How many buttons have been pressed in halo 4s campaign and spartan ops? I really want to replay everything and keep count of how many buttons we press. Id ask for a spartan ops season 2 because I like the general appeal of SO, but if its all just button pressing then count me out.
How come no objectives like:
bring a small bomb to a covie refueling station
Using a sword to cut three big cords (like in halo 2)
calling in reinforcements at specific locations
INTENTIONALLY rescueing fellow marines/spartans
killing more important idviduals (halo 2, think abbout it)
extracting data (like the multiplayer mode)
It just seems like to me that when they couldnt think of a better way to get fro point A to be B they just said “put some buttons there”
I loved the campaign and it was fun, but to many buttons and putting cortana into little pillars.
Sorry for this post. I needed to get out my anger over buttons. I think spartan ops episode 8 was an alltime low for button pressing though.
Halo games have always been filled with 15 seconds of fun and then a button press or cutscene. I don’t understand why people are figuring this out with Halo 4. Even the example you used are essentially the same deal. Cutting the cables was unique but it was essentially “press some buttons and this thing will fall.” Even the prophet fight was just “hit button to board chair.” Halo has yet to actually do a boss fight correctly. Unless you want to count the final Halo 3 scarab fight. That was actually pretty cool. Either way it’s really hard to put gameplay depth into an FPS campaign. We’re lucky that we even get to press buttons. Most FPS’s only have shooting and cutscenes. Respect the buttons, we’re lucky to have them.
Halo is and will more than likely always be fight, press button, then cutscene.
That was one of the things that really irked me about the campaign. Ok, yes, thank you, 343, that’s enough buttons for once! I already pressed two buttons to turn on my xbox and tv!
Can I have a real mission now?
> Halo games have always been filled with 15 seconds of fun and then a button press or cutscene. I don’t understand why people are figuring this out with Halo 4. Even the example you used are essentially the same deal. Cutting the cables was unique but it was essentially “press some buttons and this thing will fall.” Even the prophet fight was just “hit button to board chair.” Halo has yet to actually do a boss fight correctly. Unless you want to count the final Halo 3 scarab fight. That was actually pretty cool. Either way it’s really hard to put gameplay depth into an FPS campaign. We’re lucky that we even get to press buttons. Most FPS’s only have shooting and cutscenes. Respect the buttons, we’re lucky to have them.
>
> Halo is and will more than likely always be fight, press button, then cutscene.
No. There was much less button pressing and much more sandbox style play. There were boss battles, special things you needed to do to activate things, and most of all unique combat situations and not just pure combat.
> > Halo games have always been filled with 15 seconds of fun and then a button press or cutscene. I don’t understand why people are figuring this out with Halo 4. Even the example you used are essentially the same deal. Cutting the cables was unique but it was essentially “press some buttons and this thing will fall.” Even the prophet fight was just “hit button to board chair.” Halo has yet to actually do a boss fight correctly. Unless you want to count the final Halo 3 scarab fight. That was actually pretty cool. Either way it’s really hard to put gameplay depth into an FPS campaign. We’re lucky that we even get to press buttons. Most FPS’s only have shooting and cutscenes. Respect the buttons, we’re lucky to have them.
> >
> > Halo is and will more than likely always be fight, press button, then cutscene.
>
> No. There was much less button pressing and much more sandbox style play. There were boss battles, special things you needed to do to activate things, and most of all unique combat situations and not just pure combat.
I agree to a point, their are still unique situations in Halo 4 though. Broadsword run, shooting on the mammoth, Mech run on the Infinity, Prometheans and covies fighting together in the tavern, space fight on the dawn, Crawlers on Didacts ship, etc… People think that Halo 4 was essentially one big button push. It makes sense that people think that because it was much more apparent in Halo 4 than any other game. It wasn’t as bothersome as people make it out to be though. You would think that some of these forum members were molested by a button as a child. I’m not saying this OP is doing over-reacting as he is not. I’m just saying it’s not that big of a deal. It’s be very present in every game.
> Halo games have always been filled with 15 seconds of fun and then a button press or cutscene.
No, they haven’t. Let’s look at Halo: CE’s levels. Pillar of Autumn: Objective was to get orders from the skipper, then fend off covenant from the ship, then get to the life pod to get off the ship and land on Halo. The second level you had to get back on your feet and find survivors from the life pod landings and then evacuate them. Third level you had to rescue the captain and other marines who’d been captured by the covenant. 4th level you had to find the map room so you knew how to navigate your way around the ring. 5th level you had to go to the control room of Halo to find out about what it was. 6th you went to find out what happened to the captain and discover the flood. 7th your mission is to retrieve the index which can control Halo. 8th you need to destroy the 3 phase pulse generators after learning Halo’s true purpose. 9th level you need to find Keyes so that you can use his access codes for the Autumn. Final level you need to destabilize the fusion reactor cores in the autumns engine room with either grenades or rockets to make a nuclear detonation to destroy Halo.
