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    DarkReign's Halo Series Reviews (in Progess)

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    Post  DarkReign2021 Thu Jan 13, 2011 9:30 am

    Games:
    1. Halo Wars
    2. Halo: Reach
    3. Halo: Combat Evolved
    4. Halo 2
    5. Halo 3: ODST
    6. Halo 3
    7. [Reserved]

    Books:
    1. Halo: Cryptum
    2. [Unknown]
    3. [unknown]
    4. Halo: Contact Harvest
    5. Halo: The Fall of Reach
    6. Halo: The Cole Protocol
    7. Halo: The Flood
    8. Halo: First Strike
    9. Halo: Ghosts of Onyx
    10. Halo: Ghosts of Onyx 2 [working title]
    11. Halo: Evolutions
    12. [Reserved]
    13. [Reserved]

    Videos:
    1. Halo: Legends
    2. Halo 3: Landfall
    3. Various other Live-Action trailers
    4. [Reserved]
    5. [Reserved]

    ...


    Last edited by DarkReign2021 on Thu Jan 13, 2011 11:55 am; edited 3 times in total
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    Post  DarkReign2021 Thu Jan 13, 2011 10:56 am

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    Post  DarkReign2021 Thu Jan 13, 2011 10:56 am

    Halo: Reach

    Space; The final frontier... wait, wrong series. Let me try that again...

    Halo: Reach; Bungie’s final adventure into the foray of the precious series that they birthed over a decade ago. It’s long been known that the developers had grown tired of working on the same series and they had all expressed interest in moving on to a new IP soon. Since than, they’ve put out one expansion to Halo 3 by the name of ODST and one full-sized game that we all know as Halo: Reach. But did they put their heart into their final game? Were they inspired enough to pull all the stops and make this Halo the best it could be? Lets find out.

    PART 1:
    Our first stop on this trip is going to be, surprise surprise, the Campaign. The true meat and potatoes of the Halo series no matter what anybody might tell you because without a new campaign and a new story to tell, there would be no new Halo titles. With that said, Halo: Reach brings a very familiar story to the table and that posed the greatest difficulty in it’s development. The game follows the downfall of Humanity’s Military Colony, Reach, as the brave men and women fight to survive in it’s final hours. You follow Noble Team, a team mostly consisting of the Spartan-III’s who had previously gone unheard of in the previous games, as they fight to maintain the upper-hand in a battle we knew the outcome of before it even began.

    The challenge of creating this storyline is that, like I said, we already knew how it would end. How do you make the player feel like they’re accomplishing something when you’re fighting for a planet you know is going to lose already? I won’t answer my question, but I’ll say they did a great job of balancing the positive and the negative throughout the campaign.

    The major downside I had in Halo: Reach was your team of Spartans themselves. The player was meant to connect to each of them on a personal level and was supposed to develop feelings toward those characters. The problem was the game was far too short and possessed far too little narrative involving them. With the exception of Jorge, none of the Spartans really had likable personalities and you never really cared when any of them would suffer. You felt more toward the planet itself, which could be considered a character itself, than you do any of the actual characters in the game.

    The other aspect of the storyline worth focusing on is the Datapads. There are 19 Datapads in total to discover and, much like the terminals in ODST, these tell a very different story than the one present in the game itself. This time it’s about a group of highly-intelligent and self-aware AI discussing the prospects of Humanity and Alien existence and the means of their own survival, just to give it a quick and simple summary. The storyline behind it goes much deeper and it’s worth finding the pads just to read it. High potential for a driving plot device in a future Halo title from another developer.

    Overall, the Campaign was enjoyable and, with the exception of Noble team, you truly felt like you were in the world. Vehicular combat was unfortunately limited in most of the standard levels, but there were two unique levels, one featuring the Falcon and another one where you pilot a Sabre Spaceship, that gave you a very unique Halo experience. The campaign, for the most part, did not disappoint.

    My score: 9/10
    PART 2:
    The next stop on our trip is in the multiplayer. This section is best divided into two parts: Matchmaking and Firefight.

    Starting with matchmaking, I have to say this game is about on with Halo 3, but for different reasons. Thanks to the changes in gameplay, the multiplayer is a lot more fun to play. Unfortunately, there are other details that ruin your experience. Due to this game being new, it’s worth noting that a large majority of the players suck right now and you’re better off having your own friends for teammates than playing with randoms. On top of that, there are a lot of team killers and suiciders that will mess up the game for everybody else and the booting system is extremely finicky, kicking people that kill a partner on accident and never giving you the option to boot somebody killing you on purpose. Fortunately most of these issues will start to go away slowly as more and more people move on to the next big game and only the skillful players remain.

    Technical junk aside, the game suffers from a lack of multiplayer maps. Only a small handful were given to players initially and, of the few, half of them were made in the generic-looking Forge World while the other half were ripped directly from scenes in the Campaign, leaving absolutely nothing original to play multiplayer on.

    Firefight, on the other hand, is an enormous improvement on it’s predecessor in ODST. The inclusion of Load-outs, Gametypes, and matchmaking options improved on it dramatically. You can now find anybody online when needed and there are a a handful of gametypes from the classic Score Attack up to Rockets, Snipers, Generator defense, and even an all-Grunt Slaughterfest.

