Crash
10-28-2004, 05:38 PM
I DID NOT WRITE THIS POST>>>> MAY CONTAIN CRAP LOADS OF SPOILERS!!!!!!!!!!!!!!!!!!!!
For about a week I'm pissed. I'm angry because my friend, the guy who is trying to get Halo 2 for me has yet to text message me or call me or show any sign of affection. Sure, I've known him off and on for a while but it was never serious. We never gamed together. I never saw a movie with him. So, do I really know this guy? You start checking your cell phone every five seconds for a message, some sign, a number two nodding assent. It didn't come though. Nights passed, my stomach in knots, wondering about the future of our relationship. Well, not my relationship to him but my relationship to his modded Xbox and to Halo 2. Before I start the review I wanted to preface it by stating my opinion about gaming piracy. I don't own a modded Xbox and I don't steal video games either. My opinion of of the seller/consumer relationship is that I believe if someone is going to pay money for something it should be warranted. The type of thievery I despise the most is when you buy a music album because you hear two songs on the radio you enjoy and the rest is complete ****. I've done this with video games before and it stings, it stings $50 worth. You're promised revolutionary and you get the opposite.
Now, did I think Halo 2 was going to fall in this category? No, I didn't. That being said, since I've bought and paid for two copies, spent hours compiliing information for loyal fans and acquired at least three new Xbox owners and Live subscribers for Microsoft's clientele list, so I think I deserve a little early Halo 2 action. And on that fateful day last Friday I did acquire the game from my loyal friend. It was in this very place and I sat down with him for some quick one on one multiplayer in the corridors of Ivory Tower. Since that moment I have been able to think about little else other than Halo 2. In the following paragraphs I'm going to try to be fair and illustrate, to the best of my ability the aspects of the game which were at my disposal. I won't be discussing Xbox Live or the clan-based systems that are going to be chief elements of the game online and I won't go into the latter portion of the game's story. Everything else, however, is accessible and it will be discussed in one form or the other. In terms of campaign spoilers, I will hold this section till the very end and tag it as such. Until then I will give a detailed account of the following game elements: Player Personalization, Gameplay, Weapons, Vehicles, Enemies, Multiplayer Game Variants and nearly the first half of the Campaign
.
Player Personalization
When you start Halo 2, just like Halo: Combat Evolved, they require you to create a profile (everyone who plays on your Xbox must do this or select an existing profile). There are several different variations to your appearance that can be changed (possibly more with downloadable content). The amount of customization is not hands-on or unfettered. You have preset options you can customize, and you must stay within those parameters. The first option you select is the Player Model, either a Spartan or an Elite. Then you select your Primary Player Color and your Secondary Player Color for different parts of your armor (there are 19 colors available). Thirdly you select your Primary Emblem Color and your Secondary Emblem Color from the same palette of colors. The fourth, and most definable customization is the actual emblem (there are I believe 65 to choose from in this menu, quite a bit more than I expected). Once you've selected your emblem you can select a background for (there are 33 to choose from). This is the extent of player customization and to be perfectly honest, despite it being finite it is far better than I expected. You won't be spending too much time here once you get to play the game, but its enough customization for it to be worthwhile that they include it..
Gameplay
So I can tell you're disappointed that there's no Rocket Warthog, ATV or human flying vehicle. I can see the tears from the moment you found at that online and system link cooperative mode were simply fanboy dreams, waiting to be crushed. The remnants of the Mongoose ATV which was cut by the game or the attempts at cooperative mode on Xbox Live and through the system link are carved into the face of the game's hex code, but, you've heard it right. They're not in it. The first thing about the review you're going to learn when it comes to gameplay is that the game is absolutely not negatively affected by the lack of these vehicles. The reasons for them not being in are obvious once you've played the game, since there's really no need for another projectile-based jeep, another four-wheel drive and/or single-manned craft or another airborne vessel. Its just not needed as the current ones are quite effective and work better. At times it even seems like they are cluttered and could be cut down, but fear not, the chopping block stopped appropriately. I would have told you different before I played the game, however, now having tasted the goods, there's no reason to suggest that the game would have been better with either three of those vehicles incorporated into it. Plus, there's always room for downloadable content in regards to this.
