Halo is a game about a Spartan (the Indo-European warrior ideal) lead by an intelligence sprung from the mind of her own creator (Athena) locked in an existential battle over the mantle of civilization (here represented by the Index and the Forerunner's legacy more generally) with a hysterical, Oriental-style theocracy heavily borrowing from a bunch of Semitic religious traditions, who are biologically incapable of taking up the aforementioned mantle of civilization themselves. It does not "lore dump" about these allegories because Halo was made by intelligent Harvard artfags who were capable of exercising restraint and didn't really care that most of this theming would fly straight over the average normalfag's head. It is fundamentally one of the most right wing games ever made. Call GamerCat and I crazy if you like -- it's all there in the book and the game, if you know what you're looking for.
That Halo is also a very fun game to play is a symptom of the team that made it. Joseph Staten, who was hired through Myth multiplayer lobbies, was (probably) the primary driving force behind the narrative and themes, but people who had been previously working at Bungie by that time, i.e. Jason Jones, were already very fascinated by physicality and reactivity in their games. Myth was a game where the dwarf's Molotov cocktails bounced around and could extinguish themselves at random, only to be blown up later in a devastating chain reaction. They very quickly realized that stuff like this was the most fun part of the game, but they were in too much of a retrograde and reactionary mindset to let Myth be solely about that; instead, they had to make it more "game-like", so it has a ton of hair-tearingly frustrating levels where one bad cocktail throw means you might as well reload a save. That's what a balding Gen X "game design" mindset gets you. Halo was Bungie setting itself free of this tyranny and letting themselves make a game where you can fling stuff around with massive chain explosions and have fun -- and it worked. X-Boxes were basically Halo machines for most of their existence.
No doubt some of you will have said at this point, "but Doom also has big chain reaction explosions!" Yes, indeed it does, but how many "boomer shooters" actually identify that as something fun that id Software were playing around with and replicate it? I don't mean to put too much focus on "chain reaction explosions" specifically, I'm just using it as an example of the wide berth between what these games were and what people seem to think they were. id Software and the team behind Doom did not go on making "boomer shooters" with "weapon sandboxes" and "well-designed arenas" for the rest of their careers. The same creatives made Quake, which was a fundamental shift from Doom, and then Quake II, which was another shift from the first one. Carmack's last few projects were games like Doom 3. Romero's projects after being fired from id Software weren't really like Doom at all, besides the fact that you were occasionally in first person and shooting things. They knew how to make these types of games, they just didn't care to because they had evolved past them. They were of their era, and some of them, like Doom, were pretty good, but they were superceded. Halo proved you can do so much more with games of this "genre", and, so far, it has yet to be superceded by anything from the West more than two decades later.
Fuck the story. Nobody gives a shit about the story and i already specified the game takes itself very seriously EXCEPT for the story, which, for the record, is intentionally treated as a joke because Carmack believed games shouldn't have stories in the first place, which i would agree if we are talking about action games.
It's odd that you say this, considering you seem to be a fan of FromSoftware's games, where story and theming are
very important, even if it doesn't "lore dump" at you because Miyazaki is also an intelligent creative capable of restraint. Dark Souls, Bloodborne, Elden Ring, and Sekiro are games where the gameplay is bent to the whims of the story and themes. They are also compelling to play, because the Japanese don't hire tasteless retards and take games seriously. This hasn't been the case in the West for a while.