Evaluation of the campaign after days of play

I’ve clocked a few days into Halo 4’s campaign now. I originally beat it in two runs on Legendary solo on launch night, but I’ve run through it many times since, with a multitude of different skulls on, etc. I’m creating this thread to dump my thoughts, because why not?

The first thing that got me about the campaign is that the sense of setting seems really off. The atmosphere and gameplay feels completely like Halo, but where Bungie focused on telling a story through the environment more than straight narrative delivery, 343 Industries puts an emphasis on giving us the plot. Being on board the UNSC Forward Unto Dawn felt just a little bit too drab and dark, as compared to the UNSC Pillar of Autumn or Halo 2’s Cairo Station. I understand this is a mostly-dead ship, but it still felt just a bit off. This carries through to other levels too.

Requiem, for example, is great at giving us a scope for this gigantic Forerunner planet, but it fails to tell us the story of this planet. Nothing is even implied. To give an example, Halo: Combat Evolved consistently made Installation 04 seem somewhat dangerous. There were these beautiful vistas and all, but you could not shake the feeling that there was something just dark in purpose about this structure. That absolutely comes full-circle when it’s revealed to be the resting place of a dormant Flood infection, as well as the killswitch for the entire galaxy. It was something that was implied well early on in the game, and followed through on beautifully.

Halo 4 gives nothing like that with Requiem. The planet itself is not really unsettling. Once you find out it houses a dormant Forerunner, things seem dark for a moment, but quickly grow cheesy as the Didact does typical bad guy banter and then lets you go. It seems a bit too dramatic, and then is never really touched on again. That Requiem becomes somewhat insignificant at the end of the campaign supports this. In my eyes, just so many missed opportunities to create a purposefully dark, unsettling place with Requiem. Instead, we get a planet that disappointingly does not give a strong sense of atmosphere.

Next, I want to talk about antagonist development, which literally does not occur in the game at all. It’s seriously just bad. Playing straight through the campaign, one does not get clued in as to why the Covenant has returned, suddenly with dumbed down technology and more of a crude “space pirates” feel. One does not have any idea who the Didact is or what his personal stake in this is. One does not even get to see his motivations all that clearly. He wants humanity obliterated, but for what? And why in such a gruesome fashion? Why is he turning what was originally a tool to combat the Flood into a weapon to use against humanity? It’s not made clear.

The Terminals make it a bit clearer, but they’re not available for viewing in-game. Further, they’re hazy too. Clearly, the Didact intends to end the Flood when the Librarian imprisons him. Why does he come out of exile with his sights clearly set on humans? Shouldn’t he be worried about the Flood? Overall, the Didact and the Covenant were both handled terribly in this game.

The overall length of the game is also way too brief. The game gives non-stop action with very little in-between fluff. While this is arguably a benefit, I believe it’s a problem. The game moves too quickly, and a lot gets lost in the motion. Adding just another level alone probably could have fixed a few of the problems with character development and campaign length.

The game also has some truly horribly, unenjoyable levels and sequences. The Broadsword sequence in the level “Midnight” is presumably supposed to play somewhat like the Star Fox of old, and yet it falls flat. It ends up unengaging, and with the advent of adding additional players, a lot of the mechanics in it simply break. Similarly, the Ghost boosting sequence at the end of “Forerunner” is a flabby mess. It should be brief, concise, and rather tight. Instead, you get a sequence where the Ghost feels way too weightless, and you’re thrown out of it way too often. Then when you’re desperately trying to flip it over, something weird is happening with gravity and you just can’t manage it. You inexplicably just drop dead seconds later. Frustrating and vague mechanics. And then, again, the entire sequence is just insultingly poor in cooperative. Dead players’ Ghost spawn in front of players boosting ahead, resulting in both being thrown from their vehicles. Respawning players are spawned backwards, with no sense of space. Very bad.