The additional cooperative modes are arguable and I'm fairly certain if they were possible the developer would have included it in the game. Truth be told, they tried. Just look at the hex codes. Some individuals have told me that this element is something that could be transferred via downloadable content, like a weapon or vehicle. My response to that is to not hold your breath. You'd be better off buying a big screen television and a surround sound system and playing with a buddy splitscreen in the same room, then holding out hope that within the next few years we're going to get a patch to play online. I don't see it happening anytime soon, but there is always Halo 3.
Well, I'm mentioning what wasn't in Halo 2, let me talk about what is. The single most powerful element of the new game is physics. There is arguably nothing more prevalent in terms of the actual engine upgrade then the physics. I'm not just talking about energy cores and barrels. The environment does hold a ton of surprises, from giant slabs of stone, breakable glass to the various moveable boxes that respond accurately to explosions and impact in whatever degree necessary to make them look real. You also have beams hanging from wires, platforms which shake and teeter, all of which react directly to the weight being applied. Fire at a Marine or a Brute's head, and if they're wearing a helmet, it's coming off and sliding along the ground, rolling to a stop. You can knock over an object and use it as cover with a well-placed rocket, or knock down an enemies cover and take them out. The best effect is the dynamic and smooth transitions from the death animation to the real-time physics. This is so gratifying it makes me almost cry (almost). When you kill an opponent their body responds accurately to your death blow, and then it falls to the ground and behaves as it should against the terrain, sliding down a stairwell one step at a time or drooping over a balcony until its own weight carries it over. Even once they've stopped, sometimes you can see an arm or a leg twitch as the character meets his destiny.
The best example of the new physics wasn't in character or individual items in the environments being able to be moved in response to gravity and impact, but a single scene in the story where a character is plunged deep below the surface of a large body of water. It a box with glass windows, your character's body is tossed lightly with the weight of the structure they are in. If you set your controller down you'll see the reticule sliding about, acknowledging every aspect of the artificial gravity and pressure of the water below. Its a phenomenal scene that demands cinematic attention from the player, and it adds to the immersive quality of the game as do all of the above aforementioned physics elements. Out of all the gameplay elements, this one is the one which makes the game seem more alive and more entertaining by far.
The player in both multiplayer and campaign has some significant attributes that were not in the original game. First off, when you first grab hold of the controller you feel like you might be moving a bit slower. I can't tell if this was just simply amy mind playing a trick on me or a sincere drag, but it goes away quickly. As you play the game you get used to the general speed and of course can adjust the sensitivity of your directional movement. You also jump much higher than before, a necessity in light of some of the enivironments you must scale in the game. This also comes in handy when boarding is a factor, as jumping atop a Wraith may be the only way you can wrangle it in many circumstances. When you melee you no longer have to be immediately next to your victim, but you can be a few meters away. Your character charges forward with whatever weapon available and unleashes a brutal attack, sometimes with variations in animation.
Interactive environments play as role as I mentioned in the physics overview but even more so, they can be deadly. Energy cores and explosive substances litter some levels and maps which can provide ample firepower if needed. Structures and objects can be altered and damaged during battle changing the core element of gameplay, strategy. In Waterworks for example you can shoot down the stalactites atop enemies. These objects are about the size of two tanks and they come tumbling down to the ground crushing anything beneath it. Barrels and boxes react to the environment now. As I'm writing this I'm in the multiplayer map Foundation rolling barrels onto the air vents and watching them shoot into the air delicately. Yes, that's right, even the environment can react and respond to other environmental elements. Speaking of air vents, many locations are littered with these or anti-gravity pads which launch a player to a higher level (sometimes an extremely high level) or simply in the air for a good birds-eye view of the competition. In the original game's campaign the light bridge activated in the second level is like a stone wheel compared to the light bridges in the new game which rocket the player horizontally and vertically through what appears to be space and time. Yeah, traditional elevators are a thing of the past. You'll either float across one of these things or take a platform in a number of different directions through one wave after another of enemies. The environments are like another character and the dynamic only serves to make the game more fun. You'll spend at least an hour the first week rolling barrels and energy cores around with friends, just for the hell of it.
