Tag Archives: Cooperative

Deep Ones, Repetition, and Divorce

While there have been posts about other games hidden amongst the deluge of Halo Fest 2020 related content here, I’ve actually played a lot of other things I’ve yet to post about. Here’s a quick catch-up of random things I’ve actually finished, with several others coming in future posts when I eventually wrapped them up.

In the midnight hour though, I have as many friends as I like. -Online Gamer
“In the midnight hour though, I have as many friends as I like.” – Online Gamer”

First up is The Infectious Madness of Doctor Dekker. I’ve had most of Wales Interactive’s more notable FMV games on my wishlist ever since playing Late Shift. Doctor Dekker, however, is something a bit different from my first foray into modern FMV games. While Late Shift is very cinematic, playing something like an interactive movie, Doctor Dekker mostly consists of very short clips, almost always focusing on a single subject from a static first person perspective. This works well with the premise of the game, as you’re supposed to be a psychiatrist interviewing various patients in your office. A patient sits on your couch. You ask a question, and you get an answer. Simple.

Mechanically, just choosing questions from a dialog tree might be a little too simplistic to be entertaining, and Doctor Dekker attempts to solve this by having the player freely type their questions. Or, at least, it does in the PC version. You see, I played this on my Xbox Series X, and from what I understand the console versions of Doctor Dekker largely dumb this feature down, allowing you to select most of the more obvious questions and follow-up questions from a list. This works… okay. In fact, what I took issue with was when the game indicated that there was more to learn without showing me any new questions, meaning I was forced to type one in. Call me spoiled by 40 year old text adventure games, but man, this game’s text parser is hot garbage. I’d ask very obvious questions, even some I was absolutely positive were follow-ups to previous answers, yet 9 out of 10 times I’d get back a short FMV sequence equivalent to “huh?!” Still, other times I might get a wildly random response that didn’t seem related to what I asked at all. It seems like it’s looking for a limited number of keywords and keyword combinations rather than understanding grammar or at least having a massive list of acceptable synonyms. I also strongly suspect there was some degree of intention behind having us play “guess the keyword” as something of a puzzle. Regardless, fighting a bad parser is never fun.

Interviewing the ever popular Marianna.
“Interviewing the ever popular Marianna.”

While the format is a little limited, there’s a larger murder mystery plot with some (not at all subtle) shades of Cthulhu mythos, including a very minimal insanity system, all unraveled by questioning these patients to learn more about their backgrounds, their relationships with the victim, and ultimately investigating if they, or another of your patients, might be the killer. The actors were mostly pretty good, or at the very least fun to watch as you get to know what are ultimately all pretty wacky characters. The way the story unfolds day by day also did a good job of stringing me along as I learned more. The ending was a little unsatisfying, in that there seemed to be multiple equally viable candidates for who the killer could be, and it felt like the game simply picked one of them at random to be valid for this playthrough. That said, doing a little reading, it does seem that there can be a decent amount of deviation for each patient depending on how you choose to answer certain questions they ask of you along the way. Neat.

Overall, I definitely didn’t find The Infectious Madness of Doctor Dekker to be as enjoyable as Late Shift, but I certainly didn’t find it objectionable enough to steer me away from checking out other similar games in the future.

Moving on, I picked up Warhammer 40,000: Darktide on PC at its launch. For those that don’t know, Darktide is something of a sequel to the two Warhammer: Vermintide games. Being based in the far flung grim-dark universe of Warhammer 40k versus the high fantasy world of Warhammer Fantasy, it still follows Vermantide’s Left 4 Dead influenced style of character/class-based cooperative action. While there are a ton of systemic differences, both minuscule and quite large, I feel like comparing it to Left 4 Dead alone does a pretty accurate job of summing up the gameplay of these titles.

My Orgryn Thudd and his beloved Ripper.
“My Orgryn Thudd and his beloved Ripper.”

