Review: Halo: Reach
- Title: Halo: Reach
- Developer: Bungie
- Publisher: Microsoft
- System: Xbox 360
- Reviewer: Soulskill
- Score: 8/10
The game gets its title from a planet named Reach, which is under siege by the Covenant a few weeks prior to the events in the first Halo game. Your character takes the role of new member to a team of soldiers who are trying, without much hope, to keep the planet from falling into enemy hands. If you play many shooters, it will be a familiar scenario, and Bungie doesn't spend much time crafting a detailed backstory or exploring character motivation. In that way the narrative shares the perspective of the characters — they're here to fight, and so are you.
This demeanor is maintained throughout the campaign, and it provides an odd contrast to other games in the genre. Most recent games try to set you or another character up as a tragic hero, using side-plots, sub-stories, and untimely deaths to provoke an emotional reaction. Halo: Reach handles this in a more detached, military way. When a character dies, the others acknowledge it with a moment of grief, but then move on, because they have a job to do. While I found it to be an interesting mind-set, I also never particularly cared about any of the characters, and never really got engaged in the story.
But, this is Halo; gameplay is paramount. The game engine was retooled and updated for Halo: Reach, and it shows. The feel of movement and combat is the best I've experienced on the Xbox 360. It's smooth and responsive, and it handles jumping, turning and aiming very well. As someone who typically prefers to play shooters on the PC, I was pleasantly surprised. The maps are consistently excellent as well. They maintain the Halo feel of being set on enormous backdrops, filling as much of the sky as they can manage with distant mountains, towering ships and structures, planets and moons. The layout of the fighting areas manages to avoid being constrictive while keeping you moving along the path necessary for the plot. Areas in which you fight typically have several different available routes, so that the direction you feel comfortable traveling while attacking or defending will take you where you need to go without having to double back. It's one of those subtle things about level design that's very often ignored, but does wonders for immersion when it isn't.
The AI isn't particularly good or particularly bad (unless your teammate is driving you around), and you'll quickly come to recognize enemy behavior patterns. The campaign combat gets a bit repetitive because of this, but Bungie planned ahead and created ways to spice it up. In addition to four standard difficulty levels, you can turn on "Skulls," a set of minor gameplay modifications that add challenge to the campaign. For example, one makes enemies toss more grenades, and faster. Another requires you to melee enemies to recharge your shields, and one makes enemies more lucky with events based on a random roll. You can also play the campaign cooperatively with other people, which is great if you have a couple of friends also playing the game. If you're the type to play a shooter's campaign once before retiring it to the shelf, this game probably isn't for you. But Bungie built in a lot of replayability. If you enjoy going through it multiple times, challenging yourself to do it the hard way, and playing through with buddies, there's a lot of potential entertainment to be had.
The available weaponry is a mixed bag. Modern shooters tend to have "superweapons" become available only infrequently, and with restrictions; limited ammo, slow movement speed, etc. In Halo: Reach they are perhaps too restricted, often with long wind-up times and a slow recharge. I found myself switching away or simply dropping those guns because they weren't much fun to use. By contrast, I found the pistol-type weapons to be the most satisfying to use, perhaps because they didn't inconveniently need a reload just as I brought down an enemy's shield. One thing Bungie definitely did right was the visual depiction of the projectiles shot out of the guns (bullets, plasma bolts, grenades, etc.). The bolts coming at you all have distinct colors and graphical effects that go along with distinct velocities and trajectories. Dodging enemy fire adds a lot of depth to the gameplay, and it's very easy to see what's being shot at you without having to focus on it.
Throughout the game you can ride in a variety of vehicles, and even perform multiple roles within the vehicles themselves. This suits co-op play very well, and solo play somewhat less. The guns on a tank or Warthog are big and satisfying to use. Driving takes some getting used to, using one analog stick for the throttle and the other for steering. If you're used to a game that uses one stick for both, it will feel awkward. There are a set of helicopter missions that fare better — once you're at an altitude you like, you can press a button to hold there, leaving you only 2-D movement to worry about while you aim, which isn't so different from ground fighting.
