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> > > > > Just make Halo 3 with tightened up weapons. Simple
> > > >
> > > > I don’t think I’d complain about that at all. Could make for some really sweaty multiplayer though…
> > > > Ultimately, I kind of hope sprint will stay, but without Spartan abilities (even though they’re sometimes fun). That way multiplayer will be fast and furious (no trademark infringement intended).
> > >
> > > Sprint doesn’t make Gameplay faster. That’s only in your head, idk why there isn’t a consensus on this.
> >
> > “One of the fundamental goals that we start with for the game is “immersion,” which I’ll just use as shorthand for creating and maintaining an active sense of belief on the part of the player in everything that they are experiencing. This unpacks to a lot more complexity than I am going to dive into, but at the most basic level we are trying to simulate the act of a bipedal hero moving through an environment from first person perspective. We want to convince the player that this illusion is true.” Josh Holmes, 2014 talking about Halo 5 Guardians.
>
> Thankfully Josh Holmes isn’t working on Halo Infinite.
Here are some of my thoughts on how Halo changed for the worse (though it appears to be getting much better)
Halo’s Decline and IllusionsThat’s the funny thing about H4 and “the Great Schism” (AKA when Halo began to go downhill…though some will say it was during Reach, but Reach feels much more Halo-y than 4 and 5 IMO). Halo began to divorce itself from the things that once made it Halo, and we are costantly being convinced in an illusion or simulated Halo. But when I go play Halo CE, Halo 2, or Halo 3…it isn’t an illusion, it’s very much real, genuine, beautiful. Halo 4’s campaign did have some cool moments, but 4 and 5 have, to me, a bit of a plastic, empty feeling sometimes. Art direction, music direction, gameplay…just don’t immerse me at times. It is good to see Halo back on track, though, and perhaps a partial, if not complete return to classic movement would only help Halo IMO.
Halo’s Identity Shift from Military Sci-fi Shooter to Superhero GameAnother “fatal flaw” in Halo’s direction was the change in direction from military operator to hero/superhero. Notice Holmes’ use of “bipedal hero moving through an environment from first person perspective”. This seems, to me, to allude to a more superhuman, power-endowed superhero with all sorts of crazy abilities, and this is manifested in Halo 5’s movement and spartan abilities. The classic Halo games, though still intending Master Chief to be a Spartan, an elite warrior with a great armor suit, still have an emphasis on his character and personality, which is what ultimately creates a special operator or elite military member, not the gear used or weapons. In classic Halos, a Spartan wasn’t as much of a superhero as he was an ordinary human doing extraordinary things for his Marines. This is reflected in the base player traits, and spartan abilities are not needed. Some would say they add to the game, but I think they detract from what makes Halo Halo.
By removing spartan abilities, 343i can help to return Halo to its identity as a military sci-fi shooter rather than a superhero**shooter. The emphasis on military identity needs to be returned to a much stronger component of Halo. When Halo loses its military identity, we have characters like Palmer, Locke, and Roland, for example. The UNSC should not be a motley medley of different superheroes jumping out of ships and snowboarding down slopes (i.e. Halo 5 intro), but rather a story centered around an average guy with a stoic composure and calm operator attitude who goes the extra mile for Cortana and his Marines.