If I were making Halo 5 – Part 2 [Campaign Design]

CruelLEGACEY continues his three-part series on changes that could bring the new Halo fans together with the old, by creating a Halo game that incorporates elements that made Halo a fan favorite from the start. What makes this series different than most “things Halo should have”? It has depth, and it might surprise you with with obvious you never realized.

Following is an excerpt from Part 2, posted with permission. Follow the link after to read the entire article. If you haven’t read Part 1 you can find it here.

~CHa0s

 

If I were making Halo 5 – Part 2 [Campaign Design]

Posted on July 16, 2013 by CruelLEGACEY at CruelLEGACEYproductions.com

halo-4-campaign-wasteland

In order for Halo to move forward, we need to understand its roots.

Welcome to part 2 of “If I were making Halo 5″! In part 1, I shared my thoughts on story and character development in the Halo series. Today, we’ll be looking at combat and level design in the campaign. Just like part 1, I’ll be using Halo 4 as a point of reference and moving forward from there.

* Note: Everything you are about to read is based on the experience of playing Halo on Heroic and/or Legendary difficulty settings. The lower difficulty settings water down many of the combat systems to the point where they are no longer noticeable. *

There are several core elements of Halo gameplay that 343 have successfully delivered with Halo 4. The raw movement, aiming, and hit detection are all solid. However, there are a few key areas that I believe 343 needs to focus on improving with Halo 5:

  • The “Combat Ladder”
  • Sandbox design
  • The “fun” equation

These are all elements that I feel are crucial to an enjoyable Halo campaign. Let’s go through them, starting with what I call the “Combat Ladder”

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Wait! That’s not enough! I heard it gets even better and I want the read the entire article NOAW!! Take me to CruelLEGACEY Productions >>

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