Alright, so earlier on in development, 343i indicated that fans of Halo: Reach’s Armor Customization would be pleased with Infinite’s system. This was exciting news for me, as I think Reach’s progression, personalization and overall in-game economy systems were the best the series has ever seen. I took their hint that fans of it would like Infinite’s as reassuring and didn’t think much else of it.
Until. Reach hit MCC, with a dramatically redefined progression and unlock system than was featured in the original. A linear unlock scheme as opposed to a cR accumulation/market setup. Even some of the armor pieces are literally different models than the originals (Recon and Commando Chest pieces, I noticed- although my pointing this out is more to see if anyone else noticed rather than to bash; I don’t necessarily like or dislike these models more than the originals).
I was rather disappointed in the new progression element. I understand they announced it beforehand, so it shouldn’t have felt like a blindside move, but I had expected Reach in MCC to either take the path the other MCC games did in leaving all cosmetics instantly unlocked for all players, or recreating the original cR progression system featured in Reach. The choice they made to invent a new system leaves me scratching my head. I don’t like that it’s a linear unlock scheme like Halo 4, and I don’t like the “Season” model it’s attached to- although I’m willing to admit this may be due to Fortnite connotations. I understand the implementation of a progression “grind” element to encourage engagement, even if I may have preferred they just let all players have access to all items in the nearly decade-old armory for the sake of simplicity and saving a substantial amount of time. Why not bring back the original model, though? Seemed perfectly “grindy” to me, and left more up to individual player choice.
In any event, this all leaves me wondering what they meant when they first insinuated that players who liked Reach’s Customization will like Infinite’s. Were they only referring to cosmetic/aesthetic design (i.e. the return of permutations and pouches?). Because if Reach in MCC is any indication (it may not be, admittedly, but I don’t think it’s unreasonable to speculate on it), it would seem that 343 is testing the waters for “Season” based F2P sensibility cosmetic progression/unlock systems.
Although I certainly would be glad to see the armor design and art style nod back towards Reach, personally, that’s only half of what I loved about that game’s customization. The cR system was awesome, because it allowed players to prioritize and unlock armor in order of how important it was to them, individually. What armor you decided to unlock and rep actually said something about your personal style and taste, and I miss that tremendously. Linear unlock schemes seem to motivate people to just rock whatever armor gives them the highest visual status (highest required level unlock) instead of what they might personally like best (before anyone says it, I know Reach had rank pre-reqs in the armory and a lot of people rocked MkVI and the Inheritor Pilot helmet just to show off as well. Reach is just the game where I remember the most personality and variety of armor online.)
I think it would be a shame if 343i didn’t understand that a lot of us liked more than just the visual design of Reach’s armory. It’d be a real shame if we got back the visual coolness of Reach, but it was tied to arbitrary linear progression unlocks or to the roll of the dice like Halo 5 (I know they’ve said lootboxes aren’t coming back, so hopefully at least that isn’t something we’ll have to worry about.)
Thoughts? Does anyone else miss the in-game economy (cR system) from Reach? Do you prefer linear unlock schemas- if so, honestly, why? Do you think an in-game currency like cR can even coexist in today’s gaming industry, let alone in Infinite, where they’ve already confirmed microtransactions will return in some form?
Thanks for taking the time to read and contribute your thoughts!