GDC: Halo 4 Post Mortem starts right now.

Whilst barring a few missteps (QTEs, disappearing weapons) I enjoyed the Halo 4 campaign, a few months later I find myself quite surprised that as yet I've no real urge to go back and play through it again; this is the 1st Halo game that I've experience this kind of apathy with, even Halo 2 which I really didn't like compared to the rest I've still replayed a few times.

Even more interesting for me is that I just completed Silentium which I loved, but I'm not champing at the bit to get back to Halo 4, though to be fair I'm in the middle of Bioshock Infinite right now.

Judging by this 'postmortem' Josh Holmes appears quite blinkered to the criticisms of 4, and it's disapointing to see him talk about QTEs as immersive; they are the polar opposite, and have no place in a Halo game.

I'm hoping that my apathy to replaying Halo 4 is more a general feeling of being bummed out on games in general at the moment (very disappointed in Dead Space 3, not really feeling the love for Infinite as yet either), but it could quite easily be that Halo 4 doesn't have that spark that kept me coming back to the previous campaigns, especially CE.
 
Finished watching it, finally. It was both disappointing and illuminating, though I think most of the illumination for me was not what was intended. Since giving away Halo 4, I've kept up on 343's tending to the game and been looking for some signals as to where they might take things down the road. I disliked the game, but I won't rule out coming back to the series so long as I see signs that 343 recognized some of the mistakes with Halo 4.

The talk was enough to tell me that they, as least so far, have not. Granted the scope was pretty narrow, being mostly about the story. But in the Q&A as well as some of the side comments, Josh seemed to feel pretty strongly that things like the perk/unlocking system were something fans wanted. When in reality, the lack of those things were one of the defining aspects of Halo. The game was successful in part because it did not feature that stuff, not despite not featuring them. It's antithetical to what Halo is about. They still don't get that.

The entire discussion about the need to make the combat more accessible was dismaying. Halo has long been known for attracting a very diverse array of players. Any game that sells the millions it did needs to do that. As Juices once said over in HaloGAF threads, 343 is turning off Halo fans by chasing an audience they will never catch.

A few random observations:

Josh talked about "Creativity" as one of the goals for the game. To paraphrase, it was about empowering users to tell stories and share experiences. Which made the loss of theater mode in Campaign and Spartan Ops even more odd, since that was a big part of how Bungie facilitated that.

One of the pillars of the game was, "Total Combat Freedom". Which made me wonder how so many linear vehicle gauntlet set pieces made it into campaign.

So, the narrative was an onion. And also, a narrative pyramid. At the start of the talk, Josh talked about the challenge of taking on so many narrative threads, such as the books and comics and Forward Unto Dawn web series. And then spent some time talking about how messy it was to tie all that together. What wasn't mentioned was, maybe spinning all that complexity out and then tethering the game to it wasn't a good idea in the first place. He mentioned how they needed to make sure the stories were self contained, near the end, though without elaboration. My hope is they really treat the games as standalone entities, tied most closely to one another.

On the development front, they went down the path of new, experimental sci-fi weapons, and then pulled back and had the Promethean weapons mirror the standard classes (rifle, pistol, rockets, sniper, automatic bullet hose, shotgun). I thought that was a significant development failure and was interested to hear the conclusions drawn, when Josh called that success. I was surprised to see that kind of fall back called successful; I thought it showed a lack of creativity which only lead to redundant weaponry and a cluttered combat sandbox. But it did allow for more unlocks. (This was my view after playing the campaign, not just after watching the video.)

"First person interactions with the world." Is that what those 850 button presses were?

Also: QTE's are by definition not immersive. They are immersion breaking when used so jarringly and out of step with our accustomed interactions with the game.

The folks at 343 are passionate people who clearly care about Halo. But I think they've taken it down the wrong path, and I didn't see any signs they recognized that. Bummer.

I wish I could be that polite about it. Regardless, I agree with your assessment. IMO, 343 has people in charge that clearly don't understand why their actual fans loved Halo.

