
[HEADING=1]Games[/HEADING]
[HEADING=1]Timotei reviews: Halo: Reach[/HEADING]

It's been nearly 3 years to the day since Halo 3 set the world of gaming on fire with its explosive gameplay and highly addicting multiplayer matchmaking. Bungie intends to do the same and more with Halo: Reach. So, does Reach have what it takes to end the franchise on a good note, or will this last Spartan fall?
[Img_Inline Width="350" Caption="Your Fortune: Not good." Align="left"]
http://i704.photobucket.com/albums/ww46/Suiseiseki_IRL/reach.jpg[/Img_Inline][hr]
For those of you not already on the bus, Halo: Reach is the prequel to 2001's Halo: Combat Evolved, which took a chance with a revolutionary new play style that has now become the staple of the console FPS shooter genre . This was followed by Halo 2, which refined the concept a little more and threw in the completely addicting multiplayer element that as some of us know housed some of the most dedicated players to ever grace the original Xbox Live. 3 years later Halo 3 came back to deal yet another blow to the gaming market. Setting record sales and becoming one of the most anticipated games of the decade (for its time). Halo: Reach most certainly has some large shoes to fill, but anyone who has played it yet will know that not only do they fill the shoes, the shoes are too small for the foot.
Before the game even begins you are asked to create and customize your own Spartan who will be the acting protagonist. You are given the choice between male or female and can swap out gear on your soldier to change their appearance. This can be customized later by racking up points to be spent later.
[HEADING=2]Story[/HEADING]
Halo: Reach takes place in the not so distant past just before the events of Combat Evolved on the military colony of Reach, where Master Chief was trained and stationed.
As the player you hop into the armor of the almost equally quiet protagonist Noble 6, the new recruit in a squad of Spartan super soldiers seen as one of the last hopes to save the colony from the Covenant invasion.
[Img_Inline Width="450" Caption="Noble Team, practicing their poses for their later photo shoot." Align="right"]
http://www.gamingbits.com/wp-content/uploads/2010/08/halo_reach_noble_team.jpg[/Img_Inline]
One of the first things you'll notice is that several of the Spartans will have their helmets removed. Like its older cousin ODST, the big shakers in the game are more than willing to show a little skin....of the face. Each one of your squadmates is varied and contains shades and gradients of authentic behavior which help to drive the already exhilarating story, adding an element of humanity which seemed almost absent in most other games of the franchise.
Along with the overpowering message of human endurance, brotherhood, and unity, comes the theme of fighting for greater good and how sometimes a small sacrifice is necessary if it aids your cause in the end. The story contains some really heart-felt and touching moments that give you hope that all will end well for Noble team and Reach; an ingenious move on the part of the developers as most of us know what is already going to happen. Watching the moments of levity makes the game ever so sweeter, as you know deep down this will all end very badly the characters and colony.
The plot also hints at Halo's mascot every so often, however his omission from the game helps to paint a greater sense of disparity and how much this fight really is like David fighting Goliath. The Covenant are as terrifying and ruthless as ever and almost everything about them is new; even their movements and armor. The Covenant now no longer speak clips of English any longer, further driving the nail into the wood that you are indeed fighting a non-human race.
[Img_Inline Height="300" Caption="HATERS GONNA HATE" Align="left"]http://xbox360media.ign.com/xbox360/image/article/111/1110869/halo-reach-20100806092433273_640w.jpg[/Img_Inline]
The story progresses at a consistent pace and is riddled with excellent plot twists and a hard-hitting ending. Following the franchise's tradition of keeping the main character's face hidden it is surprising just how well Noble 6 is at creating a compelling story and character. Along with the help of the already mentioned squad which accompanies you, the story is driven very well from a character standpoint and only serves to enhance the experience.
The game is a must-have for the story alone, but that's not all there is to the game.
[hr]
[HEADING=2]Gameplay[/HEADING]
The controls in Reach haven't changed much from Halo 3, and will be familiar to anyone who had set down the controller for other games. The game moves at a relatively easy pace which allows players to be brought up to speed.