I haven’t played a lot of cooperative games like this outside of playing L4D with friends way back in the day, and despite being a huge Warhammer fan, I’ve yet to play either of the Vermintide games since it seems most of my gaming friends have moved on from the genre. Playing Darktide with randoms is incredibly easy though, and I found people purposely being assholes, trolling, or otherwise not playing the game properly to be quite rare. Of course, teamwork with a bunch of random people, usually without voice communications, is nowhere near as fun, but I found it to be enjoyable enough. Perhaps my favorite part of Darktide though, was simply how amazing of a job Fatshark did with representing the gritty violence of the Warhammer 40,000 setting in first person. It’s a great looking game absolutely bursting with atmosphere. The classes are all pretty fun, as is customizing and upgrading your characters.

That all said, I found the gameplay loop to get a little repetitive. Progression is reasonably fast, but still, slogging through the same (or very similar) oppressive feeling maps over and over again feels a bit too much like a treadmill. I might have stuck with it if I were playing with friends, and while I ultimately still like the game, I put it down after only around 15 hours of playtime. Perhaps I’ll return if I see some compelling updates though.

Spoilers: She dies.
“Spoilers: She dies.”

Speaking of grinds, I briefly returned to Destiny 2 (PC) late last year, just long enough to catch up from where I left off, and finally played through The Witch Queen campaign. I had a great time as usual, but the start of my burn out just happened to coincide with the announcement of the Lightfall expansion, which didn’t look too appealing to me for numerous admittedly petty reasons. From the current community backlash, perhaps I dodged a bullet?

Another repetitive online FPS that I bounced off of recently was Meet Your Maker. How do I describe Meet Your Maker? Hmm. Well, imagine a very Quake 1+2 influenced FPS (in terms of visuals, some of the enemy and weapon designs, and having a sweet grappling hook which my brain will apparently always associate with old Quake mods) in which you “raid” random procedurally designed dungeons / bases (called outputs) filled with enemies and traps. Your goal is to make it deep into the outpost, grab the loot stash therein, and then make your way back out alive (which is easier said than done, since some new monsters and traps might show up after you nab said loot.) The loot you gain from these raids can be used to upgrade your character, weapons, etc.

With only one shot left, I better not miss.
“With only one shot left, I better not miss.”

Now imagine that these dungeon base things aren’t actually procedurally generated, but designed and constructed by other players, using some of the loot from their own raids to add and upgrade more traps and enemies, expand and redesign their outpost, and build secondary outposts, and of course, you can do the same. I personally love the idea of these sort of dueling asymmetrical gameplay systems, and I’m always down for systems where players can get creative by adding their own content to the world (providing they’re not abused too much.) Building your own outpost maps, while understandably a little limited, is pretty fun, but watching replays of other players raid my outposts and navigate my traps? Amazingly entertaining! I don’t think of myself as a cruel or particularly vindictive person, but Meet Your Maker had me practically falling out of my chair, literally laughing out loud on more than one occasion after watching some hapless player wander into a particularly diabolical trap. Pure, albeit slightly evil, joy.

Personally, I always tried to make my outposts some degree of “fair” and I feel like others do as well, though when raiding you do occasionally wander into a outpost that was designed to be almost impossible, making them painstakingly slow to navigate through. Raiding in Meet Your Maker tends to lead to a uniquely cautious approach to exploration and navigation anyway, at least until you learn a lot of the more common tricks players use and how to deal with them, so if you make your outpost too stupid most players will probably just bail on it after a few deaths. I tend to get obsessed with conquering them though. Back at the hub area, which is something of a diegetic, in-game world menu, you get a taste of the fiction around all of this, which I actually found pretty interesting. Just as with Darktide though, it’s largely just set dressing to make the grind of the gameplay a bit easier to swallow and as far as I can tell there’s nothing in the way of a plot to advance through.

A fav, vertical shaft with multiple traps at each end. No one can resist a shortcut!
“A fav, vertical shaft with multiple traps at each end. No one can resist a shortcut!”

