Tag Archives: FPS

Halo Fest 2020 – The Fall of Reach

Released as a bonus for pack-in for the limited edition of Halo 5: Guardians and later on disc and streaming services, Halo: The Fall of Reach is a three act animated movie based on Eric Nylund’s novel of the same name. Personally, having not followed the release of Halo 5, I had no idea this was even a thing until I started my research for Halo Fest 2020, but it seemed significant enough for me to cover here, and, surprisingly, I’m actually glad I did.

John and his friends having some teenage fun.
“John and his friends having some teenage fun.”

Halo: The Fall of Reach is reasonably faithful to the book its based on while also taking elements from the 2012 Marvel Comics adaptation with a handful of other changes along the way. Oddly, this new adaptation only covers the first half or so of the book, leaving out the titular, you know, falling of Reach part. Actually, it seems pretty clear to me that a lot of these changes were intended to focus more on the members of Blue Team as featured in Halo 5 itself, allowing the movie to serve as their introduction and contextualizing their relationship with Master Chief for players who hadn’t read the novels. For me, it also helps explain why so many fans of the novel were disappointed with the otherwise excellent Halo: Reach.

Since we’re already on the subject, and this is backstory told out of chronological order anyway, let’s get into the plot synopsis. While this is fairly vague, it absolutely contains spoilers. Skip the next paragraph if you want to avoid that sort of thing.

The Story: Dr. Catherine Halsey is searching colonies for child candidates for the SPARTAN-II program, a secret initiative to create super soldiers that could turn the tide against an ongoing insurrectionist movement. On Eridanus II she meets a child named John and quickly recognizes his potential. ONI agents abduct John and 74 other children, replacing them with barely functional “flash clones” to cover their kidnappings. At a UNSC academy on the colony planet Reach, the children are run through exhaustive training covering military theory, tactics, and history, along with physical and team building exercises. John, designated John-117, stands out from his peers and is soon promoted to squad leader. Years later, the SPARTAN-II cadets undergo a series of physical augmentations and chemical treatments to improve their senses, reflexes, musculature, and physical growth. A staggering 36% of the cadets do not survive the process. Later, John and four of his classmates are sent on a clandestine mission to kidnap an insurrectionist leader, with their success serving to help justify the existence of the program. Not long after, first contact is made with a hostile alien force known as the Covenant who seem intent on wiping out humanity. Dr. Halsey and the Spartans are transported to Chi Ceti IV aboard the UNSC Commonwealth when the ship is intercepted by a Covenant vessel. With the Commonwealth barely fending it off, the Spartans make it to the surface where the new Mjolnir power armor is tested on them for the first time. A success, the Spartans are assigned their armor and begin training with it. With the Covenant ship returning to face the Commonwealth a second time, John-117 concocts a plan to get behind the ship’s shields, board it, and detonate a nuclear warhead from within. The team fights its way inside and successfully plants the warhead, though one of its members, Sam-034, sustains heavy damage to his armor and volunteers to stay behind to buy his teammates time to exfiltrate. Flashing forward a number of years, the members of John’s original fireteam meet at the site of the academy on Reach, now in ruins after the planet was “glassed” by the Covenant, in memorial to their fallen teammate.

Dr. Halsey reaping what she's sown.
“Dr. Halsey reaping what she’s sown.”

Having never read the novel, I knew a lot of the generalities of what was covered here but not many of the details. Actually seeing the child abductions, training and augmentation deaths, and even the gruesome way that Mjolnir armor testing was depicted was much more effective than I would have expected. It was also interesting to see the (somewhat) original way Dr. Halsey was depicted versus how she was presented in Halo: Reach, Halo 4, and Halo 5: Guardians. You also have the remember that the original novel was very much written to be the backstory for Halo: Combat Evolved, so it’s chock-full of a lot of the context that is, well, frankly just missing entirely from the game: who Master Chief is and why he’s so exceptional, both as an individual, and as a Spartan, and where humanity is at this point in its war with the Covenant, for instance. As a long time Halo fan, it’s pretty cool to go back and geek out over this stuff all these years later.

