I had actually been planning to wait to write this review. The point being, I don't actually own Halo Reach; my friend bought it, and I played through the campaign co-op with him as well as borrowing it on a few occasions. I figured I should give it a more thorough playthrough, get to really know it, before I wrote a review.
This was before I've had it sitting in my room for the last 3 days, where when faced with free time I played Gears of War 2, L4D2, and SC2 unless specifically asked by someone else to play Reach. So before I get into details on the game, a tl;dr would be that Halo Reach is merely ok. It works as a social game, but it'll never be something that's my go-to game, nor will I ever buy it unless it gets down to the $20 price point.
There's an interesting comparison to be made here. As readers of this blog will recall, I initially had fierce resistance against buying Starcraft 2 and was determined not to buy it, until Aaron bought the game and got me to try it, which convinced me I should spend the money. I likewise had about zero excitement and interest in Reach: I had seen the previews (missed the Beta due to be in Vienna) and none of it caused me to consider buying it. So when Matt told me he wanted me to drive him to Gamestop to buy it and then play on my Xbox, I said sure, already resigned to the fact that it may cause me to buy the game. But that didn't happen, despite the fact that I own every other Halo FPS.
Anyway, as the title suggests, this review is broken down into two parts, the first being gameplay (safe to read) and the second regarding the story and how it relates to the canon, something that seems to becoming a trend on this blog (and this section is filled with massive SPOILERS).
For this review, I shall doubtless be drawing endless comparisons to the Call of Duty (CoD), Gears of War (GoW) and Battlefield (BF) franchises, which I feel represent the biggest competitors to the 360 FPS scene, just to get those annoying acronyms out of the way.
The biggest problem I think Halo suffers from is "if it ain't broke, don't fix it." The Halo franchise has always been a guaranteed money-maker, and given the average immaturity of Halo players, minor changes cause lots of complaints (see: dual wielding, equipment, practically every change made to the games). From this perspective I can understand why Bungie would be reluctant to change the formula much, but this means that Halo 1 multiplayer is pretty much exactly Halo Reach multiplayer: the guns, graphics, and minor things may have changed slightly, but it feels pretty much exactly the same. However, other series have progressed further in that time, and Halo feels so incredibly dated. While the retro feel seems to work for me in terms of SC2, for Halo it just doesn't cut it. Halo multiplayer relies solely on keeping a reticle aimed on an opponent while emptying your clip, unless you get a power weapon and then you try and spam it. The maps are uninteresting, the modes rather lackluster, and the player-base generally annoying. While I'm impressed they've tried to add variety with things like the Invasion mode, I have to point to games like BF2142 and BF:BC which have done a same thing... but better. Much better. (See Titan mode from 2142). Team games don't feel like you're on a team at all, since it might as well be a FFA with certain people you can't shoot, which is far from the tactical experience you get in GoW. The fact that you're always starting out with an inferior weapon (see: Battle rifle) means whoever gets a better weapon is automatically doing better, something CoD manages to avoid very well (even the advanced weapons are not inherently better than the starting weapons).
While I approve of some of the new weapons, equipment, and vehicles, they don't change the game at all. They just feel different, not better or worse. The closest thing to something being really "new" is the jetpack, and honestly it felt pretty boring and far from game changing. The addition of sprinting from something nice (again, say hello to every other modern FPS) but that fact you lose it whenever you pick up something better was merely frustrating to me.
In terms of the campaign, it was likewise lackluster. Despite theoretically being a part of a world-wide war, it never felt like it, rather just like a series of minor skirmishes. Despite being a member of the team, you spend the majority of the time either by yourself or with maybe one teammate, and they act basically like Sgt. Johnson or any of the invincible Marines in the other Halo games; i.e. you don't feel like you have Spartans on your side, at all. (On a side note, the lack of Cortana and Johnson made me sad, since they were the most entertaining characters Halo had). A huge missed opportunity here. The fact they're invincible just aggravates how easily you die on harder difficulties, and made me miss Gears, where teammates can get downed just like you in the campaign, making them feel more equal to you. None of the battle felt any different than something that hasn't been done in prior Halo games, and even the space battle felt like a Banshee fight. This is a far cry from Gears and CoD, where the newer games always add something new to the campaign. Even ODST did something more interesting, whereas Reach just reverted to the same old... *yawn*.
