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Halo 4

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The Question: Is Halo 4 living up to the hype?


Sound off on one of 2012's biggest games!
Nov 07
// Jim Sterling
Today is sloooooow. It's the day after the US presidential elections, and the day after Halo 4 launched, so the game industry is busy sleeping off one heck of a late night. We're still here though, and today's the perfect tim...
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Halo 4 will NOT be issuing special XBL bans for sexism


Racism and homophobia not given a looser leash either
Nov 06
// Jim Sterling
Last week, Halo 4 was at the center of a brouhaha with word that sexist behavior in Halo 4 online play would net the user a lifetime ban. While some folks applauded the measure, others asked why homophobic and racist activity...

Your guide to Halo 4's multiplayer

Nov 06 // Hamza CTZ Aziz
Loadout system Obviously the biggest change -- other than everyone having the ability to sprint -- is the fully fleshed-out loadout system. That's right, now in a Halo game will you be able decide exactly what you want to spawn into a map with. On top of the default loadouts that everyone can select from with each spawn, you have five custom slots that you can trick out and decide which primary and secondary weapons, grenade type, Armor Ability, tactical package, and support upgrade to equip your SPARTAN-IVs with. For your primary weapon, you can choose between the Assault Rifle, Battle Rifle, DMR, Storm Rifle, Covenant Carbine, Suppressor, and Lightrifle. For secondaries, you have the magnum, plasma pistol, and Boltshot. As for the grenade types, there's the trusty frag, the sticky plasma grenade, and the Promethean Pulse grenade. I'll expand more on all the weapons in the section below, but note that with the exception of the grenades, none of the primary and secondary weapons listed here spawn on the map at all in official game types. Armor Abilities Armor abilities are back, and there are eight in all: Jet Pack: Very small amount of time you can hover in the air, way shorter than what it was in Reach. Probably the weakest of the AA options. Hologram: One my favorites early on. Great way to trick enemies or to see if the coast is clear as it not only gives a visual cue, but it also appears on everyone's radar. Active Camouflage: Go invisible while standing still, or moving at a really slow pace. You gain some visibility if you move too fast. It no longer spoofs the radar -- instead, you see a few light-blue icons buzzing within the vicinity of where the invisible person is. Promethean Vision: Allows you to see enemy heat signature through hard surfaces. Very small use rate, but helpful to see what's just around the corner. Thruster Pack: Gives you a small burst of speed in whatever direction you're pointing at on the left stick. You don't gain a whole lot of distance though, and this seems to be the best used in the Flood gametype. Hardlight Shield: The evolution of Armor Lock. You generate a protective barrier of hard light in front of you, blocking attacks and bouncing off rockets. Still vulnerable from the sides or back. Autosentry: Produce a small sentry turret that hovers in the air and has an attack radio of 180 degrees from where it was spawned. Not the most powerful of attacks, but it's beneficial as cover fire, and helps weaken enemies' shields down when they're blindly rushing toward you. Especially great in objective gametypes. Regeneration Field: Releases a short-range energy field that heals up the player and teammates. Tactical Package and Support Upgrade These next two sections cover what can be equated to as Perks from the likes of Call of Duty. Once you've unlocked these features, you can equip one from each area on to your character. While it will make you think of CoD, these options are nowhere near as weighty. These mods are about making a difficult choice over stacking your character, and it's more about complementing different play styles out there. As it is, they're far from being game changers and they don't mess with the core experience. That said, it's still early on and it remains to be seen what things will be like when there are way more players out there in the higher levels using these perks.  Tactical Package consists of: Mobility: Gives unlimited sprint. Shielding: Speeds up your armor's energy shield recharge rate. Resupply: Allows you to pick up grenades from fallen players. AA Efficiency: Increases the recharge rate for AA. Grenadier: Lets you spawn with more grenades than usual. Firepower: Lets you use a primary weapon for your secondary weapon slot. Fast Track: Allows you to advance in rank quicker. Requisition: Lets players choice a new set of choices when an ordnance is called in. Wheelman: Increase the long term durability of your vehicle and how it reacts to EMP charges. Support Upgrades consist of: Ammo: Increases ammo capacity for both starting weapons and ordnance drops. Dexterity: Speeds up reloads and weapon swapping. Sensor: Increases motion sensor range. Awareness: You can see your motion radar while scoped in with a gun. Explosives: Increases blast radius of grenades and decreases the damage received. Ordnance Priority: Ordnance Priority offers more frequent ordnance drops to user. Stability: Steadies your weapon while being struck by incoming fire. Gunner: Increases how long before a mounted gun overheats and increases movement speed with detached turrets. Stealth: Dampens your footsteps, makes you harder to see on Promethean Vision, and increases your assassination speed. Nemesis: Marks enemy responsible for your last death. Drop Recon: Calls out ordnance drops in advance. Ranking up When you begin Halo 4, everything is locked with the multiplayer's loadout system and you'll first need to increase your Spartan Rank. There are multiple ways to rank up, with the core being the better you are in multiplayer, the faster you'll gain experience points. The progression system between Spartan Ops and War Games is linked as well, so completing the weekly episodic missions will help raise your rank. Like the multiplayer, the better you do against the AI, the better your results will be overall. And of course there are the daily, weekly, and now monthly challenges you can partake in to give yourself some rank boosts. You can now create custom challenges yourself too! You'll be able to make up challenges through Halo Waypoint, and people can even subscribe to your challenge feed. 343 will be monitoring this of course, as they don't want people abusing the system to make players rank up way faster than they should. Lastly, (as of the time of this writing at least) you can go stuff your face full with piles and piles of Doritos or Mountain Dew and use the XP codes to rank up faster. Side effects include the early onset of type II diabetes, and gross, grease-stained Xbox 360 controllers. Spartan Points Like I said, you'll unlock stuff as you progress, but there's a catch. What you're unlocking is the right to purchase equipment. You're earning money called Spartan Points as you raise your Spartan Rank, and those points go to being able to purchase weapons and abilities. One of the very first things you unlock are the Battle Rifle and DMR, but you're not being given both guns. Rather, you have to buy one of the guns with Spartan Points. Everything has different costs, and eventually you'll have earned enough money to buy everything.  There's a bunch of cosmetic items you'll be able to get too, and all of that content is just gated by your rank, meaning you won't have to spend any of your points for it. There's a staggering amount of different armor and emblems available for player, all of which can be mixed and matched. Ordnance Drops Another big change to Halo multiplayer is the way the weapon spawns work. At the start of the match, you'll be able to see on your HUD what exact weapon is available and where it's located on the map. More weapons will eventually drop in, and they typically consist of the higher-tier power weapons. There's a different rotation of weapons that spawn in, and it scales based on what the map is. For instance, you can expect the Spartan Laser when it's a map full of vehicles. On top of map-specific ordnance system are personal ordnance system where players can summon a weapons drop. Players are earning points on top of the points dedicated to the scoreboard, and those points go towards filling up a meter. Once that meter is filled, you'll have the option to call in either more grenades, a new powerful weapon, or a player trait power-up that consist of either a shield, damage, or speed boost. Players that are doing exceptionally well should be able to call in around three ordnance drops on average. Weapons On the human side, you have the magnum, Assault Rifle, Battle Rifle, DMR, shotgun, sniper rifle, rocket launcher, Sticky Detonator, SAW, Railgun, Spartan Laser, and frag grenades. The Sticky Detonator is essentially a mini-grenade launcher that will stick to any surface. Once stuck, you just need to pull the trigger again to detonate. It's a very hard weapon to aim precisely, but worth if for the punch it packs. The SAW is a machine gun with a high rate of fire, and will shred anyone up very quickly. The Railgun packs the punch of the rocket launcher, but you need to hold down the trigger to charge it up first before firing. The really important weapons are the Assault Rifle, Battle Rifle, and DMR since those are the main loudout weaponry you'll get starting off. Both the AR and DMR have bloom, which means that the faster you shoot the gun the less accurate it is. Don't let that scare you -- bloom has been tuned down dramatically here. It's not as bad as it was in Reach before the title update. With the AR, best practice is to feather the trigger so you shoot in bursts at targets in a medium distance. Of course, do hold the trigger down when targets are in close range. The DMR is a deadly beast, and a few well placed head shots will take enemies down. It's a great long-range weapon, and pretty effective at medium range. There's no recoil either, so I wouldn't recommend scoping unless it's a long-distance target. With the Battle Rifle, it's a three-round burst that doesn't factor in bloom but it does have a little more spread to it. The main drawback with the gun is that it recoils so you have to be constantly adjusting your aim as you fire. On the Covenant side, you have the Plasma Pistol, Storm