Gameplay only?
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Proper scaling, for one… Enough of these toddler Spartans. Part of what made gameplay great (but mainly more immersive) is that you were LARGE. Not only did it make the gameplay faster when the maps were smaller, but it allowed you (the Spartans themselves) to be much larger targets even when you were crouched in a hallway, and this punished defensive play when people threw grenades around corners.
It would have made Thruster pack a much more crucial ability… Now even in Halo 5 where the grenades are mini nukes, it still doesn’t matter because you are a small target to begin with, on top of the fact that you can thrust out of the way. When you spawned in the map in Halo 1 - 3, you could feel that you were a massive walking tank and that any character from any other game would look tiny standing next to you, which, while it was immersive, kept the long killtimes in check as it also increased player visibility.
- Offensive play. Taking each Spartan’s mobility into account, it takes quite long to kill each other in a Halo game. So obviously if mobility is increased further, killtimes would need to be shortened just for it to play the same. I guess Halo 5 tied Sprint to shields to lower killtimes when Sprinting, or something…
But the main draw was that despite Halo’s average killtimes, as long as you killed everyone directly in front of you, you never had to worry about anyone coming up behind you. This was easily the most rewarding part of Halo compared to other fast-paced shooters and it honestly didn’t make sense at the time how they balanced it so well. But I can tell you right now, it’s because the people behind weren’t going faster than you…
Halo 5 is roughly on par with Halo 2 in terms of killtimes, but obviously if you shoot everyone in front of you people come sprinting up behind you pretty quickly and this isn’t very fun. It really doesn’t reward keeping your weapon ready in a consistent matter, and that is a big detriment as far as Halo gameplay goes.
- Speed. Halo is not terribly fast but not in the slightest bit slow either. It’s important to remember that strategies such as map control and proper positioning also relied on how fast players got around the map (and most likely the maps themselves being designed to support this.) This made it such that both offensive play and defensive play were rewarded equally, perhaps even favoring offense. Halo 5 does this very well, actually.
But while it excels in this area it also fails miserably at balancing map maneuverability with player vulnerability. Why is it considered a good idea to tie the two together? Realistically fights last long enough in Halo for players to come up behind you anyway, so why do they all need to disable your weapon when used? Even Black Ops 3 lets you shoot during Clamber…
This is Halo, and not every respawn is going to be safe. The most viable method of defense is obviously to shoot everyone back, yet in order for you to get back into the action you must be Sprinting, Thrusting, and Clambering forward in order to prevent traffic from building up behind you, as everyone else has the mechanics. This is where sticking to not using Spartan Abilities (or even fighting at all) is a disadvantage. In the same way that walking across an open intersection is a disadvantage.
Except using them to get into battle faster disadvantages you as well because your weapon is disabled the majority of the time.
See, there is an imbalance here. You’re not rewarding the player. It’s okay for you to implement all these mechanics into the game that make players go faster, but making them all have the same ‘tradeoff’ of increased vulnerability should reward not using them, and it doesn’t. You aren’t rewarded for walking in traffic no matter how beastly you are. It doesn’t reward anything except randomness and traveling really quickly in groups, which devalues individual skill quite a lot.
If it’s really conducive to gameplay like Halo’s gameplay, the player would move forward regardless and be empowered when doing so. Offensive play and defensive play are situational this way, and aren’t rewarded randomly, making only one option truly viable in a given situation. It makes no sense to add Spartan Abilities to empower the player, only to often de-incentivize using them OR your weapon.
- Simplicity. Halo was really only about having 4 buttons to master… Learning the map design, spawns, weapons, etc. That was all extra stuff. As long as you could jump, shoot, throw grenades, and melee, you were playing the game at an average skill level already. That hasn’t been the case in quite some time… Shoot, why isn’t Thruster pack mapped to the movement stick? Double-tapping the stick left and right is still the most clever implementation of evasive maneuvers in a video game for me.