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Showing posts with label Halo 3: ODST. Show all posts
Showing posts with label Halo 3: ODST. Show all posts

Wednesday, 5 May 2010

Halo: Reach Beta [Hands-on Impressions]



With absolutely no introduction needed, the crème de la crème, if you will, of the multiplayer gaming world, Halo, returns in style this week with the Halo: Reach mutliplayer beta available now to play for those who have access to the ODST disc.

As Bungie's swan song to the Halo franchise, its now clear for all to see where time was spent in favour of multiplayer additions within last year's ODST. Here, Bungie have poured sweat, blood and tears re-igniting the competitive multiplayer flame that, whilst a steady burner, has seen some of its power dwindle in wake of FPS-behemoths Modern Warfare 2 and Battlefield: Bad Company 2 taking centre stage.

The launch of the beta was met with the customary server problems that still plagues the console online stratosphere whenever a big release hits the marketplace. In spite of this, my more relaxed approach to the beta meant I hopped on after those initial blips and got straight into the action. A quick change of the control layout from a new default to a more familiar 'Recon' setting led me into the main menu where I was greeted with a nice welcome message from Bungie which also reminds me I can customise my avatar. A quick dashing of colour, an edit of the service tag, and a customary randomised emblem design all superfluous as I engage Bungie's magic matchmaking machine. It's here where the initial changes from Halo 3's multiplayer template can be seen. The 'Veto' system has been overhauled with a more friendly voting system instead favoured. Here, three seperate map/game types are chosen by the matchmaking servers, with a fourth option to 'Vote for new' choices. Votes are cast and the leading game type is chosen, and finally, Reach's multiplayer can be experienced...

The first of many significant (and hugely positive) changes comes in the way in which you can choose a weapon load-out or 'armour ability' to enter the game, effectively replacing the pick-ups from Halo 3. Any one of four different suits can be chosen which range from the added ability to activate a shield, to sprint, to activate invisibility or give use of a jet pack for easy traversal of the map. Playing as an 'Elite' also grants access to the 'Evade' ability. The addition of such elements is huge, both in terms of adding huge variety to what could have been simply more of the same and offering complexity to tactical play. For example, the way in which a standard 'capture the flag' game can be turned on its head through the use of a team's clever dishing out of such abilities really ought to be congratulated. Defenders may want to remain invisible at the flag's capture point whilst offence may rely heavily on jet packs or the sprint ability to get to the opposing team's flag quickly. It really does offer something where other game's fall down, a simplistic yet hugely effective tactical incentive for player's to work together. Shield's still recharge as in traditional Halo fashion, however ODST's health packs also make a return, which can be picked up around the map if your armour is damaged, (signalled by a warning message below the health bar) to return armour to fully effective status.

Halo's run-of-the-mill assault rifle acts as customary primary weapon once again whilst new weapons such as the 'plasma launcher' and 'grenade launcher' offer huge fire-power for those lucky enough to grab one of the few lying around. These can be devastating if used correctly, the 'plasma launcher' emitting four locked-on, charged plasma grenades once fired! Elsewhere, the Covenant's 'needle rifle' and Spartan 'DMR', or 'Designated Marksman Rifle' are both effective in mid-to-long range and can deliver deadly head shots when the going gets tough. The 'focus rifle' meanwhile blends aspects of the 'beam rifle' with the 'sentinel beam' in a ferocious expelling of a highly concentrated beam of energy with all the effectiveness and zooming capabilities of a sniper, effective at long range. In addition to new and modified weapons, a melee insta-kill can also be activated with a hold of the 'melee' button behind an unsuspecting foe, resulting in a quick animation of the assassination. Whilst bringing nothing particularly spectacular, there's no doubt, like Gears of War's use of the chainsaw, that huge satisfaction can be earnt with this smug dispatch technique.

'Headhunter' is the first of a few game types that have been added to Reach. Available in single-player matches, skulls need to be collected and dropped at randomly generating drops. A skull is dropped once a player is killed, and in no uncertain terms does it mean only a few skulls are on the map at any one time. Your HUD highlights player's which carry skulls and how many, meaning it'll often mean a rush to those with more skulls in a bid to stop them in their tracks to the drop zone- releasing a fountain of flaming skulls with it.
'Stockpile' is a team game in which four flags are deposited on the map in one minute rounds. The aim of the game is to 'stockpile' more flags than your opponents within your base before the rounds timer dissipates. However many flags are stockpiled once the time hits zero is the number of points scored. The game ends once a team reaches 10 points in total.
The final game mode I tried was '3 plot' which is a variant of 'territories' and places three territories over the map as team's look to capture and keep hold of these areas as time builds.

