AMC Considering Breaking Bad Spin-off Starring Saul Goodman

Better Call Saul

[Nellie Andreeva at Deadline](http://www.deadline.com/2013/04/breaking-bad-spinoff-series-bob-odenkirk-saul-goodman-amc/):

> As AMC‘s Breaking Bad is heading into its final eight-episode run this summer, the network and series producer Sony TV are exploring keeping the franchise alive with a spinoff series centered on one of Breaking Bad‘s most recognizable supporting characters, Bob Odenkirk‘s unflappable criminal lawyer Saul Goodman. There are no deals in place yet as the project is in its nascent stages, but I hear it is being conceived by Breaking Bad creator Vince Gilligan and series writer-producer Peter Gould, who created the Saul character together for a Season 2 episode written by Gould.

> […]

> Goodman, who has been a regular presence on the show since, is a sleazy but highly competent criminal lawyer with a penchant for over-the-top TV commercials in which he uses his signature tagline “Better Call Saul!” Saul has served as Breaking Bad‘s comic relief, which is not surprising given Odenkirk’s strong comedy background. As a result, I hear the potential spinoff is eyed as a comedy, which could be one-hour, but a half-hour format also is being explored.

My immediate reaction to this is “this would awesome!” but then I remember every other time that the zany, funny supporting character has been given the main role in a subsequent outing (most recently this would be Jack Sparrow in Pirates of the Caribbean 4) and how that’s never really worked out.

See, the amoral character works really well as a supporting character because he doesn’t need to grow or evolve but as the central character he does. Since Saul is already a “criminal lawyer” the only choices are to make him evolve towards good or towards worse, and I’m not sure how that would play out. Then again, given that Walter White has been slowly moving towards bad it might be interesting to see the same writers do just the opposite with Saul.

Awesome: “Far Cry 3: Blood Dragon” Is An 80’s Neon Action Movie

Just look at all the purple.

91

After copious “leaks” over the past few weeks, Ubisoft has officially unveiled *Far Cry 3: Blood Dragon* via an article on [Eurogamer](http://www.eurogamer.net/articles/2013-04-11-far-cry-3-blood-dragon-has-cybersharks-and-mutant-cassowarys)…and it looks insanely wonderful. A stand-alone downloadable title for PS3, Xbox 360 and PC, it takes the bones of *Far Cry 3* and wraps it in 80’s day-glo action cliches:

In fact everything from Far Cry 3’s been given a lurid twist in Blood Dragon, and the results are often brilliant. Take to the waters, for example, and there’s a new threat waiting. “They’re called cybersharks,” explains Evans. “They don’t have any new attacks, but they do have a chrome shader with neon teeth and eyes. Just wait until you see one coming up with glowing orange teeth and eyes. We’ve got cyberpanthers – it’s fun taking the existing creatures and giving them a whole new look.”

 

*Cyber. Panthers.*

Also:

…a linear tutorial that introduces Rex Colt, the overpowered lead voiced by Michael Biehn.

 

Sign me up. *Far Cry 3: Blood Dragon* will be released soon, but in the meantime, head over to Eurogamer and relish in the purple.

[Eurogamer](http://www.eurogamer.net/articles/2013-04-11-far-cry-3-blood-dragon-has-cybersharks-and-mutant-cassowarys)

Marvel Taking a Second Shot at Giving Away All The Comics

Marvel 700 Comics Give-away

Remember last month when Marvel announced they were going to give away 700 digital comic books and it ended up crashing Comixology and no one ended up getting the comics?

Well they’re trying again, but you have to act fast. You have to go to the Marvel [promo site][1] ad sign up for an invite. They staggering will allow them to roll the comics out to a few people at a time and not overload the servers, which is good.

On the downside you have to register before midnight eastern time tomorrow (that’s 9pm here at Awesome Friday World Headquarters) in order to get in on it. The account is free, so I suggest you sign up even if you’re not a huge comic book fan because this is probably the perfect opportunity for you to never have to ask me a question about Marvel continuity ever again.

