Please don't make the campaign generic.

One of the good things about halo 4 is that the campaign played like a halo game. At times it felt a little too linear but other times I felt like I had a lot of room to do what I wanted. What don’t want to happen is for all these generic mechanics to be implemented into campaign, rather than multiplayer. There are rumors that weapon attachments will be in the game, and while I don’t believe they’ll end up in multiplayer, it’s possible they may end up in campaign, along with sprint possibly, or even perks and such.

I don’t want that to happen. The campaign should be consistent with multiplayer in terms of game play. If multiplayer doesn’t have perks, campaign shouldn’t either, same with sprint and attachments. Just because the multiplayer isn’t generic doesn’t mean the campaign has to be to make up for it. It’s like splitting the game right down the center. Keep the campaign open, just like previous games. Have the new abilities in there too, maybe even add space sections to keep it fresh, but for the love of God, please don’t modernize the campaign when you don’t need to. Keep it all uniformly halo.

I agree in the sense that the campaign should be consistent with multiplayer. I also think there should be less button pressing in upcoming Halo titles.

Difference between campaign and multiplayer really bugged me in Starcraft II. Your team felt like playing an entirely different team. Anything beyond the most basic of skills were not transferable to MP.

> I agree in the sense that the campaign should be consistent with multiplayer. I also think there should be less button pressing in upcoming Halo titles.

Halo 4 had a great campaign but maaan, too many button pressing was gross.

Halo could definitely step up it’s game in the Sp part of it. I mean we had a Assassination missions in Halo 2 why can’t they bring those back? some of it where bad as it was rushed.

Or how about delivering a Data core like the ones from the Halo reach invasion gametype from point A to point B. Reach also had defend mission thing but it was fake the covenant doesn’t even act like the forerunner structures exist.

> I agree in the sense that the campaign should be consistent with multiplayer. I also think there should be less button pressing in upcoming Halo titles.

Dat Didact boss battlz tho.

OT: Agreed! Campaign and multiplayer features should definitely be “interwoven” so players aren’t thrown off or confused when they come to the multiplayer, we shouldn’t be playing two games that are similar- they should be the same.

> > I agree in the sense that the campaign should be consistent with multiplayer. I also think there should be less button pressing in upcoming Halo titles.
>
> Halo 4 had a great campaign but maaan, too many button pressing was gross.
>
> Halo could definitely step up it’s game in the Sp part of it. I mean we had a Assassination missions in Halo 2 why can’t they bring those back? some of it where bad as it was rushed.
>
> Or how about delivering a Data core like the ones from the Halo reach invasion gametype from point A to point B. Reach also had defend mission thing but it was fake the covenant doesn’t even act like the forerunner structures exist.

Where in Halo 4 would an assassination mission make sense?

> > > I agree in the sense that the campaign should be consistent with multiplayer. I also think there should be less button pressing in upcoming Halo titles.
> >
> > Halo 4 had a great campaign but maaan, too many button pressing was gross.
> >
> > Halo could definitely step up it’s game in the Sp part of it. I mean we had a Assassination missions in Halo 2 why can’t they bring those back? some of it where bad as it was rushed.
> >
> > Or how about delivering a Data core like the ones from the Halo reach invasion gametype from point A to point B. Reach also had defend mission thing but it was fake the covenant doesn’t even act like the forerunner structures exist.
>
> Where in Halo 4 would an assassination mission make sense?

Earlier in the campaign, I guess. If you had to assassinate a shipmaster for one of the various CRS’s that survived being pulled into Requiem in order to use the ship to return to Earth, it would make somewhat sense. Mayhaps.

Why would you have to assassinate someone… other than Jul 'Mdama and big lieutenants that have been identified in advance, I doubt it.

Also, I don’t think multiplayer and PVE should be all consistent. I think PVE should allow you to do stuff that would be OP in more mainline PVP, for instance, using multiple armour abilities, stronger forerunner weapons, etc.

