Creating a sequel is no enviable task,
even less so when the original artifact is something truly special.
Granted, there is perhaps the
thrill—particularly for newcomers—of becoming a part of the saga,
of being able to contribute to a great and admired legacy. But fans
are a prickly bunch—very difficult to satisfy. The fans don't
always know what they want. A sequel has to be innovative, of course.
But it can't stray too far from the original source, not in spirit
and certainly not in whatever has been deemed canonical. It must be …
faithful.
Having played through the first few
missions of Halo 4, I think I
can safely say the developers at 343 Industries have remained
faithful to the Bungie games that came before it—for better and for
worse.
I like
the Halo games. They
tend to have a nice clean aesthetic. They're linear and easy to
navigate. You see your objective marked off in the distance and you
make your way there—picking off all the enemies standing in your
way. I like to play on the heroic difficulty. It gives me just the
right balance of fun and mild challenge. Playing legendary is slow
and punishing. Heroic moves at a much nicer pace. Sure, I still end
up failing a lot and repeating the same firefights, but I know
there's never any doubt that I'll soon get it—it might even be
close and a little bit exciting. I'll shoot down one of the last
standing elites, my shields blasted down to nearly nothing. Then I'll
see those two glorious words display without fanfare at the bottom
corner of the screen: “Checkpoint... done.”
At the
same time, I know these games are stupid. I think it was while
playing Halo: Reach
that I finally saw how stupid it really was. It was most evident
while playing with the game's Firefight mode, which sends
increasingly difficult waves of Covenant enemies to attack your
position.
It was
during these staged battles that I began to question the entire
Covenant military strategy. You see, the Covenant are an alliance of
alien races, all bound together in service and adherence to some kind
of religious order. There's a social hierarchy to the species, which
shows in their military structure. The Grunts are the lowest ranking
members—the cannon fodder. They're the squat, slow-moving creatures
who get sent off to the front lines of skirmishes. Half the time they
can't even figure out where they're supposed to be going, their
relentless squeaking chatter giving away their position as they
approach. When a human soldier actually engages them in combat, it's
not uncommon for these grunts to simply turn around and waddle away
in terror.
The next
most-common enemy is the Jackal. Sometimes I think these guys are
even stupider than the Grunts. The Jackals are easily spotted by the
circular colored energy shields they carry around with them (some
enemy types from this species forego the shield for a two-handed
rifle). Their modus operandi is to fire off the occasional
shot from behind cover before deciding—for whatever reason—to
start creeping around the open battlefield, often turning their
shields away from the line of fire in the process. Some are a little
better at staying hidden than others, but when you happen to approach
a Jackal in close quarters, don't worry—they're extremely frail and
timid. Most of the time you can just punch them repeatedly until
their shields peter out and they die. You'll feel like the
playground bully, but it's faster than wasting ammo on their shields and having to reload.
The Elites are a
different breed, and their name is no misnomer. Elites are the true
soldiers of the Covenant military. They're tall, athletic, and they
come equipped with surprisingly effective energy forcefields that the
player needs to wear down before being able to impart any lasting
physical damage. These guys employ much more believable fighting
tactics. They take cover when shot at. They charge when desperate.
Simply put, they're a worthy adversary.
I
guess it just makes me wonder, why does the Covenant bother with the
Grunts and Jackals at all? Are they simply meant to soak up and
deplete the enemy's limited ammunition? I guess that might
be a reasonable explanation if
the rest of the crew managed to get the job done. But the Covenant
troops are constantly failing—to a lone space marine, no less! As
opposed to placing the Elites at the outer edge of the conflict,
would it be more effective if they just rushed out with a giant horde
of Elite soldiers right from the get go? Think of the terror and
panic that would induce! Think of how quickly the humans would be
wiped out.
That's
close to what actually happens at an early point in the first game of
the series, 2001's Halo: Combat Evolved.
On the third level, the Master Chief and a band of human soldiers
sets out on a kind of suicide mission—to covertly infiltrate a
Covenant capital ship and rescue the imprisoned Captain Keyes.
This is such an
awesome game level, punctuated midway through by one of the most
memorable fight sequences of any video game. As the player and a crew
of allies gets beamed aboard the Covenant vessel, they find
themselves standing in the center of a dark empty loading dock.
Master Chief's A.I. companion Cortana makes an obvious, cautious
observation about the lack of Covenant forces. This of course
reassures no one. The player knows something is about to happen—the
setting is beyond ominous, and at this point completely foreign.
Suddenly, one of four surrounding doors makes a soft pulsing noise
and flashes color. As it slides open, the familiar growl of an Elite
soldier echoes inside the dark chamber (prompting one of your human
compatriots to utter the famous line, “No Covenant. You had to open
your mouth!”). If the player manages to locate which door has just
opened, they might spot the nearly invisible enemy rushing forward
with some kind of glowing energy sword.
