Here is a rough draft of my write-up. I meant for this to be posted closer to the end of PAX, but just didn't have the time. Some of it is almost irrelevant at this point, but I thought I'd put it out there anyway.
How Does it Play?
At its core Halo 4 handles well, it is a smooth experience and it presents a sense of predictability. Everything works as you would expect, which is essential if a game is to thrive. More importantly, I never felt like the I was punished for some questionable mechanic, I was punished for my mistakes and my poor choices.
Halo 4 improves on Reach's responsiveness and player feedback and at the same time feels closer to the original trilogy in terms of player movement. The HUD in Halo 4 is fairly busy, but not intrusive. The HUD does a great job of informing the player about almost anything, things such as abilities, objectives and weapons/vehicles on map are clearly and effectively indicated. I think that these elements actually speed up the game and keep the intensity up, so for players who tend to forget that you've only used 2 of your 4 rockets or don't understand what to do with the flag, fear not.
One gripe I have with how the game informs the player is how frequent the announcer is used. He seems to announce almost every action (exaggeration). Hopefully it doesn't get to the point where he starts announcing yards sprinted.
Sprinting is now a default player trait. This means that ever player has sprint as well as an armor ability. There are a few aspects of Halo 4 that don't make sprint feel like a game breaking mechanic. When sprinting you know slow down considerably when taking shots. This hopefully gives the advantage to players who use their weapon over a player who uses the sprint melee combo. It also seems the the maps now accommodate sprint as being default. Small to medium maps seem a little bigger than in past games. They aren't drastically bigger, but extra space is given for the player to maneuver.
Another change in Halo 4 is how the player is handled when in scope. You are no longer knocked out of scope when shot at, instead you have to deal with kick back and you have to adjust your aim accordingly. I found that I spent more time dealing with the games mechanics and less time with the physical mechanics of a controller, which was welcomed. Gun fights were more focused and less frustrating, but you still had to work to keep your reticule on your oppnent.
Weapons, whether UNSC, Covenant or Forerunner all have their uses. Nothing feels completely irrelevant, rather, each weapon has its own unique identity has a role. I really didn't try to avoid certain weapons and I never felt that any of the weapons I picked up were useless. Some returning weapons may even surprise you, such as the Needler. As a weapon I used to classify in the “I think I can” or “It's the effort that counts” category, is now bordering on power weapon status. Seriously, pick that thing up!
Grenades are another important part of the Halo equation. Grenades are tuned so that they don't become a tool that players can rely on for kills. Grenade damage is closer to that of Halo 3 and grenade placement requires more precision. These simple changes encourage players to use grenades appropriately and not to spam them in hope of a single kill. By default, you cannot pick up any players dropped grenades, which lessened the amount of grenades being flung around.
Forerunner Weapons are Good for Your Health.
Typically a Halo game introduces a few new weapons and/or tweaks pre-existing weapons. With Halo 4 there are several new additions. It was sure interesting seeing how a whole new weapon class would fit into the already large sandbox.
The Promethean Repeater sits alongside the UNSC Assault Rifle and the Covenant Storm Rifle. Like the UNSC and Covenant assault variants, the Repeater feels a great deal more powerful than the automatic weapons on previous Halo games.
The Light Rifle was probably the biggest surprise in terms of weapons. The weapons has dual firing modes. Out of scope it is similar to the Battle Rifle, it is a burst weapon and takes 5 shots to kill an opponent. In-scope it works almost like the DMR, a single shot weapon, but unlike the DMR it is only 4 shots to kill.
It may make the DMR and BR seem irrelevant, but it doesn't. It seemed that the Light Rifle had a slower rate of fire when out of scope and an even slower rate of fire when scoped. So it does have its trade-offs.
The Incinerator Cannon was the only Forerunner weapon that I didn't have hands on time with, however I did witness it being used a few times. It is definitely similar to the rocket launcher, but it looks like it had a greater area of effect. After the initial explosion a few smaller particles are dispersed that create smaller explosions within a certain radius. I witnessed a few people kill themselves because of the splash damage, this baby is lethal. I overheard talk that the residual explosive particles are actually physics based, so you better be aware of your surroundings--I'm talking about teammate killing prone players. In fact, I believe one such community manager might want to take note.
The Binary Shot is the Forerunner equivalent of the sniper. I shot this weapon once, though a satisfying shot it was. My time was so brief with the weapon that I really can't comment on how it handles, though out of scope the reticule seemed bigger than a shotgun and the ammo clip was shallow. Just know that my opponent was greeted with a “Snaphot” and that he slowly disintegrated right before my eyes. Heck, I'm not going to lie, I felt sorry for whoever was on the receiving end.
The Boltshot is the Forerunner pistol with a dual firing modes. The standard firing mode works similarly to the UNSC pistol, but it shoots much faster and may be a little weaker overall. The nicest aspect of the weapon is when you hold the trigger to allow the Bolshot to charge. Like the plasma pistol, you can charge the Bolshot up for a more powerful shot. Unlike the Plasma Pistol, the player isn't able to hold the charge, it automatically fires. This means that you really have to be careful and confident with you charged shots when using this weapon. I definitely took a liking to this weapon.
The Scattershot is pretty well known by now. It works like a shotgun, but allows you the bank projectiles off surfaces. Since E3 the weapon seems to have been toned down. Much to my dismay, it seemed considerably weaker. Still, it is one of the more satisfying weapons in the game and can provide some interesting moments.
