Jumping The Shark

by Ranger of Eos on May 17, 2010 · 3 comments

Are any of these guys Master Cheif?

I’m going to try to tell my story in words because when I tried to talk about this to my friends the only thing I could muster was a series of grunts, moans, and dry-heaves.  This tale of anger and frustration was fueled by playing the Halo: Reach Beta.  I am not a fan of the Halo series I’m just going to put that out right now before I go any further but, I had high expectations that Bungie would vindicate all of its past mistakes and make this a Halo game one worth all of the years of hype.

Unfortunately, this is the part where the actual review started; my initial observation was the wait time and my inability to play Sonic & Knuckles while waiting for the Beta itself to download.  Once that was done, I noticed  the new and improved armor customization system, which actually had me pleasantly surprised; the interface was more interactive, adding a myriad of emblem and background combinations – but just like a poorly trained Scizor, it has all the tools to be great by itself, but it ultimately doesn’t make a game.  Once in the matchmaking lobby I thought to myself this is it, this is where the fun of making my emblem a purple unicorn with a saw blade behind it ends. And end it did.

Where Halo: Reach should theoretically shine, and where I was most disappointed, is its new class system Modern Warfare 2 fans will be flocking towards Halo in droves, in awe of its astonishing and ground-breaking four classes (compared to Modern Warfare 2′s mere 150 potential classes and even Team Fortress 2′s nine classes), including the guy with the jet-pack class, the always original and never boring invisible guy class, the glorified high school track runner class and my favorite and probably the single most revolutionary thing to hit this next-gen age of consoles: the fetal position class.  Bungie had to make cutbacks in order to include so much variety in their classes, of course.  I guess one of them was fun.

Next the weapons, is anyone but me confused as to why there are new weapons showing up in a prequel?  In game I encountered the entire set of new weapons including the FAL, sorry I mean the new and much nerfed Battle Rifle, The Dematerializer from “Ghost Busters,” and the Needler sniper rifle?  All in all this game, even though it’s still in Beta, has let me down already and if it’s anything like the campaign in Halo 3 replay-ability is going to be slim to none.  Hype thy name is Halo: Reach.

-The Ranger of Eos




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{ 3 comments… read them below or add one }

Micah Haughey May 18, 2010 at 9:29 am

This is not a review. This is nit-picking.

I agree that Halo is a vastly over-hyped franchise. However, this article was not very informative. You merely stated features of the game and said whether or not you liked them without giving adequate (or any) reason why. I don’t necessarily disagree with your points….but it would be nice to understand the rational behind them.

Also, (and this is more of a personal question) why would you expect Bungie to “vindicate all of its past mistakes” when they’ve only failed you? Halo has always been fun to play, but never worthy of the attention it receives.

Adam P May 20, 2010 at 2:53 am

You must understand that the Halo: Reach beta lives up to it’s name: It’s a BETA. That means that it is for testing, finding bugs, gathering feedback, and refining the final product–something that is still several months away. You act as if it was a demo, something more representative of the final product. Bungie has explicitly stated that what is seen in the beta does not reflect the entirety of what will be available in the final game: There will be more “classes,” more maps, potentially new weapons, and of course the campaign and other features left out of the multiplayer beta.

It is true that Reach should shine, theoretically, from the “classes” that are now available. In fact, where Reach shines is in the balance of the weapons. The DMR, the replacement for the Battle Rifle of the past, is not the go-to weapon. The pistol is not a sub-standard shadow of it’s original self. Each weapon is equally viable to be used against another weapon without any one weapon reigning supreme, as the BR did. Another thing to note about the weapons is that there is less overlap between the UNSC and Covenant (“human” and “alien” respectively, for the uninformed) weapons; Before, you would find that the UNSC SMG would have a Covenant counterpart, and it was wholly unnecessary to have two weapons fulfill the same role. Each weapon is unique, viable, and for the most part balanced (again, it’s a beta).

There are actually more “classes” than you’ve listed. First, they aren’t classes, they’re armor abilities. The configuration of armor ability and weapon is called a loadout. A class, like you would expect from Team Fortress 2, has a very rigidly designed role; You can’t play a Medic like you would play the Spy, because of the core differences to the class mechanics. You could pick the “Scout” loadout in Reach (Sprint armor ability, Assault Rifle, Pistol, and 2 frag grenades) and you would not be restricted to any specific playstyle. You can use the Sprint to jump long gaps, get close to an enemy, run away, or whatever. There is nothing about the “Scout” loadout that dictates how you play. You could even forgo the usage of the armor ability entirely, and you would not be at a disadvantage.

Second, your summary of the armor abilities is just pathetic and very trollish. Instead of picking about why you aren’t doing justice to the intricacies of each (and oh boy, are there intricacies), I’m going to address one: The “fetal position” armor ability… there’s simply nothing fetal about it. The pose you strike is more akin to Iron Man’s iconic ground pound than curling up into a ball and crying. It’s called Armor Lock, and it makes you invulnerable to ALL damage. In previous games, “invulnerable” meant that the only thing that can kill you is a smack to the back, which is called an assassination. This is true invulnerability, and that’s pretty big considering the term’s lineage (in Halo, anyways).

Now, onto the armor ability that you neglected to mention. But first, it’s worth pointing out that Spartans (like Master Chief) have a monopoly on the Sprint ability. Sprint lets them run faster for several seconds, and it can only be used while you’re running forward. The last armor ability is exclusive to Elites, the bigger, badder alien faction you can play as. The thing about Elites is that they can run as fast, unaided, as a Spartan in full Sprint. They can jump higher, they have more shields and they recharge faster, they have regenerating health, and the overall package is something truly terrifying to behold as a Spartan. Spartans cannot run, they cannot hide. On top of all of that their exclusive armor ability, Evade, let’s them roll out of harm’s way in any direction, Gears of War-style. By the way, how did you completely fail to mention Elites? In previous Halo multiplayer, they behaved identically to Spartans aside from their hitboxes. In Reach, they are terrifying menaces that require teamwork to over come. That’s a huge change in multiplayer.

Another thing you failed to mention are other changes from previous games that will set Reach apart from them. First, there is the health model. Before, Spartans (and Elites, but they don’t matter now) had health that would regenerate after your shields returned to full. In Reach, Spartans must find health packs on the walls to recover their lost health, just like in Halo 1. Also back from Halo 1 (it was taken out in Halo 2 due to a bug) is fall damage; That jet pack that you completely glossed over makes this a non-issue, but anyone found without one will take damage when they hit the ground from a significant drop. The biggest, and perhaps most important change, is the way weapons fire. Reach goes back to the old hitscan method (Halo 3 used actual ballistics, requiring you to lead your target at long distances before firing), and on top of that your weapons will become less accurate the faster you fire them. This means that skilled players will be playing far more deliberately than an unskilled player, and the skilled players will also be able to use much less ammo to get far more kills. This mechanic is entirely new to the Halo series, and it’s being employed to increase the skill gap between skilled and unskilled players.

Overall, I have to completely and utterly disagree with you that Bungie is jumping the shark with Reach. I dare say that your overview of the beta (again, things absolutely will change for the retail product) is rather amateur and quite possibly the worst attempt at trolling I have seen on the internet all week.

Pman May 24, 2010 at 12:02 pm

Good point Micah, well said.

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