…doomed to repeat it.
Before reading any further, this thread concerns the CAMPAIGN and the campaign ONLY. Do not post anything in multiplayer please. I request you this.
EDIT: I posted this in Halo 4 to discuss what we do not want to see in H4, rather than just a free-for-all bashing of games, which then I would have put in GD. There is a big difference.
Let us take a step back and look at the Halo campaign. Most of it was done right, and it gave rise to many, many campaign replays even without the need of being an achievement hunter or whatnot. The campaigns were just fun. But there were some things that grinded everyone’s gears in the various campaigns, and highlighting the terrible design choices and various poor implementation.
Lets have a game by game analysis:
Halo CE:
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I don’t think there is a Halo fan alive that won’t acknowledge that the copy and paste sections of this game were terrible. Granted, they padded out the game enough for it to be an amazing experience and made the sweet moments even sweeter, but we now have an expectation that developers are smart enough and not limited to making design choices like this.
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Backtracking. Though this is very debatable. I personally found backtracking through a destroyed TnR and PoA really fun, but I think alot of people would disagree. Overall, it probably would be better to not backtrack levels, or at least keep it at 1 level rather than 3.
Halo 2:
Note: I am one of those guys who thinks Halo 2 was the most disappointing Halo game made and it hand’s down had the worst campaign. But I am not here to spread my hate, so I will keep it short and ignore everything that is not directly gameplay.
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If CE was winner of the copy-paste awards, then Halo 2 wins most bland levels ever awards. There was some copy and pasting, but alot of the times the rooms seemed so bland and lifeless and it was another cheap way of padding out the game. These things get aggravating in a linear shooter and it really was a terrible offense for Bungie to continue down this path regardless of the backlash that CE received for its mistake.
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Corridor. Everything was a corridor. I don’t know how they got this so backwards after CE. There were only a few times where the world opened up a little and allowed you to spread your wings and bust out some strats. Another mini-criticism was how long the vehicle dependent sections were. Delta Halo and the city levels come to mind when you constantly have to drive through tunnel after tunnel after tunnel.
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I put away my other criticisms away for this; the city level. The E3 trailer was what I expected Halo 2 to be. It absolutely blew me away and I watched it over and over and over again looking for the small details (melee combo’s anyone?) and what I got instead was a long and boring corridor that did not even feel like a covenant invasion. I got the same feeling (or lack of) from Reach. Go watch the E3 gameplay and look how huge the level seems, then go play through the corridor that is Metro in H2… Terrible
Halo 3
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Backtracking in Rat’s Nest. Seriously? Look at good linear levels like PoA and Cairo Station. They are tight, quicker and challenging on higher difficulties. This was chubby, long and too simple. Everything wrong about linear levels was demonstrated here (minus the jetpack brute part). And backtracking was the worst offense.
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Floodgate. Why even have this mission? Well I know why. Because this was supposed to be the last mission of Halo 2. But why now in Halo 3. If there ever was a pointless mission it has to be Floodgate. It is not like anyone enjoyed fighting the Flood on that level… Speaking of Flood - Cortana. Did Bungie not get the memo that The Library was possibly one of the worst levels ever created? Did they try and outdo themselves by creating the real worst level ever? Cortana was a chore. It was ugly, boring and just so stupid.
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DO NOT CUT INTO OUR PLAYTIME WITH RIDICULOUS DIALOGUE. You know what I am talking about. When you suddenly have a -Yoink!- attack and Cortana talks to you and you can’t move for half a minute… This is the stupidest idea ever and totally decreases replay value.
ODST:
- Not sure. The only thing that springs to mind was how short it was and how MS/Bungie had the gall to charge it as a full price game.
Reach:
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Armor abilities. “But you said no MP…” - thats right. What purpose did armor abilities serve in the campaign? Apart from a few obligatory jetpack sequences, none. If you are going to include something that breaks the game as much as AA, then make it worth your while to pick up something other than sprint.
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TOO BIG. I see what they did. They lengthened the levels a little. It was not necessary, but when you have any other ability other than sprint, you can really see how long it takes you to get anywhere. Bad idea.
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Bungie boasted that Reach had double the AI capacity of Halo 3. So where were the big battles? Where was the equivalent of that giant scarab battle in The Ark, when you and your buddies in tanks are trying to down the scarab and all those crazy choppers + grenade launching brutes? We like big battles. We like being outnumbered and forced to react quickly rather than just charge up a plasma pistol and then follow up with one bullet before running to cover. Reach was the worst offender of not having any real major battles.
Feel free to add your criticism to whichever Halo campaign you please. Criticism is of utmost importance. For 343, it allows them to see blatant mistakes and rethink their design choices. For us, it gives us a stick by which we measure future games. Did they improve on these fundamental problems, or did they repeat them again?
Go!