For me, yes.
Thanks, Regards.
I enjoyed each and every step I took as Master Chief. One of the best single player campaigns I’ve ever played.
My favourite Halo campaign under ODST and Combat Evolved. People here on Waypoint are gonna kill me for this but I personally enjoyed it a lot more than 2, 3, and Wars’ campaigns.
The campaign is like carrots, it is good for you.
I do not believe the campaign of this video game will assist your bodily functions…
If you’re looking for a serious answer yes, I liked the campaign, albeit it was a little short.
One of the worst campaigns Ive ever done, boring gameplay & poor characters.
H2>H1>H3>HR>H4
Legendary here was equal to Normal difficulty on previous ones.
I felt there was slight lack of big epic battles like in the past Halo games but otherwise the campaign was excellent.
I hated each and every jump I performed as Chief (movement was fine).
Legendary here was equal to Normal difficulty, LASO was a grenade fest (I wanted a better challenge).
The Campaign is like cancer, everything you try to do to make it better gets ruined/doesn’t work.
Pretty environments and art style, but the environments are really limiting (no solid out of maps) and the art style lacks supplementary vigor (just once, I’d have liked to use a flashlight).
> I felt there was slight lack of big epic battles like in the past Halo games
This. Is my biggest disappointment next to Theater not being included.
I said this once and I’ll say it again. AI give life to a mission.
What meager, insignificant things I can manage in this game are nothing compared to the great accomplishments of old.
I wanted to lead armies man! Not spend much of my time babysitting or doing skips as if I was playing on Legendary.
I enjoyed the campaign mainly because they flushed out chief more but I felt the whole time that it was lacking. Not as many epic moments and I really didn’t care about my enemies. Also it was pretty easy even on legendary. Halo 2 campaign = best imo. 3 and 4 almost equal, 3 was better slightly but I couldn’t put to whys few words why
I played through the Campaign once, and that was enough for me.
No, if the knights and every other class of them were not in the game then it would have been alright. But having the knights, which are just giant teleporting bullet sponges, it was boring and tedious.
I don’t know why, but Halo 4’s campain really didn’t interest me this time around. I played the other campains over and over and I could remember what had happened in them so well after just playing through once. I played through Halo 4 once and forgot about everything. I went back to a few levels for achievments but thats about it. Well, maybe Halo 5’s campain will hold my interest more.
I did the campaign like I do my women. One and Done.
I enjoyed it. I did feel it to be rather rushed/short. An extra 2 missions probably would have helped, and as others have said; a more epic, large battle would have been a nice addition. There was really only one mission with allies, and there weren’t big engagements.
I loved it. Then again, I liked all the Halo campaigns.
It’s hard to make a list of all the games from favorite to least favorite.
> No, if the knights and every other class of them were not in the game then it would have been alright. But having the knights, which are just giant teleporting <mark>bullet sponges</mark>, it was boring and tedious.
Halo:Reach Sangheili called, and they’d like to have a word with you.
EDIT-
On a more serious note, it’s amongst my favorite. It wasn’t dreafully easy like Halo 3, but it wasn’t terrifically (sometimes frustratingly) difficult in areas, unlike a select level or two in CE and the behemoth that was Halo 2. Also, it returned to the approach I like best with AI difficulty: Enemies scale intelligence or numbers moreso than their individual difficulty to kill via shots taken. That was a MAJOR turn-off for me with Reach. The Elites in that game just got downright frustrating; Knights are by far and large significantly more easy to take down on LASO than a decently ranked Elite is in Reach.
Gameplay-wise, I do have to agree there was a certain element of underwhelming battles (to an extent, I get it- the Infinity wasn’t necessarily coming prepared for war and didn’t want to risk everything by deploying everything it had). Of particular note to me was the level with the Mammoth- I’m sorry, but it’s the ONE level out of the campaign that just doesn’t sit well with me. It was a beautiful concept, but the engagements were short and the allied A.I. didn’t work very well with it. Particularly warthog drivers when you went from one segment to the next.
My other major gameplay complaint are a few of the ‘special’ sequences. Particularly the Pelican and Mammoth sequences. They were lackluster and didn’t do anything more than catch the player’s attention for the first time. On the other hand, this game introduced a SIGNIFICANT amount of specialized sequences that kept gameplay varied.
In Halo CE, you see the Warthog run. In 2, you board a Scarab and fight Tartarus. In Halo 3, you get three separate instances of Scarab battles (the last of which including a dual-scarab fight), fight Guilty Spark, get a warthog run. In ODST, you get to escort the Oliphant. In Reach, you get the Saber fight, the Mongoose run, the Falcon flight (x2) and the MAC defense. In Halo 4, you get the Ghost Escape, Mantis Defense (x2), Mammoth escort, Pelican launch, and Broadsword run.
What’s that tally up to for unique sequences that create memorable or distinct moments in the game?
CE - 1
H2 - 2
H3 - 3 (Scarabs lumped together as one)
ODST - 1
Reach - 4 (Falcon flights lumped together as one)
H4 - 5 (Mantis defense lumped together as one)
Altogether, that provides for a lot of variety in gameplay instances!