I'm also rather frustrated with the difficulty levels. Heroic was nice for a playthrough, and then I decided to try Legendary (much like I've played though the GoW and CoD campaigns on Insane/Veteran). Unlike the latter two games though, I don't feel like Legendary was actually a challenge.... it just killed you a lot for no reason. When I died in Gears or CoD I always know why; I made an unwise tactical choice, I missed a shot I should have hit, I didn't take cover when I should have, etc. I feel like Halo punishes you just because: you want to take cover because you'll die instantly otherwise, but it doesn't give you an easy way to shoot while in cover; the game is all about Master Chiefing it, but that doesn't work on higher difficulty settings. Unwelcome changes like making Energy Swords and Plasma Grenades no longer one-hit kills only augments this problem. In short, I didn't feel like I was playing it for a challenge, I felt like I was playing it to be masochistic.
Firefight still pales in comparison to Horde mode, and while the Forge is cool, you need a lot of patience to really do anything cool like make custom maps. The fact you can do 4 player split-screen online but not the same for Firefight and the campaign is stupidly annoying and I would almost say inexcusable. The Armory is likewise an attempt to copy the progression system from CoD but ends up being far less compelling, for the simple fact that everything is cosmetic.
In short, Reach is completely outdated, and what it tried to update doesn't measure up to the things it's trying to copy. Now for the things that are a bit more subjective: the story.
Reach tries to tell an interesting story. The first problem is that it's about as interesting as the other Halo games, which is to say barely at all, since much like Gears much of the story is told via secondary means, i.e. not the game itself. This is a bit disappointing because ODST had a better story, and the campaign benefited as a result. The other annoying things concerns me as a consumer. I bought the initial Halo novel skeptically, not actually expecting it to be good. However, I was proven very wrong, since the novel was excellent and did an outstanding job fleshing out a universe that was in all other respects rather generic aliens fighting scifi humans. I've since then bought all the novels and the graphic novel collection, and enjoyed them all. When I heard that Reach was set in, well, Reach, and that it pulled from the novel Fall of Reach, I was very excited since the novel was perhaps the best of the bunch.
However, I was sorely disappointed. The game is nothing like the book; Reach is basically a normal planet instead of a top secret military planet-fortress, the Covenant somehow sneak past all the defenses of the planet, the planet has apparently a tiny military force and no ships in orbit (seriously?), civilians are romping all over the place, and Spartan IIIs are not only present but wearing MJOLNIR armor, which makes absolutely no sense. I honestly felt very betrayed by Bungie, since I bought the novels and stuff, and the game basically went "haha none of that is actually true." And this is doubly disappointing because the novels did a much better job than the game did. Seriously, GoW2 had a more compelling narrative than Reach does, and this is the franchise that had laughably little in the first game. They did a good job differentiating between the different members of Noble team, but none of them were interesting, and I didn't really end up caring about any of them (augmented by the fact that they did and said a lot of stupid things for being Spartans).
I could probably go further on this subject, but I think the point is clear. My final verdict is this: if you're a big fan of the Halo franchise, you've probably already bought it and aren't going to care what I'll say. If not though, I'd encourage you to try it out before buying it. If you're disliked or were apathetic about previous Halo games, there's nothing that will change your mind here; it's the same old, with no real improvements or changes, which is sad because the franchise could have used a breath of fresh air, as well as listening to what those creative authors they hired actually came up with.
-HTMC
I've got to dissent on the multiplayer aspect. Having played Reach multiplayer a good bit now, it feels a lot less frustrating than 2 and 3. Honestly, with the absence of dual-wielding etc., this game feels more like Halo 1 than any of the others, which I felt had the best multiplayer.
ReplyDeleteThe armor upgrades finally add an element of being able to counter certain things, or at least make sure that you don't die horribly right away. It feels like what they were trying to do with equipment in 3, but more refined and not dependent on pick-ups. On the whole, I feel like this is the best I've seen Halo multiplayer. It's gotten its ducks in a row and added my favorite multiplayer mode from unreal tournament.
Having said that, I heartily agree with you on most other points. A significant chunk of the improvements have come from other games (especially CoD with the armory, challenges, etc). Also, it speaks to the "If it ain't broke, don't fix it," mentality that one of the multiplayer maps is Blood Gulch from Halo 1 except that now you can fall into the ocean.
Also, I'm with you on this whole "story" thing. I wanted to enjoy the story, but I honestly had real trouble caring about anything. There was literally no character development that I could tell beyond, "We're Spartans." Also, the events of the story are insignificant because it was established in the previous games and Halo: Legends that the covenant hit reach without warning, glassed the place, and were only unable to stop the Pillar of Autumn from escaping. At least the characters in Gears have personality. Also, the locust are a human creation, just sayin'.
