The return of classic movement mechanics?

> 2594261035368257;1140:
> I was simply adding myself to Celestis’ list. I’m not a fan of sprint. I don’t find it necessary in any capacity, including across the games, SP or MP, but especially in the idea of being in one mode vs another. Many of the other added mechanics had both good and bad about them, but they didn’t have as much of a pronounced impact for me as sprint did. The ability to move is necessary to any FPS. Sprint modifies this fundamental aspect in a way I don’t care for in Halo. I don’t want it period.

I see now. You were merely stating your preference, not claiming that sprint is inconsistent as far as how you defined consistency. I was confused because it seemed like you were arguing that sprint is factually or objectively inconsistent or otherwise flawed. Thank you for clarifying.

> 2533274817408735;1141:
> But really, like I said with tsassi, this is all more technical than the average person thinks about. If you ask an average person what running at top speed looks like, I feel like the most common answer would involve swinging of the arms. That is the most common perception of moving at top speed. And I think games are more geared towards perception than actual realism. If it looks realistic, then it’s more acceptable than if it looked unrealistic.

That depends on your definition of “realism”. Are you judging a scenario by the reality that you inhabit or by the reality that the fictional characters inhabit?

In order to distance myself from the sprint topic, I’m taking ADS as an example: From the very first game it was clarified that the zoom technology that the UNSC employs makes use of cameras built into the weapons themselves, that have a fixed distance to the barrel and thus are able to calculate from the feed they receive where the bullet will hit. We know this to be true over a distance of at least two miles (the distance over which the prophet gets shot in “The Babysitter”, I cannot provide a video because all I used in the past seem to have been taken down.) The camera then takes this feed and projects it onto a soldier’s HUD (the helmet for Spartans and ODSTs, presumably the eyepiece for regular marines). It’s an evolution of the periscope rifle or the current cornershot in that it allows to aim without exposing the wielder to danger while at the same time providing increased accuracy.
Along comes H5G and changes that system to one where the Spartans physically have to aim through their weapon sights, flashy holograms notwithstanding. Now, from the perspective of the universe, this is a hilarious step backwards by at least 500 years or so, but judged by the technology standards of today, it feels more close to home and thus more “realistic” to some players.

The difference here is what Tolkien described as the difference between “Suspension of Disbelief” and “Secondary Belief”. The latter keeps the player invested by providing a universe with a consistent ruleset, even if it is hugely different from the one the audience is used to. The reader/viewer/player will judge the scenario by its rules, not by his or her own. However, if that illusion breaks, then they need to revert back to SoD, where they project their own experiences onto the story and can accept one or two deviations from it, but not many and they sometimes are very picky about where they draw the line.

I’m usually not arguing about personal preferences, precisely because people have different expectations, and what immerses one person might totally break it for anybody else - but since that topic has been brought up now, I feel inclined to respond to it. To me, certain additions to Halo completely break that secondary belief that the original games built around themselves, but the newer games don’t give me enough worthwile to suspend my disbelief for long enough to enjoy them. I am taken out of the experience every single time the game takes my combat capabilities away while I’m running or have to look down crude iron sights when aiming. I’m no longer Chief (or Locke) but just some dude with a controller. If I’d like the rest of the game, I might look past it, but it just so happens that it’s precisely these mechanics that also kill my enjoyment of the gameplay itself.

As for sprint, regardless of whether or not a contemporary human can shoot while sprinting or not, the Halo franchise has always been abundantly clear that Spartans can.

However, at the same time, I am of the opinion that gameplay mechanics should be judged by that exactly: Their contribution to gameplay. We’ve already had mechanics that contradicted lore in the past but were included for gameplay reasons. (Spartan Group Omega having shields comes to mind, before the Mjolnir Armor was equipped with these. It was since retconned to be experimental gear, but in the beginning, Ensemble was stating in an interview that the shields are there for gameplay balancing and do not contribute to canon.)

> 2533274801176260;1143:
> That depends on your definition of “realism”. Are you judging a scenario by the reality that you inhabit or by the reality that the fictional characters inhabit?

When I say “realism”, I’m talking about what’s true to the physical world. I’m not talking about the fictional world.

> 2533274801176260;1143:
> The difference here is what Tolkien described as the difference between “Suspension of Disbelief” and “Secondary Belief”. The latter keeps the player invested by providing a universe with a consistent ruleset, even if it is hugely different from the one the audience is used to. The reader/viewer/player will judge the scenario by its rules, not by his or her own. However, if that illusion breaks, then they need to revert back to SoD, where they project their own experiences onto the story and can accept one or two deviations from it, but not many and they sometimes are very picky about where they draw the line.

