I mean seriously, what was actually wrong with it? For all intents and purposes, it held the same values as those before.
The actual gameplay was a back-to-basics effort, with the AA and bloom systems added to modernise it and give it more layers and depth. The AA’s in particular gave it more variety and allowed players to go into the style that suited them best.
Was it perfect? Of course not. But there was nothing game-breaking about it, or so overpowered to the extent it couldn’t be countered with a little skill or common sense.
A lot of people claimed that Halo: Reach gameplay isn’t “Halo” but that doesn’t make sense: was Halo: CE’s gameplay the same as Halo 2’s? Was Halo 3’s? No.
Haters gonna hate, and lovers gonna love, and that’s fine. Everyone is entitled to their opinion, and this is mine. I felt that Reach was a step in the right direction. Whether 343 build on it for Halo 4, or go back to basics again and build on it from there is another matter.
It was the complete opposite of what you described it had small changes to the core gameplay from Halo 3 and that therfor felt different to players, At the end of the day if somthing is loved don’t change it.
> It was the complete opposite of what you described it had small changes to the core gameplay from Halo 3 and that therfor felt different to players, At the end of the day if somthing is loved don’t change it.
Call of Duty is a great example of something that is loved by MANY players and they don’t seem to change anything. And when I say anything, I mean it.
> AAs and bloom did not yield back-to-basics gameplay.
>
> Theater got nerfed (I can elaborate if needed.)
>
> Maps like Sword Base and Reflection give advantages to players just based on their team color.
>
> Trueskill doesn’t work in Reach (there’s really no debate to this here.)
>
> If you post this on Bnet, I have no doubt people will jump to further explain Reach’s flaws.
Theater didn’t get nerfed in the slightest way, you really think they made it one player only for no good reason?
Film Clips + Multiple People still wouldn’t have worked and resulted in 10 minutes of waiting to be kicked.
Film lag was a joke.
I agree with the OP, nothing changed at all to make Reach differ from other games.
If you are going to say Bloom did, bloom was in other Halo Games, if you are going to say the BR didn’t have bloom: DMR =/= BR.
For Halo4 I think they should bring back basically everything from Halo3 but tweak it up a bit, for example the big blue ball that drains shields, they should make it an EMP grenade. We should keep armor abilities but the system needs to be completely different and the abilities also need tweaking, Reach’s AA system was all wrong and that is why people hated it, all it needs is to be done right.
> > AAs and bloom did not yield back-to-basics gameplay.
> >
> > Theater got nerfed (I can elaborate if needed.)
> >
> > Maps like Sword Base and Reflection give advantages to players just based on their team color.
> >
> > Trueskill doesn’t work in Reach (there’s really no debate to this here.)
> >
> > If you post this on Bnet, I have no doubt people will jump to further explain Reach’s flaws.
>
> Theater didn’t get nerfed in the slightest way, you really think they made it one player only for no good reason?
>
> 1. Film Clips + Multiple People still wouldn’t have worked and resulted in 10 minutes of waiting to be kicked.
> 2. Film lag was a joke.
>
> I agree with the OP, nothing changed at all to make Reach differ from other games.
>
> If you are going to say Bloom did, bloom was in other Halo Games, if you are going to say the BR didn’t have bloom: DMR =/= BR.
Reach Theater:
+Campaign rewind.
-Party viewing.
-Scoreboard screenshots.
Looks like a downgrade to me. Also, I only had problems with watching film clips. Full films were fine for me almost all the time.
> > > AAs and bloom did not yield back-to-basics gameplay.
> > >
> > > Theater got nerfed (I can elaborate if needed.)
> > >
> > > Maps like Sword Base and Reflection give advantages to players just based on their team color.
> > >
> > > Trueskill doesn’t work in Reach (there’s really no debate to this here.)
> > >
> > > If you post this on Bnet, I have no doubt people will jump to further explain Reach’s flaws.
> >
> > Theater didn’t get nerfed in the slightest way, you really think they made it one player only for no good reason?
> >
> > 1. Film Clips + Multiple People still wouldn’t have worked and resulted in 10 minutes of waiting to be kicked.
> > 2. Film lag was a joke.
> >
> > I agree with the OP, nothing changed at all to make Reach differ from other games.
> >
> > If you are going to say Bloom did, bloom was in other Halo Games, if you are going to say the BR didn’t have bloom: DMR =/= BR.
>
> Reach Theater:
>
> +Campaign rewind.
>
> -Party viewing.
> -Scoreboard screenshots.
>
> Looks like a downgrade to me. Also, I only had problems with watching film clips. Full films were fine for me almost all the time.
Once again, do you think they do it without good cause?
Theater in my eyes, would be a low priority, I would prefer to finish the content viewed in Theater before shipping it.
Campaign Rewind was a good feature in my opinion anyways, the amount of time I have had to go through a long film and to miss it by a second.
> Campaign Rewind was a good feature in my opinion anyways, the amount of time I have had to go through a long film and to miss it by a second.
I agree, but party viewing was fantastic (you could also tell who had the best connection before your party went into MM).
