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Matchmaking features a voting system similar to ''Reach''{{'}}s, however it no longer includes the "none of the above" option, and players cannot change their vote once they have placed it. The most significant change to matchmaking is that players can now join matches in progress. Players joining matchmaking may find themselves entering games already in progress; matches which have players leave or disconnect will have their numbers supplemented by new players. | Matchmaking features a voting system similar to ''Reach''{{'}}s, however it no longer includes the "none of the above" option, and players cannot change their vote once they have placed it. The most significant change to matchmaking is that players can now join matches in progress. Players joining matchmaking may find themselves entering games already in progress; matches which have players leave or disconnect will have their numbers supplemented by new players. | ||
The player progression system is more extensive, allowing players to choose between various modifications which have an effect on gameplay, in addition to aesthetic [[armor permutations]] similar to the prior games.<ref name="Official Site">[http://halo.xbox.com/halo4#!halo-evolved/gameplay/31afe32b-0e07-45c0-9424-3adc6e1eadca '''Halo 4 Official Site:''' ''GAMEPLAY'']</ref> Players are able to customize their [[loadout]]s,<ref>[http://www.gamefront.com/halo-4-demo-report/2/ '''Gamefront.com''': ''Halo 4 Demo Report'']</ref> being able to choose between various [[armor abilities]] as well as new customizable features, known as [[Support Upgrades]] and [[Tactical Packages]]. Multiplayer gameplay is more fast-paced than in the prior games. Weapon pickups on maps are marked on the player's [[heads-up display]],<ref name="venture">[http://venturebeat.com/2012/03/05/11-things-learned-about-halo-4/ '''Venturebeat.com''': ''11 new things we’ve learned about Halo 4 (with video)'']</ref> and players are able to call in ordnance drops, containing power-ups or weapons, during matches. | The player progression system is more extensive, allowing players to choose between various modifications which have an effect on gameplay, in addition to aesthetic [[armor permutations]] similar to the prior games.<ref name="Official Site">[http://halo.xbox.com/halo4#!halo-evolved/gameplay/31afe32b-0e07-45c0-9424-3adc6e1eadca '''Halo 4 Official Site:''' ''GAMEPLAY'']</ref> Players are able to customize their [[loadout]]s,<ref>[http://www.gamefront.com/halo-4-demo-report/2/ '''Gamefront.com''': ''Halo 4 Demo Report'']</ref> being able to choose between various [[armor abilities]] as well as new customizable features, known as [[Support Upgrades]] and [[Tactical Packages]]. Multiplayer gameplay is more fast-paced than in the prior games. Weapon pickups on maps are marked on the player's [[heads-up display]],<ref name="venture">[http://venturebeat.com/2012/03/05/11-things-learned-about-halo-4/ '''Venturebeat.com''': ''11 new things we’ve learned about Halo 4 (with video)'']</ref> and players are able to call in ordnance drops, containing power-ups or weapons, during matches.<ref name="Official Site"/> Power-ups available in Infinity Slayer include [[Overshield]], [[Damage Boost]], and [[Speed Boost]].<ref>[http://halo.xbox.com/blogs/Headlines/post/2012/07/06/The-Halo-Bulletin-7612.aspx '''Halo Waypoint''': ''The Halo Bulletin: 7.6.12'']</ref> | ||
==''Halo: The Master Chief Collection''== | ==''Halo: The Master Chief Collection''== | ||
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''[[Halo 2: Anniversary]]'' multiplayer is a highly modified version of the ''Halo 4'' experience, having been developed on the same engine. Large tweaks to the prior title were made, including the re-addition of descoping, and the removal of sprint and flinch. Six maps were remade for the game, and [[Certain Affinity]] president [[Max Hoberman]], one of the multiplayer design leads on the original ''Halo 2'', helped 343 Industries design and create the remastered multiplayer component.<ref name="SDCC panel">[https://www.youtube.com/watch?v=UUGrnvdo8Ok&list=UU7NCg0venpKJg3kuJojKlbQ&index=1 '''YouTube''': ''Halo: The Master Chief Collection Dev Panel - SDCC 2014'']</ref> Many of the added features in the remastered maps were proposed for the original game but ended up being cut; thus, 343 Industries considers the remastered component a "Director's Cut" of sorts.<ref name="RTX 2014">[https://www.youtube.com/watch?v=E1a1FzQ3bdQ '''YouTube''': ''RTX 2014 - 343 Industries panel'']</ref> | ''[[Halo 2: Anniversary]]'' multiplayer is a highly modified version of the ''Halo 4'' experience, having been developed on the same engine. Large tweaks to the prior title were made, including the re-addition of descoping, and the removal of sprint and flinch. Six maps were remade for the game, and [[Certain Affinity]] president [[Max Hoberman]], one of the multiplayer design leads on the original ''Halo 2'', helped 343 Industries design and create the remastered multiplayer component.<ref name="SDCC panel">[https://www.youtube.com/watch?v=UUGrnvdo8Ok&list=UU7NCg0venpKJg3kuJojKlbQ&index=1 '''YouTube''': ''Halo: The Master Chief Collection Dev Panel - SDCC 2014'']</ref> Many of the added features in the remastered maps were proposed for the original game but ended up being cut; thus, 343 Industries considers the remastered component a "Director's Cut" of sorts.<ref name="RTX 2014">[https://www.youtube.com/watch?v=E1a1FzQ3bdQ '''YouTube''': ''RTX 2014 - 343 Industries panel'']</ref> | ||