I really love the game, but after 25 hours or so, that grind is ultimately why I’m not still playing Meet Your Maker. The resource requirements to upgrade your character and particularly to keep your outposts up and running seem far too punitive, even if you really enjoy the raiding gameplay. Even ignoring that, just like Darktide, the gameplay is definitely repetitive, so some degree of burnout is bound to happen. I will surely return to it in the future, though I’m afraid its player count might have dwindled precipitously by then, which would be a huge problem for a game so heavily dependent on player made content. A game with a strikingly similar design, The Mighty Quest for Epic Loot, had the same struggles, and was shuttered before ultimately being reworked into an almost entirely different game, leaving the hardcore fans of the original feeling totally abandoned by Ubisoft. I hope Meet Your Maker has a better fate.

And now for something completely different… *desk blows up*

It Takes Two was a hot topic on some of my favorite gaming podcasts, and coming from Josef Fares and the rest of the team that brought us the impressive A Way Out, it was an easy addition to my backlog. Somehow my partner also found out about it and wanted to play it just as much as I did. Definitely a good omen for a cooperative game, no? Like A Way Out, It Takes Two is a dedicated co-op game (I mean, hell, it’s in the name!) and has been designed from the ground up to be played that way, either split screen or online, and generously even offers a free pass for the latter scenario, meaning only one of the two players has to own the game. Awesome.

Your tormentor, Dr. Hakim.
“Your tormentor, Dr. Hakim.”

The two players fill the shoes of Cody and May, a husband and wife in the midst of a divorce who are magic’d into their daughter’s weird little toy doll versions of themselves. They need to work together to escape the terrifying Honey, I Shrunk the Kids-esque massively scaled version of the world and break their daughter’s evil curse, all while being taunted mercilessly by Dr. Hakim, an anthropomorphized relationship advice book. While I’m being slightly hyperbolic here, that’s about the gist of it.

You can probably already guess that by working together, the couple will slowly rediscover their feelings for each other and end up reunited, and while that’s how it goes down on paper, I don’t think their reconciliation is quite as smooth in the game itself. That is, there were tons of opportunities to show Cody and May growing closer, dealing with old wounds, rekindling passions, etc. but I don’t feel like it does a great job of presenting this gradual process. Instead, there are moments, specific lines of dialog, etc. that relay some of this, but you don’t really see the characters progress all that much. Despite this, the game ends as predicted and (sarcastic spoiler warning) the family ends up sticking it out and living happily ever after. While sweet and all, the game did actually do a pretty good job at showing us that the couple has some major compatibility issues and that maybe their divorce was actually warranted. Oh well!

I’m being pretty critical here, because that might be my only real complaint about the entire game, and it’s not even that notable. Honestly, the story could just be a total contrivance to set up the game, and while there were some interesting, even slightly emotional narrative moments, it largely takes a backseat to the incredibly fun gameplay. Unless you utterly hate the story or the characters, I don’t think this is likely to factor heavily into your enjoyment of the game.

Classic co-op action, with one player flying and one gunning.
“Classic co-op action, with one player flying and one gunning.”

As far for that gameplay, It Takes Two fits the classic 3D platformer mold pretty cleanly. I don’t even think I remember the last one of those I played, but as an Nintendo 64 owner in the 90s, trust me when I say I’ve played my share of them. The genre has always been a mixed bag for me. Light narratives featuring wacky characters, with some puzzle solving, exploration, and adventure? All pretty fun stuff. Difficult platforming, however, can be extremely frustrating to me, and lots of it? Tedious. No worries though, as the basic mechanics of It Takes Two are great. It’s smooth, responsive, and just the right level of forgiving. That’s not to say there aren’t some potentially challenging moments, and I was worried that my partner might have difficulty as, while she plays plenty of games, platformers aren’t really her wheelhouse, but there were few if any moments in the game where she struggled. It’s all fairly intuitive, and always being able to figure things out with another person further helps this (which I suppose is appropriately meta.)

