Halo 4 Getting Call-of-Duty-ed

It’s been reported on NeoGAF that the latest issue of Game Informer has some juicy details on the newest Halo. Every change sounds very “Call of Duty” and I’m worried they’re attempting to stay cool by copying the popular kid on campus. You will be able to earn Spartan Points every match allowing you to purchase new pieces of armor, abilities, and even new co-op missions. There hasn’t been any mention of Firefight, but the new Spartan Ops mode (sounds familiar) will allow players to join up and fight against A.I. across numerous objectives and maps.

The article also mentions that sprint will no longer be an armor ability. It will come standard with every multiplayer class like some other game I’m forgetting the name of. The jetpack, hologram, and active camo are expected to make a return with a new ability called Forerunner Vision, allowing you to see through walls.

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For whatever reason, Elites will not be playable in multiplayer anymore. So far, they’ve said they are focusing on Spartans vs. Spartans and that’s that. Not too much of a shame on this one. I never thought it added much.

Matches will now be joinable in mid game and hopefully destroys the days of one poor sap, who doesn’t want the penalty of quitting, stuck fighting eight enemies who spawn camp him/her for twenty minutes. You can also forget about waiting to get back into the fight after a death. Halo 4 allows you to spawn immediately after getting killed with a button press. I SWEAR I’ve seen that before…

Finally, what I think is the worst thing to happen to Halo since its inception, weapon spawns are now random. Players will no longer be able to rush to certain locations to hog power weapons and turn the tide of the battle. This was apparently done to even the playing field with newbs. This way, the expert player won’t be able to pwn his worthless enemy as hard as he could if he knew where all the weapons spawned. God forbid the better player wins.

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This destroys Halo. I already found it to be a shame when Halo Reach allowed you to bring a custom gun to the fight. People didn’t hunt for the weapons on the map anymore. Now, with random drops, no one’s going to be searching for guns unless they accidentally trip on one. The map weapons always made Halo what it was. It created choke points. It temped players to dangerous locations. It kept the fights interesting. Those power weapons were important for victory. It added a deep new level of strategy besides just everyone shooting each other.

I was cautiously optimistic about the first non-Bungie Halo, but now I’m getting scared. This information contains gameplay found in a million other games. Nothing popped out as anything unique or interesting. Halo has always lead the genre in new places every shooter dreams of emulating. It pains me to think 343 might turn it into a copycat.

Review: Halo: CE is Back, But Not Much Else Came With It

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It’s been ten years since Halo: Combat Evolved blew our minds on the original Xbox. The graphics were “bonus” (that’s what the cool kids said), and the gameplay was unprecedented on a console. With a streamlined control system and a myriad of clever weapons and grenades, Halo went on to spawn half a dozen sequels and even more copy cats. After a decade of supporting the franchise it created, Bungie broke free of Microsoft’s grip and went on to go make something non-Halo. However, Microsoft created a new company internally to manage the future of Halo called 343 Industries (named after a bitch character in the series). 343 has created a map or two for previous Halos, but the new studio just released its biggest project yet. Using modern hardware and clever programming, 343 Industries just brought the original Halo into the new generation.

343 wanted to do everything in their power to keep all the gameplay intact while making it look like a current gen shooter. Part of how they were able to do this is because some of the original code from ten years ago is still being used. This ensured the physics, vehicles, and shooting would behave exactly like it did ten years ago. Two graphics engines are running simultaneously at all times. One runs the old game exactly how it was last generation and the other is essentially the same under the hood, but boasts “next gen” graphics. Major benefit? The player can choose to switch back and forth between the old and new graphics any time they want. Pretty fancy.

I played through the game with just the new graphics the first time through. I played Halo to DEATH years ago and was down to look at something new. The outdoor vistas have seen the most improvement. What used to be a flat green floor is now a beautiful collection of foliage and trees that really pop. The indoor levels still bear a slight improvement, but it’s not as noticeable. Sometimes a flat wall can only ever be a flat wall. The new graphics are sharp but still don’t look as good as Halo: Reach or any other modern shooter for that matter. I also ran into some frame rate issues while playing in the Anniversary graphics. If I had to guess, I’d say running two engines at the same time is taxing on the hardware and could be the reason why they couldn’t push the newer visuals to today’s standards.

The new graphics also feature a few new character animations and subtle differences that go a little beyond just a new coat of paint. Unfortunately, some of the new animations still look dated, even though 343 clearly had complete control over them. Also, a few automatic doors don’t blink or light up like they used to when they open, and the HUD didn’t seem to get much of a visual upgrade at all. These complaints are nitpicky, but I expected a little more polish on Microsoft’s biggest franchise.

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Besides the aesthetics, Anniversary also has upgraded 5.1 audio with some re-recorded sound effects. All the voice acting has been kept intact, but some of the guns carry a brand new bang. This was actually my favorite part about the remake. The sniper rifle fires with a heavy bass now and the Needler sounds more alien than ever. Casual observers won’t notice the difference, but it’s a guaranteed rager for anyone who’s heard the old sounds a million times. Plenty of sound effects were untouched (and a few were questionably removed) but the audio director definitely did his job on this one.

