Halo: Reach Preview
For the stars.
"Bungie's greatest game ever and truly, in our minds, the defining Halo title from Bungie." Brian Jarrard, community lead at the Seattle developer, isn't mincing his words when it comes to this year's Halo: Reach. Neither is Marcus Lehto, art director on the previous games and creative director of this fifth sci-fi shooter in the Halo universe the studio created, which it firmly states will be its last. Lehto says it's a "darker story of honour and sacrifice on a scale greater than anything we've created before."
Protesting too much? From what we've already heard about Reach, and what little we see when the two men present it to the press at X10 - lots of moody concept art, some captured campaign footage and a live demo of a multiplayer map - there's no reason to think they don't mean it. You only need to see one of its huge vistas, topped by an astonishing, tempestuous skybox straight out of Turner painting, to know that this game has epic sweep written into every line of its code. Reach means business.
Then again, it's not stretching credulity to suggest that Bungie, Microsoft and Halo fans all had different aspirations for last year's Halo 3: ODST - and that led to mixed messages, friction and a little disappointment. It was a fine game, a modest and playful spin-off, but given the three thundering monsters that came before it could only ever be an anti-climax. Jarrard and Lehto are at pains to make sure we're all on the same page this time. And that page is page one.
Reach is a prequel, taking place just before the events of the first game in the series, 2001's Xbox launch classic Halo: Combat Evolved. It's set on the colony Reach, humanity's greatest stronghold after Earth, which was obliterated - or "glassed", its surface turned to molten glass - by an apocalyptic attack by alien zealots the Covenant. The iconic Master Chief of the original trilogy was trained and augmented as a Spartan super-soldier here, according to the fiction, and escaped just before the planet's destruction... which is where Combat Evolved began.

Bungie's Marcus Lehto, creative director of Halo: Reach.
The connection between these two games isn't just a close narrative one, though. It has an element of poetry, bringing Bungie "full circle" as Lehto puts it, and also ending Bungie's last Halo game on a note of total annihilation. Is the developer, which first started talking about leaving Halo behind with Halo 3's launch in 2007, metaphorically burning its bridges on the way out? Lehto smiles at the suggestion. "Well, it's certainly made it encapsulating for us," he says.
More importantly, Reach is harking back to Halo: Combat Evolved in its spirit and its design. It's a deliberate attempt to recreate the free-flowing glories of a game many fans still believe to be the best in the series. Jarrard and Lehto namedrop it constantly, saying they want to "go back to the core of Halo CE", to recover its sense of wonder and exploration and of a world opening up, to recreate its wide-open battlefields and emergent, player-driven spectacle rather than the sequels' tendency to hustle players from one giant set-piece to the next. "Over time, Halo games got a little bit more narrow, a little tighter," Jarrard admits.
Isn't trying to recreate such mercurial near-perfection a dangerous game? After all, lightning seldom strikes twice - and people like new stuff. Lehto chuckles before dismissing the idea that Reach will rubbish the refinements of subsequent Haloes, saying it's more of a spiritual return.
"The irony of that is actually pretty hilarious to me," he says. "I mean, having known that we struggled so hard to get Halo: CE out of the door... and some of what you might think of as perfection was a total accident. As we've gone through and perfected some of the gameplay aspects and design, we've actually made a lot of things way better, from Halo 2, 3 and on into ODST.

That's one uncanny valley.
"We're taking the best parts of all of those, and then kind of re-visualising some of them to bring back some of the spirit of what we had and what you saw, definitely, in Halo: CE, that is so important to us... Yes, it's definitely those more open, expansive, epic environments that you have a little bit more exploration throughout. You have much more options when it comes to your gameplay experience."
Beyond showing us some inviting expanses of rolling countryside, studded with colonists' homesteads, Bungie isn't offering specifics on what those options are. In fact, it's barely offering specifics at all. We learn that Halo 3's single-use "equipment" items - such as bubble shields - will be replaced with "armour abilities" like sprint or active camouflage that can be picked up and used indefinitely, but that you only have one slot for. Health packs are back. We're introduced to a new gun - the Needle Rifle, a hybrid of the Needler and Carbine that fires those explosive pink darts over longer range and in a less, er, effete manner, ramming them home and detonating them en masse with destructive force.
In fact, all the returning weapons have had an injection of testosterone. The Plasma Pistol's charged bolts hiss and slam and a reinvigorated Assault Rifle barks and roars, while the delay between firing and hitting a target has in many circumstances been reduced to zero. The Battle Rifle's in there, too. Bungie's clearly aware that, as respected (and rightly so) Halo's weapon set is for imagination, utility and balance, it needs to bulk up to match the through-the-gun force and sheer volume of rivals like Modern Warfare and Killzone 2.
