Do tell me how the gameplay of the Halo series has improved since Halo: CE. Please give me a specific example of something that Bungie has done right with the gameplay since that first game. Sure, additions such as Forge, Theater, Xbox Live, and an improved UI are all great, but they're not at all improvements on the core gameplay, they're just extra features included in the game.
Please explain to me how the introduction of a poor spawn system, a highly unbalanced and largely useless spawning weapon, map design that promotes camping and discourages flow and movement, a "latency window" based melee system that rewards a player with slower reflexes, default player movement speed that is barely above a crawl, equipment, and a weapon sandbox that is filled with superfluous weapons and is fairly unbalanced is, in any way, an improvement of the Halo formula.
Halo 1 is not Goldeneye, and it isn't just a nostalgia piece -- it remains, to this day, the best in the genre.
Anticrawl -- Yes, Shadowrun was (and still is) a fantastic game. I still play it regularly, especially when I get fed up with all of the inconsistency of Halo 3. John Howard is a great designer, and I'd really like to know what project he's working on now.
Duke -- Did you spend much time with the game? Because of the steep learning curve, it can take a few days of playtime to really understand the intricacies of the gameplay, but once you take that step and invest that time, it is well worth it. The game isn't nearly as casual-friendly as Halo 3 or CoD4, and it's very hard to just pick it up and start playing (unlike the other two) because it has a huge skill gap. The thing that endears me to Shadowrun is the same thing that endeared me to Halo: CE -- the more I practice the game, the better I'll get. The game is much more rewarding than Halo 3 or CoD4, because even if I invested tons of time in those games, I'd still get screwed over by a bad spawn every once in a while, or have my shots not register over a smooth connection, or trip over someone's martyrdom grenade, or end up with one of those horrible "mutual beatdowns" that occur so often in Halo 3. In Shadowrun, a player who's invested a week in the game would never beat a player who's invested a few months of practice, but in Halo 3 and CoD4 it happens all the time.
Every time I play Halo: CE, I'm reminded of how Bungie has completely butchered everything that made Halo great to begin with. I suggest everyone who hasn't played this game do so immediately, if only to see how much worse Halo 3 is by comparison.
Oh great, another map that will play Racquetball with my grenades. I'm glad that Bungie would rather their maps look good than worry about the fact that they provide completely horrible gameplay.
I completely agree that some type of active reload would be an improvement; something like the YY glitch from Halo 2 would be perfect in my eyes. When executed properly, the YY glitch allowed a player to reload significantly faster than if the entire reload animation were to play out, and good players could use the glitch to further separate themselves from less experienced players. Granted, it was a glitch, and therefore not an intentional gameplay element, but anything along the lines of an active reload that helps to widen the skill gap would be great.
I'm surprised people are still upset about this. If anything, Capcom is taking an affirmative action approach to this zombie thing. RE4 had Spanish zombies, RE5 has African Zombies, RE6 will probably have Chinese zombies, RE7 you'll be shooting hippies, etc. It's really nothing to make a fuss about.
Joyswag: Suit up for Monday Night Combat [update: giveaway closed]
Aug 11th 2010 2:52PM (Joystiq)Joyswag: Halo Wars (Day Three)
Mar 4th 2009 3:45PM (Joystiq)Joyswag: Halo Wars (Day Two) [update]
Mar 3rd 2009 6:45PM (Joystiq)Joyswag: Halo 3 Mythic Map Pack
Feb 23rd 2009 7:00PM (Joystiq)XBLM Deal of the Week: Halo
Dec 23rd 2008 12:38PM (Joystiq)Do tell me how the gameplay of the Halo series has improved since Halo: CE. Please give me a specific example of something that Bungie has done right with the gameplay since that first game. Sure, additions such as Forge, Theater, Xbox Live, and an improved UI are all great, but they're not at all improvements on the core gameplay, they're just extra features included in the game.
Please explain to me how the introduction of a poor spawn system, a highly unbalanced and largely useless spawning weapon, map design that promotes camping and discourages flow and movement, a "latency window" based melee system that rewards a player with slower reflexes, default player movement speed that is barely above a crawl, equipment, and a weapon sandbox that is filled with superfluous weapons and is fairly unbalanced is, in any way, an improvement of the Halo formula.
Halo 1 is not Goldeneye, and it isn't just a nostalgia piece -- it remains, to this day, the best in the genre.
XBLM Deal of the Week: Halo
Dec 23rd 2008 12:19PM (Joystiq)Duke -- Did you spend much time with the game? Because of the steep learning curve, it can take a few days of playtime to really understand the intricacies of the gameplay, but once you take that step and invest that time, it is well worth it. The game isn't nearly as casual-friendly as Halo 3 or CoD4, and it's very hard to just pick it up and start playing (unlike the other two) because it has a huge skill gap. The thing that endears me to Shadowrun is the same thing that endeared me to Halo: CE -- the more I practice the game, the better I'll get. The game is much more rewarding than Halo 3 or CoD4, because even if I invested tons of time in those games, I'd still get screwed over by a bad spawn every once in a while, or have my shots not register over a smooth connection, or trip over someone's martyrdom grenade, or end up with one of those horrible "mutual beatdowns" that occur so often in Halo 3. In Shadowrun, a player who's invested a week in the game would never beat a player who's invested a few months of practice, but in Halo 3 and CoD4 it happens all the time.
XBLM Deal of the Week: Halo
Dec 22nd 2008 11:16PM (Joystiq)Bask in this new screenshot from Halo 3's Orbital map
Dec 22nd 2008 5:23PM (Joystiq)Rumor: Gears of War 2 'Imulsion' map images
Nov 17th 2008 3:47PM (Joystiq)I completely agree that some type of active reload would be an improvement; something like the YY glitch from Halo 2 would be perfect in my eyes. When executed properly, the YY glitch allowed a player to reload significantly faster than if the entire reload animation were to play out, and good players could use the glitch to further separate themselves from less experienced players. Granted, it was a glitch, and therefore not an intentional gameplay element, but anything along the lines of an active reload that helps to widen the skill gap would be great.
Resident Evil 5 producer: Wii can't handle RE5's title screen
Oct 26th 2008 12:23AM (Joystiq)