Tolkien is an interesting reference point to bring up, because his forte was fantasy writing. Fantasy genre by definition is meant to be totally unrealistic and completely detached from the real world. Science fiction often tends to be more grounded in realism, though it doesn’t have to be (like Star Wars). In the case of Halo, it’s speculative fiction that is still connected to reality; Halo tells an imaginative future and far past, but events of the real world are a part of that fiction. So there is a bit of a separation there from Tolkien’s works of pure fantasy. Also, Tolkien’s idea of Secondary Belief was his challenge to Suspension of Disbelief, as he didn’t think SoD did a good enough job describing a reader’s connection of a fictional world. I think the idea of making a fictional world consistent is fine and all, but I wouldn’t take SB as a fact just because Tolkien said it. But it’s an interesting thought exercise, nonetheless.

I feel like, at the end of the day, it does come down to personal preference. I’m fine with the idea that gameplay mechanics don’t always fit the lore; Halo’s lore has plenty of holes, and there is precedent as you pointed out. But I haven’t been convinced that sprint is fundamentally detrimental to Halo, anymore than I’m convinced that it’s necessary. I agree that sprint fundamentally changes Halo, but whether that change is good or bad is up to the person. I’m not sure if you’ve been trying to convince me that sprint is objectively a bane to Halo or not, but I haven’t been. I do respect that you do not like sprint, though, and that for you, it breaks the Halo experience. For me, sprint remains pretty low on my list of concerns about Halo. Whether Infinite has it or not will do little to affect my feelings about the game, unless it’s implementation is vastly altered in some way that does objectively worsen the game in some way. Though I’m not sure how that could be proven.

Also I know Legends has been stated to be canon, but as with many things, the depiction may not be totally accurate. I’m reluctant to take anything in The Package at face value when Halsey is supposed to be in her 50s during Operation WARM BLANKET, yet looks like she is in her 20s in the short.

This has been a pretty taxing conversation, as I knew it would, so I’m going back to the sidelines. I feel like Elder Price rang my doorbell and gave me an earful for 2 hours. All I wanted was to say that Overwatch wasn’t the best comparison for a “no sprint in Halo” argument.

I wouldn’t mind sprint in campaign or armor equipment being in campaign but keep that stuff out of mm.

> 2533274817408735;1144:
> > 2533274801176260;1143:
> > That depends on your definition of “realism”. Are you judging a scenario by the reality that you inhabit or by the reality that the fictional characters inhabit?
>
> When I say “realism”, I’m talking about what’s true to the physical world. I’m not talking about the fictional world.
>
>
> > 2533274801176260;1143:
> > The difference here is what Tolkien described as the difference between “Suspension of Disbelief” and “Secondary Belief”. The latter keeps the player invested by providing a universe with a consistent ruleset, even if it is hugely different from the one the audience is used to. The reader/viewer/player will judge the scenario by its rules, not by his or her own. However, if that illusion breaks, then they need to revert back to SoD, where they project their own experiences onto the story and can accept one or two deviations from it, but not many and they sometimes are very picky about where they draw the line.
>
> Tolkien is an interesting reference point to bring up, because his forte was fantasy writing. Fantasy genre by definition is meant to be totally unrealistic and completely detached from the real world. Science fiction often tends to be more grounded in realism, though it doesn’t have to be (like Star Wars). In the case of Halo, it’s speculative fiction that is still connected to reality; Halo tells an imaginative future and far past, but events of the real world are a part of that fiction. So there is a bit of a separation there from Tolkien’s works of pure fantasy. Also, Tolkien’s idea of Secondary Belief was his challenge to Suspension of Disbelief, as he didn’t think SoD did a good enough job describing a reader’s connection of a fictional world. I think the idea of making a fictional world consistent is fine and all, but I wouldn’t take SB as a fact just because Tolkien said it. But it’s an interesting thought exercise, nonetheless.
>
> I feel like, at the end of the day, it does come down to personal preference. I’m fine with the idea that gameplay mechanics don’t always fit the lore; Halo’s lore has plenty of holes, and there is precedent as you pointed out. But I haven’t been convinced that sprint is fundamentally detrimental to Halo, anymore than I’m convinced that it’s necessary. I agree that sprint fundamentally changes Halo, but whether that change is good or bad is up to the person. I’m not sure if you’ve been trying to convince me that sprint is objectively a bane to Halo or not, but I haven’t been. I do respect that you do not like sprint, though, and that for you, it breaks the Halo experience. For me, sprint remains pretty low on my list of concerns about Halo. Whether Infinite has it or not will do little to affect my feelings about the game, unless it’s implementation is vastly altered in some way that does objectively worsen the game in some way. Though I’m not sure how that could be proven.
>
> Also I know Legends has been stated to be canon, but as with many things, the depiction may not be totally accurate. I’m reluctant to take anything in The Package at face value when Halsey is supposed to be in her 50s during Operation WARM BLANKET, yet looks like she is in her 20s in the short.
>
> This has been a pretty taxing conversation, as I knew it would, so I’m going back to the sidelines. I feel like Elder Price rang my doorbell and gave me an earful for 2 hours. All I wanted was to say that Overwatch wasn’t the best comparison for a “no sprint in Halo” argument.

