Anticitizen One
Banned
Honestly it still turned out to be a pretty good game. I just felt the last level should have been better and they shouldn't have copied other games by throwing in QTEs and shit
Then whats the point? Just keep releasing map packs for the old games at that point.
Not a bad plan. My philosophy is if it ain't broke....
But at a fundamental level, I have never understood the forum mentality that everything has to be new. Add this. Sprinkle in that. I say leave it the heck alone. People like the game for a reason, don't mess with it.
In my world that apparently nobody else lives in, sequels would be to continue the story. If there's nothing compelling going on there (and in my world [that nobody else...], there hasn't been), then no. Sit on your hands for all I care. Count your money or something.
Not a bad plan. My philosophy is if it ain't broke....
But at a fundamental level, I have never understood the forum mentality that everything has to be new. Add this. Sprinkle in that. I say leave it the heck alone. People like the game for a reason, don't mess with it.
In my world that apparently nobody else lives in, sequels would be to continue the story. If there's nothing compelling going on there (and in my world [that nobody else...], there hasn't been), then no. Sit on your hands for all I care. Count your money or something.
Not everything needs to be new or changed, but Halo 4 wasn't just another installment. The reins were handed over to an entirely new development team.But at a fundamental level, I have never understood the forum mentality that everything has to be new. Add this. Sprinkle in that. I say leave it the heck alone. People like the game for a reason, don't mess with it.
Having worked on every single Halo game since Halo 2, I can tell you that with every release, a significant swathe of people decided it had died. Halo2sucks.com was a real, energetic thing. Gameplay tastes can be really specific, to the granular level, and you will shake out a strata of taste with every iteration.
A common complaint in Halo 2, for example, is that the pistol is nerfed, because a three-shot-kill pistol from anywhere on the map was going to be problematic online, in a way that it wasn't when you were playing in a LAN. And so you had huge amounts of people who quit for that reason alone.
Also, making Halo 4 was TOUGH, but "hell" is relative. There will be other devs reading that article and scoffing at our version of "hell" because they went through way worse.
My favorite campaign experience in the entire franchise, so if they manage to deliver an even better game next time, then I'm there day one. I'm not ashamed to say that Halo 4's campaign is my favorite of all the games.
There has to be something or else why spend $$ on a new version that doesn't change anything? Might as well pack it up and shut the studio.
Yes, it would be nice to have had Halo end after 3, or even after Reach, but Microsoft wasn't going to let their cash cow rest in piece.
I agree that what works should be untouched; however, where we differ is I don't mind some new things to enhance the experience. Again, new maps are chief among those additions, and I doubt you have disliked all of the new vehicles added since CE.
But anything that changes the fundamentals of how it's played usually turns off old fans. What if one day, Mario couldn't jump? What if you couldn't level up Pokémon? What if there was no ADS in CoD?
People would be pissed.
Halo is dead.
Not everything needs to be new or changed, but Halo 4 wasn't just another installment. The reins were handed over to an entirely new development team.
I dunno - that seemed like the proper occasion to really run with some new ideas. All those new designers and artists on the team, and you know people want to put their spin on things, to be allowed some creative freedom. 343 deserved a chance to put their own stamp on things - to carve out their own identity.
Doing that without alienating long time fans though, that's one hell of a tight-rope to walk, and when in doubt, the lesson here seems to be that its definitely better to fall back to classic gameplay than attempt to copy other modern shooters, just because that's seen as some kind of standard.
We got a lot in common here. I'm not a vehicle guy either, although I prefer the balance to them in Halo games more than any other game out there.Actually, you're talking to the wrong dude. I actually don't like any vehicular addition to Halo. I don't want to be in them for any duration in the campaign. I do not get in them in multiplayer (not that I've played MP since 3). I like being on foot, and I like fighting enemies on foot. I've argued often enough that I thought the vehicle mix in CE was perfect, both in frequency and variety, and it has simply been (I say ridiculously) amplified in subsequent games. Beyond the plot, that's biggest complaint about the single player. In multi, I have never liked the continued addition of power weapons, beginning with the stupid sword in Halo 2. They should have left that thing like the books said, that only Elites could control the thing and it self-destructs out of their hands. And, of course, it has only gone downhill from there.
