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  1. Top 10 games of this generation (objectively): Witcher 3 Witcher 3: Blood and Wine Witcher 3: Hearts of Stone That Gwent minigame in Witcher 3 The ads for Cyberpunk 2077 Minecraft Cuphead Shovel Knight Dark Souls Remastered if it was a good remaster Skyrim Switch edition
  2. I mean, I agree that Half Life's gunplay isn't that great, but why tell me that? I never defended it. I was talking about the gravity gun. It's a cool weapon because it's physics-based, and you can do stuff like levitate a piece of metal in front of you and use it as a shield, or throw explosive barrels instead of waiting for enemies to walk by them. It's certainly more fun to use than anything CE has. But in terms of deep gameplay I'm more focused on BioShock. Here's the important difference between Halo and BioShock. In BioShock ever weapon has a purpose and you need to use all of them every once in a while; this makes sense since you have all your weapons available at once, so it lends itself to that design. Can't say the same thing for Halo, because you only have two weapon slots. None of the fights in CE (or any Halo game for that matter) can be all that strategic, since the developers can't know which guns you'll be carrying at any given time, save for the weapons you start with. So they have to streamline the gameplay where you can get through every fight with at least your pistol/AR. But in BioShock there are tons of scenarios where you have to figure out how to use your plasmids, weapons, and gadgets to overcome them. Some enemies require armor piercing rounds, others need to be burned or zapped before they become vulnerable, and others are best dealt with by sneaking up behind them. You can try to play CE in some clever way, but simple headshots with a pistol and/or chucking grenades will solve 95% of the enemy encounters in that game, and there's such a constant stream of ammo that you never have to worry about running out. I guess for enemies in vehicles you need either the sniper or rocket, so... I guess that's better than nothing.
  3. I'd really hate to criticize CE too much, since I genuinely do like its campaign, but in terms of level design and innovation, it's nothing special compared to Half Life or BioShock. If you just want frenetic shooters like Doom or Halo, sure, you might not care for BioShock. The latter game requires a significant level of environmental awareness and planning ahead, and you generally have to rely on most of your guns and gadgets to get through smoothly (unless you're playing on a low difficulty setting). That's why some guns freeze enemies, other guns set traps, others hack into places. There's also plasmids that can effect the environment or distract enemies. In CE none of that happens; it's only really viable to run and gun (why else is there so much ammo in the game?), and stealth is practically nonexistent. I don't see how CE's gameplay has as much depth as you're giving it. All the guns do the same thing: make enemies take damage. It's just a matter of how much. Sniper does most damage to the head; rockets do AOE damage; plasma guns do a lot of damage to shields but less so to health. It's pretty standard stuff. By "enemies having unique relationships with various guns," I assume you mean certain guns simply do more damage to certain enemies than others. Oh look, there's a Hunter; just gotta shoot it three times in the back with a pistol to kill it. No real creativity involved. (It would be cool if you could make Hunters go berserk and start attacking everything and everyone, but no, you just gotta shoot it). In that case, it absolutely is a matter of "shoot it until it dies." Like that's literally what Halo campaigns are: you kill waves of enemies. I'm really baffled by your claim here. What else is the point of shooting enemies in CE if not to kill them? To lure them away? You can do that in a lot of other games. Maybe you're doing some sort of challenge where you don't try to kill many enemies? It's dubious no matter how you shuffle it. How does anything in CE's gunplay match the depth of the gravity gun from HL2? You don't even have to kill enemies with that thing, although you can; you use it to creatively manipulate the area around you: stack things together, move things out of the way, launch almost anything at enemies, etc. CE is the least linear of the games, but that doesn't matter so much when it has the least amount of valuable exploration. Seriously, what's the point in exploring CE's mostly empty environments? To find easter eggs that add nothing to the gameplay, I guess? In BioShock the level design is set up almost like a maze, kinda like Metroid. You explore, get rewarded for it, and then you have the advantage with knowledge of the layout of the map. Even the tanky enemies (I assume you mean the Big Daddies) reward you. You don't even have to kill most of them, but it's generally worth it. I really shouldn't be surprised that people are picking Halo over Half Life on a Halo forum. Not sure what I expected.
