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For all intents and purposes, I should not be the one reviewing this game. I'm not the Halo fan. I don't play much multiplayer, and the First Person Shooter is not even my genre of choice. But for those reasons, I feel it's important that my opinions of the game be offered to the gaming minority that would be included in any of those subsets.

Halo: Reach (Xbox 360)
Developer: Bungie
Publisher: Microsoft
Released: September 14, 2010

For the basis of this review, I am strictly only covering the Campaign, namely the Co-Op. I did not try out forge world. I did not play multiplayer or firefight. All of which I agree are huge components of the Halo series. So if you feel that these are factors that would effect your impression, please feel free to stop reading here or continue forward while keeping that in mind.

So getting right into it. I liked Halo: ODST better. I wasn't completely in love with the game mind you, but if you put the two Halo games side by side there's no question which I feel is the superior experience. They both had the same set up. You play a face less rookie/new recruit in rag tag bunch of personalities, going up against overwhelming odds to complete some sort of delivery objective. I understand Reach is supposed to be a more powerful story, seeing as you're destined to lose. But I think the uncertainty is definitely something that must be there to make what's going on relevant, which is how I felt through most of ODST. Although I wasn't completely moved by the situation, I was never quite sure if my character was going to make it or just be a last minute casualty.

Another one of ODST's advantages, I felt, was that it had much more memorable characters. The team was comprised of a group of characters. They had names and faces and although Reach also has names and faces for it's characters, a majority of the time they are referred to by their call number. When I look back at ODST, Mal, Jayne, Wash....I mean Buck, Dutch, Mickey, and Romeo made much more of an impression on me than anyone in Reach. Maybe it was the Firefly reference and cast, but that's a hole Bungie dug for themselves. Reach's group are robotic, boring, and honestly a little too overly dramatic. Everyone had to throw themselves at the noble cause of saving Reach (perfectly understandable) but leading to their early demise. There's only so many self sacrificing deaths you can pull off in a game before it because a little emotionless.


One thing that really bugged me about Halo: Reach was the bugs, literally. Not since Halo 2 have I felt this unhappy with technical problems in a Halo game. During my playthrough I had multiple internet problems, checkpoint problems, respawn problems, and of course even cheevo problems. On more than one occasion the game stuck me into infinite loops either checking pointing me within an explosion or spawning me over the side of a cliff. The game was smart enough to figure out the problem itself and revert back to the next previous checkpoint but the damage had been done as I had already experienced those blemishes.

In all fairness though, a lot of these problems could be attributed to the Co-Op Online Play, which is unfortunately the biggest reason I was excited about Halo: Reach in the first place. I took Brad's advice about not playing with a full squad of four and joined in a group with Arton and Nolon, both of which had never played a Halo Campaign. There is no doubt that one of the possibilities that the game story and experience suffered is because I played in a group with other people running around blasting things, creating a hectic mess. The elegance and strategy involved in Halo combat was reduced to what I can only compare to a late rush in StarCraft with the motto "send in everything, who cares  what dies." By far, the biggest fault in Reach is the Co-op experience. The game play is not designed to make a Co-op experience. It is simply an addition where a few friends and more enemies join in. Designing game play around having to work together in more than just combat is how a Co-op experience should be structured. Riding together in a Warthog is not it. Having to revive a teammate is. The biggest facilitation that Co-op created was instead of waiting to pick off Jackals hiding behind their shields, we could know just dispatch them with ease.

My biggest excitements about Halo: Reach ended up being let downs. Playing with friends allows you own stories and experiences. We had some good moments and funny stories from our playthrough, but Reach could still have innovated in other ways in Co-Op to make the experience better.

For instance one addition to Reach was the space flight sequence. Literally, it was one sequence. I found the sequence to be quite pedestrian. I flew around with typical fight controls shooting down enemy fighters and then attacking a larger ship's thrusters. I can't say that it was bad because there wasn't enough of it to leave an impression. I definitely see the potential for something spectacular but was never given anything more than just an idea. I'd hardly call it an addition to the Halo franchise but still there was another way Reach could have brought change to the series.


It could have come from the upgrade modules. Specific to Halo: Reach there are new powerups players can use to completely alter the previously one dimensional character classes. Invincible armor, decoy clones, sprint run, and even jet packs have been added to spice things up a bit. But again, I think mostly the changes are going to be limited to multiplayer, which sucks cause there are some amazing things Bungie could have done with the upgrades. I think there was a lot of missed potential in the single player. There could have been huge jetpack sequences. There could have had been new enemies that required you to use armor lock to expose weak points. There could have been the use of decoy clones to freshen up sniper battles. Heck if you really wanted to make this Halo unique, Bungie could have made it so that the upgrades were class specific. Each of those classes could be a different member of the Reach Squad. Then dependent on a player's preference they would select a character in that way. But that's not the way it played out. Reach ended up playing out much like it did it's ending sequence.

Suddenly with the credits and then with the obvious ending. There were a severe lack of Halo moments, either new or reused. The weapon variety seemed lacking. And even the music, which was fantastic and atmospheric in ODST, seemed awkward.

Both fortunately and unfortunately, this was the last Bungie Halo game. It was a little jarring to see this good-bye message from Bungie when the credits rolled. It's seemed like they weren't going to be around and in a way, I guess they won't. I say fortunately because I would like this talented group create something new and break out from just the Halo Shadow. I want to see if there's something else in their bag of tricks or if multiplayer and the Halo name were what really kept them going. I also want to see what direction Halo will go from here. I think it's time for a breath of fresh air, ideas, and concepts.

