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#Gaming

7/20/2013 1:48:58 PM
33

Does Halo 4 has less content than Halo Reach?

Yes

210

No

31

It feels like that anyways. Halo 4's campaign was shorter, and removed a ton of stuff like Campaign scoring and time. Multiplayer, they removed a TON of gametypes like Race, Infection, Invasion, Juggernaut, Assault, Stockpile, and Territories, and Insane (All I could think of off the top of my head). These being removed not only limits Multiplayer, but all the AMAZING Custom Games based on those gametypes. Halo 4 also didn't add that many new gametypes to compensate. All I can think of is Dominion and Extraction. Halo 4 removed playing as Elites, for no reason at all. In Forge, nothing useful was added, besides maybe the cloning. That's it. There aren't really any new pieces, almost all are just reskins of Reach's. All the Forge spaces are tiny, and if you add them up they're still smaller than Forge World, and they're a lot more restrictive. A lot of features were removed too, like seamless switching between monitor and human, and precision editing A lot of vehicles were removed, such as the Revenant, Falcon. The UNSC has no aerial vehicle now, which is sad. All 343 added was the Mantis, which is cool, but not at the expense of the Falcon. Theater mode had nothing added to it, only had removal of theater for campaign, and not for Spartan Ops either. Firefight was removed entirely. Now, lets see what was actually added in Halo 4: Spartan Ops, at the cost of Firefight. It features none of the replay ability Firefight had with its multitude of Game options. Spartan Ops is tedious, and you just go through it and have no way of failing. Spartan Ops we're likely going to have to pay for now. They added a lot of pointless things, like a lot more armor, and weapon skins. Stuff like that. They added Ordinance and Perks. Discuss how Halo 4 has less content than Halo Reach

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  • Edited by A 3 Legged Goat: 8/25/2013 6:03:04 PM
    Well for the forge thing they added Dynamic Lighting, which is a [i]huge[/i] improvement to the way maps look and play. A lot of framerate problems that were experienced in Reach were nullified because of the lighting engine. They also added magnets. While they're not as consistent as they ought to be, they help tremendously with speed forging and forging off the coordinate system for angled pieces - something that was ridiculously tedious in Reach and moreso in Halo 3. Duplication helps speed forging as well (especially for cloning pieces that you already set to the right angle), and locking objects + names over pieces help diminish accidents. The initial forging environments were indeed small, though you could still build a variety of spaces on them. Singe Forge Island launched, we've had much more space to tinker with. Other than its poor indoor lighting and lack of varied terrain elevation, Forge Island is the best thing Forger's have had access to since its inception. Other than that, the game does indeed feel like it was built to have a shorter lifespan than its predecessors. I honestly don't know what's going to happen with Halo 4 come November. I really doubt it'll last another year until Halo 5, and even then Halo 5 is going to have to be a 10/10 to bring people back.

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