Showing posts with label Halo: The Fall of Reach. Show all posts
Showing posts with label Halo: The Fall of Reach. Show all posts

Friday, 24 September 2010

Video Game Review: Halo - Reach


You know, Bungie made a couple of other games before they hit the big time. There was Marathon, Myth and Oni, three relatively distinct chapters in the studio's development, each representative of a different direction, a new way to play. In retrospect, none of Bungie's earlier efforts stand out particularly; look at them as learning experiences for a company finding its feet, however, low-stakes tables on which a ragtag gang of players learned the game, and their significance skyrockets. Without them, Halo: Combat Evolved would not have been what it was, and what it was - what it is - altered the landscape of gaming forever. Combat Evolved wasn't the first console-friendly FPS, but the repercussions of its stellar success are still being felt today. Had Bungie not knocked it out the park with that first turnabout in Master Chief's SPARTAN armour, would the likes of Gears of War and Call of Duty even exist?

Perhaps I'm giving Halo too much credit. Perhaps they would do... but mark my words: had they lacked the foundation stones Bungie set in place to build upon, they'd be very, very different games.

Nevertheless, it's been ten years since Combat Evolved changed things up - ten years - and in that time, the evolution of gaming hasn't simply halted in anticipation of Bungie's next innovation. To paraphrase Solid Snake, that font of gravelly wisdom, "gaming... has changed." Or was that Kratos? In any event, the Halo franchise has idled along for near enough a decade now, with sequels and spin-offs and cross-media razzmatazz wherever you look. And it's been fun. It has: with success on their side, Bungie has shaped a universe that some believe to be this generation's Star Wars equivalent (though I'd debate that point). They've brought Halo's idiosyncratic gameplay and graphics up to date, and they've managed to do so without radically diverging from the formula which makes the One Franchise to Rule Them All so very distinctive.


But it's finally come time for Bungie to put Halo to bed. And not a moment too soon, given that the inimitable Master Chief has been absent for two full games, his tale wrapped up in a pretty little bow fashioned from the cat-gut innards of Covenant grunts. Appropriately, then, Halo: Reach harks back to a time before the earth-shattering events of the trilogy proper. In fact, so the lede line goes: from the beginning, you know how it ends. For the uninitiated, it ends... badly. With millions dead, the UNSC defeated, and the sleek alien invaders looking for all intents and purposes as if they've won the battle and the war. If you please, see Halo: The Fall of Reach, Eric Nylund's not inconspicuously-named tie-in novel, for more details on the chronology.

In fact, if you've read The Fall of Reach, you'll find yourself in familiar territory here. Nylund's surprisingly competent Starship Troopers-esque narrative doesn't infringe upon the events of Reach so much as enrich them. As Noble Six, new recruit to a team of so many SPARTANs tasked as ever with the apparently impossible, you'll visit a handful of locations referenced by the expanded canon, see firsthand how certain events pivotal to the overarching Halo narrative came about, not to mention recognise a few familiar face - among them SPARTAN program mastermind Dr. Halsey, Cortana, John 117's onboard AI, and... well. That'd be telling, wouldn't it?

You couldn't call Halo: Reach a surprising game. There's not a lot about it that's new, all told. The campaign is your usual eight to ten hours of fraught battles against the same old assortment of enemies and awesome set-pieces bolstered by brilliant, if now lamentably familiar design. You can expect to spend that amount of time again (and again, and again) with the myriad multiplayer modes on offer, now complete a few new variants and at last, matchmaking for Firefight, Halo's own Horde mode. Surely I don't need to tell you the gameplay in either single player or online is sound; frenetic as ever and so utterly seamless, in fact, that it could only have come from a decade's iterative process. Come down right to it, a legion of hopefuls and pretenders have done little to diminish the fact that there's nothing quite like Halo.


And Reach is Halo to a T. It looks like Halo; it sounds like Halo; it plays like Halo. Indeed, Reach is a truer successor to the trilogy in spirit and in impact than the (nevertheless very fine) aberration of last holiday's Halo 3: ODST. Now if Halo's left you wanting in the past, Reach isn't going to adjust your attitude in the slightest. What we have here is more of the same - except, and here's the thing: it's the same, but better. Better in every sense. To begin with, the single-player campaign is diverse and expansive. Moreover, Reach boasts a sense of place and time rarely felt in Halo before... and I don't just mean you're on Planet Reach before its inevitable fall; of course you are, but where before Bungie would have been content to plop you into battlefields with little to no explanation of why you're there and how you got there, in Reach you're chauffeured from one breathtaking location to the next while Noble Six's commander outlines your charge. The storytelling is otherwise more sophisticated and coherent than it's ever been. Yes, you know how it ends, but getting there is a truly satisfying feat; emotional, even.

And boy, is the presentation in Reach ever stunning. It looks... fantastic. The vistas are incredible, the future tech sleek and authentic. As ever, the frame rate is solid, but it's particularly impressive this time out, with so many enemies in the exacting arenas you'll forge through at once, and so much detail to each of their individual character models, as all the while blinding explosions ring out and great UNSC carriers dwarf the sun in the sky. Nor is Marty O'Donnell's score a rehash of classic Halo themes. By turns bombastic and haunting, the composer here achieves new heights with an original soundtrack that, taken in tandem with the events of the campaign, will give you chills in all the right ways.

