This is going to be a long post. I am here to discuss the soul of Halo and why so many people seem to be upset by all of the changes, focusing on Grifball as a parallel. If you have any feedback, please feel free to constructively add to the discussion.
Grifball. The official sport of the Halo universe. In my opinion, it is also the best embodiment of the soul of Halo. Not CTF, not Doubles, not Pro playlists, Grifball. There are two teams of four, a common thread with game types before Big Team Battle. Each team member can choose to be a hammer user or a sword user, and can switch between the two whenever they wish. Those are the only choices.
The objective is to score the ball (previously a bomb), and the only team who can is the team that holds the ball, an intrinsic advantage just like map control in slayer, or holding the hill, or having the power weapons. Team work was key.
This is how Halo played. CE was the gathering of a bunch of friends to play a game for the heck of it. There may have been one guy in the group who was the spawn killer, but they all had fun. Halo 2 added a competitive layer, similar to Grifball leagues. Halo 3 was the peak, everyone was in on the game. It flourished.
Then there was Reach. Armor abilities added more personalization, but it would be like adding the same things to Grifball. Thruster Packs, Jet Packs, Shields? Unfathomable. It could still be balanced, sure, but only if everyone agreed to only use certain rules.
Now there is Halo 4. Not only could you personalize your armor abilities, but you can add more. What if in Grifball you could extend your lunge distance with the sword, or increase your speed, or increase the hammer blast range? Sure, certain things would cancel out others, making the game more interesting on a metagame level, but some will think that the game has been corrupted. Then there is ordnance. Could you imagine if one team member in Grifball was randomly given a pistol? A grenade? Sure, the team with the ball (advantage) could be rewarded, but sometimes, that advantage is given to the other team. They are the ones with the ability to turn the game around just because of random chance.
This is why there are a lot of vocal opponents of Halo 4. That soul of Halo has been manipulated to increase randomness to give casual players a fighting chance. A good Grifball team could wipe the floor with a weaker team, or a team of randoms. However, give a random chance of getting a pistol, a long range weapon in a melee centric game, and there is no gauge of skill. Will some players enjoy the randomness? Yes. But not all.
That’s not to say the changes are bad. For example, a slowly recharging Thruster Pack in Grifball would add an element of strategy that was not present before. Give players rewards for doing well to balance play if they get a bad team, for example a slight increase in speed if the player is doing well. It can still be trumped by team work, but does help temporarily.
Halo 4 has tried to innovate a game that is cherished, and though the additions make it interesting, there are some things that can be “broken”. Proper tweaking can rebalance the game, and bring the new mechanics in line. That takes time, however. I like Halo 4, don’t get me wrong, but some will dislike the step learning curve of previous installments, while others will dislike catering to the lower end of the curve. I believe the best option is to have all options available, and I think that is what 343 is doing now.