Okay while surfing the internet I came across a couple of quotes from Scott Warner Halo 4’s Lead Designer which actually captured why I think Halo 4’s gameplay especially in Campaign fell short.
- “And if you were to look at what the big changes from previous Halo games are, it’s the introduction of the new race, and our decision to move away from over-emphasizing huge combat spaces – like the ones you see in Halo 3 and Reach – in exchange for bringing some more tight linear environments back into the game. When you go back to the first Halo, there are many fantastic fights, like the one out of Pillar of Autumn, that are really excellent because they are more linear and tight.”
Now usually I would have no problem with it, after all some of my favourate FPS’s are more linear than others (Bioshock, Halo 2 and Half Life 2) but the problem with prioritizing linearity is that it offers no replay value. Modern FPS’ such as Bioshock Infinate(from the demos I’ve seen) and even COD BLOPS 2 remedy this problem by giving the player a set of tools to handle the level any way he sees fit . Halo 4 does neither, instead it gives you a set of the same limit tools to handle a level which ends up making it combat boring and repetitive.
Plus how anyone can look at the huge vehicle sections in Halo 3 and think to themselves,“Yep, …not gonna have that in our game” boggles my mind
- “Another area of the game that we explored early on but ended up backing away from, was the idea of having major setpiece moments that didn’t interrupt the sandbox.”
Now there are two ways I could take this.
If this means that 343i actually considered having Modern Warfare type over the top action sequences then I agree, moving away from them was probably the best thing for Halo 4’s narrative and pacing.
But if this means scrapping imaginative segemnts such as Navigating through a potion of the first level using the Mjlnior Armours Zero-G thrusters and also meant not considering imaginative levels segments were chief would have hallucinations of ancient forerunner civilisations after the Librarian accelarated chief’s evolution, then I believe 343 missed out an opprtunity to make the story a lot more interesting.
- “We started with the multiplayer first in establishing the overall sandbox balance, and then applied that back into the campaign.”
I said this when I played Halo reach and I’ll say it again.
DEVELOPERS PLEASE STOP DOING THIS!!!
343i you one of the few developers blessed with the chance to work on a game which has a great Campaign and a great multiplayer ,dont squander the campaign by imposing unnecessary limitations from the multiplayer onto the campaign.
For example:
Is there honestly any good reason why Active camo was nerfed to the point of it only being usefull if your moving extra slowly in campaign?
Is there any good reason why Promethean vision exists in single player? its practically useless.
Is there any good reason why your not allowed to recharge oyour shields when using the Hardlight shields ?
Is there any good reason why we couldnt have a couple of campaign only armour abilities ?
343i Halo 4’ AA mechanics have the potential to rival Bioshocks Plasmid and Tonic system if you evolve it that way.
Im not saying dont balance the AA and weapons for multiplayer, far from it infact, what Im asking is for developers not to diminish the impact of Amour Abilities and weapons in campaign for the sake of =balancing a PvP mode which Im not even playing.