The graphical enhancements are obvious, so there's no reason to dwell on them. I would like to point out that despite what everyone has seen in the screenshots and hodge-podge of magazine footage, there is nothing akin to playing the game. Fighting off flying enemies on a gondolla a mile above the watery surface of an alien installation; you see towers in the distance that are twice the size of any single structure in the first game. There are massive temples with nearly endless corridors, canyons filled with shattered and smoldering spaceships and even an actual Covenant orbiting station that you not only get the pleasure of raiding through on foot, but your mission takes you around the brilliant behemoth architecture through aerial battles. The graphical achievements in environments is only one side of the apple. The character animations are amazing. From the haunted eyes of a Jackal to the wavering mandables of an incensed Elite, the characters human and alien all translate accurately from in-game visuals to the cut scenes. They look brilliant in both and there's nothing more that I can say about it that hasn't already been said or seen. You'll understand in November.
Someone said to me before I had a chance to play that dual-wielding was simply a novelty. That couldn't be further from the truth. Dual-wielding is the most lethal manifestation of controlled firepower in any shooter I've played. The logic behind it is obvious: If you have two of the same weapon you can down an opponent quicker than if you have one. Then, there's always the studdering between shooting. You can fire the right gun and then turn to the left while reloading the right. You can do this through several clips of ammo and it sometimes works even more effectively, depending on the weapon, than just barrelling through with both triggers depressed. The most effecient result of dual-wielding is the strategy. When you walk into a room where you've just brought death to a horde of Covenant troops and you rummage through the corpses for weaponry these are the choices you make. Should you use energy weapons or projectile? What about both? The most obvious pairing, and one that I have used effectively multiple times is the Plasma Pistol and the SMG. One weapon charged to its peak and then released takes down the shield of an opponent immediately. Hold down the trigger on the second weapon and spray the enemy down to the ground until they stop moving. The most lethal combination though is none of the above. One would think it would be the dual SMGs, which although powerful isn't nearly as potent as a pair of Magnums. If you're good with triggers you can lay waste to any opponent within two to three seconds. The gun individually is not as powerful as the original, but together with another in the hands of a worthy combatant is far more lethal than the former could ever be.
Everyone knows how to dual-wield by now. When you're over a weapon which allows it you would simply hold the (X) button to swap it and the (Y) button to dual-wield. What you probably don't know, as I did not, is that when you are dual-wielding weapons already and you see another that you like, you don't need to bother dropping any to get the most effective in your right hand (primary weapon). If you find a weapon that is more suitable, simply hold the (Y) button to swap out the left hand or the (X) button to swap out the right. Yes, that's correct. You can choose which hand swaps which weapon, and you'll need to when you've got a room full of enemies and you're not packing enough heat to take them out.
One thing that you think looks cool on paper but may not pan out to be all that its cracked up to be is the ability to hi-jack an enemies ride. I was uncertain how this would be engineered in the game, but I was more than pleasantly surprised to find that its the best element of multiplayer and an absolute necessity in campaign. Vehicles as a whole play a huge role in the gameplay for both campaign and multiplayer, and when there aren't any vehicles parked you have to take them by force. When I first watched the videos I believed that this would be far too difficult to really master, but it is not. With the enhancements to the players armor, you can be hit with vehicles and unless they are boosting you won't be immediately killed as you were in the first game. The key to boarding it to have the vehicle corner you or to simply be within immediate range before the operator can pick up speed. If a vehicle corners you, and they have the potential to boost, they will. This is there downfall as a quick jump will heft you upwards and you'll take it from behind as it now becomes cornered and facing the wrong direction.
