Tag Archives: Cooperative

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…

Out of the Fire

I’ve been intrigued by Firewatch since it was first announced. Not only have I been a longtime fan of many of the the Idle Thumbs podcasts, of which three members are key Campo Santo employees, but I loved The Walking Dead, and two of those three employees were its project leads and writers. I’ve also enjoyed my few forays into the “walking simulator” genre thus far, and the previews of the game made the basic themes look appealing as well. Despite buying it on PC the first time it ever went on sale on Steam, I only finally got around to playing it last month, buying the Xbox One version so I could more easily share the experience with my girlfriend from the comfort of our living room couch.

Home sweet home.
“Home sweet home.”

Right off the bat Firewatch hits you with a bizarre “choose your own adventure” like interactive story about your character Henry’s backstory. A bit jarring, it feels a little low budget and isn’t anything like the experience I was gearing myself up for. Still, it has an interesting function – you immediately start the game with a good idea of who your character is, what he’s gone through, and having customized his backstory a little in the process, even a bit of a connection to him.

Once in the game proper, you find Henry in the beautiful Wyoming wilderness where he’ll be manning a fire tower for the season. We have fire lookout towers not too dissimilar to the ones featured in Firewatch out here in and around the southern Appalachian Mountains and, having had the opportunity to climb several of them over the years, I’ve always been fascinated by what manning one of them must have been like back when they were in full-use. The Campo Santo team did a fabulous job bringing those towers and the surrounding wilderness to life. The stylized art and the engine’s lighting system steal the show, but it all comes together just perfectly, producing beautiful vistas filled with swaying trees and grass among rolling hills and rocky peaks. Combined with the forced first-person perspective and minimalist, mostly in-game-world UI, I quickly found myself totally immersed in the setting.

The lighting really brings the whole presentation together.
“The lighting really brings the whole presentation together.”

Firewatch’s world is fairly open, and while there is some gating and the occasional invisible wall, I never found them to take me too far out of the experience. This is likely because I was always too busy either checking out the amazing views, looking for the next interesting detail, or looking at my map and compass to try to figure out where in the hell I was. On top of that, I often felt a sense of urgency to try to complete my objectives before the sun went down and I’d be forced to wander my way back to my tower in near pitch-black darkness. Those objectives felt important to me most of the time too, so going off and exploring far beyond where I needed to be never made a lot of sense to me.

A lot of the user reviews I glanced at while writing this seemed to mention bugs and performance issues but for me the fact that the game ran so smoothly with such a degree of polish was absolutely a part of why I was able to really get into the experience. Maybe the Xbox One port is better than some of the others or perhaps I’m benefiting from being a late adopter here, but in any case, I think it bears mentioning that I didn’t have any such issues.

I hope you like looking at maps!
“I hope you like looking at maps!”

Anyway, so far, I’ve just described a game about a guy wandering around in the woods. Obviously, I’m leaving out a massive part of the game here: Delilah. Your character has a nearly-constant companion over the radio, something along the lines of Atlas helping you out in Bioshock, though a little less manipulative. The conversations between Henry and Delilah, both in terms of writing and voice acting, are what really push Firewatch into excellence. These chats are unusually funny, heartwarming, realistically written, and full of character. The dialog system has both the urgency of a Telltale adventure game, in which you might have a limited time to respond and your lack of a response is, in and of itself, interpreted as a response, and unlike most modern games with dialog systems, isn’t tied to story decisions or moral choices but mostly just serves to further develop your own personalization of the characterization of Henry. I can only guess that how well this all came together must have surprised even the developers themselves.

I was more than a little disappointed about not having the option to order prints of my pictures in the Xbox One version.
“I was more than a little disappointed about not having the option to order prints of my pictures in the Xbox One version.”

Through the friendship that grows between Henry and Delilah, the mysteries they unravel and personal baggage they unpack together, we eventually reach a conclusion that is, as with the dialog, rather realistic. I won’t spoil it or go into any in-depth analysis of the ending, despite how desperate I was to discuss it when first finishing the game, but I will say that like so many others I was a bit disappointed in the ending. At the same time, I felt like I understood, at some very deep emotional level, what Campo Santo was aiming to achieve, and I got it. I got it. I didn’t like it, maybe because it was a bit too real, but in some way, it made me respect the entire experience all the more for it. What a fantastic game.

