Halo 2
Xbox
The Verdict: After a long pause, this sequel proves that good things come to those who wait.
3 out of 4 stars
With the launch of “Halo 2,” Bungie is now justified in calling the “Halo” series “combat evolved.” That is just what “Halo 2” is, the evolutionary development of the original “Halo.”
Of course, the storyline is new and its events happen after the original “Halo.” “Halo 2″‘s plot adds considerable depth to the Halo universe, and it is as entertaining as the original-maybe even more-and easily leads to the “just one more level” sydrome. The story as a whole sucks the player in for hours at a time. Its ending, though, simply sucks-it’s not an ending at all. Abrupt and without a resolution to the conflict built up through “Halo 2″‘s many expansive levels, it screams sequel with everything but big yellow letters reading “To be continued …”
The single player and co-opt modes offer gameplay essentially the same as the original’s, but with a few twists. Most notably, not only does the player control the Master Chief for the Terrans, but also a Covenant Elite, the “Arbiter.” The Arbiter plays just like the Master Chief, except that instead of a flashlight, he has a limited active camoflage ability-he can turn invisble for short periods of time.
All types of gameplay, both single and multiplayer, expand on the combat system. The shield system remains unchanged from “Halo,” the player has a layer of shields that can take a certain amount of damage before the Master Chief or Arbirter loses health. The shields will recharge after a short time without taking new damage. The health bar has been removed, but the player is still able to take some damage after the shields fail.
The weapons system has been improved as well. While the Covenant weapons remain much the same with some new additions, the Terran weapons have been revamped. The pistol is now called the “Magnum,” and its scope has migrated to the rather temperate burst fired “battle rifle.” The assault rifle has been replaced by the submachine gun that functions in much the same way.
“Halo 2” allows for dual wielding of some types of weapons. The system is both well implemented and well balanced. For instance, the effectiveness of a submachine gun/plasma pistol combo is undisputed, the plasma pistol takes down the target’s shields and the gun finishes him off. However, dual wielding (reasonably) keeps the player from using grenades-one of the best weapons in “Halo” and “Halo 2”-and the second gun gets dropped whenever the player changes weapons, gets in a vehicle or uses a melee attack. Also (and again, reasonably), only weapons that can be used with one hand can be dual-wielded. In single player and co-opt, its a matter of preference, but in multiplayer, the dual wielding ability allows for a much wider variety of tactics and counter tactices.
The multiplayer adds a host of new elements to the original “Halo” gameplay including Xbox Live support (which we did not test), Convenant vehicles, new weapons and dual wielding. The maps seem well designed and fairly innovative and come in a variety of sizes-some are just the right size for four players, the most we tested with-and some are much, much bigger allowing for large numbers of people to play on a LAN or on Xbox live.
The new weapons improve “Halo”‘s already great multiplayer experience. My favorite addition is the energy sword, which has a dash attack the extends its fatal reach to somewhat beyond normal melee range. It’s more lethal than the shotgun, with a slightly smaller range. A missed dash leaves the wielder vulnerable, though.
The vehicles seem overpowered on the surface, almost too strong to be killed by unaided troops. Most notoriously, we took to running over anyone and everyone in our Ghosts, Covenant hovercraft with dual plasma cannons and a dash ability. With a little practice, grenades (mainly plasma), rocket launchers, sniper rifles and shotguns all proved to be more or less effective against vehicles, though still risky. “Halo 2” also gives players the ability to kick the pilot out of a vehicle, which is greatly satisfying, but this leaves the former pilot alive and still out to get you-possibly by kicking you back out.
The game comes with a host of different game types, but most of our experience has been in slayer and capture the flag (CTF) with no more than four players on a single Xbox. Both modes were fun, though CTF really needs more than four players.
Not surprisingly, we felt that our 27 in. TV screen was a little small to crowd four players onto one screen. Still, despite all of the complaining, the multiplayer is still fun. Console play adds an extra social element because the players are physically next to one another. Of course, it also adds an extra gameplay element-some call this cheating-known as “looking at my opponent’s screen and dodging his attempts to snipe me.” Camping is a bit more difficult when your targets see exactly what you see.
“Halo 2” looks good on the Xbox. Though the graphics are not quite as good as the top of the line PC games like “Doom 3,” they are an improvement over “Halo”‘s and in no way detract from the gameplay. Clipping was very limitted, though frame lag occurred occasionally during cut scenes and in four-player multiplayer when all four players where in close combat.
Overall, “Halo 2” is an excellent game and undoubtedably one of the premier first person shooters for any console. Despite the bizarrely abrupt ending, the story-line is wonderfully engrossing.
Categories:
‘Halo 2’ offers more options, fun
Nathan Alday
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November 16, 2004
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