The game isn’t all just jumping around though. Many of the puzzles and other obstacles to navigating the world rely on some pretty clever mechanics, and It Takes Two takes the unusual approach of adding new ones and mixing up or replacing old ones constantly. In fact, the major stages and numerous smaller sections of the game have their own set of puzzle solving and/or navigation mechanics, from things like grinding on rails, riding on creatures and objects, to shrinking yourself and reversing time. Cody and May usually have their own distinct sets of abilities on each stage too, and they can typically be combined. For example, in one area early on, Cody gets the ability to shoot sticky sap which damages and slows certain enemies, and can be used to hold or weigh down objects. May gets the ability to shoot an incendiary projectile, which she can use for pinpoint shots, but more importantly, causes Cody’s sap to violently explode. These abilities need to be used both separately and in-conjunction in a variety of creative ways. Even if one of these mechanics doesn’t gel with you, it’s not usually long before you’re onto something else, which given the game’s length, clocking it at somewhere around 14 hours, is definitely a good thing.

Using their special magnets, one player has to push the door open while the other has to pull it.
“Using their special magnets, one player has to push the door open while the other has to pull it.”

In addition to the variety of mechanics, there’s also something like 25 minigames hidden throughout the stages. These minigames really just serve as a bit of a fun distraction, further breaking up the gameplay and interrupting the cooperation with some brief moments of head to head competition. Once you find a minigame it unlocks it to be played from the main menu any time you want, too. Sure, not all of them are amazing, but my biggest complaint about the minigames is that some of them are a little too hidden, and missing out on one entirely just because you didn’t happen to stumble across it is definitely a bit of a bummer. I think we missed several during our playthrough, actually.

I’ve used the word “variety” several times now, and the aesthetics of the different stages and sub areas of the game are equally as diverse. Honestly, the entire game looks absolutely fantastic; stylized just enough, featuring great animation across the board, and all running silky smooth on my Series X to boot. Voice acting (and the writing) of individual lines is great too, as are the sound effects. It’s one of those great games that feels almost like a AAA title while it clearly wasn’t one. I honestly think we need a lot more of those; there seems like there’s plenty of fertile middle ground between tiny indie projects and massive, big budget AAA hits for games with good budgets and talented teams to be able to produce quality titles with modest sales goals (which, indubitably, will occasionally be shattered.) It Takes Two is a fine example of this, winning several GOTY awards and apparently selling over 10 million copies so far.

Anyway, off my soapbox for now. It Takes Two might just be one of the best co-op games ever created, and it should be on literally everyone who enjoys even the occasional co-op experience’s list. How’s that for a summary?

Screenshots from Doctor Dekker and It Takes Two swiped from Steam Community posts because I forgot to take my own. Ooops.

Halo Fest 2020 – Spartan Assault

The Story So Far: 6 months after the Didact was defeated the UNSC Infinity embarks on a mission to return to the Forerunner Shield World Requiem and reclaim it from Jul’Mdama’s rogue Covenant faction. As part of a massive combined force, including over 300 SPARTAN-IVs led by Commander Sarah Palmer, Spartan fireteams engage in various operations on Requiem’s surface. During one such mission, fireteam Crimson recovers a mysterious Forerunner artifact. Later investigating it aboard the Infinity, head engineer Dr. Glassman appears to be disintegrated by the artifact. In his absence, Dr. Catherine Halsey is temporarily released from custody after being arrested for war crimes, including her role in the SPARTAN-II program, and brought onboard to continue the investigation. During her research, Dr. Halsey begins communicating with an unknown entity who she eventually pieces together is Jul’Mdama himself. Caught in the act, Halsey is placed back into custody though not before reaching out to Jul’Mdama to offer her assistance with unlocking the Librarian’s AI imprint. As a result, combined Covenant and Promethean forces lay siege to the Infinity, appearing to abduct Dr. Halsey in the process. Brought to the Librarian’s shrine, Halsey is able to unlock and enter it before Jul’Mdama can intervene. ONI learns of Halsey’s betrayal and orders her assassination with Commander Palmer departing to handle it personally. Captain Lasky orders fireteam Majestic, who are already on Requiem, to rescue the doctor instead. The Librarian shows Halsey another artifact called the Janus Key, which can provide the real time location of all Forerunner technology, and gives it to her in hopes that it can be used to propel humanity’s evolution forward. Pulling her out of the shrine, Jul’Mdama snatches one half of the Janus Key from her just as Palmer and fireteam Majestic arrive. In the ensuing chaos Halsey passes the other half of the Janus Key to Majestic, Palmer wounds her, and Jul’Mdama absconds with her. As his fleet begins to jump away, Jul’Mdama deactivates the slipspace anchors holding Requiem in place, pulling it into a nearby sun. The Infinity is able to free itself from the artifact’s hold and jump away just in time.

