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> As for the “narrative game” part, this has us return to the beloved topic of “lore”. Does sprint mesh well with Halo’s narrative and universe? That all depends on your own point of view.
I feel like you’re going to once again think I’m insane to say this, but I think “narrative game” is a term that, depending on the person using it, could all but completely ignore the lore that sits behind the narrative. While I do enjoy reading a Halo book from time to time, this is not the narrative draw of the series for me. I think the Final Fantasy series kind of serves as an example for this - the lore behind the new Final Fantasy games, and how they all tangentially relate to each other would probably require a PHD to fully understand. But the individual stories contained within the games are imminently understandable and while, taking 15 for example, I don’t think the plot is particularly good, the character writing is a really strong draw, and the strong character writing makes the game’s “narrative” stick out to me, even if the plot is a bit convoluted at times, and the lore, particularly how the game relates to the “thirteen trilogy” (which will never stop sounding dumb to say), is almost totally alien to me.
I view Reach and Halo 4 as the best “narrative” games in the series, but the A-plot in Halo 4 is totally ill-conceived because it draws so much from the backing lore, compared to a game like Halo 3, where the A-plot is totally clear to anyone that’s cleared Halo 2, and Halo 2 which pretty much completely stands on its own, as far as I remember.
But as soon as I conceded that “the didact is bad, and will probably do something bad”, the B-plot of Halo 4 - that is the Chief-Cortana thing, really shone through as one of the best written stories in a game I’d played. I think, as long as a game is internally consistent in the story it tells, it can be a great narrative game, even if it requires a bomb squad to clean up the damage it does to the lore behind it. And that’s obviously going to be a super contentious opinion, I know.
Obviously that’s not to say that I don’t think the lore should be consistent, it’s merely to argue that, at least for me, I think it’s possible to care deeply about the quality of the plot, but pay almost no attention to “lore holes”
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> At the very least H5G does not fare well in this regard (Reach and 4 however don’t have as many of these issues) as the controller is highly cluttered with different mechanics and button actions change depending on situation (ground pound, Spartan charge, clamber, etc). Sprint does contribute to this problem in a way, but is certainly not the only issue.
As for the statements about Halo 5 as a party game, I think your point is right - I do not think Sprint functions to improve Halo’s playability as a party game. However I think as party game mechanics the rest are actually defensible - people feel good when they pull off a Spartan Charge, and if you’ve managed to get a hold of enough Xbox One’s to play Halo 5 as a party game with the uninitiated, Ground Pound is an ability with so much flare that a GP kill is often an exciting highlight, and gametypes built around GP and sniping work pretty well in a party setting. I think you’re right to talk about things as adding to the visual stimulation of the game, and I think GP plays into this in a pretty major way.
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> On the other hand, flashy mechanics do successfully create the illusion of action even when there is nothing actually happening (such as sprint having an animation when you’re actually just moving forward) so there is definitely an appeal there as the game is more visually stimulating.
I think you’re definitely right here, visual appeal is a massive part of any game as a party game. Thrust and shoulder charge also play into this - seeing someone thrust out of the way of something, or thrusting yourself, can feel exciting in a way that simply strafing does not, and Shoulder Charging to destroy a wall feels similarly exciting to at least some people. In my experience, clamber is probably the least cared about ability in a party setting, but I think that’s probably just a result of verticality not being an intuition for everyone.
I think the lack of splitscreen really makes it more tough to see Halo 5 as a proper party game, but at least when I got a good number of Xboxes and screens in the same room, my experience was as I sort of implied - people either liked or felt indifferent to most mechanics in the game. Most of the people that played then will not play Halo again, so it wouldn’t make sense to design a game around them, but it’s kind of frustrating to try to play Reach with the same sort of audience and have the group split along the lines of people who have played Halo before really enjoying the experience, and those that haven’t incessantly chanting the mantra “Fortnite is better because at least it lets you run”, which is at least my experience with party Halo recently. (The other complaint I hear a lot is about the driving being tied to the camera, but I think this merits absolutely no discussion, because the way I see it there’s literally no better way of controlling a vehicle that allows you to shoot, strafe and turn).