Having completed the Campaign of Halo Reach on both Heroic and Legendary (and thanks to MitchyD for the co-op invite), the only emotion I have left for this game is disappointment.
Taking place chronologically prior to Halo: Combat Evolved, H:R follows a six man team of Spartans, (Noble team) based on the planet Reach, home of the Spartan program. Investigating what sounds like a simple act of piracy leads them into a discovery of a full-on invasion of the planet by the Covenant. What is clear from playing this short 8-10 hour game is that Bungie has made some massive assumptions about the audience in crafting what can loosely be called a narrative. It is assumed the audience already know what Reach is, what it represents and why the invasion is occurring. It is assumed that the relationships between the Spartans and those others within the Spartan program itself are well known. It assumes the backbone of the story is ingrained into those playing the game, so the developers could paint with the lightest of strokes. Finally, it assumes we will care about these characters and their eventual sacrifices because we already know all of the above. Bungie is relying on the audience to do the heavy lifting, and given the game is a prequel destined to lead directly to the events of Halo:CE, these are all erroneous assumptions.
It is also clear Bungie lost interest in Halo some time ago and while they have made a superb multiplayer experience, the single player campaign is bolted onto repurposed MP maps and tied together with unclear and underwhelming cutscenes. Essentially abandoning the mythology they created Bungie told what could be the greatest story of the Halo universe in the worst possible way and in direct competition/contrast to their own novelization "The Fall of Reach".
Though the prettiest of the Halo games to date, Reach owes a great deal to Halo 3:ODST in its structure. The appearance of open environments are actually simply massive corridors populated with waves of enemies sporting weapons and tech that never again appear in the Halo universe. The most compelling and only original mission of the game is a launch into space aboard a Sabre fighter, where the battle becomes a thrilling zero-gee ballet against waves of enemy craft. It concludes with a Halo 2 "homage" fight in vacuum as the Covenant ship is breached and boarded, and returns to repetitive form.
A late game section has Noble flying from sky-scraper to sky-scraper as the strangely empty city around them burns. Unlike the far too short urban combat of Halo 2, Reach again follows the ODST model of battles set in an empty area, after the city has already fallen. While Halo 2 had constant chatter of wounded civilians and soldiers in its urban environments, Reach peppers random civilians and soldiers as window dressing, with corpses ending up being just part of the window dressing rather than reflecting the actual impact of a global invasion. Perhaps a victim of an aging engine unable to keep up with the ambition of the developers it ends up having little impact.
As a multiplayer experience, Bungie continues to have virtually no competition, with MP integration built deep into the experience starting right from the main menu. Designed to give the player the experience of progress without awarding game unbalancing perks a la the "Activision method", Reach has deep customization of the player character appearance and sound. Though the minefield of Xbox Live is wrought with obnoxious homophobes/racists, the ability to drop in and out of both campaign and multiplayer with friends is almost effortless (unless you are trying to tie two separate 360 on the same home network to an internet session apparently).
Halo: Reach is the end of Bungie's stewardship of the franchise and their exhaustion shows. Mining their own back-story while framing it in the template of the previous games allowed them to capitalize on their strength as a multiplayer developer while paying lip service to a single player experience. Reach is at best a mediocre SP game and a disappointing end to one of the defining franchises of modern gaming.
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