The PAX Experience
First I would just like to say that PAX was a great experience thanks to the GAFers (Also got to meet and talk for a bit with Bravo and Nexy, good people) and 343 being absurd levels of generous and approachable. Say what you will about the game, but they were great to talk to and were very open to discussions about the game and design decisions they have made. Also, as seemingly a GAF tradition now, myself and a few others were approached at the booth and asked if we were 343 employees.
Ive divided this up into several sections to attempt some form of organization.Keep in mind that I have made a big effort to go into this game with an open mind, and not be mad that it isnt Halo 2 HD, I think youll find my opinions reflect that.
Core gameplay and systems
The core gameplay and gunplay is immediately recognizable as being superior to the past couple of Halo games. The movement in an odd egg to explain, I wouldnt claim it feels like any previous Halo game, it absolutely has its own feel. You move faster, jump higher, can change directions quicker/strafe than Reach by significant margins, yet it doesnt have the floaty aspect of movement that some of the past games had. Your character feels heavy and grounded, but also extremely athletic. It takes a bit of getting used to, but it feels good. You can sprint for quite a long time covering large sections of the map in little time and your movement aids you in combat, it doesnt hold you back.
I really enjoyed the gunplay. Being able to choose the weapons to want is a great choice, and honestly something that should have happened quite a while ago in the franchise. There is a variety of starting weapons that are different enough that people will find their weapons that they really click with. There appears to be generally reduced aiming help from the game compared to the past few Halo games, which making aiming and shooting feel a bit more rewarding.Weapons are more powerful across the board than the past two Halo games (especially compared to Reach), and it is one of the largest contributors to making the game faster paced and more enjoyable. Not being knocked out of scope makes gunplay more enjoyable as well.
Grenades are still powerful, but they have significantly longer fuses, you have the player movement abilities to get out of the way, and without people pickup up grenades off dead bodies, there is less grenades in play. Melee was rare in the games I played, and the lunge for it was virtually nonexistent, although that may change with latency online. The AAs are truly an augmentation to combat unlike dominating them like they do in Reach (individual impressions later). The armor mods are helpful, but I could never tell what armor mods other had in the game, if that helps you get an estimate of their effectiveness.Although things are definitely different in this game, and stuff like armor mods are understandingly worrisome, but the core gameplay dominates the game, and that core is focused on the very good gunplay.
Now there are a couple things that are concerning or I dont like. First, the most concerning aspect of the game to me is the global ordnance drops. They are random weapons, on a selection of locations across the map and it has a number of significant implications on the game. One thing I noticed is that based on my general impression, it lead to significantly less power weapons in games (even in games that also had personal ordnance), especially compared to some of Reachs maps that were littered with them. While this is nice in some cases, in others it was not. The example being playing CTF with a Tank, Banshee, and Gauss Hog on the map. There was one specific time when someone was wrecking with the tank, and we did not get an ordnance drop that was good for taking down a tank for maybe 5-6 minutes. I see a distinct possibility of global ordnance drops being significantly detrimental to Big Team play significantly where a certain set of weapons are a massive help in countering some of the more powerful vehicles in the game. While that is large and way my larger concern, there are few smaller ones as well. Double melee is still there, although WAY less prevalent than in Reach, it happened to me a few times, and it was very annoying. Game has sprint, it should be three melees to kill in my opinion. Another one is map setups, which I will cover in the map section for Exile. Finally, a very small complaint, but aim acceleration is still there, and the vertical axis still feels like it has more aim acceleration than the horizontal one. The aim acceleration levels are not bad at all, but for those such as myself that notice aim acceleration for whatever reason, its still there.
Maps
I got to play three of the four maps that have been publically shown so far:
-Exile: Good map that focused on mid to long range battles and had very open areas to grab the flag from meaning that you had to clear out the opposing team to get a pull. You could however move from one end of the map to the other very quickly, making combat very constant and flag runs extremely intense. When we asked 343 about the map setup having a tank, bansee, and gauss hog, they said that there are different setups on maps based on gametype and player count/playlist in matchmaking that this wasnt for sure the 5v5 objective setup well see in matchmaking. Im hoping that this was the Big Team setup for the map, but they used it for PAX because they want to show off those vehicles.
