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  Is Halo: ODST's Design Mean Spirited?
by Eric Adams on 10/16/09 01:12:00 pm
14 comments Share on Twitter Share on Facebook RSS
 
 
  Posted 10/16/09 01:12:00 pm
 

I recently bought ODST because I am a Halo fan and have played previous iterations.  I am a moderate fan in that I usually finish the single player campaign, play some multiplayer games and then archive the game (or give it to my stepfather J ). 

Two questionable design decisions struck me as strange (perhaps even mean spirited).  I was playing on normal, and expected a decent challenge.  However, I think in ODST the desire for challenging gameplay (perhaps with a bent toward satisfying hardcore Halo players) trumped the fun factor and soured me on the series. 

First, in the campaign you are given a really weak (damage) main weapon - M7S Caseless Submachine Gun.  I found this weapon to be really poor in combat.  Unless you can manage a headshot it seemed like a liability.  Even the headshots only do significant damage on weaker enemies.  The new M6C/SOCOM is cool and perhaps a better overall weapon.  However, onto my second issue, where is my AMMO!

So I am in this hot-zone of Covenant hell, and there is a severe paucity of ammo for my UNSC weapons.  Throughout the campaign I was forced to wield Covenant weapons because my UNSC weapons were always dry.  I felt like a vulture…and a Covenant recruit.

Finally, Firefight stinks when you are alone.   Now I consider myself an above average FPS player, but jeez going solo in Firefight is a masochistic existence.   The lack of UNSC weapons and no ammo is omnipresent, and health is no where near abundant to give you a fighting chance.  

Finally, the fun ends early in that by wave three; Covenant forces are sending Brutes and Hunters with a healthy dose of Wraiths and Choppers to vex you.  UNSC vehicles were in short supply, and at least early on, failed to respawn.  How can a soldier survive and feel badass in these conditions?  I often found myself running around like a scared rabbit.  Even with three pals, Firefight turned into a grind as your collective seven lives were quickly lost. 

So I found myself sort of dreading finishing the game and even shunned invites to play co-operatively because the design restrictions seemed (imo) to suck the fun out of the game in favor of crushing challenge.

 
 
Comments

Trent Polack
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What.

Michel McBride-Charpentier
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The.

Josh Sutphin
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Hell.

Eric Adams
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Did the designers create a game that is saps the fun out of the design to appeal to the Halo hardcore? I asked four other player friends about my quips and they agreed with my observations.

Eric Carr
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Hmm, maybe you're coming at the game from the wrong perspective. I think the designers were trying to get players to play in a different way, since they wouldn't be playing as a Spartan Super Soldier. Fewer Health Packs + Limited Ammo + Strong Enemies = Stealth (which I had read is the kind of thing they were going for)
For you Firefight complaint, it's kind of designed for multiplayer. However, you can play single player, but it changes what the game itself is and how. As an example, I player Horde on GoW2 by myself. Instead of a hunt and destroy kind of gameplay, it forced me to play using guerrilla style tactics, a totally different style than is required for the regular game.
So, I guess what I'm saying is, the game is fine, you're doing it wrong.

Sean Thom
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Y'know, I might have to agree with that. My past Halo habits mirror yours considerably, and, therefore, my expectations upon booting up were very similar as well. However, midway thru the "1st" mission, I've already put the game back on my shelf in aggravation, awaiting a restart on "easy" once the initial shame wears off...

Trent Polack
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While I disagree with your points on a fundamental basis, my issue with this piece is that you don't seem to actually put any thought into the analysis of the game. This reads more like a forum post about a game you're not good at than a thoughtful design critique (which can still receive a proper design treatment regardless of your skill level).

Luis Guimaraes
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Hmm... this post made me interested on this game. Hope there's a PC version and a Demo of it.

Eric Adams
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@Trent, how deep did you want me to go? I think my observations are accurate. As I mentioned, having played all the previous Halo games, and having worked on a shooter or two, I think I have qualifications to question design choices. This blog is a design critique of choices:
1 - underpowered weapons
2 - lack of ammo for weapons
3 - lack of all Halo weapons
4 - unbalanced opponent spawning in a core mode

Pop into a Firefight level and play solo for ten minutes. Let me know your thoughts...

Joseph Willis
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I was under the impression that Halo 3: ODST was dropping as an expansion to Halo 3, but from the perspective from the ODST. Also it seems like that the developers were trying to make it a little more realistic (in contrast to its predecessor) by forcing you to strategize because of your lack of magic Master Chief armor, and the fact of you having to find more of your own weapons and ammunition.

The premise of the game is you're an ODST that got separated from his/her squad and in that sort of situation one wouldn't have access to copious amounts of ammunition and weapons like in the previous Halo games. The strategy and the gameplay purposely changes because you are playing a different role in the game. If one wants to argue that the strategy of Halo 3: ODST has changed from the previous games in the franchise, it is definitely valid.

As for Firefight, I do play it a lot solo as a matter of fact. Its best to stick to the fundamentals we've already learned while playing every other Halo game. Take down their shields with Covenant guns, and finish them off with human weapons. On top of that, you now start out with a pistol that is extremely overpowered. And it makes for a real great grunt birthday party.

Eric your frustration is totally understandable, and I think playing it multiplayer would give you more enjoyment from the game.

