Friday, 16 November 2012

Entry 27: Game Review: Halo 4



When Bungie’s seminal Halo trilogy came to a trembling conclusion in 2007, it was pretty clear that no one had actually ‘finished the fight’; as anyone who watched the Legendary ending could have told you. This return of Halo could be down to the fact that it is one of the best loved console franchises around, or, more cynically (or realistically) it might be because a big sleazy corporation like Microsoft isn’t going to let a cash cow as hefty as Halo go to slaughter.  Halo returns this month for a fourth instalment, but is it more Jaws: The Revenge than A New Hope? 


In fact, speaking of movie comparisons, you’ll remember Halo 3 ended in a way remarkably similar to Aliens, with the baddies defeated, for the moment at least, and Master Chief sealed up in a cryo-chamber, slipping his A.I girlfriend the immortal line “Wake me, when you need me”. Though you get the feeling this was more aimed at the newly formed Microsoft subsidiary, 343 Industries, who apparently decided, some five years later, that November 2012 was the right time to wake up their golden boy.  Halo 4 was only going to start in one way; a rude awakening. 


Thankfully the awakening for Master Chief in Halo 4 isn’t quite as rude as Ripley’s in Alien 3 (Discovering your child companion is dead, that you have crash-landed on a prison planet, and that you may or may not have been unconsciously impregnated by a parasitic life-form). The first important thing we learn is that the Covenant return as antagonists; a tad disappointing considering we’ve been fighting Covenant since 2001. However after a couple of levels we are introduced to a new and interesting foe, machine-humanoid types, the Prometheans. They manifest in varying forms, from the towering Knights to the swarming Crawlers, and some infuriating little hover- jet robots, who effectively return to the series all the infuriating qualities of the Huragok, without any of the cuddliness. These new enemies come with some new wizz-bangs, but more than any of the prior instalments there has been a definite move to standardise the weapons on offer. This can be a little frustrating at times, since though there are shiny new Forerunner boom sticks on offer, most of them feel samey. The inclusion of both the Battle Rifle and the DMR proves a wise choice, but they seem almost exactly the same in range and effect as both the Carbine and the Light Rifle. Similarly the tried and tested Assault Rifle feels identical to the Covenant Storm Rifle and the Suppressor. This is rather disheartening after the eclectic mix offered in Halo: Reach. Still, that isn’t to say the weapons on offer aren’t sufficient; there are some resounding successes among the new additions. The Sticky Detonator proves all sorts of fun, and the blocky SAW gun makes you feel like Metal Gear Rex on a night out in Plymouth. 



This new look is reaffirmed by a story that is gratifyingly dark and thought-provoking.  It is clear what the greatest new development in the series is; storytelling. That isn’t to say the previous trilogy wasn’t gripping, involving and satisfying, but it was a space opera; an all encompassing, galaxy spanning tale of good and evil. Halo 4 is a deeply personal tale, and, boiled down to its bare bones, it’s a story of one guy moving heaven and earth to help out a friend in need. Cortana, series stalwart and all around hell-of-a-gal, is beginning to verge on a state of A.I insanity, ‘rampancy’, after the damage she sustained at the hands of the Gravemind in Halo 3, and as she surpasses the limits imposed an artificial life. The original series saw Cortana as a sure-handed AI counterpart who knew everything, told you where to go and threw out quips for good measure. Now it’s John 117 who must prop up his failing construct, as she becomes increasingly divorced from reality, and morality. She gets you into very hot water more than once. However things never stray too far into character study territory, and there is an accompanying plot thread that delves deep into the unplumbed depths the Halo mythos, and finally shedding some light on the mysterious Forerunners, long-extinct creators of the Halo rings. There are plenty of big words batted about, and generally you get the feeling that the first Halo was made as a bit of fun when they chucked a bunch of clumsy sci-fi terms together, and now the poor buggers at 343 have to try and mesh it into a wider story. Still, they do an admirable job, and yet again the entire human race is in danger, with a doom-stricken tale that echoes of Commander Sheppard’s struggle against The Reapers in the Mass Effect trilogy, and draws comparisons to Chariots of the Gods (as did this year’s other sci-fi epic, Prometheus) in its man-meets-maker revelations.


