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Showing posts with label Halo 4. Show all posts
Showing posts with label Halo 4. Show all posts

Monday, March 30, 2015

"You Look Terrible, Snake" #2 - Halo 4

"Don't make a girl a promise... if you know you can't keep it." - Cortana (Halo 2)


The release of Halo: Reach marked the end of Bungie’s exclusivity contract with Microsoft, and the end of their days developing Halo games, as they looked towards new frontiers with their next project, Destiny. But Halo was destined to remain a property under the ownership of Microsoft, who had created a department specifically for continuing the Halo storyline, dubbed 343 Industries. 343 Industries would be tasked not only with the development of future games in the bestelling series, but weaving tales for novels, comic books, and live action series that helped to fill the gaps between games. During the Bungie era, there were a number of Halo novels written that provided greater context to the Spartan program, the UNSC vs. Insurrectionist conflict that preceded the Human-Covenant War, and explored other Forerunner artifacts that Doctor Halsey had examined prior to the crew of The Pillar of Autumn stumbling across Alpha Halo at the beginning of the first game.

As part of the buildup to the 343 Industries-directed Halo 4, which would signal the start of the new ‘Reclaimer Trilogy’, two novel trilogies were launched. The first dealt with a UNSC team known as Kilo Five, and took place in the then-present day of the Halo universe, bridging the gap between Halo 3 and Halo 4, and exploring the fragile peace that existed between the Human race and their reluctant Sangheili comrades. This trilogy would go on to explain how some of the Sangheili grew restless in the post-war peace time, and opted to splinter off into their own faction to continue their warrior-like ways in seeking out Forerunner artifacts, thus setting the stage for Master Chief’s unexpected encounter with antagonistic Elites and Grunts early in Halo 4. The other trilogy of novels went far back in time to provide a direct narrative of the last days of the Forerunner empire, setting up for Halo 4’s major plotline that saw the return of the Ur-Didact and his desire to wipe humankind from the galaxy, under the belief that they proved the greatest threat to its stability in the absence of The Flood.


Many of Halo 4's highest points come courtesy of the Didact being such an intimidating villain.

While I personally found the Forerunner trilogy to be among the best Halo tie-in novels released to date, there was something exceptionally odd about their being so contextually important to the events of Halo 4. The same went for the Kilo Five trilogy – sure, I had read these precursor texts as my anticipation for the new game built, but in the grand scheme of things, only a small portion of the Halo fanbase would go out of their way to acquire and read these novels. Previous Halo novels like Ghosts of Onyx, Contact Harvest, The Fall of Reach, and The Cole Protocol did well to expand upon the existing universe, but not a single one of these was necessary reading in order to grasp the context of the games. Anyone could play from Halo: Combat Evolved up through Halo 3 and successfully gather the core of Master Chief’s story – the aforementioned novels provided further backstory to other characters and events, the majority of which preceded the events of the games by many years. But both the Forerunner and Kilo Five trilogies were so tightly connected to the narrative of Halo 4, I find it a wonder the delivery of the single-player campaign managed to come across as well as it did.


Consider this required reading material.

Halo 4’s campaign is incredibly short-lived, even when compared to the games that came before it. Yet, it hits high notes from start to finish, with Master Chief’s race to stop the Didact’s plans standing strong as the core conflict of the game. It’s quite surprising, in fact, that this smaller-scale and more personal battle between two men out of their own time handles so convincingly in a series that has long been about a large-scale conflict between an alien conglomerate and the human military. The game delivers a satisfying conclusion that wraps up its own story without too much in the way of cliffhanger content, yet leaves enough doors open the ensure future games and associated media have sufficient material to draw from.

The combination of the campaign being so brief, yet so well-written, certainly left me with somewhat complicated feelings toward it, and perhaps more importantly, toward the future of the franchise under the banner of 343 Industries. But with Bungie veteran Frank O’Connor relocating to the 343 Industries team, I was hopeful that Halo 4’s story was more a reflection of the studio wanting to play things safe during their first proper outing than a signifier that the series would teeter toward the realm of Metal Gear with a highly complicated narrative than would be as spun up in the core games as it would any and all spinoff material. While the former may very well have been the case for the campaign mode, the online multiplayer and Spartan Ops modes revealed an uglier truth.

