Campaign Design and New Enemy AI

I read a superb analysis done by Crue1Legacy a while back on 343’s campaign in Halo 4, and what improvements he suggested for Halo 5. There were many aspects from a gameplay perspective that just felt off during Halo 4, and Crue1Legacy’s analysis explains my thoughts exactly. Essentially, the two main points I want to call out are as follows;

  1. Halo 4’s campaign design was fundamentally flawed because of the choice of weapons/vehicles it gave players in many situations, and the frequent long distances between players and enemies.

  2. The Promethean enemy AI is not fun to engage. Encounters at high difficulties always resorted to shooting at enemies from a long distance (not fun).

I love the care and passion that 343 has been giving Halo, but I am concerned about some of the choices made in Halo 4’s campaign design (not to mention multiplayer). I hope they’ve learned some valuable lessons.

Here’s a link to Crue1Legacy’s analysis which explains these points in much better detail. http://cruellegaceyproductions.com/2013/07/19/if-i-was-making-halo-5-part-2-campaign-design/