So the proverbial curtain finally falls on the Universe that Bungie created and has meticulously nurtured for nearly a decade. Since the legendarily revered Combat Evolved and it’s subsequent impact not only on FPSs but on the entirety of gaming (Microsoft can owe much of the original Xbox’s success to Halo:CE), the general and occasionally disgruntled consensus is that Bungie have never quite been able to eclipse their own flagship masterpiece.
After two genuine sequels, an embellished yet entertaining expansion to the events of the third game and even a foray into the RTS world; Halo:Reach encompasses all that the studio embarked on and have evolved since 2001, and finally delivers on a title that stands proudly outside of the ever present shadow of the esteemed original. Halo:Reach is a product that’s representative of the passion and dedication that have made the Sci-Fi franchise so popular and celebrated over time and is a true monument to years of hard work. Though the series is by no means dead and buried, whoever takes up the daunting torch-bearing duties from here on in will most certainly have foreboding heights to live up to.
After two genuine sequels, an embellished yet entertaining expansion to the events of the third game and even a foray into the RTS world; Halo:Reach encompasses all that the studio embarked on and have evolved since 2001, and finally delivers on a title that stands proudly outside of the ever present shadow of the esteemed original. Halo:Reach is a product that’s representative of the passion and dedication that have made the Sci-Fi franchise so popular and celebrated over time and is a true monument to years of hard work. Though the series is by no means dead and buried, whoever takes up the daunting torch-bearing duties from here on in will most certainly have foreboding heights to live up to.
The story is thankfully a more straightforward, less contrived affair than in previous incarnations. In this sense, Halo titles before have suffered slightly from being unnecessarily confounding and as such end up detracting from the otherwise immersive gameplay experience. That is not the case here, however. Although a largely basic affair, the more accessible narrative style actually compliments the in-game action more than an overtly complex one. Stripping away the layers to essentially a ‘Humans versus Covenant’ plotline benefits the exceptional action and frenetic pace of the campaign.
As part of ‘Noble Team’ you assume the role of a Spartan, 'Noble Six' (adjustable between genders depending on preference) and are tasked with taking the fight to the Covenant post planet Reach’s invasion. Noble Six is essentially a faceless, non-emotive character so don’t expect any in depth bonding as such, yet this is by no means detrimental to the single player experience. You won‘t become sidetracked or bogged down in irrelevant or convoluted storytelling, and you're instead left to concentrate fully on the task at hand. The supporting cast are each well implemented throughout the story and are individual and interesting enough to give fighting along side them a different feel to their respective combat scenarios. Whether it’s wading in all guns blazing with the chain gun wielding Jorge, or accompanying the more stealthy, husky voiced sniper Jun on ‘Nightfall’, Noble Team are a likeable and for the most part a reliable bunch to partner throughout the game’s course.
As part of ‘Noble Team’ you assume the role of a Spartan, 'Noble Six' (adjustable between genders depending on preference) and are tasked with taking the fight to the Covenant post planet Reach’s invasion. Noble Six is essentially a faceless, non-emotive character so don’t expect any in depth bonding as such, yet this is by no means detrimental to the single player experience. You won‘t become sidetracked or bogged down in irrelevant or convoluted storytelling, and you're instead left to concentrate fully on the task at hand. The supporting cast are each well implemented throughout the story and are individual and interesting enough to give fighting along side them a different feel to their respective combat scenarios. Whether it’s wading in all guns blazing with the chain gun wielding Jorge, or accompanying the more stealthy, husky voiced sniper Jun on ‘Nightfall’, Noble Team are a likeable and for the most part a reliable bunch to partner throughout the game’s course.
Reach’s campaign is beautifully balanced and packed with memorable set pieces. Where campaigns previously have had lulls in quality, here, the highlight reel is running more or less constantly. The confined corridor clashes with the Covenant as well as open air, epic battles that we know and love from all Halo games return, but are realised better than ever this time around. Far more detail has been applied to your surroundings. Where Halo 3 had rather bland and flat textures, now we’re treated to individual blades of grass, trees, wildlife and realistic weather effects. It’s the overall scale of Reach that feels so much more expansive than in the past, lending a truly epic nature to the battle and importantly resulting in the planet feeling genuinely alive. Diverse landscapes, environments and skyboxes, a much ramped-up enemy count as well as often deceptively devious AI (especially from Heroic difficulty upwards) are all factors contributing to a greater sense of involvement in Halo’s plasma strewn world than ever before.
Of course the most integral part of Halo is the combat. Since the introduction of it’s namesake, the series has always prided itself on expertly balanced combat and intuitive implementation of weapon use, and Reach continues and surpasses that notion. Some old favourites return, the age old stalwarts of weaponry: assault rifle, plasma pistol, sniper rifle, rocket launcher, of course frag and sticky grenades etc… make a welcome reappearance as well as some fresh and outlandish additions to the arsenal. The DMR takes the place of the “you either love it or hate it” battle rifle, a sentinel beam-esque focus rifle, vehicle decimating plasma launcher and the deadly needle rifle are just a few of the new tools available, and each feels suitably unique and satisfying to wield. Arguably there’s a slight continuity issue in terms of why these can be seen in a prequel and not beyond, but that would be an unnecessarily picky and unfair criticism to level at Reach. Weapon reticules now expand and detract depending on fire rate which in turn affects weapon accuracy. Hitting “the sweet spot” with each weapon will inflict greater damage, meaning that controlled bursts of fire will triumph over wild, relentless trigger spamming. When a particularly versatile Elite is evading fire, as on Legendary they inevitably will, it becomes a true test of patience and skill. Gone are the days when two or three headshots will send him crashing to floor. Some of the tougher enemies in Reach are as resilient as they are relentlessly punishing; thus the gratification of landing your last plasma grenade on his torso or narrowly surviving after a well timed melee strike is immense.
