For the most part, Halo 4 looks phenomenal and the improvements over the last games are welcomed ones. There are some things I’m really excited for about the game, and I’m largely optimistic…
Or so I was. As I’m trying to formulate a conclusive, yet cautiously skeptical opinion about Halo 4, I’m finding myself alternating between 'This game looks phenomenal" and “This game doesn’t look like Halo”. My mind is between this rock and a hard place, and I just can’t shake some thoughts in the back of my head in regards to the Multiplayer.
*First I see these awesome new weapons, but then I hear these generic sounds that are not only replacing the iconic Halo audio, but are also too alike in tone and pitch to be distinguishable on the battlefield.
*I see balanced precision weapons and a working custom loadout system to remove the ‘AR starts vs BR starts’ dilemma of past games, but then I see things like Perks being added, which throws off the potential balancing effect this class system would have had. Halo has always been about starting on an even playing field, but things like faster reload, faster shield recharge, resistance to EMP, etc. will all create random rock-paper-scissors encounters and add too much ‘guess work’ and ‘situational advantages’ to the gameplay. We may be in a duel and we wont know if somebody’s shield recharges faster, so we’ll turn the corner and lose the battle when they spring back full shield. Or somebody might have to reload a rocket launcher, so we challenge them only to encounter their quicker reload and then get rocketed. Or worse–we’ll try to ping a sniper or sneak up on him, but he’ll be able to see us while scoped and stay in scope while we’re shooting him. This just isn’t Halo gameplay.
*I see waypoints for weapons and grenades on the maps, which I feel are a good addition, but then I learn that weapon drops will be random. Consistency is usually better than randomness and unpredictability, and I feel that even though the locations for these maps are determinant, the fact that you wont know what will spawn is the true concern. Teams used to bank on rushing those Rockets that were coming up in order to make a good flag pull or defend their flag. Now instead of Rockets being in a predictable location, a Shotgun (which serves a completely different purpose) might spawn there or somewhere out of reach. I do see how this is good to change up the staleness, but I also don’t see the point when the old system worked perfectly. Team Fiesta belongs in Action Sack.
*I see the new improved radar, but then promethean vision allows me to see through walls, negating not only the need for radar, but also any stealthy tactics.
*I see balanced Sprint and balanced AAs (other than PV), but then I see them replacing Crouch [controls] as a key component of Halo multiplayer. Halo has always had this dynamic of crouching to drop off of radar and crouching during a jump to trick jump. The majority of the new controls do not simultaneously support crouching and AA/Sprint usage, and they instead place crouching on the sidelines while Sprint takes the forefront. I’d like to see a layout with Crouch on LS, Sprint on LB, Melee on RB (or AA) and AA on X (or Reload on X and Melee on B with AA on RB). It wont matter how awesome the game is if the player input feels clunky and uncomfortable.
*I hear epic announcements from Jeff, but then I hear him narrating everything I do in the game and I imagine this will distract me from callouts. But even when he talks more, some of his iconic phrases such as ‘flag captured’ ‘game over’ and ‘gained the lead’ have been removed, and this bothers me.
*I see awesome flag assassinations, but then I learn that I’m forced to hold onto the flag until I score it and everybody will know where I am at all times, thus eliminating any stealthy plays. As a viewer and player of competitive and pseudo competitive objective games (respectively), I can say that in my experiences the flag must be dropped by the carrier in a 4v4/5v5 setting in order for the capture to succeed. This was apparent in Reach with Sprint allowing you to catch up to a carrier so fast, and it’s going to be even easier in Halo 4 now that it’s default AND he has a waypoint over him.
*I see balanced vehicles with new designs and better health system, but now we can spawn with EMPs and Plasma Pistols, which may make vehicles an even greater death trap than in Reach. This supports griefing, because people will be using EMP charges on their teammate’s vehicles
*I see the return of hitscan, reduction of bloom, nerfing of grenades, increasing of base player traits, bleedthrough melees, and less aim assist–all of which make the game more competitive and skill-based. But then the ranking system (if any at all) will be invisible to others and probably only be featured in a couple of playlists. And of course, I doubt that there are going to be playable playlists without perks and AAs on launch.
These are some of the things that bother me the most. I have no doubt that Campaign, Spartan Ops, and Forge will be amazing, which is why I’m really looking forward to the game for them. But the multiplayer is what most players will be playing 2 years from now, and I’m quite frankly worried about it.
My excitement and enthusiasm is definitely diminishing as the significance of these issues continue to weigh down on me. I just don’t want to see a game with such massive potential fall short…
Anyone understand my thoughts, or am I grabbing straws here?
