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# Halo Reach video game review
## Halo Reach is Bungie's last entry in the groundbreaking Halo shooter
series, and the developer is going out with a bang writes Tom Hoggins.
400
227
TelegraphPlayer-7995334
[Link to this video][1]
[![Tom Hoggins][2]][3]
By [Tom Hoggins][4] 5:01AM BST 12 Sep 2010
[Follow Tom Hoggins on Twitter][5]
[Comments][6]
**Format:** Xbox 360
**Developer:** Bungie
**Publisher:** Microsoft Game Studios
**Released:** 14 September 2010
**Score:** 10/10
It was always going to be special. This is Bungie's last hurrah in the
universe it created; a universe it has lived, breathed and loved for the last
decade. Was there ever any doubt that the developer would go out in a blaze of
glory? Whoever Microsoft drafts in to continue the Halo franchise from here on
won't just have to remember Reach, they'll have to live up to it.
So, yes, it was always going to be good. But the question is: how good? A lot
has changed since 2007 and Halo 3. The FPS landscape has shifted. Realism
rules the roost. Time was, Bungie's science-fiction goliath was untouchable, a
shining beacon for the console shooter. But now heads have been turned by
modern warfare and bad company, fizzing purple laser fire traded for hot lead
and AC-130s.
So how? How does Bungie reclaim its crown in the over saturated genre it
pioneered on consoles? Simple. By making people remember. Remember stepping
out onto that ring for the first time, the cerulean blue sky carved in two by
a gigantic structure. Remember the wide open spaces, flanking Elites and
rushing Grunts. Remember outsmarting the giant, monstrous Hunter and tagging
it with a sticky plasma grenade. Remember late nights in multiplayer, sniping
across the abyss on Blood Gulch, or winning a match in a hail of plasma fire
and a double kill. Remember Halo.
It's unlikely to convert non-believers. Reach's magnificence comes from an
acute understanding of what makes Halo and its players tick. Bungie have often
said of Reach that they wanted to recapture the feeling from Combat Evolved,
going back to the series' roots in order to deliver the best Halo yet. The
truth stretches further than that. Bungie have plundered each and every Halo
game --from CE to ODST-- taking the best bits and crafting them into something
remarkable. This is Halo's Greatest Hits. A blistering, breathless crescendo
to a decade's worth of work.
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* [Halo: Reach multiplayer preview][10]
23 Apr 2010
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08 Oct 2009
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It's the end, then, but also the beginning. Reach stands as a prequel to the
Halo trilogy, the starting point for the Master Chief's story. The Chief is
nowhere to be seen here, however. Instead, you step into the a Mjolnir armour
of a new recruit to Noble Team, a crack squad of Spartans (7-feet-tall
cybernetically enhanced superhumans) assigned to Reach to stave off a Covenant
attack.
Your character, Noble Six, is a deliberate cipher, with customisable armour
that you carry with you through singleplayer, co-op and online. The rest of
Noble Team dutifully fulfil their cliches: the stoic leader, the gentle giant,
the tough chick with a foreign accent. The dialogue between the team during
the few moments they take a breather is flat and overwrought, desperately
missing the B-movie bark of a Sergeant Johnson or wry observation of Cortana.
A shame, but it matters little. Bungie has never really been a master of
narrative detail, preferring to focus on the big picture. Reach takes place at
the height of humanity's war with the covenant, and we are losing. Compared to
the bright, verdant colours of the original Halo, Reach has a far more subdued
palette. Scorched earth, dusty landscapes and abandoned, pockmarked buildings
betray a planet under siege. Few areas are the same in Reach, but even in the
brightest of places, such as the lush city of Alexandria, Reach's inhabitants
scramble for shelter as the Covenant hordes lay the city to waste.
The ferocious broad strokes of Reach's space opera are what invest you most in
humanity's plight. It's all rendered in a brand new engine, with Halo 3's
mechanics gutted and replaced with a bespoke formula for Reach's expansive
skirmishing. It's still absolutely Halo --fast and frenzied-- but it's a
little heavier. The lead bullets of the human weaponry punch through Covenant
flesh with more visceral force, while the belching plasma of an alien rifle
fizzes and crackles as it engulfs your prey.
Reach distils what made Halo such a trailblazer in the first place: the combat
is _extraordinarily_ good fun. At a time when shooters are preoccupied with
the idea of clattering their audience with a sledgehammer, sending them
hurtling down a scripted path of corridors and jack-in-the-box opponents in a
relentless war of attrition, Halo remembers that, above all else, the art of
battle is what counts the most. And the developers at Bungie are masters of
their craft.
The theatres of war are huge, wide-open sandboxes crawling with the Covenant.
While direct objectives are hardly the stuff of wild invention each skirmish
is different to the last, with remarkable freedom of expression for your
gunplay. You choose the tactics to engage the enemy, but Bungie guide your way
with eclectic scattered weaponry, vantage points from which to take the high
ground, and rocks to dive behind to catch your breath and recharge your
shield. Wide open and free-form, but meticulously designed to offer the most
enjoyment.