    The only downsides to Firefight are that matchmaking only supports single-round matches and, again, the maps were ripped directly from campaign, leaving nothing original to explore.

    My score: 8/10

    Part 3:
    The next area worth noting is Forge (and to a lesser extent the return of theatre mode.) Forge has been done from the ground up. Remember all of those things you wished you could do with Forge in Halo 3? Well now you can. You can suspend objects in mid-air; You can phase objects through each other; You can snap objects together; You even have a coordinates grid to place objects in very specific locations for precise map-builds. The HUB you’re given to work in at the moment, is known as Forgeworld and It. Is. Enormous. 9 or 10 basic canyons to build any type of map you want plus the ability to build in mid-air or over the water gives you limitless possibilites. It’s like Sandbox x 100. To make the offering even better, the objects no longer move when you grab them, instead moving you in accordance to the placement of the object itself, which means a lot fewer mistakes are going to be made. Truly an improvement over the original. Only things we’re missing now are Weather control, Terrain manipulation, and an undo button.

    Theatre mode and File Share are both back this time around, though not much has changed worth nothing. If it ain’t broken, don’t fix it. They were wise to keep it that way.

    My score: 10/10

    Part 4:
    As we enter the final stretch of this journey, we’re going to look at the technical aspects of the game, including graphics, sound, and the gameplay that drives the entire game.

    To start, the graphics are impressive. By no means the best we’ve ever seen, but the art direction has changed drastically from previous titles in the series. Weapons, characters, and ships all look drastically different from their Halo 3 counter-parts. So while the quality might be a bit degraded, the style is at the top of it’s game.

    For the sound, Marty has once again outdone himself. The music is completely original and not just remixes of past tracks. I don’t believe it surpasses ODST’s soundtrack, but the quality is top notch. As for sound effects, they sound like they’re supposed to. Guns make gun noises and vehicles make vehicular noises. The voice acting is well done and this time around, none of the aliens can speak english. Even grunts lost most of their english. This was done to make them seem more alien and ferocious than in the past game. I would have to say they succeeded with flying colors.

    Gameplay-wise, they went in the right direction in every way. They re-introduced health packs, but mixed it with a downgraded version of their recharging health system, making it work more like the Chronicles of Riddick game, which draws out the strategy in the game immensely. For the weapons they’ve added a bloom-effect to the reticule, which forces the player to slow down and time their shots so they can’t just spam with one weapon like so many people did in Halo 3 with the Battle rifle. Another new feature was added called Armor Abilities, which is the replacement of Equipment from Halo 3. Giving you a few abilities like Camo, Spring, and even a jet-pack really mixes up the gameplay and gives for some very unique experiences and makes for some very drawn-out fights if you know how to use them properly. Knowing your AA’s makes all the difference in the world.

    My score: 9/10

    Overall, Halo: Reach is a welcome addition to the Halo series. Halo 1 has the best storyline, Halo 2 had the hardest campaign, and ODST had the best Soundtrack, but Halo Reach, IMO, gets it’s own niche by having the best gameplay in the series yet. There are a few points the game could’ve done better on, but nothing that cripples it or keeps it from greatness.

    My overall score: 38/40 = 9.5/10


    Last edited by DarkReign2021 on Thu Jan 13, 2011 11:54 am; edited 3 times in total
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    Post  DarkReign2021 Thu Jan 13, 2011 10:56 am

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    Post  DarkReign2021 Thu Jan 13, 2011 10:56 am

    Halo 3: ODST

    The next title within Bungie’s vivid repertoire is the highly-acclaimed Halo 3: ODST. Some see it as being just an expansion of the highly-successful Halo 3. Others see it as being the 4th full installment within the series. A handful even see it as the 5th bearing Halo Wars in mind as well. Whatever the case, ODST is here to stay and it decided to bring a small bag of goodies with it.

    --Story: 8/10--

    You’re an ODST, or an Orbital Drop Shock Trooper. You are the 'rookie’ on a team composed of the best of the best that humanity has to offer. Your job is to ride in on a small 1-man HEV launched from a ship in space, land on Earth, and kick the ass of anything that’s not of this planet. Unfortunately, a mission to intercept and capture a Covenant Capital ship has gone horribly awry and now you’re stuck tracking your team and their exploits throughout the city while you were unconscious.

    The story’s biggest flaw, personally, is how limited it was in content. As was said above, you’re looking for your team of fellow ODSTs in the large, lifeless city while avoiding being killed by covenant scout parties. Up until the last couple levels of the game, there’s not much going on other than surviving and regrouping. Compared to Halo 3‘s storyline, which was a huge messy pile of missed potential, however, ODST was forced to stay within the tight confines of already-establish canon due to it being a prequel.

    The biggest save of the story, however, is not in the main game itself, but in the audio files scattered throughout the city. It tells the story of a young woman and her computer program friend Virgil as she fights to survive the Covenant and even corruption amongst her own people. The entire game wraps you in mystery as you wonder who this sentient device is and why it’s helping you through the city. The audio files are made even more enjoyable by have slide-show animations to accompany them from the archive menu.

