To me, Halo campaign/firefight has always been about enclosed spaces, swarms of aliens, and near impossible odds. The fun is getting to shoot, nade, pummel and scrap your way through the hoards using your skill, teamwork and the correct weapon choice.
Firefight on ODST and Reach captured these elements perfectly. You start slow, steady, and then the waves get meaner and more intense, until all you see is a wall of extra terrestrials. But you have your power weapons, and with some Spartan resolve and bit of luck, you might see out the assault. Even when you failed, it was fun.
That appears to be gone now.
Having recently joined Xbox One and H5 I was initially impressed with the scale of firefight. The enemy attacked in packs, with cunning and brutal tactics, setting ambushes and flanking your positions. As the rounds progressed, however, the game suddenly, inexplicably, turned into ‘Command and Conquer.’ I was forced to use inadequate resources to pummel big targets from a long way away until their health bar drained. In the meantime I was killed endlessly and forced to walk a mile to re-enact my death over and over.
What happened? Why bother with these bosses? Why not just increase the ratio of foot soldiers and let us scrap it out, backs to the wall, shotguns and bayonet DMRs ready?
I’ll keep playing–because I spent a lot of money on the console and game, and I have fond memories of previous instalments, and a glass-half-full outlook…but surely something has to give?