It sure has been, wow…even reading it lol

That is how I felt when i just was trying to say x too, welcome to my world lol :wink: It is taxing as you say, I agree. You guys had a really good, pretty in depth talk. I’ve been reading your back and forth and I think for now on I’m going to let Celestis explain things for me because he does an incredible job at it…unlike me sometimes (I do have my moments though lol) where i can have a hard time getting my point/thoughts across…and it seems like we share the same, if not VERY similar views on a lot of things so why not? LoL :joy:

So Celestis, your work load might just increase. I may just direct people to you when they ask me to explain something LOL​:laughing: :wink:

Good conversation guys.

> 2533274817408735;1144:
> I feel like, at the end of the day, it does come down to personal preference. I’m fine with the idea that gameplay mechanics don’t always fit the lore; Halo’s lore has plenty of holes, and there is precedent as you pointed out. But I haven’t been convinced that sprint is fundamentally detrimental to Halo, anymore than I’m convinced that it’s necessary. I agree that sprint fundamentally changes Halo, but whether that change is good or bad is up to the person. I’m not sure if you’ve been trying to convince me that sprint is objectively a bane to Halo or not, but I haven’t been. I do respect that you do not like sprint, though, and that for you, it breaks the Halo experience. For me, sprint remains pretty low on my list of concerns about Halo. Whether Infinite has it or not will do little to affect my feelings about the game, unless it’s implementation is vastly altered in some way that does objectively worsen the game in some way. Though I’m not sure how that could be proven.

No, not at all. I just meant to add a different perspective to the discussion, seeing as you haven’t encountered somebody that dislikes sprint (and co.) for its (their) impact on campaign. Then we kinda got side-tracked.
I agree that in the end it all probably amounts to personal preference: By what criteria you judge the world that is presented. Whether you actually want to have that choice between compat and speed or prefer to have everything available simultaneously. Sure, the implementation of certain mechanics and their impacts on the game can be identified and measured objectively, but whether that is ultimately something positive or negative is up to the individual to decide. In the end, that is likely the reason why this is such a contested topic, even after so many years.

> 2533274798957786;1099:
> > 2535430289047128;1097:
> >
>
> Halo was supposed to be an RTS game.
> I think you are making an assertion that the original game (Halo CE) was purposely built to play the way it did. If you research you will find that the original game, as was every Halo game Bungie produced, was heavily influenced by Microsoft timetables. Things they didn’t have time to put into CE went into 2, Same with 3. Reach was the one that got most of what Bungie wanted in the game. This is why every new release was different. No one was satisfied with CE, or 2, or 3. The “classic formula” never went away. It just got buried. The zeal for “new” trumped the zeal for “improve”. I’m not saying it was a good thing. It certainly wasn’t necessary. There’s no way we would never have seen the changes, though. They are inevitable. Halo is not supposed to be anything. It is what it is.

Just like Star Wars the Last Jedi…
You have a point with Microsoft and all, but they ALSO were the ones intervening HEAVILY in Halo 5. And although slightly less still STRONGLY with Halo 4 and it’s CoD like mechanics. But, if they were to bring back the old mechanics… it’d get a DOOM (2016)-like reaction. Which would mean a gud one.

> 2535430289047128;1148:
> You have a point with Microsoft and all, but they ALSO were the ones intervening HEAVILY in Halo 5.

This is something I hear people say a lot, but is there actually any first hand source for it?

