Tag Archives: Xbox Series X

Halo Fest 2020 – Halo 4

The original Halo trilogy had been wrapped up for over 5 years and Bungie’s last two Halo releases, excellent as they were, were side stories. Now with Halo 4 we were getting an actual sequel, but the first crafted entirely by 343 Industries. Could they execute at anywhere close to Bungie’s level? What new ideas would they have to push the series forward? Most importantly to many fans, what would become of our beloved Master Chief?

As with the last several games, I’d really only played through Halo 4’s campaign once, at launch, though unlike those games I didn’t come away with an extremely positive impression of it. Instead, as I alluded to in my original brief mention of it here, I mostly appreciated it for simply allowing me to revisit a franchise I loved. While I did a fair amount of random matchmaking early on, the days of spending countless hours playing splitscreen and LAN games with family and friends were ancient history. Without those kinds of more enduring memories, Halo 4 is where the series stopped feeling quite so special to me. On top of that, for years now whenever I thought about its campaign I’d often remember it as a bit of a tedious slog. Oof!

Master Chief and Cortana, 2012 style.
“Master Chief and Cortana, 2012 style.”

As with almost everything else I’ve covered as part of Halo Fest 2020 up to this point, I replayed Halo 4 on “Heroic” difficulty as part of the Xbox One’s Master Chief Collection on my Series X. The MCC version of the game doesn’t receive much of an upgrade but, as with Halo: Reach, Halo 4 was already an incredible looking game in the first place. In fact, I’d commented that Reach might have been one of the Xbox 360’s best looking games, and while I think I still favor it artistically, Halo 4 surpasses it.

While Halo 4’s graphics might have been a technical feat, some major aesthetic shifts were less positively received. Bungie tweaked their designs with almost every iteration of the series but 343 took it a lot further. Front and center, Master Chief’s iconic armor was given a major facelift, with a far more futuristic design yet a more gritty and realistic texture and a darker color scheme. Cortana’s new design was particularly jarring, with her model looking far more voluptuous and, well, straight up nude. While I wouldn’t go as far as to say that I dislike her new look, I can’t help but find the choice just a bit questionable. On the sound design front we no longer have Marty O’Donnell working on the soundtrack for the first time in a mainline Halo game. That’s not to say the new soundtrack, which goes in some very different directions, is anywhere close to being bad, but it feels entirely underutilized and nowhere near as notable a part of the whole experience as it did in, say, Halo 3 for example.

Not really what you want to see first thing after waking up...
“Not really what you want to see first thing after waking up…”

As with Halo: Reach, the campaign features a nice variety of different environments and of course, per Halo tradition, multiple vehicle-centric sections including a couple featuring the new Mantis mech suit. There’s also a level that feels very similar to the Falcon level from Reach where you instead pilot a Pelican gunship, and in a similar throwback to Reach, one that feels like a Star Fox level in which you fly a Broadsword fighter. There’s also a section featuring something of a super-sized Elephant from Halo 3’s Sandtrap multiplayer map called a Mammoth.

One issue with Halo 4’s level design is that there is a major lack of large open areas, especially problematic in those vehicle dominant sections. Really, as a whole the campaign’s levels are rather linear, complete with invisible walls and out-of-bounds kill timers. If you don’t attempt to explore or get too creative you may not even notice, but those hardcore Halo players who like to wring every last drop of gameplay out of each game will definitely be turned off by this. I was also surprised to see some QTE-like interactions very early in the campaign. These don’t make a reappearance until the final boss fight, and while QTEs don’t particularly offend me, having a game that doesn’t really rely on them end with one did feel a little anticlimactic.

The only thing better than a tank is a tank filled with Spartans.
“The only thing better than a tank is a tank filled with Spartans.”

