HALO: REACH The Last Halo for Bungie Review Part 1

October 7, 2010 |  by  |  Reviews

Everyone by now has played or heard of the new Halo game: Reach released by Bungie on Tuesday September 14th, 2010. This will sadly be the last Halo game released by the bungie team, although don’t fret Halo fans, the ride isn’t over yet. The future for Halo games will now be overseen by 343 Industries, which is headed by the former Bungie employee Frank O’Connor.

Halo: Reach has been one of those saga filled emotional stories that really consume you into its world and story, for those of you who play the campaign. It can also make you pull out your hair and wish you could brutally ruin your opponent in the multiplayer matches. However, Halo: Reach is by far one of the most played and anticipated games out there to date. With Microsoft’s Xbox being the main target, Halo: Reach had sales going through the roof on day one. Over $200 million went straight into the Halo: Reach account breaking the record for Halo 3 sales on day one by $30 million.

Although, Halo is a popular game, there are still others who do not prefer the game, and wish it didn’t exist. Some gamers have called it “trash” or “to simple”. Even though I may not agree with them, everyone is entitled to their own opinion. It’s safe to say the Halo series has a secured community of players and has a very long time to live.

As I have done in my other reviews and articles, I am not one to ruin story, nor give spoilers. I will say though this is one campaign, if you are a dedicated Halo player, this will really give you an emotional run down. From one surprising change of events to another. I will say one thing, if you don’t like sad stories, you probably will not enjoy the campaign.

Like the other Halo games, smooth controls, fluent activity and a variety of game variants to choose from. With the multi-player experience you are able to take your game to a whole new level. Unlike Halo 2 or 3, you will not be able to dual wield guns in Halo: Reach. This may be disappointing to the Halo 2 and 3 fans, but will be appeasing to the original Halo fans. Just like the original Halo, they have brought back the zoom pistol for your tasty head shot snickering enjoyment from across the map. Though, the guns and weapon types in the past halo games are stronger, it seems as Halo: Reach has lowered the damage output for each weapon. This also goes for the melee attack. This would be ideal, seeing how Noble Six is obviously not master chief. So far with the game, my biggest pet peeve is the melee ability, it is something I am going to have to grow into and learn how to use better.

Now for the players biggest challenge yet. The crosshairs and the DMR. Now don’t get me wrong, the DMR is by far one of the best weapons I have used yet in halo, though I must say the crosshairs can be rather irritating at times. Unlike the past halo games, crosshairs for any long ranged scope gun, now have a crosshair that widens the faster you shoot. Of course, this makes sense in a reality setting, and stops the spray and pray players from doing exactly that. This is a great filter for the spray and pray players, it can still hinder those dire needs when you have the choice of a quick reaction time or instant death. I have found myself in many situations where I am literally sitting in the players lap while hitting them in the head with shots and nothing happens, so I am now dead after twelve rounds loaded into the opponents head. Some may say, switch to your other gun. Others say, melee. In order to achieve impossibility, you must carry a second weapon at all times, and have the sensitivity to move quickly. To me, this is a major flaw in a game that is fast paced and requires you to sometimes be up close and personal. Some may say it’s timing, others would say don’t be so “noobish”. I say, it’s tough to time something that requires you to be able to kill with accuracy in a speedy situation. With that being said, all is fair in the world of the DMR. That is my very small pet peeve with the DMR, it is an all around better gun then the battle rifle.

Some say that the new addition of “being zoomed out of your scope” when getting shot is irritating. I do agree with this, I also disagree that it was a bad idea to have. For one purpose, and one purpose only. The camper. A camper, will sit in corners the entire game, scoped with his sniper or battle rifle in Halo 2 and 3, waiting to take out their opponent around the corner. Now, in Halo: Reach, they still do this, but the moment you even hit their foot, they are no longer in scope. Forcing them now to scope back in while still being shot. Bungie can’t ban someone for camping, but they certainly know how to put a tactic on something that will force people to actually play.

If there is any advice I can give, that will make you a better player through multi-player matchmaking, it is this. Learn the DMR, use only the DMR and have a spare gun to switch to at all times. Raise your sensitivity. Though playing at one, you may have perfect accuracy and aim; this will not help you in those tough situations where you are facing two to three people at a time. Study the maps. Studying of the maps, will make you a better player. If you know where each weapon spawns, and where each lift is at, you will know where to go when directions are being called out. Sounds, listen to them. Do you play with music on? Music is great, but if you can recognize a sound from across the map, you already know where your opponent is. Travel in pairs. If you are playing on a team, always, travel in pairs. Have a distance between you, so death is not certain, yet close enough to make sure you or your team mate will be able to take that “one shot” kill when necessary. Power weapons. If you do not feel confident in your abilities using the DMR, Assault rifle or pistol, then control the power weapons. The majority of the time, if there is even one person on your team who is not proficient with the DMR, you then must control the power weapons or you will certainly lose. Or you may just have a very close game.

The power ups. I personally favor sprint, yet others favor the other forms of the power ups. Things that are must knows for the power ups. Sprint increases your chance at the ability to melee your target faster in a dire need or to run quickly from one area to another while dodging bullets. The con side to the sprint is the delay, there is a brief delay when trying to raise your gun when encountering the opponent. If your reaction time is fast enough, you can stop your sprint at any time and quickly shoot the opposing player. The power shield does a few different things. First, it has the uncanny ability to take someone down with low health or shield that is standing to close to you while using it. Second, it is able to deflect rockets grenades and other things, while absorbing damage. Three, distraction. In other words, three people are shooting at you; you know your friend is just below you. Does the enemy know this? Of course not. Power up your shield and distract your opponents while he decides to lob a grenade in killing the three while you survive the blast. Talk about one epic and sick strategy. The con side to the power shield is if you are alone, the delay time can certainly kill you. While shielded, you can’t move. With that said, your opponent will be waiting for your shield to come off to kill you with that last shot, or run to do a quick melee for the beat down. The jetpack can be a great power up as well. Flying to higher areas and taking out your opponent, or just using it as a power jump/hover to dodge a grenade or two. The con side of this is you really do not want to run out of flight time while being high up in the air with no safe landing. Another problem with the jetpack is of course the extreme exposure and sound it makes from across the map. So you aren’t stealthy, and are an open target for anyone in site.

The Active camouflage, as well remembered in the past Halo games allowed you to move quickly with it, and be extremely stealthy. Not anymore, not only does it jam your radar and your opponents, but it also jams your allies. This could be a bad thing in a motion sensor based game. Not only that, you have to be crouched and moving with the camouflage, so now you lose your speed tactic. Most people don’t recognize camouflage not moving, it can be your perfect power up. Then again, this has one extreme flaw like the rest, and that is when your camouflage time runs out. When you are stuck in the situation now where you can’t run fast, fly or shield, and you are now exposed. This is a very bad situation to the player who knows exactly how to counter this and knows what the outcome will be. Death of course. Again, if you are not proficient in using the DMR, pistol or assault rifle, you just bought yourself a ticket straight to the grave. The camouflage time can be renewed quickly, it still has the speed disadvantage for a fast reaction time.

Well, it looks as though it is time to end part one of my review and advice for Halo: Reach. Be on the lookout for more and upcoming information and details. I have some bodies to bury. Smunchy out.

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