Halo used to mean quality. Its campaigns were all heroic military sci-fi, full of brilliantly-designed levels and enemies. The multiplayer was some of gamingās best, supplying pulse-pounding firefights and thrilling victories. There was a time when a new Halo game was a guarantee of greatness. Since developer Bungie moved on and custom Halo house 343 Industries took the reigns, it has become clear that something is wrong. Halo is suffering from an identity crisis.
I donāt think 343 Industries understands Halo, at least not when it comes to the campaign. This is a dangerous claim to makeāany time a new developer takes on a franchise, fans flock to forums to tell the world why this change or that artistic interpretation are a mistake. Thatās happened with Crystal Dynamics and Tomb Raider, Bethesda and Fallout, Ninja Theory and Devil May Cry, or, yes, even 343 Industries (also known as 343i) and Halo. The last thing I want to do is come across like an entitled fan who complains about the same few talking points. Iām going to make my case to the best of my ability. If, at the end, youāre not convinced, then no harm, no foul.
Before we start, letās give credit where credit is due: after the missteps of Halo 4ās attempt at a Call of Duty Jr multiplayer, 343 did the right things to help make Halo 5 multiplayer a satisfying experience (they even hired some pro gamers, which may have helped). By all accounts, Halo 5ās multiplayer is a great step for the series as a whole. The production value for the series is off the charts. 343i employs some of the best artists, animators, and sound designers in the business. Playing a shooter at 60 frames a second on a console is a rare thrill.
When 343iās boss says she wants to run the series like George Lucas ran Star Wars, it sounds like a great goal; after all, Lucas managed to make six movies he had complete control over, multiple television series, and a massive merchandising empire. Itās next to impossible to do that without a major corporation taking over, but Lucas managed it for over 30 years. Star Warsā cultural impact was massive. Truth be told, I think Bungieās version of Halo could have become like Star Wars, but I donāt think 343iās can, because of some fundamental misunderstandings about what made Haloās universe so great.
Weāre going to be covering a bunch of Halo stories, including the events of 4 and 5, so if you havenāt played those games, consider this a SPOILER WARNING
Itās impossible to talk about what Halo isnāt without talking about what it is, especially when it comes to the gameās campaigns. So letās get right down to that: Halo has always been about heroism.
In the first game, you play as Master Chief, a super soldier who crash lands on a mysterious alien artifact. Outclassed and outgunned by the alien alliance called the Covenant, you prevent them from unleashing a superweaponāthe biological monstrosity known as the Floodāon an unsuspecting galaxy.
Throughout the game, youāre always placed at a disadvantage. Youāre weaponless for part of the first level, and when you do get a gun, itās just a pistol. Later missions have you rescuing helpless marines from alien assault and imprisonment, attacking heavily defended alien positions, and fighting through nigh-impossible gauntlets. Youāre always going to win, of course, because itās a video game, but Bungie does a tremendous job of making the odds feel like theyāre stacked against you.
Halo 2 is all about how you, as Master Chief, attack the alien Covenant. This time, they have accidentally located Earth and are attacking it relentlessly. These levels are interspersed with you playing as the disgraced Covenant Arbiter, who turns against his alien overlords to free his people.
Halo 3 begins as an even larger Covenant fleet arrives to attack Earth, but then the Flood arrive, putting Earth in even greater danger. That ups the stakes. You, hero that you are, eliminate the Covenant and Flood for good.
Even the Bungie-made spinoffs put you in the position of the heroic space marine: as ODSTās rookie, you help capture a Covenant creature, the Engineer, which helps turn the tide against the Covenant. In Reach, you bore the brunt of the Covenant invasion of the planet Reach, helping thousands of civilians escape and helping Master Chief and his ship, The Pillar of Autumn, escape.
Every single Bungie Halo is about heroism, and thatās achieved through elements of the story, the context of your actions and the gameās difficulty. The story says āhey, bad guys are attacking, but youāre the good guy, so you take them on.ā The moment-to-moment play emphasizes that: you have to assault a heavily-defended alien ship to rescue some comrades or rush through the hallways of The Library, with endless waves of Flood attacking you.
The difficulty, assuming you pick the one thatās tuned right for you, reminds you that you have to earn your victory. Personally, Iām all about Heroic. Itās tough, but it encourages a balanced mix of Haloās combat trifectaāshooting, grenades, and meleeāwhile strafing, instead of hiding behind cover. It also has a nice level of churn. Thatās where you never have quite enough ammo to keep your favorite gun, so youāre constantly switching with whateverās available, rather than resorting to one predominant strategy.
Halo, especially when played at Heroic or Legendary difficulty, is not a power fantasy. It makes you feel great because it puts you in a position of disadvantage and then demands you earn your happy ending. At its best, every moment in Halo feels earned.
Then it all changed.