I already mentioned the Mantis and the Broadsword, so yes, Halo 4 absolutely continues the trend of featuring a variety of new and updated vehicles and weapons. In fact, it goes even further than previous games by making changes to practically every piece of equipment at your disposal. They’ve also been renamed to designate that, canonically, they’re supposed to be different, newer versions of the classics we know and love. There’s also some new additions, like the Covenant Storm Rifle, the UNSC SAW, and the UNSC Railgun. More notably, there’s the huge addition of a whole arsenal of Promethean weapons. For the most part, these feel like counterparts to UNSC and/or Covenant weapons, but given that ammo can be fairly scarce and you’ll be fighting Prometheans most of the time, you’ll likely end up using them whether you want to or not, and you may not, as several of them are fairly lackluster. I’m looking at you, Pulse Grenade!

Halo 4’s equipment system has also seen some changes. While it works more or less the same as Reach’s Armor Abilities, it now includes several totally new abilities like the Autosentry, Hardlight Shield, Thrusters, and Promethean Vision, in addition to some Reach favorites like my beloved jetpack. The ever controversial Armor Lock is gone, while Sprint is now a standard ability anyone can do.

The new Mantis is badass, thouh not badass enough to shoot down the Cryptum, unfortunately.
“The new Mantis is badass, though not badass enough to shoot down the Cryptum, unfortunately.”

If you’ve not played Halo 4, you’re probably wondering what in the hell a “Promethean” is. In short, they’re a new variety of enemy that you’ll be fighting along with our old Covenant pals. There are three main varieties of Promethean. Crawlers, canine-like cannon fodder enemies that sometimes appear in pretty large groups. Watchers, which are flying Sentinel-like enemies that aren’t a huge source of damage but project shields onto their allies and can even resurrect other dead Prometheans. They also annoyingly love to dodge and dart away before you’ve managed to finish them off. Finally, there’s Promethean Knights. An Elite or Brute-level enemy, these assholes are bullet sponges who can wield a variety of weapons, including some high damage ones. They also love to dodge and even teleport away mid-fight, recharging their shields, which is goddamn annoying when you’re trying to finish one off. More frustratingly, these guys almost always have Watchers around them and can even spawn them themselves, which means extra shields you have to contend with and the possibility of coming back to life after you’ve killed them. Argh!

Prometheans are, in short, not fun. I feel like 343 was trying to capture the more interesting aspects of fighting the Flood, yet missed the mark. Knights might be fine if they only made rare appearances, but in some sections they’re absolutely everywhere. Eventually towards the end of my playthrough I’d developed the reckless but effective tactic of charging them with a high rate of fire weapon and trying to empty a magazine directly into their faces before they could teleport away. Those types of weapons tend to burn through ammo though, and, as mentioned, ammo for UNSC weapons is fairly scarce which makes the best candidate for this the Promethean Suppressor. Much more importantly, the shielding and resurrection abilities of the Watchers means they’re always going to be your priority target, and that leads to favoring mid to long range so you can pick them off from safety, which is, yeah, not the Suppressor’s strength. Beyond these issues, I wouldn’t say Halo 4 isn’t overly difficult, but when you add in the fact that so many areas are, yet again, set up like Firefight style wave defense arenas it can be damn tedious.

100,000 years of self-reflection and yet, still a dick.
“100,000 years of self-reflection and yet, still a dick.”

While Halo 4’s story is probably better than most Halo fans give it credit for, I personally don’t love the direction they took it in. First we have the new antagonist, the Didact. My problem with this plotline is that it totally kills the enigmatic nature of the Forerunners and their murky relationship with humanity (at least, as presented in-game.) With that, 343 Industries has had to really complicate the story to work this all in. Backstory that lived mostly in other media is now vital to the games and, worse yet, is clumsily presented, with the bulk being explained in a single, absolute lore-dump of a cutscene. Finding the hidden terminals on every level and watching their associated cutscenes is practically required to really understand what in the hell is going on, at least if you haven’t been keeping up with the books and the comics.