There are also a set of space missions, where you grab a fighter and fly around, trying to out-Star-Wars Covenant spacecraft. I was skeptical of their ability to pull this off, but the missions are a lot of fun. It's not tremendously complex; you've got lasers, which can knock down shields, and rockets to finish things off. The targeting system is generous, and you can evade enemy fire with rolls and flips. But the engine is just as smooth and responsive as it is for other forms of combat. It reminded me of playing old arcade space shooters. These missions are followed by the boarding of a ship that's had its atmosphere vented to space. As you trudge through hangars and corridors, shooting wildly at the waves of Covenant trying to block your progress, the familiar sound of gunfire is conspicuously absent, while your controller shakes softly in your hands. Its a nice touch.
If you played Halo 3 or ODST, you're probably familiar with Forge. It's the built-in map editor (or at least, map customizer) that lets you tweak items, vehicles, and objects while leaving the geography unchanged. You can't remove a cliff or make a hole in the ground, but you can move, add, and delete weapons, spawn points, buildings, ramps, giant rocks, Warthogs, and more. It's very simple to use; it'll be nice for groups who play on a regular basis to be able to easily change things about their typical maps, and there will certainly be a dedicated few (in fact, there already are) who create some really impressive levels in spite of the limitations. Spacious, mostly empty "Forge World" maps provide a relatively blank canvas for building something new or remaking something old. At the time of writing, one of the most popular maps has you jump your four-wheeler pointlessly but entertainingly through the air, and another is a pseudo-platformer.
The multiplayer experience is integral to the Halo games, and this one is no exception. There are about 40 different ways you can play this game with other people. We've come a long way from the days of "Deathmatch, Team Deathmatch, and CTF" being the multiplayer standard. You get about a dozen game archetypes to choose from, and each of those may have several different variations. For example, there are four kinds of CTF, a couple different racing modes, three "bomb your opponent's base" modes, and even two different ways to play King of the Hill. It would be really tough not to find a few gameplay modes you enjoy from this huge list, and the name on the box guarantees there will be enough players to keep finding matches. Halo: Reach also brings back Firefight, Bungie's version of the industry standard "get-swarmed-until-you-die" game. Even here there are seven different versions, including one in which you attack or defend particular objects, and another that gives you a rocket launcher and unlimited ammo.
Of course, with all these options, the matchmaking system needs to be up to the task of putting players in games they want to play. Like Halo 3, the system uses "playlists." You select from several groups of game types, and once enough players are found for a match, they vote on which particular map and mode they want to play. While this has the benefit of finding games very quickly, the downside is that if you really want to play a particular map or mode, you may get voted down and stuck with something else. A simple browser would have been great, if not particularly elegant. In addition to the skill-based matching, you can also tweak a few options that narrow down whom you want to play against: chatty vs. quiet, competitive vs. casual, prioritizing skill, or a good connection, and so on. It remains to be seen how many players will use this as intended, but it's a step in the right direction toward filtering out some of the players who rub you the wrong way.
Bungie has built a huge fan base over the past nine years. For many, Halo: Reach will be the last true Halo game, now that Microsoft is taking over development of the series. Knowing this, Bungie really went all out to make this a game that gave players everything they could ask for. It stumbled a bit in the storytelling and the weapon design, but the heart of the game is in the multiplayer, and there they provided such a wealth of game modes, preferences, customizations and settings that even the most hardcore players will have difficulty running out of new ways to play. It'll certainly be a tough act to follow for whoever Microsoft puts in charge of the next Halo game, and Bungie knows it.
Read the books. Seriously. The Halo series is decent and fun, and certainly has its moments...but it's hardly deserving of the legendary status people have applied to it. The books, however...the books are amazing. The storyline makes for a great series of sci-fi novels, and are all page-turners.
The best Halo experience isn't on a TV screen, but in a book. Just a bit of advice.
Living With a Nerd
It's going to be day-and-date with the release of Uncharted 2 on the 360.
SJW: Someone who has run out of real oppression, and has to fake it.
The game does look beautiful. Almost makes me want to get an Xbox to play this.Is there any chance of this coming out for PC.
Like it or not, judging any title in the franchise around it's single-player "campaign" is like passing judgment on a car based upon the music system and seat comfort.
And, sorry, call me old school or just plain old, but whenever I read a review that disparages a videogame's "story" I chuckle. That said, there is a whole series of "Halo" books for people who confuse space marines with Hamlet, or just want their science fiction literature in BFG-sized bits.
If we get wipEoutHD on the 360 in exchange, then I'm quite absurdly happy.
"I Know You Are But What Am I?"