Sprinting and a variety of reusable Armor Upgrades are the newest additions to controls and more than show their usefulness in a firefight. The health system has gone back to the Combat Evolved system of a shield and health bar which are replenished in the same manner.
Targeting and shooting are about the same, save for an expanding reticle that works like that of most modern shooters. While most Halo players are used to laying in on the trigger and aiming in the general direction, Reach tries it hardest to break you of that habit by rewarding the witty and patient marksmen rather than the spray-and-prayers. Dual-wielding has been omitted from the game, however you aren't going to miss it. Melee still works the same as it has in prior games, but now has the additional option of performing assassinations when you hold the melee button while behind an enemy. While it isn't a necessary addition, it is most certainly a welcome one.
Joining the franchise's already vast arsenal of weapons are a few very welcome newcomers who bring some heat to the game. Additions like the IGL , DMR, Needle Rifle , Focus Rifle, and Plasma Launcher are more than well received alongside some improved versions of previous weapon systems.
[Img_Inline Width="450" Caption="A typical Sunday walk on Reach." Align="right"]http://files.g4tv.com/ImageDb3/249291_S/Halo-Reach-Tip-of-the-Spear.jpg[/Img_Inline]
[HEADING=3]This just in![/HEADING]The Magnum is like it was in Combat Evolved! [http://www.youtube.com/watch?v=DyFDW9wlLvE]
Like the weapons, the vehicles received some additions and overhauls. Yes, trademark vehicles like the Warthog, Ghost, and Banshee have remained virtually unchanged save for minor graphical tweaks; however the new batch of greenhorns like the Falcon, Sabre, and Revenant are more than willing to show some of the grizzled vets what they can do.
Unlike in Halo 3 there aren't that many additions to the Covenant line up. The only ones taking the stage for the first time are the Skirmishers, a special branch of Jackals that move faster and hit harder than their cousins.
The AI in Reach seems to have gone to the same school their younger brethren would go to as well for driving and shooting. Allies are frustratingly useless in combat and more or less serve as a good distraction for flanking or sniping. The USNC has once again left "Driving and Gunnery 101" out of their training camp curriculum and the results are quite prominent. The Covenant on the other hand are ruthless, efficient, and cunning. Often times you'll see enemies running for cover or higher ground to get the best shot on you and your allies. Elites are as smart as ever and are as hard to take down as the Brutes in Halo 3. While this is a bit of an annoyance, it drastically cuts down on the success rate of simply "going Rambo". While the AI may not be as smart as before, they are now a slight more manageable thanks to the ability to integrate them into your fireteam, giving you an incentive to keep them alive.
[Img_Inline Height="250" Caption="....gonna take you riiiiiight intooo the, DANJAH ZONE!" Align="left"]
http://multiplayerblog.mtv.com/wp-content/uploads/2010/06/halo-reach-space-combat.jpg[/Img_Inline][hr]
[HEADING=2]Content[/HEADING]
Where Halo 3 set the bar for content, Reach intends to surpass, bringing with it an action packed campaign, an addictive multiplayer, Firefight, Forge and Custom maps, and Theater. Even in a day and age where games have a lot to offer, Halo: Reach has enough content to keep people playing for months.
As with Halo 3, you are allowed to team up with several other partners in the campaign to help alleviate some of the rage at bad ally AI. While on some of the lower difficulties this may be a slight overkill, on the higher difficulties like Legendary, the help of others becomes extremely valuable.
Space battles make an appearance in Reach, but aren't as prolific as one would think despite the almost constant hype. This doesn't mean that what little portion there is of it isn't awesome. The controls for flying are pretty simple and easy to get a hang of. While it may not be Ace Combat 5, it manages to stand out among many of the other levels. Combat is fluid and chaotic, and requires some quick reflexes, especially on the higher difficulties. Enemy fighters are quick to take the opportunity to attack you and use each other as bait to let others get behind you.