Hinted at in Halo 3, the other piece of the story is Cortana’s emerging rampancy. It’s a minor part of Halo 4’s plot overall, but it definitely affects how the Chief and Cortana are characterized. Beyond being more chatty than ever before, their flirty quips take on an almost awkward tone, as if 343 is suddenly trying to present their relationship as somehow… romantic?! Still, despite the risk of Master Chief developing a personality, I don’t feel like anything he says is out of character. He’s still the same stoic man of action. His actions, on the other hand? It didn’t occur to me until I wrote up the plot summary for Halo 4 for my next post, but he and Cortana fail constantly in this game. Practically every major story beat involves them utterly fucking up. Well, I guess that’s one approach to humanizing a character!

Warthog run? Nah, how about a Ghost run? Bop!
“Warthog run? Nah, how about a Ghost run? Bop!”

If it’s not obvious by this point, Halo 4 is a divisive game. A lot of the Halo fanbase considers it to be utter trash. As with Halo: Reach, some of that comes from the multiplayer community, who felt like things like custom loadouts and ordinance drops were desperate attempts to chase the Call of Duty crowd. While there is no shortage of genuine criticism of the game to be made, there’s also a lot of silly toxicity around the 343 Industries handoff that muddies the water. The ironic part is that much of what fans bash 343 over in Halo 4 is them continuing exactly where Bungie left off with Halo: Reach. Personally, replaying it again, I enjoyed it a lot more than I’d remembered. In fact, I suspect it was Spartan Ops, not the Halo 4 campaign itself, that soured my impressions of the game so much. I’ll be talking about that in my next post.

Bonus live-action media time! “Scanned” is a trailer for Halo 4 released just after Forward Unto Dawn started being released, also on Halo Waypoint. It depicts Master Chief being restrained by some sort of field and being scanned by what we’ll come to find out is the Didact. As the scan probes his mind, it zooms into scenes showing John as a child being abducted by ONI, his later SPARTAN-II augmentation, and being suited with his Mjolnir armor. It then fast forwards to Master Chief engaging a group of Promethean Knights before being subdued. This one is definitely very cool!

Halo Fest 2020 – Reach

Even more than with Halo 3: ODST, I was hyped-up for the release of Halo: Reach. By this time we knew that Reach was going to be Bungie’s last Halo game and between previews and Bungie’s own PR, it sounded like they had every intention of sending the series off with a bang. While I was a bit disappointed that early rumors of Reach being a more squad tactics oriented game were never realized, the game we ended up with was still my favorite entry in the series up to that point (at least, when I’m not nostalgically giving that credit to Halo: CE.) As with ODST, I only really played through Reach’s campaign once, just after its release, and I was looking forward to playing through it again. I wasn’t disappointed.

Everyone to the cave for a team meeting!
“Everyone to the cave for a team meeting!”

Despite my praise, Halo: Reach ended up being controversial to much of the hardcore fanbase for various reasons, from its lore departures from most people’s introduction to Halo fiction, The Fall of Reach by Eric Nylund, to a plethora of mechanical adjustments that, while seemingly small on the surface, drastically changed the landscape of multiplayer – from overpowered and gimmicky armor abilities such as armor lock, jetpacks, and sprint, to reticle bloom and the overreliance on Forge-built maps, just to mention the highlights. Even today Reach is blamed for killing the Halo competitive scene, beginning a downward spiral as Halo headed into the 343 Industries years. Thankfully, being relatively casual multiplayer players, me and my friends didn’t have too many complaints on this front. The game felt a little different, sure, but each iteration does, and hey, fucking jetpacks!

Halo: Reach was added as part of the Master Chief Collection almost 10 years after its original release, and of course, that’s how I played it on my Xbox Series X for this playthrough. Like MCC’s Halo 3 and Halo 3: ODST, Reach didn’t receive a remaster as much as a straight port with requisite improvements to its resolution, textures, and framerate. That’s okay, as Reach was certainly a major technical leap from Halo 3 if not one of the Xbox 360’s best looking games, period. It’s just an amazingly beautiful game all around, and it still holds up rather well today thanks to the abundance of care and polish Bungie put into it. Save for some occasionally stiff looking character animations and some odd looking facial and hair texture and lightning issues, it even manages to look fairly modern.