The new armour abilities play to this ethos. Mapped to the left bumper, these
are rechargeable actions from shields to jetpacks replacing Halo's one shot
equipment packs. You can only carry one armour augmentation at a time and your
default loadout is a simple sprint. The sprint is so useful in battle that you
will be inclined to stick with such a flexible ability throughout most of the
game. It's not something Bungie are oblivious to, however, with some set
pieces offering up a selection of armour abilities that demand to be tried
out.
While the trajectory of the campaign is set to ferocious, relentless
escalation throughout, Bungie has learned when to take a timeout or mix things
up a little. The beauty of the combat is that few battles are the same, but
whenever the sensory overload of Reach's combat cacophony becomes too much,
Bungie switches the focus or slams on the brakes. Vehicle sections hardly
lower the pulse, but thrashing a Warthog around Reach's shores, admiring the
glistening scenery as it thunders by is a different kind of exciting.
Throughout the ebb and flow of the campaign there is always one constant: The
Covenant. Halo's alien invaders have always been the unsung star of the
series. Here they are at their best; feral but organised packs of zealots
dedicated to their cause of wiping humanity from the universe. The enemy AI in
Combat Evolved was groundbreaking at the time, it arguably hasn't been
bettered in an FPS, and here it's still as devastatingly effective. Bungie
professes the behavioural routines of the Covenant are simplistic. It's
probably true, but the skill comes in blending the traits of each Covenant
species into tactical hit squads. The monkey-esque Grunts are cannon fodder,
prepared to charge headlong at you just so the more elegant Elites can flank
to gain the advantage. Giant Brutes provide the muscle, while the Jackals and
new foe Skirmishers hunt in razor-sharp packs. And best of all, in Reach, the
Hunters are terrifying again.
The thing with the Covenant is simple: they are just a joy to fight. It's
exciting, emergent stuff, fuelled by the decisions you make over your tactics.
The dispersion of weaponry demands you mix up which guns you use and the game
is better for it. Ammo isn't infinite, so you think carefully about whether to
take your favourite gun with little ammo, or trade it for a fully loaded
alternative.
In fact, Reach is undoubtedly the toughest Halo in quite some time. Heroic is
still the best way to play, but even Normal will test your mettle across at
least 10 hours, more if you are tackling it on Legendary. However, frustration
can rear its ugly head at times, usually down to the dynamic checkpointing.
Its fabulous for 90% of the time, saving your progress after you clear out
another barricade of Covenant but on some occasions it will either not kick in
when it should, sending you back more than you would like, or it saves in the
heat of battle, leaving you in an impossible situation. It's not a pervasive
issue, but erratic enough that it can't be ignored.
By the time you've fought your way to the bitter end, exhausted and broken
after a final siege, you'll probably want to jump straight into multiplayer.
Reach's online component is, frankly, an embarrassment of riches, putting even
the biggest and best shooters out there to shame. There's the greatly expanded
Firefight, where you must fend off hordes of Covenant with a bunch of pals.
There is the new and improved Forge mode that, while strictly speaking still
not a full map editor, will allow industrious types to build some spectacular
user-generated content.
Forge is indicative of Bungie's community driven pride. As with Halo 3, Bungie
have seen how Halo players have tailored game-types into "Gentlemen's
Agreement" games, where the rules are enforced by the players rather than the
game itself. Bungie, never one to miss a trick, has further bolstered the
playlist by adding even more variants, all of which are fantastic additions
simply because they are enormous fun.
The teamwork and community vibe is what Reach's multiplayer thrives on. It has
resisted the temptation to include Modern Warfare-style player progression,
instead relying on fun, balance and skill. Players can choose a loadout with
different default weapons and armour abilities, but everyone gets the same
choice to keep matches on an even footing. Points are assigned for good
performance, but for cosmetic purposes only, allowing you to personalise your
Spartan's armour in great detail.
With the inventive match-types and eclectic weaponry, Reach's multiplayer
places its premium squarely on fun. The kinetic gunplay from the campaign
makes the transition beautifully, although it's a bit of a disappointment to
discover the melee attack is still overpowered. But Reach's action still lends
itself to grander tales than a few naff boxing matches. It's storming the
opponents base on a Mongoose with a mate, its a fluke sticky grenade that
wipes out three of the opposing team; it's crowning some poor fellow who's
trying to gun down your cunningly deployed hologram; its lobbing a grenade
into a wall and taking out you and a couple of companions, where luckily the
biggest explosion is one of laughter. It is multiplayer told in stories,
rather than numbers and score-sheets.
Bungie wouldn't have it any other way. Halo is their story, and with Reach you
feel they have just closed the book. It may not have the lasting impact of
Combat Evolved, but as a refinement of the idea --the _essence_-- of Halo, it
is their finest work yet. And maybe, just maybe, they want Halo to end right
here and now, as they finally close this glorious circle that they have
created. When you touch down on Reach as Noble Six, your leader, Carter, takes
you aside and says: "You are stepping into shoes we would rather were left
unfilled." Sounds like a message. And on the evidence of this spectacular
send-off, filling Bungie's size 12s might just be impossible.
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