Halo 4: Just Like Halo, None Of the Reach
#1
Wed, 03/14/2012 - 17:00
Halo 4: Just Like Halo, None Of the Reach
http://www.gamezone.com/products/halo-4/news/halo-4-still-feels-like-original-trilogy
Key quote is in the link:
"...still feels like original trilogy."
The fact that Reach isn't included gives me more optimism.
Except bungie stated before Reach's launch that it too, played similar to CE.
Well, in Bungie's defense, it does. It reintroduced the medpack mechanic back into multiplayer and brought penalties from dropping from a height.
343 is saying a lot of very good things in having not revealed much at all, so there's a lot of rope they have available to play with. Bungie, on the other hand, exhausted a lot of that rope, despite their amazing successes and breaking of ground. Bungie was right: it was time for them to go do something else.
I approve this message.
*edit*
Nevermind
Also, I can't create topics in this forum. :(
hahahahahahaha!
He also said that it's "important to give yourself the freedom to take chances". This is how we got Reach.
Possibly. I mean, I totally understand how folks can get tired of the same game and need some gameplay and graphical overhauls to it. It looks like they're putting more carrots on strings, though.
I understand where they are coming from. There needs to be changes to keep things fresh. Just don't clean out the fridge and completely restock it. I still have faith that 343 will make the "correct" call.
Reach isn't that bad. If ou don't like jet packs / AL / huge maps - then play a custom without them.
The only problem with that is it's difficult to find 8 ppl who play Reach.....
Right, adjusting the options is easy. Getting people to play and like those options is a whole other thing.
I don't have any trouble finding 8 people to play Reach most of the time, granted we probably don't play the same games / setting you do. But It almost seems like the MLG guys (for lack of a better term) were too quick to dismiss Reach because it wasn't what they thought it should be right out of the box.
I even offered several times to build maps for competitive players (because I love to build things in Forge, but don't play competitively) if someone would be willing to give me some criteria and then help with play testing. No one took me up on the offer.
There's no lack of worthy Forge maps. If anything, gunship grey is a little overused in MLG maps as it is.
Well, that'sthe problem. You'd think that the vocal minority of dedicated players would be the ones to modify the settings to their liking, but it hasn't been the case. How many MLG types quit playing Reach because it didn't "feel" like Halo? I'm guessing Bungie was counting on their hard core fans to keep Halo alive and gave them the tools to modify the game to their style while adding new features for the casual player. Instead, the casual players are the ones still playing, while the "true fans" deserted to someting else because they felt betrayed by Bungie over jet packs, armor lock, DMR bloom and big open maps.
At least that's the way it looks to me...
I agree that grey is boring too look at after a while, but if there are already some good Forge maps why do I keep hearing that the quality of Reach maps is what keeps people from playing?
A man can only take so much grey.
Halo 2 had no way to tweak the maps themselves, but it had a pretty good array of maps.
Halo 3 had Forge, and not many of the maps needed any physical tweaking, of course, outside of The Foundry. In v7 of Halo 3, you have Narrows, Construct, and Heretic as the maps that were pretty much good, as is. The Pit needs the two large boxes to hop up onto platform, so that needed some Forge work. Amplified and Onslaught are the other two to round it out. 6 maps, 2 done in Forge, one that has some Forge work done to it, and the other two as is.
In this version of MLG, there are two maps with some tweaks (Countdown, so you can get around the map with a little more ease with the sandbags and Zealot, to remove the entire "going into space" part from the map). After that, you've pretty much for Forge maps for the rest of the roster, minus Battle Canyon. So there's one map that's pretty much as-is, two maps that have some pretty serious flow issues addressed with them, including one that lops off the entire top half of it, and 4 Forge maps. 7 total maps for v7, 4 of them done in Forge, two of them have Forge modifications done to them.
Bungie was trying to do a good thing by making Forge more powerful; powerful enough so they didn't need to make maps for the vocal minority, or so they thought. By making the vocal minority make their own maps, the vocal minority (in my estimation) burned themselves out on the battleship grey. I don't even really blame Bungie. They had the Invasion gametype, which is actually a pretty interesting idea, but it just seemed half baked. That, and firefight and all of these other modes that they wanted to support, and they figured they'd give the MLG crowd the ability to do what they need to do. You can't please everyone, I guess.
I realize that I'm shooting for the stars here but a terrain editor, about 300 types of blocks and walls and no lag issues would make Forge about perfect. We'll see what really happens. Some good out of the box maps wouldn't hurt either, but "good" is a subjective term I guess.
True story. The dynamic lighting was/is a good idea, but it almost needs to be done in a cartoonish way. Maybe even the ability to paint a wall or an object in 5 or 6 colors. I'm honestly not sure what the solution is, or even what's possible, though.
Yea, but just because they are in MLG doesn't make the map good or competitive. Amplified is a perfect example of that.