I don't know, but I get a real sense that 343 lives in a bubble, and the requirements they're working with doesn't seem to be the kind of thing they can speak to openly and honestly. If you don't have that in a postmortem, its just another marketing exercise.

I couldn't have said it better. Even when they have updated playlists to address player complaints, they don't even hint that their settings were lacking or that it was a screw-up. They rarely admit anything and keep standing by their horrid design decisions. It's like they live in their own little world where everything they do is perfect and/or needs no explanation.
 
Agreed. I was tired of getting my hopes up with each new CG trailer, for previous entries, that I would finally be getting some real character moments in Halo. And with each game, while I enjoyed them, I was constantly let down. Gameplay fun? Sure. Multiplayer a good time? Yep. But if you handed me a notepad and had me scribble down the plot sequences in Halo 2, 3, ODST or Reach, I would hardly fill a page---simply because good character moments burn into my memory the plot surrounding them.
You couldn't write a page down worth of story points from Halo 2? Huh?
Halo 3's greatest sin was it's failure in plot-tension. There was some end-of-the-world shit going on, yet Bungie somehow did a terrible job of selling me on it. At no point did I feel like there was a massive war going on. And at no point did I feel like if I failed as Master Chief, the world was doomed. Perfect example of this tension done right? Mass Effect 1. Mass Effect had an on-the-edge-of-your-seat ending. It gave the feeling "If I fail, the world is fucked." What's even more impressive is they built up to this amazing climax in just one game. Halo 3 had 2 previous entries that paved the way. The door was there and all Halo 3 had to do was walk through.
Because there really wasn't much of a war going on by that point. Most of the human fleet was in shambles, and if Halo 3's epic battles doesn't give you the feeling of a massive war, then I don't know what will (Mass Effect, I guess).

Besides, I'd rather Halo 3 have a terrible story than terrible gameplay. Because in the end, the latter is what matters in a Halo game.
 
The folks at 343 are passionate people who clearly care about Halo. But I think they've taken it down the wrong path, and I didn't see any signs they recognized that. Bummer.

I agree with most of what you said. The talk felt a little out of touch, he went over a lot of what people would consider the failures of the game while not acknowledging them as such.
 
Ghal with cold truth.

The only surprise in the talk was that 343 was surprised by how many people solo'd spartan ops. How many people solo'd previous campaigns? How many chose to solo firefight? Was this really unexpected?
I guess they still don't realize it's unplayable over the actual Internet most of the time, especially across the Atlantic.
 
You couldn't write a page down worth of story points from Halo 2? Huh?

Because there really wasn't much of a war going on by that point. Most of the human fleet was in shambles, and if Halo 3's epic battles doesn't give you the feeling of a massive war, then I don't know what will (Mass Effect, I guess).

Besides, I'd rather have Halo 3 have a terrible story than terrible gameplay. Because it in the end, the latter is what matters in a Halo game.

If plot tension and character narratives are your biggest focus when playing a video game then you're probably wasting your time.
 
I've no idea what they were thinking with the new enemy types lol. If they don't introduce several new races in Halo 5 then the series is in trouble IMO.
 
I've no idea what they were thinking with the new enemy types lol. If they don't introduce several new races in Halo 5 then the series is in trouble IMO.

In halo 4 they introduced so many bullshit stuff its hard to clean up without press shitting on it.

Either reboot the series with 5 and clean ship remove all the random bits go back to basics.
They could say something like "Yeah the didact reprogrammed the promethean stuff to keep it out of human hands and all that gear doesn't work anymore"

Or go along this path and let the ip die in a miserable state where halo was once a unique ip it is now cod skin.

You couldn't write a page down worth of story points from Halo 2? Huh?

Because there really wasn't much of a war going on by that point. Most of the human fleet was in shambles, and if Halo 3's epic battles doesn't give you the feeling of a massive war, then I don't know what will (Mass Effect, I guess).

