Halo: Reach - Xbox 360

  • Publisher: Microsoft
  • Genre:Shooter
  • Developer: Bungie
  • Release Date:Sep 14, 2010
  • # of Players:1 player, 16 online
  • ESRB:M - Mature (Blood,Violence)
  • Platforms:
Game Description:Halo: Reach, developed exclusively for Xbox 360 by acclaimed developer Bungie, is the blockbuster prequel to the best-selling Xbox franchise of all time. It represents the culmination of Bungie’s 10 years of experience crafting groundbreaking Halo games. In Halo: Reach, players experience the fateful moments that forged the Halo legend. It’s the story of Noble Team, a squad of heroic Spartan soldiers, and their final stand on planet Reach, humanity’s last line of defense between the terrifying Covenant and Earth. This darker story is echoed by grittier visuals amid a backdrop of massive, awe-inspiring environments. Characters, enemies and environments are rendered in amazing detail by an all-new engine designed to deliver epic-scale encounters against the cunning and ruthless Covenant.
G4TV Rating
5 / 5
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    (277 Ratings)
    4.6 / 5
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Halo: Reach Beta Impressions

Halo: Reach Beta Impressions

By Andrew Pfister - Posted May 04, 2010

We were fortunate enough to get a jumpstart on the Halo: Reach beta this past weekend, and some of us devoted our Friday, Saturday, and Sunday hopping between Powerhouse and Sword Base, learning weapon and choke locations on the map and getting a feel for which of the new armor abilities we liked the most. Keep in mind that none of us should be considered Halo experts, but hey...we like what we like.

Halo: Reach

Andrew Pfister

Halo multiplayer and I have an abusive relationship. I want to like it, I really do. I recognize and respect the beauty of its balance, the constant strategizing you need to stay alive and keep your kill/death ratio in the positive, and how every 1-on-1 showdown can turn into an epic survival story.

I also hate getting headshotted from halfway across the map 0.17 seconds after turning a corner, so you can imagine the emotional rollercoaster that was this past weekend playing the beta. So far, though, I've been doing much better in Reach than I ever did in Halo 2 or Halo 3 multiplayer. I'm not exactly sure why that is (maybe I'm more patient than I was back then? Nah…), but as someone who has always favored team-based objective games, I’m really enjoying the new Headhunter and Stockpile modes. I have to rely on a bit of luck in Headhunter, scoring most of my points as a scavenger when multiple people die and I'm the one left to pick up the scraps. But my evasion skills (and intelligent use of the active camo armor ability) makes me great for collecting flags in Stockpile. I'm also playing defense around our capture point, to make sure that nobody on my team picks up my flag, takes it out, then puts it back in and poaches my points (that's happening, so be careful on Stockpile).

I'm also doing fairly well on 1-Flag CTF, which so far is vastly more fun on Powerhouse than Sword Base. On offense, I like to go Stalker off the bat and either make a quick run for the flag or the rocket launcher tucked away in the back drainage. I'm not particularly talented with the rocket launcher, mind you, I just like to keep it out of enemy hands as long as I can. When we switch to defense, I turn on the jet pack and go straight into flag pursuit mode -- it's easier to get a bead on the flag carrier and the surrounding battle area from 50 feet up.

But the thing with Halo for me -- and it will always be "the thing" -- is that I'm only having fun when I'm in an equally-matched party. I don't need to be first place in kills (like that's ever happened), or even have a positive K/D, I just don't want to be completely and utterly destroyed by someone who's played Halo multiplayer religiously for the better part of the last decade. And the beauty of Halo's high level play is what damns it for the rest of us not-as-talented folk. For example, that round of Team SWAT where I got murdered five consecutive times from headshots I couldn't even see -- sometimes immediately after I spawned (fix that, Bungie). I'm not sure why matchmaking decided to place me in that group, considering that I changed my social preferences according to my talent level, but it immediately soured an otherwise pleasant weekend of earning credits, clutch flag-capping, and the occasional revenge kills. But unlike H2 or H3, the pseudo-class system is going to bring me back with an open and hopefully more patient mind.

(P.S., please fix grenade splash damage.)

(P.P.S., the announcer's vocal inflections on "Oddball!" are awesome.)