It would be more fun I think.

> Why would you have to assassinate someone… other than Jul 'Mdama and big lieutenants that have been identified in advance, I doubt it.
>
> Also, I don’t think multiplayer and PVE should be all consistent. I think PVE should allow you to do stuff that would be OP in more mainline PVP, for instance, using multiple armour abilities, stronger forerunner weapons, etc.
>
> It would be more fun I think.

Speak for yourself, I have to agree with the others. I’ve always seen the campaign as a way of introducing people to the gameplay they can expect to encounter in all other modes, such as multiplayer. If somebody goes and plays campaign, and then suddenly hops into multiplayer to discover that the gameplay is radically different, then it would lead to confusion.

Plus, I wouldn’t want to play a gampaign where you have multiple armour abilities, or other silly elements that don’t really belong in a Halo game.

…On the button pressing topic. If you boiled the other campaigns down it was go here press this go there destroy that. The basis of every halo game. But i think the reason people point it out so much in halo is because it’s easy to see and feel.

When you had to go press the buttons in the towers to get to the prophet in halo 3 you were not thinking about the button as you pressed it. You were thinking about the -Yoink- you just plowed through to get to it.

Halo 4 told a great story. Better then 1-3. But the button pressing felt annoying because it felt like button pressing and not an objective.

As far as campaign goes i’d like them to experiement. I WANT them to do things that i can’t do in multiplayer. It adds (if done correctly) a heroic feeling of amazing imposibilities. It’s not like mass effect where your ability to throw 2 throw balls just because you’re shepard. There is no reason for that.

I agree wholeheartedly.

We need more epic non-scripted set pieces. This is the Xbox One! Remember the Scarabs? How about something like that? How about some huge vehicle battles on expansive maps? Let’s get out of the canyons already, let’s get some actually open maps for campaign. How about those Reach space battles? Let’s take them to the next level!

I really want the campaign to impress me this time, and not just in story and graphics (though granted, those are just as important). I want this to be the most replayable campaign in the series, bar none.

> …On the button pressing topic. If you boiled the other campaigns down it was go here press this go there destroy that. The basis of every halo game. But i think the reason people point it out so much in halo is because it’s easy to see and feel.
>
> When you had to go press the buttons in the towers to get to the prophet in halo 3 you were not thinking about the button as you pressed it. You were thinking about the Yoink! you just plowed through to get to it.

Yeah it wasn’t a grind to get to the switch, it was merely small encounters.

I think a more pressing issue than “pushing buttons” is being forced into a “closed room” situation, where you have to kill enemies to access a new location on the map. This wasn’t too bad in Halo 4 Campaign, but it was very prominent in Spartan Ops. I’m not necessarily referring to holdout situations, which can occur in open environments (sometimes at the very end of the level i.e. Sacred Icon, Coastal Highway).

Kikowani Station was the first level with an optional Scarab fight. You could literally fly past it and end the level. It’d have been nice to have the Lich as an optional fight on Reclaimer (if you wanted to proceed to the next area, there was a barrier stopping you).

Also, every time I see one of those tall shield barriers (that were all over the place in ODST and occasionally in Spartan Ops), I cannot help being reminded that I’m stuck within the map boundaries. Surely they can think of more creative ways to represent a barrier. For instance, on Two Betrayals, there’s a cave that has caved in and a door that has jammed. Those were some differences from Assault on the Control Room.

> I agree in the sense that the campaign should be consistent with multiplayer. I also think there should be less button pressing in upcoming Halo titles.

This times a million, I could play through the entire Halo 4 campaign and Spartan Ops, record it and chop out all the button pressing and put it in one entire video and I guarantee it would be over 15 minutes long.

I understand the need for things like button pressing but they need to really monitor how many they use since it just felt like a really cheap way of getting stuff done towards the end of the game.

I also hope they get rid of those horrible QTE’s.