Halo 2I apologize for how long it has taken to post this. Believe it or not, there is actually a reason. I originally had an outline for each review that would make writing these easier as well as keep me from going off track. However, the more I wrote about the pros and cons of Halo 2, the more I wanted to divert from my plotted outline. Halo 2 is a very polarizing game for me. While it is now old enough for most of the Halo community to remember it with grand fondness that could rival Halo 1's own, I remember the many complaints about this game, ranging from the label of a “disappointing but good game” from mainsteam review sites to the “absolute train wreck” that it was called among Halo's hardcore fans. While I do have some problems with this game, I also have a lot of problems with some of the points reviewers make. While they are certainly as entitled to their opinion as I am, I am still baffled by some of their reasons for disliking Halo 2. I tried to touch on these as much as possible while keeping as close to the outline as possible. If this goes into a rant, I apologize in advance.
Before I go too far, I will also emphasize a point in case there is actually doubt: Halo 2 is a good game. Saying that it is not is, at best, hyperbole. While you can debate its place against other shooters from 2004 (though I question anyone who thinks Doom 3 is superior) and beyond, Halo 2 is an objectively good game.
Halo 2, unlike Halo, begins with quite a bit of context: a Covenant perspective that recaps the main events of the first game. We are introduced to a few key figures within the Covenant in this cutscene. The first is Thel 'Vadamee (not named in the game), an Elite in charge of the forces in Halo. Given that he stars in every cutscene on the Covenant side, it's a wonder people were surprised when they discovered he's actually important. Next, we have the Prophets, the leaders of the Covenant. Contrasting the warrior Elites, the Prophets appear frail and fragile. The final important character is Tartarus, a Brute leader who, 4 minutes into the game, is unsympathetic at best and palpably evil at worst. As much as I can criticize Bungie for being too subtle with certain details, they didn't even try to make Tartarus anything more than an obvious villain. The fact that we are seeing through the eyes of (what we believe to be) our enemy doesn't help the case that he's intended to be at least trustworthy.
Contrasting the Covenant scenes are a more human touch: the Master Chief getting new armor and some props for his work in the first game. We get to see Sergeant Johnson, a minor but popular character from Halo 1, and Cortana (sporting a new haircut that cleverly foreshadows her relationship with Miranda, daughter of the late Captain Keyes). While they accept medals for their service, the Covenant arrive at Earth, hoping for an easy dig and instead finding 300 orbital guns. Eventually, the Covenant bug out and head towards a new Halo while the Elite takes on the sacred mantle of Arbiter so he can die with some dignity. Eventually, these two meet up as the Brutes and Elites send the Covenant into a civil war. The Flood, back and badder than ever, serve to only complicate the issue further. This is ridiculously short summary, but I don't think Halo 2's story needs to be retold to people who have likely played it already. However, given that it's already been three paragraphs, I will just say that this game has a lot of story.
The scenes between humanity and the Covenant are interspersed together, giving the impression that they take place concurrently. However, this is never really made clear. The game will make a habit of switching perspective every couple of levels and the lack of context makes it difficult to follow at times, let alone try to place it on a timeline. The fact that, as the above paragraph shows, this is a very plot heavy game doesn't help matters.
Halo 2, if nothing else, can at least say that it's one of the most important games in the series. The Covenant's discovery of Earth, the Covenant civil war, Thel becoming the Arbiter, and the Flood's escape from Delta Halo are all vitally important events that shape the rest of the Halo mythos. It's really hard to believe that Bungie intended to stuff even more plot into his game, as Halo 3 was mostly made up of cut Halo 2 ideas. As odd as it felt having two climaxes and no resolution in Halo 2's current campaign, I'm unsure how I would have felt with four climaxes and two resolutions the way Bungie intended it. There is such a thing as too much, and I feel that the later events of Halo 3 would nullify the importance of Halo 2's events (which would've happened close to the middle of he game in Bungie's intended Halo 2).
A lot of people had a problem with the inclusion of the Arbiter and the “humanization” of the Covenant. While I can certainly understand complaints against the Arbiter, such as the strange and confusing method that the story interconnects him with the Master Chief's story, the Arbiter levels' poor level design, or the lack of variety in comparison to the Chief levels. However, most reviewers (a lot of diehard Halo fans, in fact) are against him simply because he's an Elite. I really never understood when trying to add depth to an enemy became a bad thing. Would people rather shooters stayed like Quake and had bad guys who were just evil? I can relate to not liking Bungie's execution of the Arbiter, but to be against the concept itself seems to betray the idea that people enjoyed the plot in Halo in the first place.
