First off I should say that this is obviously all my opinion and should be taken as such, none of this is fact just my observations.
Halo Reach community maps are the worst thing to happen to the Halo universe since Armor Lock (read my article about armour lock here: http://www.readyuplive.com/showthread.php/6287-The-Problem(s)-With-Armor-Lock-in-Halo-Reach-Matchmaking). They are the reason I avoid the Team Slayer playlist, and the reason I grow weary of Reach in a much shorter period of time compared to other Halo games. Let’s face the facts here, Reach is by far the worst game in the Halo franchise. Now before you jump to your keyboards with flames in your eyes remember: We are talking about the HALO franchise here, Reach is still head and shoulders above most games out there and I still LOVE playing it every day, but compared to Halo 1-3 and ODST it doesn’t stand up in my opinion. It’s kind of like having 5 beautiful women in front of you, sure they are all gorgeous but if you had to compare them one probably looks a little worse than the other 4. However beauty is in the eye of the beholder, so some of you may disagree with me, anyways lets take a look at what made Reach turn out worse than its predecessors, I think it is a combination of a few factors:
- Reach was pushed out on a tight development cycle
- It was made in order to meet the demands of a contractual obligation Bungie had to Microsoft
- It was never planned
So my first point is that Reach was rushed, this is evident in a number of places the most obvious being the choice to use in game environments as multiplayer maps. Sure Reach has some OK multiplayer maps but using them in the campaign was done to cut corners, plain and simple. I think a lot of things in Reach were done (or half done) so that it could be pushed out quick, but one of the most obvious ones was recycling the multiplayer maps for use in the campaign. This point isn’t so much opinion as it is math, by using the same environments twice Bungie was able to cut down on development time and get Reach done faster. Which brings me to my next point: Reach was the end of a contract, created to satisfy the demands of Microsoft and not much else, they wanted it done and done fast.
To illustrate my point lets look at the current set of Halo games as if they were a work week, that would mean that Halo:CE would be Monday, the day where you are most rested from the weekend and you do your best work. Halo 2 is Tuesday, you might be a little tired but the week has just started and you are having a good time doing what you are doing. Halo 3 is Wednesday, hump day, you might not want to be there but darn it you will still put in your best effort. ODST is Thursday, you probably don’t feel like working to hard because Friday is right around the corner, you throw something together quick to satisfy your boss, so you can head home early. Finally Friday roles around, all you want to do is go home so you lazily throw something together and drop it on your bosses desk as you head out the door towards the glorious weekend! Now I may have upset some people there, I know Bungie is the creator, the lord, and the holy spirit of Halo but I think we all know they were getting pretty sick of the big donut by year 10. Heck they said it themselves, they wanted to move on to bigger and better things. Who could blame them, working on the same series for 10 years has to be draining, I know that if I worked on the same thing for that long I would get bored. Please keep in mind this is not me bashing Bungie, I love Bungie they are a great company full of awesome people making really great….iPhone games. I am just looking at things realistically, not saying what they did is good or bad, I am just saying if this is how things went I understand the motivation.
