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Did Halo kill the first person shooter genre? (Halo General)
What's worse, the Flood from Halo or Indians? 

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rusty_shackleford
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I recently learned the lead mission designer for Halo: Reach is a chud
https://www.mobygames.com/person/88583/niles-sankey/
(yes, he's the one who made the Objective: Survive mission)
https://www.mobygames.com/person/88583/niles-sankey/
(yes, he's the one who made the Objective: Survive mission)
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rusty_shackleford
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Are there better examples of a massive video game IP that has been humiliated to such a degree?
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rusty_shackleford
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It has to be about them trying to take "revenge" on the halo "dudebros", right? Everything I've seen related to halo has been gay and ********
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In Halo 2 the Prophets get a bunch of monkeys to replace the Elites. Real subtle, Bungie. Also Masterchief's name is an antisemitic Bible quote
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rusty_shackleford
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Is the red part an apron texture?
Like was previously discussed, Halo was like Doom. It was so good that it became the new cliché because all the copycats swarmed in. The addition of a pool of regenerating hit points allowed for hitscan enemies to exist without serving as a HP tax, allowing for the Flood to use human weapons against the player without it being unfair... rocket launchers aside. Doom had to pace out health pickups to compensate for the hitscanners that are sometimes unavoidable even by the best Tyson and pacifist runners, whereas Halo could reserve its health pickups purely as a "here, you can make more mistakes now" bonus: regular enemy weapons doing more than 75 damage to you in one go is your fault, champ. The two weapon system also was designed to create limitations. Sure, this enemy is best killed with the game's two pistols used in combination, but what if all you have are some spiky boys and this bullet hose? Do you kill the little guys first and take their pew pew plasma guns or go for a grenade stick? Oops, you took too long to decide, you're dead.
Duke Nukem Forever having a two weapon limit was frankly ********, because Duke was never that kind of game. A Duke game with two guns is as ******** as a Halo game where you can have all the guns. What next, an XCOM game where it's a real-time-with-pause cover shooter with a power wheel? A Mass Effect game where I click on guys and tell them to shoot aliens so they can miss spectacularly and get anally violated by mutant batarians? (Jokes aside, I hear The Bureau is actually kind of good)
The lore was always dumb. It was dumb under Bungie, it was dumb under 343, and it will be dumb under Halo Studios. If I were in charge of the Halo Canon Bible stuff, I would have collared all the writers, whacked them with proverbial sticks, and said "No. You cannot give Spartans abilities that they do not showcase in gameplay. None of this Spartan Time nonsense - bullet time is not a mechanic in the game." When you let your writers go unchecked, they always try to pivot to what they know. They're not good gameplay designers, nor do most people know how to faithfully adapt a game to a different medium without "de-gamifying" it or making it too obvious that it's a game. Even Mass Effect when it tried to use the Codex to keep the lore in-line with the gameplay ended up having writers and cutscene directors just ignore it because it was too inconvenient.
Duke Nukem Forever having a two weapon limit was frankly ********, because Duke was never that kind of game. A Duke game with two guns is as ******** as a Halo game where you can have all the guns. What next, an XCOM game where it's a real-time-with-pause cover shooter with a power wheel? A Mass Effect game where I click on guys and tell them to shoot aliens so they can miss spectacularly and get anally violated by mutant batarians? (Jokes aside, I hear The Bureau is actually kind of good)
The lore was always dumb. It was dumb under Bungie, it was dumb under 343, and it will be dumb under Halo Studios. If I were in charge of the Halo Canon Bible stuff, I would have collared all the writers, whacked them with proverbial sticks, and said "No. You cannot give Spartans abilities that they do not showcase in gameplay. None of this Spartan Time nonsense - bullet time is not a mechanic in the game." When you let your writers go unchecked, they always try to pivot to what they know. They're not good gameplay designers, nor do most people know how to faithfully adapt a game to a different medium without "de-gamifying" it or making it too obvious that it's a game. Even Mass Effect when it tried to use the Codex to keep the lore in-line with the gameplay ended up having writers and cutscene directors just ignore it because it was too inconvenient.
I heard there is a Halo 7 being made, but I didn't know there was a Halo 6. Also, they are going for a record of how many times you can rerelease a game with Halo 1?
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rusty_shackleford
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Marty got endorsed by Donald Trump for congress
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rusty_shackleford
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wndrbr
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I've heard that the 343 industries (the new team that took over Halo after Bungie left) were purposely hiring devs that hated Halo.
"We had people who we hired who hated Halo because of 'X,'" says O'Connor. "But what that really meant was, 'I feel like this game could be awesome because of 'Y input' that I'm going to bring into it. I want to prove it, and I'm passionate about proving it.' So we ended up with a bunch of people who were genuinely passionate about the product. That is a huge advantage, and that helped in hiring and forming our team."
Not surprising that the franchise went down the drain. You can't make something good with such a spiteful attitude."It's during that time you're questioning yourself: 'How is this going to work, will it be as I envision it in my head?" says Holmes. For Halo 4, he says there were a few epiphany moments that helped boost the morale of the team. One of the earlier ones that Holmes recalls was when the team completed a small piece of the Halo experience that he described as a "very traditional" Halo. User research showed that people thought it was a lot of fun, and it showed that the team was capable of making a Halo game that was true to what the series was about.
343 scrapped it, Holmes says, as it was too traditional. But that first build showed the new team that this amalgamation of different studio cultures could work together and achieve a common goal.
Last edited by wndrbr on June 16th, 2026, 01:36, edited 1 time in total.
I was very much a halo chud when I was younger. Thousands and thousands of matches in H1-3, less so Reach but still enjoyed. Loved the franchise, so I was involved and following the community discussion as it evolved over the years. 343 did everything they could to not listen to the overwhelming advice and criticisms that would have saved the their games, keeping Halo as it should have been. Not only that, but once they had their forum (waypoint) they eventually actively banned and temp banned people who criticized their ideas and changes. They did everything they could to ruin the franchise, and basically killed the gaming behemoth with every decision.wndrbr wrote: ↑ June 16th, 2026, 01:32I've heard that the 343 industries (the new team that took over Halo after Bungie left) were purposely hiring devs that hated Halo.
"We had people who we hired who hated Halo because of 'X,'" says O'Connor. "But what that really meant was, 'I feel like this game could be awesome because of 'Y input' that I'm going to bring into it. I want to prove it, and I'm passionate about proving it.' So we ended up with a bunch of people who were genuinely passionate about the product. That is a huge advantage, and that helped in hiring and forming our team."Not surprising that the franchise went down the drain. You can't make something good with such a spiteful attitude."It's during that time you're questioning yourself: 'How is this going to work, will it be as I envision it in my head?" says Holmes. For Halo 4, he says there were a few epiphany moments that helped boost the morale of the team. One of the earlier ones that Holmes recalls was when the team completed a small piece of the Halo experience that he described as a "very traditional" Halo. User research showed that people thought it was a lot of fun, and it showed that the team was capable of making a Halo game that was true to what the series was about.
343 scrapped it, Holmes says, as it was too traditional. But that first build showed the new team that this amalgamation of different studio cultures could work together and achieve a common goal.
I always thought it was interesting they named their studio after 343 Guilty Spark, who attempts to betray Master Chief. Intentional? Maybe. Poetic? Very.