Despite a new, floatier physics engine, a different melee mechanic, and the loss of a lifebar in favor of stronger shielding, Halo 2 plays largely similar to the first game. Enemy variety has been improved. Halo 2 is not as open as Halo, but it does feature larger areas. This means that sniping is a much more valuable skill in Halo 2. Halo 2 also features much more active vehicle sections where waves and waves of ghosts attack you as you move along a path. Sadly, they usually give you a tank on these areas, which turn them more into shooting galleries than a grand vehicular battle. Sporadically, you will be accompanied by invincible allies (Sergeant Johnson, Miranda Keyes, Specs Ops Commander Rtas). Sadly, they don't help through any of the game's difficult battles, but they do make some of the more intimidating encounters (such as the end of Sacred Icon) much easier.
The Halo 2 sandbox is a wildly different beast in many ways. You now have the ability to let your allies drive and switch weapons with them. While I don't ever recommend letting them drive you, giving them weapons presents new strategies that can turn the tide of hard encounters. Their AI reflects this, too, choosing to stay back with a long range weapon or rushing with a short ranged weapon. Jackals, once an annoying riot shield enemy that could easily be taken out from long range, are now also used as a shieldless (but infinitely more annoying) sniper unit. In addition, the game adds the new varieties of Grunts and Elites (including the cool looking Honor Guards and Councilors). Hunters are no longer pushovers, able to withstand much more punishment and be able to attack you when you get behind them. However, their Fuel Rod Cannon has been replaced with an Assault Beam, which is much easier to dodge. The Flood can now utilize energy shielding, vehicles, and stationary turrets, adding to their menace. Instead of a Combat Form just getting back up, an Infection form can resurrect a Flood corpse unless you gib it, which is a great touch. Even the Sentinels have upped their game, with golden Sentinel Majors and the large Sentinel Enforcers.
New Covenant arrivals are the Drones, which fill the wonderful shooter role of “annoying and hard to hit” enemy, the Brutes, filling the role of “bullet sponge” (unless you have a precision weapon or Needler), and the Prophets. The good news is that only one Prophet is actually fought. The bad news is that fulfills another undesirable niche: the boss battle. To make matters worse, it occupies the least logical type of boss battle (something you don't expect from a series that is overall fairly consistent):
the Mishima. This is a boss whose sole offensive capability is to spawn endless hordes of enemies. However, this boss also has the lovely ability to teleport. Why we doesn't send 18 Honor Guards at you at once and then teleport out of the room is a question we were obviously never meant to ask.
If that were the only boss battle, it wouldn't be nearly as bad. Regret, sadly, is only one of three. The other two are less stupid, but only just. We have a Ranger Elite with the ability (on Heroic and Legendary, anyway) to turn invincible at will and clone himself multiple times. The other has a shield only vulnerable to one weapon and can take 26 headshots from the Carbine on normal difficulty. Don't think too hard about the level design in the boss arenas, either. These encounters were clearly not built with logic in mind.
In addition, the game adds three drivable vehicles (almost double the amount of drivable vehicles in Halo 1). All vehicles in Halo 2 are destructible, which means that the Scorpion and Warthog sections are no longer child's play. Vehicles have also lost their ability to instantly splatter enemies, opting instead for a system that deals damage based on velocity. While I was no fan of Halo's system, Halo 2's feels very random. To further nerf vehicular combat is the ability to board vehicles. Elites and Flood combat forms are able to board your vehicles just as easily as you can board theirs. This makes vehicular combat against infantry a more cautious affair... or it would be if you couldn't just exit the vehicle and punch the boarder. I suppose they get points for trying, though. To top this off, the added vehicles are a mixed bag. The Wraith is back from Halo and pretty much the same (it has a secondary turret, but only the AI can use it). There is almost no scenario where a Wraith is better than a Scorpion, and there are only two levels with Wraith encounters that do not feature a Scorpion nearby. The Spectre, the Covenant's Warthog, is underpowered. While it has an unlimited boost that allows it to climb certain walls, it lacks the pure speed of the Ghost and the firepower of the Warthog (in fact, its turret shots will actually bounce off most heavy vehicles, doing little to no damage). The Gauss Hog, however, is extremely valuable.