As you can see, virtually no button pushing at all. The missions all had a genuinely interesting and different purpose. Halo 4 on the other hand, it felt as though pushing buttons and shooting mindless enemies was literally all you did.
> > Halo games have always been filled with 15 seconds of fun and then a button press or cutscene.
>
> No, they haven’t. Let’s look at Halo: CE’s levels. Pillar of Autumn: Objective was to get orders from the skipper, then fend off covenant from the ship, then get to the life pod to get off the ship and land on Halo. The second level you had to get back on your feet and find survivors from the life pod landings and then evacuate them. Third level you had to rescue the captain and other marines who’d been captured by the covenant. 4th level you had to find the map room so you knew how to navigate your way around the ring. 5th level you had to go to the control room of Halo to find out about what it was. 6th you went to find out what happened to the captain and discover the flood. 7th your mission is to retrieve the index which can control Halo. 8th you need to destroy the 3 phase pulse generators after learning Halo’s true purpose. 9th level you need to find Keyes so that you can use his access codes for the Autumn. Final level you need to destabilize the fusion reactor cores in the autumns engine room with either grenades or rockets to make a nuclear detonation to destroy Halo.
>
> As you can see, virtually no button pushing at all. The missions all had a genuinely interesting and different purpose. Halo 4 on the other hand, it felt as though pushing buttons and shooting mindless enemies was literally all you did.
Yeah. I remember at the first button press I was like “oh that’s kinda cool, you get to see Master Chief’s hand…”. Little did i know we would be seeing the same animation another 4805018510485010820 times. The campaign was really formulaic and dull. Lots of “kill every enemy to proceed” and then a button push or putting Cortana into a usb slot lol.
That Mammoth level was terrible btw. You’re basically on this big fat truck moving at a snail’s pace. Every time it stops you have to get off and fight enemies the normal way with your little gun and then board the Mammoth again. You’d think there could have been a more imaginitive way of doing it?
> > > Halo games have always been filled with 15 seconds of fun and then a button press or cutscene.
> >
> > No, they haven’t. Let’s look at Halo: CE’s levels. Pillar of Autumn: Objective was to get orders from the skipper, then fend off covenant from the ship, then get to the life pod to get off the ship and land on Halo. The second level you had to get back on your feet and find survivors from the life pod landings and then evacuate them. Third level you had to rescue the captain and other marines who’d been captured by the covenant. 4th level you had to find the map room so you knew how to navigate your way around the ring. 5th level you had to go to the control room of Halo to find out about what it was. 6th you went to find out what happened to the captain and discover the flood. 7th your mission is to retrieve the index which can control Halo. 8th you need to destroy the 3 phase pulse generators after learning Halo’s true purpose. 9th level you need to find Keyes so that you can use his access codes for the Autumn. Final level you need to destabilize the fusion reactor cores in the autumns engine room with either grenades or rockets to make a nuclear detonation to destroy Halo.
> >
> > As you can see, virtually no button pushing at all. The missions all had a genuinely interesting and different purpose. Halo 4 on the other hand, it felt as though pushing buttons and shooting mindless enemies was literally all you did.
>
> Yeah. I remember at the first button press I was like “oh that’s kinda cool, you get to see Master Chief’s hand…”. Little did i know we would be seeing the same animation another 4805018510485010820 times. The campaign was really formulaic and dull. Lots of “kill every enemy to proceed” and then a button push or putting Cortana into a usb slot lol.
>
> That Mammoth level was terrible btw. You’re basically on this big fat truck moving at a snail’s pace. Every time it stops you have to get off and fight enemies the normal way with your little gun and then board the Mammoth again. You’d think there could have been a more imaginitive way of doing it?
I loved the Mammoth level, actually. It reminded me a bit of a cross between The Ark from Halo 3 and Highway 17 from Half-life 2.
Even the very last thing you do in halo 4 is press a button to activate a nuke.
And what is crimson teams purpose on requiem? Is it just to press buttons?
Another thing I noticed was halo 4s lack of carrying objectives from place to place.
Nothing like bringing important data back to infinity or retrieving any artifacts…
Basically bringing things from point A to point B not pressing button A and Door A opens.
Remember in halo 1, the Library when Spark opens the doors for you and you hold off waves of flood? That was cool.
When you really think about it, all the Halo’s were filled with button pressing objectives. however, it’s how they were presented that made it feel fine to us.In Halo 4 all you do is press a button that looks almost always exactly the same.
In previous Halo’s button pressing (Like disarming the Bomb in Ciro Station) had more weight to it. Whereas Halo 4’s button pressing was like: Press Button to open door to next combat arena.