MY gravity hammer!
“MY gravity hammer!”

Iterative technical improvements aren’t anything new for the series, of course, but one major departure from the rest of the Halo games is the story. While still conjuring the typical themes of heroism against overwhelming odds, sacrifice, like, real loss of life sacrifice, is a huge theme in Reach. As such, the game has a much darker, more mature story than any other Halo game. Characters die, the heroes of the story aren’t conventionally victorious, and as such, Reach is utterly lost to the Covenant. Hopefully none of that was too spoilery. In fact, since this is a side story taking place out of chronological order from the main series anyway, I’ll recap the plot now. While I’m fairly vague in these plot summaries they absolutely do still contain spoilers, so skip the next two paragraphs if you want to avoid them.

The Story: NOBLE Team, a SPARTAN special operations fireteam assigned to the colony world Reach, is dispatched to investigate a blackout at a major communication hub. NOBLE quickly discovers a Covenant advanced team in the area, triggering a planet-wide emergency declaration. A short time later NOBLE participates in a reconnaissance mission that leads to the discovery of a large invasion force gathering on the planet’s surface. In response, the UNSC launches a massive preemptive strike, taking down a number of Covenant teleportation spires and anti-air batteries before progress comes to a devastating halt when the Covenant supercarrier Long Night of Solace appears. Lacking sufficient weapons to take down the supercarrier, NOBLE is dispatched on a mission to commandeer the slipspace drive from a UNSC frigate, infiltrate a Covenant corvette, and then detonate the drive close enough to the supercarrier to cripple it. Manually detonating the drive, NOBLE-5 successfully destroys the ship, though sacrificing himself in the effort. Victory is extremely short lived as an enormous Covenant fleet jumps into orbit only a short time later. NOBLE team is assigned to assist evacuation efforts in the city of New Alexandria during which NOBLE-2 is killed in action and the city is completely annihilated. With a full withdrawal now underway, NOBLE is dispatched to ONI Sword Base on a demolition mission. Fighting their way into the base, the team is led into a secret research facility built around a large underground Forerunner ruin where they meet Dr. Halsey, the head scientist behind the Spartan program. Halsey tasks the team with carrying new information that she believes will be vital to the war effort safely off world. NOBLE-3 accompanies Halsey while the remainder of the team head to the shipyard where the UNSC cruiser Pillar of Autumn is waiting to depart. NOBLE-1 sacrifices himself clearing the way for NOBLE-4 and NOBLE-6, who manage to clear the shipyard, repelling multiple waves of Covenant attackers before NOBLE-4 is killed. NOBLE-6 delivers the package to Captain Keyes but elects to stay behind to man an anti-air battery, helping the Pillar of Autumn to escape. NOBLE-6 is eventually overcome while the Pillar of Autumn jumps to safety where it is revealed that Dr. Halsey’s information is contained in the AI Cortana and that the Pillar of Autumn has just jumped to Halo Installation 04.

There are so many beautifully framed cutscenes but this one was especially poignant.
“There are so many beautifully framed cutscenes but this one was especially poignant.”

The focus on Master Chief as the hero of the series has mythologized the idea that Spartans are practically demi-gods so actually seeing them dying left and right in a Bungie developed Halo game was, hopefully, a bit of a wake up call, even if most of them being SPARTAN-IIIs provides something of an out for diehard fanboys. The events of Reach also send home how overwhelmed humanity was by the Covenant. They had the technical and numerical superiority and a fanatical cause driving them, and humanity was being systematically wiped out. Finally, I love how the end of the game brings the series full circle, with the last moments of the campaign being precisely where Halo: Combat Evolved starts. Knowing that NOBLE’s sacrifice directly led to and enabled the events of the main trilogy made it all the more effective, putting a positive spin on an otherwise somber story. It also managed to conjure up some unexpected but powerful nostalgic emotion in me, even the second time through.

