@dharmabum said:
@inevpatoria: Just curious - do you come to Halo for the multiplayer and if so when's the last time you fired it up? I ask because I used to feel similarly toward H5, but my opinion has drastically turned around ever since they added a ton of missing stuff and made significant fixes. The campaign is still pretty dull to me and unfortunately isn't something that can be "fixed" with mere patches.
It's totally worth asking.
And also, my answer to that question has changed quite a lot since Halo 2, which was the last of the Halo games whose multiplayer I really, truly obsessed over. I think the realization I come to is that I'm not really looking to Halo for that token competitve multiplayer experience. I've always skewed for singleplayer offerings. But even considering multiplayer shooters, which I for a long time thought I'd largely grown out of, it's just the case that other shooters provide the more positively-reinforced experience that I think I've always been looking for. In fact, Overwatch represents pretty much the first time I've felt really, really good playing a multiplayer shooter since . . . heck, I don't know. Maybe all the way back to Halo 2.
Back to Halo 5, and particularly Halo 5's multiplayer--I never came to grips with that game mechanically. Specifically, there is a reduction in aim assistance and general aiming tightness that had otherwise been present in previous Halo games, making the fundamental action of placing a reticle on another player feel much slipperier than what I'm used to or even looking for. The Halo Waypoint boards and subreddit went on this long crusade to identify it as something amiss with the deadzones or the aim acceleration, when really the difference between how Halo feels now versus how Halo felt then is the product of something way simpler. But, of course, "aim assist" is almost a dirty word, an admission of weakness. With the existence of The Master Chief Collection, I can time-travel back to those halcyon days and, immediately, I can feel the difference. It's a very, very noticeable change.
I think some players gravitated toward the new loose feel because it engenders this idea of a "skill gap" existing within the multiplayer meta. That, itself, speaks to a greater disconnect I have to the broader direction Halo has taken. In my experience, Halo is at its most fun when it is at its most accessible. A tight, supremely executed toybox anyone can step into. The early Halo games did this well, and a competitive scene rose naturally from that foundation. These later Halo games, especially 5, have gone in the opposite direction, hoping to curry the favor of an eSports demographic and building the game's feel and flow to suit that given end.
I guess in Halospeak I'm saying I'm too casual for Halo 5. And that I recognized that fact from the outset. And that it did very, very little to try and win me back.
Warzone Firefight is a supremely cool mode, and gives even a player like me the chance to tool around with some of the custom weaponry only usable in the Warzone gametypes. It's the sort of thing I go back to a couple games a weekend here and there. But I want almost nothing to do with any of the PvP content. And I think the singleplayer campaign was easily, without any question, the weakest of the series.
Despite all that, I think it's worth getting for $20.
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