Besides, I'd rather Halo 3 have a terrible story than terrible gameplay. Because in the end, the latter is what matters in a Halo game.

Two fucking scarabs in halo 3 a lot of heli(forgot the name) now how isn't that awesome.
 
Is there any takeaway from this that would suggest they'll put something like Team Throwdown in Halo 5 from day one? Loadouts were honestly the biggest reason I didn't get Halo 4.
 
I wish I could add on to this with the experiences I had as a CC, but I'd probably get in trouble. Good post.

And as someone who submitted maps to the CCs, I can say that the process after the CCs take it is far too illusive. And in the end the map either makes it in or it doesn't without any feedback from 343i whatsoever.
 
But something Josh said struck me as a bit odd. I'm one of those guys that played Spartan Ops solo. Josh said they were surprised at how many people played it that way, and that they had balanced it for 2-4 players.
I think the biggest mistake of Spartan Ops was to apply the Firefight co-op principles of "the more, the merrier" to the mode's far more linear, campaign-like structure where most people play it solo. Why no one, out of all the people and testers that worked on this game, didn't catch this is beyond me. Maybe they had to change what it was too late and didn't have the time or resources to mitigate the problem, but at the very least they could have gone the extra mile to ensure that the netcode wasn't complete and utter dogshit.
 
Bah, screw the haters. Halo 3, ODST, and Reach felt stale as all hell compared to 1 and 2. Bungie needed to go. 4 had issues but I at least got a feeling of "fresh" from it.
 
Bah, screw the haters. Halo 3, ODST, and Reach felt stale as all hell compared to 1 and 2. Bungie needed to go. 4 had issues but I at least got a feeling of "fresh" from it.
3 and ODST are debatebly the best campaigns in the series, Reach did some nice things in Campaign too but was more disappointing due to multi.

I agree Halo multi wasn't really going places, which is what Bungie seemed to of had a hard time figuring out how to improve (Reach). But that doesn't mean you go and immitate, Halo should be the one continuing to innovate.
 
So ODST – unarguably the most unique Halo game – didn't feel fresh to you?

3 and ODST are debatebly the best campaigns in the series, Reach did some nice things in Campaign too but was more disappointing due to multi.

I agree Halo multi wasn't really going places, which is what Bungie seemed to of had a hard time figuring out how to improve (Reach). But that doesn't mean you go and immitate, Halo should be the one continuing to innovate.

ODST story wise was interesting but it didn't feel fresh to me, and the gameplay itself had grown pretty stale. In general I think Bungie just reached the limit of what they knew what to do with the series and to a certain extent might have been too stubborn to look at what some of their competition was doing. 4 has its issues but I see more potential for the series post Halo 4 than I did post Halo: Reach.

To be honest though, I hated Reach's campaign.
 
3 and ODST are debatebly the best campaigns in the series, Reach did some nice things in Campaign too but was more disappointing due to multi.

I agree Halo multi wasn't really going places, which is what Bungie seemed to of had a hard time figuring out how to improve (Reach). But that doesn't mean you go and immitate, Halo should be the one continuing to innovate.

Odst's metroid like campaign structure was beautfully done. The tone, scope, and concept were all really well thought out. A lone odst, searching for his team as he tries to figure out why the covenant are scouring the remnants of new mombasa. Virgil acting as a navi like guide helping you unloack weapon stashes. The film noir approach and music. With the exception of the animation and cutscenes i think odst was the best halo game since halo ce, and it feels like that halo 2 gameplay trailer.

I thought that the invasion gametype was actually a really good approach to revitalizing the multiplayer, it really brought back that team mechanic. Jason jones always hated the slayer gametype, and invasion seemed to be the proper evolution of the team mechanics that the game really thrived on in halo ce.


One thing that still bugs me:
I still dont understand why the covenant are against the humans, i had thought the war had ended and humans had weapon supriority by this point. Why the covenant would fight chief makes no sense to me.
 
