay shouldn’t be defined by lore. If it was, that would be the stupidest thing.
>
> 3. How is the Scorpion like CE? We haven’t used it, and if we’re talking design, it’s closer to H5.
>
> 4. Just like when COD implemented wall running and jet boosters, more mechanics doesn’t equal better game. If more mechanics are added, they shouldn’t be interfering with the core gameplay lope.
>
> 5. Spartan Abilities objectivity makes maps worse. Every map has to account for every ability. Compare that with Infinite’s replacement being equipment, which can be selectively put on a map or removed if it doesn’t work, letting them be much less restricted in map design.
>
> Even though I enjoy H5, and every previous Halo (for the most part), straying away from your roots is a terrible choice.

I’m mostly in agreement with this, except for point 2. Personally I think that while fantasy and arcade games can make up lore around gameplay, a Science Fiction game like Halo should be more heavily based in lore. A good Halo game, in my opinion, should be immersive, should give a sense of seriousness and realism, despite the futuristic setting. Making lore and gameplay mesh together well is key to making the game fun (for me.) I know everyone isn’t as serious about being immersed in the universe, but I personally feel that the constant changes from game to game, usually based off balancing for multiplayer, are one of the biggest problems in this series. Everything is constantly re-designed in a way that never makes sense, which has been one of the chief complaints about 343s Halo games, constantly re-inventing the wheel. This is why we’ve arrived where we are now, with so many fans demanding a game that harkens back to the roots of Halo. Personally I really dislike a lot of the things that have come in to replace something they didn’t see as balanced, and I really miss the things we lost. I would happily take a hornet or falcon over a wasp (it really just does not look like it’s a UNSC vehicle,) I’d happily take the M90 over the new bulldog shotgun, or the M6 over the sidekick.

Sorry for the rant, just a bit I feel strongly about. I think a great science fiction game creates a realistic, logical, and fascinating world, then crafts a narrative that will guide the character through it. This was the origin of Halo, a game built as a single player campaign, with multiplayer thrown in for a little fun. Now the focus seems to be much more on player counts and the “multiplayer sandbox” rather than you know… Halo.