But it's not the same. You can't even pick up grenades from dead bodies in MP initially. You have to "unlock" that ability. Some braniac at 343 probably said "Hey! Let's make it an unlock! Unlocks are cool, right? Every other game has them!" Nevermind that it totally breaks Halo's golden triangle (weapons, grenades, and melee). It's little nuances like this show up in glaring ways to some of us.
I don't totally agree from where I am standing and how I play.
Yes, Halo has moved away for the slow motion Quake-arena game where every weapon is aimed to be balanced in terms of map placement and gun power/range/clip, etc value tweaked to the nth degree (Bungie did a good job but I still think they had problems here, see below). They have traded that in for letting players have a little more say in how they play, what their player looks like, etc. Right or wrong games have moved toward fewer "Quake arena" games fighting over spawning power weapons to allowing players more control over what weapons they use. Love the AR? Use it. Love the BR? Use it. That choice right there was certain to make some Halo gamers (and other FPS gamers) very, very, very happy and more pure Halo/arena gamers very, very, very mad.
Since I am very, very, very happy with that choice but I can understand the opposing angst I will leave that part as it is. It is a BIG change for a Halo game (although Bungie already was nudging that direction in Reach with load outs for AA ... but then again it is Bungie's game, they can do that stuff) and I am sure it ruffled feathers, just like AA did (re: many long threads in how the 4th pillar destroyed the golden triangle).
I was a little worried the perks and load outs would make it very much a CoD clone but, surprisingly and very happily it isn't. Things unlock FAST. The perks really are, to me, a way to say, "Look, we cannot give every player every "power weapon" or "power skill" and keep the game balanced. So our offering is we will let each user decide what will make their Spartan awesome." This to me is inline with the Haloverse where each Spartan was not the same. I was also happy to see that you can play fine without the perks and stock load outs are all Halo classics and work. I like faster regenning shields and the quick hands but would not have minded picking up nades and faster AA refuel. I like the variety it adds and the ability to change up your approach. Heck, I know someone in love with the better Motion Tracker. 343i didn't go crazy with the perks or guns or gun adjustment but I thought did an intelligent job of giving players the core 4 pillars and then allowing them to "Tweak the Power Armor" and essentially give their Spartan some unique skills to fit their gameplay.
I like it and so far have no complaints. None of them seem overpowered and all have a use.
As for the nades specifically. We will have to agree to disagree and I can appreciate where you are coming from and how the change to scavenging AND their blast size changes the game (especially in terms of nade spamming was a problem in Halo 3 but really not there in Halo 4). Some of my feelings: First off you get to start with 2 grenades -- after a couple levels of your choosing (frag, plasma, or promethian). That right there is a big step in making
grenades more relevant as you can choose them based on your style, the map, or situation. 2 grenades may not sound like a lot but considering most people are 1:1 kdr at best the main issue it comes down to is spamming and picking them up. Limiting pick up reduces spam. For those who live long enough where 2+ nades is important there are options (a) use the perk or (b) go find them on the maps. And yes, contrary to what some posters keep saying (had this argument on ARS with someone who obviously didn't play more than a couple minutes) every map/mode I have played (which is not all of them) has weapon stashes at the beginning of maps and some modes even drop them in. Nade spam in Halo 3 on the indoor levels could get really bad. Making them more valuable -- and more usable by load outs -- is a plus for gameplay.
I can see where someone who loves to toss grenades around every corner, likes to scavenge, and uses nades as a basic part of their approach (nades to weaken shields, then take them down) and yes, that does mean the scavenger perk would be pretty important to this approach until someone mastered all the nade drop spots.
On the other hand I am overjoyed getting plasma nades out of the shoot. I am getting a lot more nade kills and I am able to defend against vehicles much better. The only time I run low is when I am on a long run but more times than not I have scavenged the drop spot. I die too often still with nades at my disposal.
In general the ammo counts, I feel, are good. Best for a Halo IMO. The guns for me don't feel like they have small counts but you use them and need to move on or find more. Needlers are powerful but you might only get 3 kills on one before it is totally empty. The BR and DMR are well ammo'd unless you are pinging away too long with no success, and then you run out.
And for all the nostalgia I think 343i being "fresh" fixed some things, e.g. Human weapons are the most balanced I have seen. Gone are the crap things like the SMG and nerfed AR. Instead there is a good progression of distanced weapons:
Shotgun <> AR <> BR / DMR <> Sniping Rifle.
In each of their "ideal" ranges said weapon wins. A shotgun up close is going to detroy the BR/DMR. The AR in close/medium range will take down a BR, etc.
Sorry Bungie, the AR (and other useless guns like the SMG) were constantly, "Got to get ride of this gun!" weapons in Halo 3/Reach. The AR feels dangerous now--which makes sense, seeing as it is the stock weapon. Yeah, let's have a super soldier with super tech armor and give him a pea shooter. The fact I can go into match making in close quarters and feel confident with an AR over a BR is a BIG improvement over how Bungie balanced the weapons. The other thing is the AR is powerful enough that you can get the drop on 2 players and feel like you can win instead of, "Killed one guy, but it is such a bullet sponge weapon the other guy got me." Heck, how I remember Halo 3: AR right up to someone and then finish with melee because the @#$@# weapon was so bad the key was spacing your attack so when you closed you would get the melee kill.
