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1) His praise for 60fps. Console gamers have recently decided that 60fps is to be the Holy Grail of Gaming, a goal all titles must strive for at all costs. Well, 60fps did come at a cost for Halo 5. It's the primary reason we don't have split-screen, which is something he criticizes Halo 5 for not having. Personally, I would have much rather Halo remained 30fps as it transitioned to the current generation. Halo was never so fast-paced and twitchy to where it really needed 60fps. It functioned perfectly fine at 30fps for over a decade and nobody complained or called it "unplayable" for not being at the now-sacred 60fps frame rate.
2) His complaints about "innovation." Personally, I think "innovation" is overrated. I tend to believe more in "If it ain't broke, don't fix it." Some game series have been brought to ruination because of the industry obsession with "innovation." Some devs are so obsessed with reinventing the wheel that they don't stop to think that the core design of the wheel is perfectly fine the way it is and that it might only need a few tweaks and slight improvements here and there. Bungie was guilty of this to some extent. Dual wielding was not a good addition to gameplay (which is why it didn't last), and the addition of various "fourth legs" to the Golden Tripod always seemed to fall flat in their execution. But 343i took things a step further with the addition of COD-style rank-based unlocks & custom loadouts as well as random ordnance drops in Halo 4 and with the radical overhaul to basic movement in Halo 5.
Personally, I think that, dual-wielding aside, H2A is so far the best overall MP experience of the 343i era, and that's perhaps because it focuses on polishing the core mechanics of Halo instead of trying to reinvent it. It plays like how Halo 2 should have played a decade earlier. Innovation could instead be focused on things like campaign level design, AI, newer, bigger MP gametypes, and expanding the Forge tool set far beyond anything we've seen before. The core mechanics could have remained highly iterative, but so long as each new game was polished and fun, we wouldn't have to worry about "stagnation."