I mean, uh, yeah. A perfect time to get a bunch of free books to read.

[Sign up for the promo here][1]

[1]: https://promo.marvel.com

Awesome: Arrested Development Season 4 to Debut 26th May

Arrested Development

Good news everyone! Netflix has announced the debut date for the forthcoming fourth season of Arrested Development. [According to Deadline](http://www.deadline.com/2013/04/arrested-development-gets-premiere-date-on-netflix-order-increased-to-15-episodes/) 26th of May is the lucky day.

> Arrested Development centers around Michael Bluth (Jason Bateman) and his eccentric family comprised of his son George Michael (Michael Cera), his father George Bluth Sr (Jeffrey Tambor), his mother Lucille (Jessica Walter), his brothers George Oscar Bluth II (Will Arnett), Buster Bluth (Tony Hale) and sister Lindsay Funke (Portia de Rossi), and Lindsay’s husband Tobias (David Cross) and their daughter Maeby (Alia Shawkat). Season 4 picks up the family seven years after the original series ended, with each new episode dedicated to a different character’s point of view. Hurwitz, Brian Grazer, Ron Howard, Jim Vallely and Troy Miller executive produce.

I’ve recently started re-watching the original three seasons on Netflix in anticipation of this and I’d actually forgotten how much I love the show. The style of comedy is exactly up my alley and I really hope that the new season reaches the same level of ridiculous hilarity.

Today, following yesterday’s announcement, a new poster showed up on the [Arrested Development Facebook page](https://www.facebook.com/ArrestedDevelopment) so here’s a look at that too.

Arrested Development

Not Awesome: Roger Ebert has Passed Away

Roger Ebert

I’ve always loved movies. As long as I can remember I can remember that I love movies. Growing up in small rural town I didn’t get to see many when I was a kid, and what I did see came courtesy of something we old folks called “the video store” which you younguns probably have no concept of today. A store that sold and rented videos _and that’s all_. Weird, I know.

One of the outlets I had as a kid for hearing about movies and of finding out what movie were good or bad or even just what was coming out was to watch Siskel and Ebert on TV. When he was finally forced to leave his show due to his illness I basically stopped watching. Siskel had passed away in 1999 and I never really connected with anyone else on the show.

Now it appears I won’t get the chance as today Roger Ebert has died. This makes me very sad.

[Neil Steinberg at the Chicago Sun-Times:](http://www.suntimes.com/news/metro/17320958-418/roger-ebert-dies-at-70-after-battle-with-cancer.html)

> “No good film is too long,” he once wrote, a sentiment he felt strongly enough about to have engraved on pens. “No bad movie is short enough.”

> Ebert, 70, who reviewed movies for the Chicago Sun-Times for 46 years and on TV for 31 years, and who was without question the nation’s most prominent and influential film critic, died Thursday in Chicago. He had been in poor health over the past decade, battling cancers of the thyroid and salivary gland.

> He lost part of his lower jaw in 2006, and with it the ability to speak or eat, a calamity that would have driven other men from the public eye. But Ebert refused to hide, instead forging what became a new chapter in his career, an extraordinary chronicle of his devastating illness that won him a new generation of admirers. “No point in denying it,” he wrote, analyzing his medical struggles with characteristic courage, candor and wit, a view that was never tinged with bitterness or self-pity.

> On Tuesday, Mr. Ebert blogged that he had suffered a recurrence of cancer following a hip fracture suffered in December, and would be taking “a leave of presence.” In the blog essay, marking his 46th anniversary of becoming the Sun-Times film critic, Ebert wrote “I am not going away. My intent is to continue to write selected reviews but to leave the rest to a talented team of writers hand-picked and greatly admired by me.”

I actually think that Ebert became a much better writer after he lost his ability to speak. While he lost his physical voice he honed his written voice every day and never before was his wit and charm were never more apparent.

I tend to think of myself as a film lover with opinions rather than a critic but if there was every a level to aspire to in this game, it was his.

I’m going to leave you now with his TED talk, recorded well after he lost his ability to speak but still one of th emost endearing talks I’ve ever seen thanks to his candor and sharp wit, and the support of his wife and friends.

