senador said:
Interesting write-up. I had no idea Longshore was a spiritual successor to Hang 'em High.
Make sure to post here when you put more parts up.
It originally started as Hang'em High geometry, and was modified from there.
I've been drinking from a firehose of pain at work the past few days, so I have only been able to skim the past few pages. But my brief thoughts on the casual/hardcore stuff I saw earlier.
The way Halo appeals to the hardcore and the casual is in large part defined by players ability to customize the game to their liking, and the extent to which the playlist manager caters to those audiences with the playlists. What's important in Halo 4 is that the core game be excellent. From that excellent core the suite of options will enable disparate audiences to find their niche in it, as they have in the series to date.
I think Reach made two mistakes. The first was to layer on too much complexity to the core game mechanics. Player inertia, fall damage (don't forget to crouch), health that recharges partly and also needs health packs, weapon bloom, armor abilities, the new shield system....I feel like the core of what made Halo so excellent is suffocating a bit. And that's before unwise alterations such as vehicle health (more so that bloom, that system is the single most egregious alteration to the core Halo game to this player, as it is ruinous to BTB, near and dear to my heart).
The second mistake was not including the right custom options, to enable us to peel back some of the complexity added. You can see 343 starting to do that with bloom modifications, specific weapon damage settings (for the Magnum, at any rate) and the restoration of the old shield system.
I am choosing to take much solace in those decisions, because I think they point to how they are thinking about Halo 4.
A ways after Halo 3 came out, Bungie rolled out a modified XP system for it, in which a per-playlist rank was added. The way that rank was achieved was not based on skill, but games played. It created a schism, the player rank and the playlist rank, one skill based and one based on time invested. It was the primordial precursor to the Reach investment system, were 'rank' was split off to the Arena, and time invested was promoted above all.
By similar token, I'm choosing to read the tea leaves in what 343 has chosen to address. In modifying armor lock, they are restoring a measure of fairness to the ability, and speeding up something that slows the gameplay down. In adding back shield damage bleed they are restoring a core tenant of Halo gameplay. In reducing bloom's effects they are edging back toward a less cumbersome core combat mechanic. I am hopeful that these things point to the kind of core experience they are building with Halo 4, and we will see that philosophy writ large across the game once again.