Fox, first we were talking about gameplay itself, then you changed the argument to multiple systems, and now you're shifting again to variety, presumably because Halo doesn't have any systems on top of shooting. Even then, I think you're really exaggerating the discrepancy in weapon variety, when The Order also has rocket launchers, alternate grenade types, and a variety of secondary weapons which do mirror some of the things you're talking about with Covenant weapons. Having vehicles and open levels is a design choice, one that didn't particular work very well in terms of pacing. Likewise, Ready at Dawn focusing on the weapon feedback and physics engine, which is better than any I've seen, was an alternate choice which amplifies the tighter experience that I personally prefer. Like others who played the game before forming an opinion have said, the gameplay is there, and I think you're now starting to scrape the bottom of the barrel to try and take away from it. In any case, I really don't enjoy these debates once they start topic hopping in response to each counterpoint, so I'm just going to leave it at that.
FFVII is widely considered the first game to implement seamless transitions between cutscene and gameplay. You would watch a cinematic and in the middle of it you would have control over the player character, without a camera break. The same thing would happen for a lot of the minigames. The Order is pretty much an entire game based around this concept.





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