Finding Nemo Is Getting a Sequel called Finding Dory.

Finding Dory

[Germain Lussier writing at Slashfilm](http://www.slashfilm.com/finding-nemo-sequel-officially-called-finding-dory-releases-november-25-2015/):

> Andrew Stanton‘s rumored return to Pixar is now official. He’ll return with the sequel to Finding Nemo, called Finding Dory. The film will be released by Disney and Pixar on November 25, 2015. It takes place about a full year after the events of Finding Nemo and sees the return of Ellen DeGeneres as the title character. Albert Brooks is also expected to return, and we’ll see a slew of new characters including Dory’s family, who will be at the center of the story.

Not sure how I feel about this.

Says Ellen DeGeneres:

> “I have waited for this day for a long, long, long, long, long, long time,” said DeGeneres. “I’m not mad it took this long. I know the people at Pixar were busy creating ‘Toy Story 16.’ But the time they took was worth it. The script is fantastic. And it has everything I loved about the first one: It’s got a lot of heart, it’s really funny, and the best part is—it’s got a lot more Dory.”

Still not sure how I feel about this.

Says Andrew Stanton:

> One thing we couldn’t stop thinking about was why she was all alone in the ocean on the day she met Marlin. In ‘Finding Dory,’ she will be reunited with her loved ones, learning a few things about the meaning of family along the way.”

Ok so basically I feel like this is actually a really good set up for a sequel to Finding Nemo but at the same time I really wish Pixar would get back to putting out new stuff rather than sequels to old stuff. I kind of wonder if the schedule set by Disney is running them ragged or if they’re just running out of ideas.

Although I would love another Brad Bird directed Incredibles movie. That would indeed be incredible.

Still, more new stuff please Pixar.

Game of Thrones to get Season 4. Surprise!

Game of Thrones

[Adam Chitwood writing for Collider](http://collider.com/game-of-thrones-season-4-renewed/)

> As if you didn’t see this one coming: HBO has renewed the immensely popular fantasy series Game of Thrones for a fourth season. The pickup comes just a couple of days after the show’s season three premiere, which pulled in a record-breaking 4.4 million viewers. The renewal was essentially a foregone conclusion, as Game of Thrones has been a massively profitable series for HBO. Not only does the show pull in great ratings, but its DVDs and Blu-rays—an incredibly lucrative market for the pay cable network—are record sellers. Hit the jump for more.

I’m reasonably sure that exactly no one is surprised by this news. I can count on one hand the people I know who _don’t_ watch Game of Thrones (Simon is one of them for some reason). The show is amazingly produced and the writers are doing a great job distilling all the best parts of the incredibly dense books into the series. Also, they throw all the money at it to make it look amazing.

In case it’s not clear: yes, I’m excited.

Review: BioShock Infinite

Bioshock: Infinite

I’m just going to get this out of the way right now: the TL; DR version of this article is “stop reading and go play this game”. I’m not saying this because I plan on spoiling anything or because I think my writing isn’t worth reading, I’m saying this because BioShock Infinite is the best game I have played in years. Likely since 2007, which is when The original _BioShock_ came out.

So that’s my recommendation: go buy it, play it, and enjoy it.

And now for my review.

BioShock Infinite starts out much the same way as BioShock did. You’re on the water, heading for a lighthouse, and in that lighthouse if a gateway to a strange city. In BioShock it was Rapture, the city under the sea and in Infinite it’s Columbia, a city floating on the clouds.

There are a great deal of similarities between the games but Infinite isn’t a sequel or a prequel, rather its a spiritual successor. Is takes most (but not all) of the best parts of the original and updates them. You are dropped into a formerly glorious utopia which is now become a dystopia and fight against the forces of a megalomaniacal founder of the city. There are a variety of bad buys to fight including larger, “heavy hitters” akin to the big daddies of the original, and there are “vigors” you acquire which like the plasmids of BioShock give you strange and wonderful powers to use against them.

