Halo 4’s Use of Call of Duty Elements:
Deep Six Analysis (Sounds Like an Awesome Techno Album!)
It’s well known that Halo 4 ported over many features from Call of Duty (sprint, loadouts, instant respawns, ordnance to some extent). Some of these ports have been blamed for breaking Halo gameplay; however, to date, I have yet to come across any in-depth analysis as to why. In oh-so-many words, I want to get to the chewy, tootsie center of the following questions:
- What elements define Halo gameplay?
- What imbalances will break the core mechanics of Halo gameplay?
- How do CoD and Halo’s gameplay compare?
- How can concepts move between the unique sandboxes safely?
Finding the answers should show if the blame placed on ports is deserved. While I started scratching the surface of these questions with this post, I wanted to dive a little deeper. OK, a lot deeper. Feel free to join me (or tl;dr, you’ve been warned :D).
The Halo Sandbox:
What Makes It Unique?
Halo has been the definitive console FPS of basements and tournaments alike since the release of CE. The seamless addition of shields and vehicles, coupled with power weapons and simple yet smart map designs, set the Halo series on track to become the most celebrated console FPSs to date. I’d like to take a deeper look at the sandbox elements to find the core of Halo’s gameplay experience.
-Shields and Headshots
While health is present in may competitive FPS games, it’s almost always simply an escape mechanism to deal with weapons’ range capabilities. Health is represented in Halo as shields, and it takes on a much deeper role. In fact, shields may be the most important element in the Halo sandbox. Shields permit variance in an encounter by extending its duration, much more than in any other FPS, allowing skilled players to compensate for shooting second, etc. Players who get the jump on others don’t always come out alive, and rarely can one player kill another without suffering some damage themselves (in the absence of power weapons). Landing the first shot and every subsequent shot will almost always win in an encounter, but missing a shot after getting the first shot will turn the tables. The same can be said of the headshot mechanic. If missed, an opponent has the opportunity to run, catch up, or win a battle. Both are a complication on gameplay that rewards skill (or rabbits, IDK yet). Regardless, the shield/headshot system extends encounters and forces players to land multiple shots. Compared to any other FPS, Halo’s implementation of this system is the most extravagant.
-LoS, Cover, Radar, and Visuals
To make kills from a distance possible yet enable CQC, Halo maps generally have CQC/cover connected with open zones. They also have important lines of sight incorporated on multiple levels. Again, while not unique to Halo, the proper use of LoS and cover in a shield environment makes map control complex. Halo maps are also less cluttered than any other FPS I’ve played, emphasizing a focus on shooting over movement. Radar helps players orient themselves in relation to the enemy (although I do agree with MLG’s removal; at that level of team gameplay, no radar quickens the pace and rewards callouts). Players in Halo are also forced primary colors, making it even easier to identify friends/enemies. All these visibility enhancements increase the chances that both ranged and CQC encounters will be two sided.
-Vehicles
I have to mention vehicles because they were largely responsible for making CE successful and have been a core element of the Halo sandbox since. However, CoD lacks manned vehicles, so I don’t feel like I need to make a detailed point about them. I will say their presence on the map should be significant. They use to counter map control by overriding the basics of LoS killzones (moving anywhere on the map faster than player aim yet still dealing high damage with a turret) and generally required teamwork to defeat. Vehicles use to be the ultimate teamwork check. Offensively, a vehicle usually took a team shoot to push back or destroy. Defensively, a vehicle takes 2 players out of the game, requires extraordinary coordination to be used effectively, and can result in a double kill if countered with almost any power weapon or the PP; they should be very powerful…