The entire level “Shutdown” is an exercise in bad level structure, execution, atmosphere, pacing, etc. Starting out inside the Infinity should feel exploratory and exciting. Instead, it feels restrictive. The Pelican feels and flies like it should, but there is literally no danger of being killed in it, so there’s no tension or engagement while flying it. Also, having the cooperative players operating useless guns on the sides of the Pelican is a horrible choice, as opposed to just giving us more Pelicans. Additionally, each of the two Forerunner structures in the level play like unwanted padding, and the structures themselves fail to intrigue. It feels like you’re wading through uninteresting content just to move the plot along. It’s not immersing. It’s the wrong kind of fluff. The sight lines in both structures also make fighting the Knights very frustrating on higher difficulties.

The level “Midnight” makes the Mantle’s Approach seem like it was designed by lunatics. That level has a schizophrenic sense of pacing and setting. You’re going through orange-tinted corridors, then through portals, into different parts of the ship that seem very suspended. Yes, bottomless pits inside a ship. It’s nonsensical. If you thought the Pillar of Autumn’s structure made no sense in Halo: Combat Evolved, I would like to see you evaluate Mantle’s Approach. It all culminates in this huge bottomless-pit-containing chamber with four suspending platforms that, for some reason, have to be traversed via man cannons, and for some reason, it seems like each of these platforms exists only to house a plinth for Cortana. Oh, and in the middle of this room, the Didact is in a stasis bubble dancing like freaking Michael Jackson. For some reason, when Cortana disables the Didact’s stasis bubble, a hardlight bridge forms quite a distance above the platforms, and for some reason, it leads straight to the base of the Composer, which is somehow integrated into the ship. I should also mention that this entire chamber is not even airtight - you can look up and see Earth directly above.

The point is, Mantle’s Approach was a boring level structurally, pacing-wise, and atmosphere-wise. It’s not a highlight of the campaign. And when you look at it from a legitimate structural standpoint, it gets you scratching your head even more. It turns the old “mysterious Forerunner structure” feeling into a ridiculously overdone shadow of itself. 343 Industries really really overdid Forerunner architecture.

Also of note: at the end of “Midnight” and the beginning of “Dawn”, there are first-person “quicktime” sequences that jerk control away from the player in an attempt to feel more “cinematic”. This does not really work that effectively in Halo. Showing us Master Chief’s hand as he pushes a button or inserts Cortana into a plinth may give us a better sense of Master Chief as a character, but it jerks us out of the action and is a bit jarring, frankly. I would elect to make it like previous Halo games, where switches were activated in the same way, but with no animation. Surprisingly, it felt more immersing that way. It kept us in control. We were still in the game. This was partially our story. Halo 4, especially in the instances where control is jerked away, feels more like we’re just sitting and watching the Master Chief’s story.

Additionally, these sequences kind of break in cooperative. The switches and stuff work fine - one player handles it while all the other retain control. However, the two instances I cited earlier - the elevator of “Dawn” and the hardlight bridge in “Midnight” - jerk control away from all players almost completely. One gets to push a few buttons while the other literally sit and watch from the first player’s perspective. Again, this kind of stuff just doesn’t really feel good. The game does not feel like it was built with cooperative play in mind.

I’m going to move on to positives now. The first thing that pops into my brain when I think “positives” in the Halo 4 campaign is Cortana, John, and storytelling. Surprisingly, the cutscenes all deliver the story extremely effectively. They’re all beautiful, engaging to watch, and carry a certain weight to them that’s just intriguing. This is particularly great when it comes to expanding the roles of Cortana and Master Chief.

I could go into a lot of detail on their relationship, but I’ll try to keep it relatively brief. Basically, I’m a fan of how they’re presented here. 343 Industries has made Cortana feel more like a character than a utility. They have made John feel more like a character than a platform for our engagement into the universe. I didn’t think they would be able to nail a more interactive, more “emotional” Master Chief, but they did. As ever, Chief is still really expressive with his body, as opposed to his words. But he expresses so much more. When he’s plying Cortana, you can hear all the care oozing out of him with his firm “Cortana.” It’s all beautifully done. Master Chief and Cortana’s journey is definitely the biggest highlight in Halo 4.

Another good aspect of the campaign - well, the game in general - is the gunplay. Almost everything just feels right. It’s exciting to pick up the Boltshot in the level “Forerunner” and start headshotting those Crawlers with it. Popping Grunts in the face with the Battle Rifle is as satisfying as ever. As a legacy fan of Halo since Combat Evolved, the aesthetic of some of the weapons feels purely not UNSC or Covenant at first. That said, I’m fully used to them at this point, and absolutely pleased with their new personalities. They all feel satisfying to shoot.