Appropriately, Bungie seemed to go back to the original game for a lot of inspiration. Based on original designs, the Covenant species feel more alien and more menacing. Even those adorable little grunts are less overtly silly and are all-around tougher than they’ve ever been before. In fact, playing through Reach on “Heroic” felt a lot more like the difficulty of Halo: CE or even Halo 2 than Halo 3 or ODST. While I don’t remember being utterly stuck at any point, I definitely feel like I had a lot more back to back deaths this time around. Part of that was due to Reach’s reliance on Firefight arena style map sections where you’d need to defeat wave after wave of enemies before moving on. I know ODST is the game with the reputation for overusing this mechanic, but I honestly felt it more with Reach.

Kat and I taking our new Revenant out for a spin.
“Kat and I taking our new Revenant out for a spin.”

There were plenty of departures too. The aforementioned “armor abilities” were probably the biggest single change to the Halo formula. Replacing Halo 3’s equipment system, armor abilities allow the player to activate a single on-demand power, most governed by a recharging energy pool. These abilities are all over the place, from classics like active camouflage and the bubble shield, to seemingly simple ones like the ability to sprint or dodge roll. The biggest two additions are the jetpack, which is a little controversial but I’m personally a fan of hopping around all over the place like an idiot, and armor lock. Armor lock essentially makes the player totally invulnerable while on, while an EMP pulse charges and is unleashed once the lock is over. The player’s health and shields will also recharge as normal during the lock. In the campaign this could be useful for preventing big damage or doing an emergency recharge (although the enemy AI tends to simply stop and wait around for the armor lock to end, with feels a little stupid) but in multiplayer the ability to be invulnerable on-demand combined with the situationally usefulness of the EMP pulse altered the flow of fights in a way that many people thought was devastatingly overpowered.

Halo Reach only includes one new enemy, the barely noteworthy Skirmishers which come in several varieties, although all of the classic Covenant enemies have been re-tuned and come in several varieties themselves. Weapons wise, we have a lovely new battle rifle stand-in called the designated marksman rifle (DMR) and its Covenant equivalent, the needler rifle. There’s also a new grenade launcher and its rough match, the Covenant concussion rifle. There’s a few other new items, like Covenant focus rifle, plasma repeater, and plasma launcher, but as usual, nearly every weapon in the game has been adjusted. Reach’s additions to the vehicle inventory are even more conservative, with the new Covenant Revenant which is something like a mix between a Wraith and a Ghost, a fun new UNSC aircraft similar to the Hornet called the Falcon, and the new UNSC Sabre and Covenant Seraph fighters.

Now do a barrel roll!
“Now do a barrel roll!”

Those new fighters are specific to what is probably the biggest new feature of the game, the space sections of the mission “Long Night of Solace”. In these sections you pilot the new Sabre fighter in what feels a little like the Star Wars: Rogue Squadron games or the more freeform Star Fox levels. While I thought those sections were an interesting addition to the already good amount of gameplay variety available in Halo campaigns, some people absolutely hated it. As a personal anecdote, every time Reach comes up in conversation with my brother, he always complains about this particular mission, claiming to have been stuck on this part of the campaign since 2010. Ha! The new Falcon also gets some dedicated time in “New Alexandria”. Beyond these sections, Reach features the typical selection of levels from on-foot corridor-running CQB sections, more open on-foot areas, sections reliant on running Warthogs and Scorpion tanks, and of course, most missions mix up all of these. There’s a lot of variety in the environmental aesthetics of these sections too. It all feels appropriately very Halo and about the only thing Halo: Reach is missing is another “Warthog Run” section.