Halo 4 begins where 3 ended. Chief is floating in space, far from any allies. He suddenly attracts the attention of a massive alien artifact masquerading as a planet. He crashes, fights his way through the Covenant, and manages to alert some nearby human forces.
Itās all too⦠coincidental. An alien planet just happened to be there, and an allied ship, the Infinity, just happened to be close by. Chief tries to alert everyone, but just so happens to wake up an evil alien who was in stasis. Every single moment feels like a massive Rube Goldberg machine of happenstance, and this is accentuated further by the seemingly-lazy plot progression.
The Infinityās captain doesnāt seem to like Chief for some reason, but this is never explainedāthe captainās a jerk, and it seems like the only reason heās a jerk is because, later on, he gets deposed. This is supposed to feel like some big victory, but instead we just have some dude whoās a jerk being replaced by some dude who isnāt a jerk, and, uh, thatās⦠thatās the end of that. Doesnāt feel very heroic, does it?
Then thereās the Didact, the gameās main bad guy. Heās all, āHi, I hate humans, and Iām telekinetic, also I have a death ray, and you are my enemy, read my books, mwahahaha!ā Yes, he has a death ray. They call it the Composer. Itās supposed to turn humans into computer programs, but it turns them into skeletons instead.
Truth be told, nothing about the Didact makes a lot of sense. If you read the books, heās more interesting. But the number one rule about franchised media is that, while it all connects, each work has to stand on its own, too. If the answer to āthis doesnāt make senseā is āwell, if you read the booksā¦ā then itās a bad answer. One of 343iās biggest problems is that they seem to be consciously ignoring this rule, so their characters tend to be pretty weak on their own.
The Didact isnāt compelling or interesting, so beating him isnāt either. It feels heroic to narrowly escape a crashing spaceship under attack by hundreds of alien forces. It doesnāt feel heroic to fight a guy with unclear motives and a skeleton-making laser beam just because someone said The Fate of the Universe is at Stake. Halo 4ās big mistake is assumed empathy. It says āthe stakes are high, therefore, the player will care more.ā
Eventually, some threats just get too big for us to care about. A lot of bad stories make the mistake of assuming that the bigger the threat, the more the audience will care. That couldnāt be further from the truth: we care about things the more personal they are.
How many people actually cared when the Imperials blew up Alderaan in Star Wars? Nobody. Sure, it was a whole planet. The scale of that event was a big deal, but we didnāt care because it wasnāt personal. We cared a lot more about Luke blowing up the Death Star because his friends were dying one by one, and because Luke had a personal stake.
So a dude going āmwahaha, I will kill all the humansā just isnāt compelling to the audience, because thereās nothing to empathize with. The Didact is like the bad guy in Transformers 3, who is so forgettable that I donāt remember his name. Thereās no personal stake in Halo 4, which means thereās no room for heroism.
Halo 4ās co-op Spartan Ops mode is interesting because it has a story, but the story is also weird. Put simply, Dr. Halsey, the head scientist of the Spartan project, is now considered a war criminal, for some reason. ONI, the government is still portrayed as shady, just as it was when Halsey worked for them, so why they arenāt protecting her or her work is unclear. All weāre really told is that sheās persona non grata around the military. Everyone treats her like sheās the scum of the earth.
Halo 4 expected us to read external sources to understand some of its characters, but if we do that for Halsey, reading the earlier novels, playing Halo: Reach, and reading the journal that came with Reachās collectorās editions, sheās a far cry from the mad scientist Dr. Menengle-type sheās treated as in Halo 4 and 5. Itās a weird history revision that goes against both the character and the people who responded to her.
In Halo 5, Halsey is treated with the same disdain and disgust. Her characterization is different from every other source as well. She seems like an evil crone. So⦠why bring this up? Because the response to Halsey indicates a massive shift in the way the game perceives its characters.
Before this, Master Chief was a hero. Halsey was a brilliant scientist and a mother figure. Halo was strong military sci-fi, presenting the people who fought to save humanity as intelligent, capable, and resourceful. Rebooting Halsey as an evil mad scientist and Chief as the victim of her tinkering makes Chief less cool, less noble. Master Chief is, in Halo 5, the living embodiment of a war crime, which makes his whole epic war hero thing seem way less cool.
If that werenāt enough, Halo 5ās big bad is Cortana, your friend of several years. Everything you have been through together since 2001 is recontextualized. Cortana wants to be a dictator over the entire galaxy for some reason. Like Halsey, itās a massive character shift, and it kinda taints the memory of everything youāve done.
It would be like watching the new Star Wars this Christmas and discovering that Han Solo isnāt a smuggler with a heart of gold, but someone who drugs people and puts them into slavery, and heās been this way since the first movie, but we just didnāt know. Cortanaās āI want to rule the galaxyā twist puts this massive damper on the game and robs a lot of past actions of their sense of heroism.