You'll be wielding these half-familiar tools as the sixth member of Noble Team, a squad of Spartan-IIIs, the slightly less godlike (and less tall) successors to Master Chief's towering Spartan-II. This is where ODST's influence is most obvious - Bungie stresses it wants to tell a helmets-off human story of comrades in arms, not one of a gruff, Clint Eastwood-style lone gunman. Your squad-mates Carter (leader), Kat (second), Jorge (heavy), Emile ("darker") and Jun (sniper) fill out the cast, while you, as fresh replacement Noble Six, retain some of that abstracted anonymity that made Master Chief's huge boots so easy to fill. You'll be able to customise your warrior's appearance considerably for both campaign and multiplayer; in co-op, which supports four players online and two in split-screen once more, you'll play as a squad of Sixes rather than assuming the other roles.
Jarrard and Lehto and the video they showed at X10
make a big deal of Bungie's overhaul of its engine with regard to visual detail and animation, including motion capture for the first time. It's to bring the drama to life, they say, although it will also have significant gameplay implications, with the new animation rig giving AI characters much more flexibility and fluidity of action.
Nevertheless, we can't recall the last time a sequel was sold to us so emphatically on the promise of improved visuals and scale above all else. The (admittedly wonderful) new weapon and character models are pored over pornographically, and the words "generational leap forward", "upgrade", "complete overhaul", and above all "more" keep cropping up. Four times as many polygons in characters as Halo 3. Particles in the thousands rather than hundreds.
It almost sounds defensive. "Well... we realised that we needed to compete against quite a number of other titles," admits Lehto, the subtext being that Halo hasn't been a visual powerhouse for some years now. "It really did require us to rebuild nearly everything across the board."

Jackal of all trades - the Skirmisher.
Although some of the footage shown is rough, the improvements are clear, massive, and naturally very welcome. It has a strikingly different mood and colour palette to previous Haloes' neon tones - grittier and more muted. "The story we're telling is definitely darker," says Lehto. "So we'll use colour. We'll use it to really impact the player's experience and help drive their emotional response. And we definitely are taking more tonal control of that kind of thing... That said, it's not a drab or dreary look and feel. That's not Halo."
More exciting still is the increased number of AIs this engine can handle - four Spartans, the player and eight marines against thirty or so Covenant is given as an example. As long as the improvements come without any cost to the openness or scale of battle, Halo devotees can rest easy, and indeed Bungie claims to be pushing this further in most instances.
In perhaps the single most significant nod to Combat Evolved, the Covenant Elite is once more the principal enemy - always a more worthy and threatening adversary than the hateful Brute, with more cunning, elegance and power (if only in our heads). Cuddly allies by the time Halo 3 concluded, it's great to see them restored to fearsome status. They're joined by old, new and redesigned enemies, including a comically heavily-armoured Grunt and a feathery, much more aggressive cousin to the Jackal.

Spartan parcel.
As ever, you can take all these creatures down with one-shot melee kills from behind, although these now trigger a short third-person animation. It adds impact in single-player, but its true purpose must be to make the melee a slower and thus more high-risk move in multiplayer.
Bungie's not saying much about gametypes - some returning, some new, naturally - or any kind of overarching structure for multiplayer. It seems unlikely there'll be a Call of Duty-style levelling system although Jarrard says there are plans to "foster and reward player investment". All the maps will be locations from the campaign, although maybe at different times of day and night. We're given a tour of Power House, a hydroelectric dam complex, and besides the obvious graphical improvement it looks like classic Halo map design - varied spaces, intuitive and easily memorised. We'll be exploring it and others come the public beta on 3rd May.
For all the technological hubris, Reach's X10 showing was oddly low-key. There was no silver-bullet feature or startling revelation - certainly not to match that old ham across the hall. Bungie's certain to be saving something special for E3, but it's not just PR planning. The fact is, the developer wants Reach to be the über-Halo, blending ODST's narrative humanity, 2's all-conquering multiplayer, and 3's online platform with, above all, the electric freedom and scale of Halo: Combat Evolved. In that sense - the best possible sense - we've seen and heard it all before.
Halo: Reach is due out exclusively for Xbox 360 this autumn and will be preceded by a multiplayer beta on 3rd May, available to anyone who bought Halo 3: ODST.