Altogether, I thought level design wasn’t bad. It’s been worse (Halo Reach will forever burn in my heart as the largest backstab ever thanks to Tip of the Spear). There were some truly exciting levels. To be honest, the Composer (2nd to last level) was just full of nostalgia. You once again witness why the Covenant are a mistrusted and dangerous conglomerate, and you feel just like you did in the original trilogy (Pillar of Autumn in CE, Cairo Station in 2, Crow’s Nest in 3). You feel like you are fighting for your people. Levels like that create distinct memories. The end of the level with the Mammoth, too, triggers nostalgia- meeting up with a Scorpion line after exiting Forerunner buildings.
Overall I would say the gameplay succeeded in campaign. I enjoy most of the levels, though there are a couple that hurt to play. However, this is nothing new. There are levels (particularly in Halo 2) that I purposefully skip considering when I just want to enjoy a level or two of gameplay in all of the titles.
Now, the story. To me, this was a phenominal success. I will admit I’m somewhat biased: I avidly read the books and theorize on the existing lore (John has a geas/Librarian command in his head? Indeed!), so to me it was a major hit, not a miss. However, to be neutral, I recognize that it was precarious for the devs to try and bring so much of the deep lore into the mainstream crowd’s campaign, and many players may have been confused. To this, however, I say: It’s again, nothing new. People just forget that it isn’t because they’ve acclimated and become familiar with previous titles. I cannot tell you the number of times that I’ve looked back to my noob days with CE and Halo 2 and even Halo 3, and something would happen in the campaign that I quite frankly did not understand. John’s very existence had players thrown off for years- people still think he’s a cyborg thanks to CE’s boxing!
Back to Halo 4. The story set out to do exactly what it should have. It was simple, and laid the groundwork for the next two games. It also works beautifully as a standalone. Halo 4 is, admittedly, the single Halo game aside from perhaps CE that really gives the player a sense of conclusion. I’d include Halo 3 as well, if not for that Legendary ending! It introduces an interesting antagonist with the Didact, and to some extent we have not perhaps seen the last of him or his influences!
Shoosh, you. I know some people think he’s forgettable and uninteresting from the game alone, and that the dev team failed to illuminate his antagonist nature fully beyond the stereotypical range. He’s not expanded enough upon in campaign so he’s not interesting? The terminals shouldn’t need to be viewed to understand him? To this I ask: What of the Gravemind in Halo 2? He literally came out of -nowhere- and became the main antagonist over the span of a few levels! In Halo 3 you better understand and appreciate the Gravemin’s role with the Flood and his/its capability, but in Halo 2 he is literally tossed in there 4 levels from the end of the game! It doesn’t even say he’s with the Flood until after you next encounter the Flood, which is the second to last level! There was so much left unsaid about the Gravemind in the game in which he was introduced, that I am personally baffled as to how you can peg the Didact lower than the Gravemind when referencing their introductory games and their roles in it as the main antagonist(s).
My mini-rant aside, I think I should wrap this post up. It’s gone on longer than I intended. X) Anyway, I for one loved Halo 4’s campaign mode! I see the flaws, and if I were any sort of dev I would know exactly what to suggest to ramify what made this campaign good and what to rework to make the next campaign shine, but overall the campaign serves as one of the strongest aspects of Halo 4, if not the strongest.
> I enjoyed each and every step I took as Master Chief. One of the best single player campaigns I’ve ever played.
Yes, even if it was way far too short in length as it only took me 4 and half hours to complete. And,it had gaps in it but still, was my favorite thus far.
> > No, if the knights and every other class of them were not in the game then it would have been alright. But having the knights, which are just giant teleporting <mark>bullet sponges</mark>, it was boring and tedious.
>
> Halo:Reach Sangheili called, and they’d like to have a word with you.
H4 Knights: spawn killing and grenade exploit (turn on Catch)
HR Elites: elaborate setups and hologram
The Reach Elites were much more challenging. I had to be very clever to dispatch a whole group of them without using the plasma pistol. The Knights don’t require much thought as much as they require memorization (a la H2 Jackal snipers).
Granted RElites were bullet sponges but at least they were moving around and used dodgeable explosives (I used to think there wasn’t a more spammable gun than the Concussion Rifle. When I met the Incineration Cannon, I was wrong).
Liked H4’s Campaign better than H2, and H3, but unlike CE. H4 simply had no re-playability to speak of other than beating it on Legendary, while looking for terminals.
Tied with Halo 3 for my favorite campaign; loved it.
> > > No, if the knights and every other class of them were not in the game then it would have been alright. But having the knights, which are just giant teleporting <mark>bullet sponges</mark>, it was boring and tedious.
> >
> > Halo:Reach Sangheili called, and they’d like to have a word with you.
>
> H4 Knights: spawn killing and grenade exploit (turn on Catch)
> HR Elites: elaborate setups and hologram
>
> The Reach Elites were much more challenging. I had to very clever to dispatch a whole group of them without using the plasma pistol. The Knights don’t require too much thought.
>
> Granted RElites were bullet sponges but at least they were moving around and used dodgeable explosives (I used to think there wasn’t a more spammable gun than the Concussion Rifle. When I met the Incineration Cannon, I was wrong).
Knights are aren’t living beings, they’re digital copies of old humans and forerunners controlling big as robots, they don’t move around because that’s how you’d act if you was an immortal gumbo of coding controlling a big -Yoink- robot.
Elites move around because they’re living beings with shields, they die they die.