Halo: Reach review


The game is crisp and clear and can only get better with the final production. The game has been designed on a new game engine to that of Halo 3 and ODST, and it really is stunning. Bungie had said compared to Halo 3 they have million more polgonzzz to use meaning nicer character, weapon and landscape design. Spartans have gotten a new armour upgrade and elites look like absolute monsters, Bungie really gave them a reason to be feared standing taller than ever before (though SII are meant to be shorter all round).Bungie has tweaked game play not by enough to feel like a completely new game but by enough that you do have to get use to the controls, with the absence of equipment.
Button layout has taken a whole new format, dont fret there is the old setting still in place but it's default is on some weird funk. But as far as gameplay it's definitely feels like a Halo game and it's pretty solid for now. I haven't done anything that finicky yet, but we'll just have to wait till the later gamemodes come out.
The armour lock abilities really add a whole new dimension to the game, before when you picked up active camo you, it would activate on the spot here you are given the choice of when to use it, adding a strategic feel to the game.
However some the weapons do feel a little weak or too strong, definitely the grenades are much more powerful compared to the Halo 3 grenades. And the DMR doesn't feel as powerful as a BRifle did.
The beatdown cooldown seems to be also be shorter than before, you can easily do two beatdowns in less time than it takes to chuck a grenade.

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