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Comments (73) Latest comment 2 years ago
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Apparently it doesn't do that. The needles aren't pink and they don't do supercombine. Bungie said so the other day.
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Armour abilities? seems they've played their crysis sounds exact copy of crysis armour abilities, but limited edition of it.
Don't get me wrong it's not a bad thing, one of the things that made crysis so special and fun for me, was the ability to play situations in a compleatly different way depending on what powers i used.
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Hope it's less shooting muppets and has weapons which actually feel like weapons instead of nerf guns. I kinda liked Halo 3 if it wasn't for the actual shooting stuff, oh, and the disaster of the shitpeople aka flood off course.
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This'll get marked down by the rabid halo fanboys, but halo needed to improve big time to match the quality of the first title, and it looks like bungie have realised this and are finally doing something about it. Can't wait.
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Fair enough, I read somewhere else (think it was this month's OXM) that they were toning down the needle rifle by removing supercombine, so that it doesn't become this year's n00btube. It's meant to be the Covenant version of the AMR or something. And that the needles were grey now.
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Small note: beardy-sandbox-guy is on record (IIRC) saying that the extended assassination animations are optional through holding down the melee button and therefore don't take you out of the game in multiplayer unless you want to.
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I'm excited about the gameplay refinements and graphical overhaul, but what i'm really I'm anticipating is the Martin O'Donell soundtrack for Reach; Halo has always had superb music.
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Still think Halo 2 was the best single player over all I liked the switch between characters and unlike the third it didn't take me a weekend to complete
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"master chief" is a standard navy rating - [link url=http://en.wikipedia.org/wiki/Master_Chief_Petty_Officer a>
]http://en .wikipedia.org/wiki/Master_Chie...[/link]
in any case, i like halo's more light-hearted approach to their enemies and guns. it's not as if there's a lack of po-faced space marine games out there.
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wat
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"in co-op, which supports four players online and two in split-screen once more, you'll play as a squad of Sixes rather than assuming the other roles."
Does that mean each one of us has a squad of 6?! As in 4 x 6? As in 24 on screen players at once?!
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oh dear this game is going to be a very dull offer, but the puppets will buy anything with the halo brand name
Kind of like how other puppets trash anything with the halo brand name? Or God of War, or Fable, or Uncharted or just about any game you choose?
I love when people claim those who like something only like it because they're part of some mindless herd; they like it merely because they've been conditioned to like it. This suggests to me that the people making the claim are unable to accept that someone can legitimately like something simply because they themselves don't like it. This makes me think that they have simply been conditioned (or conditioned themselves) to hate it which would make them part of an even worse mindless herd.
I personally found Halo 3 quite enjoyable. I'm quite looking forward to hearing more of this.
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Hmm.
Are we sure they weren't referring to Firefight? Seems odd that they'd do that after three games of unique and varied multiplayer maps.
I guess this could easily be flipped into the positive that the single player must have some incredibly varied environments if Bungie didn't need to create anything bespoke for multiplayer.
This looks AWESOME!!!
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Amen to that.
IMO, this is the "true" halo 3. Halo 2 & 3 were just one game split into 2 different consoles. This has got H:CE vibe all over it.
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Bungie also said they weren't making Halo 2.
After Halo 2 they said they were going to make something else before Halo 3.
After Halo 3 they hinted they were going to be working on their own games now. (I don't think they ever officially distanced themselves from the franchise after the split with MS, people just seemed to make the assumption.)
This is the first time that I know of (and I'd say I'm probably one of the biggest followers of Bungie there is) that they've come out and said "This is our LAST Halo game". They've teased and played games of distraction before now, but never come out and said it like that.
Personally, I can't understand why they'd want to stop making them, especially now that they're indie and can really see the financial benefits of it. I expect we'll probably see another Bungie Halo game in a few years, even though Bungie might not know it themselves just yet.
You do know that Microsoft have set up an internal development team called 343 Industries that will be making Halo games, yes? http://halo .wikia.com/wiki/343_Industries
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+1
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oh dear this game is going to be a very dull offer, but the puppets will buy anything with the halo brand name
Aside from your remarkable skills in pre-cognisance, if it's not for you, then fair enough. Leave it there and do other things with your life. There's entirely nothing to be gained from spraying your opprobrious venom around for its own sakes.
Your gloriously unmasked agenda to simply disparage all Halo games and those who enjoy them strips your words of any objective merit or contributory value.
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white_frank_white - Check out Digital Foundry's video analysis from yesterday for more info: http://ww w.eurogamer.net/articles/digita... Looks like 30fps, as all previous Haloes have been I believe.