As for this particular production, it’s… eh, decent. Visually, I think I could describe it best as looking a lot like a motion comic that has been upgraded to have an actual animation budget. This isn’t too surprising given that the studio who made it, Sequence, also helped make most of the motion comic-like cutscenes in other Halo games, like those from the terminals in Halo: CE Anniversary and Halo 4, as well as the cutscenes in the Spartan Assault and Spartan Strike games. This doesn’t sound like the strongest praise, and it definitely isn’t, but it’s better than it sounds and I think it works well enough for me. On the audio front, Steve Downs plays older Master Chief and Jen Taylor plays Dr. Halsey, giving the whole thing a much needed direct connection to the games. We also have Tom Salta returning from his work on Spartan Assault and Spartan Strike to compose the soundtrack. Not bad all around.

SCPO. Mendez sits the kids down for story time.
“SCPO. Mendez sits the kids down for story time.”

As a whole, I was surprised with just how much I enjoyed Halo: The Fall of Reach and turned around and bought a copy of the audiobook almost immediately after finishing it. While I’m sure I’ll end up enjoying the book much more, I’m going to have to rank this one up with Halo 4: Forward Unto Dawn as an actual half-way decent attempt at a Halo movie. Interestingly, a lot of Halo fans seem to think this is the story to make a big budget adaption of, so even if the new Halo series seems to have veered off in an entirely different direction, it seems possible we may return to the Fall of Reach again at some point in the future.

Next up, as we finally near the end of this series, we return to the UNSC Spirit of Fire with Halo Wars 2. I’m looking forward to it!

Halo Fest 2020 – Guardians

With my decision to skip out on the Xbox One meaning I’d likely never play Halo 5, I stayed oblivious to both the considerable amount of pre-release hype and the immediate post-release criticism around the game. That’s not to say I don’t know anything about it as these days it’s difficult to find yourself in any sort of Halo community without stumbling across a ridiculous meme bashing Spartan Locke. Indeed, the game has a remarkably terrible reputation, often slated for having the worst campaign of any of the mainline Halo games. This means I was totally intrigued to finally play it, but my expectations weren’t exactly high.

Guns down in Sanghelios.
“Guns down in Sanghelios.”

Graphically, the Halo franchise’s entry into the 8th generation definitely didn’t disappoint and of course Halo 5 continues the tradition of featuring levels that span across diverse environments which helps showcase this, the awesome “glassed” moon Meridian and the beautiful Elite homeworld Sanghelios being particular standouts. Quite a nice looking game with all of the little touches and polish you’d expect from the series. Technical fidelity aside, 343 Industries continued the stylistic overhaul they started with Halo 4, bringing more of an overall cohesion to the designs of the UNSC. Some of these changes, such as with my beloved Scorpion tank, were perhaps the biggest departures from Halo: CE yet, while still quite respectful of their classic designs. The Covenant and particularly the Prometheans were similarly given a fresh coat of paint.

Things fare a little worse when it comes to gameplay. For the first time in Halo Fest 2020, I was struck by how different Halo 5 felt to play. It’s hard to describe, but it didn’t quite feel like Halo anymore. It was as if the series was moved to a new engine without much care being put into trying to replicate the feel of the previous one. On top of that, the overhauls I mentioned above didn’t stop with the graphics, with many weapons being heavily reworked as well. The classic Assault Rifle / melee combo I’d used as my crutch in literally every game since Halo: CE no longer felt quite as effective. Of course, I quickly got used to all of this and adapted, but I have to imagine that this is a big part of why fans heaped so much praise on how Halo Infinite feels to control.

Atomizing a Promethean Soldier with a Splinter Turret.
“Atomizing a Promethean Soldier with a Splinter Turret.”

