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Lessons 343 Industries Can Learn While Making Halo 5

Before we at Entertainment Fuse begin this, let's throw out a disclaimer: Halo 4 is a fantastic game. Putting in about fifty hours into the game all around, and still having a blast with it. But like any good game that die-hard fans have been clamoring for, Halo 4 is not without problems. With that being said, we do want to applaud 343 Industries for a mostly job well done with the newest edition to the franchise, and the first part in “The Reclaimer Trilogy”. But now that the dust has settled, many people are talking about story elements, changes in multiplayer, and of course, Halo 4's ending, which contains spoilers if you haven't beaten the campaign yet. While Halo 4 is good, here's some things that, with high hopes, 343 can learn from while they begin the process of developing Halo 5.

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TotalSynthesisX1275d ago

Because camping power weapon spawns in multiplayer is completely fair, right? And earning your power weapons through ordnance drops isn't? Good logic there.

Exile is a terrible map anyway. There should be either a Gauss Hog or a Scorpion -- not both. I can agree the spawns are pretty screwed up.

And you're mad because you have to wait 5 weeks to play every mission of Spartan Ops *even though it's free*? Good logic again. 343i is just trying to extend the life of the game a little and trying to add something a group of friends can look forward to every week. How evil and diabolical, right?

Firefight... meh.

I do agree on the scrambled story. I'm big into Halo lore but I've yet to finish The Thursday War and Cryptum and I haven't even bought Primordium yet, so half of the Covenant backstory is missing and 100% of the Forerunner backstory is missing as well. As such, I'm still pretty clueless as to what exactly is going on in Halo 4. And whoever thought it was a good idea to force players to go to Waypoint just to get caught up on key story elements is an idiot.