May 13, 2024

‘Reach’ reaches far for plotline but succeeds in graphics

By Zack Gill
Staff Writer

“Halo: Reach” for the Xbox 360 is yet another video game that will rob the free time of America’s youth.

The game has the potential to regain its crown from “Call of Duty” as the most beloved video game in basements and frat houses throughout the country. Its multiplayer mode is strategic, and most importantly, fun.

On the other hand, the single player method, though more cinematic than any other “Halo” entry, is disrupted by a clichéd storyline.

“Halo: Reach,” from video game developer Bungie, contains three main modes of play: the single-player campaign mode, multiplayer battles, and “Firefight,” a cooperative multiplayer variant that pits players against waves of increasingly powerful computer-controlled enemies.

A prequel to the “Halo” series, the single player campaign enlists the player as the sixth member of an elite group of space marines as they defend the planet Reach from invading alien armies.

At the end of the previous Halo game, “Halo 3,” the protagonist Master Chief died in a heroic death. The end was somewhat unclear, and Bungie has chosen not to address it. This addition to the series was as a prequel that leads into the story of Earth’s war against the Covenant.

In comparison to the previous, rather aesthetically unpleasing “Halo” games, this game never manages any superb or flawless aesthetics, but its alien setting is given an entirely realistic feel through its use of crisp graphics and subtle, muted colors.

Bungie has significantly improved in the game’s quality. However, other games this year have managed to balance original design and graphic potential to much more impressive effect.

“Halo: Reach” allows the player to customize a Spartan through the “Armory,” an in-game store where credits earned by playing any game mode can be spent on new, cosmetic tweaks.

Through this innovative system, “Halo: Reach” manages to give the player a sense of progress, while also providing a more tangible reward than the player titles of the comparable “Call of Duty: Modern Warfare 2.”
The amount of content in “Halo: Reach’s” multiplayer alone is enough motivation to keep players engaged for absurd lengths of time.

Classes of character, chosen at the beginning of each match, provide some much needed spice to the “Halo” multiplayer formula. Each class has its own ability– for instance, invisibility or a jetpack. These powers give players an incredible advantage. Each power has a timer on it and can only be used after a waiting period to avoid game imbalances.

Along with these new powers, Bungie has created new weapons and new modes to go with them. This is among the most cohesive of multiplayer experiences for this generation of gaming consoles.

The single-player campaign is very similar to the multiplayer campaign but it is not nearly as memorable. Up to four people can play cooperatively.

The storyline of the game consists of blowing things up and lacks the characterization necessary to really justify it. Nevertheless, presentation and gameplay tweaks, as well as a constant sense of danger, make the campaign the most enjoyable in the “Halo” series since the first game.

With enough content to provide months of lively and energetic play, “Halo: Reach” is easily worth its $60 price tag.

“Halo: Reach” has gone above and beyond its call of duty. It is rated “M” for mature and is made exclusively for the Xbox 360. The game is available nationwide.

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