
For me, this was the moment when Halo went from being a War Story with futuristic elements to a Sci-fi Superhero Story.It’s an impossible shot. The camera flies around and through objects, time speeds up and slows down at random, the camera anticipates events that are scripted… https://t.co/ErIQVH17OgNovember 5, 2025
Sankey offered a complementary perspective, emphasizing that cinematics should enhance — not outshine — the gameplay experience, a principle he followed while at Bungie.
“A few of us at Bungie had an unwritten rule about Halo cinematics: do not make the player in the cutscene feel more formidable than the player actually feels in-game,” Sankey explained, noting that cinematics should support gameplay rather than compete with it.
A few of us at Bungie had an unspoken rule about Halo cinematics:Never make the player in the cinematic feel more “badass” than the actual game.We don’t want players thinking “I wish that’s how the game actually felt”. Cinematics should serve the gameplay, not compete w it. https://t.co/BtRhMUSpXuNovember 4, 2025
A common criticism of Halo 5 is that its opening promises gameplay spectacles the campaign never delivers — exactly the mismatch Sankey warns against.
“Can you point me to the gameplay clip where players: airdrop in, slide down a mountainside, smash through rock, parkour across a Wraith, leap into a Phantom while vaulting over a Jackal, then karate-style eject an Elite?” he challenged in a follow-up tweet; the original thread is available on X.
Many fans would eagerly like to see such gameplay examples.
Halo co‑creator praised Campaign Evolved for its authentic feel and visual polish, saying it’s the kind of look they wish they could have achieved back in 2001.