Rifle, Covenant Carbine, Needler, Beam Rifle, Energy Sword, Fuel Rod Cannon, Gravity Hammer, Concussion Rifle, and plasma grenades. All the guns are pretty parallel to the human weapons for the most part, but I've found myself largely sticking to the human weapons. The biggest change with any of them is the Plasma Pistol, as it has less ammo, eats up energy faster when you hold down the trigger, and it's harder to track targets now too. The Promethean weapons consist of the Boltshot, Lightrifle, Suppressor, Scattershot, Binary Rifle, Incineration Cannon, and Pulse Grenade. The Boltshot is like a pistol, and it's secondary lets you hold down the trigger to build up a shotgun-like blast. The Lightrifle, is a mix between the BR and DMR, as it fires three-rounds normally, or one shot when you're scoped in. The Binary Rifle and Incineration Cannon are both powerful sniper rifles and rocket launchers, respectively, but they have very small rounds and take a bit to reload. Lastly on the weapon front is the trusty melee attack. Bleed through is back, so the damage you inflict when there's still some shielding left on someone carries over, taking out the remaining shielding plus inflicting some serious pain. You can't simply rush towards a player anymore though, as you will be slowed down slightly when taking enemy fire. Plus, melee doesn't really have big reach anymore. Melee hits to someone's back is an insta-kill of course, and holding down the melee when striking someone from the back will see your character perform a cool assassination attack. You are vulnerable while doing an assassination since you can't break from the animation. Vehicles Warthogs with the chaingun, rocket launchers, and Gauss are all back, as are the Scorpion, Ghost, Wraith, and Banshee. Vehicles have a little more health to them compared to Reach, but they can all still be taken out fast with a coordinated focused attack by a team. The newest addition to the vehicles is the Mantis, a walking bi-pedal mech that has a powerful stomp attack, chaingun, and a five barreled rocket launcher. It also has it's own shielding system, but it takes a long time before it recharges. Vehicles are only as good as the team you're on, and a well communicated team will have designated players that support vehicles by nabbing all the power weapons before the other team. Maps & Modes There are 13 maps on disc, but only 10 will be used in the official game matches at first. The three other maps are all Forge World locations, and will eventually get rotated in. There are also only nine game modes to play on, but like the Forge maps, more modes will be added over time. In terms of straight up deathmatch style games, there's Infinity Slayer, Big Team Infinity Slayer,  and Team Slayer Pro. The main difference here, besides the player capacity, is that Team Slayer Pro doesn't allow the use of personal ordnance drops. There are some other restrictions with Pro mode too, such as no radar, and a set loadout system that's equal for everyone. Regicide also falls under the deathmatch category, and is a six player free for all mode. The twist here is that the player with the most kills is the King, and the more kills the King gets the higher his bounty increases. The King will also be given random bonuses based on how long they've held the crown, and all the other players can see where the King is at all times on their HUD and radar. Objective modes consist of Flood, Capture the Flag, Oddball, and King of the Hill. Dominion sees teams of six vs six capturing and fortifying three different bases on the map. The longer a team holds a base, the more perks they're granted such as auto cannons, vehicles, and weapon resupplies. If one team manages to capture all three bases, the opposite team will then all be marked on the radar/HUD, and won't be able to respawn. The opposing team must recapture at least one base to be able to respawn back in, plus they're all given overshields during this period.  Capture the Flag has changed so that the flag carrier can wield a more powerful magnum at the same time. The biggest catch now is that everyone can see where both flags are at all time. No more sneaking around! With Oddball, and Grifball, players can now toss the ball to pass to other teammates. Flood (previously known as Infection) sees a team of humans surviving against players infested as the Flood. King of the Hill is largely the same as it was before. Matchmaking The last thing to touch on is the matchmaking in that you're now able to join matches in progress. No longer do you have to wait ridiculously long to get a match going, nor will you be stuck on an uneven team getting decimated by the fully stacked team. Questions? So there's your simple little look at all the major elements of multiplayer. There's a lot to talk about though, so if you have any questions just leave them in the comments and I'll jump in with answers! Otherwise let's play a round. My Gamertag is Dtoid CTZ.
Halo 4 Guide photo
All the new things you should know
Halo 4 is officially out today and a lot has changed about the game now that it's in the safe hands of 343 Industries. Go read our review to learn what's new and improved! Multiplayer especially has seen a dramatic overhaul, ...

