Halo: Reach isn't the beginning, it's the end. Sure, Microsoft might continue
to churn out Halo game after Halo game, but this will be the last one that
Bungie will ever have a hand in developing, or so we're told. And that's exactly
how
Halo: Reach feels: Like a swan song.
Halo: Reach is meant to be a prequel, the table setter for the Halo trilogy that
put Bungie, and in many ways the Xbox, on the map. In it you take on the role of
a faceless space marine, the newest member of the United Nations Space Command
special operations unit Noble Team. As Noble 6, you're an unwelcome replacement
in a unit that always seems in need of fresh blood.

As the game opens you're given a dramatic look at the world of Reach, a planet
you'll spend the next eight or so hours of gaming, fighting to defend.
Continue reading this review.
Loved
Satisfying Story: I've always found that Halo's greatest weakness has been its
story. The plot, the characters, even the setting have always felt a bit too
sci-fi generic for my liking. Halo: Reach was Bungie's last chance to prove that
they can create a game that is as evocative to experience as it is to play.
While the game's story certainly doesn't sing from opening to close, it does a
fine job of building up a sense of wonder and curiosity in the gamer. More
importantly, it delivers a cast of characters you'll come to quickly care about,
and then deftly deals with each, leaving few loose ends. If Halo 3 was a bit too
much of a cliff hanger, Halo: Reach will most certainly satisfy you in the way
it ties things up so neatly, so completely.
A Living Painting: There are points in Halo: Reach when the game seems to escape
the confines of graphic animation, transcending the medium to become moving set
pieces that look more like a pulsing Baroque painting than a video game. The
blending of rich colors and dramatic presentation, cued to important moments,
memorable movements in Halo: Reach is pitch perfect, used just enough to help
burn the game's high points into your conscience.
Clever Enemies: The enemies of Halo: Reach are somehow even more efficient,
tactical and clever than previous iterations. They use all of the new gadgets,
weapons and powers this latest Halo grants them to easily parry foolish, head-on
attacks and direct confrontation. Instead, players will need to use guile, speed
and that wonderful ability to jet-pack through the air to run down, over and
around your enemies.
Multiplayer: An entire review could be devoted to just the myriad of ways that
Halo: Reach's multiplayer sings, all of the wonderful things it brings to the
table. The game reworks the popular Firefight mode to allow for nearly limitless
customization of the Spartans versions horde mode. Matchmaking seems to have
been greatly sped up, though there weren't many people playing when I was trying
the game, and there are now ways to try and find gamers who you want to play
with through a set of clever filters. Online campaign matchmaking works
seamlessly, allowing you to quickly find up to three other gamers to burn
through the campaign with. A player Armory and the use of earned credits allows
you to customize your Spartan and gives you one more reason to keep playing
those online matches. And Halo: Reach's level building tool, Forge, has been
retooled to be easier to use. Bungie also promises to deliver daily in-game
challenges when Halo: Reach launches, which will give players another way to
earn credits. Of course, there are also plenty of new modes and maps to play
with, all of which are augmented by the game's new look and those wonderful
class settings.
Graphics: Halo: Reach's greatest achievement is how thoroughly it reinvents the
look of the storied franchise, giving everything a much grittier and more
realistic aspect. The game throws out the tiring purple pallet of past Halos for
an eclectic, vibrant look that doesn't use color to distract, but rather to
augment the shooter's look. The developers push their use of color, taking every
opportunity to make the settings vibrant and alive. From the color-leaching
greys of rainstorms that roll through some levels, to the warm glow of fires and
explosions, Reach is artfully depicted as a living world.
Helicopter At Dusk: There's no question that Bungie can make a solid
first-person shooter. But a combat flight game? Despite slightly awkward flight
controls, the game's lengthy Falcon level is a welcome change to the endless
ground combat of previous Halo games.
Space Dogfights: Helicopters, sure, but space combat? I'm not sure which I
enjoyed more, but I was delighted to find that the level dedicated to Sabre
space combat felt incredibly different from the Falcon's helicopter combat, as
it should. If anything, my only complaint about this section of the game is that
there wasn't enough of it.
Turret Level: Bungie has their first-person shooter space combat down, so it's
nice to see that the developer still pushes themselves to take a chance and try
to deliver new experiences, not just with space combat, helicopter combat and an
assortment of new weapons and enemies. One unforgettable section of the game has
you running back and forth between turrets, activating them as you dodge enemy
fire and defend an important position. The simple addition of turrets that need
constant care, adds a new facet to the game's dynamic and helps once more to
move the game along without feeling like an endless shootout.
Armor Abilities: Somehow the team of pre-Halo Spartans managed to get one
considerable upgrade to their arsenal: Armor abilities. While you start off with
just the ability to sprint by tapping the left bumper, as you make your way
through the campaign, you'll find plenty of places where you can switch out
armor abilities. Other abilities include a jet pack, a holographic decoy, active
camouflage, a drop shield and armor lock. These abilities can vastly change the
way you play through sections of the game, allowing gamers to tackle the
challenges they face in a myriad of ways. Multiplayer too includes these
abilities, plus a couple more, and when available, they have an even bigger
impact on gameplay. I still spend half of my online matches trying to do mid-air
take-downs of other jet pack Spartans.
Hated
The Little Things: There's nothing really to hate about Halo: Reach, but there
are a few things that bugged me. Top of my list was how despite having to face
incredibly smart, seemingly complex enemies, my cohorts were as dumb as a bag of
hammers. They'll forget to hop into vehicles, get lost, not realize you've left
to go on your next mission or, my personal favorite, get locked behind a blast
shield because they apparently didn't notice it closing. While it didn't happen
often, I was shocked to see that Halo: Reach does on very few occasions, chug.
That is, the graphics slow down quite a bit when there's too much going on in
the game. The first time I noticed this was near the end of the game when a lot
of enemies were around, and we were all shooting off our weapons and something
big exploded. But I've since seen it a few other times and in online matches as
well. I checked it on a second console and checked in with other players and
they've noticed it too. It happens so infrequently that it doesn't really mar
the game, but it's not the type of issue I would ever expect to see in a Bungie
title.
There is much to love about Halo: Reach, but looking back at my nearly two times
through the game and a day spent playing it online, the single thing that sticks
with me the most is its setting, its majestic take on a planet that doesn't
exist. Bungie has outdone themselves with the game's look, stringing together
set-piece after set-piece until there is nearly nothing left.
Halo: Reach is unquestionably the best of the Halo games, and that's not a small
thing to say. But Bungie doesn't just match the best of every Halo game that
came before it, they've improved it, streamlined it, perfected it. Gone are
sections of tedium and vacuous game design, gone too is the almost cartoon look
of the earlier games and the narrow vision of the places in which they took
place. In many ways, Halo: Reach feels like a coming of age title, not for the
characters or the universe Bungie created, but for the studio itself.
Halo: Reach was developed by Bungie and published by Microsoft Game Studios for
the Xbox 360 on Sept. 14. Retails for $59.99 USD. A copy of the game was given
to us by the publisher for reviewing purposes.
Played through the campaign by
myself on normal difficulty, and through much of the campaign with one or more
friends on Heroic difficulty. Played multiple online matches in campaign,
firefight and the plentiful versus modes. Messed around with Forge.
Republished with permission from Kotaku.
For more gaming news and reviews check out Kotaku.com.
Brian Crecente is an American journalist and columnist, the Editor-In-Chief of Kotaku, and the writer of Well Played, a weekly column internationally syndicated by McClatchy-Tribune Information Services.