

This turns firefights into frustrating affairs where you’re more than likely to run out of ammo every time before the enemies can be killed. But almost all the promethean enemies, they are fast-moving bullet sponges with one weak point and strong exterior armour all over. With a Hunter, for example, their impenetrable armour can be circumvented. With the covenant, they are colourful and exciting to fight against. Then there’s the enemies, the Prometheans were not a fun enemy to fight against.

With The Didact we have a crazed loose cannon with the intent to kill humanity and digitise them for… some reason? The covenant leaders, they had delusions of religion that blinded them, even though their goals were negative, theirs beliefs were clearly established and thus their motivations seemed convincing. There’s Guilty Spark, his programming was the reason for his conflict with you, this was made clear, he was there to complete his programming. Think about previous antagonists in the game. Making it all about the motivations of a single antagonist, one who never really makes those motivations known further than vague cartoon villainy, flies in the face of the narrative thrust of the series. It was always about the conflicts between races and the fates of these parties in a larger sense.

The problem is, Halo never really had a “big bad guy”.

The “love story” between Cortana and Chief was handled decently enough, but many of these themes and ideas were already explored in Halo 3, with Cortana phasing into the screen and being all crazy and also needing to be saved / being separated from Master Chief also being key to the plot. It takes a relatively sensible handling of the universe established by Bungie and fills it with deus ex machina and science magic (in regards to the librarian speeding up Chief’s evolution to resist the science magic of the Didact). This removes any mystique this race (and a key aspect of the games universe) had, and removes a lot of the “wonder” from the setting and story. The story makes the decision of revealing and letting you interact with the Forerunners in no uncertain terms. I actually went back to a previous comment I made on the last Halo 5 article so I could copy and paste this to you, my reasons for hating Halo 4: That should certainly shake up the dynamic. Players can give some rudimentary commands to follow too. In today’s world, that’s actually refreshing.Įlsewhere, they’re promising multiple ways to tackle objectives in the campaign, and you’ll be playing alongside teammates the whole time, even if you’re playing campaign solo. I wonder if this means the game will not have a season pass at all? Halo games have not traditionally included singleplayer content after release, so it’s possible that $US60 gets you basically everything. Is Halo 5 taking a cue from The Witcher 3 or continuing the apology tour for The Master Chief Collection? Either way, Halo fans win. The game will apparently launch with over 20 maps, and another 15 maps are coming by June 2016 for free. Game Informer has Halo 5 on the cover and reveals some interesting details, too. It’d disappointing, sure, but not altogether surprising. We already knew local multiplayer was being changed from four players to two players - this is the other shoe dropping. When online multiplayer became stable and functional, just about every other developer dropped support for it. The only reason it’s been kept around is because…well, it’s always been there. I have fond memories of playing Halo campaigns split-screen, but the heyday of split-screen is long gone. “It’s not just aesthetics- the entire simulation is built on that framerate.” “It’s a bummer but 60fps had to take precedence,” said O’Connor. Halo franchise development director Frank O’Connor briefly addressed the change on the NeoGAF message board, part of a thread in which people were complaining about the change.
