An Audiophile's Assessment of Halo 4

Now I want to first preface this by saying I love Halo and have since Halo CE. Halo 4, in many ways, has pushed the franchise forward and I honestly respect 343’s efforts to put forth a quality game. I enjoy Halo 4, but I find myself wanting; pining for something intangible that, until recently, I could not put my finger on until it hit me.

I’m a self proclaimed audiophile. Now I couldn’t pick out a perfect pitch from simply listening to it and I don’t hold any music or production degrees, but I am (1) a DJ, (2) a musician, and (3) feel I have an intimate knowledge of what moves people; what provokes them emotionally by what they hear. I’ve spent hours perfecting my craft.

Now I’m not here to rag on Neil Davidge. His work on the musical score of this game is exemplary. I loved the music from the moment I popped the disc in. The music is not what I felt was lacking. I was moved by his music and, dare I say it, even more so than in past Halo games.

But it’s in the past where I find the contrasts to explain my emptiness I feel Halo 4, in its current form, is sorely unable to fill. From the first time I picked up the controller to play a Halo game, you were instantly immersed into a universe where you portray a living killing machine. You’re handed a gun and storm off to, well… kill! All the 3D rendering and graphics wouldn’t have amounted to much had it not been for one thing: the satisfaction you received from killing.

This emotional response, in my experience, was intense. More so than in any other FPS game. What Halo delivered was a visceral, almost primal, experience because of how the enemy sounded. The jittery, sometimes hilarious, cackle of the Grunts and the legendary WORT WORT of the Elites imbued character to the little more than polygons dancing in front of our eyes, but what was most satisfying was to hear these characters scream and cry, even wail, when you killed them. It was rewarding at an intangible level to hear your enemies squeal their last dying breath. Even into matchmaking, Jeff Steitzer’s cynical announcement of a Slayer Match, “SSSlayer” enticed you and invited you to go on a killing spree. There was an edginess and Halo, at it’s core, rewarded you imperceptibly for being a ruthless and efficient killing machine.

Even in later games, when you splattered an enemy in matchmaking in Halo 3, you’d feel empowered with their overly loud cries. In Reach, the assassination was that more satisfying when you heard the blood gurgling in your opponent’s throat, and head shots felt devastatingly good when your heard your enemy cry out. But this is where Halo 4 has lost its edge.

Assassinations are silent. The sounds of the guns, while they sound excellent in first person, become laughable in third person (have you played SWAT in Halo 4?) The character of the Covenant and even Prometheans are gone. You can’t relate to their gibberish. The grunts have been muffled, the elites have been muzzled, which takes everything satisfying about being this killing machine away. No longer are you rewarded with a hearty wail when you demolish your enemy. And you no longer relate to your enemy, making it feel as if you’re simply going through the motions.

In contrast, Halo 4 embodies the antithesis of this audio darkness I crave. Jeff Steitzer’s announcing has gone from this deep, chilling guide, ushering you into death matches to a jovial and bright annoyance (have you heard him say “Road Trip”, anyone?). War Games is eerily silent, void of loud cries that you’d imagine would riddle a battlefield. The only impotent cries are your own, whispered as you sometimes die.

Halo 4, for all its grand visuals and epic soundtrack, in my opinion, is hobbled by its inability to speak to that primal killer in all of us. It’s been sanitized and replaced with what I can only describe as a car accident that has no sound; and thus void of emotion and anything that would audibly compel people to respond.

I first noticed this when gameplay was shown at E3 and PAX. I hoped these early builds were missing this critical component and would surely be included in the final product. But my hopes were dashed when in the first mission of the campaign, the grunts fell silently to my headshots. The sound of the bullets passing through flesh was little consolation. This same sound gives equally low consolation in SWAT.

I still play Halo 4 and enjoy it for the most part. But it feels like a non-alcoholic beer, lacking what I feel I really want. The bite is gone, and the complete satisfaction is missing. And while I still go on killing sprees, this killing machine finds little to no reward for his dark bloodlust.

Love the non-alcoholic beer analogy, I too feel that sounds have taken a turn in the wrong direction. Specifically, I feel the elites now have lost the proud warrior feel that they have maintained since CE.

I completely agree. I don’t think I heard a single Elite make a sound during the entire campaign, and maybe one out of every twenty grunts made some sort of unintelligible mumble that left me more confused than exhilarated. And I’ve noticed the silence in War Games, too; Spartans seem to die in complete and utter silence. It’s not a big deal, but it was jarring when I noticed it for the first time.

> snip’d

You, sir, just drove a nail into an issue I didn’t even realize existed in this game! No WONDER something felt off! THANK YOU!!!

Now, to 343i,… FIX IT! >.<

Definitely agree with the sounds for enemies there- the Prometheans would be much more menacing if there was more distinct sound to them on the battefield and when they screamed- the constant whispered binary growling doesn’t suit them. As for the music I agree completely. The music for the final level is some of the best in my opinion.

You made me realize that it’s the small things that matter the most, this is what has been bothering me about he campaign and in war games (other than the size scaling, which is another issue) and I didn’t realize it until you pointed it out. The small things like that are what gave the that good feeling of killing elites and that scary feeling of hearing invisible elites all around yet not seeing them, gone in 4. It’s the small things that pull you in the most, you should tweet this thread to them, see what happens.

> you should tweet this thread to them, see what happens.

I wish I knew how

You’re right.

Needs more “Wort wort wort”!

> you should tweet this thread to them, see what happens.

anyone know how?

I don’t know their Twitter handles

Beautiful post. I completely agree! The game feels so… empty. Devoid of life.

