The rise and fall of the intergalatic dream
As always, my reviews are not spoiler free.
It's almost a waste of time for me to "review" Halo: Reach. There was never much possibility that I would like it less than Halo 2. (Gamers, despite what you've have read, there is a weak mission [the space flight part of the space flying mission], and some terribly-built encounters and wonky AI.)
It's good though. It's a classic Halo campaign (perhaps too classic) without the Flood and with a new layer of graphical polish.
Much like Bioshock 2, though, the strong story moments occur too late in the game. Nothing with an emotional impact happens until the sixth mission (of 10). The climax, Six "going down with the ship," is interesting, but the most interesting aspect of the sacrifice happens after the end credits.
But there is a bit too much game-y ness. For instance, you fight alongside indestructible members of Noble Six until, inexplicably, they are taken down one-by-one by a single bullet or a couple of Elites in the story scenes.
Of course, that's just the story mode. (And I've already finished that.) The real strength of Halo is, and always has been, in the multiplayer. Reach is beyond anything that Bungie has ever released. There is potentially a limitless amount of content available to play, or create. With the addition of the Arena and the daily and weekly challenges, it's almost too much for my OCD-addled brain. In a good way.
It's almost a waste of time for me to "review" Halo: Reach. There was never much possibility that I would like it less than Halo 2. (Gamers, despite what you've have read, there is a weak mission [the space flight part of the space flying mission], and some terribly-built encounters and wonky AI.)
It's good though. It's a classic Halo campaign (perhaps too classic) without the Flood and with a new layer of graphical polish.
Much like Bioshock 2, though, the strong story moments occur too late in the game. Nothing with an emotional impact happens until the sixth mission (of 10). The climax, Six "going down with the ship," is interesting, but the most interesting aspect of the sacrifice happens after the end credits.
But there is a bit too much game-y ness. For instance, you fight alongside indestructible members of Noble Six until, inexplicably, they are taken down one-by-one by a single bullet or a couple of Elites in the story scenes.
Of course, that's just the story mode. (And I've already finished that.) The real strength of Halo is, and always has been, in the multiplayer. Reach is beyond anything that Bungie has ever released. There is potentially a limitless amount of content available to play, or create. With the addition of the Arena and the daily and weekly challenges, it's almost too much for my OCD-addled brain. In a good way.
Labels: Mark