I'm honestly still conflicted about Halo 4. Obviously most of the HaloGaffers see me as one of the few who still speak somewhat positively about Halo 4, but there's more to it than that. I like aspects of Halo 4, while other aspects confuse me. I don't hate the game as much as some, nor think that a true Halo fan just could not love 4, but I do have issues no matter how many times I defend certain aspects. Generally the same few areas get brought up in Halo 4 discussion and those are generally the areas I like, thus the defense.

The campaign felt fresh and exciting to me. Kind of like when you re-paint your bedroom. Everything looked and felt fantastic, and still does, but I've recognized more and more of the underlying issues as I continue to play. The narrative was weak. The best the plot ever got was the Cortana/Chief interaction. The Didact was just thrown in there and you'd have no idea who he was if you never touched the extended fiction. Not to mention the fact that nothing really happened in the story outside of releasing the didact and stopping the didact. Still, with these issues I still enjoyed the campaign mainly because I was ready for a change. The Halo 3 campaign was solid and had some of the best gameplay thus far, but the story was boring to me and the locations similar. Halo 4 had a new look to it and that has been enough to keep me seeing it in a positive light overall, but I fully expect them to fix the issues (especially with the plot and character development) in Halo 5.

There's also the lack of wonder that Halo 1 provided. I think one of every Halo fan's top gaming moments ever is stepping out of that escape pod in CE. Requiem started to have that feeling in the first crash landing level, but eventually was just filled with enemies and never really felt like its own character. I also had issues with the AI and Prometheans. The Promethean design wasn't terrible, but they also had no character at all besides cannon fodder. I know they are not "true" characters being that they are essentially robots, but at least give them more character through aesthetics. Fighting Elites was still more fun because they were "alive" and actually reacted to you and had motive.

The multiplayer is also a mixed bag for me. Overall I like it, but there are small things that kill some of the enjoyment I had in Halo 1-3. I was initially on board for global ordinance, but have since realized that it does really alter gameplay and map flow. It's good to see them take it out for DLC, it needs to stay out in Halo 5. Also there needs to be more small maps. I love big team battle, but when 90% of the maps that ship with the game are for big team gameplay it's a bit much. Halo at its core is a 4v4 or 5v5 game. BTB is a great thing to have, but you need to nail down the small scale multiplayer first. Probably why I love Haven so much. Also AAs. AAs are something that have ping-ponged back and forth in my head forever. On one end I don't hate most of them (keep armor lock out of any game ever, and invis is getting annoying) but on the other end I feel they are largely unnecessary. The equipment in Halo 3 provided the same element as an AA, but never provided you with an easy out. Apart from that I find loadouts fine (as long as you limit them per playlist, e.g. plasma pistols in BTB) and I feel the progression system is more or less fine. I'd be happier JUST unlocking new armor and aesthetics though.

TL;DR, Halo 4 has issues that I hope they fix for Halo 5. Despite my defense of some elements not everything is rosy on Requiem.
EDIT: ODST is amazing and so is the music. That is all.
 
You're criticizing Halo 3's locations for looking similar when a lot of Halo 4's environments were rocks?

Fair accusation. I think Halo 4 felt fresh to me (on a location scale) because of the graphical overhaul. Also it may be the newness of 4, as I have not played 3 in a while. I do remember loving the looks of the opening Halo 3 level though.

Halo 4 does quite a bit of jumping around though, and the graphical updates to things like Forerunner structures really helps the game's environments feel fresh.
 
"First person interactions with the world." Is that what those 850 button presses were?
It's a small thing, but the difference in how you press buttons between Bungie Halo and 343 Halo says a lot about what the mindset of both companies was when they were developing their games.
 
TL;DR, Halo 4 has issues that I hope they fix for Halo 5. Despite my defense of some elements not everything is rosy on Requiem.
EDIT: ODST is amazing and so is the music. That is all.
Pretty much my take too. I still have a lot of fun whenever I play Halo 4, spartan ops and multiplayer.