Just for the heck of it, here is a video of the Bungie world headquarters from 1996, back when they were Mac developers, and before they moved to the dark side and joined Microsoft.
http://www.youtube.com/watch?v=RFbrfmqOtbE
The English word fart is one of the oldest words in the English vocabulary.
Anyone who bought a new 4GB slim version is screwed when it comes to co-op and multiplayer.
Having the flash drive does nothing.
How the hell do they release a title like this without some sort of testing, even when it was known way back in expansion pack Halo:ODST?
import system.cool.Sig;
derp?
the Xbox is a just another Von Neumann machine, right?
the preceding comment is my own and in no way reflects the opinion of the Joint Chiefs of Staff
No, Halo probably won't be done anymore by Bungie because its too restrictive. Essentially MS owns all the IP related to Halo meaning MS can do whatever they want to restrict Bungie. So if Bungie wants to make a Halo game for the Wii/PS3/DS/PSP/iPhone/etc. it all has to go through Microsoft which can reject it. Bungie as an independent company doesn't want those restrictions because they threaten its success by preventing it from expanding. So if Bungie develops a new series, its a lot better for them and MS will turn to another developer for Halo.
Taxation is legalized theft, no more, no less.
Whoops. That should have been "co-op and firefight". Multiplayer works fine with/without a hard drive.
import system.cool.Sig;
This is the last one for Bungie. Microsoft, if I recall correctly, is already planning on working with a new developer to "continue" the Halo series. I expect quality to drop...
Bungie, on the other hand, is taking their reputation and starting something new without being tied to being a first-party developer (again, from what I can recall... I have no links to back that up right now).
Mess not in the affairs of dragons, for you are crunchy and good with ketchup.
True. Halo: ODST even left a sort of cliffhanger at the end to make it seem like there will be an ODST2. However, the statement was not that this will be the last Halo game, but that "Bungie has returned to the IP one last time". This is clarified in the last paragraph of the review:
Bungie has built a huge fan base over the past nine years. For many, Halo: Reach will be the last true Halo game, now that Microsoft is taking over development of the series. Knowing this, Bungie really went all out to make this a game that gave players everything they could ask for.
Halo: The Reach for more Money!
They will beat this horse to death, and then render it and send it to glue factory while trying to find any more value in it
One word: Greed.
Which also explains why they charge fift... whoops, sixty dollars a year for a glorified IM and game matchmaking service. Yes, it adds Twitter, Facebook, and NetFlix support as well, but all of those are also free for the PC and every other system they're on.
GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
Just like that.
It's interesting to note that Bungie has a job position open for a "Software Development Engineer in Test (PS3)". A hopeful sign of things to come.
All the latest consoles have USB ports and yet companies keep releasing games that only support the gamepad with those silly small analog sticks. Halo, being a first-person shooter, would be much better with keyboard+mouse support.
They're not members of the People's Halo Liberation Front. No, the Front for People's Halo Liberation. No, the Liberation of Halo People's Front. Never mind.
But seriously, I was so pissed when those SOB's went to the Dark Side. I remember watching them demonstrate Halo at MacWorld in '99. Then the knife in the back...
Damn you, Bob.
n/t
Probably the same day they port Duke Nukem Forever to the PS3.
Somehow DNF jokes aren't that funny anymore.... It makes me a little sad inside.
Isn't this supposed to be happening anyway?
Stupidity only gets you so far, then you've gotta try
Bungie has returned to the IP one last time
They've been returning to the IP one last time for a while now (Reach being the 3rd time by my count). I believe the orignal Halo was going to be stand-alone, but it did well enough to warrant a sequel. They decided instead of a sequel, they'd do a trilogy, and Halo 3 was going to be the last one (announced during Halo 2's development). Then ODST came out as a result of making an expansion pack to Halo 3 (which turned into its own stand alone game). And now we have Reach.
Don't get me wrong, I enjoy the games, but them quitting Halo is like Brett Favre retiring from football.
That's debatable since Bungie's Halo games pull in more cash in the course of a week than most game series see in their life-cycle (I think they said they're up to $200 million already). While Bungie may branch out and make some new games for other platforms, I wouldn't call it a stretch for them to come back and make another Halo game for the Xbox. Especially if 343 Studios doesn't do a particularly good job on the next one.
I would like to add 'a glorified matchmaking service for games THAT THEY DONT EVEN HOST. I would be FAR more willing ot pony up the money for Live is MS was actually doing something other then connecting clients and passing off the bandwidth to one of them.
