10 Iconic Video Game Features Needlessly Cut Out Of Sequels
8. Dual-Wielding - Halo: Reach
Although the original Halo games pioneered the idea of a two-weapon limit, the earlier titles at least made the limitation feel less restrictive thanks to dual wielding. It might not be the most practical, but what's the point in being a badass, super-human space marine if you can't jump around the battlefield with guns in each hand like you're in a John Woo movie?
It made for the kind of ridiculous, over-the-top action that other shooters like Battlefield and Call of Duty were trying to move away from, and it helped make Halo 2 and 3's multiplayer suites so fun.
Sadly, though, when it came for Bungie to develop their swan song title in Halo: Reach, they dropped the mechanic entirely, and 343 wouldn't pick it back up when returning to Master Chief's journey with the fourth and fifth instalments.
The reason was probably due to balancing the weapons more fairly for multiplayer, but that meta excuse didn't do too much to explain why the strongest warrior Earth had to offer suddenly couldn't hold a gun in each hand.