There are a certain two sentences
that will always get bandied about with every release of a Halo game: “This is
the best Halo yet” and “this is just Halo x
with a few new guns and irrelevant gameplay gimmicks”.
Well it seems 343 Industries was
listening to that last sentence. Despite being their first attempt at making a
Halo game (no, Combat Evolved:
Anniversary doesn’t count), Halo 4 is one of the most experimental Halo
shooters since Combat Evolved, and
that comes with both advantages and stumbles.
Halo 4 is set four and a half years after
the events of Halo 3. Having been
left drifting in space, John-117 (a.k.a: The Master Chief) wakes from his
artificially induced slumber by his faithful A.I. companion Cortana and finds
their ruined ship has come under attack by a rogue Covenant fleet. Before long
however, Master Chief and Cortana find themselves dragged into a massive
artificial planet called Requiem, built by the long-extinct creators of the
Halo Rings - The Forerunners. It is here that Master Chief encounters a whole
new antagonistic force to the Halo franchise: an army of semi-robotic
Forerunner machines called Prometheans.
I could say more, but that would
spoil the game for the three of you readers that haven’t played, finished and
moved on from the game.
The inclusion of these new
Forerunner enemies are a bold step forward for the Halo franchise, especially
when said franchise’s story is so impenetrable that any new inclusions risks
angering its dedicated fanbase. Perhaps this is why the Halo franchise has been
so hesitant in its latest entries to add new enemies and gameplay additions.
What the Promethean enemies provide is a new and refreshing gameplay experience
- one that Halo has needed for a long time.
Unfortunately, a wealth of back-story
information is required in order to flesh out these new enemies to the series’
already large mythos. Halo 4
attempts a form of trans-media approach to this by providing new information in
both the Kilo-Five and Forerunner Saga trilogies of novels
(written by Karen Travis and Greg Bear respectfully). This is thankfully not a
requirement in order to understand the game, but as a result some key story
details either get left out (I got several messages from friends asking me to
explain why The Covenant were still at war with humanity) or elaborated on much
too quickly (a lot of new information on The Forerunners is dropped on the
player in a single five minute cinematic). Perhaps further novels or games will help elaborate upon
this, but The Forerunner threat could have been better written somewhat: their
reasons for going to war against the UNSC appears to merely be out of jealousy
and spite – racism, for lack of a better term - rather than the
well-established political motivations driving The Covenant’s hatred for
humanity (though to be fair, this also required a book to understand, and was
not elaborated on in the games themselves).
However, all of this is overshadowed
by the deeply personal story between Master Chief and Cortana. Having aged well
beyond the operational life cycle of conventional A.I., Cortana is beginning to
malfunction and is perilously close to dying. Whilst Requiem and the Forerunner
threat provide context and goals for the player to achieve, Halo 4’s focus is, arguably, centred on
the now jeopardised relationship between these two pivotal characters. The
result is some of the best writing seen in any of the Halo games, even if at
the cost of some of Cortana’s well-loved personality, or the deeper literary
allusion used in previous Halo instalments (Halo: Reach doesn’t count).
Halo’s recognisable gameplay is
still present in Halo 4 alongside
some much-needed additions to the formula. Alongside conventional Covenant
enemies (who have been drastically cut down to their bare essentials) the new
Promethean enemies add a new, variable and unpredictable threat. Prometheans come
in three types: Crawlers (who act as cannon-fodder and suppression), Watchers
(a support class who defend and bolster other enemies types) and Knights (who
act as the primary attack force, and are further divided into classes depending
on their respective weapons and abilities). Some players will love fighting
these new enemies, and some will hate it: whilst Promethean enemies are
generally tougher than Covenant enemies, Knights behave very similar to Elites
in many ways. Furthermore, the Watcher class enemies seem to have way more
health than is necessary (for me at least, others may disagree).
The new Promethean enemies also
provide new weapons to play with. Visually, the Forerunner weapons are
fantastic (forming themselves in your hands when picked up), and several
weapons also provide multiple firing modes; the Light Rifle for example can either
fire a three burst round when fired from the hip, or combine these into a
single powerful shot, making it useful for either faster-paced gun duels or as
a long range deterrent. Despite this, they also act essentially the same as
their human or Covenant equivalents, and none of the Promethean weapons act any
different than a conventional Assault Rifle or Rocket Launcher (etc.). Contrastingly,
each of Halo: Reach’s weapons had
different purposes and uses (e.g.: the conventional Sniper Rifle compared to
the Covenant’s Focus Rifle, the latter of which could be used as a suppression
weapon), and each felt unique enough that they could benefit various
situations. Contrastingly, Halo 4 ‘s
weapons feel only incidentally different others in a similar class.
