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Remembering Reach: Bungie's last Halo hurrah

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Tuesday, June 28, 2011
EDITOR'S NOTEfrom Eduardo Moutinho

With the announcement of Halo 4 and impending release of Halo: Combat Evolved Anniversary, now's a great time to look back at the rich history of Microsoft's key gaming franchise. This post from John captures his thoughts on Bungie's final Halo entry, Halo: Reach. So brush the dust off that rusty jet pack because it's time to deploy.

I have a weird relationship with the Halo franchise. I own the original Halo: Combat Evolved but have yet to play past the first level. Halo 2 actually convinced me to come back to console games after extended sessions in the barren wastelands of Championship Manager and Minesweeper. While I shy away from most multiplayer offerings, I have played Halo 3 and its successors online.

I've never invested myself into the games to the point that I would be frustrated or let down by the developer, Bungie. Honestly, this is a pretty good way to feel about fictional universes.

Playing Halo games is fun -- not counting the Flood parts -- because Bungie builds top-notch titles. Over the last few years, the quality shooters became quality shooters with interesting plots. 

A Kenny G soundtrack wouldn't gain much traction here.

 

Since the beginning, Bungie was open about making Halo a grand project. Halo 3: ODST proved, however, that the studio was also willing to delve deeper into the side stories that sprung up from the overall narrative. Halo: Reach benefited from both of these points. First and foremost, it was a characteristic game in the series -- and a very good one. It was also the best entry when it came to story.

The Fall of Reach is a big deal for Halo lore followers. I couldn't have cared less about the fate of this human-colonized planet before I bought the game. By the end of the experience, I cared. Bungie took a major keystone in this interactive, intergalactic fiction and presented it from the perspective of unestablished characters. Yet this group became more meaningful to me than Master Chief or Cortana. It was inspired stuff.

I also got to shoot dudes in space.

ODST made an effort with its characters, and it mostly succeeded. Before Reach, though, my opinions of Halo characters depended on the people who did their voice work. Ultimately, I realized I just liked Nathan Fillion and Keith David.

Who doesn't like Keith David? Who would dare not to like him?

In Halo: Reach, the player encountered individuals with distinct personalities who interacted with each other. Jorge was the classic Jesse Ventura-style, minigun-toting beast but proved to have a softer touch than the rest of the crew. A testament to Reach's excellent art design, Kat's prosthetic arm told you what you needed to know about her: She was tough and more experienced than most members of the squad. Her gender was irrelevant, and I thought that was a great thing. The player's character, Noble Six, felt like a true member of the team.

Emile had a really cool helmet.

Maybe it was just another Empire Strikes Back thing, since I'm a sucker for a dark conclusion to a storyline. Or maybe it was how Bungie decided to go beyond making the ultimate piece of fan service. Reach was a goodbye to Halo players, and the ending of the game felt especially tender. I mentioned earlier that I'm not the biggest fan of the games. When playing ODST, I had no idea what was going on with Master Chief. The events of Halo 2 are a distant memory, and I never finished the first release. I am still a Halo fan, however, and Reach felt like an intimate farewell. I rarely get such feelings from people who make games.

What a great experience.

 
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Comments (3)
Sexy_beast
June 28, 2011

I recently got a long-awaited HDTV and decided that Halo: Reach was the first game I'd test on it. Having not played a Halo game in quite a while, I must say that the experience was pretty refreshing.

That final shot got me going, I'll admit.

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July 04, 2011

It's bound to happen, but I've got to disagree with you, John.

The characters presented in Halo: Reach are two-dimensional. The most important characters are nothing more than stock characters seen throughout fiction. The writing is horribly uninspired.

Reach was a failure, a terrible send-off to the series that was rushed out the door a year too soon and with severely misguided decisions like Forge World that added little value and distracted from the more important work.

We're seeing this reflected in its rapidly dwindling pool of players and the glut of used copies now available in stores. This is not the history of the Halo series. I remember how Combat Evolved held its trade-in value for years because no one wanted to trade it in.

Redeye
July 04, 2011

While I personally liked forge world alright (because i'm sometimes a mark for kewl baubles) I personally thought that reach from a storytelling, game design, and lore standpoint was a huge misstep. Basically the only reason people like this game is that it has a decent new version of halo's popular multiplayer, and a passible online firefight mode. You take those two things away and realistically many reviewers would have seen the campaign for the strange and inconsistent thing it is.

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