This will sound nerdy, but MLG teams use Theater to review gameplay in order to improve and prepare for events. Now, they would all have to be in the same room watching one screen, or each watch their own film while talking about it in party chat.
Heck, you can’t show your friends that awesome clip without having to upload to your File Share now. It’s completely lame and a failure on Bungie’s part.
> I mean seriously, what was actually wrong with it? For all intents and purposes, it held the same values as those before.
>
> The actual gameplay was a back-to-basics effort, with the AA and bloom systems added to modernise it and give it more layers and depth. The AA’s in particular gave it more variety and allowed players to go into the style that suited them best.
>
> Was it perfect? Of course not. But there was nothing game-breaking about it, or so overpowered to the extent it couldn’t be countered with a little skill or common sense.
>
> A lot of people claimed that Halo: Reach gameplay isn’t “Halo” but that doesn’t make sense: was Halo: CE’s gameplay the same as Halo 2’s? Was Halo 3’s? No.
>
> Haters gonna hate, and lovers gonna love, and that’s fine. Everyone is entitled to their opinion, and this is mine. I felt that Reach was a step in the right direction. Whether 343 build on it for Halo 4, or go back to basics again and build on it from there is another matter.
For a game that breaks some things that are true to the halo experience while the others didn’t much if at all from what I’ve seen, I’m going to have to disagree when you say it doesn’t make sense. What other halo game let you pick from loadouts or different abilities that have a bigger effect than they should that are infinite use off of spawn, some going as far as to break game mechanics and maps, as well as the ability to fire a weapon meant for precision extremely fast and giving it random spread when doing so? That sure doesn’t spell halo to me.
> > Campaign Rewind was a good feature in my opinion anyways, the amount of time I have had to go through a long film and to miss it by a second.
>
> I agree, but party viewing was fantastic (you could also tell who had the best connection before your party went into MM).
>
> This will sound nerdy, but MLG teams use Theater to review gameplay in order to improve and prepare for events. Now, they would all have to be in the same room watching one screen, or each watch their own film while talking about it in party chat.
>
> Heck, you can’t show your friends that awesome clip without having to upload to your File Share now. It’s completely lame and a failure on Bungie’s part.
Don’t think you sound nerdy, I used to check back on some of my games when I played competitive on Halo 3, while I agree, it wasn’t exactly a good idea, there must have been something preventing it.
I mean, the space mission on Reach, Forge World and all that sort of stuff, it takes up a lot of space on the disk.
They have to cut a lot of other things out that they saw took up a lot of space but wasn’t widely used.
This is a fact though, if Reach was releasing in on the 14th September 2011, all new games use a new disk format which has an extra GB of space, it would have been able to fit more data on.
> Was it perfect? Of course not. But there was nothing game-breaking about it, or so overpowered to the extent it couldn’t be countered with a little skill or common sense
Your standards seem to be set rather low. One might be able to easily overcome, say, terrible AI, but I wouldn’t take that as positive vote that all is well or at least well enough that you can downplay the depressing dysfunction that’s taking place. Nor can I say that the levels were hard to navigate or even particularly frustrating below Legendary or Mythic difficulty, but there’s certainly an -Yoink–backwards quality to the whole campaign and even the firefight and multiplayer levels too. And again I can’t say that simply because the game didn’t crash or present me with some other insurmountable sitituation that’s it’s fine and to each his own, because the difference in personal opinion is not great enough that it allows for such patently terrible game design.
I’m glad you brought up Forge World. Another complete mess up by Bungie. A huge, detailed space that lags like heck and makes decent splitscreen gaming a rarity on custom maps. They should have stuck with their original plan of keeping it as 5 small seperate Forge spaces.
Here’s a tip to you 343. When making your games, focus on FUNCTION rather than FLASH.
> >
>
> I’m glad you brought up Forge World. Another complete mess up by Bungie. A huge, detailed space that lags like heck and makes decent splitscreen gaming a rarity on custom maps. They should have stuck with their original plan of keeping it as 5 small seperate Forge spaces.
>
> Here’s a tip to you 343. When making your games, focus on FUNCTION rather than FLASH.
This I highly agree on, if the Forge Pallet was a lot nicer, and there wasn’t tons of wasted area like a big majority of the water spaces or so much time wasn’t spent on making the maps sandbox nice and again, possibly kept it split into 5 different maps, it would have been a lot nicer and easier.
I LOVE Reach!
I think Bungie did an amazing job with almost everything!
The campaign was awesome, but it felt like it was to short…
The soundtrack was amazing, it was different from the other Halo’s, but it had the same awesome Marty feel!
Firefight is awesome, because you can customize it however you want!
You can make so many fun custom games!
Forge is AMAZING! Just messing around with your buddies in Forge is so much fun!
The multiplayer is really good to. Invasion is the most fun i’ve ever had playing an online FPS!
But i do think the multiplayer could use some improvents, like balancing out some of the AA… WHICH IS EXACTLY WHAT 343I IS DOING!!!
One of the things i like the most about Reach though, is that the design is superb!
The way the Spartans, Elites, UNSC troops, Covenant, enviroments and weapons look like are without a doubt the best in the series!