The Halo games have provided me with a ludicrous number of hours of entertainment in online play. From Halo 2 onward, friends and I would take part in a variety of Slayer and objective-based matches, from the close quarters of Lockout and Turf, to the vehicular carnage on Valhalla and Sandtrap, to the new game types of Invasion and Headhunter introduced in Halo: Reach. Halo retained a unique identity in the online multiplayer scene. While Halo 3 and Halo: Reach both offered players the option to alter the appearance of their multiplayer Spartan avatar, these were purely for aesthetic purposes, and no restrictions on unlocks were associated with any weapons or ability loadouts. Halo 4, however, painted a much different picture – one that wandered a tad too far into the realm of every other first-person shooter on the market for my own tastes.


Highly-detailed Spartan armor cannot disguise the huge steps backwards the competitive multiplayer took.

Better weapons and abilities were unlocked at higher levels, and this sucked a large amount of the fun from the multiplayer experience. Ordinance drops of heavy weapons rewarding the winning team even more of an edge over the competition led team matches to feel incredibly lopsided. The map layouts either evoked rather direct memories of their Halo 3 and Reach predecessors, in that their designs deviated so little from what had already been established, or were too outlandish and impractical for more than one or two game types. While I abhor the competitive multiplayer format of practically every other major first-person shooter, I think it is worth mentioning that I actually performed quite well in the majority of the Halo 4 Slayer matches I did play. But the lack of enjoyment I found from them led me to abandon them so quickly, that my objective with Halo 4 became solely focused on completing the campaign, a feat which was completed in a grand total of three sittings – and I was by no means attempting to rush through it.

Spartan Ops was an abysmal series of short missions that lacked any inspiration in either design or narrative, asking little more of you, the player, than to kill every enemy along the path from point A to point B. To think that Spartan Ops replaced the spectacular horde mode that was Firefight boggled my mind, especially considering how well-received Reach's Firefight was by the Halo community. Maybe the later updates that Spartan Ops received offered more interesting missions, but one playthrough of all the default missions left me with a foul opinion of them. Perhaps if they had been included alongside the Firefight mode, I might not have received them so poorly.


Spartan Ops: for when you want to team up with friends to tackle repeatedly lackluster missions.

With all of these factors combined, it was abundantly apparent to me that 343 Industries had lost sight of what Halo was really all about somewhere during the development of this new game – at least with regards to every facet of this project outside of the campaign. But even there, the lack of consideration to how easily audiences would be able to settle into the new narrative was a significant oversight on the part of Halo’s new management. Since the release of Halo 4, 343 Industries has gone on record as stating that they will do better with the next installment in the series, though what specific points they intend to improve on remains to be seen. The push for current storylines in both tie-in novels and comic books to emphasize rebellious factions of both Sangheili and Humans leaves me concerned that Halo 5 might see Master Chief fighting other human soldiers as opposed to the Promethean Knights or some other kind of Forerunner combatants.

While I wasn’t particularly hot on the notion of fighting Elites and Grunts again for the sake of convenience in 343 Industries not having to design a whole new slew of foes, I understand that something familiar needed to be retained to avoid wholly alienating longtime fans. But the potential for future games to teeter even further into the realm of Call of Duty or Battlefield by having Master Chief fighting militarized human forces is a truly upsetting notion. With any luck, the team at 343 Industries will recognize how much the Halo community loved the old multiplayer format, and return to the series’ roots with Halo 5: Guardians, as Halo’s online component has always accounted for a good half of its identity.

Friday, November 9, 2012

Xbox 360 review: Halo 4


Four years after the end of the Human-Covenant War, Cortana reawakens Master Chief on board the wreckage of the Forward Unto Dawn. A small group of former Covenant forces have boarded the ship, and as he fights his way toward the exterior hull, Master Chief discovers that the Forward Unto Dawn has been pulled into the gravitational pull of a Forerunner shield world known as Requiem. At the same time, a state-of-the-art UNSC ship name Infinity is inbound to Requiem, having picked up Cortana's distress beacon. As Master Chief races to find a way to communicate with the crew of Infinity and warn them not to land on the artificial planet, he discovers Promethean Knights, ancient soldiers used by the Forerunners, and a plot that could threaten the future of humanity.

While Master Chief encounters familiar enemies like Elites, Hunters, Jackals, and Grunts, they are largely pushovers when compared to the automated armies the Forerunners left behind. The Promethean Knights prove admirable foes when Master Chief faces them one-on-one, while Watchers provide support and Crawlers swarm and lay down repeating fire. A significant number of weapons have been removed in order to make space for the new Forerunner weapons. Each of these new weapons looks alien and controls just different enough from their UNSC and Covenant counterparts to make their inclusion worthwhile. Familiar firearms such as the Assault Rifle, Covenant Carbine, and Needler behave much like they have in recent Halo titles, while the Storm Rifle and Pulse Grenade don't have much practical use.