This is in service of Halo 4’s new multiplayer system. Taking
cues from the Call of Duty franchise
(as every shooter game seems to do nowadays), Halo 4’s ‘Infinity’ multiplayer
introduces a new load out system that provides several variations of the same
basic weapon - with variations in range, fire rate, accuracy and power
depending on player preference (e.g.: the Covenant Carbine provides superior
fire rate to the DMR, but each shot is weaker and less accurate), and power
weapons are rewarded in-game once a certain amount of points are accumulated.
Furthermore, as players level up they gain access to unlockable weapons,
passive abilities and powers. You’ll likely find that the first few hours of
multiplayer are the most addictive as you purchase your preferred weapons and
abilities, but it doesn’t take long to gain access to your favourite unlocks,
and you may well find yourself with leftover points you won’t have anything to
do with. Challenges and Commendations return from Halo: Reach, and players are rewarded
multiplayer experience for completing each one.
Multiplayer also provides a new
Specializations system: once players progress to level 50, they are given the
option to choose a class that will subtly alter how your multiplayer SPARTAN
plays. For example, the Wetwork class is used for Stealth oriented players,
being able assassinate players faster and appear almost invisible to players
using Promethean Vision (a version of X-ray vision), whereas Operator class
players benefit from using vehicles, as they can recover from the effects of
EMPs faster. A great idea in theory, but the Specializations may be
unattainable by recreational players who only play online for an hour (or less)
a day.
Purely cooperative multiplayer also
returns in Halo 4, but not as expected. Instead of conventional Firefight, 343
Industries have introduced the new Spartan Ops mode. Combining elements from
Campaign, competitive multiplayer and Firefight, players bring their customised
characters into short story based missions set 6 months after the events of the
Campaign. Spartan Ops Season 1 proves ten episodes (one per week), each with
five playable levels and a five-minute cinematic, totalling fifty levels per
Season. Because of the sheer amount of content required for this approach,
Spartan Ops borrows level designs from campaign and multiplayer, and must reuse
these levels regularly, thus becoming repetitive quickly. Additionally, the
cinematics rarely connect with the gameplay content of an episode, save for a
handful of dialogue lines. Whilst admirable, Spartan Ops’ repetitive gameplay
and awkward storyline isn’t an adequate replacement for Halo’s popular
Firefight mode.
Visually, Halo 4 looks fantastic,
benefitting from cutting edge technology and superb motion captured
performances. Characters are amazingly lifelike and articulate, and the
attention to detain in the various environments is stunning. Unfortunately,
this attention to detail becomes a hindrance when playing split-screen
multiplayer, as even in HD textures must pop in and the detail can become
blinding (especially during that final level). Despite this hiccup, Halo 4
proves that the Xbox 360 still has plenty of life in it yet.
Finally, Halo 4’s new musical
composer, Neil Davidge, experiments with the well loved musical formula of the
Halo franchise. Without sacrificing Halo’s unique musical heritage, Davidge
adds a much stronger electronic influence and heavily edited songs. Recordings
of military firearms are used to provide the various sounds of human weaponry,
adding a satisfying – if not a little muted – sonic landscape to the battles in
Halo 4. Voice acting is superb, and coupled with the motion captured
performances of real-world actors, creates a fantastic looking and sounding
Halo game.
Taking the reins from acclaimed
developer Bungie, 343 Industries has experimented more with their first Halo
game than any of its predecessors, and it both benefits and suffers because of
this. Fans of the series will enjoy some of these changes, and likely condemn
others. Halo 4 is a great start to the new trilogy of games, but more
importantly proves that 343 Industries is more than worthy to take the reins of
the Halo franchise.
The Verdict
Story: 1.5/2.0
The new Forerunner back-story can
get confusing, but the story of Master Chief and Cortana steals the show. Meanwhile, Spartan Ops cinematics and gameplay barely intertwine.
Gameplay: 1.5/2.0
New Promethean enemies add much
needed variation to the Halo sandbox, even if their new weapons do not.
Multiplayer takes cues from the Call of Duty franchise to refresh what has
previously been a stagnant experience.
Visuals: 1.5/2.0
Amazing motion capture creates
realistic and emotional characters, and stunning visuals prove the Xbox 360
still has some life in it. Unfortunately, the attention to detail can be
blinding when playing split-screen co-op.
Sound: 2.0/2.0
Neil Davidge’s new direction is
unique without throwing out what makes Halo’s music loved. The guns sound
fantastic, even if a little muted.
Longevity: 1.5/2.0
A lack of Firefight reduces the
game’s lasting value, especially for offline audiences. The new loadout reward
system strengthens the addictive experience of multiplayer, but the
Specializations may be unattainable for the recreational player.
Final Score: 8.0/10.0
Hmmm, so this is what you do when not studying eh...guess who! daggyman
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