For about a week I'm pissed. I'm angry because my friend, the guy who is trying to get Halo 2 for me has yet to text message me or call me or show any sign of affection. Sure, I've known him off and on for a while but it was never serious. We never gamed together. I never saw a movie with him. So, do I really know this guy? You start checking your cell phone every five seconds for a message, some sign, a number two nodding assent. It didn't come though. Nights passed, my stomach in knots, wondering about the future of our relationship. Well, not my relationship to him but my relationship to his modded Xbox and to Halo 2. Before I start the review I wanted to preface it by stating my opinion about gaming piracy. I don't own a modded Xbox and I don't steal video games either. My opinion of of the seller/consumer relationship is that I believe if someone is going to pay money for something it should be warranted. The type of thievery I despise the most is when you buy a music album because you hear two songs on the radio you enjoy and the rest is complete ****. I've done this with video games before and it stings, it stings $50 worth. You're promised revolutionary and you get the opposite.
Now, did I think Halo 2 was going to fall in this category? No, I didn't. That being said, since I've bought and paid for two copies, spent hours compiliing information for loyal fans and acquired at least three new Xbox owners and Live subscribers for Microsoft's clientele list, so I think I deserve a little early Halo 2 action. And on that fateful day last Friday I did acquire the game from my loyal friend. It was in this very place and I sat down with him for some quick one on one multiplayer in the corridors of Ivory Tower. Since that moment I have been able to think about little else other than Halo 2. In the following paragraphs I'm going to try to be fair and illustrate, to the best of my ability the aspects of the game which were at my disposal. I won't be discussing Xbox Live or the clan-based systems that are going to be chief elements of the game online and I won't go into the latter portion of the game's story. Everything else, however, is accessible and it will be discussed in one form or the other. In terms of campaign spoilers, I will hold this section till the very end and tag it as such. Until then I will give a detailed account of the following game elements: Player Personalization, Gameplay, Weapons, Vehicles, Enemies, Multiplayer Game Variants and nearly the first half of the Campaign
.
Player Personalization
When you start Halo 2, just like Halo: Combat Evolved, they require you to create a profile (everyone who plays on your Xbox must do this or select an existing profile). There are several different variations to your appearance that can be changed (possibly more with downloadable content). The amount of customization is not hands-on or unfettered. You have preset options you can customize, and you must stay within those parameters. The first option you select is the Player Model, either a Spartan or an Elite. Then you select your Primary Player Color and your Secondary Player Color for different parts of your armor (there are 19 colors available). Thirdly you select your Primary Emblem Color and your Secondary Emblem Color from the same palette of colors. The fourth, and most definable customization is the actual emblem (there are I believe 65 to choose from in this menu, quite a bit more than I expected). Once you've selected your emblem you can select a background for (there are 33 to choose from). This is the extent of player customization and to be perfectly honest, despite it being finite it is far better than I expected. You won't be spending too much time here once you get to play the game, but its enough customization for it to be worthwhile that they include it..
Gameplay
So I can tell you're disappointed that there's no Rocket Warthog, ATV or human flying vehicle. I can see the tears from the moment you found at that online and system link cooperative mode were simply fanboy dreams, waiting to be crushed. The remnants of the Mongoose ATV which was cut by the game or the attempts at cooperative mode on Xbox Live and through the system link are carved into the face of the game's hex code, but, you've heard it right. They're not in it. The first thing about the review you're going to learn when it comes to gameplay is that the game is absolutely not negatively affected by the lack of these vehicles. The reasons for them not being in are obvious once you've played the game, since there's really no need for another projectile-based jeep, another four-wheel drive and/or single-manned craft or another airborne vessel. Its just not needed as the current ones are quite effective and work better. At times it even seems like they are cluttered and could be cut down, but fear not, the chopping block stopped appropriately. I would have told you different before I played the game, however, now having tasted the goods, there's no reason to suggest that the game would have been better with either three of those vehicles incorporated into it. Plus, there's always room for downloadable content in regards to this.