343iās final nail in the coffin is⦠that you donāt even play as Master Chief for most of the game.
At the end of Halo 4, Cortana, your friend of fifteen years, apparently died. Halo 5 reveals that sheās alive. Itās a poorly done moment, but one might think: āAlright, so this is a story about how Chief gets his friend back.ā That would, after all, possess the personal stakes. Rescuing a friend is heroic and awesome. After three years of assuming Cortana was dead, now we hear sheās alive! Not only that, but weāve played as Chief for years. This is his goal, sure, but itās our goal too; weāve played as him over the course or four games and fifteen years!
The motive should be great, so what do we do?
We play as the guy whose plot function, whether he realizes it or not, is to stop Chief from saving his friend. For the majority of the gameās missions, we play as Locke, a glorified hall monitor, a guy whose entire existence is defined by the fact that he needs to stop Chief from doing the thing he wants to do the most. Is there anything less heroic than being the guy whose job it is to stop the hero from being heroic? If Locke were as cool as Boba Fett, this wouldnāt be much of a problem. But heās not as cool as Boba Fett. Heās just some dude whose orders were to stop Chief from being badass.
So, to recap: all our friends are actually bad guys, weāre the living embodiment of a war crime, and we donāt even get to do the thing we want, because we actually have to spend most of our time trying to stop ourselves from stopping our good friend who is now bad from bringing peace to the galaxy by force.
Does it sound confusing? Thatās because it is. Thatās not even considering how thereās this evil robot named Warden trying to protect Cortana from Chief, which is weird, because Cortana effortlessly puts Chief in an evil space egg like itās nothing. Iām not sure what that guy thought he was doing other than being a boss fight over and over again. Seriously, you face him, and only him, like seven times. Heās the only boss fight in the game, and the only change to his formula is that sometimes you fight more than one of him. Why is Warden in the game? I donāt know. Any good game designer knows you canāt just repeat the same boss fight seven times in a row. I definitely didnāt feel like a hero fighting him.
Thereās no reason to do anything in Halo any more, and thatās in large part because there are no opportunities to be a hero. Nothing makes sense. There are no stakes. Itās just a bunch of āwhat if the good guys were actually bad?ā as if that mattered.
But, hey, the gameplayās fun, right?
I wish.
The difficulty tuning is off. In Halo 4, Normal felt too easy and Heroic felt just⦠wrong. It was easy if I played it like a pop and stop shooter, but Haloās all about strafing and dodging and throwing grenades and melee. Itās a game about movement, about dancing through the combat space. With Halo 4, your armor has the durability of wet toilet paper. Itās easy to die, and worse still, the enemies are massive bullet sponges.
The same is true of Halo 5 on Heroic. I once unloaded half a clip from a BR, a shotgun round or two, and a punch into a Forerunner Soldierās face. For my trouble, I was downed instantly from a single punch by the Soldier. Iāve shot enemies 3 and 4 times with a sniper rifle before killing them, used an entire BR clip on an enemy with no perceptible effect. Once, I told three spartans to target an elite, then dashed back to get some ammo. When I returned, they hadnāt even brought the eliteās shield down. The much-touted squad system is useless.
I watched as the Warden repeatedly killed my entire team of AI companions with a single blow of his sword. Iāve seen a jackal take three or four shots from a battle rifle without dying, where previous Halo games would have seen him die with the first trigger pull.
Rather than feeling like I earned my victories, I felt like I couldnāt play Halo to its strengths: instead, I was just hiding behind cover and popping out from cover to shoot enemies. In Bungieās Halo games running around punching aliens in the face made me feel like a champion. I donāt feel like that in 343ās games. I feel like Iām supposed to play it like Battlefield or Call of Duty, relying on cover and standing still.
Itās like all the fun has been sucked out of the game, because strafing, which was emphasized heavily in every one of Bungieās games, is no longer a viable tactic on Heroic difficulty, and Normal still too easy. Sure, you have a cool dodge button, but I find that using it is more likely to get you killed than not. Reachās Heroic felt like it had been tuned for me specifically; it made me feel like I earned each and every victory.
Ultimately, 343iās Halo games just donāt sit right with me. They look great, sound better, and have some of the best cutscenes in the business. Everyone I know loves Halo 5ās multiplayer modes. But I was always in it for the story, and thatās Halo 4 and 5 fall flat. Chiefās friendsāmy friendsāare now enemies. My victories feel unearned and uninspired. Bungieās games drew me to the series, but 343i just hasnāt maintained the magic that made Halo
GB Burford is a freelance journalist and indie game developer who just canāt get enough of exploring why games work. You can reach him on Twitter at @ForgetAmnesia or on his blog. You can support him and even suggest games to write about over at his Patreon