A list of things classic Halo (CE) did wrong:
-random geometry. Sure, it makes things different but it becomes very noticeable after a while
-random spawns. I guess these are ok since you often had the means to adapt and kick -Yoink-. But randomness should never be in a Halo game. I’m glad that the Jackal sniper spawns weren’t random…
A list of things post-CE has done wrong:
-AI drivers. Self explanatory. But it’s not as bad as it is in Reach
-damage sponges, cheap armor, cheap behavior. H3 showed more of this: Pure Forms, Chieftains (although they were very easy to assassinate). At least H2 Ultra Elites had normal health and could be killed by grenade sticks and their sword pulling animation gave the player some time. And again, it’s not as bad as it is in Reach
-moving shields (Jackals). They are more faster (compared to the CE Jackals) and less responsive. But it’s not as bad as it is in Reach
-invincible allies. I can understand allies being invincible in H2 and ODST due to these having great plots and decent, likable characters. I can also understand H3 invincibles: they were only invincible at parts where they would die easily or would get knocked off the level. But Reach was a disaster. Noble Team wasn’t pivotal to the plot at all (other than Jorge. I like to pretend Carter’s sacrifice never happened) and it’s like a slasher horror film without the entertainment or anything like that.
-deleting AI, especially before cutscenes. In CE, AI in the area would attack cutscene characters. Bringing them to the cutscene (8 Hunters, several Zealots) wasn’t pointless because of this
And let’s not forget killing off allies. Best example: The Covenant rally point bravo once you reach the Hornets. All the Brutes (except 1 War Chieftain) die and you can see their power armor glow if you look back.
And disappearing AI.
-kill stealing AI. The best example: the missile Pelican on Sierra 117. And there’s Arbiter, but he’s not that effective, especially when there’s large numbers of enemies. But it’s not as bad as it is in Reach, where Noble Team can do everything for you
And let’s not forget teleporting. That gets annoying when you want to fight solo…
-friendly fire. Rocket launcher marines are kick–Yoink- but their tracking is below average. But it’s not as bad as it is in Reach
-checkpoints. They can’t be delayed very long and they’re handed out less frequently. Sure, CE cps were longer distanced but that’s compensated by the fact that you have to work for them. In the later Halo games, it’s basically linear gameplay. Also, cp revert revert by 5 times death is stupid. But it’s not as bad as it is in Reach
-linear gameplay. Mentioned above. It’s not as bad as it is in Reach. Kill barriers shudders
-noob friendly. I don’t play Reach mp so I can’t say ‘It’s not as bad as it is in Reach’.
-boss battles. I have to admit, the H2 boss battles weren’t that fun and the H3 boss battle was pathetic
-more boxed in feeling due to invisible barriers. Such barriers existed in CE, but they were so far away that it was negligible
-not using all of the level. I.e. the 2 Scarabs battle on The Covenant. But it’s not as bad as it is in Reach, where objectives were hot spots for AI while other areas were desolate
-no optional objectives. In CE, you didn’t have to do every single objective. Take Silent Cartographer
-Flood. In H2, they weren’t that fun to fight. In H3, they weren’t that fun to fight in addition to being boring
-pistol. The H2 magnum is kinda underpowered as well as lacking ammo but I like getting kills with it. But the H3 magnum just isn’t that useful. A faster rof wouldn’t have been too much. But It’s not as bad as it is in Reach: no shield bleedthrough, bloom, small clip. There’s a reason why the DMR is the utility weapon…
-weapon sandbox. CE weapons were all usable in contrast
-clone weapons and vehicles. In CE, the Wraith, the sword, and the fuel rod gun were distinct from their current counterparts. Now look. The Wraith in addition to the Revenant. The sword in addition to the hammer.
-plasma pistol. Standard bolt feels bland. Overcharge is either op or underpowered. If there’s one thing Reach did right, it was making the standard shots more powerful.
A list of things Reach has done wrong:
-innumerable*
*so vast that just typing another dash would mean the end of the world. It might even take up 3 pages of this topic…
The focus on difficulty has shifted. Enemy numbers have been downplayed.