Most of the people
who play this sequence their first time through probably get
slaughtered immediately. It's such a startling encounter, such a
great way to introduce players to the sword-wielding Elites. The
first time I ever managed to clear each of the ensuing waves, I ended
up being the lone human survivor. During later attempts I was able to
arrive at that location with a better strategy. I knew to lob
grenades at the first sign of approach. But that first time … what
an exciting challenge!
Unfortunately,
there's not much that can top an excellent first impression, and the
original Halo had a
lot of firsts—the first ride in a Warthog vehicle, the first tango
with Covenant Hunters (twin armored juggernauts with high-powered
energy canons for guns), the first major gameplay twist introducing
the dreaded Flood creatures. Hell, just booting up the game for the
first time and and hearing that epic a cappella theme was an event.
Subsequent games tried to replicate these iconic moments—it seems
like most Halo games
include an obligatory infiltrate-the-Covenant-ship mission—but they
were never as surprising and rarely as effective the second time
around.
Jumping ahead to
the latest entry in the series, it all just feels a little strange.
For the third time this console generation, the franchise has
returned sporting cleaner, crisper graphics. They're high-fidelity
graphics, yes, but with regards to what? Everyone knows there's no
such thing as a “real” Covenant alien. So why are we so easily
led to believe that these crispier and crispier representations are
any more or less “accurate” to the mythical real thing?
I
certainly think it's cool to play games with shinier graphics, but
how is this constant pixel-pushing serving the series overall? Is it
being used to tell a better story? Maybe that's asking too much from
a Halo game. Is it at
least being used to present new surprises or innovative enemy
encounters—new memorable firsts? Unfortunately, I can't really say
I'm in love with Halo 4's
new enemy types, but at least it's an attempt at something new. One
of the things I did during my last play session was to step into a
mech suit, which was certainly another first for the series—and a
bit of a surprise.
I think the
original Halo accomplished something genuinely amazing in its
day. It made the shooter fun … for everybody. If not everybody, it
made the shooter accessible to anyone who would ever have any
interest in playing a shooter.
Think of all the
titles that came before it: Wolfenstein 3D, Doom, Duke
Nukem 3D, Quake, Half-Life, Goldeneye 007.
Were they fun? If you were already into games, almost undoubtedly
yes. But they still had their quirks. They were mostly PC games.
Halo: Combat Evolved made the experience of first-person
shooting as kinetically fun, intuitive, and as streamlined as it
would ever conceivably get. It did so many things right. It offered
the best cooperative multiplayer experience of any almost game to
date. Its competitive mode was incredibly well-balanced. It also told
a coherent story that wasn't all juvenile gags and bloodlust. Halo
was the Star Wars of video games, a true popcorn game if ever
there was one.
Today, 12 years
later, the shooter finds itself in an awkward position. Sure, the
genre still sells like hotcakes, but I'm not sure it generates
the same enthusiasm it once did. We're hearing more and more voices
in the wilderness calling attention to this glut of shooting
insanity (for starters, see here and here). These are smart, critical minded individuals rightly
questioning the present-day value of games that revolve around
shooting things from a first-person perspective—maybe from any
perspective.
And the Halo
series certainly doesn't get a free pass for being sci-fi. Just
because it substitutes its human targets for alien ones, it's still a
series that glorifies the whole notion of military force. Halo 4
can try to re-frame the picture all it wants to with its opening cinematic (and whatever follows … like I said, I haven't finished
the game), posing the question of whether it's the Master Chief's
humanity or utter lack thereof that makes him an effective fighter.
At the end of the day, we're still shooting sentient creatures in the face.
I wonder, is every
shooter in a post-Spec Ops: The Line industry going to have to
make some kind of straw-man attempt at justifying its own violent
systems? BioShock Infinite is probably the most notable recent
example of this dilemma. It's really no secret what's going on here.
We're no different from all these gruff, battle-weary protagonists in
our games. We've sustained ourselves for so long on shooting for
shooting's sake—it's the Rambo effect. We don't know anything else.
The industry can't help but transfer and project this weariness into
its own games, and these moral questions are merely circling back on
themselves in an infinite loop. All this immense effort of stuffing meaningful narrative into these games isn't going to
work if we're still making the same games at heart.
Did I mention I do
enjoy the Halo games? I do, and I meant all those nice things
I said earlier. But I'm not going to be sad if this is the
last Halo game I ever play. There's just no getting around
it—this series is tired. Master Chief is tired. That's not to say
he won't or can't fight. He's a Rambo character. He's invincible. But
there's just no joy in victory anymore—no joy for this series.
Remember when the Halo games still had humor? They cast David
Cross as the voice of the human soldiers in Halo 2, for Pete's
sake—and it was great! The Halo games lost whatever
semblance of humor they still had with the passing of the original
Xbox. So, yes. Master Chief is tired, and frankly, he's also a little
cranky. If we could peer behind that golden helmet visor of his, I know
his expression would prove me right.