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Halo 4's massive limited edition soundtrack unboxed


Costly but worth looking into
Nov 06
// Jayson Napolitano
Happy Halo 4 day! We noted a few months ago that the Halo 4 soundtrack was being released in a variety of flavors, including digital versions and standard/limited edition physical versions. We've got the most extravagant of t...
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Jimquisition: In the Hall of the Mountain Dew


Jimquisition happens every Monday!
Nov 05
// Jim Sterling
This week's Jimquisition is fueled by Mounting Dudes. Halo 4 is out this week, and if you've been paying any attention to its marketing, you'll know that you won't be able to enjoy it without the crisp, refres...
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The DTOID Show: Watch_Dogs, Hitman Absolution, & Halo 4


Plus: Ass Creed Lib!
Nov 02
// Max Scoville
Today on The Destructoid Show, we weren't live -- which is a shame. But we still did a show.  Ubisoft released a developer diary for Watch_Dogs which is actually a recruitment video, Hitman: Absolution has a se...
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Online sexism in Halo 4 will earn you a lifetime ban


No Doritos for sexists
Nov 02
// Jim Sterling
The Halo series has a reputation for hosting some, let's say, "spirited" language from its millions of players, as trash talk and associated slurs have become a big part of the experience. 343 Industries, however, isn't parti...
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Halo 4: Forward Unto Dawn launches its finale


Pining for a Halo Movie? Watch this for now
Nov 02
// Chris Carter
You've heard of Forward Unto Dawn, right? Machinima's live-action video series that's setting up Halo 4? Well, it just ended, and you can catch the finale today, as well as the rest of the whole shebang which clocks in at 84 ...
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Mountain Dew

Review: Halo 4: King of the Hill Fueled by Mountain Dew


Dewlicious!
Oct 31
// Jim Sterling
I'll admit to not being the world's biggest Halo fan, so it took me by surprise to find out that Microsoft had changed Halo 4's name since I last saw it at E3, deciding instead to call it Halo 4: King of the Hill Powered by M...
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Launch trailer sets the mood for Halo 4's Spartan Ops


Season 1 teased
Oct 30
// Jordan Devore
After finishing the campaign in Halo 4, the story will continue episodically with free weekly installments of Spartan Ops. Previously, we've been shown more of the missions themselves than the cohesive story they will tell, ...
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Master Chief arrives in Halo 4: Forward Unto Dawn


Part four of the live-action series
Oct 26
// Jordan Devore
When Halo 4: Forward Unto Dawn started, I wasn't exactly anticipating the arrival of Master Chief. Now that we're a few weeks in, however, I couldn't be more happy to see him taking on the Covenant and making the Hastati Squ...
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Concept art shows off Halo 4's War Games Map Pass


$24.99 for three map packs
Oct 24
// Jordan Devore
Season passes can be a gamble, even with higher-profile games. That's why I've yet to pay up front for content that might not turn out to be great despite the savings associated with doing so. Halo 4 will get in on that actio...
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Third Halo 4: Forward Unto Dawn video picks up the pace


Guess who?
Oct 19
// Jordan Devore
Now we're getting somewhere. After the teaser included in the prior installment of Halo 4: Forward Unto Dawn, I was eager to check out this week's video. While what appears to be the big moment hasn't fully arrived yet, it's...
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The DTOID Show: Halo, Hitman, & THE MINIBOSSES!