I like intrinsic sprint, I like loadouts where appropriate, love most of the AAs and honestly think their heart was in the right place when it comes to personal ordnance. But too many of their decisions painted them into a corner to where they couldn't easily make adjustments to keep classic Halo multiplayer gameplay intact.

I can only hope their in-house post-mortem was a lot more honest and painful. Because if they can learn from their missteps (presuming they can realize them first) Halo 5 could be something amazing.
 
Graphics aren't fun to play.

No, but it is funny how 343 managed to out graphically in one game what Bungie had been kinda lacking in for say 3 Halo games? Makes me wonder bout the 3D modeling talent over there a Bungie a little........just a little though (They kinda did step their game up for Reach)
 
jbvGWojtMTxOmx.jpg


:/

Would this be a bannable avatar?
 
No, but it is funny how 343 managed to out graphically in one game what Bungie had been kinda lacking in for say 3 Halo games? Makes me wonder bout the 3D modeling talent over there a Bungie a little........just a little though (They kinda did step their game up for Reach)
I think this a function of it being late in the gen and 343 bringing together devs of all kinds with varied experience to the table.

I think the art is definitely better than Reach and maaaaaaaybe ODST (I say this because the city design was incredibly boring), but I'd have to bite my tongue on Halo 3.
 
I'd agree with this, most of the changes in Halo 4 are just extensions of ideas in Reach.

I rather enjoyed Reach quite a bit. Absolutely loved how the campaign ended which is more than i can say for the others. My favorite mode.....Firefight (Horde). Spartan Ops just doesn't give me that same feeling on top of the silly fact that no public matchmaking in the Campaign or on any episode of Choice in Spartan Ops. Those 2 points are damn near unforgivable in my book.
 
Didact was just a really lame villain.

He had none of the depth of complexity of someone like The Prophet of Truth or Gravemind and his character is woefully underdeveloped. In the end, he comes off as one of those generic mustache twirling villains whose motivations are vague at best.

I did really like the exposition between Chief and Cortana though, there were some genuinely touching moments and 343 tackled the whole Rampancy issue much better than Bungie ever did.

Aside from that, the campaign was solid, if not lacking in a few epic moments. (Scarab/Hornet battle anyone)? Being able to finally fly the Pelican was a real treat though.

The multiplayer is really where I draw issue with the game, and my problems with it are too many to list.

Didact = Best looking villain Halo has ever had. He truly gave me that Ganondorf vibe.
 
I've no idea what they were thinking with the new enemy types lol. If they don't introduce several new races in Halo 5 then the series is in trouble IMO.
Yeah, unless they get a huge overhaul, I really don't want to fight the Prometheans ever again. The crawlers are fun to headshot, and that's about it.

But fighting the Covenant in a hubworld was a new take on Halo's combat system.
I was really hoping 343 would expand on that model with Halo 4. I was hoping they'd go a Metroid Prime Lite route and make Requiem a semi-open, non-linear world with roving packs of enemies, and important set pieces that advance the story. Or something like that. I honestly didn't expect they'd stick to the traditional Halo campaign formula. It was kind of disappointing to me.
 
Pretty much my take too. I still have a lot of fun whenever I play Halo 4, spartan ops and multiplayer.

I like intrinsic sprint, I like loadouts where appropriate, love most of the AAs and honestly think their heart was in the right place when it comes to personal ordnance. But too many of their decisions painted them into a corner to where they couldn't easily make adjustments to keep classic Halo multiplayer gameplay intact.

I can only hope their in-house post-mortem was a lot more honest and painful. Because if they can learn from their missteps (presuming they can realize them first) Halo 5 could be something amazing.

watching the video again, i honestly can't be optimistic about it, i dont think that's the case. I just went through the promethean designs, and they're completely ignorant of their own gameplay decisions. He's promoting the prometheans as a unique gameplay experience, yet, i dont know a single person who can point which aspects of the promethean gameplay kit is inherently unique in the game design. The only thing which comes close is the support promethean, and even then it harkens to the engineer. So you have a bunch of new enemies that are fundementally the same as older enemies, which don't change the sandbox in any meaningful way. Same goes for the new weapons.

