I played Halo: Reach on its
original release in 2010. A prequel to the original Halo, Reach
follows the Spartan Noble Team as they attempt to defend the colony
of Reach from invading Covenant forces. I played Halo and Halo 2 at
release on the original X-Box, and later Halo 3 on 360. Reach was the
last Halo game I played, however, as I never played ODST, 4, or 5.
I’m not sure why I never gave 4 a shot back in the day, but I’m
sure I’ll give it and ODST a spin when they eventually release as
part of the Master Chief Collection.
So it’s been a long time
since I played a Halo game and it felt really good jumping back into
that universe. It also felt really good just playing a pure, story
driven, first person shooter campaign again. We don’t seem to get
too many of those these days. Despite its age, there was something
very refreshing about playing Reach again today.
Before writing this review,
I completed the Reach campaign both in solo and co-op – and on
Legendary difficulty, each time. Yes, I’m going to brag about that
as sad as it might be, but I am ten years older than when I first did
it and I know my reactions aren’t quite as fast, but there was no
way I wasn’t going to do it again.
That said, Legendary isn’t
so much about fast reactions as it is patience.
Some sections can be frustratingly tricky, but you just have to
persist until you get it right. And once you do, it’s very
satisfying. Playing on Legendary also makes the other difficulties
feel rather lacklustre in comparison, so aside from revisiting levels
on lower difficulties to grab various missing achievements, you’ll
probably stick with Legendary on any other repeat play.
The campaign lasts a solid
6-8 hours depending upon your style of play. There’s lots of
sections you can skip entirely if you want to rush (or try to beat
the ‘par time’ for each mission) but there’s also lots of
little secrets and achievement related Easter eggs to discover if you
choose to take your time. The campaign also has a great deal of
replay value.
Although story based and
reliant upon various scripted sequences to progress that story, each
mission is, more or less, a free form sandbox in which you can
approach each objective in your own way. With a great variety of
weapons, vehicles and abilities to choose between, you won’t play
each mission in quite the same way twice. And that’s another reason
why I enjoy the Legendary difficulty – it really does force you to
be creative, think on your feet, and use whatever resources you have
at hand.
The campaign, aside from
the difficulty settings, also has score and time challenges in
addition to the ‘skull’ modifiers. There’s plenty to keep you
engaged if you just play the campaign alone. But Reach has more to
offer beyond just the campaign. There’s a solo/co-op Firefight Mode
with fully customisable settings to put your combat skills to the
test. And, of course, there’s a full suite of multiplayer modes
too.
I must admit, I never
really got into Halo MP. As much as I enjoy the campaigns, I’ve
never really connected with the MP side of the series. I’m not
quite sure what it is about it that I just . . . I was going to say
‘don’t like’ but it’s not really a case of like or dislike –
I just don’t really care about it. It just doesn’t interest me
and that’s something that hasn’t really changed, even today.
Visually, this PC version
looks pretty great. It’s what I’d describe as a modest,
respectful overhaul of the original game – and I’m curious to see
how they handle the visuals of the older games in the series, Halo 1
& 2 in particular. The music, as you’d expect, is also pretty
great, as it always was in the Halo games.
And 6.99 for Reach is
excellent value given its extensive solo & co-op content, range
of customisable modes and MP for those who like that sort of thing.
If you’re a veteran of the series, then Reach is still great fun to
play today, and if you’re new to the series, then Reach is an
excellent place to start.
8/10
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