First Impressions: Halo 4
Booting up “Halo 4” for the first time, I didn’t know what
to expect. I’ve been a huge fan of the series since the first installment on
the original Xbox and hold the series in fairly high regard. “Halo 4” marks the
first time that a company besides Bungie will have produced a Halo title and I
was a bit apprehensive about that fact. I always maintained faith that anything
bearing the Halo title would be great, but I was unsure if I would be able to
personally bear any changes made to the series or the mechanics of the game
itself. After playing both the new campaign and War Games (the new title for
multiplayer), I’m absolutely blown away with what 343 Industries has
accomplished. “Halo 4” is more than just a sequel; it’s a spectacular
reimagining of the series that will create as many new fans as it will floor
series veterans.
“Halo 4” is the first game of a new Halo series, dubbed the
“Reclaimer Trilogy” by 343 Industries, and takes place four years after the
events of “Halo 3.” In those four years, Master Chief and the AI Cortana have
been floating adrift in space, aboard the wrecked UNSC ship Forward Unto Dawn. As the ship nears an
unknown planet that seems to be of Forerunner origin, Cortana awakens Chief.
Though humanity and the Covenant have held a fragile truce since the events of
“Halo 3,” Chief and Cortana encounter fanatical remnants of the Covenant who
are intent on preventing anyone from reaching the planet. Only in “Halo 4,” the
Covenant are the least of the Master Chief’s concerns.
For the first time since the introduction of The Flood,
“Halo 4” introduces a new enemy force to the battlefield – the Prometheans.
Once on the artificial planet Requiem, the Chief and Cortana encounter this
ferocious new enemy. More than just an amalgamation of reconstituted Covenant
forces and tactics, the Prometheans are a distinctly synthetic race of
creatures. Featuring numerous inventive enemies as well as a brand new class of
Promethean weaponry, these enemies require drastically different tactics to
defeat. Being synthetic in nature, the Prometheans strike with a startling
ferocity and efficiency and can easily overwhelm and outmaneuver unaware
players.
Despite the grand scale of the conflict on the planet
Requiem, I continually found myself in awe of how well 343 Industries was able
to humanize the Master Chief and Cortana in “Halo 4.” Moreso than in any
previous title, through the use of outstanding writing, storytelling and
dialogue, the two main characters exhibit actual emotions, giving them a life
and depth that, until now, just did not exist. Until this title, Chief has been
seen as little more than a faceless, mindless human weapon, capable of little
beyond killing. Cortana suffered a similar fate. Though she is essentially the Chief’s
brain, she usually offered little more than exposition or directions to the
next objective.
Giving these two characters a personality and depth is an
achievement on its own but the way that it is handled through the story is
stunning and superb in its effectiveness and subtlety. Cortana’s is the more
obvious struggle. An AI of her kind is only in service for seven years. Cortana
is in her eighth. Over the course of the game, she struggles to contain and
control her mounting rampancy (a condition which she describes as AIs literally
“thinking themselves to death”) and though Chief remains as calm and collected,
as he always does, his reactions to Cortana’s spiral isn’t obvious but it is
noticeable. His relationship with Cortana is the most meaningful he has ever
experienced. Without her, Chief would be completely lost. Though we could view
his actions on Requiem as another mission to protect humanity throughout the
universe, it continues to seem that most pressing matter, from Chief’s point of
view, is preserving Cortana and curing her rampancy – that his actions on
Requiem are but steps along the path to saving Cortana.
But beyond the surprisingly well-produced story of “Halo 4”
there are plenty of other improvements and additions presented. The multiplayer
now actually has an explanation within the game itself. As mentioned earlier,
multiplayer is now titled War Games and takes place on board the massive UNSC
ship Infinity. Your character is
actually a Spartan-IV soldier, participating in training exercises aboard the
massive starship. Though this doesn’t change the actual mechanics of the
multiplayer mode much, it was a great touch to actually explain its existence
within the context of the Halo universe. The multiplayer is business as usual
with a few minor changes. First, your character now gains XP and skill points
for each level that can be used to unlock new weaponry and armor pieces.
Unlocking weaponry, you say? That’s right, “Halo 4” introduces the ability to
create loadouts to use in particular match types.
Ok so this “First Impressions” is running a bit long so I’ll
wrap it up briefly with a few bullet points:
-Along with War Games, “Halo 4” introduces a new cooperative
play mode titled Spartan Ops. The game comes packaged with a handful of
missions to embark on, which tells a unique story that runs parallel to the
main story. Each week, a new Spartan Ops “episode” will be released which
contains about five missions. The first season of Spartan Ops is free but more
are allegedly in the works, though they will cost money. And don’t worry, you
can still play the main story cooperatively too.
-“Halo 4” is easily the best looking game of the series, bar
none. Cutscenes are spectacularly detailed and somehow 343 Industries managed
to give the entire game that detailed, nearly photorealistic look. Character
models and environments are more detailed than ever. For example, the Covenant
forces have distinctly more reptilian look than before, as the higher detail on
characters conveys the rough texture of their skin. Similarly, the synthetic
Prometheans seemingly gleam in areas of brighter light, as they’re essentially
entirely composed of metal. On a related note, I noticed that the lighting can
be a bit overwhelming in brighter areas.
-The sound design of “Halo 4” is great, though having been a
fan of the series for so long, hearing different sounds come out of well-known
weapons was a bit of a shock. No weapon report sounds bad, necessarily, just
different. I’m sure I’ll get used to them in time but for now many weapons,
especially Covenant weapons, just don’t sound right to me.
-There’s already a DLC map pack out which adds 10 or so maps
to the 10 which are available from the get-go. I’m a bit miffed about this, but
it seems the “War Games Map Pack” is on-disc content, as the Marketplace lists
the cost of the map pack at 2000 MS points (around $25) but the size of the
download is only 108k. I get that they are extra maps and that I wouldn’t
bringing this up at all if they were released later for that (fairly high)
price. But this isn’t later. It’s now. And I paid money for this game so I’d
like to be able to access the content of the game disc without being made to
pay more money.
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