Furthermore, Halo 4’s audio suite is totally new, with all of the guns, vehicles, and sound effects being newly recorded and produced. This new gloss to the old elements of the game is highly satisfying; for the first time since Halo: CE the Assault Rifle sounds like a real piece of work. Similarly the toned down clackidy clack of the Magnum fits the little gun perfectly, and the Plasma Pistol, long derided as less use than Ann Widdecombe at a three-legged race, finally has teeth. All good things. Martin O’Donnell’s soundtracking of the previous five adventures was masterful; emotive, epic, powerful, and often moving, but he has a keen replacement in Neil Davidge, renowned for his work with Trip-pioneers Massive Attack. He mixes strings with subtle electronic bleeps and bloops, and though he retains some of the classic themes, which helps to make the game feel tied into the wider story, he knows where to draw the line. From the second you see a menu screen that isn’t accompanied by the classic choral chanting from the games of old, we know this is a new, distinct adventure.  Similarly the script is smart and sharp, with plenty of meaningful interchange between the ailing A.I Cortana and Master Chief, backed up by excellent voice-acting from Jen Taylor and Steve Downes.



Of course for some, Halo means only one thing; multiplayer. Multiplayer returns in 4 as part of Infinity. This includes War Games, the new title for the competitive multiplayer component. The online is no great departure for the series, but classic aspects have been masterfully matched with newer innovations.  The introduction of loadouts may turn some purists to proclaim Halo has ‘done a Call of Duty’, but you have to remember how successful the mechanic was in that series, and it feels right here. It is gratifying having a greater ability to modify your setup in online games. There are limits, necessarily; you won’t be spawning with two rocket launchers anytime soon, but it is useful to be able to pick a range weapon or a close quarter’s option.  The customisation options for your characters appearance, are greater in variety but shallower in style, and many of the options seem almost identical, or are otherwise just a bit wank; with many of the Spartan armour variants hopelessly intermingled with far-flung anime styles, which don’t bode very well at all. This is a shame after the consistently gratifying range available in Halo: Reach. Still, this is a minor issue. The multiplayer component is absolutely fantastic. Every map has great potential, and the various vehicles are as gratifying as ever. The introduction of a perk system goes down well, with various options that may be bolstered onto your class.



Another new introduction is the ‘Ordnance’ unlocks, essentially a reworking of another successful CoD function, care packages. When you ratchet up enough points you are given the option of three different benefits, which then thunder down in a little canister in front of you. It’s an excellent inclusion, keeping up the pace and making it easier to lay hands on better kit.  Overall the multiplayer component is as arresting as ever, with added pace thanks to the automatic inclusion of a sprint function (Previously Halo’s Spartan super-soldiers could only manage a casual jog, or, in Reach, they could run, but only for about five seconds, before presumably collapsing with a stitch) This is backed up with Forge, Theatre settings, and an episodic Spartan Ops mode, which is updated with free content week on week.  Currently it doesn’t stand up to much but hopefully the later episodes will prove more taxing. However you can’t help but lament the loss of the excellent Firefight mode, although it had never quite been done justice since ODST anyhow. 


Science-fiction, as a genre is derided for poor characterisation, wobbly storytelling and a tendency to delve into the silly; its saving grace is excellent art design. And credence must really be paid to the art design here; the reworking and tweaking of the classic Halo aesthetic is genius. It’s clear this is a new title, but its roots are buried deep in the rich soils of past adventures. Does the world need a new Halo trilogy? Curiously, the answer is probably no. None of the games can surely have the same kind of impact their forebears did back in the day; the birth of console multiplayer proper, creating clever sci-fi, and outselling Hollywood, are just a few of Bungie’s achievements.  But regardless of that, many people are very glad to see it back. Things could get very interesting, and the promise of 5 being a ‘much darker’ tale, sounds equally intriguing. It is exciting so see where 343 take their stoic protagonist next, as they finally begin to open up Master Chief to woe, turmoil, and loss. As it is, their first instalment combines big blockbuster entertainment, and fiendishly consistent online offerings, with a convoluted and complex core of clever sci-fi. There are plenty of references from the greats of modern sci-fi, from the paranoia of 2001: A Space Odyssey, the intrigue and danger of Prometheus, and the camerawork of JJ Abrams. A fresh and inspired entry into the series, and a highly effective new beginning.