With 343 Industries continuing to grow Halo as a full “transmedia” franchise, more of the type of spinoffs Microsoft first tried with Halo Wars seemed inevitable. Unlike Halo Wars though, 2013’s Halo: Spartan Assault wouldn’t be limited to a niche genre on a single platform; Spartan Assault was an easy to pick up and play twin stick shooter that was eventually available for Windows and iOS mobile devices, Xbox One and Xbox 360, and Windows. I’m not sure whether Spartan Assault’s sales actually reflected being both more approachable and more available but, given that it was quickly followed up with a sequel the following year, it seems likely.

While the gameplay is a little repetitive there's plenty of variety in the maps.
“While the gameplay is a little repetitive there’s plenty of variety in the maps.”

I can’t say I have any particular fondness for twin stick shooters myself but these kinds of genre spinoff games are always intriguing to me. Still, never much of a mobile gamer, Spartan Assault flew completely under my radar and I honestly didn’t know that it was released on anything other than mobile devices until spotting it in the Xbox Store just a few years ago. Indeed, it’s that version I played for this playthrough; the Xbox One version on my Series X. Notably, this also marks the first time I’ll be covering something entirely new to me as part of Halo Fest 2020 and that remains the case from here on out. Kind of weird given how rooted in nostalgia this whole thing is, eh?

Spartan Assault actually does a fairly good job at taking a great deal of the core Halo formula and cramming it into a twin stick shooter mold. You play as a single Spartan wandering around on foot spraying down Covenant forces en masse with a variety of weapons. Included are staples like your Mjolnir armor’s recharging shield and a two weapon limit, with many of Halo’s iconic weapons showing up, and even armor abilities making a prominent appearance. One of the bigger twists to the genre is the lack of unlimited ammo, though scavenging from weapon racks, ammo crates, and fallen enemies should keep that from ever being more than a minor inconvenience. You’re sometimes given a UNSC Scorpion or Grizzly tank (though oddly no Warthogs) and hijacking Ghosts and Wraiths is an option as well. Overall, it all feels sufficiently “Halo”.

Everything is better with tanks!
“Everything is better with tanks!”

Developed as a mobile game first, each mission takes no more than 10 or 15 minutes to complete, with many clocking in closer to 5 minutes. Between that and the lack of anything more than simple objectives like “destroy this emplacement” or “hold this point” there really isn’t a ton of challenge here. While there is a stripped down but otherwise familiar skull system, there isn’t any kind of selectable difficulty level either. Instead, the challenge is in earning a star rating based on your score at the end of each mission. In most missions earning a bronze star is effortless, though you’ll need to intentionally chase as many kill streaks and multikills as possible to get beyond that. The other way of doing this is via in-app microtransactions in the form of score boosts and temporary special weapon unlocks. Thankfully, these microtransactions (and indeed chasing high scores in the first place) can be easily ignored if you prefer, and purchasable with in-game experience points if you’re desperate to use them without laying down cash for the privilege.

