A Firefight Not Worth Fighting For

So I'm playing Halo 3: ODST, and mind you I am not a fan of the Halo series by any means. In fact, I have tried to get into these games but something about the controls, level design and the way the story is told really bug the crap out of me. However I digress, I found the campaign of ODST to be no better than what I experienced in the previous Halo games. It was short, the action was decent, the level design was mediocre at best, and in this case I never felt compelled to use a lot of the new functions like the map.

The multiplayer in this game which is called "FireFight" consists of you holding your ground while an infinite wave of covenant come at you trying to bring you down until you either succumb or quit out of boredom. Finding out about this makes me seriously wonder what Bungie considers 'good game design' because there is absolutely no sense of accomplishment in fighting an endless wave of enemies to the point where you seriously consider quitting. I personally think it would have been great game design if Bungie set a limit to Firefight mode in order to give players a sense of accomplishment and good replay value. As it stands now, I do not see myself wasting another absurd amount of hours on Firefight only to get bored and quit, or simply die. Now, I could go ahead and increase the difficulty to say Legendary in which case, even playing four player co-op in that mode would prove to be a quick endeavor. Nevertheless, the sense of accomplishment is still not nearly as satisfying as if you knew that there were five sets of enemies and you managed to survive all five sets. That sounds more fun, and would give me a much better incentive to keep playing.

In conclusion, I've come to terms with the idea that I will never really like the Halo franchise, which is fine. However, Bungie's way of designing these games have turned me off in more ways than one and I can truly say that I am not excited for any other Halo game that will come out in the future.

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