That 'Halo feel'

The atmosphere has always been an important and noticeable factor of the Halo campaigns:
Colorful, yet mysterious color palette; the recurring melodies in the soundtracks that enhance the story, the most popular characters according to epic story line writing (Silent but strong main character, Witty and sarcastic side-kick, the ‘seen-it-all’ tough guy etc.), just the right amount of snappy humor and a great variety of environments.

Now I found that some of these factors were not as noticeable in Halo 4, and didn’t really convey the campaign as a Halo campaign (for me).

But apparently one of 343i’s early builds felt like a “very traditional” halo to some play-testers, but the new creative director scrapped it BECAUSE it was too traditional.

Now I can’t say much about how maybe the music would have had a more halo-ish feeling, but I do have some concept art of halo 4 environments that instantly make me think “Halo.”.

Concept Art 1

Concept Art 2

Concept Art 3

And for reference, here are three other pieces of concept art that didn’t really convey environments from a traditional Halo game.

Concept Art 4

Concept Art 5

Concept Art 6

I guess what I’m trying to say is that there is not enough variety in environment apart from different parts of space and spaceships.
For me it did not feel as if the journey Master Chief had to endure was of epic proportions.

It’s very likely that I am alone in this, but I’m wondering anyway if someone else has felt this.

Please note that I still like the Halo 4 campaign very much, but just that it did not feel like a Halo campaign(to me).

tl;dr

“Halo 4 lacks in environment variety, what do you think?”

I’d like your opinion on this.

This post has been edited by a moderator. Please refrain from making posts that do not contribute to the topic at hand.

*Original post. Click at your own discretion.

Everyone already knows the Halo atmosphere is gone. Why bring it up?

> The atmosphere has always been an important and noticeable factor of the Halo campaigns:
> Colorful, yet mysterious color palette; the recurring melodies in the soundtracks that enhance the story, the most popular characters according to epic story line writing (Silent but strong main character, Witty and sarcastic side-kick, the ‘seen-it-all’ tough guy etc.), just the right amount of snappy humor and a great variety of environments.
>
> Now I found that some of these factors were not as noticeable in Halo 4, and didn’t really convey the campaign as a Halo campaign (for me).
>
> But apparently one of 343i’s early builds felt like a “very traditional” halo to some play-testers, but the new creative director scrapped it BECAUSE it was too traditional.
>
> Now I can’t say much about how maybe the music would have had a more halo-ish feeling, but I do have some concept art of halo 4 environments that instantly make me think “Halo.”.
>
> Concept Art 1
>
> Concept Art 2
>
> Concept Art 3
>
> And for reference, here are three other pieces of concept art that didn’t really convey environments from a traditional Halo game.
>
> Concept Art 4
>
> Concept Art 5
>
> Concept Art 6
>
> <mark>I guess what I’m trying to say is that there is not enough variety in environment apart from different parts of space and spaceships.</mark>
> <mark>For me it did not feel as if the journey Master Chief had to endure was of epic proportions.</mark>
>
> It’s very likely that I am alone in this, but I’m wondering anyway if someone else has felt this.
>
> Please note that I still like the Halo 4 campaign very much, but just that it did not feel like a Halo campaign(to me).
>
>
>
> tl;dr
>
> “Halo 4 lacks in environment variety, what do you think?”
>
> I’d like your opinion on this.

Disagreed. 4 actually, arguably, felt the most epic actually, along side with Reach. The levels Requiem and Reclaimer are ones to never forget, while others introduced the Mantis, Broadsword, flying a Pelican, Chief saying “No Sir” for the first time, Cortanas dying state, the list goes on. To be honest, 3 felt far more bland looking back.

i agree 100% on the look of halo. i hated fighting through grey areas and killing grey enemies. boring beyond belief to me. only a level or two looked good to me. it was like playing a custom map from reach for like 6 hours straight…nothing but grey.

the story felt like halo but i felt some of it was just implemented poorly.

I’m not I can agree. Every mission had a different environments and color.

>

Yah, no.

You speak only for yourself.

I swear when i get on here sometimes and read posts about campiagn, it’s irrational, it’s like peoples hatred of certain aspects of this game are growing to poison the whole experience.
If you guys don’t consider CE to be part of the “Halo feel” then no, Halo 4 no longer has the “halo feel”.

*You come out of cyro to discover a Covenant fleet is bearing down on you, check.

*Your ship crashs on an enormous construct filled with lush, beautiful environs and unknown mechanical structures, check.

