the myth that classic halo is "slow paced"

Lately I’ve been playing some Halo 5 and noticed something a bit odd. I noticed that the gameplay isn’t all that “fast paced” as people make it out to be. Sure, you can sprint, spartan charge, thrust and all that stuff, but does that really make the game faster paced? I don’t think so.

I’ve also recently been getting back in to Halo 3 and realized how much faster paced it really is than Halo 5. A quick game of KOTH on Heretic or Ghost Town will show you that. There’s been games of Oddball or KOTH on Heretic where each player got a minimum of 25 kills, the most getting up to 40 kills, whereas in Halo 5, a game of Oddball or Strongholds is not nearly as crazy as one in Halo 3, and that reflects on the scoreboard at the end of the matches.

I’m pretty disappointed with the myriad of people who constantly state they don’t like classic Halo because it’s “too slow paced” and actually use Halo 5 as an example for fast paced gameplay. The illusion that sprint and thrusters and spartan charging and all that makes gameplay faster even had me fooled for awhile. That was until I began playing Halo 3 again to realize that the speed of the gameplay doesn’t depend entirely on how fast your base movement is.

Agree to most of your points, but you will never be able to convince everyone - people like to be ignorant or insult you.

In my eyes, it was never a discussion about modern / classic gameplay, this is just polarizing. When I compare both sides, I’d honestly say that the “classic” fans are way more open to innovations, while the other site always sticks to arguments like “This and that has to be in Halo because this game has it too!!”
But is this a good argumentation? I don’t think so. When the majority of your fans would think that way, your franchise will be doomed and vanish, it will loose the unique elements and will become just another trendfollower. So the next step would be removing the campaign and just add Battle Royale? We shall not continue this path.

But let’s get back to the topic. Pace is not designed by animations. It never was. Weapon Sandbox, TTK, Respawn points, respawn system, Map Size, Sightlines, Map Interactions (Man Cannons, teleporters, vehicles, gravity lifts, dynamique map elements) and stuff like this defines the pace of the game.

This so called “advanced” movement may look cool and fluid, but in all honestly, it’s more like restricting you as a player. You’re not able to shoot at top speed, you’re not able to reload at top speed, you’re not able to dodge & retreat at top speed, you’re not able to jump on highest positions you are intended to without clambering, you’re not able to recover at top speed. You’re locked in an animation at top speed, which means that your FOV is very limited, this leads to less engagements. And then you have to design everything around sprint, this means increased bullet magnetism - which messes up the complete Sandbox of Halo (focus on precision weapons & lower TTK compared to other FPS), because everytime you don’t sprint, you’re more wounderable.
I don’t wanna even dive into the problems with map design. Because of all these abilities, you have to design every map around them, which leads to repetitive gameplay.
All this things considered this type of gameplay brings us into a “run or gun” situation. On the other hand, movement and gunplay was almost never seperated in the first three installments.
So, in my opinion - the first formular is the real “advanced movement”

I really hope that we will build upon the run & gun (classic) gameplay and improve it even more.