The additional cooperative modes are arguable and I'm fairly certain if they were possible the developer would have included it in the game. Truth be told, they tried. Just look at the hex codes. Some individuals have told me that this element is something that could be transferred via downloadable content, like a weapon or vehicle. My response to that is to not hold your breath. You'd be better off buying a big screen television and a surround sound system and playing with a buddy splitscreen in the same room, then holding out hope that within the next few years we're going to get a patch to play online. I don't see it happening anytime soon, but there is always Halo 3.
Well, I'm mentioning what wasn't in Halo 2, let me talk about what is. The single most powerful element of the new game is physics. There is arguably nothing more prevalent in terms of the actual engine upgrade then the physics. I'm not just talking about energy cores and barrels. The environment does hold a ton of surprises, from giant slabs of stone, breakable glass to the various moveable boxes that respond accurately to explosions and impact in whatever degree necessary to make them look real. You also have beams hanging from wires, platforms which shake and teeter, all of which react directly to the weight being applied. Fire at a Marine or a Brute's head, and if they're wearing a helmet, it's coming off and sliding along the ground, rolling to a stop. You can knock over an object and use it as cover with a well-placed rocket, or knock down an enemies cover and take them out. The best effect is the dynamic and smooth transitions from the death animation to the real-time physics. This is so gratifying it makes me almost cry (almost). When you kill an opponent their body responds accurately to your death blow, and then it falls to the ground and behaves as it should against the terrain, sliding down a stairwell one step at a time or drooping over a balcony until its own weight carries it over. Even once they've stopped, sometimes you can see an arm or a leg twitch as the character meets his destiny.
The best example of the new physics wasn't in character or individual items in the environments being able to be moved in response to gravity and impact, but a single scene in the story where a character is plunged deep below the surface of a large body of water. It a box with glass windows, your character's body is tossed lightly with the weight of the structure they are in. If you set your controller down you'll see the reticule sliding about, acknowledging every aspect of the artificial gravity and pressure of the water below. Its a phenomenal scene that demands cinematic attention from the player, and it adds to the immersive quality of the game as do all of the above aforementioned physics elements. Out of all the gameplay elements, this one is the one which makes the game seem more alive and more entertaining by far.
The player in both multiplayer and campaign has some significant attributes that were not in the original game. First off, when you first grab hold of the controller you feel like you might be moving a bit slower. I can't tell if this was just simply amy mind playing a trick on me or a sincere drag, but it goes away quickly. As you play the game you get used to the general speed and of course can adjust the sensitivity of your directional movement. You also jump much higher than before, a necessity in light of some of the enivironments you must scale in the game. This also comes in handy when boarding is a factor, as jumping atop a Wraith may be the only way you can wrangle it in many circumstances. When you melee you no longer have to be immediately next to your victim, but you can be a few meters away. Your character charges forward with whatever weapon available and unleashes a brutal attack, sometimes with variations in animation.
Interactive environments play as role as I mentioned in the physics overview but even more so, they can be deadly. Energy cores and explosive substances litter some levels and maps which can provide ample firepower if needed. Structures and objects can be altered and damaged during battle changing the core element of gameplay, strategy. In Waterworks for example you can shoot down the stalactites atop enemies. These objects are about the size of two tanks and they come tumbling down to the ground crushing anything beneath it. Barrels and boxes react to the environment now. As I'm writing this I'm in the multiplayer map Foundation rolling barrels onto the air vents and watching them shoot into the air delicately. Yes, that's right, even the environment can react and respond to other environmental elements. Speaking of air vents, many locations are littered with these or anti-gravity pads which launch a player to a higher level (sometimes an extremely high level) or simply in the air for a good birds-eye view of the competition. In the original game's campaign the light bridge activated in the second level is like a stone wheel compared to the light bridges in the new game which rocket the player horizontally and vertically through what appears to be space and time. Yeah, traditional elevators are a thing of the past. You'll either float across one of these things or take a platform in a number of different directions through one wave after another of enemies. The environments are like another character and the dynamic only serves to make the game more fun. You'll spend at least an hour the first week rolling barrels and energy cores around with friends, just for the hell of it.