Abilities For Your Armor
Armor abilities have been cause for concern for Halo multiplayer and rightfully so. When I look at the landscape of Reach there are several underlying problems that detract from what is otherwise a very good game, but the one that is most apparent is the inclusion of armor abilities, or at least how they were implemented.
Let's talk about each Amor Ability individually...
Thruster Pack is the perfect tool for quickly getting out of the enemies sight lines, strafing and avoiding grenades. Since E3, the thruster pack has been changed to third person, which better communicates the distance traveled. The Thruster AA would be better suited on smaller maps with more complicated geometry allowing a player to quickly drop in and out of combat.
Promethean Vision has been causing much concern amongst fans, but I still maintain that it isn't as useful as many believe. In fact, I found that Promethean vision was a great ability to help you learn the layout of a map, but in combat scenarios against skilled players it didn't provide any significant advantage, especially for players who are used to using motion trackers and have any situational awareness. One neat aspect of Promethean Vision is that a player could use his battlefield awareness to callout enemies players on the map, a support role.
Something I recently discovered was that your motion tracker will in fact inform you if an enemy player is using Promethean vision by displaying an expanding red wave. Some changes I noticed include faster drain and longer recharge. It also seemed to have a cool down even if you didn't drain the entire AA meter.
Jetpack performs similarly to Reach's jetpack, which is unfortunate. Jetpack was the most frustrating armor ability for me to deal with. It greatly nullified map design and combat flow. While it does seem to have less juice when compared with Reach, it still provides an unsettling height advantage. I was actually hoping that jetpack would return as a jump-pack, similar to a double jump, a vertical thruster pack if you will.
One thing I would like to see implemented it some sort of mechanic that makes shooting less precise for someone jetpacking high in the air.
There isn't much to say about Hard Light Shield, it works like a shield it does drains fairly quickly and can only take so much damage. In terms of countering this ability, the hitbox is still very vulnerable to attack, well placed grenade/shots will do the job. The only annoyance I found was how fast you were able to equip it. It does slow the gameplay down a little, but it doesn't come to a grinding halt.
Regen Field is certainly not as strong as it was in Halo 3. I caught a few players trying to deploy it right before they died, sorry, not going to work. First of all it takes a while to deploy, second if you're one or two shots away from death, Regen is going to be enough to prevent that from happening, you're going to die. I see the Regen AA as a great support AA that would be useful for defending objectives. Regen also seemed to push nearby enemies away.
I used Auto-Sentry once, but didn't really have enough time to experiment with it. It didn't seem to have that much range though. Like Regen, Auto-Sentry seems to be more of a defensive AA, it certainly isn't an ability you can rely on for kills.
Hologram is very similar to Hologram in Reach, though I found it to be more effective in Halo 4. Now when you shoot a Hologram your reticule turns red and hit markers appear making the fake Spartan a little more believable.
I never encountered the invisibility armor ability being used during my time with Halo 4.
Tactical and Support Packages
These modifications allow you to further customize your spartan, but don't expect these mods to be game changing. The packages simply compliment the way in which you choose to engage in combat.
Where I really see these modifications taking form is on a team level. On an individual basis these mods don't feel too threatening, but when you start coordinating player roles for your team, these packages come in handy. The main slayer of the team might chose ordnance priority or the ability that allows you to carry two primary weapons. A support player who stays further back might pick extra ammo and sensor for better team callouts. The combinations are fairly robust and should provide some interesting dynamics.
There are some concerns such as unlimited sprint. Couple that with the thruster armor ability and the sword and you might have an issue.
New Map, Returning Vehicles...
I haven't enjoyed Halo's Big Team Battle offerings in a while. I would attribute this lack of interest mainly to map design.
What I liked about Exile was how the map was compartmentalized into sections of encounter. Instances where a player has to fight multiple battles from various sections of the map were few. The map allowed for smaller more intimate encounters that took place within a larger battle. That isn't to say you can't find those larger encounters, but there are enough alternate routes and cover to allow a player to pick and choose their firefights.
I did encounter a few problems on the map, specifically spawns. There were too many instances where someone in a Banshee or Scorpion could simply sit at a base and pick off players who had just spawned.
I myself never hoped in a Banshee or Scorpion, but I did notice a few changes just from watching other players.
The Scorpion shoots a much slower moving projectile that seems to do less damage when compared to Reach. The Banshee seemed to be less powerful too, I also noticed that the Banshee's aerial combat rolls/flips were slowed when compared to Reach. Grid-lock!
Thoughts on Flag
I found that the new CTF mode not only speeds up CTF, but it also encouraged greater focus on the objective. Players seemed to naturally coalesce around controlling capture points, escorting and defending. For the more hardcore player, this all seems obvious. Now Imagine that the PAX Halo 4 booth was like the matchmaking lobby, mostly random people, without mics and playing together for the first time, yet somehow each game of CTF I played went very smoothly. Both teams were continuously trying to control portions of the map and counter capture. I would attribute some of the focus to the added on screen icons and visual indicators, but it has to be said that players were automatically organizing who would be the flag carrier and the appropriate times to pull the flag.
There is an an extreme sense of risk and reward presented in the new CTF mode. It seemed that players were a little more cautious about their actions and the state of the battlefield. I'm not advocating that the new CTF mode completely replace the current model, but I did find some interesting aspects that the new mode presented.