Additionally, there’s depth to the combat, added through the guns. You’ll know to pick off a Knight from the distance if it’s using the Scattershot, because you don’t want to get close to that thing. Similarly, if it’s using the Light Rifle, it might be more effective to go in close for that CQC kill. Even better, old combinations are still favored. The classic “noob combo” has not been neglected. They were smart enough to give the Magnum a scope. Plasma weapons still generally do more damage to shields, while UNSC weapons do more damage to flesh. Grenades still bounce naturally. Everything just feels right. Halo’s gameplay core has always been the pure joy one can get out of using some of the guns, and 343 Industries has completely delivered on that front, bringing back almost all of the old favorites, while pushing the envelope with things like the Boltshot’s new functionality, or the Incineration Cannon’s splash effect, or the Binary Rifle’s one-shot kill. It all feels great, especially in the campaign.

Finally, some of the levels are just amazing. My favorite level is easily “Composer”. This level starts off with the familiar anomaly of a Halo ring, immediately bringing a measure of intrigue to the storytelling. Then you quickly discover that you’re rescuing civilian scientists from a Covenant invasion of a top-secret ONI base. This adds a great sense of setting into the level that I think is not really shared by any of the other levels in the game. Pacing-wise, the level is great. You start pushing in to the Covenant, and soon you’re defending a landing platform from them. Then you push into them again, except you’re fighting to defend scientists and security personnel. It’s just got a pleasing ebb and flow about the level that isn’t in any of the other levels. It’s then enhanced by the fact that this level has audio logs in which the scientists are reviewing artifacts from Installation 03, creating even more intrigue and a stronger sense of setting.

The Didact’s scanning and the Covenant ransacking everything creates this constant sense of panic, complimented perfectly with something-flickering power, claustrophobic tunnels, and amazing window views of a bunch of Covenant vessels and the Mantle’s Approach looming over the station. Then, when it couldn’t get any better, a Mantis holdout section of the game that’s actually fun! It all culminates in this awesome visual of the Didact’s ship ripping the Composer from the station, Cortana sputtering and failing to focus enough to get the Chief the information he needs in a timely matter, and then the entire staff of the station getting composed by the Didact. Overall, this level is just the perfect storm of fun combat encounters, good pacing, great character development, great character acting, great writing, and a really believable sense of atmosphere. It’s the perfect storm of a level. “Composer” is by far the best level of the game.

Here are a few things I would have changed. Like I said earlier, I would have made the game feel a little longer, improving the pacing quite a bit. I probably would have done this using what I feel are missed story opportunities by 343 Industries. Instead of just skimming over Installation 03, they should have had us chase the Didact there first, and then given us that beautiful “Composer” level. I think the game would have benefited from visiting a Halo ring. Additionally, when the Didact flees for Earth, I would have had his forces and the Covenant invading New Phoenix. Give us a level of attempted evacuation on Earth, and then have the Chief storm the Mantle’s Approach. This would have given us a nice “boots on the ground” approach to the conflict, and I think a better sense of what’s at stake.

These are my thoughts after investing quite a bit of time into Halo 4 and its campaign mode. Thanks for reading, though I doubt many of you will make it to this point.

I ran through the campaign once with my friends just to beat it on legendary. Thank you for thoroughly examining it, as I never would have.

I always felt like something was a little off with the way they presented the story straight through dialogue, but I now see it goes much deeper.

Thanks

> I ran through the campaign once with my friends just to beat it on legendary. Thank you for thoroughly examining it, as I never would have.
>
> I always felt like something was a little off with the way they presented the story straight through dialogue, but I now see it goes much deeper.
>
> Thanks

I’m deep into Halo’s lore. I buy each game mainly for the campaign. I buy each novel on the release dates. For me, the universe itself is the most compelling aspect of Halo. So, I always try to examine each campaign experience very carefully - separate from the game as a whole, as well. This has been especially important with Halo 4, as the game itself is quite a disappointment. Many features are broken or missing, and I’m not satisfied at all with War Games or Spartan Ops. That said, I quite enjoyed the story I got out of the campaign, and so my purchase was warranted for me.