Gameplay is much the same, run, shoot, hide, shoot, but with several updates. First, there are several types of heavy hitters this time around, some are far more common than others, but it’s still adds some great variety to the fights as different strategies have to be used against each type.

The biggest change is that the game has two protagonists. You play as Booker DeWitt, disgraced Pinkerton with a shady past and you are accompanied through most of the game by Elizabeth, a woman who had been held captive in the city. You might argue that she is a supporting character but she is very much a main character here. In fact I would argue that she’s actually the primary character and you’re supporting her story. The truth is somewhere in between though, as the two stories are very intertwined.

Elizabeth adds some great aspects to the gameplay as well. She has the ability to open “tears” to other realities and occasionally pull things through, meaning she can materialize things like allies or cover for you in the middle of a battle. It’s might seem like a bit of a cheat, but since she can only bring through one thing at a time it ends up just being a cool asset to have and choosing between offensive and defensive things for her to add to the battlefield can often be a tough choice.

Also new are the “skylines”, a system of fast travel around certain parts of the game. They’re excellent for getting to high ground, or low ground, or just getting in position to flank enemies, you get a hook for grabbing onto them very early in the game, and it’s just plain fun to use them at every opportunity, Be aware though that your enemies can use them too which also makes for some pretty interesting fights.

Which brings up another point: the AI is fantastic. Fights are truly difficult when your enemy knows how to fight back, and more importantly how to use the terrain just as well as you do.

The “hacking” in original BioShock is entirely gone which is also a nice change as it did have a tendency to become repetitive, and now using Elizabeth to help you with things like picking locks and finding loot to pick up adds to the connection you end up feeling to her. I have a feeling when I start my second play through the section before you meet her is going to feel very lonely.

You may have noticed that I skipped right past talking about the story and that’s purposeful. Reason being is that the story is freaking fantastic and I don’t want to spoil it for you. I am going to talk about a few story mechanics though so if you want to go in entirely blind skip this paragraph. Next paragraph.

What I will say about the story is that it lacks a moral aspect, something that the original made famous (and popular for a number of years) and that I think that’s a good thing. It works in BioShock, but Infinitesimal story is much tighter and forcing that aspect onto it would have forced changes that I’m glad they didn’t have to make, the story has enough twists and turns that filtering them through a moral choice system would have diminished it.

If there’s one thing I miss from the original BioShock it would have to be the mood. BioShock was fucking scary. The tone of the game is dark and paranoid and the game has a few moments that I can honestly say are my favorite scary, creepy and macabre moments in any game I’ve ever played. It worked because Rapture was at the bottom of the ocean; it was dark and dank. Since Columbia is in the clouds everything is bright and well lit and doesn’t lend itself to that particular elemens. It is, however, a minor quibble, as the game more than makes up for it with story, and the tone and pacing match the new setting pretty much perfectly.

Oh, and have I mentioned that the game is gorgeous? The level of detail and the thought and energy clearly put into creating the world are amazing. These are the graphics that Sony and Microsoft would have you believe are what we should expect from the next generation, but they’ve managed to pull this off on my Xbox 360. It’s incredible.

So that’s it. BioShock infinite isn’t just a good game it’s belongs on your _must play_ list. It’s easily one of the best games of this generation and its beyond me why you’re still reading this and not playing the game right now.

**Rating: 10/10.
[rating=10]**

Ten Reasons You Should Buy Tomb Raider

lara_croft_tomb_raider_2013

Publishers Square Enix [recently stated](http://www.eurogamer.net/articles/2013-03-26-tomb-raider-has-sold-3-4-million-copies-failed-to-hit-expectations) that the new *Tomb Raider* reboot was a sales disappointment as it had “only” sold 3.4 *million* physical copies in *one month*. Not counting any sales on Steam or PSN in this age of digital distribution, it still sold *3.4 million copies*. It’s a good job that report didn’t come out on this April Fool’s Day, as it would have perfectly fit the day’s tone of ridiculousness.

