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by phaus 2030 days ago
>Halo's trick was to sloooow the action down.

I agree that the action was slower, however, Halo's real trick was designing a set of weapons that were fun to use, but were mostly horribly inaccurate. The sniper was the clear exception.

I did a controller VS mouse/keyboard competition with Halo 1 on PC vs the best console Halo player in my Battalion when we were deployed to Kuwait. We would both use the same weapons at the same time for most of the games to make it fair and objective since we were doing it out of curiosity. We were mostly even with the majority of the weapons. With the shotgun the console player had a clear advantage although I don't know why because I would have assumed a mouse would still be faster (maybe it was just me). When we were using sniper rifles, however, with my mouse and keyboard vs a controller it was like playing against someone that had never played Halo before. The mouse was just too quick and accurate and at that point Halo hadn't developed a really egregious form of aim assist yet. The funny thing about this last observation was that I was the one that had barely ever played Halo.

Note: I don't look down on people that prefer gaming on a console and I have enjoyed my Switch/PS4 immensely. For some genres an analog controller is objectively superior without purposefully implementing a software advantage to balance things out like many games choose to do with aim assist. I do tend to agree with Shroud's opinion that when it comes to competitive play at a certain level of MM rank they should just have separate queues for each controller type. Ultimately its a tradeoff though because if queues for a game like COD:Warzone were forcibly separated the game's community on PC would have died completely after a month or two like previous games did.

1 comments

I think I see your point about inaccurate Halo weapons, but as I recall the Halo 1 pistol has sniper-like accuracy (even a scope!)

Maybe that's the exception that proves the rule?

It does, and some of the later Halos had more accurate weapons (I recall a 3 or 4 shot burst rifle being the new starting weapon?).

The pistol actually seemed popular among players with better accuracy than myself, specifically because it was one of the few weapons accurate enough to reliably land headshots.

I tried some of the later Halo games, and it felt very non-Halo, and I think this pins it down. In the original Halo, it was relatively difficult to die instantly. Grenades, sniper rifles, the bazooka, and the hand sword were the only weapons that could do it, and each of them had substantial tradeoffs (grenades were limited, the bazooka traveled rather slowly and only killed on direct hits or very close hits, etc). Now there are tons of weapons that can kill in one hit. I think the starting rifle can't one shot, but two bursts to the head is death. And they've turned up the aim assist to the point where players are fairly good at getting headshots.

It misses all those "if I hide behind this rock and let my shields regen, I might survive" moments. There's no tension to the game as you struggle to survive; in a flash you're either the conqueror or the conquered. There's no cat and mouse as you chase someone through their base, hoping they don't hide behind a corner and stick you with a plasma grenade.

Maybe the tension is what I miss more than the slower speed of play. After all, fast playing games can still be fun (like Sonic) because they keep that tension that you could die at any second. That kind of tension that keeps you on the edge of your seat, so when you finally make it through you get the level you lean back and pat yourself on the shoulder. Modern AAA games seem to want to get directly to the dopamine hit, so they crushed the combat sequence into a very small number of actions so that you can do it over and over again faster. It just doesn't do as much for me.