Sorry but the whole hype over "you can see the 2nd weapon on your back" crap strikes me like the hubbub over dual wielding in Halo 2.
Being able to see a person's second weapon has some pretty big strategic implications. Imagine the same situation where you have a close range weapon and your opponent has a weak weapon out (say, a single M6C). Do you charge them? Maybe. Now reimagine the situation where you see that said person is weilding a shotgun on his back or a sword on his hip. Do you stay back or go in? And again, this time it's a sniper rifle, and you've heard no complaints of no-scopes throughout the 20 minutes you've been playing with this group--do you proceed to get in close?
Dual-weilding is... whatever. Being able to see the weapon is more important than dual-weilding ever was, IMO. It's a small feature that actually changes the way in which the game is played pretty significantly. Dual-weilding did that as well, but it had too many flaws in it as it broke old weapons. Being able to see the secondary weapon doesn't leave much room to break your foundation as far as I see it, and instead is more like adding reinforcement while you're building that next version of your foundation.
Aka, a example of misplaced priorities, and not having enough cool features to stand on their own, so some minor thing gets marketed out the wazoo, thereby exposing your game as flawed.
Goes with the above, but who the hell is marketing it, hyping it, etc? I haven't really noticed it. People thought it should have been in Halo 2, now it's like "hey, we have it in the game now." I don't see it being hyped by anybody that matters.
And honestly, as far as "features" go, that's one of the things I really hate about some games. You don't need a certain number of features, you need a few really solid ones. Be a master in 4 areas, rather than a Master at one and Jack with a dozen others. It's as if, some games build these compact, dense objects. There's not many frills, so people are initially like: "hey, this is pretty simple; it's also like EVERY OTHER game I've ever played"--but you play it, you notice that it's actually more complex than it seems, but it's also solid and overall holds together very well. Other games have all these cool "features" to them--they would need a box with 8 times the volume to fit it in perfectly! But you play it, and you drop that 20-ton hammer on it, and all the frills and lace break off. It ends up with a much smaller size than the other game, and you realize that while those features were "nice," they were far from solid.
If the cost of "cool" stuff is creating a game with useless junk, then **** feature lists, and **** innovation. I'll take a dozen well-designed weapons and maps over 3 dozen weapons in which there are 3 weapons for each and every role, or there's nothing but a progression from weak weapon to strong weapon. That's all emphasis on the wrong thing, IMO. If you're going to be innovative, you better make it solid. You can't be a timeless classic without it. If you're not going to innovate, the just evolve the base foundation as much as necessary, and more than anything, you better make it solid.
When a game moves to a sequel, instead of trying to totally change the game design, the highest priority should go towards adding only what is necessary to improve what's there. I played through Halo's campaign a ton. Why? Wasn't it the same thing over and over again? Of course, but it was fun enough that I didn't mind walking into the same encounter again and again, because it didn't actually play out the same every time, and beyond everything else, it was fun. Screw everything else. So, if all Halo 3 does is take Halo, put us in new locations and gives us a bunch more story, and add a shield bubble, change out some of the weapons in the set, and subtlely improve the features it had already built up, I'll be happy for the most part. I don't want to pay $60+ for Halo 1 again, but I'd gladly do it for Halo 1 + improvements in a new sandbox.
Of course, I'm also the type of person that will be glad to see Bungie move on from Halo as the primary creators and onto a new IP, remaining only as a guiding force for others that they allow to play with what they've created in Halo.
Edit: I realized that with one interpretation I dodged a point you made above. Halo doesn't need to market its bullet points from Halo. People know what Halo is about, so those features are sort of underplayed in any presentation--I mean, if one doesn't "get it," then showing more of what Halo is about probably isn't going to convince that person. They don't need to really show gameplay, because it's really Halo with some new things added into the mix (and unfortunately at times, tacked on/placed into a newly-formed crack!). So of course you'll tell people about a couple of the new things you have. Why wouldn't you? The people that enjoy Halo are most likely going to want to know about those things or get excited about them, while hoping/expecting the rest to be Halo in essense and form. I still don't believe that Bungie is overplaying such features, however--or even the journalists that get to play with the game. Most of it seems to be fan(boy)-generated stuff. And like I said before, they aren't necessarily worth listening to. Heh.
If you cant tell, I'm down on Bungie since Halo 2. Especially since Halo 1, despite the haters, was one of THE best games ever, period. We'll see about Halo 3..
That's a discussion worthy of paragraphs of discussion, IMO. I think that most of the fault for that, however, deals with Halo 2's level design, a real lack of mystery (Halo 1 was all about the ring, what it was for, why the Covenant wanted it, what the Flood were, etc.--Halo 2 just didn't have enough of that, and the mystery was sort of glossed over), and such. In many ways, it technically made improvements as far as I see it (but also weakened/broke a few core things as well). The devil is in the details, though, which many other games fail to realize.
I'm also pretty optomistic about 3, because if you've read Dean Takahashi's book on the 360 (and a good portion/most of it is true and not just rumors that he spun into the book), it seems like there's at least a chance that development on Halo 3 will be smoother than Halo 2 (seemingly/according to dean) was--and their comments all seem to be taking the game in the right direction as well, away from the weak corridor shooting and more towards the huge, open battlefield sandboxes that worked very well in Halo's best parts. And probably more than anything, the game really needs memorable locations and encounters. Remember fighting through the cliffs up to the Truth and Reconciliation? Fighting your way to a Banshee so that you can go blow up some more power generators? Defending the Marines while half a dozen dropships come in on your position early in the level Halo? The Maw run?
Halo 2, in comparison, really lacked moments like that. I can't think of any encounter that I really enjoyed enough that I want to play through it all again. Occasionally I'll play Halo 2's campaign again, but it just doesn't measure up the same way.
That's my rant not necessarily directed towards anyone for the month/week/whatever.