Thứ Ba, 3 tháng 7, 2018

Halo 4 reviews

As usual, of course, the fate of the universe rests on Master Chief’s long-dormant shoulders – the green-armored super-soldier has been on ice aboard the Forward Unto Dawn since Halo 3 faded to black five years ago – but this time our hero bears an even greater burden.

Saving humanity is the easy part. In Halo 4, his more difficult task is rescuing Cortana from herself. She is slipping into rampancy – a condition that plagues all UNSC AI constructs after they’ve been in service more than seven years. As their knowledge base expands, they eventually, as Cortana explains, think themselves to death. And that’s the unexpected heart of Halo 4’s greatness. The plot delves deeper into John’s humanity than ever before, but Halo 4 is more about Cortana and the fight for her own – ironically enough – humanity.



Amazingly, Halo 4 is not only a success, but a bar-raising triumph for the entire first-person shooter genre. And just how new developer 343 Industries has done it will surprise, delight, and excite you.
Now Hear This
Of course, gorgeous graphics are only one responsibility a console’s killer app must bear. Perhaps equal to Halo 4’s monitor-melting visuals is its bar-none, best-in-class sound design. If you think you’ve heard Halo, check your ears and listen again. Nary a gunshot, MJOLNIR boot clank, or Covenant Elite’s “Wort wort wort” passes through your speakers without a significant, authoritative overhaul that lends an aggressive, testosterone-inducing punch to Halo 4’s combat.

Few game series are known as much for their music as Halo, and thus much has been made of British electronica producer Neil Davidge taking over for the beloved Bungie incumbent, Marty O’Donnell. It’s a bold shift – and probably wise of 343 to go in a tonally different direction rather than attempt to emulate O’Donnell – but the results are mixed. The trademark monk chants are gone, and Davidge’s moody tunes are complementary rather than additive. The new tracks simply aren’t memorable and never elevate the action happening on the screen the way that O’Donnell’s bombastic scores did, though this may be intentional, as Davidge’s compositions are decidedly atmospheric.


Familiarly Unfamiliar
It starts with a mesmerizing CG cutscene that flat-out knocks you on your ass. The lighting is flawless, subtle movements and animations abound, and it even goes so far that Commander Lasky (yes, the same Lasky we see as a teenager in the Forward Unto Dawn webseries) has crooked teeth – not the usual polygon-perfect Chiclet choppers that every other animated video game human has. It strikes a fine balance between old-school fan service and establishing context for new players, and it quickly segues into gameplay, where Halo 4’s greatest strength becomes immediately apparent: its gunplay.

Halo’s weapons continue their trend of working in complementary harmony, where each gun has a purpose, and every situation a fitting firing solution. The inaccurate Promethean Suppressor and undesirable Covenant Storm Rifle proved near-useless at times, but Halo 4 still hits on a ludicrously high percentage of its death-dealers. The short-range Energy Sword or new Scattershot are great to pack alongside mid-range delights such as the DMR or Battle Rifle, which also pair nicely with the ferocious Sniper Rifle if you’re into the long game.

Hello New Day
Resplendent set-pieces are ubiquitous during your quest, matched by what is inarguably the finest Halo sandbox yet. Halo 4 feels much more open-ended and organic than Halo Reach’s paint-by-numbers sequences because of its massive scale, scope, and freedom for possibility. Go it on foot, or take the Scorpion in front of you? Hop in a Ghost, or take the riskier strategy of trying to get to a heavily guarded Wraith? All of these choices exist in a moment, not a spectacular scene, allowing for emergent encounters dictated by the opportunities you seize.

The wealth of options in Halo 4's sandbox make the campaign a joy to play again and again.

To be clear, Halo 4 certainly has its share of dedicated vehicle sections. The walking two-story Mantis robot packs a high-caliber machinegun alongside a rocket barrage. It’s even sporting a mean foot stomp attack to flatten any Covenant or Promethean scum who dare venture within spitting distance of you. The time you’ll spend behind its controls is both empowering and refreshing.

Halo 4 also finally lets me do two things I’ve always wanted to do in a Halo campaign: fight alongside other Spartans and fly a Pelican. It’s a treat to blast Covenant Phantoms out of the sky with the silver bird’s beefed-up Spartan Laser, giving a classic Halo vehicle its long-overdue moment in the sun. Furthermore, an amazing near-final sequence tips its cap to the Halo finales of yore – you’ll know it when you see it and I dare not spoil it for you – even if it’s very obviously reminiscent of another powerhouse pop-culture phenomenon.

Digging Deeper
All throughout, the Halo 4 campaign is paced better than any first-person shooter this side of Half-Life 2, deftly mixing on-foot combat, vehicle sequences, quiet story moments, and key Chief-and-Cortana interactions. That pacing is most evident on Normal difficulty, where you won’t run into the patience-testing battles for the next checkpoint that define the Heroic and Legendary settings.

The series has long been lauded for its brainy bad guys, and they’ve gained a whole host of IQ points for Master Chief’s return. As you’d expect, the full smarts of Halo 4’s brilliant enemy AI are most evident at higher difficulties. Vehicles get brought down to earth – sometimes literally, in the case of the Banshee – now that enemies are proficient at firing ride-disabling overcharged Plasma Pistol bursts. And the new Promethean aggressors are wicked intelligent without being unfair.

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