There’s a lot more I could go into about Reach: the weird AI-centered sidestory found on the datapad pickups in the campaign, the numerous changes to multiplayer including an overhauled progression system and the new epic Invasion mode, bringing back Firefight for more co-op shenanigans, greatly expanded Forge and Theater modes, etc. It’s overall one a hell of a package, and a wonderful way for Bungie to wave goodbye to the series. Most importantly, the love Bungie put into it is obvious, and while it might not have the staying power as the mainline Master Chief installments of the series, it’s story was at least uniquely impactful.

Kat is having a bad day.
“Kat is having a bad day.”

As with my last few entries, I’ll end by touching a bit on the awesome live action promotional content developed around Halo: Reach. There’s “Birth of a Spartan” which is a short that shows Carter-A259 being transformed from a young trainee into a SPARTAN-III and “Remember Reach” which depicts numerous citizens of Reach as they go about their normal lives, oblivious to the impending Covenant invasion. Neat but not essential. “Deliver Hope” on the other hand is absolutely essential! This live-action trailer shows NOBLE team in a battle to defend the colony Fumirole as they attempt to get a fusion bomb onto a Covenant battlecruiser to destroy it. Go watch it if you haven’t seen it!

I got so many amazing screenshots this time around, it really was quite an effort to not just replace all of this rambling with a huge image galley and drop the mic!

Halo Fest 2020 – ODST

When Halo 3: ODST was shown at E3 2009 I wasted no time preordering it, though I did have some minor reservations. I mean, the game was essentially a standalone expansion pack for Halo 3, a game which reasonably wrapped up the trilogy, and this game wouldn’t even feature the iconic Master Chief! Halo 3 was also 2 years old at this point, despite the undeniable staying power of its excellent multiplayer. Still, the reviews ended up being absolutely glowing, with the biggest criticism being the sticker price. Today ODST is still as celebrated for the interesting deviations it made from the core series as it was at release. On top of everything I’ll go into below, I also fondly look back on it for first introducing the “Firefight” gamemode, a “Horde mode” like cooperative wave survival mode that my brother became particularly enamored with.

Over 10 years later, I was able to easily play Halo 3: ODST again as part of the Master Chief Collection on my Xbox Series X. As with Halo 3’s MCC port, ODST didn’t receive the ridiculously thorough remaster treatment of the Halo: CE and Halo 2 anniversary editions, but the fact that it still looks so stunning today with little more than some upscaling speaks volumes about Bungie’s expertise. They were clearly at the top of their game with Halo 3: ODST, and it ages even better than Halo 3 as a result.

The boys!
“The boys!”

Since so many of ODST’s gameplay elements are related to its story, and this is a side story taking place out of chronological order from the main series anyway, I’ll start by recapping the plot. Unlike Halo Wars, which took place before the events depicted in the main Halo games and has little direct relation to their plots, Halo 3: ODST actually takes place during events depicted in Halo 2. Aside from that, it is still very much its own story, however, and while I’m fairly vague in these plot summaries they absolutely do still contain spoilers, so skip the next paragraph if you want to avoid spoilage.

The Story: Breaching Earth’s defenses, the Prophet of Regret’s carrier has taken up position over New Mombasa while Covenant forces terrorize the city streets below. In a desperate move that could help turn the tide of the war, multiple squads of the UNSC’s elite Orbital Drop Shock Troopers (ODSTs) are ordered to drop onto the ship and capture the Covenant leader. ODST fireteam Alpha-9, led by Gunnery Sergeant Edward Buck, is attached to Office of Naval Intelligence officer Captain Veronica Dare for the assault. As the fireteam prepares to drop, Capt. Dare unexpectedly orders them to adjust their drop locations to land in the city instead. As they drop, Regret’s ship performs a surprise low orbit slipspace jump, resulting in a destructive shockwave that sends the fireteam’s drop pods wildly off course. The members of Alpha-9, now completely scattered, individually make their ways through the wreckage of the Covenant occupied mega-city to regroup. One of the members of the fireteam, picking up Dare’s radio signal and subtly guided by Vergil, the city’s Superintendent AI, locates Capt. Dare as she attempts to infiltrate the city’s underground data center. Upon reaching the data center’s core, Dare reveals the true purpose of her mission: to secure the Superintendent AI. The pair quickly discover that the Superintendent AI has been taken over by a Covenant defector. This Huragok, a rarely encountered species of alien dubbed “Engineers” which the Covenant use as biological supercomputers, could be extremely valuable in learning the purpose of Regret’s attack. Escorting this renegade Engineer back up to the surface and fending off multiple Covenant attacks along the way, they eventually meet up with Buck and the rest of his fireteam and make a hasty escape from the city.