Oh, and Halo 3 was the KING of the "double death" melee. I have not seen one yet in Halo 4.
I wouldn't say everything in Halo 4 is better -- a lot has changed -- but I personally like a lot of changes. It does require some adjustment and whenever you make ANY changes to a game with such a rabid audience some people are going to be very mad.
So while some are mad at the lack of sprint in past games others hate it now. From a gameplay perspective I think it makes absolute sense (big open areas) and I cannot believe it took until 2012 -- and a new developer -- for a Halo game to have sprint as a standard load out. Yeah, the dude can jump 20 feet in the air but runs the speed of a turtle. Which made sense in 2001 for a lot of reason (one being a slower moving player is easier to control) but since 2004? Not so much.
As for the sandbox stuff: replayed some Halo 3 and Reach recently. Halo 3 did a nice job of linear bits connecting "sandbox arenas" I will call them where the arena is really open.
Reach has a lot of linear bits on "wide freeways" I would call it. I don't care if the "view scape" looks large if the actual gameplay zone is not. Reach does NOT have a ton of huge play zones. It is quite "linear". The game has a couple (e.g. the spire before you get on the pelicans) but those are pretty far an inbetween.
Halo 4 is in between. I lacks any
battles but it has a number of "drop ship" areas that are quite open (see: Spartan Ops). I have played the entire game coop and what Halo 4 has that Reach lacked is you will enter an "arena" with X objectives and you and a bud can go completely different routes. The areas are quite large and you can approach it however you want. Oddly Reach had Fire Fight which feels on par size wise with Halo 4 Spartan Ops and the Halo 4 larger areas but Reach, the SP game, doesn't have a lot of "busy" wide battlefields as you see in Fire Fight. Instead Reach was always urging you on a path--which worked for the game.
I know some are not liking Spartan Ops but I like the story development so far, I like the missions (I was a fan of MW2 spec ops fwiw), scoring, etc. I wish there were more permenant scores/boards as well as awards for each level and "death = level over" settings. But I am enjoying it a lot as the levels are nice and large and can be hard. I love Hoard mode on Gears, specifacally how it ramps up 1-10, 11-20, etc where the waves are similar (1=11=21=31=41) but scale in difficulty.
Reach should have done this as Bungie did a FANTASTIC job with the character design with "Ranks" and looks that relate to such. Instead they got fairly unstructured waves. So where in Hoard you were always pressing to get to the next x1 level and you know the x0 levels would be VERY hard there was this eb and flow to the gameplay and achievement. FF really lacked that. You could say "Got to level 39 on Heroic on that map -- lets do it again and see if we can get to 50!" and when you did that "Let's do it on Legendary next!" "Oh man, that map is WAY too hard, let's do a different one" and so forth. FF lacked that intensity and draw -- which is sad because Reach would have been PERFECT for that with the classes. Level 1x could be your low end grunts and ghosts and level 4x would be your spec ops class and wraiths and so forth.
I wish Halo 4 had done that. It would have been epic to have a FF like that and on round 50 some huge scarab coming over and general-class elites, brutes, etc all come pouring out.
Alas 343i ditched FF and went with a story mode Spartan Ops. I like the levels and gameplay better than FF for my tastes and it is adding depth to the Halo word. It plays well 1 player or 4 player and it is like replaying some of the bigger campaign bits I enjoyed. So I am happy with it. I would have preferred my FF vision above, but I will take Spartan Ops over what Bungie gave us in their water downed Hoard mode.
I really like Halo 4. I like the faster paced MP, the better balanced weapons, load outs to adjust to the gameplay (once I got plasma nades BTS vehicles became very balanced where good players could dominate but if I play smart a vehicle won't bother me unless they wish to do or are very good and catch me unprepared) and even the sounds are better in many cases (e.g. the BR/DMR sound meaty now). Not everything is perfect and I wish there was no QTE in key scenes, some larger boss levels (more scarabs, major drop ships, some beefed up general class coveys, etc), I think the covey design took a HUGE step back with the colors/helmets/ranks, and so forth. But most of it is pure joy. Even little things like the menus are better IMO and I am digging how some of the AA, like the shield, can turn the game into almost a "cover shooter" if people work together. In SP we used the shields a lot to move forward to new cover -- one person shield and 2 people fire, and then swap who does shields.
What I do hope 343i does is go back to Halo 3 SP and take a look at some of the arenas and some of the more epic battles. Brute choppers wizzing around, large vehicle battles with Hornets and tanks, scarab battles, etc. Halo 3 for me really stands out there, above ODST and Reach (both Bungie submissions) and Halo 4. That said I like the Promethians and the story/enemy development it opens up I think 343i played it pretty safe (e.g. I though the new big MP mode in Reach was poorly designed) and picked up well where Halo 3 left off, fixed some of the more glaring long standing issues, and tried a couple new things (which Bungie always did, and not everyone liked all of them, either).