Halo: Reach Forum
This topic has moved here: Subject: Halo Reach opinions?
  • Subject: Halo Reach opinions?
Subject: Halo Reach opinions?

Anyone else think that Halo Reach is an amazing and innovative edition to the series?
Please be honest, with an opinion.
Oh and yes I know this kind of post is late but i was just wondering.

  • 08.02.2012 3:01 AM PDT

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While Halo: Reach is a good multiplayer game, it is, however, a terrible Halo game.

  • 08.02.2012 3:15 AM PDT

May you elaborate on why it's a terrible halo game?

  • 08.02.2012 3:17 AM PDT

http://www.capturemyhaloclips.com/ - Get your Halo clips captured.
The Artists Corner - Show other members your artistic talent.
Storywrite - Where I am writing my book.


Posted by: sony sucks
May you elaborate on why it's a terrible halo game?

The campaign was mediocre. It didn't have the same feel as the past Halo games.
Noble Team are completely useless, not to mention pointless. Their death scenes were laughable and, as a player, I felt no connection with them.

And I bet quite a few other people here shall add to this list.

  • 08.02.2012 3:30 AM PDT

Granted the single player isn't the greatest but it's better that the game didn't feel the the same mainly because without change halo would be similar to COD, the it would be a "milked" "copy and pasted" game.
The "Halo" element, i felt, was still present though.

[Edited on 08.02.2012 3:50 AM PDT]

  • 08.02.2012 3:49 AM PDT

"To me, a nice triple kill with the sniper is infinitely more impressive than any Living Dead Killionaire"

Does flaming people on forums count as an esport?

I'm a commendation/achievement/statistics freak.

-David (Drake)

Reach complicated the Halo formula by adding unnecessary gimmicks. While it is a great game, it doesn't feel like Halo. Gone is the fast running and redirection speed, high jump height, and bouncy "Halo feel"

I still love the game though, and I think it's more satisfying to kill in Reach than in many other games.

  • 08.02.2012 4:13 AM PDT

The fast running, high jump and redirection speed are because Bungie and 343 like to interpret the single player experience into the multiplayer exerience. You still get a super soldier feel without being an unstoppable force. Which made the differences between Spartan II (the tank) and Spartan III (super soldier) effect the "Halo" experience. If that makes sense.

  • 08.02.2012 4:23 AM PDT

~:O>~~

The level design and combat in the single player I feel was meant to be played competitively with a Co-op partner... as it's the equivalent of firefight but you move through various sets underlined with a narrative of some sort. For this reason: this is why the campaign contains a lot of MP and firefight maps seen within in other playlists.

The same areas and level designs correlate between the campaign and the MP/firefight portion: [i]is it Multiplayer ripping maps off of the Campaign? Or the Campaign ripping maps off of Multiplayer?

In my opinion it's neither: each part of the map and level were designed in such a way that it allows a great deal of comprehension and accessibility in moving throughout the map, these design elements I think should be treated as a universal and independent entity that allows for the best gaming experience possible.

AND... I actually enjoy the multiplayer. I have more to say about that- but it would go on and on.

The Multiplayer varies a lot from one playlist to another, while this in and of itself isn't neccessarily bad, it does however compartmentalizes the overall experience into various different selections... so chances are, that any two typical fans of the game will most likely prefer to play a specific playlist over another; which then makes it harder to feel like your a part of the community (because the criteria to determine one's skill is varied and sporadic considering the very nature of the game) so people who are looking for a steady focused community will most likely have a hard time finding one here.

What makes Reach a little more different is the feild of view, and what is contained in that view that makes the difference Reach and the other Halos. Before we didn't have to accomodate sprinting, but now we have that at our disposal levels tend to be expand more horizontally... making it harder or less likely for someone to succeed in manuvering around obstacles (also the Jet pack is accomodated... in more subtle ways however). There were certain levels that got this combination down just right, and it was an overall worthwhile experience to pretty much anyone who decides to play it.

The game is meaningless to newcomers: and by that I mean that if someone decided to pick up the game today, and start playing it from the beginning... I would imagine they would be immediately overwhelmed by the vast difference of ranked and skilled players in Halo Reach. I doubt they would want to play purely just to grind through the ranks considering their efforts would be borderline meaningless and overlooked: so why bother?

My gripes with Halo Reach is one part technical detail and another with Art direction as a whole...

The movement doesn't have inertia, so when you come across an obstacle your vision is jerky/squirrely (and the Spartans feel like plastic)... that with the art direction of the game: It feels like playing Legos in real life. That's the one thing I feel is holding this game back from having a more emmersive experience.

  • 08.02.2012 4:32 AM PDT

Carthulane I believe I agree with everything you just said there especially the gripe you have. Mainly with the inertia, mostly because I doesn't feel right when you sprint jump, then in the air you have a ridiculous halt when you run out of stamina or energy or whatever it's called.

  • 08.02.2012 4:40 AM PDT