The only other addition to the single player mode is Terminals. This is a feature that was present in the past few Halo titles. They’re little easter eggs that can be found around the campaign that give you a deeper understanding of the Halo universe. In Anniversary, any time you are in the updated graphics mode, you’re liable to find these terminals and get more stories that elude to what Halo 4 might be about. It’s a small addition, but the dedicated Halo fan will love it.

Halo: Combat Evolved Anniversary also includes 6 competitive multiplayer maps and one map specifically for Firefight (Halo’s Horde mode). All these maps are redesigned versions of arenas from classic Halos, but they don’t keep the old rule set. They were all built with theHalo: Reach graphics engine and rules. You can either play these maps using the Anniversary disc or the Halo: Reach disc (if you choose to install them to your hard drive). The only nostalgia in the multiplayer’s gameplay is that some game modes tweak the weapon damage, jump height, etc. to make everything behave like it did in Halo: CE. It’s not really the same, but it’s something. Besides that, there’s no way to relive those hectic split screen sessions from ten years ago in this package. Kind of a shame.

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Each map is a beautiful remake and a lot of fun to fight on. There are two versions of every map: Classic and Anniversary. The classic versions mimic the old geometry as best it can to please purists, and the Anniversary versions add tunnels, walkways, structures, etc. to make the map play better with Halo: Reach’s gameplay. These maps offer a new dynamic to online battles (as do all new maps) and keep the online battles for Reach fresh and fun.

Halo: Combat Evolved Anniversary is a great package, and well worth it at only 40 bucks. However, out of all the Halo games, this is the lightest package. Halo has been synonymous with content over the years and Anniversary doesn’t quite offer the long legs the other Halo’s have. I understand this game was probably a short development cycle, but even Halo: ODST featured a brand new campaign and the invention of firefight with only a year in development. I recommend this title to anyone who likes shooters. If you haven’t played Halo, there’s never been a better time to enjoy it. If you’re a long time fan, you’re going to love the modern touch, just remember, it’s a $40 Halo in price and content.

343 Announces Headlong (giggity!)

With TGS in full swing, there has been a lot of game news. Despite being in Japan, Microsoft wasted no time showing off a new Halo 2 map for Halo: CE Anniversary.

Breakneck: It was called Headlong back in Halo 2. This was one of the more interesting maps from the2004 installment. It was open enough for vehicles but closed off enough to make the Energy Sword a tool of destruction. With its multiple buildings and streets to explore, Headlong was one of the bigger maps in Halo 2. 1 Flag CTF matches would take hours, thanks to the long journey carrying the flag from one base to the other. It will be exciting to explore the riches this level offered once more.

 

Other maps that have been announced before are:

Timberland: From Halo: CE on PC. For many of us Halo Fans, this will be the first time playing on this map, but for some of us, it will bring back warm fuzzy moments of playing Halo: CE online with mouse and keyboard. This map was on the bigger side. It could hold 16 players nicely and had a lot of vehicles to play around with. I didn't get to play this level as much as I would have liked, so it’s nice to hear it’s coming back.

Prisoner: From Halo: CE, and one of my personal favorites, Prisoner is a very tall map with many ramps and ladders leading up to the top. The vertical gameplay made this one of my favorite Juggernaut maps. You could feel like a Predator looking down on your prey. Maybe even feeling bad about what you are about to do to them, but knowing that won't stop you. Prisoner is going to be a fun map to go back to and try out some new game-types with.

Installation 04: The new Firefight map. This area is taken out of the second level of the Halo: CE campaign. At the end of that level, you are asked to defend your position until pelicans arrive to rescue you and a group of trapped marines. It supports ally AI players that fight alongside you (a first for Firefight). So whether you are playing alone, or with friends, it will be a fun place to defend over and over again.

Damnation: Another map that I loved. With a giant waterfall flowing right into a Covenant base, and being one of the tallest maps in the game, made this a map to be remembered! It has plenty of good vantage points for snipers or close quarters for down and dirty shotgunners. This level had it all except vehicles. There was rarely a dull moment.

Battle Creek: Most people know it as Beaver Creek in Halo 2. This was a small confined space that was easy to memorize but hard to master. I played more CTF matches on this map than any other, and was the most played at all my LAN parties. I bet you can’t find a single Halo fan that doesn’t have a story on this level. I can't wait to storm the creek once more.

It was also announced that there will be two versions of each map. The Classic version and the Enhanced version. The Classic version stays true to the original map. Enhanced versions, have been changed to incorporate the armor abilities from Reach. The Halo: CE pistol will be making a comeback as well. In gametypes named “Anniversary,” the pistol will become the Halo: CE pistol with 3 shot kills. We will have a full review when Halo: Combat Evolved Anniversary releases November 15th 2011.