If you’ve got any questions about the campaign that you want to ask, go for it. I’m open to even more discussion.

My God I’ve only read the first few paragraphs and you’ve stated things so well and calmly. It’s incredible! I’d like to read the rest later. Certainly seems like it’ll be worthwhile. favorited

I think the Prometheans became “converted” too early. Only a single level has them fighting the Covenant and only 2 levels has them fighting alongside the Covies (except they’re often led by Knights with Elites nowhere to be found). The Flood fought Covies in CE for 3 levels (4 if you include 343 Guilty Spark, where it’s implied). Most disappointing thing is that Hunters are never seen fighting or fighting alongside Prometheans.

Also, I think it’d have been more interesting if some of the Knights were still under the Librarian’s control. It’s pretty damn awesome to watch Knights fighting Knights.

And I think Sentinels should have had a more prominent appearance in combat. They are only seen fighting on Requiem and any other time (via glitch) they will not engage the Prometheans or Covies.

Lastly, remember that scene in the E3 trailer in that lava area where the Didact-controlled Knight tosses an Elite’s corpse? I think it’d have been awesome if the Covies realized the Didact’s true intentions and turned against him. Or if the Didact betrayed them. It seems like it’ll happen in Spartan Ops instead, assuming it gets used.

Which brings me to my next point. Lots of things the campaign could use are relegated to Spartan Ops. Noticeably, the lack of long term button pushing. You can push buttons and get right back into the action. But in the campaign, it gets repetitive. The only time I feel like it should have been used was when inserting Cortana into the pedestals and at the airlocks.

> My God I’ve only read the first few paragraphs and you’ve stated things so well and calmly. It’s incredible! I’d like to read the rest later. Certainly seems like it’ll be worthwhile. favorited
>
> I think the Prometheans became “converted” too early. Only a single level has them fighting the Covenant and only 2 levels has them fighting alongside the Covies (except they’re often led by Knights with Elites nowhere to be found). The Flood fought Covies in CE for 3 levels (4 if you include 343 Guilty Spark, where it’s implied). Most disappointing thing is that Hunters are never seen fighting or fighting alongside Prometheans.
>
> Also, I think it’d have been more interesting if some of the Knights were still under the Librarian’s control. It’s pretty damn awesome to watch Knights fighting Knights.
>
> And I think Sentinels should have had a more prominent appearance in combat. They are only seen fighting on Requiem and any other time (via glitch) they will not engage the Prometheans or Covies.
>
> Lastly, remember that scene in the E3 trailer in that lava area where the Didact-controlled Knight tosses an Elite’s corpse? I think it’d have been awesome if the Covies realized the Didact’s true intentions and turned against him. Or if the Didact betrayed them. It seems like it’ll happen in Spartan Ops instead, assuming it gets used.
>
> Which brings me to my next point. Lots of things the campaign could use are relegated to Spartan Ops. Noticeably, the lack of long term button pushing. You can push buttons and get right back into the action. But in the campaign, it gets repetitive. The only time I feel like it should have been used was when inserting Cortana into the pedestals and at the airlocks.

I pretty much agree with all of your points. Seeing the Prometheans and Covenant combat each other in “Forerunner” was pretty cool. I was honestly hoping it would carry on for at least a few more levels - it would have added an air of chaos to these sometimes-too-tidy cut-and-dry level designs. Also, watching those Knights turn traitor was pretty cool. That would have been nice to see, but I don’t see how it could be supported as far as the fiction goes.

I also agree about the Sentinels. I was really happy to see them on “Reclaimer” (that was the first level I initially noticed them on), but really disappointed when they turned out to be allies, and even more disappointed when I killed one and it disintegrated. I feel like they could have done more with the Sentinels. Definitely not to the extent of some of the Sentinel-heavy levels of Halo 2, but we are on a Forerunner planet. The last Forerunner planet the UNSC encountered (Onyx) was almost literally made of Sentinels.

