I bought the Halo Combat Evolved PC-CD. The game works as expected, I am satisfied. But what I am further impressed with is the Single Player Version 3 [SPV3], a free downloadable redux mod, which comes together with the multiplayer-only and also free Halo Custom Edition. What is namely impressive is that both the Custom Edition, as well as the SPV3, install upon giving a proper original PC-CD key code, meaning SPV3 - similar to Custom Edition - is a semiofficial product. Even if I lost or broke down my CD but kept my CD key stored somewhere, I could still get the game. The singleplayer mode thanks to the SPV3, the multiplayer mode thanks to the Custom Edition. Sure, I would still miss the genuine Halo singleplayer without the PC-CD materials, but anyway. My applauds once again for the conservation value, underlying how important and loved the PC version of Halo is, with uniqueness consolidating the fandom.
I can see how playable and fun experience the original Halo is even nowadays - for the retrogamers - and how it still shines with innovation done justice, both in singleplayer and multiplayer. The fandom does great job at keeping faith and legacy alive. Multiplayer is vivid, there are plenty of people online, even beyond the standards of a legitimate retro title. I am only uncertain whether the basic Combat Evolved and the Custom Edition playerbases meet together in matches fulfilling both their game versions standards? It would be waste if they were divided by principle.
Multiplayer gamemodes are truly intriguing, revealing the thought put to developing of the title. In turn, movement pace, simplistic outlooks, sketchy story, that was for the doubt. Also eventually I became more attached to playing online than the campaign, feeling there is just wider variety of possibilities to be experienced. Nonetheless, despite certain drawbacks, I can see by what traits the Halo has become a landmark millennium shift release, at least within own genre.
What charmed me also, in particular again with the multiplayer, is the vehicle crew cooperation. One could speculate whether the vehicles clockwork could have been done better or worse, but this element of the multiplayer is a reason to give the thing a try. Albeit, the passanger comfort of shooting is highly compromised, as the passanger remains in the first person view mode, contrary to all the other crew members who switch to a less dynamic third person mode. My setup is 120 degrees field of view and I can hardly imagine the experience to be any feasible in rough action speed at the default 60 degrees or how much is it, especially when carrying a bulky weapon on top of that. In fact, the observation is, although passanger seat is still in price - simply to be part of the crew - the passangers by own will quit shortly, seeing how their job is nothing but a waste of ammo, combatwise speaking. Definitely the third person view also for the passanger is a more playerfriendly soluton, brought in the later Halo installments, even at the cost of ability to weapon zoom in while embarked.
The larger levels seem like they were designed for a racing game instead of a first person view shooter, especially a shooter with very moderate pace of basic movement. I like the racing stuff in some wacky post-apocalyptic mad-max style formulas but making Halo more about cars than about soldiers may miss the point. Good it is there, understandable some moments the game would emphasize on it, but too much is detrimental. Maybe that is why Blood Gulch is such a popular map, as it merges both the space for vehicles, as well as the managable field for regular runners and snipers, all within a plain concept of opposing symmetrical forces.
Warthog reminds me of a monster truck I once saw in a video game. The truck was called Snakebites. Warthog is of likely stylization. First, it must be a bigger car than we perhaps imagine to comfortably contain three common sense huge Spartans in their armours. It is also aerodynamic in shape, offroad in purpose and sharp in character. The name of Warthog probably has more to do with popular way of driving it, albeit the car can also imply some particular hints on how to best be driven, for example with design patterns. In the end, Warthog sounds catchy, looks fine. It is good.
For the word of poison, in one toplist of shotguns from the FPS games, someone mentioned the Halo Combat Evolved shotgun on quite a notable position. I question that choice. Some reviewer elsewhere claimed other time that a shooter game is giving a good taste of own quality basing upon how satisfying the shotgun shooting is. On the other hand, Assault rifle in Halo is very satisfying and the spread of longlasting continuous fire at short-to-medium distance is that of typical shotgun in likely games. Maybe there is something to it? Other case, despite Combat Evolved appearing definitely a military themed game, I can hardly believe in the vista of war it serves. War is hell and every war story that fails to emphasize on that is fantasy. Halo feels more like a sportsgame simulation for that matter. Besides, I dislike the visual style of the Spartan armours. Greeks wearing Nordic armours, driving swine looking like snakes. Is this a hint towards world united?
The environments, the ambience, as well as the fights - despite fine enemy AI and tactical opportunities - after a while start to feel similar. This could have something to do with limited range of weaponry and repetitive repertoire of assets employed. Difficult fights in Halo I would compare to solving puzzles in Hexcells Infinite - the Minesweeper evolved. It is challenging, rewarding, elaborate, but if you expect a thrilling tour, you may be on the wrong bus. Grenades popping out from defeated foes remind me of massive emoji tears or a special kind of training gear when one can bear no longer; maybe from there comes the saying: “to drop the balls”.
What convinced me to obtain a copy of the classic Halo was the first round shot and the reload of Assault rifle, playing the demo version. Already I knew by then this game got the combat part right. But only having bashed couple of the opponent heads with the butt of my rifle, complimented with instant tossing around of grenades in dynamic action sequences, I understood it is the fluency of controls and rough, challenging approach to fights what makes the Combat Evolved such a fine experience. There is indeed synergy, a result greater to the sum of gathered elements, what we have in that game.
Some people ridicule how powerful the pistol is in Combat Evolved, but they forget one thing. THE pistol is from THE Captain Keys or what his name was. This is more than an object. It is a power of belief. It is a symbol. It has magical properties. It is like killing enemies with a crucifix.