'I Made It Right and They Are Breaking It for No Reason' — One of the Key Members of the Original Halo Dev Team Doesn't Sound Thrilled With Microsoft

IFireflyl

Gold Member

Microsoft has finally unveiled Halo: Campaign Evolved, a remake of the campaign portion of Bungie's beloved Halo: Combat Evolved. Halo fans have spent most of the weekend debating the changes Halo Studios has made for this upcoming 2026 shooter, from the addition of sprint to the more pristine art style. But what do the developers of Halo: Combat Evolved itself make of the remake?

Jaime Griesemer is one of the key developers behind Halo. He was most involved with designing Halo's famous '30 seconds of fun' gameplay loop and designed much of the campaign itself. Now creative director at Highwire Games (Six Days in Fallujah), Griesemer took to X / Twitter to deliver an early verdict on gameplay footage coming out of Microsoft's Halo: Campaign Evolved reveal.

He did not sound impressed.

"You aren't supposed to be able to take the Warthog up to steamroll the Hunters," Griesemer said. "I intentionally placed rocks in the way so you had to fight them on foot. When you can just smash the crates out of the way it wrecks the encounters.

"But the worst part? They put trees in the landing area of the WooHoo Jump. Lame."

Let's unpack this a bit. Griesemer is criticizing a key part of the iconic campaign mission, The Silent Cartographer: the first encounter with two Hunters. In the original Halo, this fight is meant to be played with Master Chief on-foot (players soon discovered it was possible to brute force a Warthog into the arena). But in Microsoft's remake, players can freely take their Warthog up to the Hunters and ride roughshod over their hapless victims. I imagine the Hunters, with their dying breaths, gurgling: "no fair!"

(Oh, and that WooHoo Jump? Griesemer explained: "There's a ramp that is supposed to have a bunch of jackals at the landing spot. Your gunner would always say 'Woohoo!' When you got airborne.")

It's fair to say Griesemer's tweet, viewed 2.3 million times, has sparked a reaction online, with some fans insisting the level layout change ruins the gameplay flow, others saying this change and others like it will make the game more fun. As for Griesemer, in a subsequent tweet, he explained that if Microsoft is going to change Halo's crates to be dynamic, then they should have also redesigned the encounters that use them as permanent cover."

He continued: "Most people forced the Warthog through BECAUSE of the Hunters. The introduction of the Hunters was supposed to be intimidating and difficult, but in the light so you can understand them. Then you meet them in an enclosed dark area and they are even harder. But then you get Rockets and Vehicles and turn the tables. It's a three act play of enemy design and you want to throw it in a blender. Fine, it'll go down easier but it's not going to taste as good."

And: "It's like the dance remix of a classic song that skips the intro and the bridge and just thumps the chorus over and over."

Griesemer later offered a potential explanation for this change: "On further analysis I'm sure it's because the vehicles take damage and so you're just as likely to destroy the hog as get it over the rocks. If anything that makes it -worse- because -none- of the vehicle tricks are going to work anymore."

Another aspect of Halo: Campaign Evolved that Griesemer has taken issue with is the addition of an optional infinite sprint button. Sprint seems to be the biggest talking point about Halo: Campaign Evolved; while you can choose not to sprint, some are saying using it destroys Halo: Combat Evolved's classic, considered gameplay pace and thus its sense of wonder. Others say believe it's essential for the fun factor.

Griesemer doesn't sound like a fan of sprinting in the Halo remake, either. In another tweet, he pointed out that the player was able to sprint into The Silent Cartographer's shaft vignette so fast that it broke the music transition. "Who is this for?" he asked.

Then: "If the world isn't scaled to sprint, you will be able to trivially skip encounters."

Halo: Campaign Evolved's Needler, too, has caused quite the kerfuffle. This iconic Halo weapon shoots deadly needles into an enemy, then, after a cool-sounding charge, they explode. The Needler stands out because the ammo — the needles themselves — stick out the top of the gun, so you can easily see how much ammo you have at any given moment. Still, Microsoft saw fit to add an ammo counter on the Needler, just in case.

This change has drawn some ridicule online, and Griesemer is clearly not a fan. "By far the most comically unnecessary embellishment in the whole announcement," he said. "I'm not sure it isn't intentional satire."

