
I guess it’s a reason to go back to the campaign next year, but yeah, I wish it didn’t have to be like this.įollow me on Twitter, YouTube, Facebook and Instagram. But I think not solving this problem, and having co-op be delayed for six months or more will indeed hurt the game, given how much fun it could have been with the open world base loadout/exploration system Infinite offers. While some people said that all of this was just some fan inventing drama, this is very much how it seems once you’re playing in the open world and imagining how it might go with a teammate that was splitting off doing something else. Under the new respawn method, the occasions where all four get wiped separately are at least somewhat rare, but we do see issues with this system.īetween these two, Campaign Coop is a mess and downright unplayable, but there's no way in hell we're going to be allowed to delay the launch by the powers that be.” The current system we have is that checkpoints are set when one team member (host) is decisively safe, and everyone else is at least *somewhat* safe, with a little bit of invulnerability slack given to other players on respawn. You can probably see the problem here - this system wasn't that well thought out. If we set it when one is safe, the checkpoint can be very harsh on their teammates. If we wait until all four are safe, that's ridiculous, and can lead to long stretches of time with no safe checkpoint location. It's difficult if four players in four different locations decide to have separate fights, to then decide when to set a checkpoint. What's also very buggy is checkpoint setting.
#Halo 1 4 player co op free
The idea to free players to go off and do their own stuff was then proposed, which was a great idea, and very welcome, if not for a few key things: The first was Network, and the second and more important was Checkpoints. The Open world and several different objectives spread around the map that can be completed in any order mean that a bunch of solutions were explored for how this would work in 4 player coop - the first and obvious was shackling player togethers, but even in internal playtesting this was just not fun and considered incredibly limiting.

“For Co-Op in Campaign, the problem is much simpler: To put it bluntly, nobody thought of how it'd work. This leak was never verified, and yet now that the game is here, a lot of it rings true: These “gear up” bases seem designed more or less exactly for these kinds of expeditions, but instead, in single player, you can only have AI marine teammates storming these bases with you.Īll this reminds of a supposed 343 employee “leak post” that went up a long while ago describing many ongoing issues with the game, but now, after playing, what it said about co-op jumps out at me, as it’s almost identical to what I’m saying here. It’s easy to see how much fun this would be in co-op, as you and your partner pick out your loadouts, pile into a Warthog or Scorpion, and go try to take on the nearest base or VIP target on legendary difficult. To me, this is rooted in the core concept of your Forward Operating Bases, where as you play through the campaign, you unlock a collection of weapons and vehicles you can spawn there. But experiencing this new format of Halo, it’s easy to see how taking on Infinite’s open world seems almost designed for co-op play more than the linear past games.

It’s long been stated that co-op is a fundamental part of the Halo campaign experience, playing split-screen or online with a friend, or I’ve heard of some parents playing with their kids. The lack of co-op at launch is going to hurt even more than usual.
