> I really don’t know why people would be worried anymore. There will be alot of playlists, you can make your own gametypes. So if you don’t like some of the stuff they add you can always take it out or play another playlist, that is what MLG does for example. They have given us more toys to play with, there is something for everybody here.
Yes but you could have also said by the same token that just because Reach was a complete pile of -Yoink- you could still have fun with it in customs. However as we see that’s a roasted goat of an argument because the dissenting player could not escape from the wretched horror that was the carcass of the Halo franchise being slow-turned over a pit of burning dreams.
For starters the core weapon balance isn’t something you can easily escape with mere gametype options so if 343 botches the careful balance they’re trying to build up between the various starting weapons you may still be put off by the game as a whole which is dependent on it (for instance, if they fail to consider the fact that Halo maps are generally wide-open killing fields that are quite amenable to mid-long range scoped gameplay in any case. So even if, on the face of it, the AR, DMR, and BR are balanced with each other the frequency of each one finding it’s happy optimum may still be lobsided towards the Bottle Rifle and the DuMbeR resulting in the overly-familiar -Yoink- of the “classic” Halo experience.) That’s a long way from saying “Halo 4 will be -Yoink-,” but it is cause for comment.
Secondly you have the core feature group of armor abilities raising their misshapen heads to doom us all with another flipper-handed round of “how not to build a shooter.” The fact that sprint was the most commonly used ability wasn’t the problem, it was that with no consistent suite of very basic abilities the game could not be appropriately balanced to handle all possible combinations while still striving for something remarkable and fun. Every design had to take into consideration that the player may or may not have this or that ability which spread things thin between a bland morass of gameplay that at best was just functional but more commonly was simply dull in spite of how much spice was poured onto it.
What we need from Halo 4 is consistency built into how each and every player can approach the game so the most meaningful options, those at the level of “I can shoot you so now what do I do”, can be expanded upon without having to worry about how they affect one or two extreme alternatives that rest on having the right loadout. This is the approach Timegate took in developing Section 8 and Section 8 Prejudice which both stand towards the front of Sci-Fi FPS gameplay (if not at the apex) while at the same time Bungie muddled around trying to get “the classics” to work in the entirely unfamiliar context of post-2004 gaming. They (timegate) included the most significant player abilities (jetpacks AND sprint) as part of the default control setting leaving the spice of radar jammering, self-repair, sensor beacons, and mortars to affect gameplay all from an easily balanced center around which the rest of the game could develop and develop well because while variable combat was based on a stable experience.
Call-down turrets, select-a-spawn, on-demand vehicles, they did some -Yoink- that would rend Halo in twain, however it was balanced, because it had a much more sturdy design that could stand the strain that each element placed on the core gameplay. And to get back to my original point the fact that Halo 4 is, like Reach, apparently balancing itself around different points (jetpacks, camo, holo, the lack there of ect.) means that between them all lies a fulcrum of pain and frustration just waiting to be split by the very middling experience that they create together. And hopefully as I’ve demonstrated you CAN criticize 343 for that because something as fundamental as “the game may be broken” can’t be easily overlooked. At some level every player will have to deal with it.