Halo 2, as if trying to fulfill some duality motif, chooses to double the Halo 1 arsenal, adding a lot of Covenant counterpart weapons. Not only do these weapons help to balance out the sides, indirectly making the Covenant more threatening, but they also balance out the Arbiter levels. However, several of these weapons seem wholly unnecessary, such as the Brute Plasma Rifle (a red version of the regular Plasma Rifle) and the Blue Sentinel Beam (a blue version of the regular Sentinel Beam). The Energy Sword and Fuel Rod Gun, weapons that were unusable in Halo, are now fully put into the sandbox. The Shotgun has been nerfed, almost to the point that the Energy Sword is better in every aspect. The Rocket Launcher has gotten the ability to track vehicles, making it the ultimate anti-Banshee weapon. The Pistol and Assault Rifle from the first game are gone, replaced by the Battle Rifle and the anemic sounding SMG. A new Magnum is in the game, but is worthless against shielded opponents (which makes the Battle Rifle a superior weapon).
In fact, the new dual wielding mechanic has make a lot of weapons significantly weaker to compensate. The Plasma Pistol is now useless unless you fire a charge shot, the Plasma Rifle has lost its ability to stun targets. Unfortunately, this is very effective. With such a small damage buff, dual wielding is practically useless with only a few exceptions. I always though the purpose of dual wielding was that you had more firepower, but oh well. The Frag and Plasma grenades return, but have been weakened (or perhaps the Covenant are just stronger). Several high ranking Elites and Brutes can survive a direct plasma grenade stick. This wrecks the balance that the weapon sandbox of Halo has, but the campaign does a good job of getting you to use different weapons. Even the Needler, once a niche weapon, is a powerful close range weapon against Brutes.
Halo 2's level design is a mixed bag. On one hand, the levels feel much more claustrophobic, with much fewer open areas. Level design, thankfully, isn't nearly as bad, with only two backtracking levels (that, like Halo, are there to show how the Flood shake up encounters). Grenade jumping can also lead you to more open areas. However, this only works in certain areas, which just happen to be areas where Bungie has hidden a weapon or skull. This cheapens the magic of Halo, where thinking outside of the box is rewarded. In this game, thinking outside the box only works where Bungie has discovered it. Every other place is usually a wall or instant death trap. This not only makes the levels feel very small and oppressively linear, but takes away a lot of freedom. Even the enormous environment in “The Oracle” that is traversed by Banshee feels very small.
Halo 2 was one of the best looking Xbox games, but the environments lack the colorful variety from Halo. Halo 2 has a lot of drab environments, particularly the ridiculously purple High Charity environments, made worse in the eponymous High Charity level, which tries (and succeeds) beating Doom 3 at its own game. Thankfully, the Halo environments are still as beautiful as ever (except Sacred Icon and Quarantine Zone, but I suppose there's a reason for that).
Unlike Halo, Halo 2 revels in secrets. With every level containing at least one secret skull (which adds modifying traits to levels) and at least one weapon with an abnormally large amount of ammo, the game gives you a reward for exploring places that Bungie wanted you to explore. Unfortunately, exploring where they didn't will give you a quick death. Sequence breaking is largely impossible (though some encounters can be skipped by using the boost on the Ghost or Spectre), but glitches are all around. There is a nice bit of exploiting that you can do with Tartarus' boss battle that can make that battle into a two-minute curb stomp. Hell, there are a number of checkpoint exploits that can get you everything from unlimited ammo to unlimited active camouflage.
Halo 2 has a lot of problems, but I hurt because I love. I meant to touch upon what Halo 2 could've been in a positive light, but I feel this review is long enough as it is (be glad I'm not reviewing multiplayer). I'll just say that Halo 2, in addition to having Halo 3 content, also lost at least four of its own levels, two weapons, three enemy types. The ODSTs, seen only in part of Delta Halo, were meant to be a much bigger part. However, Halo 2, flawed as it is, is still an exceptional shooter, even if it feels lesser compared to its outstanding predecessor.