First, I would like to say that I want to have a discussion, not a debate, and that no comments about what should or should not be changed in Halo 5 should be expressed without a proper explanation as to why, based on your objective opinion. Some of this post compiles comments I have made in regards to other posts on this forum of the same topic, but I would like to address the current state of our community, and our influence on this franchise.
I will start off by saying that I am an old fashioned Halo player, I respect the things that Halo pioneered
and idolize the franchise as more than a videogame, but as a great story and experience
that captures the essence of its universe perfectly, from the concept design to the score to every last detail and color choice
of the interface. In its entirely, Halo 5 so far does not match up to any of my expectations regarding the feel of Halo, the franchise.
Personally I am enjoying almost every aspect of Halo 5, save for some major balancing issues. What is really bothering me, and has been since Halo 4, is the changes they are making to the framework of the game itself. The music and sound design specifically are what throw me off, and some aesthetic differences. People will always find ways to decide what is necessary or not to maintain the game’s original feel, but what about the transitions Halo has made already?
From Halo 2 to 3, the implementation of item pickups such as the energy drain, health regen, and bubble shield could have seemed ridiculous, as they would have drastically changed the pace of gameplay from its predecessor. But all of these things were eventually well received, and added to the credibility of the franchise to develop.
Now that the Master Chief Collection is out, I am reminded of how much I actually enjoy the differences between each game. I started playing with Halo 2, and greatly enjoy that its gameplay is explicity designed for gunplay and map control. When Halo 3 arrived, this transitioned into a larger and more complex design which included a wider variety of vehicular combat and map control. The core mechanic had been changed to include more tactical actions with a wider variety of items and weapons to choose from.
Halo 5’s major addition seems to be the movement of the player, which allows for many new ways for the player to move throughout the map. It is different, and it requires a different kind of playstyle to adapt to, but so did the other titles.
The difference in player jump-height, and the distances at which you can throw grenades, specifically, drastically changed from Halo to Halo, and going back and replaying them all you have to play them at different capacities, using different methods of playstyle.
So Halo 5 is a bit more fast paced, yes. But what does this addition change besides that? As far as I’m concerned, it is not an addition that is changing the core of the franchise itself. Halo 4’s loadout/ordinance system broke that core, but all of what Halo 5 is doing is reshaping it.
Think about how hard it is for JJ Abrams to make Star Wars right now. He has to cater to the people who saw the original trilogy, who by this time if they were 10 when A New Hope was released would be at an age of around 47, their children, who saw it as they were growing up and are now old enough to have children themselves, AND the new generation of 7 year olds who cant bear watching the old trilogies for how slow (implied emphasis) they are.
I don’t like how the Prohpet’s Bane looks either, but I also don’t think a lightsaber should have a hilt.
I will now address some highly debated things that are currently implemented into Halo 5, and explain their presence and objective functionality.
Sprint was the absolute worst thing about Halo 4. It was a big middle finger to any halo player/fan who ever practiced finding
the best way to stay protected and stay alive by utilizing the map’s cover. It gave any person the ability to run into a corridor of grenades and simply sprint away from any danger before they were killed. Along with this, sprint characterizes the spawn-getakill-die formula that is apparent in Call of Duty and its subsequent clones.
In Halo 5, you can begin to sprint, but in doing so your shields will not recharge and you will be extremely vulnerable. This mechanic negates players ability to simply run away from a fight. Sprint, the thruster pack, slide, and clamber all add up to sounding pretty ridiculous for a Halo game, but I feel as though they are actually a nice addition to the flow of combat. (I will explain why I believe so below)
Unlike Halo 4, which felt like you had no control over your spartan and your only mode of transportation was sprint, Halo 5 feels really nice to move at this speed.
It is not a classic feel, like halo 2 or 3 where you must move at the same speed at all times, requiring the player to be more tactical with their movements,
but it does maintain a balanced pace of combat contrary to how it sounds. Likewise, now that all spartan abilities are shared,
The annoyance of having people with jetpacks and armorlock are all but forgotten. The problem with halo 4 was the run and die, instant respawn mechanic that left the map empty of tactical combat and inspired players to simply camp with a power weapon.
In Halo 5, there is enough movement for you to get around the map, but it does not feel overloaded py players running around at lightspeed
sliding and boosting everywhere. In fact, coupled with the addition of calling out the spawn of the power weapons, Halo 5 returns the franchise to its arena styled combat glory.(Although I do not like how the spartans talk and compliment you on kills)
The fight to control the map and its weapons is back, and proper tactics must be used to utilize your new abilities.
There are two more mechanic additions that serve to compliment the other new abilities, but in doing so severely sacrifices some of Halo’s most sacred classic mechanics.
The ability to crouch jump no longer prevails, as every spartan has the ability to clamber up walls upon reaching the ledge.
You must still either hold A or press A to climb, but this addition is also a middle finger to any true Halo players who spent hours learning how to jump around maps proficiently, in order to gain an environmental advantage
over your opponents. Although it still takes its fair amount of skill, it does not match up to the dedication one had to have for improving combat skills in that regard.
As far as 343 Industry’s credibility goes, there are on somewhat of a margin. They clearly recognize the importance of some things that simply cannot change in Halo, such as the font in which the title of the game appears in.
Why, then, they decided that the original music was not just as important deeply cofuses and concerns me. When I opened up Halo 5’s beta, the music was not reminiscient of an ancient alien artifiact that I was expecting,
but the blaring horns of triumph that are heard in the menus of Destiny. In fact, the soundtrack is practically the same as Destiny’s.
I think it is safe to say that 343i is going in the right direction. Aside from the updates Halo is getting to its mechanics, the game still feels quite good, and assuredly outmatches other franchises that have tried to implement them into their games recently
(climbing from Crysis/Titanfall, groundpound from Crysis, Killcam and ADS from CoD)