NullPointer
Member
Just completed my solo heroic run. 10 hours, 42 minutes. Ended about 5% shy of achieving Seargent Grade 1, with 21 out of 49 achievements. I'd expect players who aren't used to the Halo style of combat will run into far more trouble and hence have a longer game. Halo vets can burn though this in no time flat though I'm sure. We've seen a lot of these scenarios before.
Not sure where I would rank the campaign overall. I think it nudges into first place easily because of Reach's weapons and gameplay changes mean I'm never looking back at the previous games. They're all completely obsolete now. Reach weapons, armor abilities and Elites? Its everything I ever wanted in a Halo game. The presentation, at long last, is a good fit for a HD console.
One thing I do know is that this iteration seems even more focused on co-op than any of the previous games. The first half is a much tighter experience solo, but the second half has so many damn possibilities for a full co-op team that its going to be a night and day experience to replay. I'd say I ran through most levels with DMR/Pistol or DMR/Assault Rifle. I love just about every weapon in the game now (except the spiker - it can still fuck off)
Framerate did end up taking some dives late game, at unexpected places, but it never actually affected my enjoyment overall. I was still able to pull off quick sniper shots at range, get my frags right on target, etc.
All the game additions work very well, although for the most part changing your armor abilities to anything but sprint is pretty optional. If anything, armor abilities just showcase that sprint should be available, at all times, with the other abilities complimenting it and balancing it out in turn. Every time I didn't have sprint I felt sluggish and slow, like something was missing. And the other abilities, sans jetpack and stealth were too passive and situational. But its nice to know they're there, for taking a different stab at objectives in replays, or to support more teamwork in party co-op.
The story is like most of the Halo games (except ODST), giving you about 80% of the story you need, while always allowing that extra chunk that you wish they'd spent a little more time lingering on or explaining. Really Bungie - learn to linger, and let some of your dramatic moments breathe more. For a prequel it feels like a middle chapter in a lot of ways. The ending though
was both beautiful and satisfying.
Great job Bungie. What a complete package. This game truly is a love letter to the fans, and I'm sure I'll get plenty of replay out of this one. Money well spent.
Not sure where I would rank the campaign overall. I think it nudges into first place easily because of Reach's weapons and gameplay changes mean I'm never looking back at the previous games. They're all completely obsolete now. Reach weapons, armor abilities and Elites? Its everything I ever wanted in a Halo game. The presentation, at long last, is a good fit for a HD console.
One thing I do know is that this iteration seems even more focused on co-op than any of the previous games. The first half is a much tighter experience solo, but the second half has so many damn possibilities for a full co-op team that its going to be a night and day experience to replay. I'd say I ran through most levels with DMR/Pistol or DMR/Assault Rifle. I love just about every weapon in the game now (except the spiker - it can still fuck off)
Framerate did end up taking some dives late game, at unexpected places, but it never actually affected my enjoyment overall. I was still able to pull off quick sniper shots at range, get my frags right on target, etc.
All the game additions work very well, although for the most part changing your armor abilities to anything but sprint is pretty optional. If anything, armor abilities just showcase that sprint should be available, at all times, with the other abilities complimenting it and balancing it out in turn. Every time I didn't have sprint I felt sluggish and slow, like something was missing. And the other abilities, sans jetpack and stealth were too passive and situational. But its nice to know they're there, for taking a different stab at objectives in replays, or to support more teamwork in party co-op.
The story is like most of the Halo games (except ODST), giving you about 80% of the story you need, while always allowing that extra chunk that you wish they'd spent a little more time lingering on or explaining. Really Bungie - learn to linger, and let some of your dramatic moments breathe more. For a prequel it feels like a middle chapter in a lot of ways. The ending though
Going out fighting, like a true Spartan!
Great job Bungie. What a complete package. This game truly is a love letter to the fans, and I'm sure I'll get plenty of replay out of this one. Money well spent.