Halo: The Master Chief Collection

Halo: The Master Chief Collection

ANOTHER HALO 2 REVAMP ALPHA
I couldn't fit my review into the comments!
I have some more time to write a more in-depth review, so I will do so - I am about halfway through a legendary play-through and am very much enjoying myself.

The AI behaves in engaging and sometimes surprising ways, often getting the jump on me in ways that feel completely fair and quite compelling. I feel I am being genuinely challenged by an opponent I am capable of overcoming if I just focus and re-strategize, which is good gameplay 101. Each enemy has personality - especially the elites. I am reminded of the elites from Halo CE, which by far are my favorite in the series. Each one feels like a formidable opponent.

The gunplay and sandbox is snappy and fast-paced. The rate at which I am invited to improvise is very compelling, and in it's best moments is a state of complete flow. Some weapons feel slightly overtuned - namely the plasma rifle - but perhaps that is because I am using it in it's intended role. That being said, dual-wielding them as the Arbiter feels amazing against the flood and heretics alike, and the experience does not detract from the campaign at all.

Larger changes like the focus rifle made me skeptical at first, but I realized pretty quickly that this was actually a very good design choice. By changing the beam rifle from being an absolute threat to more of a sapping nuisance, it encourages the player to be light on their feet and even more quick-thinking. The game is now less about memorizing where the enemy who killed you was, and is now centered around a kind of fleet-footed dance as you bob-and-weave in and out of cover, sometimes being forced to rush down enemies. The feeling of high risk situations paying off is what Halo on legendary is all about, and it is very well integrated here.

The one change I am more neutral about is the immortal allies. I do wish they were nixed on legendary, as they take me out of my immersion a bit, but there presence is typically welcome. I really enjoy them for their personality, and fighting alongside any ally is always enjoyable. I have always weirdly valued the sense of loss that comes from a Halo level where you lose all of your allies - for me it accentuates and drives home the melancholy tone of the series. This change though is not bad for the gameplay, and is more of a curiosity for me that has no negative impact on my overall impression.

Did I mention the infinite flashlight for chief? Fantastic. I like playing my game with a bit of a gloomier gamma setting than is probably intended, and the flashlight helps a lot of the general mood (and visibility).

I really like this mod, thank you for making it.
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King Feraligatr  [udvikler] 31. okt. kl. 1:34 
Oprindeligt skrevet af sheenaisapostrocker:
<Feedback>

To start things off, I'm glad you enjoyed the mod! :) I'm sorry to get back to you so late, but I've been busy and needed to think about my response.

I'm glad you enjoy and notice the AI changes... they're probably my biggest and most indepth changes in my mod. They have been build from *years* of iteration from my trifecta of YAH3R/ODST: Inferno/AH2R and I think they turned out well. The AI still isn't as good as Halo 1's, but I don't think I could ever really surpass that game's enemy AI (friendly AI, yes... Marine AI in Halo 1 is unacceptably bad). Though when you say that the Elites are formidable, are even lower ranking ones *that* much of a threat? I feel like I undertuned Minor health (kind of too late to revise now due to certain balancing things) and that Zealots perhaps are bit too weak, despite being buffed. Maybe it's my lack of an extra enemy Legendary damage modifier making them not able to kill you well enough... I don't know... I'll get back to the mod being to easy in a bit.

I'm glad you like the combat and weapons. That again has also been refined over years from my trifecta of mods and while it has its problems, I think it's turned out pretty well. It helps that I'm willing to constantly refine things. I didn't particularly enjoy Halo 2's combat until this mod, so I'm glad it exists. And I know the PR is slightly overtuned and while I gave it a slight nerf not too long ago, it still remains a beast. Want to keep it good and useful, you know. But further refinement is possible, as always.

The Focus Rifle is one of those controversial changes, but yeah, I think it's for the better. It's just a more interesting weapon in concept to me than the Beam Rifle. With the official games, yeah, it's dogwater (it *sucks* in vanilla Reach). But mods like SPV3, Ruby's old Reach mod, old Reach Evolved, and more showed me that it can be a good weapon if you buff it and give it something more to do. And for people who want my take on the Beam Rifle vs. Sniper Rifle, look no further than ODST: Inferno.

The immortal ally thing is a concession for Halo 2 lacking the "reviver" functionality of Halo 3 onwards (think of Arbiter and Johnson in H3). I can get lonely at times when playing these games and I like having some constant, not permanently killable help. So for me, they almost *enhance* my "immersion". Even the silly, stupid things can can arise can be funny to me. I'd prefer for my Halo 2 immortals to be revivers like Halo 3 onwards since I think that functionality is more balanced, bu alas, it does not exist in this engine. So I go with the next best thing. It helps that I learned more what I'm doing with AH2R so I don't have as many immortals as I do revivers in YAH3R (too many revivers in that mod, arguably.). I also like that these allies have set appearances, weapon specializations, and more to give them a bit more depth (at least in YAH3R/AH2R). Makes them feel like recurring characters more, as opposed to randos who just happen to be immortal/self-reviving. Trust me, I understand the complaints about the immortals/revivers, but my liking of them outweighs the "harm"/harm that might come out of people disliking them. And some people *do* like them. It's a give and take, I guess.

Glad you enjoy the permanent flashlight as well. Was just a small QoL change that I don't think harms anything. Players can control when they have flashlights on and we're not restricted to OG Xbox hardware anymore.

Now, I have a question for you (maybe more): do you feel like the mod is too easy? I feel like my mods are. I know they're not *trivial*, but I feel like they're still very easy regardless. And I know that several others feel that way as well. My Legendary is about the only actually *hard* difficulty, I'd say, and generally feels like Heroic+. The lack of an extra enemy Legendary damage modifier and the player being quite a bit more durable just contribute to things being very easy, among other things. Not everyone feels this way, I know, but people want hard mods that challenge them, right? My mods might be only giving a token amount, enough to not be completely trivial. And it's like, the enemy AI is generally better, so they'd be harder to cheese compared to vanilla if the rest of the mod was more conventionally difficult. My mods' balance is generally too far ingrained and along to really be changed too drastically, I feel, but I thought I'd ask this question anyways.

Thank you again for your feedback. When it's indepth like yours, it really does help. If you want, please answer my question on if you feel like the mod is too easy or not. At any rate, thanks and good luck. :)
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