A New Fight to Finish
Austen Goslin
With Halo 4, 343
Industries was tasked with a near impossible feat: bring one of the
most beloved series in modern gaming into a new age, while still
retaining the core fans that put the series where it is today.
Against all odds 343i has done all of this, and created one of the
years best games in the process.
Halo 4 picks up
four years after the third game, with the Master Chief and Cortana
still adrift on the Forward Unto Dawn. After an unfriendly reunion
with some familiar enemies, Chief finds himself on the Forerunner
planet of Requiem, with a very dangerous new foe to contend with.
The first and most
striking aspect of Requiem is its beauty. Light streams through deep
green forests, and reflects from ancient forerunner architecture to
create one of the more visually stunning games of this generation.
Halo 4's graphical prowess doesn't stop there, each of the games 8
missions looks varied, unique, and incredible. Not only that, but the
audio is some of the best this generation. Every gun has an easily
recognizable sound that echoes off walls, and is felt rather than
heard.
While past Halo
games have lagged behind in the technical department, Halo 4
establishes that 343i will take great care to keep this new trilogy
ahead of the curb. The care put in to the environment, however, pails
in comparison to the work done on the games two enemy factions.
Gone are the flood
of the original trilogy, replaced instead with a group called
“Prometheans.” This ancient class of Forerunner warriors presents
Master Chief, and in turn the player, with a foe far more difficult
than any he has faced before. Prometheans feel impressively different
than anything in previous Halo games. They still possess the series
trademark brilliant AI, while reacting in a manner that displays
tactical prowess and self-preservation, rather than the Covenants
self-sacrifice and religious fanaticism.
Prometheans also
come with their own set of weaponry, however there is little done to
differentiate these weapons from their human equivalent. There is a
shotgun, a battle rifle, a sniper rifle, and so on. While there are
differences in damage, fire rate, and reload speed, little else
speaks to the guns advanced alien nature. That is except its ascetic.
Promethean guns look incredible, every part of their design is
crafted to feel alien and unique. This is achieved in no small part
by the amazing animation of the weapons forming around Master Chief's
hand when they are first picked up.
As for the other
faction, Halo 4 sees the return of the Covenant for the sixth time in
the series. While it stands to reason that the Covenant should feel
played out, much as they have for the past several games, they are,
instead, given new life in Halo 4. 343i takes the Covenant back to
their roots from Halo: Combat Evolved, allowing them to return to the
huge, powerful, terrifying creatures they were before. Gone are the
days of Elites being jokes, shouting phrases in broken English, they
have been replaced by the guttural yells of a violent language, yells
that pierce the battle field, even over the roar of gun fire.
That isn't the only
place Halo 4 feels reminiscent of the original though, the encounter
design also takes it's cues from Combat Evolved. Leaving behind the
straightforward fire fights of the past several games, Halo 4 allows
the players to take on huge battlefields in any way they see fit.
This allows the player to create their own awesome moments, rather
then have those moments shown to them through the game. This design
choice makes all the difference in the world in terms of fun and
interesting missions, both of which Halo 4 possesses in spade.
Despite the fun to
be had in combat, Halo 4's greatest moments come in the times between
encounters. When the gun fire stops and the environment is allowed to
tell its own story. These are also the times that Halo 4's best story
steps forward, the story of Master Chief and Cortana. This story
holds the most interesting and emotional dialog in the series. It is
also the story told most effectively; conveyed only through the
script and the voice acting, both of which are at series highs here.
Multiplayer:
From the dorm room
LAN parties on Blood Gultch to the battles still being waged in
Reach, multiplayer has always been the crux of the Halo series. While
it seemed almost impossible for 343i to bring the Halo's multiplayer
into the common era, they have come through with remarkable success.
Halo 4 holds true enough to the previous titles to feel like a
sequel, while changing the things it needed to. The addition of
sprint coupled with a slightly quicker death, creates a multiplayer
experience more fit for modern players. While dying never feels as
quick as Call of Duty, it is fast enough to up the pace of the
multiplayer as a whole. 343i works around this speed change by
creating larger maps whose sight line makes sprinting from a fight
far harder. All this combined with the addition of dominion, a new
and exciting twist on King of the Hill, that hasn't yet to be done in
any game prior, leads to what we have come to expect from a Halo
game: one of the best multiplayer experiences of the year.
While the Chief and
Cortana story in Halo 4 excels, it is surrounded by a story that
doesn't work particularly well. The main story is marred by pacing
issues and plot holes. Many major points go without any explanation,
and appear and disappear at seemingly random points. It is sad to see
a great side story get covered by a lack luster main story. That
being said, the story does fair slightly better if the player is
familiar with the extended universe, but it is a problem that there
needs to be a prerequisite for enjoying this story.
While the majority
of the story is told through the campaign, a small portion is told
through weekly installments of the Spartan Ops game mode. 343i is
releasing a total of ten episodes of Spartan Ops in this first
season. Each episode contains five chapters of about ten to fifteen
minutes each. While this is a remarkable and interesting idea in
practice the missions are little to no fun. The missions are always
heavily combat focused, and trade in the campaigns free and open
design in favor of linear encounters with strict paths to victory.
It comes off as a poor imitator of the stellar campaign, removing the
solemn slow moments in favor of skipping straight to the encounters.
Conclusion:
While many were
skeptical of a 343i made Halo game, even the most pessimistic of fans
will be hard pressed to find much fault in Halo 4. Despite it's few
minor flaws it is an exemplary game; one that stands tall among a
field of generic shooters, it is a shining example of the
possibilities still to be found in an aging genre. With this being
the start of a new trilogy, it is assuring to know that the series is
in very capable hands at 343i. Their willingness to dissect the
series and find what made it great to begin with, is surely what has
helped them to create not only one of the best games of the year, but
of the generation as well.
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