*You rescue your allies, and discover the “world” you’ve been walking around on is host to an ancient horror, and capable of untold amounts of destruction, check.

*You race agianst time to stop ancient horror and terrifying superweapon, check.

the only real diffence in atmosphere is Cortana dying is the driving narrative tension, not the threat of galactic annihilation at the hands of the flood/halo/covies.

Halo 4 has a lot of problems, but story telling and atmosphere aren’t really among them.

> snip

Halo 4 just has SOOOO many similarities to CE.

> I swear when i get on here sometimes and read posts about campiagn, it’s irrational, it’s like peoples hatred of certain aspects of this game are growing to poison the whole experience.
> If you guys don’t consider CE to be part of the “Halo feel” then no, Halo 4 no longer has the “halo feel”.
>
> *You come out of cyro to discover a Covenant fleet is bearing down on you, check.
>
> *Your ship crashs on an enormous construct filled with lush, beautiful environs and unknown mechanical structures, check.
>
> *You rescue your allies, and discover the “world” you’ve been walking around on is host to an ancient horror, and capable of untold amounts of destruction, check.
>
> *You race agianst time to stop ancient horror and terrifying superweapon, check.
>
> the only real diffence in atmosphere is Cortana dying is the driving narrative tension, not the threat of galactic annihilation at the hands of the flood/halo/covies.
>
> Halo 4 has a lot of problems, but story telling and atmosphere aren’t really among them.

This ^^

> I swear when i get on here sometimes and read posts about campiagn, it’s irrational, it’s like peoples hatred of certain aspects of this game are growing to poison the whole experience.
> If you guys don’t consider CE to be part of the “Halo feel” then no, Halo 4 no longer has the “halo feel”.
>
> *You come out of cyro to discover a Covenant fleet is bearing down on you, check.
>
> *Your ship crashs on an enormous construct filled with lush, beautiful environs and unknown mechanical structures, check.
>
> *You rescue your allies, and discover the “world” you’ve been walking around on is host to an ancient horror, and capable of untold amounts of destruction, check.
>
> *You race agianst time to stop ancient horror and terrifying superweapon, check.
>
> the only real diffence in atmosphere is Cortana dying is the driving narrative tension, not the threat of galactic annihilation at the hands of the flood/halo/covies.
>
> Halo 4 has a lot of problems, but story telling and atmosphere aren’t really among them.

Exact same thing as in Halo CE except in a much less interesting way. There are interesting bits here and there but it’s basically a cheap copy of Halo CE. Some environments are definitely cool but a lot of them are just plain boring.

Dawn is a boring Cairo Station, Requiem is a ‘‘nice’’ Halo/Tsavo Highway hybrid, Forerunner is a boring Sacred Icon/Quarantine Zone, half of infinity is like a less cool Sierra 117. Reclaimer is probably one of the best of the game because of the Elephant but the environment is nothing new. Shutdown feels like a mish-mash of New Alexandria, Regret and others, Composer is actually pretty nice and Midnight is fun only for the Broadsword bit. And it doesn’t help that the new enemies are pretty boring and don’t add any interesting gameplay mechanic. People disliked the flood but I thought they were great, you didn’t fight them like the Covenant and in Halo 3 they added interesting twists to them.

But besides all this, that it’s still more of the same, all the environments in Halo CE felt NEW. Nothing feels really new in Halo 4, it’s all recycled environments. Brown rocky desert, check. Greenish mountainside open-terrain, check. Jungle, check. Etc… Some of these environments were present more than once in past Halo games, but at least they were not already repeated ad nauseam and they had a certain nice twist. Well here you got the Elephant. In Halo 4 all this just feels pedestrian and tired. Like an old franchise clinging to it when it’s starting to fall apart.

They try to much to be the same but add things, adding things doesn’t change the core experience. Personally, Halo needs NEW environments, new gameplay mechanics (while still retaining the core one), rethought level design. Changing the level design is probably the most important one because it dictates how you play the game. If you refuse to change the level design, to expand it, all the games will play the same, and they do. The scarabs in Halo 3 are probably THE THING Bungie tried that made the game play differently for once. And where Halo needs to go, is HUGE maps. Real open-world maps, sandbox type unlike they said Reach was like. That means you can approach a situation in various ways and make vehicles more interesting again, not just copy-paste warthog rides along a predefined path or the same vehicle combat sections.