[Img_Inline Caption="This player just engaged Armor Lock in the middle of a firefight.
Their death shall be quick and humiliating." Align="right"]http://upload.wikimedia.org/wikipedia/en/2/2d/Halo_reach_pic_1.jpg[/Img_Inline]
Multiplayer is almost solely what Bungie seemed to be focused on with Reach. The seeming shortness of an 8 hour campaign is most certainly bolstered by an addictive multiplayer that brings in several new modes and maps that are sure to keep you coming back for more. New modes are a welcome addition to the list of the already booming multiplayer games. The only disappointment is in the maps, being that there is only 9 for multiplayer, several of which are remakes of older maps from prior Halo games. This is balanced slightly however by Firefight including 8 maps as well.
New game types bring a whole new keg to the party, with great additions such as Stockpile: which is a combination of CTF and Territories; Invasion: a 6-on-6 slayer match where loadouts and vehicles are unlocked as the game progresses; Headhunter: a free-for-all match where players collect skulls by killing other players and depositing them until their score reaches 25, or by achieving Skullamanjaro; and Generator Defense: where one team must attack the other team's generators while the other must prevent this.
Multiplayer is now more accuracy and reaction based than ever, with the difference between a death and a kill can be whether you let your reticle retract for half a second or use an armor upgrade. Melee doesn't do as much damage before and only takes away an enemy's shields, making hand to hand a dangerous proposition. It seems now that teamwork actually is a slight of a factor now, and co-operating with other teammates can spell victory or defeat.
[Img_Inline Height="250" Caption="1). Walk up behind 'locker'
2). Wait for Armor Lock to dissipate
3). ???
4). PROFIT" Align="left"]
http://www.gameranx.com/screenshots/1271499509-reach_mpbeta_swordbasestockpile2.jpg[/Img_Inline]
Forge once again will keep many people up in their room for days at a time trying to create whatever their mind desires. I kid you not when I say you could quite possibly spend the rest of your gaming life tinkering with this ever so wonderful tool of creation and only barely see what you could potentially do with it. The only qualm I have with Forge/Custom Games is that the ability of being able to play custom maps online still doesn't exist, and may not be in the foreseeable future.
Theater makes yet another appearance to once again provide players the ability to watch that sweet double headshot you got or that one in a million sticker. Not only will it let you re-watch it again from different angles and views, it will also let you save, share, and upload your videos to the web for all to see. It's too bad there aren't that many games which feature this type of content, It would most certainly be a nice little thing to see on other games or IPs.
And now onto the big, controversial bit: The Quit and Mute bans. While many think these consequences will be permanent, the reality is that bans are only for a short duration of time, which can be extended with repeat offenses. Think of it better like the probation/suspension/ban system here on the Escapist.
[hr]
[HEADING=2]Visuals[/HEADING]
Once again, Bungie proves that they know how to make a game look good, and show that in spades with Reach. While the graphics are most certainly not up to the level of Crysis or Armed Assault 2, the visuals in Reach do not disappoint, and are more than a few steps up from the stiff, blocky, almost prototypical character models and animations of Halo 3.
Bungie put some real work into the environments and models, making each and every rock and sheet of steel as pleasing to the eye as possible. The environments are very well made and the effects such as smoke and fog are thrown in as well to add immersion. The weapon effects steal the show and will often lead to many "let's do that again" moments.
Despite all the awesome graphics and the many, many, many things going on at once, the game never seems to become sluggish even with some of the most fluid and unscripted movement seen in gaming to date coupled with tons of bullets and explosions going off at once.
[Img_Inline Width="450" Caption="Feel the drama..." Align="right"]http://xbox360media.ign.com/xbox360/image/article/105/1054795/halo-reach-20091213042716459_640w.jpg[/Img_Inline][hr]
[HEADING=2]Sound[/HEADING]
Like the rest of the Halo series the sound work is phenomenal. The true-sounding voices of characters and great acting and script help to add a layer of depth to the story and make it as compelling as possible.
