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
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.
/rant
As an enthusiastic fan of multiplayer gaming, let me be the second to say that Windows Live is perhaps the stupidest, most awkward, piece of crap to have ever been designed for gaming. It is inane, it removes functionality, it insists on running in the background while providing no added value, and it screws up everything. Until microsoft realizes what a useless, stupid, infuriating platform this is, they are essentially shooting their pc games in the feet, knees, stomach, and at least a few other vital organs. Please fix this, as some games (Batman Arkham Asylum, Bioshock 2) are actually worth playing were it not for the idiocy that is Windows Live.
/rant
"Going to war without the French is like going deer hunting without your accordion." ~General Norman Schwarzkopf
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;
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.
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.
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
It doesn't.
Worst are the games that you can get through Steam that also come with Live. GTA IV came with Steam, Windows Live and Rockstar Social. Utterly ridiculous.
Brain surgery - it's not rocket science!
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.
What about for the Mac? You know, the platform that Halo was originally written for...
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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.