Then: "But why would you add an ammo counter to a weapon that IS an ammo counter in the first place?"

In response to Griesemer's original, now viral tweet on Halo: Campaign Evolved, one user accused the veteran designer of "crying" about nostalgia, to which he responded: "Because I made it right and they are breaking it for no reason."

He continued: "... I think there are dozens of changes (reload speeds, no health packs, falling damage, etc) that make the game 'slicker' but ultimately less interesting."

After Bungie left Halo behind to develop Destiny, Microsoft, via what was known as 343 Industries, continued the franchise with Halo 4, Halo 5: Guardians, and 2021's Halo: Infinite. The internet would suggest that with these games, Microsoft has struggled to recreate the Bungie "magic," for want of a better term. Certainly Bungie's Halo games are more fondly remembered than Microsoft's. But why has Microsoft struggled so?

Griesemer was asked this question, and in his response revealed his thoughts on the idea of remaking Halo and continuing to make new Halo games now, nearly 25 years after Combat Evolved came out.

"It's not the early 2000s anymore," he said. "Halo is of its time, maybe more than any other game franchise. So they are constantly trying to either take Halo out of 2001 and modernize it (which breaks it) or take players back to 2001 with nostalgia (which is impossible)."

One member of the original Halo team who sounds thrilled with Halo: Campaign Evolved is Marcus Lehto, who was the art director on Combat Evolved and thus heavily involved in the iconic look of Halo itself. Lehto, who recently left the now shuttered Battlefield 6 developer Ridgeline Games (and hit out at EA for not properly credited former staff), offered a positive assessment of Halo Studios' work.

"My honest impression of seeing the new Halo Campaign Evolved is this," he said on X / Twitter. "I absolutely love where this is going. The game looks and feels genuine. It's gorgeous in a way I wish we could have built it originally back in 2001. It warms my heart to see Halo CE like this."

Halo: Campaign Evolved isn't out until 2026 (and probably near to the game's 25th anniversary in November), so Halo Studios has time to react to some of the feedback it's seen and make changes — if that's what it wants to do, of course. It may stick to its guns on the likes of sprint, those rocks, and the Needler's ammo counter. Meanwhile, the Halo community continues to debate the changes, fussing over every detail and what it means for the tone, feel, and gameplay of Bungie's seminal shooter. I suspect this will be a running theme well into 2026.



TL;DR - The Halo: CE remake by Halo Studios has fundamental design changes that one of the key developers of the original game isn't happy about. Namely, they both removed and added things that ruined immersion, and they don't appear to have a clear vision on what they wanted out of the remake.

His complaints just from The Silent Cartographer gameplay footage alone:
  • You aren't supposed to be able to take the Warthog up to steamroll the Hunters. I intentionally placed rocks in the way so you had to fight them on foot. When you can just smash the crates out of the way it wrecks the encounters.
    • On further analysis I'm sure it's because the vehicles take damage and so you're just as likely to destroy the hog as get it over the rocks. If anything that makes it -worse- because -none- of the vehicle tricks are going to work anymore.
    • Most people forced the Warthog through BECAUSE of the Hunters. The introduction of the Hunters was supposed to be intimidating and difficult, but in the light so you can understand them. Then you meet them in an enclosed dark area and they are even harder. But then you get Rockets and Vehicles and turn the tables. It's a three act play of enemy design and you want to throw it in a blender. Fine, it'll go down easier but it's not going to taste as good.
  • They put trees in the landing area of the WooHoo Jump. Lame. There's a ramp that is supposed to have a bunch of jackals at the landing spot. Your gunner would always say 'Woohoo!' When you got airborne.
  • It's like the dance remix of a classic song that skips the intro and the bridge and just thumps the chorus over and over.
  • If the world isn't scaled to sprint, you will be able to trivially skip encounters.
  • By far the most comically unnecessary embellishment in the whole announcement. I'm not sure it isn't intentional satire. But why would you add an ammo counter to a weapon that IS an ammo counter in the first place?
    • NOTE: This is in regard to the Needler having a HUD that shows your ammo count when the Needler was designed to not need that since you can clearly see the ammo sticking out of the top of the gun.
  • I think there are dozens of changes (reload speeds, no health packs, falling damage, etc) that make the game 'slicker' but ultimately less interesting.
  • Halo is of its time, maybe more than any other game franchise. So they are constantly trying to either take Halo out of 2001 and modernize it (which breaks it) or take players back to 2001 with nostalgia (which is impossible).
 
