With sprint and the supporting movement mechanics the weight of the decision is less important because it is far harder to punish, corner, shut out or pressure players. I feel the main criticism of the pro-343 crowd is that old halo lacks movement options / mobility. The classic crowd feel the more methodical freeform sandbox game has suffered with the introduction of random (ordnance) uncertain (loadouts) or defensive/evasive (abilities) mechanics.
Halo has a two-weapon limit, moderate health, basic starts, controlled pacing, weapons/items/power on map and compact map design - i would argue those 6 more than anything else are the blueprint to Halo MP and despite the rather basic premise, something ost other shooters donât share. Itâs rather obvious since Reach that there has been a chase to capture the drop-in/drop-out style gameplay other shooter games offer. In the process everything but the 2-weapon limit has been affected majorly since Reach.
In Reach the loadouts made the pacing far more erratic, the engagements in the game were defined by sprint. If you had run out of sprint then you waited before making a risky play as it offered a safety net. Unless you were playing stupid, sprint abused the higher kill time, the bloom mechanic and the quick time between cover for an easy quite guaranteed escape. Jetpack and freezing the game by being stationary were really the only 2 answers.
In 4 loadouts replaced power on map, pacing was determined both by what you spawned with and what you received in a random ordnance. A larger chunk of the weapon sandbox had 1sk or quick-kill potential, the randomness and uneven power-spikes were yet again the only thing that kept sprint in check, otherwise sprint would dictate how players engaged and disengaged in fights. The only way to fight the randomness and escapes was to play very static and to play closer to teammates.
In 5 sprint was nerfed, but with the introduction of clamber, thrusters, GP, slide and hover the chainable evasion made it hard to collapse on players yet again forcing the game into 2 modes chaotic or stationary and defensive. Engagements are less definite and risky due to the power off spawn, to the point that playing safe and defensive is more rewarding as itâs the only way the movement options donât dictate the pacing and engagements. The greater options and mobilityâŚat least in how they are implemented leads to a less mobile and limited game high level and a chaotic and disorganised one at low level, what i assume is the opposite of what people wanted with more options and mobility.
I have said it over a hundred times but iâll reinforce it here, creating more options and mobility through map design and pick-ups will still cater to the pro-343 crowd who believe old Halo is too simplistic while retaining what the pro-classic crowd feels we have lost. We shouldnât have to remove equal starts like in 4 or have a mechanic(s) off spawn dictate the game in order to accommodate varied mobility.
Also as for the other recent comment about the requirement of sprint / advanced movement to be relevant, since about 2012 we have been in the modern era of gaming where a lot of popularity and retention is decided by good marketing, social media influencers, a healthy streaming base and content creation, itâs an opinion but i feel 4, MCC and 5 tanked inherently because they had poor controversial launches, social media personalities that gave negative or indifferent opinions of the game (dropping it immediately) and the more hardcore streaming and content creating community that usually keeps interest high, abandoned or were sour about the direction of the game.
There is negativity in R6, LoL, Dota 2 etc but not enough to drive away content creators, streamers or general interest, the direction of the game influences that. Halo didnât take a hit because it didnât chase trends but because it chased trends, formed an identity crisis, discarded / watered down or failed to accomplish things that were Halos strengths / feathers in its cap such as
- solid campaign
- smart AI
- well designed combat
- vehicular balance and implementation
+hundreds other minute details etc etc and left the community at large fractured.
It doesnât need to be fractured, take the base of the old games by having limited equal starts and offer greater variety in the playspace, since they would be limited controllable commodoties on the map 343 could be far more experiemental and far less conscious about balance than they currently need to be.