Good-bye
Don't give me that crap about developing for the PC being hard. We all know that MS/Sony/Nintendo pay game developers to make games only for their system, else there wouldn't be a reason to buy it. If they didn't have exclusivity, they wouldn't have anything.
I recall when I saw Halo 2 for PC on the shelf and was elated to finally play it. I didn't care that I had it months after the Xbox owners. But then I saw that the requirements included Vista - they may as well not have released it for the PC at all.
But they are tied to the success of a certain brand. I see Bungie as being a lot like Rare who made a video game based on IP they didn't own (Donkey Kong Country, Goldeneye 007) and that forced them to essentially make another game with the same engine in the case of Goldeneye to really have a failproof plan. Investors and CEOs don't like uncertainty, Halo for Bungie is filled with uncertainty because for one its tied into Microsoft's platform which at this mid-way point seems rather sturdy but could, like the Mega Drive be filled with failed products that don't catch on. Plus, what about the successor to the 360? The Halo franchise is pretty much tied to the success of that if it comes down to it. And everything changed this generation. Sony, which was at the top before fell to last place and Nintendo which was last the previous generation has climbed to first place.
Developing your own IP allows you to take things in your own direction. Because, Bungie owns a lot of the Halo code much like Rare owned the game engine for Goldeneye but just didn't own the IP used in there. So it is better in the long term for Bungie to make a Halo-like game and establish their own independent IP than to continue using Halo which the future is uncertain.
Taxation is legalized theft, no more, no less.
And yet, you post up. I guess that makes you the Joe Biden of posting.
Does anyone else think the newer style graphics in ODST and Reach have actually gotten worse since the original?
The first Halo had a lot of luminosity and sort of a glossy sheen over structures in the environment giving the alien world a unique and strange feel, the world was bright in a building or outdoors keeping the mood lighter but also allowing you to see your enemies, and the back drops appeared to fit into the level giving epic views of the ring world you were fighting on.
Halo: Reach is dark almost everywhere making it very hard to recognize the difference between an enemy brute attempting to rip your face off or a random civilian you are supposed to be protecting. I attempted to resolve this by tuning my TVs picture mode to dynamic and upping the video brightness configuration in Halo: Reach to the highest setting, but lighting becomes uninteresting and also appears washed out while not making it much easier to identify targets. The sheen and lighting of the original Halo is not there at all, just as in ODST structures in the environment look cartoonified. Spartans and Elites are about the only things that retain some interesting lighting effects, everything else can catch a shadow, but doesn't seem to reflect light in anyway. The 2D backgrounds are non-immersive, obviously drawn, and separate from the 3d world.
Some of these lighting issues seemed forgivable in ODST as this was mainly an expansion pack and the real feature in ODST for me anyway was firefight which never seemed as dark. The use of VISR in ODST also helped to make up for the terrible lighting conditions, but at least so far I haven't seen anything like VISR in Halo: Reach. There is a night vision ability, but this just adds to the general brightness, effectively washing out everything in green.
Aside from all this at least on my xbox 360, the engine stutters(although infrequently), textures can be seen loading in even during some cut scenes(again infrequently), and there seems to be a total lack of AA which creates so much flicker at edges that after a few hours of play my eyes were left almost bleeding. Fortunately my 360 decided to commit suicide about 6 hours into gameplay saving my eyes from melting out of my skull.
I'm sure with smaller better lit levels in multiplayer or firefight the issues aren't so egregious, and the better luminosity on Spartans and Elites must make it easier to track enemies in multiplayer. For the campaign though, one word sums up my experience: unplayable.
By far the most annoying thing about this game's multiplayer are the playlists they chose. SWAT (no shields, one or two shots to kill, COD-style) is included in the normal deathmatch playlists now. Halo 3 had it segregated to its own playlist, so players who wanted to play can do so. Now, any time it comes up as a voting option almost everyone votes for it. It's gotten so that you practically need a sizeable party if you want to play anything else.
It's a tad ridiculous; I don't really want to play COD if I'm playing Halo. I want to play Halo, where it takes awhile to whittle down an enemy's shields and where you're able to get right in their face while doing so. If I wanted to play "one-hit-kills from the other side of the map", I'd be playing something else.
http://www.youtube.com/watch?v=_KqFJ5pPu2g
:(
In an alternate universe, Microsoft didn't buy Bungie, and the iMacs became the ultimate game platforms. I will never forgive Microsoft for perhaps the smartest move they ever made. It was, to quote Cutler Beckett from POTC III, "just good business."
