I agree with the story department critique however I feel that ODST had better playspaces and would like a ODST style approach for Halo 6 campaignA coherent story and more visual clarity.
I think the gameplay and sandbox in Halo 5 was top notch. Hell, I thought many of the play spaces in the campaign were among the best in the franchise. But it fell apart due to an incoherent story that completely jumped the shark. I think they'll have a hard time walking back from the wild cliff they've shuffled up to, but we'll see.
And all of Halo 5's MP content should roughly be there day 1, including the fully featured Forge and file share.
Also this. The scale of Halo 3 is still leagues ahead of anything we've seen from a 343 Halo game... I hope they use that game as inspiration for Halo 6 in terms of the setpieces.Epic battles in campaign. We still haven't topped two scarabs!
A story man. Halo 5 story such a letdown. Plus changed visuals. All new art direction. Multiplayer wise. Get rid of sprint and their version of aim down sights. Increase base movement, add a double jump etc. But have a game that is feature parity with H5 as it is now. Forge and customs games browser day one. Campaign scoring, theatre and checkpoint and challenges. 4v4 qnd BTB get equal development.
but what about hamburger guns?I'd like them to back off on some of the abilities just a tad. I've read and watched several people who've talked about how giving the player a ton of abilities, it actually simplifies how you can make your levels, because it has to account for everything. Certain things feel useless, and sometimes things are clearly there to make something not seem useless. A good example was breakable walls in 5.
Perhaps I'm wrong and it's merely the exectution that was lacking, but I think there's some validity.
I will say halo 5 was much better having all players have all abilities. This was a large improvement over 4 and Reach specifically because in those games devs could design levels and then be forced to eliminate cool ideas because of the worry not all players would be able to do them. This lead to either dull levels or dull abilities imo.
I feel like with a solid base, you can get a ton of depth. Halo 3 demonstrated this pretty well I think. Look at scarab battles. Simple combat and a simple encounter concept sure, but incredibly badass, and most of all fun.
Essentially make the entire focus about encounter and level design and letting those both be engaging but open. Those are the things I think that set halo apart even if maybe you disagree with what I said above.
Removing ADS would make the game feel true to the rest of the Halo series, and would make it feel like it's own shooter again. I'd say possibly even bringing firefight back just like the good days of Reach would definitely make me buy in
disagree, the books gave us good shitMP side of things - BTB getting more love as others have said. It's a damn shame we got stuck with lego brick maps for that mode. Other than that the MP after firefight and other QOL improvements was pretty damn perfect in my mind.
SP- Oh boy. More chief, less other characters. Split screen co-op. Also less reliance, if it's possible, on all the fan service book based stuff.
Could you elaborate? I've heard this one before but never in detail. To me it looked wonderful. I looked though art of probably every artist on Artstation that worked on the game.And improved visual design. Halo 5 is an inconsistent mess in the art department.
A story man. Halo 5 story such a letdown. Plus changed visuals. All new art direction. Multiplayer wise. Get rid of sprint and their version of aim down sights. Increase base movement, add a double jump etc. But have a game that is feature parity with H5 as it is now. Forge and customs games browser day one. Campaign scoring, theatre and checkpoint and challenges. 4v4 qnd BTB get equal development.
Agreed I hope they go with the H2A/HW2 Art designA better campaign.
And improved visual design. Halo 5 is an inconsistent mess in the art department.