The focus on advanced movement mechanics utilized in Halo 5 were ubiquitous of the fast paced nature of FPS titles at the time. This alongside the scaling of the mechanics within a combat context clashed with the methodical arena style gameplay approach to combat that Halo was centered around.
While Halo Infinite utilizes movement techniques that some players would describe as “not Halo”, they are incorporated and scaled back in a way that allows there usage to utilized alongside old methods of movement as well as in a way that won’t negatively impact the experience if they go un/underused in practice.
Halo 5 demands players use the movement mechanics.
Halo Infinite offers them to be used.
The campaign (as well as Osiris) was rather bland.
The concept of Locke was fine, the execution of the concept was not.
The incorporation of Locke was also tied directly to the implementation of Osiris and Blue teams, which was also a problem as Campaign was built entirely and scaled upon a cooperation mechanic. While cooperation is a fun inclusion, it shouldn’t be the focus of a traditionally single player experience.
Story-wise:
Halo 5 was a lot like Attack of the Clones, it had far too much going on, spread out too far with far too many characters to give adequate screen time and character development to. By adding characters that are involved heavily in media that may not be familiar to players, then the characters will fall flat due to their reliance on players understanding backstory they most likely haven’t been involved in. Halo 5 was reliant on far too much exposition.
Halo Infinite’s approach focuses on 3 main players: Chief, Echo 216, and The Weapon. Each gets ample screen time, and plenty of character development. Atriox, Escharum, and the Harbinger serve as the antagonists, each with their motivations but common goal of stopping Chief and awaking the Endless. Very simple, easy to follow, and just enough character development to make the player care.