Plus: Wii U headset thingies! Or something.
Oct 19
// Max Scoville
Today's Destructoid Show is actually very special: We had a musical guest in the studio -- The Minibosses! If you're unfamiliar, these guys cover old bleep-bloop Nintendo videogame chiptunes, except they do it using real...
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Play Halo 4 with the Destructoid community!


Join us for another awesome Xbox LIVE Community Playdate!
Oct 19
// mrandydixon
Wanna play Halo 4? Of course you do! Wanna play Halo 4 with a bunch of awesome Dtoid staffers? Double of course you do! Well, on Friday, November 9, you'll have your chance! Destructoid is hosting yet another Xbox LIVE Commun...
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This has to be the definitive Halo 4 multiplayer video


Behinds the scenes of Infinity at 343 Industries
Oct 15
// Jordan Devore
While we can't directly embed 343 Industries' new video overview of Halo 4 Infinity multiplayer -- you'll need to head over to Halo Waypoint to catch it for now -- it's still worth a post. Particularly if you have not been fo...
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Microsoft perma-banning early Halo 4 users from XBL


Pirates do pirate things and get pirate banned
Oct 15
// Jim Sterling
In a bid to crack down on nefarious pirates, Microsoft is issuing permanent Xbox Live bans to folk caught playing illegitimate copies of Halo 4 early.  "We are aware of isolated cases in which Halo 4 content has been pro...
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Halo 4: Forward Unto Dawn part two released


Fight! Fight! Fight!
Oct 12
// Jordan Devore
The first video from Halo 4: Forward Unto Dawn was a bit slow, but that's not entirely unexpected given the way this content is cut up into weekly installments. Today's part two was a step in the right direction, I thought. ...
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No, 343 Industries won't let you see Master Chief's face


Oct 08
// Jordan Devore
"We're not ready to show the Master Chief's face," franchise development director Frank O'Connor told Eurogamer. He then noted that fans up to date with the novels would be able to describe what the iconic protagonist looks l...
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Live-action Halo 4: Forward Unto Dawn series begins


First episode now available to watch
Oct 05
// Jordan Devore
The lead-up to Halo 4: Forward Unto Dawn has been rather extensive, and now that the big day has finally come for this live-action web series, people are finally able to see if the hype was worth it. For more dedicated fans,...
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Here's our first look at the Flood in Halo 4


New screenshot from War Games mode
Sep 26
// Jordan Devore
As terrifying as these Cenobite-esque Spartans look in Halo 4, you can take solace in the fact that you won't have to mess with the Flood in the campaign itself, according to CVG. This is an image of the multiplayer variant "...
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The DTOID Show: Halo, Revengeance, Half Life 3, & DmC


Sep 21
// Max Scoville
Hey everybody! I'm back from my travels in the far east to host another fine episode of The Destructoid Show. Today we talk about a random rumor about Half Life 3 being open world, Tara runs down what's new in Halo 4, Metal G...