Visually they're a clumsy design, it's hard to pinpoint weak spots, its hard to figure out which weapons are useful or appropriate, and this forces players to take a single approach. Take for example the phase thing they do, the teleportation effect doesn't give you any information on the characters next position, and it's hard to tell if it's tied to characters health, so all it does is needlessly extend the length of the fight through a fustrating mechanic. It forces players to take the approach that they feel works the most consistantly, which in turn reinforces your medium - long range weapons, and as a result, the game never changes. Compare this to the flood, who are primarily close range, with sporatic movement, low health, and rely on numbers, this forces the players to adopt close-mid range weapons with large ammo clips, a complete contrast to the mid-long range approach which is suited against the covenant.

I find it interesting that in the following section they discuss weapons and they talk about the fact that players original ignored them in the design stage. Yet there are a couple reasons which they completely dismiss.

1. the new weapons are unclear in their use and purpose. It's not clear why the lightrifle has a ammo type which changes. The bolt shot's effectiveness is hard to determine. The visual design is hard to understand. It's hard to tell which weapon is which when they're lying on the ground.

2. these weapons are the same as current weapons which people already understand and feel comfortable with. They even say, "the scattershot is a shotgun" well, then why are you making it if theres already a shotgun?

3.Theres no clear thought into why additions to the sandbox were made. Even in reach they attempted to remove redundant similar weapons, while introducing new ones. The looked at the covie sniper thought it was too similar to the human sniper, and so they turned it into the beam rifle.

these elements, along with what i would consider are the increase push for a directed and cinematic experience is leading me to believe that the goals for halo 5 will be at odds with what long time players want. In story, in gameplay, and ultimately in experience. Even the whole puppet-vehicle analogy, it tells me a lot of what the goals 343 is putting in place. They dont want this to be "your" master chief adventure, their want it to be "theirs" and that's depressing to me.

No, but it is funny how 343 managed to out graphically in one game what Bungie had been kinda lacking in for say 3 Halo games? Makes me wonder bout the 3D modeling talent over there a Bungie a little........just a little though (They kinda did step their game up for Reach)

I think there's more to the argument then meets the eye. 343 cut a lot of features. I can't think of a single halo game bungie made which did the same. It has nothing to do with talent, but with budget, budget for time and man power. They would rather give players a robust firefight mode, and multiplayer options then spend their time making the pixels look x amount better. The levels also feel far smaller in scale, and far more linear. So if scaling back core game mechanics in return for better graphics is what people want, then so be it.
 
No, but it is funny how 343 managed to out graphically in one game what Bungie had been kinda lacking in for say 3 Halo games? Makes me wonder bout the 3D modeling talent over there a Bungie a little........just a little though (They kinda did step their game up for Reach)

I think Halo 4 didn't really look good at all. At the very least, whatever tricks they are using to make nice screenshots have been at the cost of the game. It feels like enemies are really hard to identify at even medium ranges, and can become literally invisible at long ranges in co-op mode. I had points where I was being shot at by enemies outside the draw distance of the game. They magically appeared when I zoomed in on them with my Battle Rifle. This made certain vehicle segments a nightmare.

No other Halo game had anything like this problem. Even Reach, which suffered from occasional terrain pop-in in co-op mode, at least didn't run into problems with enemies disappearing. Halo 1-3 were excellent at making enemies visible and identifiable (other than a few questionable color choices for Halo 3 Brutes, of course).

It doesn't matter how good a game looks if those graphics are actively getting in the way of the gameplay.
 
Halo just lacks depth to me. I know not every game is Fallout. Borderlands isn't Fallout, but it has far more depth than Halo and it's just as arcadey and fun to play. The whole "go here, shoot this, push that, return, go there, shoot that, push this button" is just really zzzzzz imo. The fun of Halo for me had been firefight and they ditched it in 4 and replaced it with the god-awful Spartan Ops. Blech.

