I never understood the comparisons of Reach towards H4/5 frankly. Aside the fact that HR was a spin-off/prequel in which you don't even play as a Spartan 2, so it's obvious it was intended to be different from the get-go... What Reach did wrong and what brought 343i Halos downfall are two complete different pairs of shoes. As such the paths both devs took a two clearly and distinct paths imho:GRNT WRK wrote:Halo 1-3 are amazing. Reach doesn't even compare. Reach started us on the path Halo is on now, so no I don't see it as a good game. [CUT]
Reach was a classic Halo experience at its core with every "modern" feature added in a modular fashion through Armor Abilities. AAs are not part of the core movement set, those are sandbox elements and a direct evolution to equipment. It's "downfall" (it holed the top five spot for two years in the X360 charts, so downfall ain't the right adjective here imho, but still) was relegating to the implementation and nothing else. The new gimmick were bound to loadouts instead of map pick-ups in most playlists! Next issue was not visualizing what AA the player was holding, adding a level of randomness in a firefight (similar to the rockets in H2, if a player didn't equipped the SPNKR you didn't knew he he had it unlike future installments). It had other minor issues like bloom and an extremely restrictive strafe speed, but loadouts is what hurt its modular gameplay.
Halo 4 and 5 dropped that modular sandbox style completely. There, this is what 343i never understood and kept even now in Hi. Every new innovation and modernization was part of the core movement mechanics - or a set of personalized loadouts in H4, so the same mistake of Reach and than some plus sprint as a base mechanic, which uterly destroyed vehicle combat and made social playlist a mess. While Reach (a spin-off mind you) tried to add new mechanics in a manner that fits the arena gameplay of Halo, H4/5 just destroyed the sandbox and replaced it with advanced movement mechanics like every other console-twitch shooter out there.
Now I'm not trying to defend Reach, because it had its fair share of disappointing feature as well like I already said, but I think it's also dangerous to put it in the same category to 343i era Halos. Reach was a full Halo experience with bad mechanics, while the new dev never created a Halo game to begin with. And now Halo Infinite does the same mistake by adding sprint as a core mechanic as well as dashing, climb and so on. If it was like Reach without the mistakes Bungie did back in the day I would be happy! Reach as a blue-print is not a mistake at all, because the the idea itself works. It's the execution that failed!
My only hope at this point? The multiplayer isn't balanced around sprint, meaning it isn't activated in arena PvP modes, while the grappling hook is just an AA rather than an equipment and obviously not bound to loadouts -> you have to fight for it on the map! As a tool in the sandbox I completely accept it! If that's the case though we would already know at this point in time. 343i was adamant to call the hook an equipment for instance, even though it clearly functions like an AA. There fore I highly doubt we'll get a real Halo game in the multiplayer, the SP already is what I was afraid of though: a weird middle ground between Halo 4 and Halo 5 Guardians with a H3 paint-job over it. And that's why it will fail together with the 10 years plan. Unless they completely redeem themselves with future updates like other games pulled of, but not every story ended like Fortnight and No Man's Sky.