Exactly. What bothers people isn't necessarily the change itself but where it came from. Had they just tried to innovate instead of copy, i think the reactions in here would be totally different.
There will always be those people who hate any type of change whatsoever, but to copy paste COD ones was not innovative in the slightest.
I personally like change, but i prefer innovation. Halo always innovated. And please spare me the Spartan Ops is innovation, its a second SP campaign split into little peices then released online. Theres no innovation there.
We got a lot in common here. I'm not a vehicle guy either, although I prefer the balance to them in Halo games more than any other game out there.
I'd honestly recommend Gears of War Judgment's campaign. Third person combat, but it's the gold standard with a huge sandbox of weapons and moves, and the campaign is pure, 100% infantry combat. No vehicles. Plot is thin though. Just enough there to provide context for the incredibly frantic combat.
COD elements in the multiplayer integrate very well with Halo. But it doesn't play anything like COD and still feels like a Halo game.
The single player was hampered by repetition and relying too much on the Covenant instead expanding on the new enemies.
-snip-
Not really. COD isnt broken and it is played competitively everywhere. People just don't like the fact that they're COD elements.
I disagree completely with the cod elements. it breaks multiplayer and makes it feel nothing like halo.
Don't be a moron. That picture was tweeted a year previously.
Just remove everything and leave behind SWAT.
SWAT takes the best of both Halo and CoD and mashes it into the best multilayer experience in gaming. Ever.
It's the ultimate leveler. No radar, no power weapon whoring, no shields but you still need the skill to pull off head shots. Map memory still comes into play with experience because you know where to line up your reticle at any given time, but you still ultimately need to land the shot or you're dead. Everyone is on a level paying field because they have the same weapons, and as long as the maps are well designed, camping is kept to a minimum.
I'm amazed it isn't far more popular. Probably because there's too much choice. Make SWAT the only option Frankie, they will come.
Right......
And this one was really about his breakfast.
https://twitter.com/JoshingtonState/status/274218625039212544
And this one.
https://twitter.com/JoshingtonState/status/274255828264042496
Yes, taunt the mods, good plan!
I disagree entirely. There are a lot of facets to the Call of Duty-inspired additions to the Halo 4 progression system, but let's just focus on one of them for the sake of argument: Passive perk-like mods that change base player traits. Halo is, at its core, a game that centers around being able to internalize all the variables, make predictions based on those variables, and act decisively, which rewards players who take the time to understand all the ins and outs of the game. When I'm trying to harass a sniper in a classic Halo game, I can pepper him with fire to knock him out of scope - this is a base player trait for every player in the match, I know with 100% certainty that when I hit him he is not scoped in. When I'm trying to harass a sniper in Halo 4, I don't know if he has the Stability mod, which stabilizes the player's reticule from flinching when they're shot - my shots could be doing practically nothing to his ability to dome me and I have absolutely no indication of that until I'm dead, and even then it's a guessing game. In any Halo game, I can get a player to no shields, where some players will choose to hide so they can start to regenerate. I know that in Halo 2, his shields will start to recharge in 4 seconds and in 6 seconds he'll be at full health. In Halo 4 I don't know whether or not that player has the Shielding mod, which decreases shield recharge rate - his shields will begin to charge at 6 seconds, but I could have far less time after that to finish my kill before he's back at full health. In a classic Halo game, I know that if I can get behind a sniper, he'll likely be in scope and therefore won't have a radar, making him an easy kill. In Halo 4, I don't know if he has the Awareness upgrade, which gives players radar while in scope - I have no way of knowing if he has full awareness of me coming up behind him, which may lead to my death where I otherwise would have succeeded. One last example, because I know I'm beating it into the ground: In a classic Halo game, if a player fires two rockets and then begins his reload, I know roughly the amount of time it will take him to reload and I judge his current state (based on visual shield feedback) as well as my own state and positioning and I can make a decision on whether or not to engage based on that reload time. In Halo 4, I don't know if that player has the Dexterity mod, which halves reload speed on all weapons - he could reload in the blink of an eye and explode my face and I'd have no indication of that prior to it happening.COD elements in the multiplayer integrate very well with Halo.
