Posted by: A 3 Legged Goat
Part 2
Maps
The maps all look beautiful and most play well despite the issues with IS. However, the dynamic spawns often makes it unpredictable, and this will become apparent when people learn how to abuse them. Adrift, Solace, and Complex all play very slowly in Slayer. If the players are chasing each other for kills, then the game will go by quicker. However, this is not the smartest way to play, and players who know what they're doing will see little map movement on these 3 maps for Slayer. The lack of power weapons on the map initially as well as an area of incentive are to blame for this. Solace plays very slow and usually involves one team attempting to spawn trap the team camping their base, which doesn't work with dynamic spawns so it turns out to be a poor Slayer map overall. Adrift suffers from low amounts of player engagements, as there is literally no where to be on the map of value. I imagine teams will just sit in their bases. Complex is just not a 4v4 map in any capacity, but I don't expect it to play as fast paced as other maps due to the abundance of buildings with lots of cover and wide open site lines. Again, these maps look beautiful, but are not Slayer maps at all.
However, the rest of the maps play very well. Haven is what you'd expect for a competitive map, though the saturation in Infinity Slayer and lack of power weapons on the map are holding its potential back. Exile and Meltdown are well designed BTB maps but are geared more towards objective game modes. Longbow is honestly one of the best BTB maps I've ever played, as it has great vehicle combat as well as infantry battles. I ran into Nak3d Eli on it earlier and managed to dominate the other team by controlling Bravo Base. I played Vortex as well, but it wasn't my personal favorite. Wraith users will love this map though, but nothing stands out to me gameplay-wise. Ragnarok is the triumphant return of Valhalla, but the abundance of vehicles and power weapons make it play a lot less methodically than it once did. Mantis fights are great fun, but if you're not in a vehicle you will probably have a hard time playing this map on foot like you did in Halo 3.
Overall, the default maps are better than Reach's. If you do not find any of these enjoyable, then you should find solace in the fact that 9 new maps will be accumulated by the end of the spring via DLC.
Vehicles
Some of the vehicles feel great, but others are a chore to control. All vehicles have been buffed up in health and damage but also have several counters. The Warthog is no longer the beach ball that it was in Reach, and I personally think it looks badass. It's very fun to drive and it requires effort to take down again.
The Mantis is what you would expect from a giant robot, but if your shields go down you are a sitting duck. I was using the Mantis like I would if I was controlling my Spartan; utilize cover and stick to the sides of the map. It is powerful, but it's not a tank.
The Banshee has been nerfed significantly from the Reach variant. It's a lot more difficult to fly - almost to the point of awkwardness - and it will take a much more skilled user to pilot it. However, it is more resilient and the cannons are more powerful. Fans of the Reach Banshee will need to adjust.
The Wraith is incredibly powerful and rewarding to use. It feels heavier, but seems to move much faster and control better and more accurately. I was unable to shoot people boarding me off with a mortar though.
I have not yet had much experience with the Tank, Ghost or Mongoose effectively, but what I saw seemed better than their Reach iterations. The tank is still the monster that it was and I was destroyed with it on Exile, but I imagine it'll be easier to take down once I unlock Pulse Grenades and use the PP and Plasma Grenades. And of course, Mongoose launching is back.
Overall, vehicle combat is more fun, more skillful, and more rewarding. And they all sound deadly. BTB will thrive in this game once the issue of PODs is resolved.
Progression System
Players obsessed with unlocks will love this game, because you literally have to unlock everything from new weapons and abilities to emblems and armor. I was half expecting the main menu to be locked! I have not even scratched the surface, but ranking up doesn't take months like it did in Reach. A few hours of play and you'll be able to customize things to your liking. This could turn off players who want to just pick up and play, but the preset loadouts offer you some solace, as I was able to spawn with a DMR for my first game.
While this adds replayability for some, it also feels like a grinding chore at times and I don't think it will add much longevity to the game after a couple of months.
Forge and Custom Options
The new forge environments are beautiful and a lot larger than they appear. However, there are quite a few setbacks that make it frustrating to use in some cases. For one, fine editing has been removed, so you will have to either use coordinates more often now. The magnets are also pretty unresponsive, and the forge objects will need to be coordinate edited to phase into terrain because the terrain pushes them out. This will slow down the building process, but the other options at least ensure that you make less mistakes. Objects also tend to bounce when being phased into the geometry, which makes using terrain really annoying. Some favorites of mine were removed, such as Covenant Crates and the Golf club. The palette is definitely increased though, so I look forward to building (and hopefully finishing) maps and sharing them with the community.
The unfortunate reality though is that Forge Maps will see less love this time around because they will not be integrated into the regular playlists. This means we wont see community content online for quite a while, and I fear that forge communities will diminish.
Custom Options have expanded in one way and gone backwards in others. Some gametypes, such as Flood and Capture the Flag, remove options that you would expect to have control over. However, there is still lots of customization to be done and we will still see unique gametypes after release. I don't think the Custom Community is going to explode, but I do think we will see a lot of fun games being made and played. Don't forget that 343 also has the ability to add in more gametypes, so we could see the return of old favorites if the community support is strong.
