Not only was HALO innovative. It was revolutionary. Because the drive in FPS leading up to HALO revolved around structural complexity, people took one look at HALO's linear objectives, and dismissed the game as nothing new. HALO deliberately steered the focus away from objectives. It turned it's back on the classroom, to focus on the playground. Alot of times when engaged in a form of entertainment, people will gesture that "I wish they'd just get to the 'good stuff'". HALO wasn't about hacking a computer mainframe, disabling an alarm system, planting a bug on a satellite network. No. Because they were about to revolutionise the way the 'action' 'played', they stripped it of objectives to make it entirely about that.
Not innovative? Tell me, name an FPS before HALO that eschewed a weapons scale, in favour of a balanced set of applicable versatility. That restricted you to carrying only two weapons, doing away with the supernatural backpack armory, and thereby inventing "Weapon Couplings". It caused the player to thoughtfully consider what weapons were available to them on the battelfield, and what to take. It forced them to consider how they could approach and utilise the weapons they had, instead of whipping out the one weapon for all occasions (No the pistol was no such device). It rejigged the Health Armour idea, by making health the sole item, and armour a recharging device to tend to. That also intensified your search for cover. When was the last time you saw sentients perform actions that gave such a shocking impression of intelligence (or stupidity), without cued scripting? They would fall back to regroup, try to outflank you, use things to flush you out, and do it all with unnerving humanity. It was unheard of before it's time. Half-Life 1's soldiers were good, but they were scripted. Once they complete their little hijinx, their intelligence is see-through.
The game did away with the maximalist "Squeeze it in" mentallity, instead going for a refined set of mechanics, that conspired to produce incredibly rewarding results. "Weapon Couples" and their uses become lore. E.g. PP + Pistol combo. Taking shotty for short defense while sniping. Unload needles, and then hose with the AR to distract while they land. Plasma Freeze + Nade, melee or overheat management. The shift of Grenades and Melee to seperate buttons was sheer liberation, and gave birth to a truly dynamic art of control. The presence of momentum that empowers melee's. The awesome physics that to this day provide amazing enntertainment value, and created unheard of gameplay dynamics. E.g. ever grenade a turret onto a group of enemies off a ledge? The infusion of vehicles into combat, plus the multiple boardings to team up in vehicles. The little and rewarding touches (Hog gets airborn "Yeeeeeeeeeeehaaaaa").
How about the general coherence of the environment. So much for the seperation of the elements. Vehicles that vanish into bitmapped oblivion? No. Shoot down a Banshee with a Rocket, and be damn sure that it doesn't wipe you out in the crash. A rock can provide safety in this event. Grenades that compound their impact with multiple additions ie, "compound explosions". Weaons that aren't a static icon for you to consume, they can be blasted around the place, to bring them into more convenient reach. Grenade Bouncing? Throw one long plasma out, and then adjust aim to throw one just in front of it. The grenade bounce will make that second plasma reach for miles. Never had a videogame known glue like HALO. Never had it known such deep physical response and palpable mechanics.
I could keep writing for AGES about the revolutionary composition of this game that many people Just. Don't. Get. But I'll curb it there. Four totally idiosyncratic races, requiring a rethink of weapon appraoch, getting into biffo among themselves? Setting airborne with stunning vertical dimension IN AN FPS? Remember how the flying sections in Turok were just a seperate tagged on level? This was standard videogame design before HALO blew the doors off. Throwing stickies to land on idot grunts, that then plead for help from the friends before killing them all in the explosion? Astounding level architecure that gave the impression that that huge rocky bridge overhead is just a background, before you actually overlap up onto, and look down for miles, at the terrain you were in before? Enourmous fog free landscapes littered with trees composed of hundred of polygons as dozens of intelligent enemies and vehicles mill about on them? Nomination for most kinetically overwhelming and intimidating FPS level ever? The much maligned for repetition: LIBRARY. Ok, I'm shutting up, but I could keep going. Enemies using dropships that you can actually snipe them out of, instead of insipidly spawning everywhere? Watching jaw-dropping (modern gamers are spoiled) physics in action, as a warthog screams across snow with a pair of chatty soldiers on board, hits the ice and ass-hangs into a wild side skid, and then having heart failure as the Wraith blasts a bomb just behind you, sending you into a crazy flip, and nearly killing your passengers and you fight for control, making a break for it. Yes, it had all been done before. It's just DOOM, y'know Confused . I could keep going, but... I won't.
Credit to halo2sucks.org