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For two weeks, the Halo: Reach multiplayer beta was up and running over Xbox-Live, and hundreds of thousands of gamers signed on
to demolish everyone in a variety of new and familiar game types. Now
those two weeks have past, and the taste of Bungie’s newest and final Halo installment
has come to an end. Knowing full well that this is only a taste of
things to come, my reactions are optimistic although I sincerely hope
that certain things are altered, or the final game will not be the
experience that everyone expects.
The Halo: Reach beta hosted a variety of game types packed into five separate playlists: Arena, Grab Bag, Free-for-all, Invasion,
and Generator Defense. Arena is the ranked gametype, involving
different four vs. four Slayer gametypes on one of two maps: the
outdoor Powerhouse and the enclosed Sword Base. Grab Bag features an
array of team-based games such as King of the Hill, Oddball, and
Capture the Flag on the same two maps, while Free-for-all uses the same
stages as locations for a host of seven-man free-for-all game types
such as the classic slayer, juggernaut, and the newly revealed
Headhunter gametype. Invasion and Generator Defense involve teams of
Elites assaulting Spartan-held objectives with intent to destroy. These
two game types are played on two other maps, Boneyard and Overlook
respectively.
Concerning the game types, they work well for the most part. They keep the traditional Halo spirit alive with previous gametypes and add some new ones that assimilate
really well, especially Invasion which does a good job of splitting up
the game with phases that must be achieved to move ahead. What doesn’t
work however are some of the maps, particularly Sword Base, which just
a giant pile of power weapons that anybody with no skill can walk into,
pick up, and win the game. Also quite frustrating is the use of
Overlook, which is such a large and expansive map and yet is only
utilized for 3v3 in the Beta, which makes the matches drag out for long
periods of time despite many of the new perks to the gameplay.
Speaking of which, as a fan of Halo from the very first installment back in 2001, I have mixed feelings regarding the new
classes. There are four classes for Spartan and each contains its own
ability, such as sprinting for Scouts, cloaking for Stalkers, jet-packs
for Airborne, and ‘Armor Lock’ for Guards which makes them temporarily
invulnerable. Elites, on top of Stalker and airborne, have a dodge roll
that is similar to the movement used in games such as Gears of War 2. While the dodge roll and sprinting abilities work well, addressing issues of slow pace from earlier Halo games,
some of the others aren’t as well-thought-out or even fair. Airborne
for example is simply a sitting duck half the time as they float in the
air for everyone to see and snipe out while Armor Lock can be utilized
almost instantaneously with nearly no apparent side effects; making it
cheap as hell.
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