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Showing posts with label Halo. Show all posts
Showing posts with label Halo. Show all posts
Monday, August 9, 2010
Halo: ODST Review
Friday, May 21, 2010
Halo: Reach post-beta impressions and insight
If you had the opportunity to test out the beta, you may have been taken aback at how different yet conveniently familiar Reach felt. The game is still very much Halo, but with a new class system, weapon changes, and aiming mechanics that completely augment the experience. For some, these alterations could be infuriating, but the rest should find it welcome and you can thank contemporary games like Battlefield and Call of Duty for that.
Weapon-wise, Reach has changed a great deal of the iconic Halo weaponry and threw out dual-wielding all together. The famed Battle Rifle is now defunct and is replaced with the Designated Marksman Rifle (DMR). The pistol, which can never seem to find the right role, is better than ever and the Needler isn’t complete trash. It’s all hard to believe, but the much larger role is the new aiming system. Instead of having three-shot massacre rifles and pin-point accuracy at any range, the new aiming system rewards those who have patience. Pull the trigger like you’re trying to start a fire and you’ll make your reticle as big as the moon and your aiming coach very unhappy. But if you time it by waiting a second in between each shot, you’ll keep your reticle in perfect shape and hit your target with ease.
There’s a great deal more I haven’t touched on like the new interface, credits, and the Spartan/Elite idiosyncrasies, but it’s fairly obvious everything is done particularly well. The greatest feat of Reach though, is its ability to be so different while remaining very much the same. Bringing back mechanics that work, like health and the power of the pistol, are very much welcome but so are the obvious influences from present games. It all comes together in a way that makes Halo feel like it was always meant to be played this way. Now the wait for September truly sets in.
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Sunday, May 2, 2010
Why Halo needed Reach
Reach, is exactly what the Halo series needed. It’s a boost to a franchise that has long followed the “if it ain’t broke then don’t fix it” approach. While that’s the safe way to play with game design, after the third game Halo desperately needed something to put that infallible sheen back on its armor plating. I’m not saying that traditional FPS style isn’t a good time, but as technology advances so does design and Halo needed new ideas. Reach provides an augmentation to the series by modernizing and organizing the game into something that feels fresh yet still familiar. There are surely some hurdles to cross, but if this game can do it I feel confident in saying it will be the definitive Halo experience.
With all this talk of Halo being different, fans shouldn’t feel immediately alienated because the core of the game hasn’t changed. You’re still running and gunning with your shields and trusty plasma grenades at your side. What I’m most excited about are nuances like spawning in on your wingman, which if you ask me is anything but a slight change. You’ve been able to do this in a slew of other games, like Battlefield, but implementing this in Halo calls for extra strategy and adds some needed depth. More than that, Reach is also borrowing the Battlefield class system. No longer will you be dependent on reaching location A where weapon B always spawns. I’ve become embittered with that system over the years but now choosing your class suddenly clears up the battlefield and makes for your initial spawn to have a few extra seconds of life. I can’t explain how important that difference is.
The class system and Battlefield-esque borrowing seems to be the most controversial item Reach offers. Truthfully, I think Halo will be better off now that more of its random nature has been toned down. You know, spawning in the midst of a massive gunfight, getting gunned down by the very man you just killed not two seconds ago, never being able to get the damned sniper rifle. Surely some of these things will still happen, but more of the control has been put into your hands. There was nothing worse than being camped when a team controlled all the effective weaponry on a map. Now that you can control what you spawn with and where you spawn, this frustration should be relaxed.
Giving an identity to both the Spartan and Elite is further evidence of Bungie trying to tweak everything about the series. Elites are gigantic compared to Spartans who should be easily concealed, they’re also stronger, and can regenerate health. Both sides also have unique armor functionality that will be instrumental on the battlefield. Spartans can sprint, like in Call of Duty, Elites can cloak, and both sides have the option of using a jet-pack. There’s so much more apparent and this customization adds yet another layer of strategy while ridding Halo of the identical combat we’ve all become accustomed to. Surely this is the way the game should have always been played.
There are the many more changes and obvious inclusions to a brand new game like Reach, but what we should all be excited about is how the gameplay has changed so dramatically yet in such a subtle manner. Halo has finally evolved with the rest of modern day gaming and I can’t wait to see how it all pans out.
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