343 has also seen fit to make a number of other changes that benefit the overall balance. Weapon camping is less of an issue due to the advent of more random weapons spawns, and sprinting is no longer a special ability. Those changes aside, it still feels like Halo. Veterans are apt to be pleased by the changes while feeling right at home.
In both the single-player and multiplayer, Halo 4 is mostly content to hold serve and build on what's come before it. The new multiplayer modes, the new enemies, and everything else is designed to feel new without rocking the boat too much. Dominion Mode expands on the franchise's longstanding focus on diverse weapons and vehicles. The new Spartan Ops mode, a series of downloadable missions that tell a story over a period of weeks, are effectively a new brand of co-op challenge. It's not precisely accurate to say that 343 Industries is playing it safe, but it's obvious that they are very conscious of fitting in and building on what's already there.
That's not to say that Halo 4 is afraid of striking out on its own. There's one story decision in particular that is apt to prove very daring, and may end up angering a legion of Halo fans. It's more that 343 is out to set the stage for the next decade worth of Halo games. Well, consider the stage set. The story stands on its own, the multiplayer is strong as ever, and the new components fit right in. 343 Industries hasn't quite made the franchise its own, but it has accomplished its first and most important goal--it didn't mess it all up.
The Prometheans pack more of a wallop than the Covenant ever did.