Halo has no doubt been a huge success, part of it can be accredited to its extremely high presentation values and mass appeal (much like GTAIV). From working at EB I can tell you the biggest thing the two games seem to have going for them is the excessive amount of non-nerds purchasing them.But that isn’t what this article is about, I was more-so wanting to speak to the subtleties in the gameplay that I believe were the big reason the game hooked people after booting up the disc.
I played A LOT, and I mean A LOT of different first person shooters over the past couple years, everything from TimeSplitters, to Ghost Recon, Unreal Championship…you name it, I’ve tried to pay a lot of attention during play to what has made me stick with each individual games, as well as what frustrated me about some of them forcing me to cease playing or lose interest. Back to the subject at hand though, why Halo works…
Vehicles - Yes, I know what your going to say; “Red Faction had vehicles too”, no it didn’t, Red Faction let you use vehicles, but basically set every sequence up to be extremely linear taking out almost any of the fun in using it, not to mention the control in a vehicle often felt a little too similar to just walking around. Halo on the other hand gives the vehicle a purpose, it gave you some open environments that were simply faster to traverse on vehicle, and still even technically gave you the option to ditch the vehicle. It also didn’t hurt that the designers made sure you had some fun with the vehicles, setting up jumps at all different points in the game.
Weapons - There’s a few aspects of the weapons, which deserve some credit for pushing the game in the right direction. First off the two weapon system, while not that big of a deal does one thing, and does one thing very well…it keeps you thinking about your weapon, thats it, thats all it does. But it is in my opinion one of the more overlooked parts of the gameplay, because it keeps you scavenging at all times, checking fallen enemies for weapons, or even fallen comrades. Forcing you to think about your weapon set also means you have a choice, and aren’t just forced to plow through the level with what the game wants you to play with (like many first person shooters do). Each weapon in Halo is very unique and has a situation where its useful. (Using pistols to take out Hunters, using Needlers to take out Jackals etc.)
Enemies - Much like the weapons being very unique, the enemies were also very unique. I remember someone knocking the game for having only 5 enemies that you face all game, well it turns out thats 5x as many as almost every other fps, which tend to simply throw wave after wave of the same enemy player model with a different texture/weapon at you. I’m sorry but a different weapon does not mean it’s a different enemy, there is still essentially the same strategy for killing it, and most importantly that enemy still thinks the same. With Halo, every one of your enemy types comes in a different shape, different size as well as a different strategy for killing them. Then they do something brilliant towards the end of the game by reintroducing “flood” versions of all the enemies and starting you back at square one in terms of figuring out what works to kill them.
Grenades - For a long time grenades have been one of the most unintuitive weapons to use, I just think back to dark forces having to switch to thermal detonator, putting my gun away, and slowly trying to lob a grenade at someone as he approached me, they’ve pretty much always been awkward to use because they’ve generally always been treated like any other weapon. Halo fixed this by making them their own button, to be thrown at any time, they quickly went from being an afterthought weapon to being integral to gameplay.
Melee - This is going to be a very similar explanation to the last, it was another one of those things that is normally defaulted to when you run out of ammo with all your weapons and your stuck with the default first weapon. But the designers on Halo, were very smart again making it something available to you at all times, so during the frantic close quarters firefights when you don’t want to wait through a reloading animation on that last notch of health to be able to smack your enemies down you can ever so quickly give your enemy a smack to finish them off, before well…they finish you off.
Cooperative - After playing Halo, I was almost going to demand this be a requirement for every game to have, not just first person shooters either. So many first person shooters tossed in the competitive multiplayer as an afterthought to let you play split screen deathmatch, seemingly without realizing that this whole time they could have just let you fight on the same team as your friend and made everyone a lot happier. Either way Halo was twice as fun playing with a friend, and as you move up in the difficulty levels you have to strategize even more with your partner to get through some of the battles in the game.
Save Points - This is something most designers don’t screw up anymore, but I still think it’s worth nothing that Halo got it right; not to mention they made the whole process seamless. When playing through Tony Hawk and you completely certain objectives the entire game will freeze, and a little pop up menu comes up asking if you want to save, and then asking you to select which save, and then asking you if its ok that your saving over a save of the same name. All of that could have easily been avoided with the typical “This game has an auto save feature warning” at the beginning of the game. But in Halo saving is very simple, you’ll walk past a checkpoint, a small bit of text will appear on the screen mentioning it, you’ll learn to look for it, but it isn’t distracting in any way. Then you can quit the game completely, kick the power cord out of the console and you will still start the game again from that point when you return. Nobody wants to waste 30 minutes getting to the end of a level and having to restart the entire thing.
Shield - I’m going to come out and say it, this is actually perhaps one of the most important features in the entire game. One of my biggest problems playing TimeSplitters on higher difficulties is that you were stuck with the one bar of health, and so for how fast paced the game was, you weren’t really able to play it very fast paced because the run and gun style got you shot down quite quickly and before you knew it you were operating on almost no health. The shield is brilliant because it allows the players to run and gun, it allows them to charge an enemy position…you still have to be smart about it because the shield doesn’t last forever. But it allows the player to traverse long levels without the designers having to worry about regulating the gameplay with med packs everywhere, you can design all the gameplay consistently under the assumption that the player has a full shield and at least half of their health.
In conclusion my point about Halo is to forget the great presentation values, forget the great graphics, and great story…it was all about these smaller, sometimes overlooked features that set it apart. Doing one of these things right would have been nice, but Bungie did ALL OF THEM right, and the combination of having so many small things done right is what I believe made the game great.
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