So, It’s not really the button pressing that is at fault, it’s what it leads to. Room after room to clear. This (on top of dull Promethean enemies)made Halo 4’s campaign game play dull.
It’s safe to say that Halo 5 and 6 need more objectives other then “press button to move on” that’s so 90’s.
With that out of the way, what could 343 do to improve this problem?
First of all, make less button pressing objectives.
second: make the button pressing have a weight to it, I want to disarm Bombs about to explode etc.button pressing to open doors and turn on the obligatory light bridge is OK though.
Third: Lets have some brand new objectives. Halo has always done well with the: Defend the area until evac or help arrives. How about setting up something like the Extraction game-type in Halo 4, but with a campaign specific goal? I’d be a bit hesitant to say add more boss fights though because they need to be done right. I don’t want another Tartarus.
I guess it could be because not everyone can make a creative and fun campaign the first time they work together on one? 343 Should’ve experimented with games before they started working on Halo, but I guess we’ll just have to deal with it.
> Even the very last thing you do in halo 4 is press a button to activate a nuke.
> And what is crimson teams purpose on requiem? Is it just to press buttons?
> Another thing I noticed was halo 4s lack of carrying objectives from place to place.
>
> Nothing like bringing important data back to infinity or retrieving any artifacts…
>
> Basically bringing things from point A to point B not pressing button A and Door A opens.
> Remember in halo 1, the Library when Spark opens the doors for you and you hold off waves of flood? That was cool.
Really? I found that to be one of the most boring grind levels in the history of FPS gaming. I always HATED the library. The only level I’ve ever played in such a popular FPS that I found more of a boring grind is this.
> > Even the very last thing you do in halo 4 is press a button to activate a nuke.
> > And what is crimson teams purpose on requiem? Is it just to press buttons?
> > Another thing I noticed was halo 4s lack of carrying objectives from place to place.
> >
> > Nothing like bringing important data back to infinity or retrieving any artifacts…
> >
> > Basically bringing things from point A to point B not pressing button A and Door A opens.
> > Remember in halo 1, the Library when Spark opens the doors for you and you hold off waves of flood? That was cool.
>
> Really? I found that to be one of the most boring grind levels in the history of FPS gaming. I always HATED the library. The only level I’ve ever played in such a popular FPS that I found more of a boring grind is this.
We must be the opposite of eachother. You love the Mammoth level, I hate the Mammoth level. You hate the Library level, I love the Library level.
> > > Even the very last thing you do in halo 4 is press a button to activate a nuke.
> > > And what is crimson teams purpose on requiem? Is it just to press buttons?
> > > Another thing I noticed was halo 4s lack of carrying objectives from place to place.
> > >
> > > Nothing like bringing important data back to infinity or retrieving any artifacts…
> > >
> > > Basically bringing things from point A to point B not pressing button A and Door A opens.
> > > Remember in halo 1, the Library when Spark opens the doors for you and you hold off waves of flood? That was cool.
> >
> > Really? I found that to be one of the most boring grind levels in the history of FPS gaming. I always HATED the library. The only level I’ve ever played in such a popular FPS that I found more of a boring grind is this.
>
> We must be the opposite of eachother. You love the Mammoth level, I hate the Mammoth level. You hate the Library level, I love the Library level.
The main problem with the Library is just how much it felt like you were running through the same giant hallway over and over again. When you come to the first large door and Guilty Spark says “Come, this door is the first of ten”, I seriously find myself saying “Ugh”. I liked the survival aspect of it, but it just felt repetitive.
I like any level that reminds me in the slightest of Highway 17, which I consider one of the best FPS levels of all time. For example, I consider “Halo” to be the best level in CE, because of the large amount of driving, sniping opportunity, open-ended sandbox gameplay, and the fact that it relies a lot less on big setpieces and battles than the FPS standard.
> > Even the very last thing you do in halo 4 is press a button to activate a nuke.
> > And what is crimson teams purpose on requiem? Is it just to press buttons?
> > Another thing I noticed was halo 4s lack of carrying objectives from place to place.
> >
> > Nothing like bringing important data back to infinity or retrieving any artifacts…
> >
> > Basically bringing things from point A to point B not pressing button A and Door A opens.
> > Remember in halo 1, the Library when Spark opens the doors for you and you hold off waves of flood? That was cool.
>
> Really? I found that to be one of the most boring grind levels in the history of FPS gaming. I always HATED the library. The only level I’ve ever played in such a popular FPS that I found more of a boring grind is this.
Well spark is constantly talking to you and gives you some info about the flood. And its a scary mission imo. The Biggest grind out of any halo mission has to be Assualt on the control room. You went into the same 3 or 4 buildings like 3 times each