John Hahn
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One thing that I've noticed with more modern shooters, like CoD4, for instance, is that there are certain instances where the game cheats and just keeps spawning more bad guys endlessly. The idea is that you aren't supposed to kill everyone on the map. Attempting to do so is futile because the bad guys never stop spawning. Instead, you are supposed to fight your way through the map duck and cover, shoot some and then move forward and once you reach a certain "trigger" the bad guys stop spawning and you progress to the next area. Some people have OCD and are very methodical about killing every bad guy in every game they play. These people tend to not like these games that use this cheat trick to force you to keep moving forward.

Maybe they took this more modern approach with ODST. Maybe you aren't supposed to kill all the bad guys like in the older games and instead you are supposed to sneak around and be more methodical about getting out of whatever situation you're in.

Eduard López Plans
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I agree about the new submachine gun, it is basically a poor weapon with no special strength or feature that justify its lack of power, the brute shock is not very appealing as well because of the small amount of ammo it drops with.

Apart from that, I would say that the game is not made to be beaten with the default pair of weapons. As Bungie said about HALO: CE, one of the fundamental pillars of the entertainment is that you have to constantly choose which couple of weapons will you use to face the challenge. The lack of ammo is used to force you to change your armament, and there is a lot of it in different weapons. So the game gives you choices from one time to another, changing the weapons the enemies carry to force you pick different ones.
I have to add that removing the dual wielding system has been an improvement. what in the beginning was a cool feature In my opinion got the game a little bit unbalanced, rendering the one handed weapons inferior by themselves and forcing the player to constantly search for a compatible weapon on the battlefield not only when he runs out of ammo but also every time he switch between his weapons and drops the right hand one. Making the player spend too much time walking around without having fun.

It is natural that a human has to be far weaker than a Spartan. ODSTs should be even weaker than how we see them in this game, in the other hand, the stealth and tactical part should have been designed to have a greater role in the game. It looks like in the end, the game was not designed for tactical combat but to be another HALO game, something that may have contented most halo fans but I feel that it hasn't been what it should have. You can beat the game like you beat any other halo FPS, without feeling the need of hiding and without having more possibilities of using tactics or strategies, the only difference is that you have to look for health kits from time to time.

The firefight mode is not only hard but boring if you play it solo, it is the multiplayer after all. It is not fair indeed, it is a classical survival what means that the player have to die sooner or later, but it increases its difficulty by activating skulls. I suppose that they could have used the increasing difficulty without letting the player gain more lives. If you want to play solo you can do it in easy and yet still obtain the score achievements (if you want to play for 2h).

The last feature I would like to talk is about the recon and investigation game mechanics. Looks like instead of taking advantage of this two good ideas to change the gameplay a little, the game simply uses them to move the player around the map without letting him be a part of the procedure.

Christopher Wragg
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@Eric Adams
I played through on legendary on my first run through, simply because I felt that the game wouldn't challenge me enough to play stealthy on Normal or Hardcore, then to encourage the feeling of being in a city alone, with no reinforcements or weapon drops I turned on Famine (So difficulty complaints aside, you should be able to customise your own experience to the perfect difficulty level using skulls and other options).

I enjoyed the game like that, it wasn't too hard, it wasn't too easy. Ammo is still easy enough to come by, sure in the midst of combat at some point your going to need a new gun (This game really teaches you plasma pistol use =D), but there are ammo caches that you can find and end up marked on your map. The game teaches you this, so ammunition shouldn't be your biggest worry even though it's slightly limiting. Besides your doing your damnedest to survive in a hostile environment, resource management is a staple feature of any survival game, if ammo were too easy to come across, I'd be disappointed.

Enemy counts are at just the right amount, they take a bit to spawn, but enemies to respawn in different areas, and wait too long in one location and a dropship will often appear, but this just serves to make areas interesting when you traverse them again. Any group of grunts die to the Pistol with ease, while brutes can be snuck up on and tagged with a sticky nade, or taken down with the old 1-2 combo (plasma overcharge/pistol shot). The only thing about ODST that disappointed me were the mini missions that basically had you playing like master chief once again. After all you're really not that much weaker then the chief, you have a shield (stamina), you can rip of turrets and use them (I'm sure an ODST shouldn't be able to do this) and the only big difference is your melee strength and a lack of dual wielding.

Also I've not played firefight solo, nor would I want to do so, it's a mode designed for co-op play, for discovering the perfect points to hold, and relying on your team-mates to back you up when you falter (because you will falter). I and my friends that play have found the mode great fun, sure it's hard, but there's something cool about running away and playing with a chieftain with a hammer until your mate can run downstairs grab a rocket launcher, follow you as you lure it in a tunnel and the nuke it an instant before you'd die. It's a rush, it's overwhelming, it's difficult, but hey it's supposed to be, that's why it's fun.

Elliot Rodriguez
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@Eric

As a gamer in his mid-30s, I am far from the best Halo 3 player, but I have enough experience with the franchise to know that I expected a tough fight on Legendary.

I didn't get it at all. Granted there are a few tough spots (ONI Alpha at the end was brutal for a bit), but the difficulty level is scaled much further back.

I mention that because on Legendary I had no trouble with ammunition - but like another poster mentioned, ODST does force you to use other weaponry. You need to be effective with the plasma pistol and the needler; these are the two most common Covenant weapons you'll find. Good grenade use also counts for a lot.

The other thing is Firefight is intended to be boring/impossible for one player. Its all about multiplayer there. A lot like Gears Horde mode - you can only survive for so long alone. Besides, where's the fun in that?

Don't be so dismissive so quickly. The game isn't worth its retail price, but there is a lot to love about the overall package if you stick with it.


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