Preview: A day of Halo 4 turned me into a believer

Sep 21 // Jordan Devore
Halo 4 (Xbox 360)Developer: 343 IndustriesPublisher: Microsoft Studios Release: November 6, 2012 While the day's events included hands-on demonstrations of two Spartan Ops missions and plenty of War Games (multiplayer), we have covered both of these components already, so I'll primarily focus on the campaign for the purposes of this preview. Prior to starting up the first campaign mission of Halo 4, "Dawn," we were reminded how Bungie concluded Halo 3 with a brief clip from that game's ending. "Wake me -- when you need me," Master Chief calmly states to Cortana, as the ship they're stranded on floats toward a mysterious planet. It's nearly five years later, and the familiar blue AI needs to wake the Chief up from cryosleep. This mission, a prelude, is shorter and more linear than most others will be, according to 343 Industries. It's intended to be a reunion, introducing new players to what a Halo game feels like as well as refamiliarizing returning players with the Covenant. While these enemies might still behave in combat as they have previously, up close, their character models are noticeably more packed with detail, and their individual designs have undergone a bit of a makeover. After waking up and taking out the occasional group of Covenant forces aboard what's left of the UNSC Forward Unto Dawn, a more concentrated assault occurs as troops actively break into the ship. While it had been a while since I'd last touched a Halo title, I noticed two things immediately: the guns seemed to pack a much more substantial wallop -- as if you could truly hear their weight -- and movement was much faster by default. I ended up turning the sensitivity down to three or so, and that felt wonderful. The standard gunplay continues and is then followed by a still-in-first-person climbing sequence in which you must dodge falling debris. While this sort of scene has been done before elsewhere, it fit well in "Dawn" as a break between the typical action one would expect from an opening Halo mission. Eventually, the fight moves out onto the surface of the Forward Unto Dawn, where the immediate goal is to blast away the incoming Covenant fleet with a missile. Shooting Grunts is fun, but it's even more fun when their corpses float away once the job is finished; the muted sound of gunfire adds to the disorientation and sense of urgency in this sequence. When a vast, metallic-looking object becomes fully noticeable in the background, the objective at hand is derailed, if only for a moment, until you recall the more pressing threat to your life. Upon dealing with those pesky Covenant ships, the race is on to find a functional escape pod before the UNSC frigate gets pulled into the looming Forerunner planet by gravitational forces. "Dawn" was perfectly fine as an opening level, but it was "Forerunner," the third mission of Halo 4's campaign, that got me truly excited. Whereas the former felt very safe and familiar, the latter gives me hope that 343 can make the full story compelling and ultimately worth playing all the way through. Frankly, this level reminded me of Metroid Prime. That comparison can be drawn in a few different ways, and considering Metroid Prime is one my all-time favorite videogames, I mean it as a huge compliment; it's as unexpected to see as it is cool. From the foreign look of the new Promethean enemies themselves, to the planet's jagged landscape and the towering structures that protrude from it, you start to get that "exploring an alien world" vibe. Every so often as I pushed forward, I would hear this unusual, very distinct sound effect. I still can't quite place the noise. It seemed like a choir of people humming very deeply -- like a hmmmmm -- but I'm not entirely sure. Whatever it was, the audio gave an organic feeling to the planet reminiscent of Metroid's Tallon IV and really meshed well with the planet's art style. It didn't feel like I was moving through another linear first-person shooter level; it felt like I was in the midst of a dangerous new adventure. It can't be stated enough how welcome an addition the Prometheans are. The stoic Knights are intimidating, and satisfying to fight. Between them, the dog-like Crawlers, and the hovering little Watchers, which can toss back grenades and regenerate fallen Knights, it can be easy to get overwhelmed if you aren't being smart about your position on the battlefield. Throughout this mission, the Covenant and the Prometheans fought one another, providing the opportunity to temporarily take sides before finishing them all off. This really exemplified how big an impact new enemies -- and their different behavior patterns -- can have on making shootouts enjoyable again. As much as I love the fluttering carapaces and skull faces of Knights, I dig their weapons even more. Not only do they look neat -- upon first picking each weapon type up, it will form to your hand -- but they are a ton of fun to use. Fans of shotguns will be particularly happy, as will snipers. I also have to give a special mention to one of their pistol-esque weapons, which, when fully charged, automatically fires off a powerful energy blast. That one is going to lead to some great moments in multiplayer. As for the mission objective itself, Master Chief