REVIEW OF HALO 4 BY THEGEEKWIZ


Halo is to Microsoft what Mario is to Nintendo. The 
original Halo was, in the simplest of terms, a game 
worthy of selling an entire console platform on its own 
merit. It may not have shown the ingenuity of the French or 
Japanese games, nor was it revolutionary in any aspect. But 
it was a veritable distillation of FPS mechanics to the casual 
confines of the couch. It had a no-nonsense plot that drew from 
Heinlein's power armour-equipped space marine trope from 
Starship Troopers, and buffed it with excellent gameplay tweaks 
that overcame its gamepad limitations.
Its fast, frenetic action, excellent weapon and enemy design, 
and a stellar multiplayer mode made it a benchmark in the 
console FPS genre. Much of its success can be attributed to 
the irreverent geniuses at Bungie. However, since its split with 
Microsoft, the Halo mantle was eventually taken over by 343 
Industries after Halo: Reach. The developer had already shown 
competence with the 10th Anniversary remake of the original 
game. Halo 4, however, marks the first instalment of the series 
continuation that's been dubbed the Reclaimer Trilogy.
The game takes place right after the events of the last proper 
series outing; Halo 3. The Flood menace has been routed from 
the planet and the Covenant armada has fled. However, Master 
Chief and his AI sidekick Cortana have been taken for dead 
and have been adrift in space for the past four years. Cortana 
awakens him after the ship is caught in the gravity well of a 
Forerunner planet called Requiem, and is under siege from 
Covenant warships.
The Covenants and Master Chief aren’t the only ones on the planet. This conveniently sets the pace for yet another threat to humanity in the form of the energy-themed Promethean 
race, which are replete with unique fighting tactics and cool 
Tron-esque weapons. Interestingly, the series gets its first 
recognisable villain with Halo 4. You will find more conventional 
Hollywood themes in the form of a decidedly more sexed up 
Cortana, and a healthy dose of pathos.

The shapely AI sidekick is nearing the end of her life span, 
which brings upon a behavioural phenomenon called rampancy. 
In simple terms, that’s the AI equivalent of post-menopausal 
mood swings. This also means Cortana will perish unless she’s 
taken back to Earth. While John (AKA Master Chief) may play 
the stereotypical faceless marine hidden behind a flak helmet, 
Cortana and the rest of the cast are painstakingly animated. 
Don’t expect a Heavy Rain or an LA Noire, but the tragic 
chemistry between the main leads is done well, without being 
too cringe-inducing and mawkish (that’s you, Gears of War 3).
At any rate, one doesn’t exactly prefer Halo games for 
their narrative. What really draws in gamers is its fine tuned 
gameplay. The franchise’s gamepad-friendliness may prevent 
enemies from being agile and quick on the draw, but the solid AI 
proves challenging. Enemies charge, retreat, and duck in and out 
of cover to keep you on your toes. Different classes of enemies 
team up and work to balance each other’s strengths and 
weaknesses. The new Promethean enemies, for example, come 
in cannon fodder (Crawlers), support (Watchers), and heavy 
(Knights) flavours. The weaker Crawlers draw your fire while the 
fearsome Knights teleport in and out of cover to harass you with 
heavy ordnance. The watchers, who clearly seem to be inspired 
from Quake 2’s Daedalus/Icarus, maintain tension by shielding 
or reviving fallen foes. These enemy tactics keep the action from 
deteriorating into a mindless run-and-gun affair.

Countering this manner of guerrilla warfare isn’t exactly a 
daunting task thanks to a multi-faceted offensive capability that 
lets players choose between an assortment of guns, grenades, 
melee, and armour abilities. You have the standard human 
array of short and long-range, fast/weak and slow/strong, and 
explosive weapons that deliver splash damage. The Covenant 
and Promethean arms are essentially the same weapon classes, 
but with cooler Tron-esque animations and shiny energy 
projectiles. Armour abilities range from the Hard Light Shield to 
ones packing cloaking capabilities and sentry bots.
Although there are a wide variety of weapons at your disposal, 
this diversity tends to cause balance issues. Certain rapid-fire 
submachine gun class weapons prove too weak, while some of 
the Promethean sniper rifles are rendered useless due to the 
opposing camp's better alternatives. The fact that quite a few 
weapons make no case for themselves points towards either 
poor balancing or the developers shoving in extra firepower just 
for the heck of it




The multiplayer component compares favourably to the 
competition, but fans of the original Halo may have a few 
complaints. The overall pace of the multiplayer gameplay 
is faster, which does remind one of Call of Duty’s brand of 
multiplayer. Hardcore Halo players have been complaining 
of excessive bloom (inaccuracy due to automatic fire) on 
certain weapons, and other weapons, such as the DMR, being 
preponderant upon favourites such as the Battle Rifle.
The new aspect of Loadouts can be perceived as 
modernisation of the multiplayer component or a nod to Call 
of Duty’s Perk system. This Loadout business grants players 
with a pre-set number of slots to equip 
primary/secondary weapons, grenades, 
and armour abilities, in addition to a pair 
of extra skill-buffing bonuses. Just like 
perks, players who do well level up and 
get more of these slots. Old schoolers 
have already started making noises 
about how this COD-esque system 
doesn’t encourage a level playing field.
If you can embrace the changes with 
a more open mind, you’ll realise that 
they aren’t as bad for weekend gamers 
as the hardcore ones make it out to be. 
Yes, the new multiplayer component 
drops a few popular modes, but it does 
replace them with interesting new ones. 
The Firefight mode from the previous 
games is replaced with Spartan Ops, 
which are episodic missions padded with
painstakingly crafted FMV sequences. Like the main campaign, 
this mode can be played in either split-screen or online co-op 
with up to three other friends. However, unlike the campaign 
mode, the first episodic content that I tried out wasn’t nearly as 
satisfying and felt disjointed.
Invasion mode too has been replaced by Dominion, which 
is a team-based push to control bases. Successful teams are 
rewarded with cool vehicles and weapon drops. Flood is the new 
moniker for the Infected mode of the previous games, where you 
face off with superfast Flood-infected humans eager to impale 
you with their mutated arms. The competitive multiplayer 
mode dubbed as Wargames is a lot faster and a bit like COD as 
mentioned earlier, thanks to Loadouts and abilities dynamically 
changing the course of battle.
To sum it up, Halo 4 sports a modernised multiplayer 
component that’s faster and incorporates some cues from 
contemporary games. It may not please hardcore competitive 
gamers, but on the other hand, that just might get it more 
mainstream fans. The single player campaign is beautiful to 
behold, but it’s too short and can get a bit scripted and repetitive 
at times. The segment with the huge Mammoth truck is a prime 
example of unimaginative fetch quests 
and wasted potential.
As a consolation, the vehicle segments 
incorporating the Scorpion tank, a really 
cool Mech, and the iconic Warthog, 
Scarab, and Banshee assault vehicles 
keep things interesting; especially in 
the co-op mode where friends can 
pitch in and handle turrets. The game’s 
inherent weapons balance flaws too are 
tempered by great enemy AI and combat 
tactics. Make no mistake, Halo 4 is a 
very good game by itself. However, its 
lack of innovation, linear gameplay, short 
campaign, a standard multiplayer mode, 
and its propensity to force the unwieldy 
Waypoint system to get the complete 
Halo experience prevents it from 
replicating the greatness of Halo 3. 







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