> > you should tweet this thread to them, see what happens.
>
> anyone know how?
>
> I don’t know their Twitter handles

I’ll do it for you if you want, Bs angels is @BsAngel, David Ellis’ is @DavidEllis, the waypoint team’s is @HaloWaypoint, that’s all I know. I’ll tweet them for you if you don’t mind.

I completely 100 hundred percent disagree with everything you say. I quite enjoy 343 's Halo. I embrace I do not want 343 trying to imitate Bungie. I give major props to Sotaro Tojima who was former lead sound designer of MGS4. I enjoy that the weapons have a lot of weight sound. I believe the figure was about 70% of the games sound was made from scratch. I feel like master chief walking around. The gun sounds are the best yet and they sound like what I would imagine when I first saw screenshots of the weapons.

I’m sorry you didn’t feel the emotion as you so describe. But I would feel out of place with the often silly lines of the elites/grunts. I heard them speak all through the game and sometimes sounded terrified and other times that wanted to kill me. If they were like the previous trilogy it would take away from all this build up of emotion they were working for. I have no issues with forerunner they sound all mechanical devoid of life since they are binary transfered over souls. I do not expect them to talk or speak.

> I do not want 343 trying to imitate Bungie.

We should be so lucky :frowning:

> I completely 100 hundred percent disagree with everything you say.

That’s quite alright. I’m entitled to my opinion aren’t I?

> I enjoy that the weapons have a lot of weight sound. I believe the figure was about 70% of the games sound was made from scratch.

The ratio of created sounds doesn’t matter, and your guns may sound great to you, but when you’re shooting at me, they sound hollow and empty. FACT. Play a game of SWAT where the BR sound like gears grinding and the DMR sound like a toy.

> I’m sorry you didn’t feel the emotion as you so describe. But I would feel out of place with the often silly lines of the elites/grunts. I heard them speak all through the game and sometimes sounded terrified and other times that wanted to kill me. If they were like the previous trilogy it would take away from all this build up of emotion they were working for. I have no issues with forerunner they sound all mechanical devoid of life since they are binary transfered over souls. I do not expect them to talk or speak.

Here’s where your argument simply falls apart. I never asked for 343 to copy and paste old sounds or make it exactly like the other versions, but to simply hold true to the badassery; the feeling of playing Halo as this lethal killing machine. Halo 4 is this bright colorful happy game where you get to shootings (intentionally muddled there). I want to be a lethal killing machine.

And I’d like to expand on this notion. I’m not some deviant with some dark inner need to kill, but that’s what we all have in us at a very primal state. The id, if you will. Halo 4 has done very well in every department but one. I’m sorry, but Sotaru Tojima’s work, while commendable, fails at a very basic level to compel you. Don’t get me wrong, the gun sounds (in first person) are amazing but just a small piece of the overall pie, in sound terms. Audio pulls you in. It is one of our senses most related to emotion. And Halo 4, for all it’s good intentions, simply falls flat and doesn’t sound natural.

> I completely 100 hundred percent disagree with everything you say. I quite enjoy 343 's Halo. I embrace I do not want 343 trying to imitate Bungie. I give major props to Sotaro Tojima who was former lead sound designer of MGS4. I enjoy that the weapons have a lot of weight sound. I believe the figure was about 70% of the games sound was made from scratch. I feel like master chief walking around. The gun sounds are the best yet and they sound like what I would imagine when I first saw screenshots of the weapons.
>
> I’m sorry you didn’t feel the emotion as you so describe. But I would feel out of place with the often silly lines of the elites/grunts. I heard them speak all through the game and sometimes sounded terrified and other times that wanted to kill me. If they were like the previous trilogy it would take away from all this build up of emotion they were working for. I have no issues with forerunner they sound all mechanical devoid of life since they are binary transfered over souls. I do not expect them to talk or speak.

You obviously didn’t read the whole post.

Very much agree with the OP - one thing I have always appreciated in games, and especially Halo was the work and thought that was put into the sound. The loud (and sometimes ridiculous - but in a good way!) death cries of Spartans in matchmaking, the panicky cries of Grunts running in terror from you, the satisfying gunfire from the BR in past games (that’s the one gun sound I just can’t stand in this game, first or third person) just added together to make something very special.

Lots of that is just not quite there in Halo 4. Like you, I do enjoy the game, and I do think it’s a good first full game for 343 - but something is missing that just makes the overall experience feel just a little off.

Interesting. I have been feeling that subtle “off” feeling that a lot of others have, and like them, I couldn’t really say what it was. There was no logical reason for Halo 4 to feel less satisfying than, say, Halo 3. Especially when all the guns sound and feel lethal in first-person. I never even stopped to consider the peripheral sound effects.

Mm. Well, too late to really change it now, it’s all done. At least the gameplay itself is good.

My biggest gripes for the sound design is the sounds of the snipe, BR, DMR, AR, rockets, shotgun and the announcer having less oomph in the announcements.

They nailed the covenant weapons though, they’re great. Promethean sounds are good too.

The UNSC arsenal sucks though, the guns I listed all sound too tinny or weak, particularly the snipe, BR and DMR. The snipe and BR have always had a roar, and Reach’s DMR was much more satisfying to fire because of the sound.

For UNSC weapon sound design, take a note out of CEA’s book. Especially for the AR, magnum, rockets, snipe and shotty. Revert the DMR sound back to Reach, and the BR should be more like Halo 3’s sound.

Excellent OP and i agree wholeheartedly, the soul appears to be gone from the game, directly from the sounds!!