In keeping with the art style of Halo: Reach, Halo 4 sees inclusions of very industrialized vehicle and armor designs. Master Chief's upgraded suit retains its old sensibilities, but has a ton of new details worked into it. Character models, on the other hand, are a bit more stylized, falling closer to the realm of Halo 3 (though without the borderline-claymation textures, thanks to the Xbox 360's capabilities to run such improved graphics). There are a few pre-rendered cutscenes that look so incredibly realistic, you may have to do a double-take to confirm they aren't using live action actors ala the Forward Unto Dawn tie-in series. The design of the Forerunner world retains its roots from yesteryear, combining rich and colorful landscapes with silvery-gray geometric structures. Though it is a distinctly different style than Marty O'Donnell's work, Neil Davidge's soundtrack is at times tense, at others sweeping and mysterious, and as a whole provides a fitting follow-up to the familiar tunes of days gone by.

With regards to the online multiplayer, Halo 4 has traveled down a path similar to the Call of Duty franchise. Loadouts determine the weapons in use, with a very limited number of weapons that can be picked up on any given map. The medals earned for multi-kills and sprees in previous Halo games have been swapped out in favor of a point system that rewards in multiples of fives and tens based on kills, assists, and so on. Each level you rank up rewards you with a single Spartan Point, which can be saved up and spent on unlocking other weapons and abilities for your loadouts. Forge mode remains largely unchanged, though it is not on as grand a scale as it was in Halo: Reach. There is a decent number of maps included from the outset, with a relatively even balance of small, medium, and large spaces for appropriate playlists.


Gone is the wave escalation mode of Firefight, replaced with Spartan Ops, a series of short missions that allow a small team or a single player to fight a set number of enemies of the different difficulty settings. While 343 Industries plans to add new chapters over time, the default missions are rather small in scope. Each has you tracking down some Forerunner artifact or source of intel and fighting both Covenant and Forerunner enemies along the way. The environments are directly inspired by some of the campaign missions, and as a whole feel quite uninspired.

Though the campaign lasts only a few hours - short, even by Halo standards - the storytelling is consistently great throughout. With the threat of an ancient evil lying wait deep inside Requiem and Cortana's descent into Rampancy, Master Chief finds his hands full. This aids in bringing out some of his personality - an element that has been almost entirely untouched during his previous in-game missions against the Covenant and the Flood. Yet, for every two steps the campaign takes forward into bold new territory, the other game modes insist on stepping back one, offering up stale and uninteresting takes on a formula that did not require fixing.

My rating: 7.5 (out of 10)

Wednesday, October 24, 2012

Halo 4 gameplay launch trailer

343 Industries has released a new gameplay trailer to prepare for the launch of Halo 4. While previous trailers focused on Master Chief and his development as a character, this one is more concerned with the ancient evil and the role of the Forerunners with regards to the story. Assuming the voice heard is that of The Didact, the Forerunner's most fearsome warrior may play a key role in the events that will soon unfold.

Monday, October 22, 2012

Halo 4 speculation - The Didact and The Precursors


With only two weeks left until the release of Halo 4, I thought I would go ahead and explore one part of the game's promotional content that has left me quite curious as to what direction the story will take. Please note that at this time I have not read any of the spoilers that have apparently broken out over the web - I like my gaming experiences to be pure, with the story unfolding as I play it. While I am happy to entertain other theories my readers might have, any spoiler content posted in the comments will be promptly removed. That said, the content of this post deals heavily with content from the Cryptum and Primordium novels of the Forerunner saga, and there may be spoiler content regarding those for anyone who has not read them.

The most standout element of the trailers for me has, thus far, been the reference to an ancient evil awakening in Halo 4. While the team at 343 Industries stated very early on that the Forerunners would be central to the story, we know by now that they were anything but evil. As the Forerunner novels indicate, the Didact was the most feared Forerunner warrior among the humans that faced them in the ancient interstellar war. We also know that, despite his dissent toward the Librarian's plan to construct and fire the Halo array, the Didact aided in keeping order to this plan by instilling Bornstellar with his own memories and abilities. In that sense, Bornstellar became a sort of second Didact.

