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Halo: Reach: Campaign Review
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Sunday, October 10, 2010

Nine years of doing one thing will make you a master of your craft, so it should be no surprise that Halo: Reach is Bungie’s best Halo game to date. One thing you wont expect though is how much better it is in comparison to previous Halos. Bungie’s last attempt at the Halo universe has them crafting the most sophisticated gameplay you’ve ever played in a shooter, while adding their best story yet. My gripes about the series were ALMOST all resolved.

What else could you ask for in a sequel?

It is almost redundant by now to praise Bungie for having intuitive gameplay; it’s fast, tense, and incredibly well thought out in terms of level design and set piece battles. The addition of the armour abilities and the incredible AI make the game challenging and frenetic in terms of minute-to-minute action. While it was frustrating at times to die from random airborne plasma blasts, it turned the game into a trial and error, pathfinding exercise that created an interesting tension that hung on every decision you make on the battle field, which are markedly more vast than previous Halo games. While that does sound overly forgiving of me to say, the reason Reach gets the benefit of the doubt was the fact that replaying a battle never felt monotonous. Approaching a situation is a dynamic task that is made all the more interesting with the constant barrage of lateral events happening at once, and it takes careful planning to learn exactly where you should run in Rambo-style, and where you should take your time.

The most compelling aspect of Reach was the emphasis on making you feel outnumbered and outmatched, which was accomplished largely by the ruthless AI covenant forces. The enemies themselves look a lot more intimidating than previous Halo titles, and with regards to elites and brutes, they are bigger and stronger than your character. There is a moment I specifically remember where I high jacked a Ghost ship and tried to run over an elite four times, back and fourth, to no avail – he would roll just in the knick of time, every time. It is precisely these one-to-one matchups that require the player to completely disregard any preconceptions of AI behaviour. Often enemies will flank, roll, take their time, and even bait in an attempt to expose you to multiple enemy fire at once. It’s the little things like that make me wonder in awe exactly how much is going on under-the-hood.

In terms of story telling, I was disappointed with the first half of the game. It seemed to me, as it did with Halo 3:ODST, that there was a large mistranslation from the storyboard to actual implementation. The content of cutscenes in the early parts of the game seem so far disconnected from the gameplay itself – the characters are half realized, and the weight of their fates early on are largely meaningless. Although there is a lot of variation throughout the game, the first half seemed to be varied-for-the-sake-of-variety, if that makes any sense. In isolation, all the disparate parts are fun and interesting to play, but not very cohesive as a story. The narrative is saved, however, by a consistently morose tone and a flawlessly realized, last half of the story. The action crescendos well into an incredible ending segment after the credits that underlines the forgone desperate conclusion to the planet Reach – one of the best endings for a game I have played so far.

Overall, Halo: Reach is a first-class example of a science fiction shooter, plain and simple. The universe is fully realized, the gameplay is high-octane and implemented flawlessly, and the story is relatable enough to which anybody can understand what is at stake. The latter point I think is what transcends Reach from other Halo games because an evocative tone is the difference between a mechanically well-designed video game and an interesting, interactive experience. For all of the ridiculousness of purple aliens fighting manly-men (and woman) in motocross outfits, Bungie squeezed a lot of substance out the universe, one last time, and crafted a fun, evocative experience that any shooter fan will enjoy.

 
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Comments (4)
Halo3_ce
October 11, 2010

I loved Reach and am still loving multiplayer. My only problem regarding the campaign was the whole ending before the credits was paced horribly. They gave you your mission and said "get X here at all costs" and then made you fight through a ton of encounters. I was all geared up for super-tense escape mission like Halo CE and Halo 3 ( which I wouldn't have minded by the way), but instead I had to grind through several firefights and a pretty weak MAC cannon sequence. I must admit that if the after-credits ending hadn't been as amazing as it was I would probably have been severely let down.

All of that said, I think Bungie did well by their fans and pushed the franchise in interesting directions. I actually had an idea for an ending Bungie could have done that actually would have fit the cannon as well as Halo Reach's story better. Perhaps I'll write something about it.

Me_and_luke
October 11, 2010

I'm going to end up playing through the campaign at least two more times, but my first playthrough by myself was largely forgettable.  Besides the unique and well-programmed space combat mission, and the post-credits scene, nothing really stood out to me.  Certainly, the gameplay was as solid as ever, but It's a little conserting to me that I can barely remember anything else throughout the game.  It didn't help that I didn't feel much of an attachment to Noble Team, although they did have te best ally AI of the series.

Maybe a co-op run and/or legendary run with change my opinion, but until then, I simply feel very "meh" about the campaign overall.

Halo3_ce
October 11, 2010

I think the campaign is much more enjoyable to people who have read the books. Simply getting to see Dr. Halsey is one of my favorite things about Reach because she is easily the most interesting character in the Halo Universe.

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October 11, 2010

Riley: Yah I can see how the last mission can be seen as anti-climactic, but I think I like the hoard style ending better than the escape missions. That just me though, I'm not really a fan of large scale, time sensitive event in games in general.

And yah, looking forward to your ending idea!

Bryan: In terms of memorable moments in the campaign, the most memorable for me were the time when the environments reminded me of other gaming experiences I had (I can specifically remember the COD-like sniper on a mountain moment, the Half-Life 2 episode 2 type terrain in one of the levels, the train that looked like it was out of one of the Alien movies I think). I hear legendary is ridiculously hard, but very rewarding. I might try that out too.

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