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Still can't believe Halo 3 got a 10/10 on EG though.. doesn't sound like even Bungie thinks it deserved that.
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I Ctrl+F'd "who gives a shit" too, and found your post!
And now mine!
Actually looking forward to this. Just hope it doesn't end up like Brute Force - squad combat is great, but hard to do right.
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I concur. It was the full package which pushed Halo into 10/10 territory I reckon. The 4 player co-op, extensive multiplayer modes, the custom maps, and the theatre mode propelled it head and shoulders above any of its peers at the time, and still hasn't been beaten to date.
If Reach turns out as good as it looks, and even if Bungie leave the online side exactly as it is - and hopefully they'll add a few more things for us to tinker with - then I reckon I'll be happy with Halo for another year or two to come at the very least.
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"The Battle Rifle's in there, too"
Wasn't it replaced by the DMR?
[link url=http://www.bungie.net/projects/reach/art icle.aspx?ucc=ordnance&cid=24579
]http://ww w.bungie.net/projects/reach/art...[/link]
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And as for everyone bemoaning the "muppet covenant"- I love them and would take that over shooting more terrorists dressed in beige. If you still can't get over purple blood and have to feel like your murdering a human being, go play COD.
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They could have you fighting puppies and fairies and I'm sure it would still feel more natural than the scripted approach as taken by many other titles.
Bring on May 3rd!!
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edit: cohesive sentences and an unfortunate occurrence of 'your' instead of 'you're'
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Game sounds awesome.
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The people who don't like it? As someone else said already, don't play it then and move on. It's weird how all these people seem to have to come to every Halo related story and state how they don't like it.
No-one gives a shit. Spare us.
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Basically if Reach captures the love I had for the first two games I will be a happy boy.
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However, the amount of following the series seems to get does make me curious and I have an open mind. Can somone confirm whether this (i.e. the series in general) is actually any good as a single player game, or is it simply a very good and popular multiplayer game, so people tend to stick up for the single player element out of brand loyalty?
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Sorry, I had started typing that before your comment and got distracted by something else before I pressed "Speak"
Is it an enjoyable single player in terms of story/atmosphere/characters etc., or is it more pure gameplay?
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Hijacking and planting grenades on enemy vehicles or attacking them by using a vehicle, or attacking by weapons or the use of all 3 tactics - is the freedom of Halo that no other console fps has done to this standard. This also happens in most areas with or without vehicles...How many other games do you know where you can drive a vehicle inside a building and up the stairs then blow it up at will taking out any convents!
The AI characters battles, freedom of play, feel and use of weapons and vehicles, the amount of characters onscreen that don't depend on scripted events or out of view respawns. the damage the vehicles take and act properly to physics, all this and more is what makes Halo a great game...Looks fine, may be not the best, but with all the action it's stll great to watch others play.
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Both the critics and the fans are correct in their assessment.
Negatives --
-Style. The enemies often have silly dialogue, everything is very "smooth" and "sleek", and the color palate is bright to the point of being cartoon-esque, so if you're going for a "gritty life-or-death" feel you'll lose that in a heartbeat (one of the more popular ways to play the game is to have headshots on the Grunts result in a shower of confetti and a cheer of "Horray!" from children). If that doesn't bother you then it won't matter, but if style is essential than the Halo esthetic can be off-putting if you need grit and gore.
-Narrative. The story went from pretty good in H1 to WTF by H3. To be fair, some stories aren't really capable of stretching beyond a certain point (like the Matrix), and Halo is/was one of them. The first was pretty damn good, but then it went too far. WAY too far.
-Linear. Its fair to say that there are quite a few "corridor shooter" sections in the games. The Library level in H1 is often bandied about as the archtype for that design style -- walk down corridor shooting baddies, get to end, elevator up to identical hallway, repeat 6 or so times. Even worse, the enemies in that particular section are far more "charge" than "strategy", so that part at least feels like a dragged-on shooting gallery rahter than a well-structured game.
Positives --
-Top-of-the-line enemy AI. You can play the same section over and over, and the AI will react and respond differently each time. You really get the feel that you're battling opponents instead of a menu of pre-scripted animations. They cover and flank. They'll throw grenades when you're covered to drive you into a crossfire. Ground troops set up shots for snipers. Heavies will hide until you're engaged with Grunts, then charge your blindside. AI is really, really good.
-Music is fantastic. Presumably you've heard the iconic theme song, and when/how its used in the campaigns is top-notch. Extremely inmspirational.