One player distracts the guard, the other unclogs the toilet.
“One player distracts the guard, the other unclogs the toilet.”

At some point while playing Firewatch we stumbled upon A Way Out in the Microsoft Store. From watching trailers and listening to some podcast banter about it, all I really knew was that it was a game about two convicts working together to escape a prison, and that the whole game was based around being a two-person co-op experience. I could also see that the game looked fantastic, with a simplified but realistic art style, and a lot of interesting, very cinematic camera work. Overall the art and presentation is somewhat reminiscent of the last couple of Grand Theft Auto titles, which is a good thing.

Starting the game, we found ourselves quickly engaged, as we had to decide which of the two distinct characters we’d want to play and then, after a brief cutscene, were set off on two different paths. The fact the game starts off with your two characters not even knowing each other was unexpected, and despite the beginning being a little slow, made for some interesting development as the two characters met and the story progressed.

Wandering the yard.
“Wandering the yard.”

Having each player working on separate goals via split-screen, interspersed by the occasional use of clever timing to trigger cutscenes and events involving both characters together is the game’s central novelty, in fact. Sometimes these events are little mini-games meant to allow the players to interact and the characters to bond a bit, and other times they’re simple cooperative puzzles, like needing both players’ input to lift a heavy object or to climb up an otherwise unreachable ledge. Occasionally the players must decide between two different approaches to solving a situation, which was kind of cool. I do wish there was a little more depth to these mechanics, as your interactions with NPCs are short and mostly only serve as fluff, the exploration is very limited, and the cooperative puzzles are almost all exceedingly basic. I suppose the simplicity is in service of being an approachable co-op experience, so I can largely overlook that. Besides, early on, it was mainly the story and the characters that had me hooked.

You can choose to handle a lot of situation Leo's way, or Vincent's way. You'll figure out what that means quite quickly.
“You can choose to handle a lot of situation Leo’s way, or Vincent’s way. You’ll figure out what that means quite quickly.”

Unfortunately, the story is really nothing too special. The fact that almost every aspect of it was swiped from genre tropes is a common complaint but I personally didn’t really find that to be distracting or problematic. Instead, my main problem is that while the game does a good job at giving you a sense of who both characters are, in fact watching them interact as the story unfolded really seemed like it was going to be something very special, it ends up squandering the opportunity for some real character development and an impactful story. This is especially true when the plot takes a sharp turn from being about our characters escaping prison and reuniting with their families to being about them seeking revenge on the person who put them there. It just goes a bit off the rails.

Revenge certainly could have been an interesting angle, of course, but when the game suddenly devolved from what felt more like a narrative heavy adventure game, not completely dissimilar to the aforementioned Firewatch, into a mediocre third person shooter, it kind of lost me. By this point in the story we had learned that neither one of our two characters were what you’d call “violent criminals” yet they suddenly engage in the wanton slaughter that makes up this next to last scene of the game without batting an eye. Talk about ludonarrative dissonance! That, and the twist at the end, while mechanically kind of cool, just wasn’t at all where I felt like the story was taking me early on.

There's always time for Connect 4!
“There’s always time for Connect 4!”

Despite the disappointing finale, I liked A Way Out overall. The presentation, the characters, and the co-op centric gameplay really impressed, even if my great early impressions didn’t quite last throughout the game. There aren’t a lot of games out there that rely on cooperative gameplay, especially split-screen cooperative gameplay, and A Way Out even lets a second person play online without owning the game, which is awesome! If the negatives in this little review here don’t sound like they’d outweigh the positives for you then it is probably easily worth your money. At the very least, Hazelight Studios’ next project will have my full attention. I hope it’s not something entirely different as I really do see a lot of potential in A Way Out’s style of gameplay.

As usual, I’ve stolen my Xbox One screenshots from aimlessly scouring the Internet for decent ones. Apologies for not having individual credits for each of them!