Halo: Reach

Ernie Moreno

The Reach beta has been an interesting experience to me. Along with the new (currently) overpowered weapons and the new integration of class selection, I have to say that the multiplayer is a major improvement to Halo's online experience. That's not to say that the beta doesn't have its problems. As I mentioned before, the new weapons in the game seem way overpowered and make the game feel unbalanced. Since this is a beta version of the game, you have to assume that this will be tweaked before the end product. Also the melee bash seems to be a bit buggy, at times resulting in a very weird scene of dying and then watching your opponent die like they had just been unplugged from the Matrix.

Aside from such balance issues, the game experience seems much more streamlined and varied. Instead of always being the same Spartan over and over again, you can choose to play the game differently than just run and gun. The beta is definitely an upgrade to a great multiplayer experience that can be enjoyed by everyone, even if you don't play 18 hours a day. It offers great options that allow you to match with people based on skill level or connection rate. It's also a much more forgiving game, as it doesn't punish you for not having played it for a week straight. All the classes and powers are available to everyone, putting players on a equal playing field from the beginning. All in all, the beta is a great experience, especially with the addition of jetpack bashing, an occasional assassination animation, and awesome tank-stopping shield explosions. This game feels like one of the best multiplayer experiences to date.

Halo: Reach

Patrick Klepek

Ignoring my skills (or lack there of), far and away the biggest personal turnoff for engaging in the multiplayer in games like Call of Duty: Modern Warfare 2 is pacing. Those games are so damn fast; keeping up with what's happening is its own meta-game -- an acquired skill. Death might not be a brutal Counter-Strike-esque one-shot experience, but against skilled players, it's not far off. Halo, however, is a heck of a lot slower. By comparison, Halo is actually mellow, which is why I've always found myself drawn exclusively to Halo to scratch a multiplayer itch.

I've sunk less than an hour into Halo: Reach's multiplayer beta, but the thrill of my first headshot with the Designated Marksman Rifle, the child-like laughter after floating into the air with a jet pack and flailing to the ground after someone marked me from across the map, and the knowledge that entering into a one-on-one matchup with someone in Halo doesn't always mean the combat will be over in a fraction of a second is what's making the experience work.

I might not be any good at Halo: Reach now or ever, but Halo multiplayer has consistently given me something that other competitive multiplayer shooters evade with novices: fun.

Eric Eckstein

I'm not going to judge the beta too harshly, as definitely there was a different breed of early adopter this past week, but man, it was brutal going back to multiplayer Halo. I'd spawn and die. I'd round a corner and die. I'd be off on my own and die. It was frustrating, infuriating and not a whole lot of fun. It didn't help that it was my first time playing in a while and that Sword Base is a horrible confusing mess of a map.
I'm really looking forward to Reach's matchmaking, which didn't work that well with only 3,000 people playing at one time as I found myself leaving groups only to be matched with the same folks on the next search. However, there was one shining moment: I got my greedy hands on the hammer with my Stalker class so I could hide and whack-a-mole fellow Spartans. One Hammer spree later, I was finally positive K/D and life was good. Until the next match. And the next one. And the one after that. Maybe tonight will be different…

Halo: Reach

Stephen Johnson

Whether Halo: Reach’s multiplayer will be fun depends on the matchmaking. When I played the game this weekend and early last week, the beta was limited to “friends and family” of Bungie. Friends and family of Bungie are damn good at Halo…at least, I hope I don’t suck that badly. I got killed a lot, often without even knowing how or why. One-shot deaths by over-powered lasers and other too-strong guns suck.

If the matchmaking system ends up putting me in games with other people who haven’t devoted their entire life to playing FPSs because they have jobs and/or other interests, and the weapons are balanced, Halo: Reach will be fun to play in the adrenaline-drenched, anything-goes style of Halo 3’s multiplayer. Also: I gotta imagine the various overpowered weapons will be given appropriate nerfs. When these changes are made, Halo: Reach multiplayer will be about as fun as Halo 3. The new armor abilities are cool, and the feel is slightly different than previous games, but if you’re more of a casual, let’s-have-fun multiplayer player, Halo: Reach is a lot like Halo 3. It honestly seems more like a fine-tuning than an overhaul. 

