For multiplayer, I'd say it was Reach, though I can see why someone would pick any of the other ones, really.
I don't really think it has gone downhill in terms of campaign, seeing that ODST and 4 were two of the better ones, in my opinion.
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4 campaign? Could you explain please. Personally I found it had very low enemy variety and the AI preferred to camp and try to make me run out of ammo rather than attack and dodge around a lot.
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The enemy variety is simply average in Halo 4. What makes Halo 4 stand out is the narrative.
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Halo 1: 4 types of covenant, 3 types of flood, 1 type of sentinel Total: 8 Halo 2: 6 types of covenant, 4 types of flood, 2 types of sentinel Total: 12 Halo 3: 5 types of covenant, 4 types of flood, 1 types of sentinel Total: 10 Halo Reach: 8 types of covenant Total: 8 Halo 4: 4 types of covenant, 3 types of Promethean Total: 7 [b]So Halo 4's enemy variety is not average, it is the lowest of the series.[/b] As for Halo 4's narrative there are two unrelated story lines running parallel to eachother: The Didact storyline is weak relying on the player having a good understanding of two characters who have never been spoken of in previous games, and whose motives and history were only very briefly touched on in Halo 4. I had to look up a lot of extra material to understand this storyline. It also wrecks and important atmosphere that the original trilogy gave off. We are not a lone super soldier surviving by stealth and skill, we are a puppet that one ancient alien is stopping another ancient alien from killing using completely unexplained technology. The end of Halo 4 is also very underwhelming with respect to this storyline. An easy battle leads onto an interactive cut scene where the didact is defeated by Cortana doing something she has no reasonable reason to be able to do. If Cortana could manipulate hard light, why hasn't she done it before, to activate all those bridge in Halo 1 and 4? Then there is the Cortana storyline. Reusing a very similar theme from Halo 3 was rather unimaginative. That aside, it wasn't even done very well. The final Cortana cut scene seemed completely out of place in a halo game and the script was awful, seeming more like a fan fic written by a twelve year old than part of a profession game. While I somewhat enjoyed Reach's and ODST's storyline I feel the drive to make overly serious and emotional storylines in the Halo franchise is misplaced. Halo 1's story was so good because it was simple enough to let the player feel involved and have a purpose without obstructing the gameplay. The characters were badass and comical, making jibes at each other. There was forced emotion in the death scenes, which let you feel for the characters who died (Keyes and Echo) in your own way. This fit the gameplay much better than the solumn storylines and atmospheres of Halo 3, ODST, Reach and 4.
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Didn't Halo 2 have three types of sentinel/forerunner machine to fight?
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I meant type as in species. For example I didn't count Elite rangers and Elite Ultras to be seperate enemy types. With that classification of types. The sentinels have the sentinel (silver and gold variants) and the enforcer. If you wanted to make a list using individual variants, the stats would look like this. Halo CE: 11 covenant, 3 flood, 1 sentinel Total: 15 Halo 2: 17 covenant, 4 flood, 3 sentinel Total: 25 Halo 3: 17 covenant 7 flood, 1 sentinel Total: 25 Halo Reach: 26 covenant Total: 26 Halo 4: 14 covenant, 8 promethean Total: 22 So Halo 4 goes above halo 1, 3 goes above 2, and Reach goes straight from tied 3rd place to 1st.