Gone are the armor abilities that had been evolving since Halo 3, replaced instead with some inherent “Spartan Abilities”. You can now sprint at will, have built in thrusters to propel you directionally, and you can also perform special charge and ground pound attacks. The charge in particular is used a lot in the campaign to break through walls, unlocking secret stashes or alternate routes. There’s also a new ledge grab, which improves jumping and climbing quite a bit. I’m honestly not sure how “Halo” it all feels, but you’ve definitely got dramatically more maneuverability than ever before. Not technically a Spartan Ability but “assassination” melee moves are also a prominent part of the game now too. Another core change is that all weapons have an “aim down sight”-like system of zooming which is helpful without going all the way into Call of Duty territory.

Speaking of weapons, new to Halo 5 we have the tracking UNSC mini rocket launcher, the Hydra, the Covenant Plasma Caster, which is kind of a combination of the old Concussion Rifle with an alt-fire mode that charges up to fire a high damage projectile, and the Promethean Splinter Turret, which feels like some sort of cannon, and I absolutely grabbed it every time I had the opportunity. They also replaced our beloved SPNKR missile launcher with a totally new model that tracks like in Halo 2. On the vehicle front, the most notable additions are the UNSC Wasp, yet another Hornet and Falcon like aircraft, and the Phaeton, something of a Promethean equivalent. As mentioned, quite a lot of the weapons were tweaked and adjusted, with the Promethean weapons in particular being heavily altered. While I might prefer the old Suppressor, at least it feels like a distinct weapon now.

Chief finally meets the Warden.
“Chief finally meets the Warden.”

Oddly, the difficulty struck me as a bit more brutal than the last few games. Playing on “Heroic” as usual, I felt like I could be killed in only a few shots, encouraging further engagement distances and a bit less aggressive play than usual for me. When things did go pear-shaped, my squadmates could usually be trusted to save the day and revive me. That is, for the first time in the Halo series, every single mission has you running as part of a four person fireteam. You have a single context sensitive button, being able to order them to go to a particular location, get in a vehicle, pick up a weapon, engage an enemy, etc. This works reasonably well, but is a far cry from the highly tactical experience I first dreamed of when hearing about Halo: Reach, largely thanks to the AI squadmates being absolute blithering idiots. At least they give us plenty of banter during missions…

The missions themselves are quite quick. If I hadn’t been obsessively scouring every map for hidden intel and skulls I think I would have wrapped up Halo 5’s campaign in record time. This wasn’t an issue for me though; the game was paced with a momentum that never left me ever stopping to wonder if I was bored, even with the addition of a few new “guns down” areas where all you’re expected to do is wander around and talk to other characters. Really, my only major complaint around the campaign structure and level design is with the repeated Warden Eternal boss fights, and even if it was a bit repetitive running into this goon over and over again, the fights were at least a fun challenge.

Filling a Promethean Knight full of lead.
“Filling a Promethean Knight full of lead.”

Since I griped about them quite a bit during my Halo 4 post, I should mention that the Prometheans have been pretty thoroughly reworked. Knights are now mini-bosses, complete with a “shoot parts off their armor” mechanic for taking them down, and they, along with the Watchers, appear a lot less frequently. Crawlers also appear a lot less, and in much smaller groups when they do. Instead, the Promethean roster now includes a new type of humanoid robot called a “Soldier”. Soldiers can teleport, though not as a frustrating way of fleeing from firefights as with Halo 4’s Knights, and they can wield a variety of weapons, including the above mentioned Splinter Turret. All in all, this version of the Prometheans is far less of a chore to fight and personally, I’m pretty damn happy about that.

So, by now I must have mentioned at least half a dozen things that you might imagine could be responsible for the derision this game constantly gets from the Halo community, but not so fast! I think it’s time for us to talk about Halo 5’s story. Since I feel the need to nitpick it, and from Halo 4 on the games are only loosely connected anyway, I’m going to go ahead and summarize the plot right here. As usual I’ll keep it somewhat vague, but this, as well as the two paragraphs after it, will definitely contain spoilers. Skip the next three paragraphs if you want to avoid them!

