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> > Many who hate Halo 4 do so because it wasn’t Bungie who developed it. Their opinion however doesn’t really matter. Then there are those who have made valid points regarding the multiplayer (points that I don’t share however), stating that it changed to much
It has nothing to do with the fact that Bungie didn’t develop it. Anyone familiar with the Bungie departure knows that many people from the Bungie team stayed with 343 to keep developing Halo. But I digress.
343 continued Halo 4 in the direction that Bungie took Halo Reach with armor abilities and whatnot. Halo 4 was the natural progression of mechanics introduced into Reach. However, there was a large number in the community that didn’t care for Reach (including me), and the player count began to drop for that game. So naturally, when 343 released Halo 4 and it was discovered to be Halo Reach on steroids, a lot of people were pissed and quit immediately. I personally played the game for about 5 months before dropping out. Halo 4 had some very fundamental problems in multiplayer;
1- The introduction of loadouts and ordinance drops made the game fundamentally imbalanced. Halo is traditionally built on the strong foundation of teamwork, controlling power weapons, and holding strategic areas on maps. This no longer became the foundation, as anyone could randomly appear with an incineration cannon or binary rifle without you having any knowledge of them having it. To make matters worse, people could now see through walls, cloak from the start, or spawn with a weapon that when charged would instantly kill anyone within 5 feet. It was stupid.
2- Every player having sprint brought with it larger maps. Larger maps are fun for certain game types, but not every single one. Want to play 4 v 4 no radar? It’s going to take 5 minutes before you find anyone to kill because the maps are so damn large. These maps made for fantastic Big Team battles, but anyone looking for a classic Halo experience would have to look elsewhere. Players often would have to sprint to where they knew a battle was happening and just so they could find people, whereas in previous games, you could be within killing distance of a grenade within seconds after spawning.
3- The ranking system was terrible. This is perhaps the most tragic development of Halo games that began with Reach. The ranking system has nothing to do with skill, but rather a stupid rank based on time played in the game. Halo 4 took the worst part of Reach, and actually made it even worse. It was WAY too easy to progress in Halo 4, and anyone would ultimately reach the top tier if they played enough. It wasn’t until months after launch that 343 finally added a skill rank, but they refused to show it in game and forced players to go to waypoint to see their rank. Wut?
4- Medals for every damn thing. Way too many medals for stupid, easy tasks. It detracts from their significance when anyone can walk out of a match with 12+ medals for things that people shouldn’t even get medals for. Headshots? You get medals for that now? Wow.
The campaign for Halo 4 also had some serious issues. The story was fine, and I personally have no complaints there. It didn’t feel very Halo-esque, but whatever. Here are the main issues of the campaign;
1- The combat ladder was broken. Halo is and always has been a very strategic shooter. The superb design and well constructed enemy AI forces the player to think strategically throughout the game, and engage enemies depending on the situation and environment. In Halo 4, the best way to engage the forerunners is to first take out the watchers, and kill every enemy from a distance with a long range weapon. What’s worse is that the Knights are the only class that drop a weapon worth picking up, and even then, it’s just a simplistic skin/alternative to an already existing human weapon. This made the combat with the Forerunners repetitive and boring.
2- The sandbox design forces players into frustrating environments that allow for minimal options of engagement. For example, in previous Halo games, players would constantly find themselves deciding what vehicle, which path,or what enemies to engage first. The design of the maps also always allowed the player to retreat if need be, and regroup and collect ammo or different weapons for the encounter ahead. In Halo 4, there are NUMEROUS instances where upon walking into a new, large open area filled with enemies, the door shuts immediately behind the player, cutting them off from any ammo or weapons they passed on the way. Furthermore, the sandbox gave the appearance of options, but on higher difficulties, it becomes clear that there is really only one way to engage the enemy in that location. Sometimes it would mean that the player was forced to hijack the ghost and kill everything in the area with a Ghost rather than using their cloak ability to take out surrounding elites or even bypass the enemy altogether or sneak to a nearby turret. This leads to frustration, more deaths, and sometimes reverting to a previous save if you found yourself lacking in weapons or ammo, something that previous Halo games NEVER forced the player to do. Halo 4 always dangled options in front of the player, but punished them for taking the chance to follow that lead. Examples include;
-You walk into a door and see an elite moving towards a parked banshee. You act fast and make a move to take out the elite and hijack that banshee…which leads to constant immediate death because you are in the crossfire of dozens of enemies and the banshee is too far to make it without dying.
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Your UNSC forces drop a Scorpion tank for you to use. Awesome! Too bad that you are immediately surrounded by plasma pistol wielding enemies that instantly render you worthless against the coming Wraiths.
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You find yourself at a Warthog garage and take your pick of any of them parked in eager anticipation of your coming battle. Except wait, you don’t have a gunner like in previous games to help you take out the enemies. Instead, you are forced to park your Warthog at a far distance and engage the enemy yourself in the turret or to cover the large area by foot. Neither of which are fun experiences at all.
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Speaking of attacking from long distances, the game constantly allows the player the option of engaging from long, sweeping distances. In previous Halo games, when the player would find himself on a map with a large draw distance, rarely would you be able to attack the enemy and kill every single one with the weapon the developers equipped you with. You would often find yourself with nothing but a pistol with enough ammo to maybe take out an elite and a couple grunts, but you would ultimately have to get close and personal with your assault rifle to finish the job. Not so in Halo 4. Constantly, 343 would give you the option of having both the pistol AND a battle rifle with adequate ammo to kill an army of enemies. Halo 4 introduced distances to enemies not before capable in other games. At these distances, the enemy would literally sit while you shot at them. It wasn’t until you got closer that the enemy registered that you were killing them and they would try to evade you. 343 managed to make the superb Halo AI seem stupider than ever. The enemy AI needs a drastic overhaul for the large locales 343 wants to take us to.
These are just a few of the examples of the problems that Halo 4 has. I could name others, but this should adequately answer your question.