What did they do to my beautiful Halo.
Oh and also this choice quote from the article:
COD elements in the multiplayer integrate very well with Halo. But it doesn't play anything like COD and still feels like a Halo game.
The single player was hampered by repetition and relying too much on the Covenant instead expanding on the new enemies.
This is a case of GAF bias in action. Halo 4 did a great number of things right that much of the audience here fails to recognize. Unlike every Halo game after Halo:CE, Halo 4 had that sense of wonder and discovery again. They did it by creating an interesting world and with great tech and audio. Even though Halo 4's campaign isn't perfect, I felt like it was as much as, if not more than compelling as some of Bungie's campaigns.
As far as multiple, I have welcomed just about all of the changes that 343 has made. In the end, I am very satisfied with Halo 4 and I really hope 343 keeps pushing it into new territory. Create new things. Dazzle me. Don't be afraid. I for one, am excited that its in the hands of a new developer that can give a new spin.
COD elements in the multiplayer integrate very well with Halo. But it doesn't play anything like COD and still feels like a Halo game.
The single player was hampered by repetition and relying too much on the Covenant instead expanding on the new enemies.
Unlike every Halo game after Halo:CE, Halo 4 had that sense of wonder and discovery again. They did it by creating an interesting world and with great tech and audio. Even though Halo 4's campaign isn't perfect, I felt like it was as much as, if not more than compelling as some of Bungie's campaigns.
Storywise, if they keep right in line with the Greg Bear material - most specifically Silentium - I will be one happy camper.
The new enemies were terrible. Glad to fight the good old Covenant.
I feel Halo 5 is going be even worse.
Don't be a moron. That picture was tweeted a year previously.
Right......
And this one was really about his breakfast.
https://twitter.com/JoshingtonState/status/274218625039212544
And this one.
https://twitter.com/JoshingtonState/status/274255828264042496
Some people in this thread are so self entitled its embarrassing.
Anyway, I thought Halo 4 was a great game, dont think I've enjoyed a Halo campaign this much since the first one.
Multiplayer was a nice evolution. I had a lot of fun.
Isn't that the truth. It's the one big problem with the Halo games. They're confusing unless you check out the wikis and read the books. I love that Frankie encyclopedia, although. Damn, that book is beautiful.They first need to learn how to tell that story in-game. Bungie never really figured that one out either.
Halo 4 too inside baseball? No fucking shit. The whole thing felt like fan fiction. If I, a Halo player since the beginning thought the story was wack... I can't imagine what your typical COD player was thinking while the story was molesting their eyes and ears.
no offense to the developers of the Halo franchise or to the people who are explaining why they don't like things in newer Halo games but Halo CE was a mistake and basically no one who has ever been involved in the development of the Halo franchise understands why CE is good or has the capacity to
Yes, taunt the mods, good plan!
I disagree entirely. There are a lot of facets to the Call of Duty-inspired additions to the Halo 4 progression system, but let's just focus on one of them for the sake of argument: Passive perk-like mods that change base player traits. Halo is, at its core, a game that centers around being able to internalize all the variables, make predictions based on those variables, and act decisively, which rewards players who take the time to understand all the ins and outs of the game.
. . .
I think there's still some to a perk-based multiplayer for specific series, but it doesn't really reward player knowledge and predictive skills like Halo did. There simply isn't any reasonable way to internalize all that knowledge with how the number of variables has escalated. I especially don't think it works especially well in a game with average engagement time as long as Halo, which is very much cat-and-mouse, something I don't really think Call of Duty does very well. That's not even going into what having to create variety for loadout selection has done to predictability, weapon balance, and game flow.
I this theory thatwas an apology in disguise, and 343's way of metaphorically wiping the slate clean for later Halo games.throwing Requiem into a star