Change that -Yoink- engine too. Bungie kept saying they wanted big open environments and naval battles, we never got either. In fact, the level design consistently felt more restricted with better graphics. Halo 3 got some nice sandboxy bits, but they were always cut by incredibly linear bits. And that’s how almost every Halo game play (CE felt that way much less though, the linear bits felt actually natural because they had a meaning in the environment).

It’s not because they copies Halo CE that it still has the same feeling. It’s HOW it’s done.

New Trilogy, New Feel, anyone agree?

Halo4 is the sequel to CE that I was waiting nearly a decade for. It feels more comforting than a fleece jumpsuit fresh out of the dryer.

It’s also the Halo that made me realise how much we need the XB0 to be able to make the connections from large scale to small scale a fluid reality.

In general all Halos suffer from:
The numbers and ferocity of the AI are too tame.
The levels are large but too bare(and in many cases, too linear).
And the environments are too static and/or cold.

But that’s only because I’m left wanting more… Momentarily full with CE, ODST, Reach and H4, nearly satiated with H2 and H2, but always wanting more.

> It’s not because they copies Halo CE that it still has the same feeling. It’s HOW it’s done.

This man has a helluva point.

Disregarding your entire begining half i’d still have to disagree. Most of halo 4 revolved around forunner esque stuff. Beforhand we didn’t really have a good idea of them. One could argue they went overboard showing off forunner stuff. But i think it felt just fine.

The campaign was amazing imo.

> > It’s not because they copies Halo CE that it still has the same feeling. It’s HOW it’s done.
>
> This man has a helluva point.

So you agree with him that the Halo-ish feeling is “new”?

> *You come out of cyro to discover a Covenant fleet is bearing down on you, check.
>
> *Your ship crashs on an enormous construct filled with lush, beautiful environs and unknown mechanical structures, check.
>
> *You rescue your allies, and discover the “world” you’ve been walking around on is host to an ancient horror, and capable of untold amounts of destruction, check.
>
> *You race agianst time to stop ancient horror and terrifying superweapon, check.

How is that relevant? Events that occur in the storyline have nothing to do with the “atmosphere.”

> atmosphere
> 2 the pervading tone or mood of a place, situation, or creative work

> “Atmosphere”, it suggests, is the “quality in a work of art which produces a predominant mood or impression.”

As you can see, atmosphere is influenced by the setting in which events occur and the way those events occur, not the events themselves. If any conclusion could be drawn by the similarities between Halo: CE events and Halo 4 events, it would be a lack of creativity in Halo 4’s storyline (which is not an opinion I have–I believe that all similarities in storyline were mere coincidences).

As for the change in atmosphere, I didn’t mind. The next entries in the Halo franchise are being developed by different artists, so of course those artists’ creative works will be somewhat different. What’s important to me that remains in Halo is the overall theme of victory though losses and sacrifices are many (e.g. a melancholic victory) and the atmosphere of ancient yet advanced alien technology that possesses “vast, unimaginable power” (which Halo 4 does quite well).

> New Trilogy, New Feel, anyone agree?

Yes, it has a more Halo Reclaimer saga feel to it. :slight_smile:

> But apparently one of 343i’s early builds felt like a “very traditional” halo to some play-testers, but the new creative director scrapped it BECAUSE it was too traditional.

They were talking about multiplayer. The campaign team did a good job in just about every area. 343i wanted to reproduce Bungie’s multiplayer without using Bungie’s code. That’s why things seem a bit odd, why things that worked don’t work any more, and why they can’t seem to be able to make modifications.

I suppose the real problem with campaign is no Theater. They said it couldn’t be done, yet some guy did it. There’s video out there.

“Halo Feel” is so subjective that it’s impossible to avoid a fight on that subject. Anyone that can define it to everyone’s satisfaction should get a top spot on 343i’s creative team.

> I suppose the real problem with campaign is no Theater. They said it couldn’t be done, yet some guy did it. There’s video out there.

No, he didn’t. M-wording (which you should NOT do on Xbox, BTW…) a single game is not the same as implementing that feature across all copies of the game without simultaneously breaking something.

Or so I’ve been told.

> > I suppose the real problem with campaign is no Theater. They said it couldn’t be done, yet some guy did it. There’s video out there.
>
> No, he didn’t. M-wording (which you should NOT do on Xbox, BTW…) a single game is not the same as implementing that feature across all copies of the game without simultaneously breaking something.
>
> Or so I’ve been told.

All the unmentionable does is enable a broken and previously-disabled feature. No new features were added.