Halo: Reach defines a new era of video gameplay
Correction appendedBefore I delve into my review of Halo: Reach, the newest (and most-anticipated) game of 2010, I want to be clear that I am by no means a gamer. While I do enjoy video games, my Xbox 360 has been the only console I've ever personally owned, and ever since my family bought our now-defunct Sega Genesis of my yesteryears, only the presence of a rarely played Nintendo Wii graces our basement. The result of said gaming experience (or lack thereof) should warn any serious gamers that this is a review for the casual gamers-those of us who enjoy the escape to the virtual world of video games for an hour or two to break from real life.
I do have a connection with the Halo series, though, as Halo 3 was the first game I ever owned/played on my Xbox and Halo 3: ODST-the (not-so-) small game/multiplayer expansion that tided gamers over until Reach-was the first brand-new game I bought. Needless to say, I was pretty anxious to see what Bungie and Microsoft Game Studios had in store for their fourth (well, technically fifth, if you include Halo 3: ODST) full first-person shooter.
As the game loaded in my Xbox, I could already tell why Halo: Reach has been so anticipated. The sheer image quality and expansiveness of the landscapes during the short opening sequence-one that most players glance over without a thought-immediately set the bar at an all-time high from all my previous game experiences. While Halo 3 and ODST were quality games, nothing can beat the clearly upgraded graphic engines of Reach: everything from the trees, to shadows, to pop-machines are intractable and beautifully constructed. And don't even get me started on the cut scenes. I've seen feature-length movies that don't have as realistic-looking CGI as Reach. Space setting aside, I think many people could be fooled at first glance that they weren't watching an advanced motion-capture animated movie.
Aside from the graphics, the game play is beyond superb. The plotline was engaging and kept me interested and on the edge of my seat throughout the entire game. One thing to be wary of is that this game is a prequel to the original game for the Xbox. Because this is a prequel to the original game (Halo: Combat Evolved), hardcore Halo fans may be disappointed, as they already know how the game will end before they even begin. Regardless, as Ralph Waldo Emerson famously said, "Life is a journey, not a destination," and there are a whole lot of new destinations to explore.
While I don't know the exact count, Halo: Reach provides gamers with a whole slew of new maps in both single- and multiplayer modes that will keep even the most seasoned Halo veterans on their toes. With levels that twist and turn; expansive terrain that can be interacted with more than ever; and lots of jumps, gravity lifts and motor vehicles, there is enough material to keep you occupied for hours. And speaking of hours, in statistics just released by Bungie, it was announced that since the game's release only two weeks ago, over 70 million online matches were played, with players putting in nearly 6,000 years (no, that is not a typo) of time into the game, earning a grand total of 165 billion credits to spend on new armor. It's no wonder the game made $200 million in its first day of release-one of the biggest entertainment industry releases ever.
Though it looks good and sounds good, what really differentiates Halo: Reach from Halo 3? The answer is quite a lot. Unlike the game maker Electronic Arts, which is constantly criticized for spitting out yearly, minimally updated clones of their popular sports franchises, Reach not only improves but totally innovates the already successful formula of Halo 3. Now included are reusable armor abilities (that range from a static ghost copy to jetpacks) instead of the one-use power-ups; new weapons; and improved old weapons, such as the effective-but-annoying needler; and an updated Forge, also known as the level editor. A friend of mine was so excited about the level editor that he spent literally half of a day creating the perfect levels, including a "beer-pong" level where players had to use gravity lifts to try and land into opposing "cups" while the other player attempts to defend; needless to say, it is a lot of good, clean fun to play.
Multiplayer mode is where Halo truly shines, and that, too, has been greatly improved. Gone is the old level veto system that involved luck of the draw, and in its place is a multiple- choice level formula that allows players the chance to vote for the level they want the most out of a sample size. Also improved are game lobby waiting times and overall server speed. My favorite feature of the new multiplayer mode takes a page out of Call of Duty's notebook with player classes called loadouts which allow for players to pick a predetermined choice of weapons and armor abilities right before spawning. This finally puts a tactical aspect to the randomness of online game play. The whole experience just runs much smoother.
What is clear about Halo: Reach is that it helps define and reinforce the entertainment era we are in now-the era of the video games. If the record-breaking sales haven't proven that, play Reach for a couple minutes and it will. These are no longer just "games"-I consider that label now only applicable to online casual games and iPod touch fun-but playable interactive cinematic experiences. From the beautifully intense, hauntingly composed orchestra soundtrack to the intricately constructed level maps and cut scene, to the detailed, fun and engaging game play, Halo: Reach is on the pinnacle of modern technology. While I can only wait to see what the next game will bring, for now I highly recommend taking a quick trip to planet Reach, as it certainly serves as a marvelously constructed release from the workday stressors of Earth.
Correction: The article originally misrepresented the nature of a video game. Halo Wars is a real-time strategy game, not a first-person shooter.
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