Halo: Combat Evolved


A Short History Lesson:

Long ago, a game came to the PC from an unknown developer with no track record and a publisher not known for its first person shooters. This game was being thrust into a world that was dominated by id Software and its Quake franchise and flooded with Quake clones. The developer was Valve, the publisher was Sierra and the game was Half-Life. It would change everything.

Half-Life was purchased by the Quake fans of the world, who were hungry for more of the same first person action they’d come to expect. They installed the game, booted it up for the first time, tweaked the controls to mirror those they used in Quake, and started a new game. They sat back, expecting a CG movie to introduce them to the world of Gordon Freeman and Black Mesa. Instead, they realized that the intro they were watching was taking place in engine, through their character’s eyes. What’s more, they could move about freely and look at what they wanted to look at… during the intro. It may sound like a small thing now, but it was the first taste of Half-Life’s unique blend of interaction and story telling that would place it firmly at the top of the FPS food chain. A host of games would try to unseat Half-Life from its throne, including the long awaited Quake 3 and the far too long awaited Diakatana. They would all fail, some miserably.

Once again the sparks of greatness began to flicker in an unlikely place. Bungie, a primarily Apple development team, began to release a trickle of information about their next project, a lavishly beautiful FPS taking place on a ring world called Halo. It would fall off the radar screen for a while, only to resurface with new screen shots to tease us once again months later. Rumors began to fly about this mysterious new game. Some said it would be a multiplayer only game. Others would suggest it would be a new breed of action oriented, team based massively multiplayer RPG. Regardless of the rumors, the game looked better and better every time we saw it, and the Mac users of the world gloated for they would be the first to play it.

Release dates were batted back and forth, pushed back, forgotten about, and eventually Halo became a sort of fabled holy land that no-one ever really expected to play. Interest began to fade as people got use to the idea that it would be many years before they could play this game, but the trickle of movies and screen shots kept the fires from ever truly going out. It was in this lull that Microsoft began to take notice of the game. Suddenly there were rumors that it would be available on the other impossibly far off dream of the day, the Xbox.

Most people, myself included, were not particularly thrilled about this. After all, it was also going to be on the PC, and no console could ever top the PC for playing games. Besides, you need a mouse and keyboard to play a first person shooter. Then the unthinkable happened. In a move that shocked the videogame world and cause more than a few Mac Buddies to fling themselves from tall buildings, Microsoft purchased Bungie. Halo would never see the light of day on an Apple, and Mac Buddies had lost one of the few quality game developers they had. There was weeping, gnashing of teeth, and howls of riotous laughter. Wait, laughter? Yes, for the PC players of the world were now the ones to gloat. We would now be the first to play Halo, and that was good. I remember that I nearly pissed my pants I was so happy to hear that the Mac Buddies would be getting the shaft.

Then, Microsoft dropped the hammer one more time. Faced with growing concern that their Xbox wouldn’t have any exclusive big name games, they decreed that Halo would be exclusive to the Xbox. Now, in a dead shock, it was the PC gamers’ turn to fling themselves from buildings. How could they do this to us? How could they expect us to play a FPS like Halo on a control pad? How dare they dumb down such a beautiful game so it would work on a console? This was going to suck… hard!

Fortunately, as the Xbox and Halo progressed, our fears began to be alleviated. The game looked better than it ever had before. The early previews began to poor in, lavishing praise upon every aspect of the game… even the controls. We watched, we waited, and we prayed the Game Gods that we would not be disappointed. The Xbox launch day crept nearer, and finally, it was here. Finally, we had the object of our desire. We popped the Halo DVD into the Xbox for the first time, took the controls, sat back, and…

The old FPS Lord solemnly removed its crown and passed it to this new, young upstart. This new game from an unlikely developer, a publisher not known for its first person shooters, and exclusive to a console that was being thrust into a world dominated by Sony and Nintendo took this crown and placed it upon its head. Halo, one of the biggest underdogs since Half-Life itself, now reigned supreme over the FPS genre.

The Story:

Halo is by far the most difficult game I have ever tried to review. It’s not that it’s hard to describe, it’s just that it’s hard to describe accurately without writing an entire strategy guide for it in the process. Actually, I may just have to do that someday. For now though, let’s start with the story.

The story is one of the best parts of Halo. Like Half-Life before it, Halo uses scripted events that you experience real-time to tell most of the story, but also makes good use of in-engine cut scenes as well. The voice acting is superb, especially for a video game, and you really start to enjoy playing the role of the Master Chief. I’m getting a little ahead of myself here though. Let’s back up to the basic premise of the story. I’ll give you the short, short version so I won’t spoil anything for you.

It’s the future. Humans have made contact with an alien race known as the Covenant, and for some reason they determine that our existence is a blasphemy against their god and the Universe. (Gee, I wonder why?) With this determination behind them, they launch a holy war against Humanity in an attempt to eradicate us from the Universe. In short, they kick our ass. We lose, constantly, and every human colonized world they discover gets blasted with an orbital bombardment till it’s incapable of sustaining life.

Enter the Spartan Project. That’s you, Sparky. You play the last surviving member of a genetically and cybernetically enhanced group of Marines known as the Spartans. Essentially, you’re a heavily armored and shielded killing machine with lightning reflexes, a deep grudge against the Covenant, and all your original humanity still intact. A novel concept, no? The Spartans were to be the salvation of Humanity, but while they won the ground battles; the human fleet couldn’t hold off the Covenant armadas for any length of time. This resulted in the worlds having to be abandoned to the Covenant, who, of course, blew them all to hell.

So, eventually it came down to the last colony before you get to Earth, a world known as Reach. It’s the birthplace of the Spartan Project, the human’s primary shipyard, and several other things that make it a must visit for the Covenant Galactic Tour. They go, they see, we make a last stand, we die, they win, Reach gets wiped out, one ship and one Spartan survive and it runs like a bitch away from Earth in hopes of drawing the Covenant away from the cradle of Humanity. The ship is The Pillar of Autumn, the Spartan is you (a.k.a. Master Chief), and where they end up after a blind jump is Halo.

Halo is a ring world. I don’t feel like explaining what a ring world is, so let’s just say it’s a Dyson Sphere, but a ring instead of a sphere that relies on its spin to simulate gravity. What? Never heard of a Dyson Sphere? Ha! And you call yourself a geek…

Moving right along… Pillar of Autumn shows up, but the Covenant outran them and are already there. They attack, Pillar of Autumn crash lands on Halo, and the fun starts.

Then comes the three-headed monkey… wait… wrong game.

So, that’s the story. Let’s get down to the gameplay now shall we?

Weapons:

As most everyone should know by now, Halo is a first person shooter (FPS) and an FPS is all about the killin’ when you get right down to it. For weapons, you get to pick from both human and alien goodness. A pistol, assault rifle, sniper rifle, shotgun, rocket launcher, and fragmentation grenades round out the human arsenal, while the Covenant toys you can get your hands on are a plasma pistol, plasma rifle, needler, and plasma grenades. Right now, you are probably getting visions of Quake-like carnage where you tote around all these weapons at all times along with ungodly amounts of ammo, right? After all, everyone can carry ninety-nine rockets, right? Sorry, Sparky… that’s not how Halo works. In Halo, you can only have two weapons at any given time, plus up to four grenades of each type. While at first this will feel confining to old-school FPS vets, you’ll quickly come to love the amount of strategy it forces upon you. In some levels, you may find a rocket launcher with a grand total of four rounds to use. If you go wasting them, you’re going to regret it if you run into a Covenant tank later on. Of course, you’d also regret it if you left the rocket launcher lay there. So, if you can’t use it till later for fear of wasting precious ammo, and you have to take it, that means you better choose your other weapon very carefully since it will be your only other one. Of course though you can always switch to another weapon you find along the way, or even back track to get an old one again, so it never kills the fun of the game if you make a bad choice in weapons.

It’s the choosing of the weapons that’s actually one of the best parts of the game. You start off with two weapons in each mission that are predetermined by the developers. If you want something different, simply pick it up off the battlefield. Want that plasma rifle that an Elite is packing? Simply kill him and take it. Your Marine buddy was packing a sniper rifle, now he’s dead and you want the gun? Take it. It’s simple, intuitive, and amazingly fun. After all, if you were in a war and ran out of ammo after mowing down a ton of enemies, would you whip out your knife and press on or loot their bodies for weapons and ammo? Yeah, I thought so. Makes perfect sense to me.

The weapons themselves are wonderfully balanced. There really isn’t any glaringly overpowering weapon because every weapon has its faults as well as its good points. For example, you can kill any infantry unit in the game with one well-placed rocket, but after firing two round you have to reload. In a large battle, those few seconds can get you killed, and Halo is full of large battles. Plasma weapons fire quickly and are great against enemy shields, but they over heat and have to cool down for a few precious seconds if you don’t fire short bursts. Even the grenades offer unique differences. Fragmentation grenades bounce, so you can huck them around corners at unsuspecting enemy. Plasma grenades on the other hand will fall straight down when they hit a wall (or tree, rock, whatever) without bouncing, but will stick to a living target if it hits one. This is very unpleasant for the target since plasma grenades are impossible to remove once they’re stuck to you and they’re fatal ninety-nine percent of the time.

Vehicles:

One of the things that really makes Halo shine is the liberal use of a vehicles throughout the game. From the Warthog jeep to the Covenant’s Banshee fighter, the vehicles are wonderfully varied and, like the weapons, each has their advantages and disadvantages. The Warthog, for example, puts no weapons at your person disposal while you drive it (other than running enemies over), but you can pick up two fellow marines to man the gunner and passenger position. From these spots they can cause a world of hurt to the Covenant as you go roaring past. Play though in a cooperative game and your friend can take over the gunner’s spot, adding a whole new dimension to the level of teamwork involved.

Of course, facing enemy vehicles can be just as fun as it can be deadly. For example, one time I was shooting at a Banshee that was giving me a hard time. I ran out of ammo for my assault rifle and all I had left was my pistol. I said, “Ah fuck it…” and fired one shot at the Banshee out of spite as it circled around to finish me off. That one shot either hit some weak point or the Banshee was nearly destroyed to begin with, because it blew up in a nice fireball and the wreckage went spinning over my head and crashed into a river. That was easily one of the most satisfying moments in the game for me. Of course, sniping an Elite right off of his Ghost was pretty sweet too. There is even an opportunity later in the game to beat an Elite to his Banshee. If you do, and survive the hail of plasma rifle shots he’ll send up after you, you can fly the Banshee to another part of the level and skip a very large part of that level. Again, Halo is about strategic flexibility, and that’s a good thing.

By far, the most deadly vehicle in the game is also one you never get to pilot. The Covenant tank. Unless you’re in a Ghost or Banshee or armed with a rocket launcher, don’t even try taking this sucker on. At least, that’s what everyone else would tell you. I took care of one with nothing but an assault rifle. How you ask? Ever seen Starship Troopers, the passable movie that butchered an awesome book? Remember the part were Rico jumped onto the back of the big beetle thing? Well, if you time it just right, you can jump onto the Covenant tank. While on it, if you walk up to its weapon port it will open up like it is going to fire. However, it won’t. Now just fire some rounds into the heart of the beast till it starts to spark. Now, jump off carefully or you’ll get run over. The tank’s weapon is now disabled… dispatch it at your leisure or ignore it. It’s up to you. You heard it here first, Sparky.

Level design:

On Halo, the environments range from sprawling, magnificent outdoor settings, some with wonderful weather effects, to cramped corridors and everywhere in between. Best of all, transition from indoor to outdoor parts of a level are marked only by split second load time that you barely even notice. There really isn’t a way to adequately describe the gorgeous, breathtaking vistas that you’ll witness while playing the game, other than to warn that it is entirely possible to get ambushed while sight seeing.

In my opinion, I love the level design. It’s logical, fitting, and exactly what I would expect to see if Halo really existed. Some people have complained that there is too much repetition in the architecture of some of the levels, but I think they fail to realize that if a race were really building a structure as huge as a ring world, their first priority wouldn’t be making every room look different. They would be far more concerned with functionality and ease of prefabrication, and I think that’s exactly what Bungie was trying to bring across in Halo. I’m sorry, if you want endless variety and unpredictability, get off your fat ass and go outside.

Late in the game, you will end up back tracking through parts of levels you’d cleared out early in the game. I understand that a lot of people find this annoying. Well, people, it fits with what’s happening in the story perfectly, so shut up. For reasons I won’t give away, you have to get back to a place you’d been earlier in the game. The shortest path was through some areas you’d already been to and you’re pressed for time due to other events in the story, so of course you take the shortest path. Makes sense to me. Personally, I found it pretty interesting to see how different it was to fight through old areas from the opposite direction. In one memorable part, you now have the high ground instead of the Covenant. It makes a world of difference!

Save points:

Here’s something that will make most PC gamers cringe. Halo does not let you save anywhere you want. In fact, you never save the game yourself. Instead of that, Halo saves your game for you automatically when you pass specific points in the level for the first time or when you trigger certain scripted events such as by killing all the enemies guarding a position. What this means is that you have to play smart if you want to win the game. You can’t just jump into a room, kill one or two bad guys, run to safety, save, and do it again till you get it right. This time honored tradition that I call “The Creeping Save” is well known to PC gamers, and in some games you definitely need it due to amazingly unfair difficulties. Halo, however, is never unfair. I’ll get to that later. In the end, the auto saving method of Halo works like a charm and adds a great deal of excitement to the game… provided you like a challenge. Fear not though, all you frail, wimpy little armchair commandos out there. There are plenty of save points, and they are generally placed right before a particularly brutal area. Just take my advice. If you have to retreat from overwhelming forces, don’t do it in a direction you haven’t been yet. Nothing’s worse than triggering a save point when you’re half dead, in a canyon with only one way in and one way out, and both are blocked by a lot of enemies. Took some damned fancy moves to get me out of that one… and that was on Legendary mode to boot!

Graphics:

Everything in the game, from the characters to the frickin’ tree trunks is texture and bump mapped. Some of the interior wall textures are absolutely amazing since they combine texture mapping and a very realistic metallic sheen. Under the lovely textures, bumps, and reflections lurks something even better. The animation of the various characters, and even vehicles, is absolutely stunning. You will never look at other first person shooters the same way again after you see a grenade send bodies and weapons flying in Halo. Best of all, when an enemy dies, they lay realistically where they fell.

Every other FPS I can remember ran into a problem when you killed an enemy near a wall or on stairs. Their body tended to either clip through the wall or stick straight out from a ledge as though it was instantly rigid. Not so in Halo, for here we have some really great physics modeling at work. In Halo, 3D models have mass and momentum, but not just one value for the whole model. Each part of a model has its own defined mass, so when a body goes flying from a grenade blast, you’ll see it spin end over end, roll, limbs flailing limply, and when it hits a wall it slumps to floor just as you’d expect it to.

As I said, vehicles have a great deal of animation about them too. The best example is definitely the Warthog, which has fully independent suspension for each wheel. Seeing it go over logs and rocks really gives you a good sense of just how precise the physics and animation can be in a game. Even small features are rendered on the Warthog, such as an antenna that whips back and forth when you make a sharp turn and a chain gun that spins and spews out spent shell casings as it fires. They even rendered the instrument panel, and it even casts the barely perceptible glow you’d expect from such a monitor screen.

Sound:

Halo excels in the auditory world just as much as it does the visual. Voice acting is amazingly good for a video game, and it’s everywhere. From the banter of your fellow Marines during a fire fight, to the taunts and panic stricken cries of your enemies, to cries of pain and rage, it’s all there. Halo also sports a wonderful selection of environmental effects, and unless I’m mistaken, the echo in a large chamber sounds very different than the echo in a narrow corridor. To top it off, it’s all presented to you in glorious 5:1 surround sound… provided you have the speakers for it.

For the record, the best use of sound in the game has to be the frantic screaming of a Covenant that’s just had a plasma grenade stuck to him. Simply spectacular… I could listen to that all day.

Difficulty Levels:

Like most good FPS, Halo has multiple difficulty levels that will suit anyone from Rambo to Grandma. What’s great about Halo, however, is that you won’t see the entire ending unless you finish the game on the hardest setting. Unfair? Well, no, not really. You see, as I said earlier, Halo is never unfair. Yes, Legendary difficulty if very tough, but it’s completely winnable. After a few hours playing on Legendary, you’ll be amazed how much your skills have improved. An extended ending isn’t the only reason to play Halo through on Legendary mode though. Much to my surprise, I found some of the dialog to be significantly changed from what it was on Normal difficulty. It wasn’t entirely different but it was a bit grittier and even more enjoyable than before in my opinion. Do yourself a favor. Beat Halo on Normal, then beat it on Legendary. Trust me, it’s worth it.

Multiplayer:

Cooperative mode… Have you recovered from the shock yet? That’s right, finally someone has realized that while death matching is fun, playing alongside your buddy and working together is the most fun you can have in an FPS with your cloths on (and this is not the forum to discuss that alternate form of multiplayer). Halo lets you play through the entire story mode in cooperative, two-player split screen mode. The only flaw here is that you can’t play co-op over a LAN, it has to be split screen. That is really minor and petty though in the face of the fact that co-op is an option at all, so deal with it. Besides, I’d rather be sitting next to someone when I play co-op with them anyway. How else am I suppose to tell them to wait while I scout ahead? You see, Halo has no chat mode. <gasp!> That’s right, no chat mode. Is this a problem? Of course not… it’s a console game for gods’ sake. All you chatty bitches can go back to Quake 3 on the PC. Halo doesn’t want you. Damned chatty bitches…

As for death match modes, Halo has a metric butt load and three-quarters. It’s all here. Everything from survival to capture the flag to king of the hill to straight death match and even a take on my personal favorite Quake mod, Q-Ball. The rules are the same; you have to keep the ball (a skull) for a certain total amount of time to win. All the while, you’re slower than everyone else and you can’t use a weapon other than melee. It’s kind of like being “it” but with a twist.

On top of those standards are other favorites like a Halo version of Rocket Arena, an RA-like experience with sniper rifles instead of rocket launchers, and even a game where everyone is permanently invisible. Invisible? Yes, but only mostly. There’s an item in the game called Active Camouflage that makes you invisible, but slightly distorts the air around you. Remember the Predator’s cloaking device? It’s just like that.

There are more multiplayer modes that I haven’t mentioned, and an option to combine elements of each one to make your own, so it’s pretty safe to say that everyone will find something they like here. Hell, with a game this good, what’s not to love?

-K'Tok

 

Webster defines innovation as the act of doing something new. Thus, something that is innovative must do something that has never been done before. Halo is simply the best FPS I have ever had the pleasure of playing, and as such, it breaks new ground. It surpasses Half-Life, which as the former greatest FPS ever, has never been done before. Thus, for innovation that has raised the proverbial bar a few notches higher than it was before November 15th, Halo gets a perfect score in this category.
There are a few games that you can play over and over again, all the way through, even years after their release. This very small list of games include such classics as Tie Fighter (PC), X-Com UFO Defense (PC), Super Mario World (SNES), all the Zelda games except for the blasphemous CD-i ones (NES, SNES, N64), and the almighty Quake (PC). I may rip on Nintendo a lot, but when it comes down to what matters, the games, only the PC and Nintendo consoles had harbored games of this most special quality. Until now that is. Welcome to the ultimate hall of fame, Halo. You earned it.
Halo’s graphics are stunning in ever way. Not only for their color and bump mapping, but also for all the subtle touches that help to fool the brain into thinking things are more real than they are. The key to suspending disbelief lies in the tiny details that the brain expects to see in real life, but that we take for granted on a conscious level. I always say, if you constantly notice new things about a game’s graphical splendor every time you play it, then the developers did their job correctly. I’m still seeing things in Halo I never noticed before.
The sound in Halo is so impressive, so complete, and so well presented that it’s very hard to comment on any specific points that make it wonderful. It is simply the kind of stuff you’d expect to hear if you were really on a real life Halo in the midst of battle, and not once did I cringe at some horribly bit of voice acting or woefully cheesy comment. If there’s nothing to complain about and lots to enjoy, that’s perfect in my book.
Yeah, everyone was worried about this one. Well, screw the mouse and keyboard. For the first time in my life, I’ve found a control scheme that is so precise, so intuitive, and so comfortable that five minutes into the game I was no longer consciously aware of the controller. Considering the massive size of the Xbox controller, which I still insist on referring to as Shaft, that says a lot.
Publisher: Microsoft

Developer: Bungie

System: Xbox


Inane Factoid:

I actually have a Halo cardboard cutout display in my computer room. It was given to me by the manager of my local Electronics Boutique just as she was about to throw it away. Talk about being in the right place at the right time. I also have a Halo "info shade" shelf display that I purchased on eBay for $1. In fact, if you were to scratch me I would bleed pure Halo extract. The Irony is, I'm actually pretty evil by normal God fearing standard.