Was it worth it taking duel wielding out of Reach. Is it a good thing or a bad thing
Halo: Reach
Game » consists of 13 releases. Released Sep 14, 2010
A prequel to Halo: Combat Evolved, chronicling one of the most cataclysmic events of the Halo Universe through the eyes of a squad of Spartan super-soldiers known as Noble Team. It is also the last game in the series developed by Bungie.
Halo: Reach, duel wielding.
Never missed it. The return of the scoped Magnum /lack of SMG's meant it would be useless.
Also, this isnt exactly a blog post
I really liked dual wielding in Halo 2 and 3, but I felt two things about it, things that were probably a bit conflicting.
A) The mechanic was a natural extension of the mechanics of the original, especially with the inclusion of so many small-arm-sized weapons in 3. To justify it narratologically, the Master Chief was facing higher stakes and needed to consult as many weapons as possible to defeat the Covenant/Flood forces.
B) From a game design standpoint, it worked in Halo 2. The Assault Rifle was gone, and there was no mid-range rapid-fire weapon that you could fall back on, with the rise of the Battle Rifle. However, upon the return of the Assault Rifle in Halo 3, dual wielding was basically a superfluous mechanic. There were few situations dual wielding could get you out of that Assault Rifling couldn't. And on top of that, dual wielding was a limiting tactical choice, since you dropped the secondary weapon whenever you tried to melee or wanted to throw a grenade. It was redundant, ultimately.
So, for Reach, it made sense to remove dual wielding as a result of B, but also because it was the game that went back to explore the core of the Halo play-design. This was not only a swan song for Bungie, but a massive throwback to the original game. And as such, there was no necessary term for the inclusion of dual wielding.
Plus, for a Halo fan like me, who likes to go through all the Halo campaigns in a single, several-day, marathon run, the removal of dual wielding means there is a lot more flexibility for me when I want to choose how I want to organize future campaign runs. Reach can go at the beginning now, before Combat Evolved, as a natural extension of that game, whereas it'd be a significant shock to play through a game that had all the playability cues of Halo 3 and then move on to a comparatively-gimped Combat Evolved.
Don't forget, by the way, that ODST didn't have dual wielding either. And that game played really well too. I don't think anyone misses it.
I've been playing a lot of ODST firefight lately after recently playing through Halo 3 and ODST campaigns on legendary and I have to say I never liked dual wielding, probably didn't use it a single time unless out of desperation in the Halo 3 campaign, don't miss it at all in ODST and certainly won't miss it in Reach.
The biggest problem I see with dual wielding is that in order for it to be balanced, the one handed weapons must be weaker than the two handed weapons. This means there are a lot of crappy weapons sitting around that I never felt like picking up, and remember SMG starts in halo 2? That in combination with being locked out of grenades and melee made DW a novelty and nothing more. Something to make MC look badass on a game cover.
I never used it in Halo 3 because like Ragnarok said; the Assault Rifle pretty much nullified its usefullness. Although the SMG + plasma rifle combo in Halo 2 at mid-close range was borderline God-like.
But its been over 3 years since the days of Halo 2 now, so no, I don't miss it.
Halo Reach may as well just have DMRs and Sniper Rifles in it and nothing else... that's all anyone i have played against uses.
Looking forward to the release of "Halo: Jumping Coward Sniper Bitch Squad"... or J.C.S.B.S for short.
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