A couple months ago I did a review for Halo 5: Guardians and since then, we have gotten a good couple fixes, and have 4 DLC’s under our belt. With half of our known content provided to us, I wanted to provide 343i with my view of Halo 5, and help hopefully allow some people to see the game in an accurate lighting. My grading system for Halo 5: Guardians is as follows:
Campaign (15%)
Arena (20%)
Warzone (15%)
Custom Games (10%)
Forge (15%)
Game Mechanics (15%)
REQ System (5%)
Customization (3%)
Controller Layouts (2%)
This is a review from someone who has played, and loved all the other Halo games, having completed every single game from Halo 1, to Halo 4 achievement wise. I’ve applied roughly 150 hours of play time into Halo 5, having completed on Legendary solo, having acquired all the intel and skulls. I haven’t completed the game on co-op, though have gone through a couple missions with friends. Keep in mind, this is just my view of the game and it’s DLC, and while I have spoken with dozens about my views and while many views are agreed upon, I am only speaking for myself.
Campaign
The Story (Revised)
I was rather let down by the story. From all the amazing advertisement that Microsoft, and 343i put into building up the story, of not really knowing who was on the morally superior high ground, between a rouge chief, and a shadowy agent of the infamous ONI, what we ended up getting wasn’t a battle of heroes operating in the morally gray, but a Locke who seemed to emulate Chief’s personality and only being a solider following orders, all while Chief was throwing a tantrum.
I would have loved to see a more morally ambiguous Locke, or even just more demonizing of his ONI roots.As for Chief, I believe his unwavering will to do good was done well, but his conflict between his actions, and those of his orders didn’t hinder the UNSC, or damage his reputation. It felt like the story was either scrapped, or retrained for a future game.
Halo 5’s story was also very unwelcoming to casual fans, and new comers to the story as well. The Whiplash relationship between Halsey and Palmer was a huge jolt, specially after their established relationship in Halo 4’s Spartan Ops. Yes, there is story within the universe that bridges the events between Halo 4, and Halo 5, but that doesn’t excuse 343i for not describing the story enough that even lovers of the game such as myself didn’t have to pause the game, and scratch our heads at the almost 180 mood changes that some characters had at points.
Halo 5: Guardians takes a lot from Halo 2, as the series seems to be mirroring the original three games (at least up to this point), as well as applying flavor to the game’s lore and characters through intel littered across the campaign levels. While the additional info is well appreciated, it doesn’t match up to the story that Halo 3: ODST’s additional side story provided. The game does a great job of playing tribute to it’s predecessors, but with Master Chief’s performance being lack luster, and Locke seeming to replicate Master Chief as a silent stoic character I can’t give the story more than a 6.5/10
The Atmosphere (Revised)
Where Halo 5 fails in conveying the story, their set pieces really exceed. The places you visit, while not explained as well as I would hope brought us to lush, beautiful set pieces that made me want to just look around and appreciate what the art team did. The music’s return to more classic Halo based music was well appreciated, and while I was sad to see the loss of split-screen, the beautiful environments provided in campaign at a stunning 60fps didn’t disappoint.
While the graphics were amazing I feel like the environments provided weren’t as diverse as those seen in Halo 4, as well as having just replayed through the campaign, I can think of only a few memorable set pieces, where as it’s been months since I played Halo 4’s, and I still recall more set pieces involved than that of Halo 5. The atmosphere of Halo 5: Guardians gets a 9/10
Game Mechanics and Map Design
The Campaign’s game play doesn’t disappoint, with subtle encouragement to use the new Spartan Abilities to open up new routes, and a revive system that helps guide players into working as a team with their friends, or AI partners it does a great job of acting somewhat like a prolonged tutorial for how you should be treating your team mates in multiplayer.
The campaign maps also provided you with incentives to use your Spartan charges, slams, and clamber abilities beautifully. They never felt forced, and offered you usually new ways to go about completing a more difficult area though higher ground, or a power weapon. If I wanted to nitpick, I could say that the almost consistent tutorial like nature of it all was heavy handed, but I honestly never felt like the game was holding my hand, but just offering new ways to complete a section.
The revive system, while it may be somewhat stripped from Gears of War, was a welcome addition to the game. It encouraged more team work, and also allowed us to understand the magnitude of an attack based upon if we could survive it, or if it would flat out kill us without redemption of respawning. Even if you weren’t a fan of the new system, and didn’t want to go and help out a fellow Spartan in getting back up on their feet, they would respawn within a period of time, thus not depriving you of your well earned progress in trying to enter a killzone to revive a team mate.
Changes to Halo 5: Guardian’s mechanics I would suggest is allowing downed Spartans to be able to crawl a little bit, so as get out of fire, or move to a lower platform that A.I. team mates would have had less issue reaching to revive me. The game mechanics within the campaign get a 9.5/10
A.I.
While the revive system made me appreciate my team mates, the Spartan commands at times felt rather lacking. I felt like these Spartans who were in my fireteam, at times were clueless, or even passive to issues unless I pointed them out. In chapter 2, I accidentally missed my target on commanding Blue team to attack an Elite with an energy sword, with them instead having targeted the nearby wall, they happily went up to the wall to admire the amazing detail of it, while me, and the rest of them were chopped to pieces without much resistance… this didn’t fill me with great confidence in my AI team mates.
Where the Spartan’s AI at times fails, I was enthralled with the changes 343i did to the enemies. With less Watchers in the campaign making Promethean enemies feel like they were a cheap version of difficult, and Knights having received a new armor mechanics, with more weak points on their bodies opening up as you destroyed their armor made them feel amazing. The application of Promethean soldiers also helped diversify the new enemy force a bit more, and this is just talking about the Prometheans!
The Covenant have gotten some well deserved improvements as well, with Jackals now willing to melee Spartans that get to close to them, improved invisibility for Elites, and Hunters having acquired a rapid fire gatling gun, I never felt like Spartans were the only ones who received upgrades in the new installment of the game. The AI of Halo 5 gets a 9/10
In Summary (Revised)
While Halo 5 comes with a new coat of paint, and refined enemies, and AI behavior it can’t make up for what I believe to be a truly lackluster story. The Campaign for Halo 5 receives an overall grade of 7.8/10