P.S. On the "always starting out with the inferior weapon" subject: Halo isn't alone. Am I the only one says, "I'm doomed," when I see that the other team has taken the boomshot?
Damn, my comment got deleted.
ReplyDeleteLong story short: I disagree with only on the point of multiplayer not being improved. I feel like they've finally hit on something here and there's much more of a rock-paper-scissors going on, though the game is still pretty Master-Chiefy.
On the other hand, there's a lot that remains the same.
Campaign: I agree completely. Character development = "We're Spartans." Plot = insignificant because everyone already knows that the covenant came out of nowhere, killed everyone, and let the Pillar of Autumn escape. I tried to care about the story. I really did, but I honestly can't tell you a single character's name other than Noble 6.
Related: Armor upgrades help to mitigate the, "I've got a better weapon," mechanic, though it still exists. Halo isn't the only game with this problem, though: it is such a big issue in Gears that the game will give you a friendly notification of your doom when the other team takes the boomshot.
In response to the multiplayer: "this game feels more like Halo 1 than any of the others." Exactly. As I said, I think it feels dated and boring compared to other more modern games. If you like Halo 1 mulitplayer, like I said, it's great, but for someone like me who's rather "meh" on it, there's nothing new or compelling. I'll admit the armor upgrades are interesting, but they're a minor tweak rather than an improvement.
ReplyDeleteIn terms of the boomshot/power weapons in Gears: Gears maps are always made that power weapons are either equally available to both teams (usually things like pistols and grenades) or that heavy power weapons like mulchers and boomshots are in the exact middle of the map, so that both teams arrive at the same time. That means that if the other team grabs the weapons uncontested, your team is already failing to do its job properly. With that said, I've beaten someone with a boomshot multiple times, and have likewise missed boomshots before and had my team lose.
This is compared to Halo, where the weapons are scattered all over the place and it's more about knowing the map than actually contesting the collection of power weapons.
Power weapons in Halo also tend to be located such that things are either symmetrical or they're in the middle, unless the game is based around attack/defend, in which case the map isn't supposed to be symmetrical. Blood gulch, for example, has the rocket launcher in the dead center, with a teleporter on either side, a sniper rifle in the top of the base, and a shotgun in the middle of the base on each side. This is the same thing that Gears does, not to mention that in Gears you also have to know the map in order to find the power weapons (e.g. the sniper rifle/torque bow in mansion is at the top of the stairs and the boomshot is at the far end of the courtyard from the porch). Balancing act: everyone spawns at opposite ends of the house, just like in Halo, where everyone spawns just behind the base in Blood Gulch.
ReplyDeleteDon't get me wrong. The power weapons are fallible in any game (I regularly counter-snipe people in Reach with the DMR when they have sniper rifles), but you do tend to see people with sniper rifles/longshots picking off people with rocket launchers/boomshots with frustrating efficiency in both games. What Gears has going for it is that its maps are small, while Halo's commonly need to be big enough for vehicles.
"If the other team grabs the weapons uncontested, your team is alredy failing to do its job properly." Eargh... Does this mean that your team should be getting the power weapons first or just that you shouldn't hang back?
Related: While I do like the armor powers, I feel like they could have done more with some/added more types. Perhaps even combined them or given you the option of making your own loadouts (you know, unlike other recent shooters <_<, >_>), though this version does force you to work within constraints, which I can live with.
tl;dr: Your performance in both games can get a good boost by knowing the locations of certain weapon spawns on each map. Gears and Halo both tend to have aspects that make it so each team will either get their own copy of that weapon at the same time or they will each arrive at the weapon at the same time so they can fight over it. The power weapon "problem"/gameplay mechanic exists in both games and both games arrange maps to work with it.
Having said that, I do prefer class-based loadouts like you get in firefight and CoD where you can specialize with a type of weapon. What I don't like, however, is when this leads to everybody rolling sniper rifles and getting headshots from across the map right as you spawn (see the current state of CoD). One thing that I like about Halo (which has been present in each game, especially 1) is the survivability of the PC, which isn't there so much in Gears multiplayer due in no small part to the distribution of shotgun insta-gibs. This is, of course, also a double-edged sword: you get to spend more time alive and playing (fun!), but it also means that you have to empty at least a full magazine of assault rifle ammunition into an enemy before taking him down (bad for multi-kills!).
I guess the big difference is that, as far as I can tell, it's hard to "contest" someone getting the power weapons. In Halo, you move a lot quicker and the weapon grab is almost instant, whereas in Gears you're lumbering and the weapon grab process lasts a couple seconds, meaning you can see someone coming and often down them while they're grabbing weapons. Halo you can swoop in and grab unless you manage a few excellent long distance shots or are super close by.
