Just yesterday I felt the urge to replay some levels of the Halo: Reach campaign, and I really have to say one thing: The more often I play it, the better it gets. Especially when I look at it from the point of story telling (and also mission design, by the way).
SPOILER ALERT FOR PEOPLE WHO HAVE NOT PLAYED REACH CAMPAIGN:
First I replayed “Tip of the Spear”, “Long Night of Solace” and “Exodus”. And I really have to say that those three levels do not only have a few of the best Halo Cutscenes, the also have very nice gameplay elements that are a lot of fun AND create a lot of immersion.
For example the section where you shoot from the Falcon with the automatic grenade launcher, or when you fight a space battle with the Saber. I think those are great ideas that contribute a lot to the overall experience of the game.
But those three levels also are part of a “story arc” within the game. Tip of the spear ends with the arrival of the covenant supercarrier, Long Night of Solace is all about destroying it and Exodus is about Noble Six on his way to link up with the rest of his team after that. And all of that is tied together with really neat and thought through cutscenes.
Later I played “The Package” once again and hell yeah, that is maybe my new favorite when it comes to level and environment design in a Halo game. When you first start the level, the wonderful light of the sunset just creates a great atmosphere. Then the Scorpion driving section is a nice reminiscence to the earlier Halo games, and a lot of fun too. Also I found it quite nice that they actually gave you the possibility of destroying the Anti-Air-Turrets by just firing a them with the Scorpion, so you don’t have to go inside, which is realistic and fun.
The destroyed ONI swordbase really gives you a feeling of anxiety when you enter and fight your way through. And then this nice story twist with Halsey being still alive, and that really great looking underground research facility. Which really is a just wonderful setting for the upcoming “Firefight”. All the ice and the old forerunner structures, with the human research buildings, look just really, really great!
And the cutscene with Cortana? Well, that is another example for the really great storytelling in Reach.
Well, I still think that Halo 3 for example has a way more epic STORY, than Halo Reach had. But the Reach Story has at least in my humble opinion the better storytelling. And also Reach has a evolved mission design. While Halo 3 just follows the “classic” Halo mission design, which is “fight on foot”, “fight in vehicle”, Halo Reach has built in some fun new elements, which fit in very well in the Halo gameplay, but add a bit variety to the gameplay.
Am I really the only one who thinks like that?
PS: I did not start this thread in the Reach section intentionally, because it is not only about Reach, but about a comparison between Reach and the other Halo games.
