Review: HALO REACH
Reviewed on Xbox 360. Developed by Bungie. Published by Microsoft
After five Halo games, Bungie are riding off into the sunset, off to work on multi-platform games with Activision. Reach is their swansong to the franchise that took them from a Mac game developer to makers of the defining console FPS franchise. Bought by Microsoft and later gaining their independence, Reach is the best thing Bungie have done, and that’s no mean feat.

A prequel of sorts to the Masterchief starring trilogy of Halo 1-3, Reach puts you in the suit of Noble 6, replacement trooper in a squad stationed on the planet Reach. At the start you think you’re dealing with rebel colonists but things get shitty very quickly when you find yourself defending against a Covenant invasion. Being a prequel, it’s not a spoiler to say things don’t end well for Reach, but Halo Reach is a game where the journey is its own rewards.
Being a Halo game, you can shoot and melee opponents, drive vehicles (and steal them from foes), activate the odd switch and take control of some turrets. Reach adds new weapons and new vehicles to the Halo formula, but also adds armour abilities such as jet-packs, sprinting, holograms (to draw fire away from yourself), shields and armour lockdown (and no, I still can’t work out what the hell that last one does). If you’ve played a Halo before, you know pretty much what to expect. Bungie have given fans what they expect, but added new elements to the mix.
Each Halo game seems to have fun in rebalancing the weapons in the game. Reach gives us the DMR, which is more like an M1 or M14 semi-automatic rifle than the battle rifle of old and occasionally the grenade launcher which fires a bouncing shell. There’s still the standard assault rifle, a scoped pistol, sniper rifle, rocket launcher and a new grenade launcher on the human side, but it’s the Covenant who have received the most munitions upgrades. Easily my favourite is the Needle Rifle which is like the Needler but with a slower rate of fire, a scope and longer range. The Beam rifle and the carbine don’t seem to be in Reach in any form but the plasma rifle now has an automatic rifle version in the form of the Plasma repeater. The energy sword from Halo 2 and the Gravity Hammer for Halo 3 are back. Like ODST, there is again no dual wielding of pistols.

The above-mentioned new things include being able to drive more prosaic vehicles like Forklifts and trucks as well as Covenant Revenant (which replaces the Choppers from Halo 3) but the big ticket item are the Space Battles. Yes, you get to fly a starfighter and for about 20 minutes the game becomes Ace Combat or Rogue Squadron. While the game seems to made it very easy for you to hit anything, it is very well done and just shows that Bungie have taken the “cut and paste” design criticism over the years to hear and taken positive action.
So that’s the single-player. There’s this other thing that I hear the kids are into called co-op. Four friends can apparently play through the single-player campaign as a team, though with difficulty that scales with the extra players. I haven’t tried Reach with coop but I did find Coop useful for beating tough areas in Halo 3. There’s also Firefight which is an extension of the mode from ODST (really the only new thing ODST brought to Halo’s multiplayer), now with matchmaking.
But while I ignore most games’ online components, Halo isn’t one of them. These days, most games offer ‘new takes’ on multiplayer but in the end, most gamers stick to one or two favourite modes. Reach, whilst keeping the best of earlier games in the series, has a fair few new modes worth investigating. The beta introduced players to the objective-based Invasion mode, which pitted Spartans Vs Elites for the first time in Halo multiplayer. There’s also my new favourite, Headhunter, which is like a mix of Team Deathmatch, Headquarters and Capture the Flag. Each time you kill someone, they drop a flaming skull. To actually score points, you have to collect the skull and head to the randomly appearing collection zones for your score to be counted. Of course, if you die, those skulls fall wherever and you score nothing. And anyone can collect your fallen skulls and claim them. This is fun until all the kiddies start stealing your skulls. Mates don’t steal Mate’s skulls. Mate!
There has been some criticism of the number of maps included, some of which are all created on Forge World (bundled tools allowing you to build your own levels) but at the end of the day, whilst MS probably have designs on selling a few map packs, they are also allowing you to play other people’s maps for free (hi, Activision). Bungie have, by far, the best console network code outside of games using dedicated servers and the matches I’ve had have all been lag- free so far, even when my connection wasn’t always optimum (ie- my wife watching streaming videos on her computer-”Honey, I’ve taken out the trash but you may possibly be lagging me, dear”). A large local player-base probably helps reduce lag as well and I hope MoH and CoD developers remember to add those filters into their matchmaking solutions at launch (it took Infinity Ward several months to patch MW2 with that ‘feature’).

So whilst the gameplay in Halo has always been lauded, on area that hasn’t always had an easy ride was graphics. The first two games looked great on the original Xbox (though Halo 2 did have that horrid texture pop where the high resolution texture would load a little later than was optimum), but Halo 3‘s graphics had a far more mixed reception with horrid looking human characters. Reach looks, in a word, superb. Every model looks great, every texture detailed and apart from a few minor framerate hitches, the game runs near perfectly. And at 720p (Halo 3 was derided by pixel counters for its sub-HD resolution). The particle effects have also had a noticeable jump in quality and apart from a motion blur effect that takes some time to adjust to, this game looks better than not only all previous Halo titles, but almost any other Xbox 360 game. Gears of War, with it’s corridor based gameplay, still has the edge but without having to draw the vast open-air vistas as seen in Reach.

Sound is again great. We have an almost totally new score from Marty O’Donnell which only occasionally cribs from the Halo catalogue and some top-notch voice work all round. But the sound effects, always a high point of the series, sound beefier here than any previous game. Also, the low-gravity level has some serious audio processing that gives that space so much more atmospheric than you’d normally find (despite the literal lack of atmosphere in that level).
After playing it, you can’t help feel this is what Halo 2 needed to be, a Halo game that everyone felt beat the original game. I didn’t feel the buzz that I got when I got the first Halo game, but I didn’t feel shortchanged in the way that some fans felt they were by Halo 2, Halo 3 and ODST. It offers an excellent single player with replayability, co-op, firefight and excellent multiplayer. You sure get a lot out of your $60 (OK- add a few bucks for XBL Gold).
Controller1.com Rating 3/3 (Get this unless you really dislike Halo for whatever reason, or you can’t stand shooters)

