I really like this gameplay a lot. However, I still want these abilities to be toggle-able. That especially goes for sprint. Not that I don't enjoy these abilities, but being able to turn them off for specific game scenarios, whether it's for competitive players who prefer not to play with sprint, or custom games where the thruster would be a nuisance, would be an added bonus that would literally do nothing to harm 343's vision. I'll get to ADS in a second though.
I
really liked the energy shield timer recharge bar, the removal of grenade indicators, and even the built-in player callouts. The maps seemed like there was a lot of work put into them, but of course they're symmetrically-designed, so it may not be as much as I think. Ground pound is a fun feature, and so is the sprint thrust. The default thruster pack feels very natural.
Then there's ADS. It's the only thing, besides flinch which has already been confirmed to be removed, that I want
completely gone, reverting back to the old fashioned working way of scoping. People say it's only aesthetic, but all ADS does is restricts vision, significantly decreases bullet spread (which is NOT good on automatic weapons), and makes precision weapons like the BR and DMR very difficult to use in ADS mode, or at least not nearly as efficient as it was to in standard scope mode.
I really enjoyed this game and the HUGE skill gap that is present in it. The emphasis on team work is great, but I seriously hope 343 balances this fact with the playlists in the final game (perhaps even in the beta). We need to go back to Halo 3's ranked and Halo: Reach's Arena way of matching players: putting players running solo and in twos with
other players running solo and in twos. The same goes for players running in teams. This is a very basic concept, but I've seen it absent for quite a while now, and it gets EXTREMELY frustrating when I'm matched against a team of four while I'm searching solo. With such emphasis on teamwork, I would hope that
every playlist in Halo 5 Guardians does this.
Gameplay is only the tip of the iceberg for me. There needs to be a whole lot of other implementations that, of course, simply aren't present in the beta. Matching system, competitive ranking system, global ranking system, custom game options, Forge, Theater, API availability to third parties, stat tracking (
), and the list goes on.
Since this is a review for the gameplay though, I'll say that it's everything we've wanted: a pure arena experience, a large skill gap, and an emphasis on map weaponry. So with the exception of my thoughts on ADS, I'll say it's solid. Of course, there's still a long way to go for the general online experience that will be presented in 2015.