Fireteam Osiris heading towards a distant Forerunner Guardian.
“Fireteam Osiris heading towards a distant Forerunner Guardian.”

The Story: Spartan Fireteam Osiris, led by Spartan Jameson Locke, is dispatched from the UNSC Infinity to rescue Dr. Halsey from Covenant faction leader Jul’Mdama. Once planetside, the Spartans find that the Promethean and Covenant forces have turned on each other. Taking advantage of the chaos, Osiris eliminates Jul’Mdama and his retinue and successfully extracts Halsey. Meanwhile, the Master Chief and his fireteam “Blue Team” are conducting a routine mission when the Chief sees a vision of Cortana, who gives him a cryptic message about the planet Meridian. Deciding to investigate instead of returning to the Infinity, Blue Team are listed as AWOL. Arriving on Meridian, Osiris tracks Blue Team to a Forerunner structure housing a Guardian, massive Forerunner ancilla built to police entire systems. Soon after, Osiris catches up to and briefly confronts Blue Team, but they’re able to escape onto the Guardian, leaving Osiris to hastily flee the structure and later the Meridian itself as the Guardian activates and jumps away to devastating effect. Blue Team arrives on an unknown Forerunner planet where Guardians from all over the galaxy are gathering. There Master Chief reunites with Cortana, who shares that when the Didact was defeated his ship performed an emergency jump to this planet, Genesis, where she was able to join the Forerunner data network, the Domain, curing her of her rampancy. She also reveals her plan to take up the Forerunner’s “Mantle of Responsibility” herself, enforcing a new era of peace across the galaxy, seemingly accepting the death and destruction this will inevitably cause. Eager to show Master Chief that her plan will work, she places Blue Team in stasis. Aboard the Infinity, Halsey hatches a plan to hijack a dormant Guardian located on Sanghelios, the Sangheili homeworld. Despite being embroiled in a civil war against the remnants of Jul’Mdama’s Covenant, the Arbiter and his Swords of Sanghelios get Osiris to the Guardian just as it is about to jump away. On Genesis, Osiris, with the help of the planet’s caretaker AI, 031 Exuberant Witness, is able to wrest control of the planet’s systems away from Cortana, freeing Blue Team in the process. Cortana and her fleet of Guardians jump away to continue with their plan. Some time later, with innumerable AIs joining her cause, Cortana and her “Created” begin disabling ships and other technology all over the galaxy, sending the UNSC Infinity on the run.

From the cutscene at the beginning, which is the most over the top depiction of Spartans I’ve seen since “The Package” in Legends, I was bracing for the worst, but thankfully I found most of the claims of the story being a train wreck to be hyperbole. I think my aforementioned low expectations helped a lot, but, despite so much of the story between Halo 4 and Spartan Ops as well as other crucial background information (like who the hell Blue Team actually is, for one) being left to the most dedicated Halo fans to discover via novels and comics, I was able to follow the plot reasonably well. I admit, I was disappointed that the events of Spartan Ops were wrapped up in such an unceremonious way, but I’d probably be even more bummed out to have never played through Spartan Ops and have no idea why Halsey was hanging out with the Covenant and missing an arm, if I even knew who she was in the first place. Regardless, while there are many signs that maybe the game had been rewritten perhaps one too many times and I’m absolutely certain that a closer examination of the game’s plot would reveal it to be a swiss cheese of much more disconcerting plot holes, there are some very cool ideas here.

That actual main character of Halo 5, Spartan Locke.
“That actual main character of Halo 5, Spartan Locke.”