Holding out against a ton of Covenant air with nothing but a huge pile of heavy weapons.
“Holding out against a ton of Covenant air with nothing but a huge pile of heavy weapons.”

Structurally, ODST plays unlike any other Halo game. You initially assume the role of the new member of the fireteam referred to as “the Rookie”. By the time the Rookie wakes up after his violent landing quite a few hours have passed and you’re tasked with wandering the dark, deserted streets of New Mombasa searching for signs of what happened to the rest of Alpha-9. Each of the clues you find results in a flashback mission switching you from your silent protagonist to one of his much more developed (and talkative) squadmates. These missions are structured more like your typical Halo mission and, taking place in different areas and at different times, allow Bungie to really mix up the scenery and the action. Once a mission is complete, you’re sent back to rejoin the Rookie in New Mombasa, with these sections ultimately functioning as something of an abstracted hub area. Very cool.

The Rookie surveying the New Mombasa streets.
“The Rookie surveying the New Mombasa streets.”

The New Mombasa streets area has a couple of other interesting tricks up its sleeve. First, the expansive map is more or less wide open. While you’re guided to the location of each subsequent clue, it’s only by a waypoint, and there will be multiple ways to reach it. You’ll probably end up taking different routes whether you want to or not, as navigating the maze-like city streets isn’t easy, often requiring the use of the in-game map. Along the way you can choose whether to engage the Covenant patrols you encounter or attempt to sneak around them entirely. You can even find the aforementioned clues and play their associated missions totally out of order if you want to.

More importantly, these New Mombasa sections have an absolutely unique tone. As the Rookie, you’re all alone in the dark, rainy city streets. Remnants of the day’s earlier conflict surround you: ruined buildings, destroyed vehicles, and dead UNSC and Covenant soldiers alike. It conjures a lonely, bleak feeling. The Superintendent AI’s poltergeist-like attempts to guide you only add a further creepy layer to this. There’s also something of a light survival feel to these sections, as ammo is scarce; your UNSC weapons will probably be depleted after your first few encounters, forcing you to scrounge for Covenant weapons and ammo. The pacing is altered by all of this too. In the proceeding Halo games you’re shuffled from mission to mission with an urgency that is, I suppose, appropriate to the epic task at hand. You know, saving the planet and whatnot. In the New Mombasa streets, however, there is no such urgency. You’re just one person, completely isolated. It all feels very grounded and very personal.

A squadron of Banshees fly by the remains of the space elevator.
“A squadron of Banshees fly by the remains of the space elevator.”

The graphics and sound are a large component of why this all works. The lighting and shading certainly conjure a particular mood, but with ODST’s soundtrack they’ve incorporated a greatly expanded variety of different musical influences, from the more traditional Halo sounding orchestral tracks and electronic ambiance to smoky jazz-inspired, piano and saxophone laden pieces that sell the game’s intentionally film noir vibe. Halo has always had extremely strong soundwork, but ODST is really something else entirely. Anyone who thinks Marty O’Donnell is a one trick pony really needs to stop what they’re doing and go give the ODST soundtrack a listen. Right now!