Firefight was my SHISH!!!!!!!!!!!!!!!
 
As 343i have like unlimited funds and low chance of flopping commercially for the next Halo they should go full on back to basics.

I mean remove armor abilities, sprinting, everything and just remake Halo 2/CE MP completely.

Just to see if it retains players or if the franchise is just suffering from fatigue.

No sprinting in any action game is a SERIOUS no no in my book!!!
 
Josh is lost. Just typical. All you guys defending this game:

40k peak online population. So might defend it but you are playing something else.

Because god forbid people play other video games. I liked Halo 4 a lot, more so than a few of the last installments of the franchise, but I'm also 9 years older than I was back when Halo 2 was out. I just don't have the free time to sink into one video game any more. Bungie could re-release Halo 1 with functioning online multiplayer and I'd probably play it off and on at most.
 
Because god forbid people play other video games. I liked Halo 4 a lot, more so than a few of the last installments of the franchise, but I'm also 9 years older than I was back when Halo 2 was out. I just don't have the free time to sink into one video game any more. Bungie could re-release Halo 1 with functioning online multiplayer and I'd probably play it off and on at most.

Ah, so we shouldn't base major core changes to the game and how the community received it by how many actually continue to play it.

Got it.
 
I liked Halo 4 even with all it's weird problems. I was actually excited that the game finally had a central villain. When you unleashed the Didact, I was seriously waiting for Cortana to start explaining his history and she just never did. As soon as that section ends and you're on the ghost, Cortana just drops his name "That Didact". My exact reaction was a state of confusion, I felt like I had missed something in the Didact's previous reveal. It turns out I didn't, 343i just handled that shit in the worst way possible.

The other thing that just felt off to me was the enemy art. I wasn't a fan of the redesigned elites but seeing it in game only made it worse. Compare the design of the elites in Reach to Halo 4. In Reach I felt like you could tell the elites apart. You see a golden elite, you know to be cautious because he will fuck you up. You see a white elite he's a little tougher than usual. This carried on for all the different classes in Reach, it was very easy for you to differentiate them from each other. Halo 4 all the elites just blended together. I don't know if it was because they muted the colors or whatever but it was hard for me to differentiate the different classes.

This carries over to the Knights, I think it took me till my second play through to realize they were different classes. New enemies for the next game please because the Prometheans were not fun to fight, halfway through the game I was a little bummed out that we were fighting covenant again and by the last level all I wanted to do was fight the covenant because the Prometheans were just tedious to fight.
 
Because god forbid people play other video games. I liked Halo 4 a lot, more so than a few of the last installments of the franchise, but I'm also 9 years older than I was back when Halo 2 was out. I just don't have the free time to sink into one video game any more. Bungie could re-release Halo 1 with functioning online multiplayer and I'd probably play it off and on at most.

Also this but i still go back to bf3 once a while and other games like CIV or Anno.
Halo4 i haven't looked back to it.
 
What are the main theories for Halo 5? I know there is a thread but if someone could quickly summarise it would be a great help.
 
No, but it is funny how 343 managed to out graphically in one game what Bungie had been kinda lacking in for say 3 Halo games? Makes me wonder bout the 3D modeling talent over there a Bungie a little........just a little though (They kinda did step their game up for Reach)
I don't think it's surprising given the tradeoffs they made for that close-up fidelity. Look at the gorgeous opening vista in Reach's Winter Contingency and compare it to something like the low-res jpeg that comprises Halo 4's Reclaimer backdrop, or how aggressive the LOD system is (you can look from one end to the other of several multiplayer maps and suddenly be looking at Play-Doh models). Halo 4 is often a beautiful game, but it's not exactly what I'd call a consistent experience, something I really appreciated about Bungie's Halo games. I also really don't care for Halo 4's lighting. The constant bloomed out light sources go against one of the things I come to Halo for - visual clarity (which something like the map Wreckage, which will blind the player if they look in a certain direction, just doesn't have).
 
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