I?m not refuting anything you?re saying, but a lot of these ?removals? you?ve listed seem pretty subjective, i.e.: features Bungie simply chose not to include as opposed to fundamental functionalities they omitted, intentionally or otherwise. Some (like myself) appreciated those choices as additional layers of complexity.Squilookle said:and so Halo removed:
*Console tailored controls
*non-linear level design
*All weapons being held at once
*Dual wielding
*Different objectives for each difficulty
*Multiplayer maps tailored to 4 players or less
*Emphasis on stealth (for the most part)
*Location specific damage on enemies, who react accordingly
*Secondary functions
*Down to 5 multiplayer modes again
*Multiplayer bots of any kind
*A lot of the multiplayer customisation as seen in Goldeneye, Perfect Dark, Timesplitters, and The World Is Not Enough
*Counter operative mode
*Singleplayer and multiplayer challenges
DISLCAIMER: What follows are my OPINIONS:
*Console tailored controls - ? Not even sure what this means. I had no problem picking up Halo: CE?s controls with the original ?Duke? or the more ergonomic controller that would inevitably supplant it as the generic ?comes with? Xbox controller.
*non-linear level design ? I preferred the wide-open spaces; it allowed me to approach each level in myriad ways; felt more like a battlefield as opposed to a corridor.
*All weapons being held at once ? I LOVED this choice. Foregoing that I always found it absurd that my characters in other FPSs were running around with every weapon under the sun ranging from a sidearm to rocket launcher, limiting me to two weapons made me think tactically about what I carried with me as well as forced me to experiment with the weapons around me at a given time, guerilla tactics I?d expect from a lone space marine on an alien ringworld light years away from a readily available human armory.
*Dual wielding ? a choice made befitting the style of gameplay they were going for? It?s addition in Halo 2 was nice, but not a game-changer.
*Different objectives for each difficulty ? Well, Chief?s objectives were pretty straightforward; not sure what additional objectives he really needed/would have fit with the narrative, but I do know the higher difficulties demanded enough more of the skillset established on lower difficulties that additional objectives would?ve felt largely unnecessary and/or like sadistic padding.
*Emphasis on stealth (for the most part) ? A design choice befitting the game they were creating; I don?t fault Splinter Cell for not being ?shooty-shooty, bang-bang? enough. Out of curiosity, what FPSs exactly make you think ?emphasis on stealth? was prolific throughout the genre until Halo?
*Secondary functions ? A design choice. I feel Halo: CE really was trying to set itself apart from the more pure fantasy FPSs that went full on, no holds barred sci-fi; feels wrong to say it, but Halo: CE felt more ?grown up.? Also, going back to ?all weapons [not] being held at once,? secondary functions to weapons would water down the guerilla/survival aspect. And what situations in Halo: CE do you think required or would have benefitted from additional weapon functions?
*Multiplayer bots of any kind ? I?ll agree a part of me misses the omission of bots in multiplayer, but what Halo taught me is that no bot ever really compares to the challenge of another human while still being fair/fun challenge. Given Halo: CE?s shield and life system and generally sprawling and asymmetrical maps, any bots that offered any challenge would have to be the unfair ones like Quake 3 Arena?s bots on Nightmare? (fuck you, Xaero.)
As to the other points, I can understand missing them, but I don?t think Halo: CE can be blamed squarely and solely for trend-setting and [largely] phasing them out. Halo: CE was a great game at its time and it was its own thing, eschewing a lot of the tropes and ?out of the box? functionalities the industry had come to expect to set itself apart as something different.