Even if the Didact was greatly feared by the ancient humans and their primitive descendants that were relocated to Erde-Tyrene (Earth), the humans in Cryptum and Primordium appear to be more in awe of the Didact than actually fearful of him. Also, at no point during the events of Cryptum does the Didact instigate physical combat, he merely plays self-defense against the Master Builder's forces. In nearly all of the trailers for Halo 4, the Didact's symbol appears (as seen above) - the center of the hexagon may be filled in, but it is otherwise a perfect match.

All of this leads me to believe that the Didact will be important to the events of Halo 4. I don't see a way for either the original Didact or Bornstellar to be physically present, unless one of them miraculously survived the firing of the Halo rings. But it is possible that they left messages or clues behind for the Reclaimers (specifically, Spartan 117). The Didact did make mention of those who came before them, the Precursors, and that the Precursors encountered the Flood and managed to contain it before the Forerunners really took their grand role in shaping the future of the galaxy. Though we know practically nothing about the Precursors aside from the fact that their technology was incredibly advanced for its time, the symbol of the Didact could be the link between them and the recurring theme of an "ancient evil". Will we actually see any Precursors in-game? I don't know, but I kind of doubt it. Bungie shrouded the Forerunners in mystery for so many years, and to suddenly throw in a new alien race with little more than a brief mention in Cryptum seems an odd progression. But I think that the presence of the Precursors will be felt throughout the game, assuming my theory is correct.

Monday, June 4, 2012

Halo 4 E3 gameplay

Finally, we get some footage of Master Chief in action. And holy crap, does Halo 4 look gorgeous. I'm still very curious as to where the story will go, but the fact that Chief and Cortana make contact with the UNSC ship Infinity gives me hope that the story will draw out more of who John-117 is at his core. I imagine we will see more of these new enemies as the November release date draws closer. I was a little uncertain as to how well 343 Industries would handle the Halo story following the events of Halo 3, but I'm sold now. Time to go pre-order my copy.

Wednesday, May 16, 2012

Halo 4 limited edition announced


343 Industries has announced a limited edition release for Halo 4. This version will include a plethora of goodies. As far as the in-game content is concerned, purchasers will be allowed to download nine extra multiplayer maps. They will also be privy to six specializations, which in turn allow players greater customizations to their multiplayer Spartan-IV character. Also included are extra in-game armor and Assault Rifle skins, and some gear for Xbox Live Avatars.

With regards to physical items, the limited edition will be host to a briefing packet on the UNSC ship Infinity, which plays a key role on the multiplayer side of Halo 4's story. It seems this will be similar to Halsey's journal from the limited edition of Halo: Reach. Finally, the ninety-minute Forward Unto Dawn series, which chronicles Master Chief's story in the early days of the Human-Covenant War, is included. The Halo 4 limited edition will retail for $99.99, which really isn't too shabby, considering everything included with the game. I'll probably end up getting it primarily for the Forward Unto Dawn series, as I am really interested to see how Chief will be portrayed pre-Halo: CE/Halo 2/Halo 3.

Tuesday, April 17, 2012

Halo 4 release date announced

Halo 4 has an official release date of November 6, 2012. Admittedly, this is a bit earlier than I expected. Originally, 343 Industries had stated it would be a 'holiday 2012' release, which led me to believe the game would be launching closer to Christmas. I also find it curious that the official release date falls shortly after the releases of both Resident Evil 6 and Bioshock Infinite, two titles which have thus far released pretty substantial bits of information and gameplay trailers. Halo 4 has teased pieces of its whole through, but nothing nearly as significant as the other two have presented. I'm still planning to buy Halo 4 when it comes out. I just find it incredibly odd that 343 Industries is so far behind the competition with regards to promoting their product.

Saturday, April 14, 2012

Halo 4 wishlist


Though we still know very little about the campaign mode in Halo 4, a few things have been made clear. The rampancy of the AIs, or the number of years they can operate for before they begin to decay and outlive their usefulness, will be important as it pertains to Cortana. 343 Industries has also expressed a desire to explore who Master Chief is on the inside, territory that has been primarily reserved for the Halo novels and barely ever been touched in the games. On the multiplayer side of things, we will learn why it is possible that some red Spartan-IVs and blue Spartan-IVs can go into combat against one another. What I have compiled below is a wishlist of things I would like to see, not just in Halo 4, but from the Reclaimer trilogy as a whole (ie - Halos 4, 5, and 6). I recognize some of these may be a bit more farfetched than others, but only time will tell if 343 Industries decides to incorporate any of them.