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i have seen quite a negative reception to this remake/remaster online.... No one like Xbox anymore 😔

It's not even an Xbox exclusive, so there's that. When asked what positive thoughts he had on the announcement, he said, "I'm glad I can play it on a Sony system."

Frustrated World Cup GIF
 
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People have no idea just how much thought was put into game design decades ago.

I think this is a fundamental problem with remakes. When the core team handling the remake doesn't understand the purpose of some of the designs, the changes they make have a tendency to ruin level design or make the remake feel more flat than the original. That's why I appreciate it when good chunks of the original development teams can work on remakes. At least then the changes have a higher probability of considering the design of decades prior.
 
People have no idea just how much thought was put into game design decades ago.
This is what happens when you get a team of 1000+ Sassy McBluesky, a college graduate in video game design (who'd rather be watching the new season of xis/xer's favorite Marvel slop instead of playing games) to design games, as opposed to ten to thirty nerds who have a true vision and passion because they're complete dorks who'd rather sit in front of their computers all day programming and thinking about what would make the game more fun instead of talking to women.
 
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I love how the art design guy is just vaguely positive about the game, but the guy who actually did game design work is picking it apart.

Don't know why they didn't just consult with more of the original devs, but then again I remember Bungie veterans were not hired or discouraged from hiring as 343 wanted to put their own stamp on the series.
 
So doesn't like the vision, decisions etc….but looking forward to playing it on PlayStation……

These impressions were solely from the gameplay trailer for The Silent Cartographer. It's possible he is critical of what he sees and had a hand in while understanding that the overall game could be decent, especially in other levels that aren't shown. I'm not definitively saying that as I don't know the guy personally, but I have often complained about aspects of games I don't like even if I like the game overall.
 





TL;DR - The Halo: CE remake by Halo Studios has fundamental design changes that one of the key developers of the original game isn't happy about. Namely, they both removed and added things that ruined immersion, and they don't appear to have a clear vision on what they wanted out of the remake.

His complaints just from The Silent Cartographer gameplay footage alone:
  • You aren't supposed to be able to take the Warthog up to steamroll the Hunters. I intentionally placed rocks in the way so you had to fight them on foot. When you can just smash the crates out of the way it wrecks the encounters.
    • On further analysis I'm sure it's because the vehicles take damage and so you're just as likely to destroy the hog as get it over the rocks. If anything that makes it -worse- because -none- of the vehicle tricks are going to work anymore.
    • Most people forced the Warthog through BECAUSE of the Hunters. The introduction of the Hunters was supposed to be intimidating and difficult, but in the light so you can understand them. Then you meet them in an enclosed dark area and they are even harder. But then you get Rockets and Vehicles and turn the tables. It's a three act play of enemy design and you want to throw it in a blender. Fine, it'll go down easier but it's not going to taste as good.
  • They put trees in the landing area of the WooHoo Jump. Lame. There's a ramp that is supposed to have a bunch of jackals at the landing spot. Your gunner would always say 'Woohoo!' When you got airborne.
  • It's like the dance remix of a classic song that skips the intro and the bridge and just thumps the chorus over and over.
  • If the world isn't scaled to sprint, you will be able to trivially skip encounters.
  • By far the most comically unnecessary embellishment in the whole announcement. I'm not sure it isn't intentional satire. But why would you add an ammo counter to a weapon that IS an ammo counter in the first place?
    • NOTE: This is in regard to the Needler having a HUD that shows your ammo count when the Needler was designed to not need that since you can clearly see the ammo sticking out of the top of the gun.
  • I think there are dozens of changes (reload speeds, no health packs, falling damage, etc) that make the game 'slicker' but ultimately less interesting.
  • Halo is of its time, maybe more than any other game franchise. So they are constantly trying to either take Halo out of 2001 and modernize it (which breaks it) or take players back to 2001 with nostalgia (which is impossible).

The Resident Evil Remakes are completly different games from their originals and people love them. We're not going to know how this plays until it's in our hands.
 
