Is it really that hard to make Halo innovative? Couldn't they just have features within the maps themselves instead of having new abilities? There was nothing wrong with the old formula. Reach left off with abilities making 343 sticking with them and after Halo 4, they thought of getting rid of them except sprint. They also added clamber, thrusters, spartan charge, etc. Halo 5's multiplayer is okay but not the best. This were the thoughts I was having while playing Halo 3 multiplayer with my friends. Later this day I then stumbled upon this video. It explained almost exactly the thoughts I have for 343's Halo.
https://www.youtube.com/watch?v=Yz9GA6oTWTY&t=11s
>>382980285
>Couldn't they just have features within the maps themselves instead of having new abilities?
Halo 3 tried this a bit, Higher Ground and Zanzibar had buttons that opened gates and shit. It never added too much to the game. Personally, I liked H3's equipment. It was one time use and spread across the map, so it still worked with the game's arena gameplay. Armor Abilities in Reach and forward can be acquired from loadouts, which is their main problem. Even armor lock would be fine if it was treated like a power weapon.
Oh the good old times.
Arena shooters don't really need much innovation since they're all about solid, straightfoward gameplay around solid maps. All 343 really has to do is sharpen the movement and shooting. The core mechanics are there, adding unnecessary tripe to "add complexity" just muddles the balance. H3 equipments didn't really do that and like >>382980741 said thats why they were fine, they were complementary without getting in the way of the nitty gritty.
What's REALLY bringing Halo down? I don't expect it to be #1 forever but at least somewhere at the top 10 xbox games. I miss it's popularity.
>>382980285
Okay just got finished watching the video and here is what I have to say, here is the problem. Halo Halo 1-3 were able to innovate and add new gameplay mechanics and content to the series that made it popular in the first place but after that Bungie ran out of ideas for innovation. Halo 1 had innovative controls that made it easy to play a FPS on a console, while also having very intelligent RTS like AI, and sandbox level designs. Halo 2 had online multiplayer for a console which was huge, Halo 3 added community features such as Forge and save films. Form there you had Halo 1 making a gun, grenade and melee button and vehicle use, Halo 2 adding regenerative health, dual wielding, and vehicle boarding, Halo 3 added support weapons and equipment, but from there they had no way of really adding anything else with out messing with the core. Reach added assassinations and armor abilities, Halo 4 made sprint default while keeping armor abilities, and Halo 5 made spartan abilities. Halo can't innovate without messing with the core now. You can't move past Halo 3 because you will just keep making the same game.
Continuing from this >>382982414, I expect Halo 6 to go full Titanfall with zip lining, wall running and double jumping since 343 did tested two them and double jumping didn't make it into the final game of Halo 5.
Well this time 343 has time (something Bungie was never really given) so let's hope they utilize it well.
>343 Halo
>>382981864
343 and the XBone
Xbone because it's pretty much dead
343 because they don't understand how to create interesting gameplay scenarios and because they JUSTed Halo's story and aesthetics
Take me back to the 360 days!
>>382983381
What is the context of this? I only played 1 and 2 (I still play them to this day).
>>382983830
Bungie did first, see>>382982414 and >>382982526
You can innovate past Halo 3.
>>382984234
Halo Escalation. It's pretty bad.
You should probably play 3 and look up on 4 first though to better understand it.What's the deal on storytiming now?
>>382984504
No clue, sometimes it's a go, sometimes it's a 404.
Also I have no 360 so no Halo 3 for me. CE and 2 are great anyway.