Graphically Spartan Assault doesn’t come close to representing what the Xbox One can do. While serviceable, I’d argue that the Halo game it shares the most in common with, Halo Wars, shows a much higher degree of polish. The soundtrack fares better, with the original Halo trilogy’s soundtrack being an obvious influence. It’s just a shame you don’t get to hear more of it. A bigger complaint I have is that certain button assignments and other UI choices make it obvious that the controls definitely don’t appear to have been designed from the ground up with a gamepad in mind. That’s not to say they’re horrible, but they never clicked with me in a truly satisfying way which is kind of make or break for a twin stick shooter in my opinion. I also find it shocking that, despite being a common feature of both the Halo series and this entire genre, the campaign completely lacks cooperative play. There was a mini cooperative-only campaign that introduced a Firefight-like wave defense mode against our old friends the Flood added to the console releases, but even that lacks local co-op. Definitely a huge missed opportunity.

The dryness of the mission briefings makes sense in context.
“The dryness of the mission briefings makes sense in context.”

Taking place sometime before the Infinity returned to Earth after the end of the Requiem Campaign (as described above) Spartan Assault is framed around a TACSIM training simulator that lets Spartans experience historical battles. The campaign covers the events of the Battle of Draetheus V, and follows the exploits of SPARTAN-IVs Edward Davis and Sarah Palmer. A motion comic style cutscene (similar to some of the ones we’ve seen in the terminals of earlier games) narrated by the Infinity’s quirky AI Roland sets up each operation, while each mission therein is presented by a strategic map and a couple of paragraphs of text that dryly describe each scenario.

Given that this is a side story that actually takes place out of chronological order, I’ll go over the plot here. While I’m fairly vague in these summaries they do still contain spoilers, so skip the next paragraph if you want to avoid them.

The Story: A splinter fleet of Covenant forces led by Sangheili Merg Vol appeared over the research colony of Draetheus V and launched an assault on its moon, X50. Spartans Edward Davis and Sarah Palmer rallied the UNSC defense, fortifying its primary research facility as well as setting up anti-air defenses to target incoming Covenant dropships. While successful in slowing the attack, Meg Vol’s fanatical forces still quickly overwhelmed them and established a solid foothold on X50. Spartan Palmer departed for Draetheus V to assist with its defense which soon escalated to targeted strikes against Covenant officers and an organized counter offensive resulting in a large armor engagement in which both sides suffered great losses. Meanwhile Meg Vol’s true goal became clear as it was discovered that X50 was not a natural moon but a massive Forerunner structure capable of building and destroying entire planets. With the support of the UNSC Eminent Domain and its marines, Spartan Davis was able to fight through the Covenant’s lines to the Forerunner control structure. UNSC technicians successfully disabled the weapon, though not before Merg Vol had already begun to unleash its devastating power against Draetheus V itself. Back on Draetheus V, Spartan Palmer’s efforts shifted to assisting with the evacuation of the planet, commandeering numerous Covenant troop carriers. With Meg Vol still at large on X50 and not being able to contact Davis who had been killed in action in a ferocious Covenant counterattack, Palmer headed back to X50 to hunt for the rogue Covenant leader. After a vicious battle, Palmer subdued and killed Vol. With his faction now leaderless and in retreat, the survivors were able to evacuate the system.

He's no Master Chief, but Spartan Davis did save an entire planet.
“He’s no Master Chief, but Spartan Davis did save an entire planet.”

Spartan Assault’s plot retreads a lot of familiar ground, especially on the heels of playing through Halo 4 and its Spartan Ops campaign. I can’t say it adds very much either; I’d personally hoped to learn a little more about Sarah Palmer given that she was already an established character but, as was increasingly the trend, 343 saved that for elsewhere. Still, the details of Palmer’s heroics during the battle of Draetheus V are certainly impressive and surely contributed to how she ended up as the Commander of Spartan Operations on the Infinity. Overall, while not all that significant to Halo’s overarching plot, the story of the Battle of Draetheus V at least doesn’t feel out of place in the canon.

In the end, Spartan Assault feels like a fairly typical budget spinoff game. It’s decently executed and relatively fun to pass the time with, but ultimately a fairly mediocre experience for anyone who isn’t a big fan of the twin stick shooter genre (who I’d imagine would have a heap of their own criticisms beyond the ones I brought up.) Still, as a unique experience within the franchise that’s quite quick to play through, it was an enjoyable enough diversion. I wouldn’t say you should avoid it, but it’s entirely skippable.