A much more immediate issue is Halo 5’s dialog. I can generously interpret that 343 intended to depict Blue Team as “quiet professionals” but Master Chief hardly says anything and half of the little he does say is, well, just kind of stupid. It’s easy to imagine that after the traumatic loss of his only companion after so many months fighting the Covenant on his own he’s chosen to lose himself in his work, but the game doesn’t make any effort to show us that, and that is an example of what people really mean when they say Halo 5’s writing is bad. Cortana is the real standout to me though, as her physical depiction, voice acting, and even her behavior (like cruelly mocking the members of Osiris towards the end of the game) barely resemble the Cortana we know. Sure, this could be explained by everything that happened to her since Halo 4, but it just feels… off. Speaking of Osiris, it’s absolutely mind boggling that, after the well-known fan backlash over playing the Arbiter for a third of the game in Halo 2, 343 would have us playing Locke and Fireteam Osiris for all but three of the 15 missions in Halo 5. *facepalm*

While I could go much, much further, this is already getting too long. I actually enjoyed the game quite a bit more than I was anticipating. Still, it fails to continue Halo 4’s character development of either Master Chief or Cortana and it fails to wrap up the events Spartan Ops set up in any meaningful way. Indeed, it also sounds like, despite introducing a huge new threat and ending on somewhat of a cliffhanger, it doesn’t connect in an important way to the story of Halo Infinite either. So, while maybe Halo 5 might not deserve every bit of the ridicule it gets online (and indeed, much of the community was quite fond of its multiplayer, and its Forge is supposedly incredible) that doesn’t exactly make it an impressive entry into the series either.

To briefly carry on the tradition of talking about live action media around the series, the “Hunt the Truth” campaign advertisements The Hunt Begins, All Hail / The Cost, and A Hero Falls set up a seriously epic showdown between the Chief and Locke, which, yeah, isn’t even close to what happened. Ooops! What was it I said about too many rewrites again?

Halo Fest 2020 – Nightfall

Halo: Nightfall is a live action digital series that was released as part of the Master Chief Collection in late 2014 as a promotional tie-in with Halo 5. I’d never seen Halo: Nightfall and knew only the scantest details about it before watching the feature length movie version for this post. While the parallels with the previously covered Halo: Forward Unto Dawn should be obvious, Nightfall feels a lot more like a legitimate movie that was chopped up to make a series than a series of separate shorts that were edited together to make a movie and, despite having similar budgets, Nightfall also features a lot more effects, more notable actors, and was produced by legendary filmmaker Ridley Scott’s production company. It’s certainly equally as ineffective as a tie-in to the game it is associated with, though!

Alpha Halo, a little worse for wear after Master Chief's visit.
“Alpha Halo, a little worse for wear after Master Chief’s visit.”

That is, Halo: Nightfall was supposed to be something of an origin story for Jameson Locke who we’d come to know as Spartan Locke, one of the main characters featured in Halo 5. The problem is that by the time we meet Locke in Nightfall he’s already pretty much the same character we get to know in-game, and while it’s not a bad introduction to him, we definitely learn a lot about who he is in the sense of his personality and values, there’s not much else there, nor is the overall story significant to the plot of the game either. That said, since it is a side story let’s just dive right into spoiler land! Skip next two paragraphs if you want to avoid a somewhat vague plot summary and some random but specific nitpicks.