Moye Ishimoto

Please note that I love anything Halo related, so my thoughts are completely biased and unfounded. Halo: Reach was awesome, all because of the jet packs. JET PACKS!! I spent most of my time on the beta trying to fly around the maps, which meant I was a pretty easy target (more so than usual) for all the hardcore players in the game, and so I didn’t really pay attention to the game (more so than usual) and died a lot (more so than usual). Overall, I thought the options of different classes provided a good angle to the gameplay by giving us more than one area to learn, figure out and excel in. They each seemed to equally prove their advantages and disadvantages, so I’ll be curious to see which class people will pick in future games and what will work best for me. Let me rephrase that: what will work best to keep the rest of you guys from shooting at me.

I also didn’t come across any teabagging, which I liked because things like that hurt my feelings. Sometimes Halo players are mean and should be nicer to each other. Like, stop shooting at me. I’m just trying to explore the world with my jet pack. Leave me alone.

Halo: Reach

Comments are Closed

  • brian9837

    they need to fix the announcer from saying "lost the lead!tied the lea-gained the lead!lost the lead!" every 3 seconds in close games.

    Posted: May 4, 2010 7:33 PM
  • xMenace2Kingx26

    I just wish you capture flags and use abilities at the same time.

    Posted: May 4, 2010 6:41 PM
  • Revshawn

    I have no problem with the grenade splash damage. If you get killed by a grenade after being hit once, it means that you fail at dodging.

    The grenade damage is based on proximity. In layman's terms: The closer you are to the grenade, the more damage that you take. If you get killed by a grenade at 3/4ths shields, then it means that you need to learn to jump. Or sprint. Or armor lock. Or any of the other various ways you can use to dodge a grenade.

    Something that doesn't need to go away? Jetpacks! This is the greatest addition to Halo Reach, and I have no idea why no one thought of it before. I cannot tell you how wonderful I feel when I'm flying 30 feet above everyone else, touching people off with my pistol. Or how I see another guy up there with me and we have a midair duel DBZ style, ending with a dramatic melee that sends his body crashing to the ground.

    Armor lock needs to either be tweaked or removed. Right now, the ability gives your opponent a brief second or so of invincibility after they come out of it, and they can fire off a few shots and reactivate it really quick before they can take any damage or get meleed. My party and I ran into an entire 'pro' party of armorlockers. All they did was armorlock, unarmorlock, fire off a few shots, armorlock, unarmorlock, and repeat till we're dead.

    Also, it would have been well to show off maps that tell us, the players, where all of the weapons spawn. To this date, I still do not know where the Shotgun is in Sword Base. Since we cannot seek them out in custom matches, this presents a problem.

    All in all, I love this game. It's sad that Bungie is only releasing one more title of Halo. If future Halo titles are as good as Halo Reach, and constantly improve, I would buy them forever.

    Posted: May 4, 2010 5:00 PM
  • squeezy89

    I realize that its a beta so I'm just making sugestions of what needs to be fixed. For me the DMR is so slow. I sit there and pull the trigger 4 times and it maybe shoots twice. And the whole the faster you fire the less accurate, to me thats not halo thats COD. I like in Halo 3 that you dont have to zoom with the Battle Rifle for it to be accurate. On the other hand I love the armour abilities. Jet Pack is fun. My favorite is the shield. I love being in a two on one fight just about to die, punching the ground, regaining my composure and thinking about what my next move is, popping up and laying waste to both guys. Sprint should be faster or longer since I'm a geneticaly, suit enhanced, spartan. Also the frag granade looks bad when you throw it and its huge. Just me

    Posted: May 4, 2010 4:17 PM
  • blackbear49

    ive played quite a few matches since the beta went up. one of the best things about the beta is the return of the scoped pistol.. i love that weapon :)

    Posted: May 4, 2010 4:15 PM
  • The_US_Assassin

    Yeah im a "Hardcore" player and i think reach is good how it is.. I think instead of under powering the weapons.. they just need to increase the strength of the AR.. which i guess is what you noobs use?

    This game finally rewards skill.. unlike Halo 3 were a Good Player good be taken down by a bad player.

    Great job Bungie!

    Also Nades might need a small tweak.. but nothing drastic.

    Armor lock= noob.

    Posted: May 4, 2010 4:11 PM
  • spence921

    Very true what was said above. Main thing that needs fixed is grenade damage. It can kill you close, from afar, and if you have taken any damage, all you need is one. It's way too powerful and accuracy doesn't matter.

    Melee damage should be adjusted too.

    Posted: May 4, 2010 3:49 PM