Add to that the addition of daily and weekly challenges to an already tremendous array of multiplayer modes, whereby you earn credits by completing certain actions to unlock a multitude of armour pieces and effects with which to customise your SPARTAN soldier (both online and in the single-player), and... well. If this cracking package doesn't tide you over till Bungie reveal via Activision their next original IP, you're a hard sell indeed. Reach might be more of the same, but Halo has never looked, sounded or played better. A fitting swan song, then, for a developer now defined by a single property, a property which, whatever its faults, has come to represent not just a species of experience, but a touchstone for all other modern shooters to be measured against.

Wednesday, 22 September 2010

Book Review: Halo - The Fall of Reach by Eric Nylund


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"As the bloody Human-Covenant War rages on Halo, the fate of humankind may rest with one warrior, the lone SPARTAN survivor of another legendary battle. This was the desperate, take-no-prisoners struggle that led humanity to Halo - the fall of the planet Reach. Now, for the first time, here is the full story of that glorious, doomed conflict ...Almost on Earth's doorstep, Reach is the last military fortress to defy the brutal Covenant onslaught. But their highest priority is to prevent the Covenant from discovering Earth. The outnumbered soldiers seem to have little chance, but Reach is the secret training ground for the very first 'super soldiers'. Code-named SPARTANs, these bioengineered and technologically augmented warriors are the best - quiet, professional and deadly. As the ferocious Covenant attack begins, a handful of SPARTANs stand ready to wage ultimate war. And at least one of them - the SPARTAN 'Master Chief' - will live to fight another day on a mysterious and ancient artificial world called Halo..."

***


I'll be honest: I've never quite understood the love some people have for the Halo universe. I've played all of the games, from the original, Combat Evolved, through to Bungie's swansong, last week's Reach. Hell, I was one of the very few to follow the SPARTANs into the Real-Time Strategy-space in the insipid Halo Wars, thinking that the experience of the broader mythos, away from Master Chief's isolationist laser focus, might inspire some affection in me. It didn't.

From afar, I've admired the spectacles of the Halo games... the breathtaking set-pieces, the invention of the worldbuilding, in particular the complex interplay between the stock space marines - the UNSC - and the Covenant, a ruthless race of sleek alien invaders, one of whom Master Chief had to team up with a few games ago. But I've always felt Bungie got rather more credit than they were due. In terms of storytelling, the franchise has been all over the place in its myriad iterations; never once the equal of the ideas you can see straining to punch through the thick titanium armour of the awkward exposition Halo games have made their proverbial bread and butter. I've found them fundamentally sound, with bulletproof, if idiosyncratic gameplay and a rich enough backdrop to make further encounters worth the price of entry, but artistically, not a little crass.

Halo: The Fall of Reach hasn't changed my perspective on that one iota. What it's done, this updated edition of a decade-old book composed in a scant seven weeks with little to no input from the creative team behind the property in the first place (and breathe) is clued me in on all that the Halo games could have been. Eric Nylund's novel gives us a landscape as ubiquitous to this generation as the snowy kingdom behind a certain wardrobe door was to another, and yet for the first time, we have a vantage point from which to admire it. Moreover, he proffers up a context for the characters and crises of the games proper, enriching them immeasurably in so doing. High praise, this, all things considered: The Fall of Reach makes me want to play through the whole Halo saga again, with the depth so lacking in each of the games - in terms of storytelling, you understand; Bungie have the gameplay equation down to a T - now present and correct. And all because I've read a tie-in novel. Who'd have thunk it?

If this was proscribed reading for an understanding of the Halo games when it first came out, ten years ago, I wish someone had thought to tell me. Thankfully, I managed to get Eric Nylund's novel under my belt before Reach itself arrived, and as I suspected - though it may be particularly the case given that the game and the book in question are both precursors to Combat Evolved, chronicles of pivotal events occurring in concert - I enjoyed the fiction of Reach a great deal more than I have any of Bungie's other efforts. Equally, the fiction of The Fall of Reach surprised me: there's plenty of Starship Troopers-style SPARTAN on grunt action, sure, and it's narrated with an immediacy bordering on voyeurism, but the larger part of Nylund's tie-in is about the small potatoes. We begin and end on Planet Reach; between times, however, this is not a story of explosive intergalactic battles (of which there are nevertheless enough to satisfy that end of the market) so much as it is an unexpectedly personal account of the kids co-opted into Dr. Halsey's experimental program. Among them, John, candidate number 117 - you might have heard of him - who we watch evolve from a six year-old bully to a soldier, then a leader, and at last, the Master Chief; none other. As late-game guest star Cortana concludes, "The Master Chief was much more than Dr. Halsey and the press releases had indicated," and so he is.

Not just a gun attached to an arm, then. Huh.

All of which isn't to say Eric Nylund's novel is some transcendent specimen of fiction. It isn't. Its composition is as by-the-numbers as you'd expect given that only four (presumably mad) months passed between the conception of The Fall of Reach to its publication... though from time to time Nylund does have his moments. He asks the big questions - for instance "Was Dr. Halsey a monster? Or just doing what had to be done to protect humanity?" - and though he hardly gives such issues the room to develop, credit to the gent for the attempt; it's more successful, certainly, than any of the various games' attempts.

The Fall of Reach, then, isn't the book to get your other half pumped for some co-op Halo action, but what it sets out to do - which is to entertain, to intrigue, and to enrich the largely wasted promise of the fiction hinted at in the games - it does, and quick smart at that.

Now. Back to Team Slayer...

***

Halo: The Fall of Reach
by Eric Nylund
August 2010, Tor US

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