Categories: GamingXbox

A Few Thoughts On Halo Reach Multiplayer

After giving up on Blockbuster (and Gamefly) to deliver Halo Reach in a timely fashion, I paid Gamestop a visit. I generally don’t purchase many titles given my short attention span for anything other than Call of Duty. But after 5 hours with Halo Reach, I believe it’s going to work out just fine. In fact, I’ve barely scratched the surface, having yet to take a look at the campaign mode or even visit the armory to trick out my online avatar.

Of course, all this depth is a little bit overwhelming. There are a ton of multiplayer modes and submodes — I haven’t quite mastered the lingo and the game manual hasn’t been very helpful in that regard. Perhaps I once possessed this knowledge, but it’s buried deep within the recesses of my mind after a three year Halo hiatus. (Last played, 10/07.) For the moment, I’ve settled on Rumble Pit, Slayer (free-for-all mode) variants as my preferred match style. Unfortunately, it seems you’re mostly stuck with that variance as players vote on both maps and play mode between rounds. And I really want more time with the new loadouts, yet it could be every third match before I can access those “armor abilities” again.

Despite their label, armor abilities aren’t entirely or necessarily defensive and, any way you slice it, change the combat dynamics in interesting ways. Based on the competition, the jetpack seems to be a favored enhancement. It hasn’t helped me too much, as far as k/d is concerned, but it’s a whole lot of fun! It reminds me a bit of the glider from the older and underrated Shadowrun. Once I get control down, jetpacking could further enhance my love of (and destruction from) the sticky grenade. Lastly, the Mortal Combat-esque close combat fatality animations are fun to watch – even though they’re rendered quickly (as gameplay doesn’t pause) and without much bloodshed.

Published by
Dave Zatz