So, at the risk that Crystal Dynamics might not get a chance to make a sequel, here’s ten reasons why you should stop what you’re doing and go and buy this game right now:

 

1) It’s beautiful

Seriously. From the flock of seagulls flying over a moonlit shipwreck, to the snowy top of a mountain research base, it will frequently take your breath away. Character design is delicious and the signature sweeping vistas are scenic masterpieces.

 

2) You’re not playing as Angelina Jolie

Lara Croft became a bloated, bulletproof pair of boobs in tiny shorts. This Lara, brought to life by Rhianna Pratchett in word and Camilla Luddington in voice, is vulnerable, tenacious and compelling. The player grows with her and fights with her, watching as the innocent girl becomes chiselled into the character we know, until she changes into the very thing that her enemies fear. It’s a visible, emotive transformation that has you shouting threats along with her.

 

3) It channels the best of *Dead Space*

The first one, that is. Not only are there some great moments of feeling utterly trapped and surrounded by vicious killers, but the soundtrack also heightens the tension with the same discordant creeping strings that worked so well in *Dead Space*. A great game for headphones.

 

4) The writing and story are great

A captivating story that combines ancient mystery with the extreme survival of wreck survivors, there’s a constant compelling push to the finish. Lara’s lines are touchingly natural, giving real weight behind her struggles to comprehend the violence around her.

 

5) The bow will become your best friend

There are guns and grenades and all kinds of murder tools, and yet you’ll always feel compelled to resort back to such a silent, deadly weapon. Stalking multiple enemies through a forest, bow in hand, is a visceral pleasure.

 

6) It outdoes *Uncharted*

*Uncharted* borrowed from *Tomb Raider*, and this reboot returns the favour, except the levels are wider, the combat better, the thrills more urgent. *Uncharted 2* may still be perfect in regards of set pieces and supporting characters, but Lara has the more interesting game.

 

7) It feels like a next-gen game

The detail is amazing. Not just in the fidelity of the graphics, but the level of animation is jaw-dropping. Lara will run her hand along walls, stumble over rocks, and scamper up disintegrating stairs. Enemies react brutally and die horribly, all while the game engine stays as solid as a rock. This would all justify the expenditure on a next-gen console, and yet we’ve got it for (apparently) outdated hardware.

 

8) The soundtrack is awesome

Maybe not as a stand-alone collection of music, but in context Jason Graves’ soundtrack provides the perfect mix of tender piano themes and grating metal clanks. The music is intrinsically linked to the action, beautifully scoring your journey.

 

9) It does being-trapped-on-a-mysterious-island better than *Lost*

…and *Far Cry 3*, for that matter. It may not *truly* be open-world, but the linearity is masked in wide levels with tons of secrets to discover. Tombs are tucked away, a mixture of old architecture and more recent research chambers. More tombs, larger and more complicated, would have been welcome. The island itself plays a starring role in the proceedings, its secrets gradually becoming painfully clear right up to the end.

 

10) There may still be too much combat, but it feels *great*

It’s definitely a requirement of modern gaming, and *Tomb Raider* games have always had a problem with combat-heavy sections, but it’s never felt this good. The guns are weighty and effective, the melee combat desperate and vicious, but its the bow that’s the star of the show. Lara’s ability with firearms increases with her confidence, echoing the narrative development of the character. A useful dodge/counter attack also underlines how her agility is her main weapon.

 

I finished *Tomb Raider* tonight and am still reeling from the final act’s power and intensity. Easily one of the best third-person action adventure games of this – or any – generation, not having a sequel because of poor business management on Square Enix’s part would be a terrible shame. Here’s hoping common sense wins over the unrealistic numbers and the amazing team at Crystal Dynamics has the opportunity to tell us another chapter in young Lara’s story.

Awesome: Destiny Character Development Video

Destiny

In case you weren’t aware, Bungie is working on a new game. In case you didn’t see it, here is a video they screened at GDC about developing their characters.

Damn this game looks good so far. I am holding out pretty high hopes for this one. I might be let down, but on the other hand it’s Bungie.

What do you guys think?