-Open-space battles. True that there are lots of corridor shootouts (AI still usually makes them a game instead of a shooting gallery), but Halo also throws alot of "big space" fights at you. Especially with vehicles added to the mix, they are great set piece fights.
-Controls/balance. There is a reason alot of FPSs "go Halo" in their control scheme, design, and weapon balance.
-Replay Theater (H3 only). Winning a hardcore fight, then re-watching the entire thing like a movie, is pretty damn cool.
Is Halo Teh Greatest Game Evar? Probably not. But if you like FPSs, it is absolutely one of the best. If you can look past the last-gen graphics, I'd definitely recomend H1. Best story of the 3, and really the paradigm for the other two -- and most FPSs of the last (almost) decade.
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'I'd give Halo 3 a 10/10, not because I think it's perfect, but because if I consider all the games I've played across this generation, no other title has given me as much entertainment and joy as consistently for as long.'
Agreed Yoss. 3 is a sublime game. All of the Halos are in their own way. I would say that, being a fully paid up Halo fanboy, but I hated CE at first. Srsly. I had endless internet arguments about it. I couldn't stand it. Then I was enlightened. In my view, letting 'silly' grunts and 'weak' (ER?) weapons get in the way of the joy that is Halo's combat is missing the whole point.
(As an aside, I love the weapon set, even Halo 3's oversized one. Every gun, except the spikers - hah - has a use, or at least, is distinctive and usable at a pinch in a tight spot. Although ofc in MP BR > all. No two dozen ARs which you differentiate by a stats bar here....)
Also, before anyone says '3 looked like 2', or 'was 2.5' go and play them both. You won't be able to, because I doubt you'll have either, but you'll need your eyes checking.
Halo Reach looks incredible, because it's, as EG said, is drawing from ALL the titles, not just CE.
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But after the disappointing unimaginative rehash that was Halo 3 I find it hard to believe that Bungie have it in them to make a game that lives up to the hype. Pretty much every level had me rolling my eyes at the lack of originality, especially the last couple that were pretty much copy pasted from Halo 1.
They will have to do a lot to convince me that this is worth buying, but if what they say is accurate it sounds great.
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(I'll stop now)
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I hoped that the success Call of Duty which I don't care about would at least encourage other developers to aim for 60 but apart from Medal of Honor from EA (a company which five years ago was synonymus with bad framerates) it doesn't seem to happen. I just hope some developers feel ashamed when Rage comes out, looks three times better than most other shooters and runs with 60.
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1st. if you've played fps games on pc's, Halo 3 single player can feel underwhelming, at times booring and quite short, you should also do your first playtrough on legendary since the recharching health system reduces the challenge on any lower difficulties to non existant, besides that there's just not much you wouldn't have seen elsewhere, saving grace would be co-op which makes it more intteresting to play it trough. Just as a side notice Halo 1 is still the best in the series, so you should propably buy the pc version of it if you're intterested in halo series.
2nd. Now if you've only played console fps games previously, then halo3 single player would be around avarage/good, depending on your taste, the plot is doable but if you start with halo 3, you wont realy care about the plot since none of it'll make any sense, settings are better than what's used in most other console fps games, colourfull enviroments and relativly open at times, still wont escape the tube run feeling at times.
You can make your choise based on either perspective, or somewhere in the middle ground, and like you've guessed majority of halos popularity stems from it's multiplayer side, i'd recomend purchasing Halo 1 for pc and see if it's your cup of tee, since it has the best single player out of the 4 halo games released.
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I doubt this thread will remain open long but if you do run thru H1 I'd love to hear your take on it.
I'm wondering how much playing it after all the FPS developments since its initial release will dilute what it is somewhat. You know, Killzone 2 did this aspect better, and MW2 did that aspect better, etc. Is it really as great as I remember, or is my youthful "Wow!" coloring my take on it?
So yeah, go buy it immediately and play it non-stop then post your impressions. That would please me.
*summons the dancing midgets*
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But at the same time I find it hard to forgive them going do the "real looking" approach the colour are heavily muted in comparison to the previouse. It just look MW2 in space. There's plenty of dark and gritty games to keep you going for a life time, Halo used to be a restbite from that now it's just joined the masses.
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The Universe is amazing, as anyone who's read the books or any other expanded Universe material will agree. So full and rich.
So why are all the game story-lines so weak? Hopefully Reach will break the mould.
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btw - halo is best played on the xbox not the pc... the feel of the game is better.
Half life was and is more than a fps and lacks in the battle scenes in comparison - always felt more like an adventure than a war.
havent tried bishock 2 yet I have to admit.
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