The Story: Lieutenant Commander Jameson Locke and his four-man Office of Naval Intelligence team operating on the colony world Sedra track an Elite Zealot to the center of Sedra City where it detonates an unknown device. The device unleashes a never-before-seen element deadly to humans, resulting in a large number of casualties. Investigating, the ONI team discovers that the Elite acquired this element from smugglers who harvested it from a semi-intact fragment of Installation 04. Orbiting close to a sun, the ring fragment’s surface reaches extreme temperatures when directly facing it, making only short visits during its night cycle possible. Locke and his team devise a plan to head to the fragment, arrest any smugglers they locate, and, as it’s believed to be the sole source of the element, destroy it with a Havok nuclear warhead. The team is granted use of a slipspace capable Sedran Colonial Guard ship to make the journey, but only under the condition that they’re accompanied by members of the Sedran military. Arriving at the fragment, the joint team quickly locates the smugglers but are attacked by a swarm of Lekgolo, killing several of them and downing their ship before they can extract. With no way to call for help and only the smugglers’ small ship left intact, the team decides to complete their mission and journeys on foot to retrieve the warhead. With their numbers dwindling as they’re pursued by the Lekgolo, the group eventually has to shed most of their technology when they learn that the Lekgolo can track them by it. With time running out of time and desperation setting in, Locke’s remaining two agents take the rest of the team by surprise, taking a hostage and making their way back to the ship to save themselves. With few options left, the commander of the Sedran team, Colonel Aiken, a former SPARTAN-II who lost his only child to the terrorist attack, volunteers to manually detonate the warhead while Locke and Macer, the only other surviving Sedran soldier, attempt to intercept them. The pair reach the smugglers’ ship just in time to witness the Lekgolo finish off the last of them and swarm the now powered-up ship. Aiken begins to activate the warhead, drawing the Lekgolo away and giving Locke and Macer the window they need to board the ship and escape the fragment before it is obliterated.

Locke, James Locke. Our protagonist.
“Locke, James Locke. Our protagonist.”

While we’re told Sedra is surrounded by conflict and that the Sedrans have this archaic warrior culture (err, they still believe in Valhalla?!) we’re shown exactly none of this. Maybe this was a budget thing, but then why mention it at all? The almost constant tension between the ONI agents and the Sedran soldiers felt more than a little contrived and I found Colonel Aiken’s over-the-top combativeness to be especially unbelievable, even if it is explained by his backstory. Speaking of which, I really don’t buy him as an ex-Spartan. Furthermore, even knowing his backstory, Aiken wanting to sacrifice himself due to losing his daughter is a little lame for reasons I feel best described towards the bottom of this lengthy (and otherwise much more positive) article by Haruspis. Also, why in the hell was getting the Havok right then and there so damn critical? Why not just get out of dodge now and destroy the fragment later? The sad part is that I think the premise of the story actually works on paper, and while it might not have been an amazing Halo movie, it could have at least been much more entertaining if executed differently.

Thankfully most of my issues with the execution are wrapped up in those kinds of details. While some of the CGI is pretty bad, the majority of the practical effects, costumes, and props are quite excellent. The actors are all also mostly good despite being betrayed by the script a bit, with a pre-Luke Cage Mike Colter giving a typically solid performance as Locke. Another likely budget related letdown is the rather boring filming location in the latter part of the movie. While I get that the place they’re at is supposed to be destroyed, I can’t help but imagine how cool it would be if it resembled the games more closely. Speaking of the games, the soundtrack is another letdown. I’m sure it’s fine, but I literally remember nothing about it, and that really isn’t good enough for a game franchise whose soundtrack has always been a huge part of the formula.

The combined team on the fragment. Love those ODST helmets!
“The combined team on the fragment. Love those ODST helmets!”

I feel like I’m being quite negative here, but Halo: Nightfall isn’t that bad. It’s entertaining enough to watch through once, sure, but it earns the “entirely skippable” I tagged Spartan Assault with and then some. In fact, unless you’re really curious about it and/or just have to consume everything Halo related, I’d suggest skipping it. At least I still liked Locke by the end of it so maybe that at least bodes well for my playthrough of Halo 5 when I eventually arrive there. Maybe? In any case, like Forward Unto Dawn before it, Nightfall still fails to deliver on a strong effort to make Halo a crossover success. At this point our only remaining hope is the 2022 series, and skepticism already abounds about that one.

A quick extra mention goes to the “Second Stories” bonus content that was released on the Halo Channel as something of an in-universe version of the after-episode shows that have been popularized with some of the bigger television series in recent years. While these shorts do contain interesting details that help fill in some gaps in the story, I can’t say they impressed me much. Still, they’re definitely a very notable but easily missed part of Nightfall.