The two maps that were available were 'Powerhouse', an industrial hydro-electric power plant. Offering interconnected outer buildings with open middle grounds provide hugely satisfying combat grounds. 'Swordbase' meanwhile offers verticality first and foremost. An indoor arena for carnage, with concrete corridors, cat-walks and open plan rooms forming the heart of the level. A jet pack wouldn't go amiss here, for sure.

No significant graphical improvement can be seen, although the improvements in audio effects are superb. A critical blow will result in a whistle of momentary silence and the muffling of environmental sounds. The use of invisibility also instigates a deafening silence that is unlike anything previously witnessed within multiplayer where the frantic fire fight usually ruptures speakers, or failing that, a ten-year old trash talks through your ear! OK, that still occurs. Other aspects that need to be mentioned include the award of 'credits' upon completion of a game for certain accomplishments, which can be used to buy armour upgrades and such like. The levelling system and rank tags return from Halo 3.

Overall, the beta has given me a new found enthusiasm for the Halo experience. I've been a huge fan from the very beginning but the mis-step that was ODST made me sceptical for Reach. Now, it's pre-ordered and I'm looking forward to what the full package can give!

Friday, 30 April 2010

Preview- Halo: Reach

Released: 1st September 2010
Format(s): Xbox 360
Developer: Bungie
Publisher: Microsoft Game Studios

Like countless others, I'm a big fan of the Halo franchise. From its humble beginnings as the dawn of a new era for first-person shooters to the trilogies' epic conclusion and one of the biggest entertainment releases ever with Halo 3. However, the announcement of Halo 3: ODST at Tokyo Game Show 2008, for some reason, didn't interest me in the slightest. I played through it, no doubt, but only months after. For me, it wasn't a case of the storyline, the new setting or the fact that you play as an 'Orbital Drop Shock Trooper' (I ended up quite liking all this!) It just seemed like too much Halo at a time when the series needed to cool down to still be fresh. There's no doubting how accomplished a shooter like Halo really is but since its release in 2001 for the original Xbox, it has done little to keep its head above the crowd of the competition.

Announced at E3 2009 to muted fanfare, Halo: Reach has my attention. To be honest, early footage of the Beta (which is playable on the ODST disc from 3rd May 2010!) has swept away any preconceptions I had that this would be some major leap for the series. It looks much the same, and from what people have said playing it, it feels much the same. But Reach does introduce one major new game play mechanic...

Anyone who has played Halo 3 will be aware of the deployment of particular items with the 'X' button within the game. This could have been anything from a blinding flash of light to a deployable 'bubble shield'. Here, the concept works in much the same way, other than this time they revolve around 'armour abilities' and are reuseable and persistent to the player until they are replaced. Multiplayer will also allow the use of these abilities, meaning the competitive online community will be enlivened with fresh new game play opportunities and an all new experience. Amongst the suit upgrades are; 'active camo', sprinting, 'armour lock' (a protective suit that hinders movement), and a jet pack addition. The latter could really alter the way in which the game is played and it'll only be time that tells whether it'll truly add to the experience.

Other additions to multiplayer include the introduction of weapon 'loadouts' upon spawning, meaning players can choose which weapons to start with, an improved 'veto' system and new game modes. “Headhunter” sees players drop skulls upon death which can then be picked up by enemy players and deposited at drop zones for points. “Stockpile” involves the race for teams to collect neutral flags which then have to be held at capture points for game points. “Generator defense” puts 'Spartans' up against 'Elites' in a game not dissimilar to 'Defend the base' in which three generators have to be attacked/defended depending on the team. Finally, the last new game mode is possibly the most exciting, “Invasion” is a six-versus-six round of 'Spartans' versus 'Elites' once again but one in which as the round progresses, new weapon loadouts, vehicles and areas of the map become available with the opportunity of games really turning on their head a huge possibility. The mode is not too different to Killzone 2's service to the multiplayer scene in which objectives change on the fly for a real diversity in game progression. This type of design into multiplayer marks Bungie being inventive, trying something different, when they could so easily have rested on their laurels once again.

In terms of the single player experience, Reach sees you take control of “Control 6”, a member of an elite squad of supersoliders, set during the world for the human world 'Reach' in 2552. The game's designers have promised a “rich world, with a great fiction surrounding it” and have also detailed their work on the improvement of enemy AI and a more open-world or sandbox approach to combat. Forge, Custom Games and Theater all return with no mention as yet whether these too have any significant improvements.

And yes, this is Bungie's swansong to the Halo universe and if it's going to be a fond farewell, it's no doubt going to be worth getting excited about.