Score: 72
(70-79%: Solid - A solid title that has a few major issues)



David

Comments

  • Avatar
    spookyfox1
    13 years, 8 months ago

    Some of your points i agree with, although i will say the campaign was better when played alone. The checkpoints have pissed me off so much as i am trying to finish it in legendary and after a long struggle on a certain area i finally did it, got my checkpoint saved and quit and for some reason it loads me up before all that work WTF?!

    You ideas on the co-op experience i whole heartedly agree, i mean if they had included co op elements where it needed two or more people to complete that would have made the co-op great ,hands down. The changes to the multiplayer were a bit better, although it wasn't much as you said. I did enjoy the different classes. There's something about the armour customising that just seems like they could have had did a bit more work for, different areas of customising too.

    Overall i enjoyed the campaign but it could have been more. Does anyone know where halo is going next? Also i hope Bungie isn't a one trick horse, and that they can pull another could series out of their idea drawer.

  • Avatar
    Kurohitsugi
    13 years, 8 months ago

    To first start off, I will have to say I am a Halo Fan and enjoyed this game quite a bit. On second note, I will only refer to the campaign as you did.

    To be frank, I guess I enjoyed the Reach campaign a little better compared to the ODST campaign. I first played Reach solo, and it turned out as much as I expected it; for I enjoyed it. Once I finished the campaign, I played co-op with friends. These are friends who are experienced with Halo; so we rarely had to start back at a check point (Doing it once or twice through the three campaigns we did together.) And in hindsight, in the case of most of us dying, it was usually one of my friends (or me) going berserk and betraying everyone. Only one or two pieces of the music jumped out at me as awkward, likewise only one or two jumping out at me as amazing. The rest was just average.

    As for ODST, me and my friends spent hours on the campaign and firefight. As opposed to when I play solo, playing co-op on Halo was about the experience and the story was backhand; and I cannot deny that Halo: ODST gave me that Halo game play. With the addition of the sandbox-style Hub and audio files, the atmosphere in ODST was great, (Dare I say better than Reach) little things like the sky getting a bit brighter after every mission made it enjoyable for me. But the addition of armor abilities allowed a much bigger room to mess around with friends.

    As for Bungie, I have not been in the gaming scene long enough to have played their earlier hits (Marathon, Myth, Oni), but they are a developer I respect, and I'm looking forward to what their next game will be. (I kinda hope it won't be a FPS btw)

  • Avatar
    Hegs94
    13 years, 8 months ago

    Well you're not meant to play the campaign in co-op, thats the point of not giving you anything extra. Co-op is thrown in there to appease the fans, who would have been pissed if it wasn't included.

  • Avatar
    Aidan Hill
    13 years, 8 months ago

    I have to say i do agree with most of your comments David. That being said I did however think this was the best Halo game since the first (campaign-wise). One of the main reasons being... i, like Nick, am a sucker for a great story. I loved how the events unfolded comfortably to set up for the events of Halo 1.

    I DO agree with your co-op comments. I enjoyed the game on single player a lot. I think Bungie claimed it gets harder when more people join, but i found this to be inaccurate... it's only purpose was to make the game easier and to perhaps get a few laughs out of it. Then again, whats wrong with that? :D

    Aidan

  • Avatar
    Nagatochi
    13 years, 8 months ago

    I don't know why you were even expecting a serious campaign experience if you played co-op. The only reason they added Co-op to Reach was so that you could screw around and boost those "cheevos". The only way you could have enjoyed a Co-op campaign as much as a solo campaign is if your teammates were complete robots, which would make playing a co-op campaign redundant.

  • Avatar
    Bonzo123
    13 years, 8 months ago

    Me being a huge halo fan have been excited for this game for months
    me and my friends organised to do it co-op 3 player for our first playthrough of Reach. It was a bad idea.

    after playing only 3 missions i knew it would of been better just played solo and i was right. the entire time on co-op the only tactic to use would be run in, shoot stuff, if someone died have someone run back and have them respawn then continue. this for me pulled away from engaging with the story (especially with my friends screaming down the headset during the important cutscenes). There were a few fun "halo co-op moments" which were a laugh but were greatly out shadowed by the constant problems.

    If you want a great Halo experience play through it first time on solo and then play it co-op.

    In responce to your statement david "There’s only so many self sacrificing deaths you can pull off in a game before it because a little emotionless." There were only 2 of them in the entire game and i dont even think they played out the second one as much as they should of done easily.

    I think i may of been lucky to not have to encounter any of those bugs that you seem to of encountered.
    Me being a huge halo fan i think this was great work by bungie as a farewell to the halo franchise and the best halo yet for story and gameplay.

    I think for the full halo experience you need to have a large group of friends to find a fun custom game and map and play it till it gets old then find a new one. Those are the best times ive personally had on halo and dont want them overshadowed.
    Bring on Bungie's next game

  • Avatar
    Anon
    13 years, 8 months ago

    Much like your avatar, thumbs up.

    But halo fans will deny/complain in masses...

  • Avatar
    G_money
    13 years, 8 months ago

    Take this from an outsider to the Halo games.

    I hated everyone in ODST and was rather sad of the general good natured ending.

    I liked everyone in reach and was sad but very impressed by the general dark natured ending.

  • Avatar
    deakyvia
    13 years, 8 months ago

    i did a reiew for my school newspaper on Halo: Reach i also said that the characters had no real feeling to them the only character i really liked was Jorge, maybe because he was the first sacrifice, but when Kat died i mean cmon a headshot? i mean no epic fight sequence then headshot? they really could have improved upon character development but overall i liked it and compared to ODST i think theyre about equal

  • Avatar
    oldtoaster
    13 years, 8 months ago

    Since everyone sounds so super serious, I will just point out that David said he was being "hammered from behind" a few times. I hope I'm not the only person who laughed..