[More info about the game here](http://www.destinythegame.com)

Awesome: Robert Redford in Talks to Join the Marvel Cinematic Universe

Robert Redford

[Mike Fleming Jr. Writing for Deadline](http://www.deadline.com/2013/03/marvel-surprise-robert-redford-in-talks-to-star-in-captain-america-the-winter-soldier/):

> EXCLUSIVE: Here is a fun Marvel scoop. I’m hearing that Robert Redford is in discussions to join the cast of Marvel’s Captain America: The Winter Soldier, the sequel that brings Chris Evans back as the shield-carrying superhero. Redford is in talks to play a senior leadership role in S.H.I.E.L.D., the superhero collective run by Samuel L. Jackson’s Nick Fury character.

Please let this be true. Redford would make an amazing addition to the film and the MCU. No word on who he’d be playing specifically but it’s sounding like Nick Fury might be subbordinate to him (as in, he might be one of the council members as seen in Avengers 2). My favourite theory so far though is thathe might turn out to be original Nick Fury and that Nick Fury is just a codename that Samuel L Jackson’s character currently happens to have. Hey, it could happen.

Word is that if he signs Redford will sign a Marvel standard contract which means he’d be showing up in any/all future marvel films too.

As everyone else is pointing out, that’s great, but also kind of ironic for the guy who founded the biggest indie film festival there is to become a regular player in some of the biggest blockbusters of the next few years.

Either way, I’m excited to see this happen.

The Worlds End moved up to August

The World's End

Good news everyone! The Worlds End US release date has been moved up two months! So sayeth director Edgar Wright:

This is nothing but good news. Puts is square in summer popcorn relaese time rather than autumn oscar contenders and “things we didn’t know what to do with” times.

More good news for one of my [most anticipated of the year](https://awesomefriday.ca/2013/01/matts-most-anticipated-of-2013/)

Halo 4 Review: The Two Sides Of The Coin

I was once booked to play Charlie Chaplin in a commercial for a mechanic’s garage. (Context: I worked as a professional actor in Vancouver for two years before an incoming baby necessitated the need for regular income, i.e. not acting). It was a terrifying proposition. I knew that my years of training in physical theatre would come in useful for the signature walk, but Chaplin was always more than that. He had this very particular look in his eyes, one of innocence and reflection, which was so iconic it became placed front and centre in all of his posters. This was not a new character; this was someone who had a legion of fans from every age group and social demographic in the world. There was a good chance many *Chaplistas* would end up judging my facsimile, examining each and every gesture, comparing me not only to the real Chaplin but also to their emotional perception of him. So, I started where they already were: with every film and short I could find, slow motion frames on one side and my mirrored reflection on the other. In the end, I pulled it off; I often hate watching myself back – when is there ever anything that could not be improved? – but I was genuinely pleased at how authentic it looked. Of course, there’s someone, somewhere who rolled their eyes at some point, but that’s inevitable. It’s just the *amount* of eye rolling that you try to keep down.

With *Halo 4*, however, the tables are turned. This time, *I’m* the expert, the age-old fan who could talk you ragged about Master Chief’s armour, the effect of playing as The Arbiter, or the deep mythos that ties all the previous games together. Mostly, I’d want to talk about [*”I need a weapon”*](http://www.youtube.com/watch?v=aJ9RjKiqQV0), or leaping on a Hornet just as a Covenant vehicle explodes, or even how [*Halo 3: ODST*](https://awesomefriday.ca/2012/11/revisiting-halo-3-odst/) might be my favourite title in the series. I’m the one whose Xbox 360 game collection is propped up like this:

 

With series overlords Bungie finally walking away to line Activision’s pockets with the upcoming [*Destiny*](https://awesomefriday.ca/2013/02/awesome-bungie-unveils-destiny/), it was down to Microsoft to assemble the best team they could find and wring some more Spartan cash out of the Chief’s thick green armour. However, as obviously talented as 343 Industries is, they had an impossible task – please all the *Halo* fans, all the time. After all, this wasn’t a splinter title but a direct numbered continuation of the series that, for many people (myself included), was solely responsible for the buying of whole new consoles. We would be holding up 343’s *Halo* to our own rose-tinted memories. It’s clear that 343 knew this, and *Halo 4* directly references sequences from the older titles whilst introducing new features for the new trilogy. This approach leaves a paradoxical final game, one that can be two opposite things at once: exciting yet boring, precise yet sloppy, intense yet vague. It’s a schizophrenic campaign full of wows and what-ifs.

