foreword:
sorry, i kind of need to rant tonight. things are not going well for me atm, and someone on facebook said something about how “Halo 4 gets too much bull from the community”. we all know that it was a pretty decent game. But you know there were things Halo 4 did well, I know there were things Halo 4 did well, you know there are things halo 4 did wrong, and I know there are things Halo 4 did wrong. I’m going to go through them.
some things Halo 4 did right:
-Halo 4 delivers an excellent, powerful story.
-One thing that I really like about that game, is the way that the story was played out. it doesn’t take much for a first-time player to understand what’s going on, and why, and if you never got into the lore, you immediately understand how messed up the S-II program was, and why John acts the way he does.
-the new enemies really did what 343 intended, and caused even veterans to re-think their tactics.
-In-game dialogue was a really nice bonus, and helped to solidify the relationship between Cortana and John. it feels as though they’ve been together for eight years, and that’s what was really important.
-Forerunner weapons may not have had to look like human weapons, but they were built for creatures with human-like physiology and mentality. from a psychological standpoint, there are few differences between Humans and Forerunners, minus the mantle. combined with fighting style, it is reasonable to assume that Forerunners would have had human-like weapons.
-the environments were beautiful, with a gorgeous combination of linear progression and sandboxing.
-the first time i looked at Halo 4, i was angry, and thought that they were going to try and jip me, because I saw that there were only 8 levels, and Gamers tend to judge a game based on how much game they get (see: Destiny). but after playing through it, I realized that of these 8 levels, some of them are really long, and tend to feel like 2 or 3, sometimes. (Dear 343 employees, your 70+ hour weeks really paid off, i appreciate it.)
as a veteran Halo player, and from a game designer standpoint, however, the game had three main problems that really killed it for me.
a, the end level was really anticlimactic. they tried to lead the world to believe that they killed a character with three books of backstory by having you plunge a grenade into his armor, and have him fall off of a bridge to his “doom”.
b, the entire game was essentially “hey, hit these three switches and see what happens.”
c, quicktime events.
things they could have done instead:
a, let you have an honest boss fight with the Didact. lore limitations probably wouldn’t let this work out, but honestly, at the same time I was playing that game, I was coincidentally building a game including a similarly invulnerable villain, and working on the final fight for it. one such solution they could have considered was:
making chief have to hide behind pillars or hard light barriers courtesy of Cortana and take potshots at him, or reflecting back his attacks at him, then after x amount of damage, they could have stuck in that final cutscene bit. Halo 2 was the only game to really have Boss fights in the series, and I understand it if Halo 4 wasn’t really meant to have one.
if that was the case, they still really didn’t do the didact justice to have him fall off of the light bridge into the composer’s forge, only to be killed by a halo.
b, increase the distance between these “three switches”. instead of having to go from one to the next, with them relatively close together, we would have had levels like “The Two Betrayals” from CE. the concept of Forerunner was alright, up until the “hit the 4 switches to deactivate the tower” parts, but Shutdown and Midnight were real problems.
c, i would have rather had CGI cutscenes of chief killing an elite, or detonating the nuke. or even climbing the elevator shaft. they would have, at most, been 20 seconds long, with the longest being the sequence in which chief has to “crawl” toward the bomb, detonate it, and then look up at earth. it wouldn’t have been too much trouble to animate, compared to coding it all, and since we were used to that game having a cutscene every five minutes, it wouldn’t have ruined the immersion nearly as much.
if you’re going to defend Halo 4, look at my list, and tell me that this isn’t a fair criticism.
but I honestly think that most criticism over Halo 4 was the multiplayer, and largely because it’s incredibly difficult to have a sandbox map type, and still have people able to sprint. Some weapons were unbalanced, but im not going to go through that, right now.
needless to say, none of this is going to stop me from playing Halo 4’s campaign again, but i’m going to be likely to avoid some levels, like forerunner.
I am a game designer, and from my perspective, these were my biggest issues.
Granted, I understand that these changes I proposed would make Halo 4 a much longer game, and it probably wasn’t quite done when it shipped, but seriously, it would have been much better for the players.
Members of the community, what do you think?
-also, if you just so happened to see my post on Facebook, you will have noticed that I added on a considerable amount. sorry if it seems like a lot.