> 2533274825830455;1149:
> > 2535430289047128;1148:
> > You have a point with Microsoft and all, but they ALSO were the ones intervening HEAVILY in Halo 5.
>
> This is something I hear people say a lot, but is there actually any first hand source for it?

Not as far as I’m aware, I think it stems from those who were trying really hard to defend 343i, and deflected the blame to MS.

All of which I still take issue with seeing as the studio head of 343i is a freaking MS corporate vice president. Not many people tell a person of that level what to do or not do, and in that position that person would serve as a direct line of communication (most likely the official line) between the two organisations.

We’ve seen community managers, artists, game designers etc all come and go at 343i, but Bonnie Ross remains a constant. As I keep saying. 343i IS MS.

Only thing I read was MS wanting Cortana back because of their phone app featuring her which resulted in story changes, but I don’t think that’s ever been confirmed.

> 2533274898721100;1145:
> I wouldn’t mind sprint in campaign or armor equipment being in campaign but keep that stuff out of mm.

I wouldn’t mind that, but I don’t really see that happening. I think 343 and most modern fans would have a hard time accepting them being separate things especially since sprint has already been in multiplayer for two of their games.

> 2533274898721100;1145:
> I wouldn’t mind sprint in campaign or armor equipment being in campaign but keep that stuff out of mm.

I would. I would be mad if for some reason you couldn’t Use a Mechanic or equipment that shows up in campaign in the Multiplayer. You’re just denying the Community more sand box options for no reason.

> 2533274825160595;1152:
> > 2533274898721100;1145:
> > I wouldn’t mind sprint in campaign or armor equipment being in campaign but keep that stuff out of mm.
>
> I would. I would be mad if for some reason you couldn’t Use a Mechanic or equipment that shows up in campaign in the Multiplayer. You’re just denying the Community more sand box options for no reason.

Nah Lore and Multiplayer should be separate. I understand 343i made it lore where the Spartan 4’s use the mm on infinity to train for combat. But there needs to be a thin line between mm and campaign.

> 2533274898721100;1153:
> > 2533274825160595;1152:
> > > 2533274898721100;1145:
> > > I wouldn’t mind sprint in campaign or armor equipment being in campaign but keep that stuff out of mm.
> >
> > I would. I would be mad if for some reason you couldn’t Use a Mechanic or equipment that shows up in campaign in the Multiplayer. You’re just denying the Community more sand box options for no reason.
>
> Nah Lore and Multiplayer should be separate. I understand 343i made it lore where the Spartan 4’s use the mm on infinity to train for combat. But there needs to be a thin line between mm and campaign.

I personally think that sprinting is more harmfull to the campaign that it is to the multiplayer. Multiplayer was fun with sprint but ccampaign gameplay didn’t feel as fun as in the original trilogy.

> 2533274898721100;1153:
> > 2533274825160595;1152:
> > > 2533274898721100;1145:
> > > I wouldn’t mind sprint in campaign or armor equipment being in campaign but keep that stuff out of mm.
> >
> > I would. I would be mad if for some reason you couldn’t Use a Mechanic or equipment that shows up in campaign in the Multiplayer. You’re just denying the Community more sand box options for no reason.
>
> Nah Lore and Multiplayer should be separate. I understand 343i made it lore where the Spartan 4’s use the mm on infinity to train for combat. But there needs to be a thin line between mm and campaign.

Im not saying that multiplayer should be canon. I’m saying they shouldn’t deny the community sandbox options for no reason. This is one of the problems I had with halo 3. You could use the troophog, invincibility, invisibility, and auto turret equipment in the campaign, but you couldn’t use them in MP until someone modded them in. I’m not saying these things should be in competitive multiplayer, but you should at least be able to place them down in Forge.

> 2533274898721100;1153:
> > 2533274825160595;1152:
> > > 2533274898721100;1145:
> > > I wouldn’t mind sprint in campaign or armor equipment being in campaign but keep that stuff out of mm.
> >
> > I would. I would be mad if for some reason you couldn’t Use a Mechanic or equipment that shows up in campaign in the Multiplayer. You’re just denying the Community more sand box options for no reason.
>
> Nah Lore and Multiplayer should be separate. I understand 343i made it lore where the Spartan 4’s use the mm on infinity to train for combat. But there needs to be a thin line between mm and campaign.

Why?

> 2533274898721100;1145:
> I wouldn’t mind sprint in campaign or armor equipment being in campaign but keep that stuff out of mm.