After processing at the glue factory, they'll sell you downloadable packs of it for $20 a piece. And if you don't buy all of the packs you will suddenly find yourself locked out of many of the matchmaking playlists.
I went to eat some animal crackers and the box said, "Do not eat if seal is broken." I opened the box and sure enough..
Too add to this, many of the titles and HUD elements are outside the action safe regions. I could not read the chapter titles in the cinematics for example - they were half off the screen. Putting text inside the viewable area is pretty basic stuff Bungie... not everybody plays your game on an HDTV.
When hasn't it been "supposed to be happening?"
Feel free to mod me down, just know that unlike some Anonymous Cowards I'm not afraid to express my views as myself.
When the project was officially canceled by 3D Realms a few months back.
Stupidity only gets you so far, then you've gotta try
When is this arriving for the ps3?
oh - i see what you did there ...
I thought the project had been retaken a couple of months ago.
Hail to the king, baby! 2K Games and Gearbox Software today announced that Duke Nukem Forever will make its long-awaited debut in 2011, when it will ship on Xbox 360, PlayStation 3 and PC. Attendees of this weekend's Penny Arcade Expo will be able to go hands-on with the game at the 2K Booth (booth #3417), and see that it is very much alive. With this news, we are closing our Duke forums. However, fear not, as you can continue to talk with your fellow Duke fans in the new Dukem Nukem forums on GearboxSoftware.com.
Source: http://www.3drealms.com/
I see. So the games have nothing to do with it? You're giving up on a console, while completely ignoring the games it has in the process?
I believe there's a word for people like that...
Living With a Nerd
I actually did play Halo I all the way through and it had a few good points.
But the Disney-like giggling aliens in it were really annoying and isn't a patch on Unreal Tournament, the Half-Lifes and the Quakes.
At the time it came out, console owners were starved of FPS games so I do accept it got a good reception from them - but compare it to many FPSes on the PC and it's just an average FPS.
Gentoo Linux - another day, another USE flag.
Thats what im getting at, Unless I Missed something in the parent post stating "the day they port DNF to the ps3"
Stupidity only gets you so far, then you've gotta try
When is this arriving for the ps3?
I don't think that deserved the "flamebait" mod...
I have a ps3 but not an xbox, and I'd certainly be interested to try out the halo games -- but not interested enough to buy an xbox. I don't think I'm the only person in this situation.
Yeah, MS would probably never allow it, but it's not an unreasonable thing to wish for...
We live, as we dream -- alone....
True. Halo: ODST even left a sort of cliffhanger at the end to make it seem like there will be an ODST2. .
I'd beg to differ. Both of the ending cutscenes in that game show how the ending of ODST leads towards the opening of Halo 3.
I suppose Microsoft's new in-house studio for handling Halo, 343 Industries, could pick up and make a sequel to ODST, showing what those characters are doing at a later point in the Halo 3 timeline, I don't think there's anything about the way that game ends that suggests there should be or needs to be such a sequel-- unlike, say, the ending of Halo 2, or even the "we're just getting started" remark at the end of Halo 1.
I think it's more likely, however, that 343 will pick up where Halo 3 ends and do Halo 4. That, Bungie left wide open-- no doubt at Microsoft's request and in full knowledge of what the future plan was-- to trade the franchise for their freedom, and do two more Halo games (ODST and Reach) for Microsoft and call it done.
Hello and htank you for your informative post
/b/rothers
This is very much correct, with a 4gb Xbox elite you can not play co-op as it requires a real hard drive and flash dont count. To add insult to this problem MS are not selling the hard drives for the elite as stand alone, meaning new console.
Well thats untill i found a video, (which i can not locate so i will decribe)
The old Xbox 360 hard drives have the same connector (on the phyical drive) so if you can get the hard drive out the shell (cut my hands lots without the correct keys but possbile) you can simply slot it in to the new elite. Fits well with a little force, and does not break or void warrenty on the new console only the old hard drive. I now have an elite with a 20gb storage which is easily enough for Co-op
Hope this helps
I'm assuming that AC up there missed the memo.
Hate to break it to ya, but Microsoft is spread pretty thin on the exclusives. There are very VERY few games to be had on the 360 that aren't also on PS3 or the PC.
"Those who would sacrifice essential liberties for a little temporary safety deserve neither liberty nor safety." - BenF