Compared to Reach, these 2 areas of the game don't appear to have actually improved, since they took two steps forward in one way and went backwards in others. But they are not bad and you will still find replayability from them if that's your forte.
User Interface and Menus
While menus are easier to navigate, the approach to them is a step back in my opinion. They are well done and they are smooth, but features that you think should be on the screen at all times are hidden. It's much quicker to switch lobbies and select your options, but at times you will have to do some digging to find what you want. In that regard, it is similar to Halo 2's UI, which means it's outdated, especially compared to Reach's crisp menus. I don't think it detracts from the experience since you shouldn't be spending your time in the lobby, but both the improvements and shortcomings are very obvious. At least we've got some great menu music though. Like ODST and Halo 2, you can sit in the menu and just think to yourself.
Matchmaking
While there are a few glitches and bugs, the game is much more consistent than both Halo 3 and Reach. Lag will always be lag, but you die when you die and you hit when you hit. The hitmarkers definitely help, but if you want to see the player connecting his shots with you in the kill cam you're wasting your time. Again, they are very glitchy - almost laughably so - and they are expected to be patched on release. There is also a brief pause when a player joins in progress like custom games, which I think could be a problem in games with a lot of quitters.
On the point of JIP, I have not found an option to disable it and start a fresh match yet. I've joined games halfway through and I've joined games that just ended. But it's nice to have it for when your teammate's quit, as it ensures the games that do play fast stay that way. I can't say much about this since there are 300 people online right now, but I don't think it will ruin the game.
Also, I think Friendly Fire is disabled in Infinity Slayer. I think I stuck a teammate with a sticky detonator and used him as a suicide bomber. It's not detrimental to the game and I would not have noticed otherwise, but it definitely encourages reckless play. You can stand behind a teammate and use him as a meat shield while you shoot through him. It's... odd, but I think Halo players are so used to not shooting their teammates that the effects wouldn't even be noticed. However, this is only in some modes, as I was still able to betray a player in (ironically enough) Flood mode. You think it'd be the other way around...
When you vote for one of 3 maps, you may not amend your vote afterwards. I think the choice is randomized in a tie, but don't quote me on it. Make sure to communicate the map you want with your team before you vote, but the maps aren't 'bad'. Some aren't as good as others, but they definitely are better built than Reach's default maps.There also appears to be the ability to back out of a lobby after you're locked into voting.
And ya, the announcer does talk a lot, but it's not that difficult to zone him out.
Part 3 coming next.
Posted by: A 3 Legged Goat
Part 3
Overall
Is it Halo? Yes. Is it gimmicky? Yes. Is it a good game? Its foundation is strong and if 343i supports the game well post-launch, then it has the potential to revive Halo and rival or even surpass Halo 3's multiplayer in some ways.
The omission of a skill-based ranking system is indeed a troubling thought though, as I am having a hard time finding replay value after 6 months. If the actual ranking up part of the game added replayability for you, then I urge you to use other websites to keep track of your skill level. There really isn't a way to gauge your improvements or another player's ability in the lobby, but you should be matched with players of your skill level anyway.
However, I honestly think a ranking system would only enhance the game at this point; its exclusion does not detract from the core gameplay. 343 have managed to nail what makes Halo...well, Halo. The saturation of flashy lights and (often) unnecessary additions create some problems, and it's quite obvious when the game is holding your hand (which it does a lot). However, they do not make noobs gods, and the game's skill integrity is much larger than Reach's.
I think Halo 4's only real problem is that 343 focused too much on the gameplay and not on the features, as you will notice that the game is lacking in content compared to Reach and even Halo 3. However, for their first game and a step in a different direction, it's impressive that they were able to make a game play this well.
Honestly, if you didn't like Reach because it changed from Halo 3, then you will not like Halo 4. However, if you welcome change and only didn't like Reach because its change was done poorly, you will love Halo 4. Halo 4 does what Reach tried to do properly, and underneath it manages to make a game that rivals its predecessors and even exceeds it in several ways. If you strip down Halo 4 of the gimmicks, the experience is almost akin to Halo 2, which is surprising to say the least.
It clearly wont be for everybody, and I imagine several players - both hardcore and laid back - being turned away early on. However, I believe the multiplayer is worth a try at the very least, and if you take it at face value, it really is enjoyable.
These are my honest initial impressions of the game's multiplayer. Your opinion may differ when you play, so I encourage you to keep this in the back of your mind, and not at the forefront when you boot up the game for the first time.
Multiplayer: A-; 8.5/10.
You may ask me any questions about the multiplayer and I will answer as best as I can. Alternatively, you may join Halo Haven (http://www.bungie.net/fanclub/halohaven/Group/GroupHome.aspx) to stay on top of this news. I will not advertise other avenues to connect with me here, but I will be posting and sharing Halo 4 content - including walkthroughs - for the next several days.
EDIT: The latest Waypoint Bulletin makes note that Campaign Theater and a visual representation of skill may make their way into the game in the "not so distant" future. In other words, expect to see these via a TU.