Readers mourn the loss of split-screen Halo
Cancel The LAN Party
It’s November, which means new games are coming faster than you can say “eh, I’ll wait for Fallout 4,” but we’ve still got plenty to talk about before then. Like Halo 5, for example. In his review of Master Chief’s latest tour of the galaxy’s hottest spots for killing aliens, Drew Toal mentioned that while the single-player campaign is a bit “disappointing,” multiplayer still holds up. Down in the comments, though, a lot of readers bemoaned the game’s lack of split-screen multiplayer—a first for the series. LoveWaffle remembers the good old days:
My favorite memories with the Halo series involve getting 12 people, three TVs, and three Xboxes in a room and all playing the game together. With this game’s lack of split-screen multiplayer, Halo 5 just looks like a regression, not an evolution. I’ll keep playing older entries, and I’ll keep playing them even after Microsoft takes their consoles offline and the online multiplayer experience these games are built around is no longer available.
Lack Of Name
is a little more incensed about the change:
Killing split-screen multiplayer is bullshit. The social experience of playing multiplayer with friends is almost completely lost with online. If it weren’t for playing split-screen with my cousin, I don’t think I would ever have bothered to care about video games.
Revising The History Curriculum
In his review of Assassin’s Creed Syndicate, Patrick Lee suggested that these games—like the secret society of hooded killers that they follow—are too hopelessly devoted to the past. Mechanically and thematically, the series is refusing to evolve beyond incremental changes. Reader TheKappa thinks the way to change this is by embracing Assassin’s Creed‘s ability to hop to any time period:
Assassin’s Creed, as a series, has struck me as something with a lot of missed potential, at least recently. You have the entire history and globe to set your stories, yet you go with America, America, America, France, and England as your last five settings. Why not Three Kingdoms China, or the Mayan empire, or one of a thousand settings or places that are possible? And like the review says, it’s probably because there are no high buildings to synchronize from or haystacks to hide in. It’s a shame that they are letting some of the games’ weaker aspects drag down the potential for doing really cool things as a series. Time-wise, they need to be ok with going backward or we are just going to be playing Far Cry: Assassin’s Creed in a few years.
Despite all that, Rogue feels like the strongest entry in the series still because it blurs the lines between Templar and Assassin much more. Showing the Assassins as so single-minded and playing their “everything is permitted” nature to it’s natural end, you feel more like it is an actual hidden organization with ups and downs than just some order of absolute good.
Buttersnap disagrees, arguing that familiarity is the key to making Assassin’s Creed’s history lessons interesting: