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Re: Halo Review and ALL features
Old 10-28-2004, 05:40 PM   #3
Crash
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Default Re: Halo Review and ALL features

Robotic Monitors / The Flood

Just like the original Halo game, artificial intelligence and the guardian Sentinels which protect Forerunner treasures are in abudance. There are three types of hoving robots which now pose a threat. The older ones from the original game return, and now there is a new type clad in similar metal structures but now completely gold. The third, and most dominant is the plasma shielded Sentinel which rains bolts for fire that seem to trace the player like they are seeking heat. It is quite effective. These robots guard something special, something you know as the Flood. The Flood is, well, the exact same.

Upper Hegemony

This class includes Elites and Brutes, the two warring classes. The Elites have held positions in guarding the leaders, the Prophets for a long time, but something seeks to usurp this position now. The Elites are divided up into multiple classes, of course there is the traditional blue and red. Now there is a silver in addition to the gold versoin, a much more tough and powerful version of the aforementioned. There are other Elites which wear ornate outfits that indicate religious significance, but there are two many to mention accurately here. Suffice to say, the Elite species is bountiful and this is seen in the game. The only real change with Elites in terms of gameplay is their ability to taunt and climb the nearest high point to get a better shot on their victims. Other well-armored Elites take to the air with rocket packs and although easy to hit can pose a problem in numbers.

The Brute species has a couple variations, but they all act similarly. When at a distance they will fire effectively, when close they drop their shoulder and charge in a way similar to the Hunters. Yeah, its not fun to be in this spot, unless of course you have a Brute Shot and you introduce the said incoming beast to the back end of the weapon while saying, "Have a nice homecoming bitch?" It works well but you have to say those words to add the extra sting. The Prophets are a confused bunch, but I'll let you see this when you get to play the game. Their role is heavy in this story and their mistakes could be quite costly. Fortunately they don't carry the big weapons, but you do.

Multiplayer Game Variants

When you create a multiplayer match your editor is referred to as the Game Setup. In this section there are four options: Change Map, Change Rules, Quick Options, Switch To: Co-Op Game. The first option we've already covered extensively and most of you know what maps are included in this game and have heard there are unlockable maps when you finish the campaign successfully. The fourth option is of course split-screen Co-Op between two players, the only Co-Op mode available. The middle two options, Change Rules and Quick Options are the two I will discuss here...

Change Rules This allows you to customize what the game refers to as a "Built-In Variant" noting that you cannot edit them. If you don't want to participate in one of the many game variants available, you can always customized your own (see Quick Options).

Slayer - Kill as many of your opponents as you can. The player with the most points wins.

Slayer - Prepare for a classive Slayer duel to the death. 25 points to win.
Team Slayer - Take on a small team of enemies in a straight up Slayer throw down. 50 points to win.
Rockets - Get ready for an explosive game of Rockets. All rocket launchers, no motion sensors. 25 points to win.
Swords - Sharpen your Energy Swords and power up your overshields. 25 points wins this game.
Snipers - Steady your shot and aim high. All weapons are sniper rifles and there's no motion sensor. 15 points to win.
Phantoms - Everyone has active camo, so watch your back. 15 points wins this game.
Team Phantoms - Everyone has active camo and you can organize into up to 8 teams. First team to 25 points wins.
Elimination - You have just one life per round. The last player standing wins a round. First to win 3 rounds wins the game.
Phantom Elimination - You have just one life and everyone is invisible. Last player standing wins a round. First to win 3 rounds takes the cake.

King Of The Hill - Gain control of the hill to earn time. Keep your opponents off and earn the most time to win.

King - Stay on the hill for a total of 2 minutes to win the game. Hill does not move.
Team King -Your team must take the hill and control it uncontested for 1 minute to win. Hill does not move.
Phantom King - Control the hill uncontested to earn time. Everyone has active camo and the hill does not move. 1 minute wins.
Crazy King - The hill moves once a minute. Be the first to earn 2 minutes on it to take the crown.
Team Crazy King - Your team must earn just 1 minute uncontested on the moving hill to take the crown.

Oddball - Find the ball and hold on to it to earn time. The player with the most time wins.

Oddball - Get ready for a classic game of free-for-all Oddball. Hold the ball for 2 minutes to win.
Rocketball - This game of Oddball with nothing but rocket launchers is a real blast. Control the ball for 1 minute to win.
Swordball - Tense rounds with swords and no motion sensor. Own the ball for 30 seconds to win a round. First to 3 wins.
Team Ball - Up to 8 teams can go head to head in this game of team Oddball. First team with 2 minutes ball control wins.
Low Ball - Team Oddball with a twist. Everyone on your team must hold the ball for at least 30 seconds to win.
Fiesta - An odd game of ball with random weapons. Earn 2 minutes ball control time to win.

Juggernaut - Work together to take down the Juggernaut. Beware, you kill the Juggernaut, you become the Juggernaut, and only the Juggernaut can win.

2 on 1 - One player is the Juggernaut, the other 2 are teammates. Only the Juggernaut can score and 10 points wins the game.
3 on 1 - One player is the Juggernaut while 3 others are teammates. Earn 10 points as Juggernaut to win the game.
Ninjanaut - The Juggernaut has active camo and a motion sensor. You don't, so work together to corner him and take him out. 10 points wins.
Phantom Fodder - You're invisible but you have no motion sensor. You;re being hunted so watch out! 3 rounds wins, 5 points wins a round.
Dreadnaut - The Dreadnaut is an unstoppable beast. Fear him but work together to take him out. 20 kills as Juggernaut wins the game.

Capture The Flag - Invade your opponents stronghold, heist their flag, and bring it back to your base to score.

Multi Flag CTF - Defend your flag while launching a coordinated attack on your enemy's flag. 3 captures to win.
CTF Classic - Defend your flag while capturing the enemy's. 3 points wins, flag must be home to score, flag may be returned.
1 Flag CTF - Take turns offense/defense. A capture wins a round. Flag may not be returned. Rounds last 3 minutes. First to 3 wins.
1 Flag CTF Fast - Intense 2 minute rounds of alternating offense/defense. A capture wins a round. Flag may not be returned. First to 3 wins.

Assault - Carry your bomb into the enemy base and arm it. Once armed, drop it on the enemy bomb post to score.

Multi Bomb - Defend your base while trying to deliver your bomb into the enemy's base. 3 successful bombings win.
Single Bomb - Take turns on offense/defense. A successful bombing wins a round. First to 3 wins. No bomb return. Rounds last 3 minutes.
Single Bomb Fast - Intense 2 minute rounds of offense/defense. A successful boming wins a round. Bomb may not be returned. First to 3 wins.
Neutral Bomb - There's just one bomb that starts in the middle. Use it to bomb the enemy base 3 times to win.
Blast Resort - You have just 1 life and no motion sensor in this single bomb game. 10 second arming, 3 minute rounds, first to 3 wins.

Territories - Find and control territories on the map. The more territories you control, the faster you earn time.

3 Plots - There are just 3 territories. Earn 3 minutes control time before your oppnents by owning a majority of them.
Land Grab - Own a majority of territories to earn 5 minutes control time before your opponents.
Gold Rush - Grab your pistol and load your shotgun! 2 minutes wins round. Rounds last 3 minutes. First to 3 rounds wins.
Control Issues - Bring out the big guns to fight for control of just 2 territories. Everyone has overshields, 5 minutes control time wins.

Quick Options This allows you quick customization of the available game variants. You're not permanently editing them, but rather simply altering them for your session (it will remain intact as you select different maps).

Score to Win Round - 1 - 250 or Unlimited
Round Time Limit - None - 1 Hour
Starting Weapon - Map Default, Random, Battle Rifle, Magnum, SMG, Plasma Pistol, Plasma Rifle, Brute Plasma Rifle, Rocket Launcher, Shotgun, Sniper Rifle, Brute Shot, Needler, Carbine, Beam Rifle, Energy Sword, Sentinel Beam
Weapons on Map - Map Default, None, Rockets, Shotguns, Swords, Brute Shots, Halo Classic, New Classic, Heavy Weapons, All Duals, No Duals, Rifles, Sniping, No Sniping, Pistols, Plasma, Human, Covenant, Random Set
Motion Sensor - On/Off
Bonus Points - On/Off
Starting Grenades - On/Off
Secondary Weapon - Map Default, None, Random, Battle Rifle, Magnum, SMG, Plasma Pistol, Plasma Rifle, Brute Plasma Rifle, Rocket Launcher, Shotgun, Sniper Rifle, Brute Shot, Needler, Carbine, Beam Rifle, Energy Sword, Sentinel Beam
Max Active Players - 2 - 16
Primary Light Vehicle - Map Default, Warthog, Gauss Warthog, Ghost, Spectre, Random, None
Primary Heavy Vehicle - Map Default, Scorpion Tank, Wraith, Random, None

Campaign

They said this day would never come. What are they to say now?

From the get go, the developer has stated clearly that their main goal of the game was to tell a good story. This story is different than the story articulated in Halo: Combat Evolved, whether or not you fell in love with it. I was never a big fan of the story, but mixed with the gameplay I always enjoyed the original Halo. This game, in my opinion has a far greater story. I'm going to warn you again that the following information here is going to be concerning the first half of the game and if you choose to read it, it is your own choice. Although I don't believe this gives away anything that is too pertintent that it will ruin the game, I want to make sure that you are warned. So one last time, here below lies the first half of the game as articulated by myself and separated into the appropriate levels:

The Heretic is not really a level. Much like some of the "levels" in the level selection screen, these are merely cinema cut scenes used to bring the character from the previous level to the next. This first one is simply the transitioning piece from Halo: Combat Evolved to Halo 2. Before I discuss it I should preface by saying that the events in the novel Halo: First Strike are irrelevant in respects to Halo 2. The remaining Spartans, Dr. Catherine Halsey and the attack on the Unyielding Hierophant appear to not be mentioned (although there is one quick exchange in French which I don't pick up well between Sgt. Johnson and Master Chief early - its not clear if there was any mention of the above). The level begins with a dual-pronged approach which sets the game apart from its predecessor, you follow the award ceremony for the Master Chief and the punishment ceremony for a Gold Elite who was in charge of the original Halo construct, also known as Installation 04.

This parallel between the Chief and the Elite run throughout the game and not only touch the story but directly impact gameplay as you will find out early. The Chief, Sgt. Johnson and Captain Keyes' daughter, Miranda, accept awards on a MAC-gun spacestation orbiting the Earth called Cairo. Meanwhile the Gold Elite is removed of rank and title and labelled "The Heretic" by the Covenant Council, hence the name of this level. The Heretic is moved to containment to be executed by the dragging of his entrails throughout the Covenant city, while Master Chief's ceremony is cut short by, yeah, you guessed it, the invading Covenant Armada. Your game starts in the level called the Armory where you get your equipment and fight your way through some of the interior corridors of the station. You travel both in and outside the station (in near zero G) fighting against various Covenant throughout. Once you've achieved victory in the Cairo Station level you find a bomb that the Covenant were looking to set off to destroy the MAC-gun (one of Earth's last defense posts) and you ask for permission to leave the ship from the Captain. Apparently, the Master Chief wants to take the bomb back to the Covenant. He does so in convincing fashion.

The end result is him rejoining Miranda Keyes and Sgt. Johnson aboard her ship, The Amber Clad and heading to Earth. With a pack of Pelicans you head to the surface of Old Mombasa and are knocked out of the sky by a beam from a giant Covenant transport called a Scarab. The Pelican crashes and during Outskirts you have to fight your way through a horde of Covenant troops. They attack in waves and won't finish attacking until you've wiped them out. Moving forward toward the central city, New Mombasa, you pass through alleys and corridors and into the dark hallway of a nearby hotel. You end up on a beach and must travel through several large sandy sections with makeshift Covenant bases setup and fortified along the way. Once you enter the underground tunnels it gets a little hairy.

You're objective is to reach the bridge topside to get to New Mombasa and retake the city. In doing this your goal is to gain entrance into the massive Covenant cruiser which contains a Prophet named Regret. You're suppose to kidknap the bastard. After dealing with regiments of Covenant warriors in the tunnels you make it to the surface at the bridges abasement and Sgt. Johnson drops a Scorpion Tank off for you to make your way across toward New Mombasa and the Scarab. This level is referred to as Metropolis and is quite fun. Despite the lack of real speed in the Scorpion Tank, its relentless in terms of firepower against the multitudes of charging Ghosts barrelling down the bridge to your direction. After submerging again at the end of the bridge you gather your resources in the center of the city and take force against the Covenant holding it. When their grip is sufficiently broken (meaning you've kicked enough Wraith ass), then you continue to an upper platform surrounding the city. This allows a timed jump to board the Scarab and destroy the crew atop and within, and eventually taking it completely out of commission. With their vehicle out of gas and their hold on the city broken, their cruiser begins to enter Slipspace while inside the city. You, the Sarge, Miranda and the remaining Marines heft aboard The Amber Clad and follow the ship into Slipspace. Guess where it goes? I'll give you a hint. Something like this happened last time around...

Well, don't guess yet because the story changes pace. The now punished (but still alive) Heretic is brought before two Prophets called Hierachs, he is dragged by Tartarus and his guards, a large, twisted Brute with a pention for hierarchal success. The Hierarch's names are Truth and Mercy. They tell the Elite that he was to be executed according to the Council, but now they have other plans. They discuss what can be considred a significant story element called The Great Journey, but more so, they talk about the role of The Arbiter. This title is given from time-to-time to Covenant warriors who undergo a specific task in which their life will most certainly be taken, but they are looked upon as noble and worthy of praise. They wear an extremely specialized silver armor that appears almost medieval compared to others from that era. He is charged with the task of killing the true Heretic in the gas giant that the original Halo orbited around, called Threshold. This real Heretic is another Elite who has sectioned himself off with an entire legion of Covenant troops under his own dogma, that the will of the Prophets is flawed and that the Halo rings are not keys to this sacred mission, The Great Journey.

The true Heretic is actually located near the ruins of the original Halo, which parts of are still in orbit. Inside, as The Arbiter you battle your way through the Covenant rebels and into the presence with the true Heretic. Upon locating his holographic form he traps you and your squad in several containment cells and then emerges a familiar entity, The Flood. Yeah, they return here in their familiar form attacking in sporadic waves as you scale through the space installation that they occupy. Once you've found the Heretic, he tells you what an Oracle has told him, a floating orb you affectionately know named Guilty Spark 343. He explains that the Halo structures are actually weapons and that the Prophets are deceived as to their purpose. You, The Arbiter don't believe him and a fight ensues in which you win. The Heretic is taken away and so is 343 Guilty Spark, by Tartarus, again trying to regain appeal in front of the Prophets.

This is a level or two before the middle point of the campaign, but this is as far as I will go in my review. The remainder is quite interesting. I was worried when I originally heard about The Arbiter and the fact that you would now control not only Master Chief, but a second character on the other side of the battle lines. I was concerned that the developer was going to blur the moral grounds and try to legitimize the actions of the Covenant. I didn't like this because it doesn't make the plight of Earth and Master Chief as genuine. However, this is not the case. The villains remain villains throughout the game, and the two lead characters undergo a reinvisioning of their objectives in light of each other's existance. Other than that I won't say more, but you don't have to worry about trying to understand the Covenant mindset. There's a certain logic to it, but ultimately you're still fighting evil in the end as either character. It's a great merging of both stories; and how it establishes duality parallels while keeping the gameplay interesting and intertwining is absolutely amazing. I am definitely more pleased with the story than I was with the first one.

I've read negative comments about the ending of the campaign, and although I understand them I can't say they're shared. I loved the ending, and in fact I thought this coupled with the last two levels of the game were unbelievable. Like any good sequel this one does not end with complete resolution, in fact it only resolves the primary story's issues while opening up another whole can of worms. If you're a fan of sequels like Star Wars: Empire Strikes Back and Matrix: Reloaded then this story's ending shouldn't be a problem. I fully expect a Halo 3 and its quite obvious what will happen at the beginning of it based on just the last few events. In word, it leaves you wanting more but not in a bad way.

The story itself wasn't too short, perhaps slightly larger than the original game but it covers about twenty times the space and area. I recommend even seasoned Halo: Combat Evolved player to play through on Normal for a good cinematic experience with even pacing and enough difficulty to make the player work a little bit. Heroic isn't all too difficult, but towards the end of the game there are parts which you will get stuck on, trust me. And once you've beaten the game, wait through the credits and the final cinema scene. If you do you should be able to acquire another multiplayer map called Foundation. Nice reward as well as it makes for some heated multiplayer battles.
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