I would… and for reasons I’ve explained in this thread, just in the last page or so. Sprint changes how I play the game on a fundamental level. Get used to having it throughout campaign and get used to playing a particular way. Take that away for another game mode and suddenly you have to play differently. It makes the gameplay feel disjointed, inconsistent and almost broken. No thanks. I say if you’re going to have it, have it for all modes or don’t have it at all.

> 2547348539238747;1150:
> > 2533274825830455;1149:
> > > 2535430289047128;1148:
> > > You have a point with Microsoft and all, but they ALSO were the ones intervening HEAVILY in Halo 5.
> >
> > This is something I hear people say a lot, but is there actually any first hand source for it?
>
> Not as far as I’m aware, I think it stems from those who were trying really hard to defend 343i, and deflected the blame to MS.
>
> All of which I still take issue with seeing as the studio head of 343i is a freaking MS corporate vice president. Not many people tell a person of that level what to do or not do, and in that position that person would serve as a direct line of communication (most likely the official line) between the two organisations.
>
> We’ve seen community managers, artists, game designers etc all come and go at 343i, but Bonnie Ross remains a constant. As I keep saying. 343i IS MS.

And sorry to ask, but who is Bonnie Ross? And what she really did it for our community?

> 2533274877438042;1156:
> Why?

Because some things in lore would negatively affect multiplayer if they were implemented. I don’t completely agree that everything should be separate, but if Spartans in lore could run 100mph and jump 100ft in the air as an exaggerated example, that’s something that wouldn’t work in a regular multiplayer gamemode.

> 2535436090432793;1158:
> And sorry to ask, but who is Bonnie Ross?

She’s the head person at 343.

> 2535430289047128;1148:
> > 2533274798957786;1099:
> > > 2535430289047128;1097:
> > >
> >
> > Halo was supposed to be an RTS game.
> > I think you are making an assertion that the original game (Halo CE) was purposely built to play the way it did. If you research you will find that the original game, as was every Halo game Bungie produced, was heavily influenced by Microsoft timetables. Things they didn’t have time to put into CE went into 2, Same with 3. Reach was the one that got most of what Bungie wanted in the game. This is why every new release was different. No one was satisfied with CE, or 2, or 3. The “classic formula” never went away. It just got buried. The zeal for “new” trumped the zeal for “improve”. I’m not saying it was a good thing. It certainly wasn’t necessary. There’s no way we would never have seen the changes, though. They are inevitable. Halo is not supposed to be anything. It is what it is.
>
> Just like Star Wars the Last Jedi…
> You have a point with Microsoft and all, but they ALSO were the ones intervening HEAVILY in Halo 5. And although slightly less still STRONGLY with Halo 4 and it’s CoD like mechanics. But, if they were to bring back the old mechanics… it’d get a DOOM (2016)-like reaction. Which would mean a gud one.

Well, I think the idea of “bringing back the old mechanics” is based on a misconception that the old mechanics went away. We are now at 58 pages and although the focus has been on Sprint for a few pages, what I am still getting from what I read here is that it’s not so much that classic mechanics should return, but more along the lines of, “mechanics introduced in Reach and every game afterwards should be eliminated, except for the one or two that I like.” The most vocal critics are the ones that actually played the pre-Reach games. Given that movement mechanics in MCC have been declared “broken”, the only true assessment that can be made is playing the original games on the consoles they were written for, and then comparing that experience to Halo 4 and Halo 5.

I purposely left Reach out of that equation because Reach was a spinoff and there can be no direct correlation between the movement mechanics of Spartan II’s and Spartan III’s. The Spartan IV program came as a complete surprise to me and I have trouble reconciling it with the previous Spartan programs with respect to the inherent capabilities of the armor and the degree of augmentation Spartan IV’s are required to undergo. I get the impression from Halo 5 that Spartan IVs can hang with Spartan II’s, but I’m not convinced. Spartan II training was obviously more… intense. This is, however where lore meets multiplayer. The Spartan III program was much different from the Spartan II program, and the Spartan III game (Reach) was different from the Spartan II games (CE-3), and the Spartan IV games (4,5) are different from both the others. It has as much to do with lore as it does with gameplay because the franchise has to be coherent.

So yes, playing CE on the original Xbox with it’s giant controllers against friends that are in the same room is a different experience from playing 5 online on an Xbox One or Xbox X using an Elite controller set up just the way you like, with opponents/teammates spread all across the planet. That experience (original CE experience) would be difficult to duplicate, and having your opponent/teammate in the same room does make the experience different (don’t forget, dual screen comes back with Halo: Infinite. At least you can have one friend play with you on the same machine).

