shrekfan246 said:
Also, my go-to answer for this question: Halo's "The Library". Abysmal level design, just absolutely horrible, when the rest of the game had been built on rather large and relatively open levels. Then you have one of the best levels in the entire game, the introduction of the Flood, immediately followed by an endless corridor section with identical looking corridors that have identical enemy-spawning locations and identical artificial lengthening every time you reach another elevator. Just awful.
I just revisited
Halo Anniversary and got the achievement for beating The Library on Heroic without dying and the one for beating it on Legendary within a half hour. This is a criticism I can really appreciate lol. 343 made an effort to at least add some color and variety to the visuals, and that really helps to be honest.
Since we're talking about
Halo, let's mention the two dumbest things Bungie ever did: first, they got rid of the pistol. Or rather, they removed the concept of a powerful, difficult to use starting weapon from the game. To be clear, I'm not married to the aesthetics of the pistol necessarily. But the pistol was a starting weapon, and had properties that impacted gameplay. Starting players with limp-dick SMG spray guns had huge consequences and created lots of problems that plague the series to this day. The closest thing to a solution in
Halo 2 was Battle Rifle start, but even this had slow kill times and the auto-aim and hit-boxes meant you did not have to develop your skills with it like the pistol of
Combat Evolved (which had reasonable auto-aim). This also meant power weapons can clog up the game because no one is strong enough to take them down. It also heavily rewards "teamshot", or getting everyone to focus their fire on a single target because it takes so long to kill anyone. This sounds like a good thing, but it's not in this instance. Coordinating your fire like that was already rewarded, but without the pistol, it's often a necessity. That means the team that coordinates themselves across the entire map for control of power weapons, power-ups, power positions, sight lines, and forced respawns will be blown out of the water by the team that all stands in the same spot.
TL;DR: Powerful and difficult to master became weak and easier than the rocket launcher. This created a cascade of new problems that have only been exacerbated over time.
Second: Armor Abilities. Why was this necessary? We already had power-ups. They had to be fought for, which was way more fun and kept the game moving. Now instead of designing maps to encourage taking risks and movement, we're designing them to keep all the armor abilities relevant.
Reach's maps were universally panned and
Halo 4's are not much better. Probably worse. Powerups offer many possibilities for outside the box thinking. Armor abilities are restricted to what can be made to work in all situations. Power ups create a realm of possibilities for interesting map design. Armor abilities stifle it.
It is much easier to imagine and implement interesting and diverse powerups than armor abilities, and so much better for gameplay.
Moral of this story: there is good change and bad change. Don't try to pass off bad change as good change. What any series needs is growth. Clogging up the works with fluff you stole from
CoD, knickknacks and shit you didn't think out properly is not growth. There is nothing more painful in life than contemplating what the
Halo series
could have been. Well, maybe a couple things. When I think about it, it's kind of dumbfounding that 343 actually managed to make Bungie look like they knew what they were doing.
TL;DR: Why can't I play
Halo: CE mutliplayer on XBOX LIVE????????????????????????????????????????????????? I would pay all the monies for that.