  4. Seriously? Even from a gameplay standpoint, you think CE’s campaign is better than freaking Half Life, BioShock, or the original Crysis? I mean, you’re entitled to your opinion, however objectionable it is.
  5. In that case, Halo's graphics are bad because they're not as good as the latest PC exclusive. The writing isn't as good as Mass Effect. The campaigns, from CE to 5, aren't as good as BioShock. Customization isn't as good as Deus Ex. Multiplayer isn't as skill-based as CS:GO. You can't put something down by holding it to a higher standard, because there will almost always be a higher standard. Forge is good for what it is, to build arena maps, or infection maps, or new gametypes, of what have you. Halo doesn't need a fullblown map editor. I'm just saying, if there's anything you should be criticizing Halo 5 for, it's not its Forge mode. There's plenty of other things it should be prioritizing to improve.
  6. Well sure, it's no Gary's Mod, but I've seen some pretty incredible things come out of the Forge community. It's a huge asset to Halo, and 5 has the best Forge in the series.
  7. While I doubt Infinite will do anything as bold/risky as going open world, I hope it'll have some very open levels, which, judging by the trailers, is what we'll get. It easily has the potential to be the best campaign in the series if they play their cards right. I'm also sure they're working on some "new" game mode that makes Infinite stand out from the other games, kinda like what Warzone was to 5. That's fine, so long as they don't ship the game incomplete. Forge is already amazing; just add a few more things and transfer it over. Aside from gameplay, the thing I'm most worried about is armour customization. Given 343's track record, my expectations for that aren't high.
  8. Guys let’s me realistic, Halo is never gonna go the CE route again, with a 3sk hard-to-aim pistol and the like. Because the fact is, CE is too niche to have a broad appeal. The majority of Halo fans (both former and current) associate “classic” Halo with 2/3. Sure, CE is great and has the best gameplay with the most balanced sandbox and so on and so forth. But in the realm of marketing none of that is very relevant. If they go back to classic Halo—and that’s a big if—it sure won’t be like CE. Halo 3 is the likely candidate since that game was the most popular, to say nothing of the game itself. And that’s a shame. Though make no mistake, I’d be more than satisfied if they made Infinite like Mythic Arena.
  9. Yeah BB was interconnected, but like you said, it didn't match DS1 where you didn't even have warping for the first half of the game. I liked how in DS1 the hub area acted as a mediator between a bunch of shortcuts (it led to the church place, the catacombs, New Londo, and even to Blighttown) instead of just warping from the get go. Elden Ring sounds promising. I hear it's going to be more open world and even feature horseback riding, which appeals a lot to me. It's up there with Cyberpunk as my most anticipated games of 2020.
  10. Dark Souls 1 really is a masterpiece in a lot of ways and one of my favourites as well. It arguably has the best 3d level design ever conceived (taking that elevator down to Firelink Shrine still blows my mind), amazing art and bosses, a lot of environmental storytelling, and a crazy amount of secrets and hidden places. It's like the original Zelda, where you're just dropped off in this complex world and have to figure things out for yourself, without any map or guide. I think what made DS1 the best was how it was one huge world that looped back on itself, unlike BB or DS3 where you start at a set hub and warp to different locations. I was disappointed when I first played DS3 and learned that Firelink Shrine wasn't connected to the other areas. Almost makes me think DS1 was a fluke, and I wonder why they never went back to that sort of world design.
  11. I don't understand, why replace anything? Why not just leave in every gametype? Is it to not spread the population too thin or something? If so that's stupid. I remember I really liked Halo 5's Grifball, but they removed it and I've never played it since.
  12. Mythic Arena is great but the H2 BR starts is dumb. I swear that shit has tracking bullets à la Forerunner tech. Would be better with pistol 4sk starts, since the pistols are harder to use; or at least regular BR starts. Anything but H2 BRs. Also the thruster pack is completely useless. After halfway through my first game I forgot I even had it. I guess that's a good thing?
  13. So what's the general consensus on the new mythic area stuff? Is good? Step in the right direction?
  14. Daily reminder that no matter how bad things get, no matter what 343 does to Halo... At least we have a release date for Cyberpunk 2077. Praise be to CDPR in all their majestic and lofty glory.

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