It is a very odd design choice. You have another hunter encounter after this when you return to the locked door which is a hunter encounter on a warthog so now this hunter encounter is exactly like that one. In the original each one is differentiated. First time you encounter them, fight them on foot in a wide open area with an overshield to learn how to fight them. Then indoors in a tighter envirornment, then on a warthog. Now two of the encounters are the exact same thing.

This along with the reused infinite assets are very strange design choices. The first anniversary edition was ripped apart from deviating too far from the original and now they are doing the exact same thing again.
 
Honestly, I tried to play through Halo's campaign so many times over the years, including when it was brand new, on the OG xbox, then on PC (mouse + KB).. I like the enemy AI, the weapons, general world building, but it gets boring after a while. So I never finished it.

Even the people I know who liked the game back in the days, everybody played multi player.
 
Halo CE isn't some untouchable masterpiece. It's got a ton of problems (pacing, repetitiveness, areas of poor level design, etc.. etc..).

It's held on a pedestal now but there's lots of room for improvement.
 
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I love how the art design guy is just vaguely positive about the game, but the guy who actually did game design work is picking it apart.

Don't know why they didn't just consult with more of the original devs, but then again I remember Bungie veterans were not hired or discouraged from hiring as 343 wanted to put their own stamp on the series.

They absolute nailed it. Everyone KNOWS what 343 did with Halo as brand... (the fact that they created a villan and killed it offscreen is... i dont even have words)
 
The Silent Cartographer is one of those rare levels in video games where, frankly, there's not much worth changing. I agree with leaving the rocks in place to force the on-foot encounter with the Hunters. With that said, the overall Campaign is definitely not perfect. When it's working, it fucking works, but there's more than a few areas that could use a re-design. "Backwards at night" is a meme for a reason.
 
The Resident Evil Remakes are completly different games from their originals and people love them. We're not going to know how this plays until it's in our hands.
Take Resident Evil 3 Remake off that list of beloved games and you're probably right. RE3 Remake suffered from exactly what this guy seems to complain about with Halo. The choices around Nemesis and the "modernization" of some parts completely wrecked the experience people had in their memories.

The most loved ones are the ones that stayed closest to the original experience and idea.
 
What is so crazy about this remake is 343/Halo studios already made the same mistakes the FIRST time they remastered this game! People had the same criticism and these fuckers do it again, mess with the artstyle and use assets from other Halo games that clash with Halo CE's aesthetic.

Just like Halo CE Anniversary this one is too bright, shine, and colorful compared to CE. Wild stuff but 343 is and has been one of the most incompetent developers in the business! This game also suffers from having that samey UE5 look that comes with too many games using the same UE5 assets seen in other games. My first impression of this remake was that the backgrounds looked a little like Avowed lol! Wtf? But its true in particular the rocks and vines and some of the lighting.
 
I think this is a fundamental problem with remakes. When the core team handling the remake doesn't understand the purpose of some of the designs, the changes they make have a tendency to ruin level design or make the remake feel more flat than the original. That's why I appreciate it when good chunks of the original development teams can work on remakes. At least then the changes have a higher probability of considering the design of decades prior.
Some of the things the developer is nitpicking on are silly things. Who cares about the placement of rocks. The type of vehicle the hog is, with the tires it has, it should be able to handle some rocks lol. I'd like to see a comparison of the area he is speaking of but still, you should be able to navigate around the rocks with the hog... that is just an odd way to force players to fight on foot lol. It should be a player decision anyway; if it is better to fight them on foot, they could have designed that area accordingly but they didn't do that so (the dev)... also, adding an ammo counter to the needler gun shouldn't be a big deal anyway since I don't think they are taking it away, just adding a display (which for older fans, hopefully something you can turn off in the settings). I don't know... I feel like Halo fans get up in arms for nothing. Let the series evolve.
 
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From the videos I've seen, the warthog is no longer instant killing anyone with a nudge like before. It will be fine. The Hunters could probably one shot them with their weapons
 
I'll just get the pc version and play it when someone releases a "classic halo" mod that restores all the changes back to the original design.

If the devs had any sense, they would have a classic mode and an updated mode and make everyone happy.
 
TKHu1guPk1mGuogo.png

After Halo 2A, Saber Interactive should have gotten another chance to update Halo CE in MCC anniversary graphics. Until then Halo CE classic mode is the way to play. I hope 343i's next game fails so hard they are forced to sell the Halo IP.
 
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