Gameplay wise, Halo 3: ODST is built directly on top of Halo 3 and plays more or less the same, but it’s hard to mark the game down for that. I mean, that is one damn fine foundation. Some of the few differences between the two games relate to the fact that you’re not playing a literal supersoldier like Master Chief. I recall Bungie making statements before ODST’s release that perhaps oversold that just a little; that as a normal human, you’d be weaker and less capable and that suddenly even the previously laughable grunts would be fearsome opponents. That sort of thing. Instead, there is another new health system, this one feeling similar to Halo: CE’s with a shield-like recharging “stamina” layer and a core health pool that is only refilled with health packs. Unlike Halo: CE, however, these health packs are relatively plentiful. There’s also no hijacking vehicles, no dual wielding, no use of Halo 3’s special equipment, and no radar.

New Mombasa Streets: VISR off.
“New Mombasa Streets: VISR off.”

New Mombasa Streets: VISR on.
“New Mombasa Streets: VISR on.”

Bungie giveth as well. As an ODST your standard armaments are a new silenced version of the submachine gun and, something of a throwback to Halo: CE, a lovely new silenced magnum pistol. There’s also the VISR mode which serves as both a sort of night vision and also highlights friendlies, enemies, and certain objects with a thin colored outline on your HUD. The only negative to VSIR mode is that there’s no real reason to ever turn it off, and leaving it on means seeing only one, lesser version of the game’s lighting.

The VISR mode’s ability to highlight objects is key to ODST’s single collectible system: audio logs. Similar to the terminals of previous games, these logs are hidden throughout the New Mombasa streets. Interestingly, rather than typical voice memo type recordings, these are audio and still images recorded from security systems scattered around the city and tell the story of a single character, Sadie, and her attempt to meet up with her father as the fighting erupts. This story links directly into ODST’s overall plot, giving some insight into the Vergil AI and its fate. While I remember liking these audio logs, I could barely stand them this time around. The script feels unnatural and the voice acting and sound effects come across like a old time radio play. Sadie’s main nemesis in the story, the city’s police commissioner, is a particularly ridiculous mustache twirling villain stereotype that I just couldn’t take seriously.

At least that’s not an issue the campaign has! The voice cast is excellent, with notable TV actors including several of the core cast of Firefly with Nathan Fillion, who Buck is both voiced by and modeled after, and Battlestar Galactica’s Number Six, Tricia Helfer, voicing Veronica Dare. Say what you will about Buck’s sarcastic attitude or he and Dare’s relationship issues, but in the brief time we spend with these characters they express a lot more personality than we ever got from Master Chief, and the strong cast only helps that.

Dutch's level is a total throwback to previous games.
“Dutch’s level is a total throwback to previous games.”

I beat the game on “Heroic” difficulty, and even with the aforementioned lack of ammo and other constraints I found it to be one of the easiest campaigns so far. That’s not to say there weren’t some intense moments. The first time I ran into a Hunter I struggled like hell to take him down, depleting all of my grenades and most of my ammo in the process, only to have his buddy saunter into the room just as I was catching my breath. Sheer panic. There was also a lot more variety in the action than I’d remembered, with missions featuring a tank section, a wide open Warthog-centric level, some Banshee flying including a unique Scarab fight, and even yet another Warthog run-like level towards the end of the game. Even with its relatively short length, there’s definitely enough to make it feel like a full Halo game. While a part of me does have to wonder if you had to have played the previous games in the franchise to really appreciate it to its full extent, I personally think Halo 3: ODST is something of a masterpiece and is easily one of the strongest games in the series.

We are ODST!
“We are ODST!”

Just a quick footnote, but similar to Halo 3’s “Landfall”, ODST’s considerable promotion efforts included the absolutely awesome The Life. This live-action short shows the journey of an ODST from a young recruit to a battle hardened veteran. Compelling and absolutely worth a quick watch if you’re a Halo fan and haven’t seen it!