-Haven: Haven is a great smaller map. The half-circle setup and two levels keep the action fast and dynamic. There are also lots of interesting jumps and routes to get around the map. I think this map is a clear winner.
-Adrift: A map that I havent really liked from the beginning from the layout and seeing gameplays, but it was better than I thought it was going to be. Still not a huge fan of the tight corridors and I seemed to spend a significant amount of time running around the outside of the map looking for people. Still, its not a nightmare to play in any way, just not the next Midship.
Gametypes
-Infinity Slayer: This was a ton of fun. Earning personal ordnance was great, it really drove me to be aggressive and gain points for both killing and assisting teammates so I could get personal ordnance. Im sure this gametype will dominate a Team Slayer playlist in MM, and Ill be right there playing it.
-Regicide: As someone thats always though objective FFA gametypes have sucked/only worked with very specific maps or setups, I thought regicide was a ton of fun. Very dynamic, fast paced, and intense.
-CTF: Heres the big one. I tried not to compare it to past Halo games CTF, and it was very fun based on its own merit. Very fast paced and very intense. Flag runs for your team or defending against them got the blood pumping. There is a big emphasis (part of it was the map) of setting up defensive perimeters and trying to hold them, for both ensuring a flag cap and defending an away flag. There are some questionable decisions that were made with this version of CTF, but it really is a lot of fun.
Sandbox
Ill go through quick impressions of each of the weapons and AAs that I used. As a general statement, the weapons are more powerful than in the past couple of games, and theyre damage and effectiveness changes significantly with range without stuff like bloom (except the Magnum of course).
AR: I didnt use it too much, but it was quite effective in short range, and could be out to a decent range. The damage you do it dramatically higher when you get close.
BR: Its the BR. Feels a lot like the Halo 3 BR, but more reliable, especially at range.
DMR: Easily my go to Primary. Super accurate single shot rounds, feels more difficult to aim than the other mid-precision weapons, but much more satisfying. Bloom only has an impact at extreme ranges, and even them, much less of a pace is required than Reach.
Magnum: To be blunt, it sucks. I quickly starting using Firepower in order to use a primary weapon as a secondary.
Shotgun: A BEAST! Best shotgun since CE, I loved it. (Still balanced well because all weapons kill faster and weapons like the AR, Storm Rifle, and BR kill very fast at close range if you are a good shot.)
SAW: Only used it briefly, but it is quite powerful, and obviously has a very deep clip. Doesnt have great range though.
Sniper Rifle: Feels more difficult to use than Reach, but still manageable.
Railgun, Sticky Detonator, Laser: Didnt get a chance to use these
Storm Rifle: Quickly became my go to secondary with Firepower. Shreds at close range, and decent out to mid-range. Shallow clip, but very powerful.
Carbine: Only used it very briefly, not enough to form an opinion.
Energy Sword: Still the sword, very powerful with sprint, but you will get slowed down if people shoot you while you try to rush them.
Concussion Rifle: Felt more like the Brute Shot, fires faster than Reachs, quite powerful up close.
Plasma Pistol, Gravity Hammer, Needler, FRG, Beam Rifle: Didnt get to use these.
Supressor: Only used it briefly, but similar to the AR and Storm Rifle, felt less powerful, but with more ammo though.
Light Rifle: Horizontal burst/less damage unscope and single shot/more damage scoped. Very powerful, every bit as good as BR/DMR.
BoltshotTakes most of the clip to kill, but can be fired very quickly. Also as a charge shot which I was never able to hit someone with.
Scattershot: Less range and less powerful than the Shotgun, but can be fired very quickly.
Incinerator Cannon: The rocket launcher to end all rocket launchers. Insanely powerful, it features impact explosion and a secondary physics-based explosion. Have to reload after each shot.
Binary Rifle: Didnt get a chance to use this.