Those familiar with the multiplayer Beta will be aware of perhaps Reach’s most notable and radical new inclusion - armour abilities. Sprint, jetpack, armour lock, shield, active camouflage and the deceptive hologram all have their benefits and downsides in varying combat situations, but one never feels too overbearingly powerful or underwhelmingly weak. The jetpack for example; excellent for getting to high areas and covering large amounts of distance, but will also leave you worryingly exposed as you glide through the air- perfect for being sniped. Active camo creates a temporary veil of disguise but will scramble your radar, meaning locating enemies becomes a real issue.
Players will experiment with armour abilities to see which ones fit their personal playing style the most effectively to achieve the greatest results. Tactically this adds a whole new dimension to the Halo experience. In the campaign these abilities are often found accompanying weapon stashes where they can be swapped for what you currently have equipped if you feel the replacement will benefit you in progressing through the section you’re tackling. Some missions such as ‘Tip of the Spear’ and ‘Exodus’ will require you to have the jetpack as a mandatory ability as the level design dictates that you’ll be required to get to otherwise unreachable areas both vertically and horizontally. In this sense, a broader choice of armour abilities really comes in to its own in multiplayer; the inevitable time-vanquisher once the single player campaign is finished and Reach has fallen.
Players will experiment with armour abilities to see which ones fit their personal playing style the most effectively to achieve the greatest results. Tactically this adds a whole new dimension to the Halo experience. In the campaign these abilities are often found accompanying weapon stashes where they can be swapped for what you currently have equipped if you feel the replacement will benefit you in progressing through the section you’re tackling. Some missions such as ‘Tip of the Spear’ and ‘Exodus’ will require you to have the jetpack as a mandatory ability as the level design dictates that you’ll be required to get to otherwise unreachable areas both vertically and horizontally. In this sense, a broader choice of armour abilities really comes in to its own in multiplayer; the inevitable time-vanquisher once the single player campaign is finished and Reach has fallen.
Many fans will view single player as almost being bonus content accompanying the online multiplayer, which as expected, Bungie have pulled off with enthusiasm and dedication to make it the most complete, rich experience of any Halo to date. As well as the aforementioned armour abilities (abilities and loadouts can be chosen at the games start and switched on death) and new weapons adding extra depth to the multiplayer, there’s an influx of new modes that will instantly intrigue yet take time to master.
The Spartan versus Elites team based game mode ‘Invasion’ involving powering down the opposition's base and attempting to steal its power core, being one of the most tactical new additions, which forces a rethink of strategy beyond running and gunning or standard CTF tactics. The skull hording ‘Headhunter’ mode is more than a simple Oddball variant, with players gathering skulls from downed opponents and gaining points from depositing them in specific zones. More points are received in relation to the amount of skulls you deposit meaning there’s a temptation to risk death and collect more rather than painstakingly grind up the leader board, a decision which can lead to highly tense combat scenarios.
As appreciated as new game modes are, many players would rather stick to tried and tested formulae; with the Rumble Pit offering solo slayer and objective based matches, as well as the ever reliable social and team slayer options that are the most accessible to those who favour a more simple pick up and play online experience. Couple this with co-operative campaign (though the new difficulty scaling may well put off those who thought they could grab the Legendary completion achievement by getting their friends to help) and the new firefight matchmaking options, and Halo:Reach offers a deeper yet more accommodating approach than before that will satisfy both hardcore fans and recreational players in equal measure. The Spartan versus Elites team based game mode ‘Invasion’ involving powering down the opposition's base and attempting to steal its power core, being one of the most tactical new additions, which forces a rethink of strategy beyond running and gunning or standard CTF tactics. The skull hording ‘Headhunter’ mode is more than a simple Oddball variant, with players gathering skulls from downed opponents and gaining points from depositing them in specific zones. More points are received in relation to the amount of skulls you deposit meaning there’s a temptation to risk death and collect more rather than painstakingly grind up the leader board, a decision which can lead to highly tense combat scenarios.
Bungie wants everyone to be involved in the Halo universe at a level they feel comfortable doing so, and, by and large, they have achieved this notion expertly. Although Halo already has an undeniably massive following, those not so familiar to the series are openly welcomed in, and navigating through Reach’s menus and options is a slickly presented and unrestricted affair. Even the new ‘Psyche Profile’ option allows you to cut out the irritating, immature players that find their way into matches by selecting preferences such as competitive or fun, chatty or quiet, all depending on how rowdy you want the game in question to be. The completely overhauled ‘Forge World’ promises new depths of level design and customisation to those willing to invest the time, and no doubt soon enough the community will devise some truly outlandish maps and game types. Daily and weekly challenges that earn you credits/experience to spend in the armoury are another addictive and replayable string to Reach’s bow, keeping players coming back for more if that shiny new shoulder armour really is too much to resist.
There’s so much content both above and beneath the surface of Halo: Reach that offers a wealth to gamers who are content in their comfort zone and also to those who are willing to explore, dedicate and create. Bungie stated that they wanted the Reach experience to “outlast Halo 3” and judging by what’s on offer here they look well on their way to accomplishing that.
There’s so much content both above and beneath the surface of Halo: Reach that offers a wealth to gamers who are content in their comfort zone and also to those who are willing to explore, dedicate and create. Bungie stated that they wanted the Reach experience to “outlast Halo 3” and judging by what’s on offer here they look well on their way to accomplishing that.
Reach is not only one of the most complete FPS’s available, but represents nine years of Bungie’s devotion and commitment to the Halo franchise. It was never going to have the same groundbreaking impact as the original that evolved an entire genre, but Halo: Reach comes as close to perfecting it as possible, at least in the current console generation. A masterpiece and an absolute must for all Xbox owners.