The graphical enhancements are obvious, so there's no reason to dwell on them. I would like to point out that despite what everyone has seen in the screenshots and hodge-podge of magazine footage, there is nothing akin to playing the game. Fighting off flying enemies on a gondolla a mile above the watery surface of an alien installation; you see towers in the distance that are twice the size of any single structure in the first game. There are massive temples with nearly endless corridors, canyons filled with shattered and smoldering spaceships and even an actual Covenant orbiting station that you not only get the pleasure of raiding through on foot, but your mission takes you around the brilliant behemoth architecture through aerial battles. The graphical achievements in environments is only one side of the apple. The character animations are amazing. From the haunted eyes of a Jackal to the wavering mandables of an incensed Elite, the characters human and alien all translate accurately from in-game visuals to the cut scenes. They look brilliant in both and there's nothing more that I can say about it that hasn't already been said or seen. You'll understand in November.
Someone said to me before I had a chance to play that dual-wielding was simply a novelty. That couldn't be further from the truth. Dual-wielding is the most lethal manifestation of controlled firepower in any shooter I've played. The logic behind it is obvious: If you have two of the same weapon you can down an opponent quicker than if you have one. Then, there's always the studdering between shooting. You can fire the right gun and then turn to the left while reloading the right. You can do this through several clips of ammo and it sometimes works even more effectively, depending on the weapon, than just barrelling through with both triggers depressed. The most effecient result of dual-wielding is the strategy. When you walk into a room where you've just brought death to a horde of Covenant troops and you rummage through the corpses for weaponry these are the choices you make. Should you use energy weapons or projectile? What about both? The most obvious pairing, and one that I have used effectively multiple times is the Plasma Pistol and the SMG. One weapon charged to its peak and then released takes down the shield of an opponent immediately. Hold down the trigger on the second weapon and spray the enemy down to the ground until they stop moving. The most lethal combination though is none of the above. One would think it would be the dual SMGs, which although powerful isn't nearly as potent as a pair of Magnums. If you're good with triggers you can lay waste to any opponent within two to three seconds. The gun individually is not as powerful as the original, but together with another in the hands of a worthy combatant is far more lethal than the former could ever be.
Everyone knows how to dual-wield by now. When you're over a weapon which allows it you would simply hold the (X) button to swap it and the (Y) button to dual-wield. What you probably don't know, as I did not, is that when you are dual-wielding weapons already and you see another that you like, you don't need to bother dropping any to get the most effective in your right hand (primary weapon). If you find a weapon that is more suitable, simply hold the (Y) button to swap out the left hand or the (X) button to swap out the right. Yes, that's correct. You can choose which hand swaps which weapon, and you'll need to when you've got a room full of enemies and you're not packing enough heat to take them out.
One thing that you think looks cool on paper but may not pan out to be all that its cracked up to be is the ability to hi-jack an enemies ride. I was uncertain how this would be engineered in the game, but I was more than pleasantly surprised to find that its the best element of multiplayer and an absolute necessity in campaign. Vehicles as a whole play a huge role in the gameplay for both campaign and multiplayer, and when there aren't any vehicles parked you have to take them by force. When I first watched the videos I believed that this would be far too difficult to really master, but it is not. With the enhancements to the players armor, you can be hit with vehicles and unless they are boosting you won't be immediately killed as you were in the first game. The key to boarding it to have the vehicle corner you or to simply be within immediate range before the operator can pick up speed. If a vehicle corners you, and they have the potential to boost, they will. This is there downfall as a quick jump will heft you upwards and you'll take it from behind as it now becomes cornered and facing the wrong direction.