    The actual presentation of the game makes for an effective excuse to vary up the gameplay at random. One minute you’d be quietly sneaking through the city, the next you’d be guns blazing with Spartan lasers, tanks, warthogs, etc... only to go back to the quiet when you’re done.


    --Graphics: 6/10--

    The graphics are definitely limited. ODST was built using a modified variant of the Halo 3 engine, which we all know was dated even before H3 was released. The character models are moderately improved over that of the H3 NPCs, but otherwise the graphics remain pretty much the same in detail. A little more shine and a little less pixelization, but otherwise just a game running on a dated engine through and through. The game is also unfortunately very dark. The VISR makes it a little easier to navigate thanks to the visually appealing outlining it creates, but it doesn’t actually light anything up, so you’re left seeing very little of the world clearly.

    --Sound: 10/10--

    Music: This may not come as a surprise, but the music is absolutely gorgeous as always. Marty went beyond refurbishing old pieces and actually designed each track from scratch. Being an ODST and, even more importantly, being alone in a city while trying to find your squad calls for something solemn and peaceful. ‘Rock Anthem For Saving The World’ just wouldn’t fit into a game like this. The new game makes great use of the Saxophone in particular to creat that effect.

    Sound Effects/Ambience: Not much to be said about these. The sound effects are what they’re supposed to be. Guns sound like guns, Vehicles sound like vehicles. It recycles all of the sounds that were used in Halo 3 and there’s nothing wrong with that. The voice acting is entirely original and the voice actors did a superb job as well. All of the voices were convincing toward their character’s portrayal.

    --Gameplay: 9/10--

    The gameplay. The most important aspect of any game ever. Halo 3: ODST did something risky with its gameplay this time around, but it’s widely agreed, st least in my head, that it’s a move in the right direction for the series. In ODST, you’re playing as a normal Human Being. That means you lack the shields that Spartans have and you lack the speed and strength of the Armor-Clad Cyborgs we’re all used to. Instead, the ODST has to focus less on Run N’ Gun and more on using cover and improvising in a bad situation. You have a vitality level that works similar to shields, but with far less effectiveness. When that is fully drained, your health bar, a feature dating back to halo 1, begins to drop and you have to find a med kit to recover.

    On top of that change, many other minor adjustments have been made as well. Dual-wielding is gone, the radar is removed and replaced with a live-streaming overhead map, jump height is shortened, the VISR replaces the flashlight, Equipment and the Battle Rifle were removed from the final game, The Brute Plasma Rifle from halo 2 completely replaces the original Blue version, the banshee is only pilot-able on one Campaign level, the Wraith is not pilot-able at all (without a glitch), the pistol was recreated to include a scope and better accuracy that makes it an effective headshot weapon against unshielded enemies, and some of the enemies received new unit types (The Drone gets a commander rank that uses Brute Plasma Rifle and has shielding. The Hunter gets a Gold rank that fires Fuel Rod Cannons similar to the hunters in Halo 1.)

    Overall, the game changes flow nicely and while it doesn’t change enough to be a stand-alone halo title, it’s enough to warrant consideration even by the nay-sayers of Halo 3.

    --Multiplayer: 4/10--

    This is where the title suffers the most. Firstly, there is no “multiplayer” in ODST. The second disc re-packages the Halo 3 multiplayer experience. The bonus? You get all of the downloadable map packs. At launch, it was the only way to get Multiplayer Map Pack 2, but now it’s only worth your time if you don’t already own all of the maps... unless you’re like me and have a 20 GB HDD and you’re out of space. Playing the MP disc deletes the maps from your harddrive immediately and clear out a lot of space for your other games (like my Borderlands DLC.)

    The original MP feature in ODST is the new Firefight mode, a feature meant to be included with Halo 3 but ultimately removed in the end. Up to 4 players can cooperate as a team against endless waves of covenant hordes in what ends up being an alien slaughterhouse. Each match has endless Sets. Each set has 3 rounds and each round has 5 waves. Waves increase with difficulty as your progress, starting with just grunts and jackals and ending with Hunters and Brute Chieftains. To make matters worse, each round activates a specific variety of the infamous skulls to make the game harder by doing things like having the enemy throw more grenades or making them more resistant to weapon damage.

    --Replayability: 6/10--

    Unfortunately as solid as the overall game is, the replayability is just not there. The campaign mode was fun for a playthrough or two and the uniqueness of each Firefight map made a few rounds each worthwhile, but once you’ve done that and gotten all of the achievements, there’s nothing left to do in the game.

    Final Word: Interesting story, excellent music, and solid gameplay are the bonuses, but graphics and lack of replayability hurt the game. Matchmaking and lack of customization for Firefight were the culprits of this games overall lack of success or it would’ve scored so much higher than it did.

    Final Score: 9/10

    --Rent or buy--
    Unless you’re a hardcore Halo collector like I am, this game is a definite rental. Make some time to do the campaign and find some people to do firefight and you can have it all done in a week or two if you work hard at it.


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