[NOTE: The stats for enemies, weapons, and vehicles may not fit properly in Internet Explorer if the text size is set to "normal." Set your text size to "Smaller" and they should show up fine. If the font size proves to small to read, if you have the Zoom option, switch to 125% zoom in conjunction with the "smaller" font setting. If you're using Firefox, the stats should display fine under the default font size setting.]
For me, the Halo series has always stood out from the countless other FPSs out there. The enemy units and the environments you fought them in were inventive and varied. The graphics and art design were wonderful. The sound was great, with the music being some of the greatest to ever grace a video game. The story was intriguing as well. The gameplay, however, has been something I’ve scrutinized closely and criticized frequently over the last few years. The original game had very solid gameplay that set the bar for console FPSs, and it was incredibly fun as well as innovative for its time.
The basic controls were excellent and intuitive, with the Xbox gamepad showing how well-suited it was for console FPSs, especially as compared to the N64 controller. Being able to melee opponents or throw grenades without having to cycle through your inventory and formally equip a melee weapon (fists, chainsaw, or whatever) or grenades was something I had yet to experience in an FPS. It also had the first truly effective integration of vehicular combat in the genre, whereas in previous shooters I played you either didn’t have vehicles, or they were poorly implemented and tacked-on affairs. Both the Campaign and multiplayer stage designs were incredible and included a good mix of massive outdoors environments in addition to the smaller indoors arenas. The AI (at least that of the enemies) was often rather clever, especially compared to what had come before and, interestingly, most of what has come after it. Finally, you could only carry two weapons at a time instead of an entire arsenal — something that was as far as I know a first in the genre. The weapons themselves were generally well designed and useful, and included genre standards such as a machine gun and shotgun as well as interesting alien weapons such as the Needler.
The series has had its ups and downs, with each entry having its own strengths and weaknesses. For example, I feel that the sequels weren’t quite as good in terms of gameplay despite having the same solid controls as well as the high-quality visuals, sound, and music that Bungie is known for, not to mention a couple of interesting additions. Numerous changes and additions detracted from the gameplay and made for a less enjoyable and sometimes very frustrating experience, though in other ways the sequels surpassed the original. I have written extensive criticisms of the sequels elsewhere, so refer to those for in-depth details (there will be some commentary here as well, however). Of course, while the sequels didn’t quite measure up to the original, Combat Evolved was itself flawed in certain ways, and even the sequels each had aspects (gameplay and otherwise) that were the series’ strongest. Halo 1 was strongest on gameplay but its weakest aspect is the lack of XBL support. Halo 2 was strongest on storyline (just edging out Halo 1) but weakest on gameplay. Halo 3 was the weakest on storyline but strongest on extra features.
While a combination of the best parts of the first three games as well as a refinement of many game elements could benefit a future Halo game, it might not be enough to keep the Halo series on the cutting edge of shooters. Certain aspects of the series as a whole may have to be rethought entirely. If there are going to be other Halo FPSs in the future, perhaps it is time for combat to evolve once again.
Read more »