The music however is where it's all at. The music composed by Martin O'Donnell does an excellent job of setting the tone of a scene, and by the end of the series has done well to pull a few heart strings of even the most hardened of gamers. The dreary and somber piano works are some of the best composition in recent memory, and most certainly the best of the franchise.
[hr]
[HEADING=2]Final Comments[/HEADING]
Whether you're a fan of the Halo franchise to begin with or not, Reach is blast to play and a game I would most certainly recommend to FPS enthusiasts.
The story is gripping and compelling while at the same time still tying in with the rest of the Halo universe quite well. The absence of the Flood keeps the focus on the conflict between humanity and the Covenant and opens up the story for a lot of thought provoking moments that will most certainly be the talk of Halo fans for a long time to come.
[Img_Inline Width="450" Caption="OH SHI-" Align="left"]http://4.bp.blogspot.com/_X1IWXuEbgXI/S6lO9l4HzmI/AAAAAAAACXs/KoWBoa4VXcs/s1600/%5C%5Cwni2k02%5Cusers%5CRYANJ%5CMy%20Pictures%5Cspartan%20with%20a%20jet%20pack%20halo%20reach.png[/Img_Inline]
The gameplay has seen some significant improvements in the realm of doodads and enhancements and some of the issues present in Halo 3 and ODST have been ironed out. Armor Upgrades are a welcome addition and most certainly do well to replace deployable cover. Despite dual-wielding being removed the game does well without it, and the addition of a plethora of new weapons more than makes up for that. The throwback to the old "Mk.V" shield and health system most certainly drives the point home that this is a prequel.
The Multiplayer and Forge modes are more than enough to warrant a retail-price game on their own, but thrown in with the rest of the package and you have a game bursting at the seams with content and possibilities.
If you have $60 burning a hole in your pocket, Halo: Reach is more than a good investment. With a game that is almost endlessly re-playable and packed to the brim with as much content as it has, you won't feel like your money has gone to waste. It's not often a game like this comes about and shows developers just how fulfilling a game can really be. If you already own Reach, good for you. If you don't and have the money to spare: go buy it...
[HEADING=2]NOW![/HEADING]
It is with the utmost pleasure that I present this game with my very own Gold seal of Approval, and a raised beer to Bungie for a decade of hard work and dedication to making great games.
You've most certainly earned it.
[HEADING=2]Final Score: 9/10[/HEADING]
[small][sup]
Review by: [user]Timotei[/user]
Editing by: [user]Amnestic[/user]
Inquisition by: [user]Amnestic[/user]
[IMG Height=24 Width =50]http://cdn.themis-media.com/media/global/images/groups/avatars/418.jpg[/IMG] [http://www.escapistmagazine.com/groups/view/Line-ASK]
Reviews In The Shower part of Line ASK Productions 2010[/sup][/small]
[HEADING=2]NOW![/HEADING]
It is with the utmost pleasure that I present this game with my very own Gold seal of Approval, and a raised beer to Bungie for a decade of hard work and dedication to making great games.
You've most certainly earned it.
[HEADING=2]Final Score: 9/10[/HEADING]


[small][sup]
Review by: [user]Timotei[/user]
Editing by: [user]Amnestic[/user]
Inquisition by: [user]Amnestic[/user]
[IMG Height=24 Width =50]http://cdn.themis-media.com/media/global/images/groups/avatars/418.jpg[/IMG] [http://www.escapistmagazine.com/groups/view/Line-ASK]
Reviews In The Shower part of Line ASK Productions 2010[/sup][/small]
Games
[small]Halo: Reach[/small]
Anime
[small]Now and Then, Here and There [http://www.escapistmagazine.com/forums/read/326.200798-Reviews-In-The-Shower-Anime-Now-and-Then-Here-and-There][/small]
[small]Halo: Reach[/small]
Anime
[small]Now and Then, Here and There [http://www.escapistmagazine.com/forums/read/326.200798-Reviews-In-The-Shower-Anime-Now-and-Then-Here-and-There][/small]