Hi everyone, this is a topic I initially posted over the Bungie.net forums, but I thought it would be cool to have this discussion here too, especially since 343i are now working on the Halo franchise.
This is a long post, if you only want to know which direction I think the next Halo game should take, go straight to the last two paragraphs.
We all know 343i are most probably working on a new Halo game. Playing on the new Defiant map pack for Reach, thinking of how Certain Affinity made a great job - better than Bungie for the most part - I began to find more hope for non–blam!- to-be Halo games. And also thinking of all Reach’s problems in the campaign, I decided to make a thread to discuss what we’d want to see most in Halo 4 besides playing as the Chief again and continuing the story.
Now, I think one of the main concerns - at leas to me - is for Halo to not take the COD road, as it kind of already did. Halo needs to change. ODST was supposed to play differently, about playing ODSTs and having a relatively fresh gameplay. Yes you are weaker, but that’s basically it. Rookie still incredibly plays similarly to the Chief in Halo CE with the “stamina”. That was a first missed opportunity - besides not giving us incredibly formulatic missions - their “30 seconds of fun”. In fact, I think Bungie’s biggest fault was trying to recreate that particular type of encounters. That gave us mini-missions which are nothing more than stripped down Halo 3 ones, which while quite fun, were still streamlined Halo CE missions. Don’t get me wrong, the game was good, but it can’t compete with Halo CE.
Then came Halo Reach, where they tried to make the ultimate Halo game. But then, we already had FOUR Halo games with practically unchanged gameplay, Bungie NEEDED to up the ante. So they gave us armor abilities and space combat, both which did nothing more than being a bitter tease to the game’s potential. The armor abilities changed nothing on the fundamentals of the gameplay. It did spice up some campaign moments, but just looking at the jet-pack platformer bit of Exodus, and it’s clear it was way too short. When you start to get a hang of it and finding the encounters fun, it over already. What Bungie needed to do, was doing like any good game when you introduce a new ability; let us get a hang of it, and then make things increasingly more challenging. You should’ve have jet-packed around more, into more unique level bits.
And comes another of the great problems of Reach, the level design. Instead of making the ultimate Halo, Bungie just made an extremely polished Halo experience with bits of new things, the level design barely doing anything new. Where was the real open ended spaces with different objectives to work on, with different roads to take? You were still taken by the hand. So we keep going through bits we’ve already been through, having roughly the same experience throughout the game. Space combat was fun, but was too short, tried nothing special and wasn’t much more than your usual Halo encounter in space. Take shields off, finish with a headshot and when taking too many hits, hide a bit and then come back. It was the same thing as ground combat or almost. Then you had inside the ship with some low-grav, but it was quite limited and they tried nothing with it. The New Alexandria mission was probably the best thing, but the moment you got off the Falcon it was standard Halo mission fare.
We all like the Halo gameplay, but Bungie’s problem was that they tried too much to make Halo gameplay, rather than make good and interesting gameplay. Play Halo CE, play Halo 2 and then play 3, ODST and Reach. Look how the Halo gameplay got standardized, formulated over time, particularly since 3 where they seemed to have found “the way” to make Halo games. Halo 3’s game design could’ve been better, but it was still a bit different than Halo CE’s and 2’s, but it’s with ODST and Reach where they tried nothing to stand out of the now very defined norm.