Halo Fest 2020 – Spartan Ops

The Story So Far: Adrift for over 4 years, the crippled UNSC frigate Forward Unto Dawn is pulled towards a mysterious object. Cortana wakes the Master Chief from cryosleep and the pair discover that they’re being attacked by a splinter fleet of Covenant loyalists led by the Sangeili Jul’Mdama. Without warning the object opens and violently pulls all nearby ships into it. Crashing onto the interior surface of what they learn is the Forerunner Shield World Requiem, Cortana picks up a faint signal from another UNSC ship, the supercarrier Infinity. Attempting to warn the Infinity of Requiem’s gravity well, the pair unwittingly release an ancient Forerunner warrior leader, the Didact, from stasis. The Didact resumes control of his army of defensive constructs, the Prometheans, with Jul’Mdama’s faction also falling into his ranks. Barely escaping, Master Chief and Cortana reach Infinity’s crash site where Master Chief rallies the UNSC defense, forcing the Didact into retreat. Aboard the Infinity Captain Del Rio dispatches a force to disable Requiem’s gravity generators so that the Infinity can escape. In the process the Master Chief is lured to a Forerunner facility where he’s contacted by the AI imprint of an ancient Forerunner called the Librarian. Explaining that the Didact intends to use a device called the Composer which had been used to digitally conscript living beings, including humans, into Prometheans to fight against the Flood, she insists that he must be stopped. Upon returning to the Infinity, Captain Del Rio observes Cortana’s instability and orders Master Chief to surrender her, ordering his arrest when he refuses. Instead, the Infinity’s executive officer, Commander Lasky, aids the Chief by procuring Pelican gunship for him. The Didact departs Requiem aboard his flagship, the Mantle’s Approach, though the Chief and Cortana make it just in time to stowaway on an accompanying Covenant dropship. Later hijacking the ship, the pair head to Ivanoff Station, a research facility where the Composer has been relocated. They find the station already under assault and attempt to sabotage the Composer before the Didact can reclaim it. Failing, they witness the Didact unleash the Composer on the station to devastating effect. Master Chief and Cortana then arm a Broadsword fighter with a HAVOK nuclear missile and pursue the Mantle’s Approach as it heads for Earth. Crashing into the ship’s interior, Master Chief takes the warhead and continues to fight his way to the Didact on foot. Confronting him, Cortana distracts the Didact for long enough for the Chief to manually arm the warhead. Cortana is able to teleport the Chief safely off of the ship but sacrifices herself in the process. Master Chief is later found and brought back aboard the Infinity where he quietly mourns the loss of Cortana.

Oh goody, more Knights...
“Oh goody, more Knights…”

Replacing the popular Firefight wave survival mode first introduced with Halo 3: ODST and iterated on with Halo: Reach, Halo 4 included a separate episodic co-op oriented campaign called “Spartan Ops”. 343 Industries might have opted to do this as part of an effort to canonize Halo 4’s multiplayer (AKA “Halo: Infinity”) with competitive modes being presented as war games conducted aboard the UNSC Infinity. Similarly, and the reason I wanted to cover Spartan Ops despite not talking too much about multiplayer during my Halo Fest posts is that, unlike Firefight, the Spartan Ops campaign actually includes a full story, taking place just after the events of Halo 4.

Back in the day I had started to work my way through Spartan Ops by myself on “Heroic” difficulty but quickly discovered that it was definitely tuned for 4 person cooperative play. Between this and that it still retained much of Firefight’s wave survival gameplay (and you were fighting damned Prometheans a lot of the time to boot) it was quite the slog. I think I made it as far as episode 2 before burning out, and I believe this is a huge reason for that negative impression of Halo 4 I’d been carrying around for almost a decade now. Going back to the campaign in 2021, I decided that cranking my difficulty down to “Easy” would probably be a solid first step in meeting my goal of making it all the way through this time.

What can I say? The Warthog never gets old!
“What can I say? The Warthog never gets old!”

