The new version of that combat model, for instance. On its own, itís a brilliant design, an entirely logical, vertical extension of Haloís gleefully freeform lateral combat. It applies a typically buttery and responsive treatment to the act of fighting upward and downward, the near faultless mantling system turning many an early environment into a giddy jungle gym of high-velocity lethality once your brain clicks to the new possibilities.
The lack of a hero with a cause to root for costs Halo 5ís bigger story dearly, which wastes some good potential. Though the plot is overly complicated and unclear at times, itís interesting that the new threat is less black-and-white in its motives than the Covenant, the Flood, or the Forerunners.
This kind of design makes Halo 5ís campaign ripe for replaying, and well suited for the convenient drop-in, four-player (online-only) co-op itís clearly made for. Halo 5 also has the most satisfying arsenal in the series going for it, thanks to returning classics and design facelifts for guns that used to feel worthless.