I believe it’s pretty clear that Halo 4 was more a direct result of Reach than any of the previous games, and that is what fuels the misconception that classic movement mechanics went away. Either MicroSoft or 343i (or both) came to the conclusion that Halo would be more fun if it was more like Reach than the previous games. The problems between MS and Bungie were that MS would want something to happen, and Bungie wanted their game to be good, and MS didn’t buy Bungie’s argument that good games take time to make. Believe it or not, back in those days people learned in their video game production classes that it was more important (if you want to keep any job you get) to get your product into the stores, and any problems could be fixed later with DLC. MicroSoft’s solution was to shoo Bungie out the door and create their own development company that did what it was told and wouldn’t be allowed to come up with any lame excuses like, “We need more time!” I present Halo 4 as “Exhibit A” for what happens when getting a product on the shelves is more important than making a good product. I blame 343i for sloppy work, but I blame Microsoft more for Corporate Meddling.

So, two problems with “classic movement mechanics” is that the concept itself is lost on anyone that never played CE on the original xbox, or never played the other games made for the 360. Unless they can find those old consoles they can’t possibly compare the old games to what they’re used to now. No amount of tweaking will convince older players that the game on the Xbox X plays exactly like it did on the old consoles using the old controllers, and younger players simply won’t care. This is why “bringing back” the old mechanics won’t amount to anything, because changing the movement mechanics doesn’t address the real issues regarding online multiplayer popularity. Yes, it will make some people happy. Not enough to matter, though. At best, removing post-Reach mechanics entirely in both the campaign and multiplayer would result in Halo being about as popular as it is now, but not more so, in my opinion. In a world where offering more or different seems to attract players, offering less seems like a bad idea. The most logical option as I see it, is to have every single current movement mechanic return, but tweaked so that they don’t overwhelm the “classic” mechanics. Most people tend to suggest equipment and pickups. I don’t agree but it’s a way, and I would accept it.

More to the point, it appears that aversion towards enhanced abilities has more to do with a weakened opponent’s ability to “cheat death” or “get out of jail free” than it does being able to get around a map like you used to. There are a number of players out there (perhaps older players used to host advantage) that believe when they aim at you and pull a trigger, you should die. No ifs, ands, or buts. They don’t like the idea of an opponent being able to avoid being killed. Being where I tossed a grenade means you have to die from the grenade. No getting out of its way. How many times have I heard the phrase, “I had to waste a grenade in order to kill him” because the opponent avoided the first one but every grenade tossed is supposed to result in a kill. All of the post-Reach mechanics are regarded as ways to avoid being killed and, therefore, have no place in Halo where old school mechanics made it unlikely you would survive a close-quarters engagement if you didn’t shoot first. If you are not currently a beast at the game, stripping away the abilities won’t make you a better player but, more importantly, it will be even more difficult to stand out. If you are the type of player that believes abilities force you to chase down players to get the kill, then perhaps you should examine the wisdom of using that old strategy in a new game instead of trying to get the developer to remove the things that make it harder for you to get a kill.

> 2533274825830455;1149:
> > 2535430289047128;1148:
> > You have a point with Microsoft and all, but they ALSO were the ones intervening HEAVILY in Halo 5.
>
> This is something I hear people say a lot, but is there actually any first hand source for it?

Latenightgaming has first hand sources for it. But what he’s said is that Microsoft’s marketing team essentially had their own separate mini-story written out for the ads for Halo 5 before it was out, which led to its false advertisement. As well as this, although I personally dislike Brian Reed as a writer, his original story was still somewhat better than what Microsoft did with it, as the villain was originally going to be Halsey but Microsoft thought her not marketable enough and so they decided to ruin Cortana’s character by turning her into the villain. Also, LNG also said it was generally kind of rushed too. But, all this said, I don’t need first hand anything other than gaming experience to spot a mediocre game. Halo 5, although having it’s fun times, is generally mediocre, and its population compared to other FPSs on the Xbox One kinda backs me there with how people think of it. And although Halo 5’s mediocre playerbase probably has more to do with the lack of content at the beginning of its launch and the lack of a decent campaign than its gameplay, I still think it played a part, as plenty of people probably rolled their eyes as they saw Halo turn into another Titanfall rip-off as games were jumping onto that trend back then.