I would have liked to see more interaction between the Didact and the Covenant in general. The only indication given that they’re going to ally is when the Didact takes over the Knights in that cutscene in “Forerunner”, and the Elites bow down before him. But when you encounter Knights commanding Covenant in “Infinity”, even Cortana is shocked by it. The problem is, the nature of this relationship is never explored after that. Does the Didact command these Covenant directly? Do they just follow him around because he’s a god to them? Is Jul 'Mdama around, and does he communicate with the Didact? And why does the Didact have mercy on the Covenant, anyway? He describes them as “primitives”, so why does he choose to utilize them, rather than cast them aside? So many questions about the nature of this alliance, and the game answers none of them. That is truly disappointing to me.

As for Spartan Ops, I agree that it has a lot of things campaign could use for improvement - such as the button-pushing - but that mode as a whole disappoints me so much that I’ve kind of just skimmed over it. I’ve played each chapter once, and I don’t really have the motivation to go at it again. I prefer my Halo to be played primarily solo, and Spartan Ops does not cater to this very well. It’s a grind without cooperative, basically. I play through once to see where the story is going. I would be more of a fan if Spartan Ops took some lessons from the campaign, actually.

I find these to be opinions and not actually flaws. It isn’t changing my mind that the campaign’s story was great.

This post has been edited by a moderator. Please do not create alternate accounts to bypass forum bans. Alternate accounts will be permanently banned, and offending users will be subject to both temporary and permanent bans.

*Original post. Click at your own discretion.

Halo 4 has the best campaign.

Dude257 do you work for a review company or have a blog/channel etc?

If not why not!

Will read the rest on my lunch break very interesting!

Really? The Composer is your favorite? I really did enjoy that room with allt he ancient Installation 3 artifacts, but the Mantis section was just bad. When you first come across the Composer, you see lots of Marines and Mantises. You get this “Oh, there’s gonna be a big war.” feeling. Once you get back there. It’s just another Master Chief solo mission.

Anyways, my favorite mission is Infinity. A bit restrictive at the start, but enough action and atmospheric diversity to keep the players interested.

> I find these to be opinions and not actually flaws. It isn’t changing my mind that the campaign’s story was great.

They are advertised as my opinions, hence why you’ll find that they’re opinions. Anyways, I don’t want you to think the campaign’s story was anything but great! I really enjoyed it, myself.

> Really? The Composer is your favorite? I really did enjoy that room with allt he ancient Installation 3 artifacts, but the Mantis section was just bad. When you first come across the Composer, you see lots of Marines and Mantises. You get this “Oh, there’s gonna be a big war.” feeling. Once you get back there. It’s just another Master Chief solo mission.
>
> Anyways, my favorite mission is Infinity. A bit restrictive at the start, but enough action and atmospheric diversity to keep the players interested.

I didn’t really touch on it in my OPs, but I really don’t like fighting the Prometheans that much. I play primarily on Legendary, usually with a few skulls on, and while that makes the Covenant desirably hard, it usually makes the Prometheans very frustrating. The Knights tend to love teleporting away when their shields pop. I also find their warp melee charges and their super jump lunges to be somewhat overpowered, as when you’re fighting more than one of them, it’s very easy for one you’re not paying attention to do this and catch you off guard with a one-hit kill. Also, the Knights that wield Binary Rifles which don’t even visibly track you are downright ridiculous. Just as annoying as some of the Knights’ antics, the Watchers retreat and self-repair when you start shooting at them. And they can take so much damage on higher difficulties that it’s somewhat tough to kill them before they get away. That sounds like a challenge, but I don’t think it’s done right. It always feels frustrating when they get away.

Basically, the Prometheans are exactly as fierce and powerful as 343 Industries wanted them to be, but I don’t feel like they’re intelligent, and their tactics are incredibly frustrating. Couple that with the fact that some of them take so much damage, and retreat the instant they’re in danger, and you’ve got frustrating, cheap-feeling enemies. And to make my point, this is exactly why “Infinity” is actually one of my least favorite levels. The jungle guerrilla warfare with the Knights and Watchers gets frustrating quickly to me. That might also be part of why I enjoy “Composer” so much. That level is pure Covenant invasion, an atmosphere and enemy which I love. Yes, this is all personal preference though.