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Halo: Reach Review - Giving Sci-fi Prequels a Good Name

Bungie goes out with a bang.


Halo Reach
Halo Reach Credit: Bungie

The Best Halo?

It doesn't matter how good the tools are if you use them on boring foes. The Covenant have been tuned and refined to provide even more challenge than in previous games. Slow lumbering Hunters now turn ferociously while being more aggressive with using their own shields and cannons. Elites use Armor Abilities like Jetpack, Armor Lock, and Evade with surprising alacrity. Skimishers, the "new" species of Covenant, use their obscene speed and Hologram ability in devious ways. As a whole, Covenant forces are much better about using flanking and support tactics as a group. Even easy-to-kill Grunts get used in interesting ways.

Already on Heroic difficulty, this interplay of player tools versus crafty combat A.I. results in a harsh, but fair experience. While I died frequently during the campaign, I was usually frustrated more with myself than the game; it reminds me of Demon's Souls of all things, in how pure player skill is usually the cause of death rather than cheapness in the game. While there are still some outright unfair and cheap moments (mostly in the "how did that Grunt manage to nail me right in the face with his plasma grenade") along with some difficulty spikes (I will forever hate the room of three Zealot Elites and two Spec-Ops Grunts), the overall game maintains a great balance. Whenever I'm outright stuck, it takes a change of tactics rather than simple luck for me to persevere through. I'm simply afraid of what Legendary difficulty (even in co-op, where the difficulty scales further in response to additional players) is going to feel like as a result.

Halo 2, Cortana in Halo 3, Data Hive in ODST), that doesn't really exist in Reach. Sure, some missions aren't quite as good as others, but when I look through the Reach mission list, I don't immediately groan on any of the mission names. Instead, I remember highlights both epic and amusing: Watching UNSC frigates and Longswords come in as air support. Strapping into a Sabre and launching into space. Taking on four Hunters inside a nightclub. Turning on the Jetpack for the first time and platform hopping with fellow Marines. Climbing into a Magnetic Accelerator Cannon and using it to take out incoming Phantoms. The moment where you see how Reach connects and influences the rest of the series.

I speak the most about campaign simply because I've only had about eight hours worth of jumping around various multiplayer matches. Most of my multiplayer experience has been in a LAN setting with other reviewers, and any "real" assessment of Halo multiplayer requires hundreds, not handfuls, of hours of play. I didn't even get to touch Forge World itself (I played in multiplayer matches within default Forge World maps, but I didn't enter any sort of editing session). At least, based on the small sample I've had, while I dabbled in Halo multiplayer in the past and moved on, I can see myself playing it more often for Reach. The fact that Reach now adds credits for multiplayer performance and for completing specific Daily and Weekly Challenges that you can then spend on armor pieces to customize your character visually probably feeds that "gotta play multiplayer" feeling as well.

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