The developers' stated goals for the remastered maps were to expand upon the core ''Halo 2'' experience, create the definitive version of each of the remastered maps, and to approach the remastering as more of an upgrade than a remake. Multiple aspects of the sandbox were tweaked to both improve and "modernize" the gameplay, although the goal is to remain faithful to the original experience. Some of these improvements include a boost to player speed, making the [[M6C magnum|magnum]] more powerful and the addition of the [[MA5D assault rifle|assault rifle]] as a mid-range weapon option, something the developers found lacking in the original. | The developers' stated goals for the remastered maps were to expand upon the core ''Halo 2'' experience, create the definitive version of each of the remastered maps, and to approach the remastering as more of an upgrade than a remake. Multiple aspects of the sandbox were tweaked to both improve and "modernize" the gameplay, although the goal is to remain faithful to the original experience. Some of these improvements include a boost to player speed, making the [[M6C magnum|magnum]] more powerful and the addition of the [[MA5D assault rifle|assault rifle]] as a mid-range weapon option, something the developers found lacking in the original.<ref name="RTX 2014"/> The [[M7S SMG|silenced SMG]] has also been added along with the newly introduced [[M274 Mongoose#M274-M Gungoose variant|M274-M Gungoose]].<ref name="RTX 2014"/> | ||
As an added feature, players are able to choose their weapon set upon spawning, similar to the [[loadout]] system in ''[[Halo: Reach]]''. According to Max Hoberman, this feature was originally designed for ''Halo 2'' but was ultimately cut. Hoberman hesitated to call the weapon sets "loadouts" and underscored that the system is designed to be more evenly balanced; e.g. [[Lockdown]]'s weapon sets include a choice between the [[M7 SMG|SMG]], {{Pattern|Okarda'phaa|plasma rifle}} and [[M6C magnum|magnum]]. The human weapon sets equip the player with two [[frag grenade]]s while the Covenant ones have the player spawn with {{Pattern|Anskum|plasma grenade}}s.<ref name="ign GTK">[http://ca.ign.com/articles/2014/10/24/get-to-know-halo-the-master-chief-collections-lockout-remake-lockdown-ign-first '''IGN.com''': ''Get to Know Halo: The Master Chief Collection's 'Lockout' Remake, 'Lockdown' – IGN First'']</ref> Ultimately, the game would mostly utilize an equal starts setup based around one weapon set. | As an added feature, players are able to choose their weapon set upon spawning, similar to the [[loadout]] system in ''[[Halo: Reach]]''. According to Max Hoberman, this feature was originally designed for ''Halo 2'' but was ultimately cut. Hoberman hesitated to call the weapon sets "loadouts" and underscored that the system is designed to be more evenly balanced; e.g. [[Lockdown]]'s weapon sets include a choice between the [[M7 SMG|SMG]], {{Pattern|Okarda'phaa|plasma rifle}} and [[M6C magnum|magnum]]. The human weapon sets equip the player with two [[frag grenade]]s while the Covenant ones have the player spawn with {{Pattern|Anskum|plasma grenade}}s.<ref name="ign GTK">[http://ca.ign.com/articles/2014/10/24/get-to-know-halo-the-master-chief-collections-lockout-remake-lockdown-ign-first '''IGN.com''': ''Get to Know Halo: The Master Chief Collection's 'Lockout' Remake, 'Lockdown' – IGN First'']</ref> Ultimately, the game would mostly utilize an equal starts setup based around one weapon set. | ||
Though most of the map geometry—including "skill jumps"—remain intact, the remastered maps contain a number of gameplay tweaks (such as additional cover) along with new "dynamic features", some of which Max Hoberman proposed to be added in the original ''Halo 2''. | Though most of the map geometry—including "skill jumps"—remain intact, the remastered maps contain a number of gameplay tweaks (such as additional cover) along with new "dynamic features", some of which Max Hoberman proposed to be added in the original ''Halo 2''.<ref name="RTX 2014"/> These include the addition of a large energy shield in the center of [[Zenith]], the remake of [[Ascension]], which can be triggered by three panels across the map,<ref>[https://www.youtube.com/watch?v=Lt-i0y35bxw/ '''YouTube:''' ''Halo 2 Ascension Anniversary Walkthrough'']</ref> and three stalactites which can be dropped on players on [[Lockdown]], the remake of [[Lockout]]. Most of these new features can be disabled via [[Forge]] for an experience closer to the original game.<ref name="PAX">[https://www.youtube.com/watch?v=PGn4YXXZyDo '''YouTube''': ''Halo and the Journey of the Master Chief- PAX Prime 2014'']</ref> | ||
Other additions to the remastered multiplayer include the name of the segment of the map that the player is currently in being displayed near the [[motion sensor]] as in ''Halo: Reach''. Gametypes such as [[Infection]], [[Race]], [[Ricochet (gametype)|Ricochet]] and [[Team SWAT]] have been added to the remastered multiplayer. | Other additions to the remastered multiplayer include the name of the segment of the map that the player is currently in being displayed near the [[motion sensor]] as in ''Halo: Reach''. Gametypes such as [[Infection]], [[Race]], [[Ricochet (gametype)|Ricochet]] and [[Team SWAT]] have been added to the remastered multiplayer. |