The ending of *Halo 3* left the perfect jump-off point for a new game, and this is utilised fully. The last time we saw Master Chief, he was placing himself in sleep stasis after finally defeating the Covenant and Flood and destroying the control bridge for all of the Halos in the universe. Left alone in the remains of a ruined spaceship, he drifts through space with just the AI, Cortana, watching over him. *Halo 4* uses this setup in its bombastic prologue, with the Chief rudely awakened not only by an invading Covenant force but also by the ominous scans from a nearby Promethean planet. Caught in its gravity, the Chief and Covenant forces are pulled to the ground and are soon joined by a human rescue team, before unwittingly activating the planet’s defence system in the form of New Enemy Types. Their leader, The Didact, is intent on getting a weapon to “catalogue” all humans, and Chief finds himself – apparently pre-ordained – to stop him. Cue beautiful vistas, a variety of weapons, and some moving targets to shoot in the face. Repeat for seven hours while attempting to make sense of the story.

The first thing you’ll notice – and will keep on noticing for the length of the entire game – is how stunning it all looks. Really, truly amazing, and further proof that next-gen consoles are going to have trouble to prove their existence if all they offer is shinier graphics. Everything has a tangible solidity, the world-building architecture is breathtaking, and incredible lighting makes it all feel so movie-like. It’s easily the most attractive game in the series, and going back to *Reach* feels like a leap backwards to a whole previous generation. The engine is largely flawless, the only occasional drops in frame rate (usually due to loading) are notable due to their rarity. Enemies flood the battlefields, on land and in the sky, finally giving series fans the kind of huge battles that we’d been dreaming of since the first title. The UNSC weapons carry incredible punch, the DMR and Magnum again proving an almost unstoppable combination in the right hands, and the few flying sequences are astounding in their scope and potential.

It’s tempting at this point to imagine *Halo 4* turning into a series classic, with the old thrills intact but with a shinier gloss. However, as the campaign unfolds, the cracks appear and sometimes threaten to swallow you whole. The problem isn’t the artistry of the development team – there can be no doubt that they are totally fine in that regard – but more so that, while the nods to “classic” *Halo* largely ring true, the new elements added just don’t have the same impact. In fact, they go a long way to ruining the whole damn thing.

The main problem, unfortunately, is that Bungie made the original Covenant enemies so damn good. From their chunky design to the flank-happy AI routines, it was always such a pleasure to crank up the difficulty and face off against the various types, each requiring brains to outmaneuver before hitting them where it hurts. The UNSC and Covenant guns were varied and powerful, each opening up gameplay options for every single firefight. 343’s new addition is the Prometheans, an enemy again split into three main enemy types, but it doesn’t take long into your first encounter with them that you realise something is wrong. Covenant Elites are aggressive and intelligent, rushing you directly with energy swords or flanking behind you before exploding out with destructive brutality, but the Promethean Knights just shoot and run. They frequently warp out of sight, with their only rush attach a quick warping zig-zig that often ends in unavoidable instant death. They have flying support, who also fly out of range after one shot, and not only provide shields but also *bring dead Knights back to life*. You can clear a path only to find it reset in seconds, all because you missed one enemy. So, they are designed to be a long-distance attack enemy, and that’s usually fine, but the troubles increase when you run out of ammo for the DMR and Magnum (which happens quickly). The only other weapon in any kind of abundance is the Promethean Suppressor, a rapid-fire gun that’s fairly effective close-up but borders on useless from any kind of range. The beauty of *Halo* has always lay in its invitation to approach battles as you see fit, but that is lost here. You’re forced to charge wildly into the fray, finger firmly down on the trigger in the hope that they’ll die before you do.