A longer campaign

I'm not asking for Halo 4 to be the length of Final Fantasy XIII. But I am asking that it last around the same amount of time, if not longer than Halo: Reach did. Halo 2's campaign did just about everything right, save for the rushed ending. And while Bungie promised Halo 3 would have a longer campaign, that ended up not being the case. Halo 3 had a lot of ground to cover, and while it did wrap up every loose end that it needed to, the execution of its story was weaker than those of Halo 2 and Halo: Reach because of the fact that Halo 3 rarely slowed down enough to explore who the characters were at their core. I'm not asking for elaborate, hour-long cutscenes in the vein of Metal Gear Solid. But we barely got a sense of Master Chief and Cortana's dynamic in Halo 3, something that seemed to be the focal point of John 117's story.

Greater variety of enemies

343 Industries has already stated that there will be new enemies in Halo 4. Judging from the fact that the new games are part of the 'Reclaimer trilogy', I think it is safe to assume that these new enemies will have ties to the Forerunners. But there will also be Elites and Grunts who have broken away from the Separatists, and who once more view Master Chief as an enemy. Prior to humanity's contact with the Covenant, the many colonies of Earth were plagued by rebel uprisings that, in turn, led to the training of the Spartan-IIs. In the novel Halo: Glasslands, it is made apparent that some of these rebel groups view the victory over the Covenant as a prime opportunity to refocus their own goals. How greatly the Halo experience would be altered if players were pitted against other human characters instead of the many alien species they have become so familiar with gunning down.

More Spartans


While Halo 4 is being advertised with the Chief as the main character, there are still a few Spartans left in the galaxy; most notably the Spartan-IIs Fred, Kelly, and Linda (former squad mates of Master Chief) and the remaining Spartan-IIIs that Kurt trained on the Forerunner shield world of Onyx. Granted, the games would need to provide a brief synopsis of who these other Spartans are and how they ended up in the company of Dr. Catharine Halsey, as not everyone who has played the games will be familiar with the novels. But it could present the opportunity for some rich and deeper storytelling, as the Spartan program is explored to a greater degree. Having Master Chief reunite with his comrades could also present an excellent opportunity to draw out his character.

Return of the Arbiter

Halo 2's campaign split into two separate stories that culminated toward the game's last few hours. In carrying on the torch from the original Halo, Master Chief fought the Covenant forces and the Flood, while the Arbiter provided players with a curious look at the inner workings of the Covenant hierarchy and a concrete idea of what their misguided faith was all about. Prior to Halo 3's release, there were a number of naysayers who complained about the Master Chief not having been granted the spotlight for the entirety of Halo 2. But for me, playing as the Arbiter was a big part of what made Halo 2's campaign the best of the entire series. Forcing players to take on the role of a member of the Covenant expanded the Halo universe in so many ways. To be completely honest, I always found the Arbiter to be a far more believable and interesting character than the Chief because this Sangheili was constantly forced to question the decisions of the Prophets - first in their decision to spare him and dub him the new Arbiter, and second after the changing of the guard and the subsequent schism between the Covenant Loyalists and Separatists. The Arbiter became a tragic hero, a face of liberty for his people.


At the end of Halo 3, The Arbiter and Half Jaw lead the Sangheili forces back to their homeworld to make certain it is safe. Ever since Bungie concluded the main trilogy, I have pondered what the Sangheili homeworld might look like. The Halo Legends anime presented a glimpse of a very primitive Sangheilios, but we have no idea what the planet or its culture are like as of now. In placing players back into the role of the Arbiter, I think it would present a great opportunity to once more expand the story, while simultaneously revisiting what it is that makes the Arbiter tick now that the Covenant has disbanded.

Wednesday, April 11, 2012

Halo 4 soundtrack sampler

343 Industries has released a sampler of the Halo 4 original soundtrack. Composer Neil Davidge explained in a behind-the-scenes look at the recording process that his goal with the soundtrack was to create a sound that paid homage to the original trilogy while also breaking into new territory and defining this Reclaimer Trilogy as having a distinctly different atmosphere. Though this sampler only provides us with a taste of the full experience, I think it does well to accomplish what Davidge wants of it. I can only hope that the coming months see more information regarding Halo 4, as it is about the prime time for 343 Industries to start building up the anticipation for the game's Holiday 2012 release.

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