I'm disappointed with Halo 4. Halo has always been a fantastic mix of different elements, but what always stood out to me was the attention to detail in the subtle elements of the gameplay. Halo 4 feels like it completely lacks this.
There are many things in Reach that are there primarily for subconscious recognition. Used to reduce player confusion and give more tactical awareness. Appreciation of these elements is tricky to communicate, but I believe it is part of what gives a game staying power.
The audio design in Reach was especially impressive -
lots of very subtle things, like the unique sound each gun makes when selected (both by yourself and other players). Someone has the energy sword? you know about it
instantly. The unique sound each weapon made - at range and up close.
But it's far more than that - vehicle sounds were especially well done in reach. Play a BTB game, and usually you can simply hear what is going on in the game. You can hear the distinct sound of a ghost from across the map (if it is occluded too) - the distinct blast of the tank with echo and delay, the whine of a banshee etc. In halo 4, I've often been run over by vehicles that were
completely silent. It's frustrating and it's bad game design.
I could go on and on - just about the audio: Foot step sounds are badly balanced based on material, impact sounds are all thuds (the needler makes a thud sound now?), assassinations are comical in how bad they sound (thud thud thud!), grunt chatter feels like mindless squarks with less sense of urgency/panic/characteer. Elites rarely announce their presence (especially those with energy swords). Even the foley audio in the cut scenes is incredibly armature. The game's unique identity has been lost through this lack of attention to subtle detail.
It carries on in visual design too. As many people have mentioned, there is a lot of subtlety in character design. Their colours, stance, animations and audio. This feels completely lacking in H4 - even the knights lack a sense of distinction.
Play as red team, and all your team mates have large
blue nameplates floating above them. Enemies have red indicators... Reach did this too, but it was subtle variations of blue (blue/green for hud, much more saturated for characters). But here it's dramatic and genuinely caused me to shoot my teammates and ignore enemy players the first few games I played.
And UI and the font. Hell. Absolutely disgraceful. An ALL CAPS font, with digital style straight lines / hard corners - poorly pixel aligned producing nasty up scaling artefacts with almost no variation in size, colour, etc. It's
incredibly hard to read because it is all so similar, you have to strain to read it. You see cut off text and text overrun its border in places. For gods sake, BTB is titled "Big Team Infinity
Slaye" while in game. Did anyone test this?
The bloom and god ray effects are exaggerated often to the point of stupidity. A well exposed scene should not bloom, with exception to very bright small details. Play Ragnarok and it seems at least half of the time the screen is awash in bloom. This makes it hard to focus, and strains your eyes / brain. I find a single game will often give me a headache for this very reason.
Beyond that, the bloom is poorly implemented anyway - the auto exposure is based on
screen brightness not
scene brightness. This means you can get into situations where the auto exposure starts to oscillate and not settle. The result is that the adjustment is very slow (likely to reduce this nasty oscillation) - further straining vision. Most infuriatingly - and completely boggling to me as a graphics programmer - the player's weapon and its muzzle flash affect this auto exposure.
In some of the darker single player levels, it is possible to have the ground almost completely black out due to the exposure system trying to compensate for your gun fire. This is
utterly unacceptable in my opinion and a severe gameplay issue (it also is a large cause of headaches).
I could go on, there are a large number of other technical issues I'm not happy with. They all point back to that lack of attention to the subtle details.
I haven't even touched on actual gameplay elements either. But here's an example: In reach, if you are zoomed in and get hit - you zoom out. This doesn't happen in H4 and dramatically changes how long range DMR duels play out. There are lots of these little issues that are missing in H4.
Weapon balance? Yikes. I could write an essay on that too. I remember a bungie developer saying [paraphrase] "never make a weapon weaker - make other weapons stronger". Sticky grenade anyone?
But perhaps what disappoints me the most is that it feels like decisions have been made for the wrong reasons. Firefight, an incredibly dynamic
game mode has been turned into a turgid dull mess that is 'Spartan ops' on the mad assumption that people wanted to play co-op for the story. As a result it has become a dull slog through recycled linear environments where groups of enemies wait for you to take them out and you have to endure some of the most uninspired and poorly written dialog in gaming history ("go rescue those geeks!"). And surprise,
you can't watch the Spartan ops story videos in co-op. It sums it up for me really; grand ambition to create something epic while completing missing the point of creating a memorable game while ignoring the fundamental subtleties that make an experience great.
Disappointed.
(P.S. - I apologize for the incredibly hostile tone of this post, I made it at 1am. I realise that what 343 has created is an incredible achievement for a new developer and I have much respect for what they have produced, however I still can't help feel disappointed overall)