ReplyDeleteTo your question, I mean you shouldn't hang back. If you have the chance to get the weapons, there's no reason /not/ to, but at the very least challenge them grabbing them.
Agreed with the loadouts. Sprint should just be there, period. But with your tl;dr, I still feel that Gears manages it far, far better than Halo does, and the map size probably does have a lot to do with it.
And Gears you are pretty survivable (your health heals far faster than Halo shields) you're just more vurnurable to insta-gibs if you aren't paying attention. You can always run away from a shotgunner, most people just rarely do. And the full-clip emptying is a big reason I don't like Halo multiplayer (or the campaign compared to Gears and CoD).
There's a good reason not to go straight for the weapons. As you mentioned before, it takes a second or two to pick the weapon up, and then be able to fire it (Halo does this as well, as we saw in our jousting match the other night, but you're more survivable and the process is faster, so the power weapon is more likely to get a shot off). If you're the first one to get to the power weapon, then you probably know what you're doing in the game, and the same is probably true of the guy who is going to be contesting you for it. In the time it takes you to grab and hoist the weapon, you could be gibbed with that other guy's shotgun. Also, there are commonly a few places from which to shoot the areas that do have the weapons, so it is commonly wise to strike a happy by rushing in and waiting for the other guy to make the first move.
ReplyDeleteAs far as map size and whatnot, I feel like that's just preference. I do love me some close quarters combat, but I also like having vehicles in Halo. I especially like killing them without super weapons (Overcharge + two plasma grenades + tank = easy double kill).
On the Gears survivability. You said it yourself numerous times: it's a shotgun game. If you're forced to run away from a shotgunner, most of the time you've already lost. I have tried to run away from shotgunners many times, but you commonly don't know if you should until it's too late. The majority of the duels that I have seen/been in have been tests of relative shotgun skill. Retreating may be a viable option given certain circumstances, but once you get outside shotgun range, switch your weapon, do a substantial amount of damage, the guy probably has the time to pursue and get the killing shot.
Unfortunately for Halo, the way they dealth with the emptying of an entire magazine of assault rifle ammo is by making you able to get headshots with the DMR/Pistol/Needle Rifle. This is to say that given the time it takes to switch weapons and effective ranges, it is always strictly better to use the DMR than the assault rifle, which is nigh useless. I have a similar beef with the plasma rifle. Seriously, automatic weapons in that game need a damage boost. Oh yeah, the other way they dealt with it is that a DMR only takes 2/3 of a magazine or so to kill someone at full strength :-/
I take issue with your point about the lack of 4-player co-op, especially for Firefight, being "inexcusable," unless you also think that the lack of this feature in Gears of War, CoD, etc is "inexcusable." Hell, Gears doesn't even have 4-player VS splitscreen. Halo Reach is keeping with industry standards on this one, which, admittedly, suck.
ReplyDeleteI'm saying it's inexcusable to have 4 player splitscreen for some modes but not others. Gears doesn't do this because you can never do more than 2 player co-op (even online) nor ever have more than 2 split-screen, period. Same for CoD, it has 4 player splitscreen but always only one player campaign. I still think all the options suck, but it's a bit worse when you show you can do it but are selective about what you apply it to.
ReplyDeleteEh, I disagree. Some functionality is better than no functionality. Just because you don't like the game doesn't make the feature inherently bad.
ReplyDeleteOk, here's the bigger problem (now that I've given it more thought). The reason for the limitation is to sell more Xboxs, more but more importantly to sell more Gold subscriptions so that people can play together like they want to. However, the main draw of gold is for multiplayer versus modes (that's where the majority of Gold subscribers spend the majority of their time, much like SC2 and other competitive games). However, Halo lets you do 4 players online for what is theoretically the mode to convince people to buy their own copy, but for the sections where there isn't as much of a draw (I'm certain that 4 player campaign is a tiny fraction vs. online multiplayer) they don't allow it.
ReplyDeleteI understand the profit motivation, I don't understand why they divided the splitscreen accessibility the way they did.
This comment has been removed by the author.
ReplyDeleteGenerally speaking, the way I see it is "the more functionality I get for free, the better." If it has support for what I'd want to do 90% of the time and no support for things I'd like to do 10% of the time, that's strictly better than having no support for ANY of those things (like its competitors).
ReplyDeleteBut that's just the way I see it, I guess.