Die, already

The third new enemy type is a quadrupedal beast with a gun in its mouth, often arriving in numbers to chip away at your energy as the larger enemies once again warp out of view. It’s all a little reminiscent of The Flood at this point, with intelligent attacks substituted for overpowering rush, and it’s not a welcome addition. The negativity created by 343’s new elements doesn’t end there, but instead is exacerbated by all of the new weapons. Even without the disappointing fact that they are all basically reskins of each other’s – even though the human, Covenant and Promethean weapons were created aeons apart *for different bodies* – you can’t avoid the fact that they feel hopelessly weak and underpowered. This is made most glaring when you’re forced to change from the razor-sharp accuracy of the Magnum or Covenant Combine to the Boltshot or Storm Rifle. Suddenly you’re not the most advanced soldier in the universe but more of a Stormtrooper on his first day in the Death Star. It’s annoying, unneccessary, and completely breaks away any feeling of fun or enjoyment.

Unfortunately, this makes every level featuring the Prometheans one that is met with growing sighs and creative swears. However, as the campaign shifts into the second half, things get much, much better. There proves to be a very obvious reason for this sudden shift in quality; instead of forcing you through their new elements of the story, 343 focus on what made *Halo* the series it is – fighting alongside UNSC infantry, against Covenant Elites, under an azure sky. This really is *Halo* at it’s very best, the skeleton constructed by Bungie dressed in gorgeous new clothes. And explosions. So many explosions. As you move in a giant tank along a mountain path (which is uncannily reminiscent of the same sequence in *Gears Of War 2*), the old feelings come flooding back and motivation spikes. Enemies charge under and above you, tenacity winning over brutality every time. Things pick up even further as you head into the sky, first with Banshees, then to a Pelican, before a daring chase into a tunnel in a Broadsword, the ship that was flown briefly in *Halo: Reach*. Each of these levels are magical slices of escapism and thrilling to the end. In fact, the Broadsword level feel so much like the Warthog chase that closed *Halo 1* and *3*, it’s tremendously disappointing to find yourself back fighting the Prometheans on foot, once again having to destroy three of something before you can proceed.

However, the best is saved for last, with the Chief finally trying to secure the key weapon on an asteroid base above the third Halo ring. Of course, the Covenant want it too, leading to a busy set of combat arenas that don’t even try to pretend that they’re not reflections of earlier levels from the series. It’s a final move that, although successful, really brings the faults of the rest of the game into sharp, glaring focus.

Perhaps the most surprising element is how successful 343 Industries is with their telling of the story. Not in the complicated sci-fi premises it throws about (mainly in an exposition flashback that is truly bewildering), or in their inevitable decision to appeal to the *Call Of Duty* crowd with thankfully sparse Quick Time Events, but more in the focus on the Chief and Cortana as real, connected entities who may actually share something approaching love. It’s a very brave move, considering the established fanbase that they’re targeting, but their aims are achieved with surprising sensitivity and subtlety. Cortana, in particular, has been realised beautifully, her exemplarity facial animation revealing the desperation in her lost cause. The final endgame causes a separation that is genuinely moving, although this being sci-fi, you know perfectly well that no-one disappears for ever. I hope not anyway; Cortana is the key to the Chief becoming more expressive, and it would be a crying shame to not see that unfold even more.

So, in the end, you are left with a mixture of elation from the classic levels with the sourness of your experience with the Prometheans. It’s a shame that, in their bid to introduce new elements to the series, 343 Industries just shows how delicate the balance can be. What *Halo 4* is, though, is a tantilising glimpse into what this amazingly talented collection of artists and coders can do to recreate the old magic, and it’s tempting to pin hopes on having even more of the good stuff in the next-gen *Halo 5*. Maybe, then, our own eye-rolling can be reduced to a minimum as we fight with the Chief, always pushing forward, back among the stars.

*Note: This is a review purely of the campaign, but the game itself has a variety of extra one-off missions (Spartan Ops) and, of course, the ever robust multiplayer. However, as I don’t play any kind on online MP, I can’t really comment on it.*