While still not a total cakewalk, there were a few things unique to Spartan Ops that made it a bit more tolerable. For one, weapon racks and ammo crates are generously placed throughout each map. Sure, you may still need to grab a Covenant or Promethean weapon from time to time, but you’ll have the option of using UNSC weapons without worrying about running out of ammo much more often than in Halo 4 proper. There are also special ordnance drops that are given to you during many missions, usually when there’s a particular reason you might need a special weapon; rocket launchers being dropped for you just before a pair (or multiple pairs) of Hunters show up is a common example. You also get to use your multiplayer loadouts which means access to your choice of basic weapons and grenades, equipment, and special “tactical packages” and “support upgrades”. Finally, being multiplayer oriented, you simply respawn if you die rather than having to jump back to your last checkpoint. Nice!

Gameplay wise, your fireteam is dropped into an area and issued a linear string of objectives, coming one at a time to appear more dynamic. For instance, you might be sent to a waypoint, then told to activate a McGuffin, then told to defend the area against a few waves of enemies, then told to reach the extraction point and… oh no, reinforcements! Better defeat a few more waves so you can extract! You get the point. In the first 5 episodes this gets very formulaic and very repetitive very quickly. Even more so when you consider that the same 8 maps are featured multiple times in those 25 levels, and many of them are based on sections from the main Halo 4 campaign or are straight up taken from multiplayer in the first place.

Episodes 6 through 10 greatly improve things by introducing a new batch of maps which feel purposely crafted to be used this way. They also do a better job of varying the gameplay, though the tradeoff is that some chapters end up feeling more like single player campaign missions than Firefight-like scenarios. That said, all 10 episodes have some cool moments, including some awesome vehicle-centric sections. It should also be noted that Spartan Ops doesn’t suffer from the issue of having confined, linear levels that I mentioned in my Halo 4 post. Even some of the small maps feel very open which is refreshing when coming straight from the main campaign.

Palmer and Majestic capture another Forerunner artifact.
“Palmer and Majestic capture another Forerunner artifact.”

Presentation is another story. Individual chapters start and end with short in-game cutscenes and there are numerous radio communications from your mission handlers about your objectives throughout. Most notably, the biggest story beats are told via lengthy, beautiful rendered cutscenes created by Axis Animation that kick off every new episode and focus on a core cast of characters, many of whom you’ve already met in Halo 4. Honestly, say what you will about Halo 4, but these cutscenes are peak Halo awesomeness in my opinion and I’d love an entire series done this way.

The story itself is quite good too. Untangled from the legacy of Master Chief’s story and the perceived lore complexities of introducing the Didact and the Librarian, I’d suggest perhaps better than Halo 4’s. I definitely got pretty into it in any case. For one, I know he didn’t originate with Halo 4, but I thought Jul’Mdama was a great, more grounded antagonist. I also like getting some insight into the SPARTAN-IVs and the idea of Dr. Halsey feeling somewhat left behind as more advancements are made without her (which I feel is a more realistic narrative than making her cartoonish traitor.) Hell, I even started to like Sarah Palmer by the end of the campaign thanks in large part to the way her relationship with Lasky is depicted. The 10 episode story arc has a satisfying enough conclusion while also leaving some major developments wide open and begging for a sequel. I don’t know if one was actually planned or not, but sadly, a second season of Spartan Ops would never arrive, leaving the story to need to be fully resolved elsewhere.

Fun times in the corridors of the Infinity.
“Fun times in the corridors of the Infinity.”

All in all, Spartan Ops is a pretty damn cool batch of bonus content that I doubt a lot of Halo fans have experienced. While I’m not sure I can heartily recommend it to solo players, there were numerous chapters that stuck out to me as likely being incredibly fun when played cooperatively while I was playing through. That said, in the exceedingly likely event that you’re unable to convince even a single buddy to play through this huge 50 mission campaign with you, watching a compilation of its awesome cutscenes is still an absolutely worthy investment of your time and that, at least, gets that my recommendation.

Next up, something completely different…