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> > > > > This kind of thinking is why Halo fans are getting sick and tired of being Halo fans. Halo is evolving and it’s doing great. Sprint fits perfectly into the game, which Halo Reach proved. If you want classic Halo go and play classic Halo, but don’t hold Halo back because of nostalgia.
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> > > > How does sprint benefit the gameplay?
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> > > Increases time engaged in combat. Helps create new strategies for team and solo play. Allows for additional map movement, and a more specific range of skill jumps ect.
> > > As it was in Halo Reach, if you use sprint, you use it properly, or you suffer. If you run around sprinting all game then it’s not gonna make you a great player, same as most games.
> > > What most people forget is, Halo 5 isn’t Halo 3. Halo 5 isn’t Halo 2, or CE, or any of the other games. Halo 5 is it’s own game, and thus sprint works because it is it’s own game. Halo 5 is made around sprint being a key factor, and so there is constant benefit. Halo 5’s multiplayer at it’s core is certainly the best Halo experience we’ve had yet. It’s well built and everything actually has a purpose. The skilled players are skilled, and the average players are clearly average, and this happens because of the game, not because of any other system in place, unlike previous titles.
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> > I know you started from Reach, judging from your service record, but I disagree with you on some parts.
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> > Sprint only increases time engaged in combat when there’s either a lot of cover, or when sprint itself doesn’t have any drawbacks like what we have now. Currently, the one-on-one battles almost feel like Halo, since sprint won’t allow you to recharge your shields, but when you’re trying to find someone, right now it’s mostly empty-space and kinda slow, honestly. The battles are probably the only fast-paced thing about this game to me.
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> > I’d argue that it doesn’t create new strategies, but changes them. What was possible before isn’t possible now, and what we can do now isn’t what we could do before because of the new map designs. That combined with the mostly enclosed, but lengthy map design in 5 reduces the amount of strategies that are viable to lane flanks and viewpoint visibility variations. I could be wrong since I need to get more familiar with a lot of the maps, but that’s my first impressions after playing about 3-5 different maps in 4v4s in H5 Forge.
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> > We had skill jumps that were very specific before in CE-Reach, but I never tried them out for myself.
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> > Personally, if the game carries the name of a series, then it should try to do it justice or be familiar to fans, instead of standing on its own, like what The Coalition, Eidos Montreal, Insomniac, Square Enix, and Nintendo did with their current and upcoming titles. Final Fantasy XV is very different from the other ones, but it looks and plays like a FF title should.
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> I started from CE, and have played from CE to now. That part is fair enough, as it’s your experience, and if you’re having a slow gaming experience, I can’t say I can relate, because I’ve never experienced that myself in Halo 5.
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> I’ll agree that the maps have changed a lot to take away some strategies. The map design in Halo 5 could do with a change up. Less Arena symmetrical maps that’s for sure, and more dedicated isometric maps, maybe even FFA ones. There are plenty of maps that heavily rely on corridor gameplay and less about managing your team, but equally there are a lot of small maps that are open and are given extra benefits if sprint is used correctly on them.
> Halo 3 had plenty of skill jumps, and they were only slightly more difficult than Halo 5s, but personally I think that’s down to the frames rather than the map design or game mechanics.
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> You have said something very interesting there though. About a game being familiar to the fans, instead of standing out. Every single Halo game has been different. Halo CE to Halo 2 was a massive jump and the multiplayer was different in tons of ways gameplay wise. I think the same could be said for Halo 3 to Halo Reach. I wouldn’t say Halo 5 looks like it doesn’t fit in. Most of 343’s design ideas come from Bungies original ideas for what they’d pictured things being like. Design wise I’d say 343I’s games fit in fine with the Halo universe.
> To me, it seems like certain fans just don’t like change, which is fine, because it’s always been that way. The only difference I’m seeing now is that, whilst before, we all just accepted change and believed it was the best thing for Halo because Bungie were creating it, now the feedback has become less of feedback, and more just hatred or negativity towards 343 Industries. This has generally been the case since it was announced that 343 Industries took over.
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> Thanks for the response by the way. You make good points.
Not true actually. AA’s were largely looked down on, as was bloom in Reach. 343 actually made a good first impression because of the update they made to Reach when they took over and people mostly liked Halo anniversary (even though they were pissed it didnt have the original MP). If we hated change simply because 343 made it, we wouldn’t be here getting into detail as to why we think it’s bad.
