GamerCat_
Educated
- Joined
- Mar 24, 2024
- Messages
- 140
Three would both disrupt the elegance of the "swap weapon" button getting you exactly to the next gun you know you have in one press, and would probably just make things way too comfortable in terms of how loaded out you can be. Two forces you to make far more interesting choices. Yes, one level gives you a sniper and overloads you on ammo. You should probably hold onto that thing, it's fun and powerful. But what else do you carry? You think of your weapons in complementary terms this way. Sniper rifle "and what else?" is interesting. More so than comfortably covering your bases with something like a plasma weapon, a ballistic one, and a power-weapon at all times. Carrying something like a rocket launcher is a fairly serious tradeoff. You either use it immediately and then have an empty slot, or you hold it and are mostly bound to one weapon that has to do more work. Or of course you can toss the rocket launcher and come back to it, because everything is so wonderfully physical in Halo for all the simplicity. You can do weapon handling tactics more strongly associated with a game like Escape From Tarkov if you care to thanks to the fact guns are so physically there.I think we'll have to agree to disagree a little bit. I wasn't advocating for being able to carry every gun mind you, even merely being able to carry three rather than two would go a long way in alleviating how at times you really only one choice to make in terms of what to carry (unless you choose to go against the designer's obvious wishes and ignore the sniper rifle that'd make your life easier)
I don't think I've ever found myself incentivised to play in a deeply passive fashion by these games. I've beaten all of the Bungie Halo games on Legendary except for 2, which I think is just silly.and would still maintain those moments of scrambling to pick up say a plasma pistol temporarily in the middle of a firefight. And on the shields front I really can't see how just sitting behind cover and simply waiting isn't the very definition of passive and more importantly Fucking Boring.
What's boring in an fps is something like my recent experience with Stalker: SoC. After turning off the Brain Scorcher Monolith raided the lab and it felt like about 2/3 of them were just corner camping me with high powered weapons. There is no reaction-window when you're ambushed here. Their guns were too lethal. Meaning sure, it was tense and I had to check corners and such. But this mostly came down to saving and loading. The lethality of this situation did not bring about an interesting dynamic between me and the enemy. It was just gay.
Halo's relatively slow times to kill, slower projectiles, slower movement, loud and bright vocalising opposition, these all enable you to build a pretty quick and solid mental map of every encounter with your enemies, which you can then react to on as much of a strategic level as an action one. I believe that more of Halo's old Myth DNA is present than is apparent at first glance. Halo is all about possible decisions you could be making. Keep in mind everything that's happening and make one of several moves. STALKER was much more about reacting. Both games I believe worked best in more open and busy moments, but for all the memes Halo is not a game I associate with corridors at all. There's the one snow level with its big indoor gauntlets, which I don't mind since they're a funneling peak of the game and serve as a kind of final exam for handling the covenant in a relatively pure series of encounters before the game completely shifts dynamics on you next level.
In Halo I never seem to find myself waiting. The game doesn't really facilitate such tactics. A moment to recover and nothing else to do might happen now and then (especially in the later games, CE is my favourite), but even then these are very quick and you can often do a lot more. And the game doesn't wait for you. The situation is always changing somehow. The covenant are so active, and every few moments the lay of things will be different. What weapons are around, what do you have? Which enemies are left? You shouldn't be waiting, you should be assessing. And even then, it's like 8 damn seconds at most. Takes me longer to load my save in STALKER because the last monolith cornercamped me again.
Halo doesn't really weigh you down with heavy consequences between fights. Consistent elements are marine company, your gear, and your little bottom 50% of your HP. You can call this a problem, but it doesn't bother me. I don't see a way to make the game seriously more interesting by playing around with this.The extreme example you raise is one brought about by the player, at the end of the day HP is your allowance for mistakes after all, conversely Halo doesn't have that outside of your pittance of a health bar in the first game.
You can always recover. But so can elites. Your covenant counterpart. You can plink grunts to death, sure. But jackals have their hard shields they'll hide behind, elites have regenerating ones, and most weapons and encounter layouts aren't great for enabling cautious ranged tactics of the boring kind. Generally the covenant will try to press you and you'll struggle to deal with them without pressing back hard and clever.Technically it does with the shields, but because of them regenerating the game has to be balanced like a do-or-die affair where threats are only ever an immediate concern and potentially kill you instantly, which in my experience hardly fosters an aggressive playstyle, it just makes me play conservatively since trying to be gung ho often meant reloading at a checkpoint.
Attrition is a difficult question because so few games actually do it interestingly. Taking damage in STALKER would dig into my medkit supply. But more often it just meant that I died and would reload. So in a sense it's almost better to die than be wounded, and really doesn't make a meaningful difference long term. I could find myself in a situation without heals, but again, I am now incentivised to play far more boringly than even the most uncharitable interpretation of Halo. You could say it's compelling because my past actions got me here, but the fact I've been saving and loading all along undermines that rather severely.
Begs the question, which game do you believe does this element well?