and Cortana must find a way to send a warning message to the nearby UNSC Infinity. We aren't allowed to talk about some of the (admittedly major) plot points that transpired in "Forerunner" -- 343 wants them to be a surprise for players -- so I'm not going to give a full moment-by-moment rundown up to that point. Just know that I'm personally interested in seeing where the story of Halo 4 goes and am feeling pretty good about 343's ability to deliver a solid narrative. The Prometheans are incredibly promising and I'm looking forward to seeing them get fleshed out. As for the other modes, we got to play the first two missions of Spartan Ops. Five of these will be rolled out on a weekly basis at no additional cost. While this is a neat way to get players invested in Halo 4, you'll need to keep in mind that there are 50 missions in total. As such, don't go in expecting something amazing. From what we saw -- and this could change in further-down episodes -- these are essentially short, sandbox-like levels where you have a basic objective and you can go around fighting enemies however you see fit, similar to traditional combat scenarios in Halo games. With a few co-op partners, this was decent fun, but we'll need to keep our expectations in check. If 343 can deliver on promises of a providing an interesting overlying narrative through Spartan Ops, I'll be pleasantly surprised. War Games, Halo 4's multiplayer component, was simply awesome in the ways you'd expect. We got to play Regicide, which Allistair has previously covered. He didn't particularly care for this deathmatch variant, and while I wasn't feeling it as much as the other modes, I think some of you are going to fall in love. Basically, the current top-scoring player has a bounty placed on their head that offers additional points for whoever ultimately takes them down. The longer you have the bounty, the more perks you receive (like overcharged shields). Points for bounty kills are scaled such that the match will constantly feel close -- everyone has the chance to make a huge comeback. Capture the Flag, rather amazingly, was super fun. I say that as someone who loathes the standard CTF mode in just about every videogame. Here, both teams have capturable flags out on the field simultaneously and you can run while holding the flag. Additionally, you get to wield a magnum when you're carrying the flag, so you aren't totally defenseless at longer ranges. Somehow, these elements all came together to form a CTF experience that I found to be fast, fun, and intense. Best of all, though, was the Dominion game type. Teams compete over three bases, which serve as control points that can be captured by activating terminals and then allowing the initiation process to complete. Once you have a base in your team's possession, keeping it defended for long enough will cause additional capture meters to fill up as the site is resupplied and then eventually fortified with auto-turrets. While not overpowered, they will make it difficult to enter otherwise-unguarded areas. Structures will also allow team-specific vehicles to be generated, which was a nice touch. The end result is equal parts tactical and hectic, as you move in to capture a position just as the enemy troops are leaving to go after one of yours. Victory can be achieved by accruing enough points from held bases, or by taking all three of the map's control points, which then gives the competing team one final chance to take a base without getting any further respawns. Kill them all off, and you take the win. As other members of the press left the event, and 343 Industries employees started taking their empty spots, they thankfully didn't completely kick our asses. It was a great way to cap off the day, which turned my total apathy toward Halo 4 into genuine anticipation of its full release in November. War Games and all of its ensuing customization options shouldn't come as much of a surprise to fans. Tweaks have been made that will change up how some of you play the game, but it's still largely the same well-received competitive multiplayer to my untrained eyes. Alternatively, Halo 4's campaign isn't simply the next logical step for the franchise -- it's an exciting new direction. And it's far better off for it.
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Despite having played most of the installments in the Halo franchise (exceptions include Halo Wars and Halo 3: ODST), I'm what you would call, at best, a casual fan. I'm not particularly invested in the fiction, and even thou...

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Halo 4 video shows off the returning Covenant weapons


Sep 20
// Jordan Devore
The Energy Sword and Gravity Hammer are back for Halo 4. Personally, that's all I needed to hear -- those melee weapons are some of my favorites in all of gaming. In this new video, 343 Industries demonstrates the Covenant w...
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343 details how they created the Prometheans in Halo 4


Sep 13
// Hamza CTZ Aziz
Our latest look at Halo 4 shows off the evolution of the Promethean character design, the main antagonists of Halo 4. This 10-minute ViDoc gives us a nice overview of how the new enemy forces work with all their different ab...

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