Both Lady M and myself are on leave from our respective workplaces for the next couple of weeks – with a new job on her horizon and general chaos seemingly on mine. So we’re intending to carry on making the best of what life throws at us and grinning in adversity’s face.
Normally, this would be a weekend where the Charleesi would be staying with us, but with it being Christmas week, we’re instead having her arrival delayed a day. We’ll have her with us all week, so this is hardly a disaster. Instead of taking her riding this morning, as would be the normal part of our weekend routine, we had a lie-in (luxury) and while Jo sneaked a little last minute paperwork in, I fired up the Halo5 Multiplayer Beta.
Access for most people to the Beta is due to start next week, but I’ve joined a sneaky (relative) few by being part of the XBox One Preview testers. As a perk of taking part in testing out new features on the dashboard we’ve been given an extra weekend ahead of everyone else.
My first impressions? It’s a lot of fun. The first game or so felt a little odd in comparison to the more fluid run and gun play of games like Destiny and Titanfall, and I felt initially like I was moving a little more slowly than I would like. Then I stopped and checked the button mapping settings so that I wasn’t trying to double guess what I was doing. Once I’d remapped to the old Halo4 settings, it all felt a lot more natural.
There are four things that are new, and that to my mind are great improvements. Each of them is largely to do with movement:
- Aiming down the barrel has been introduced, for all weapons, and it doesn’t break the game. I found movement still smooth, and getting hit by anything shifted me back out of it into the more traditional Halo viewpoint
- Sprinting is available for everyone, as opposed to being an armour loadout as introduced in Halo4. This allows you to move in bursts, and overcomes the initial feeling of moving through molasses that I first noted. When you are sprinting, your shields do not regenerate, so there are real tactical advantages to both modes of movement when under fire.
- Thrusters – the new suits include thrusters – also introduced as an armour loadout in Halo4 – for all players, to provide short bursts of speed. I could never get the hang of them in the previous game, but in this incarnation they’ve proved useful in both offense and defense. In addition they can be used to provide a brief hover time in a high jump and a Destiny Titan-like ground-pound attack that can be devastating.
- Mantling – If you don’t quite make a jump and are near an edge, you can tap your jump button again and clamber on to the ledge you were aiming for. Familiar from Titanfall as an essential part of parkour-like vertical movement, I’ve been enjoying having this added to the new game.
It’s been really easy to string these various modes of movement together to perform rapid map traversals, especially on the more human industrial map called Empire. With a series of sprints, jumps, thrusters in mid-jump and mantle at the end, it’s possible to shift rapidly from one side of the map to the other and surprise opponents engaged with other members of your team in another direction.
At the moment there are only two maps available, and not all the classic weapons are in use yet, but everything has felt in balance.
- The Assault Rifle benefits from the new scope abilities, becoming a short burst weapon when in use, or fully automatic when in normal mode. It’s a good all round weapon and I’m using it more than I thought.
- The Pistol is more like the Halo2 pistol than the mighty Halo CE tool of destruction, but I’ve got more than a few head shots at range with the scoped mode and it’s a good semi-auto weapon that will keep up with trigger pulls with a minimum of spread.
- The SMG is a good short range weapon that deals a lot of damage but that tapers off quite rapidly at medium range and above.
- The Sniper Rifle continues to be an excellent power weapon, and the Empire map contains two of them. If you already like the sniper, you’ve nothing to complain about here.
- The Battle Rifle is still the weapon of choice for my money – a great balance of fire and precision.
- The DMR is a great compromise between the Battle Rifle and the Sniper Rifle, but I’ve yet to fall back in love with it. I suspect on bigger maps it will come into its own.
- The Energy Sword continues to be a lethal tool, but is balanced by just how bright it is – I’ve run the risk of running right past people when I’ve had it equipped because I’ve not seen them through the glare. A better tactic is to run around with your rifle and quickly switch to the Sword when in close quarters.
Competitive Ranking is back – I’ve just qualified as Bronze II, so I’ve a long way to go as I get used to the game. I’m not too worried about that – I’m well aware that I’m an average gamer at best, but I’m competitive enough to want to hone my performance. Matchmaking so far has been pretty good at providing even matches – to the point where even if the final score has looked unbalanced at 50-28, it’s never felt like a walk-over. Every point has felt hard-won.
So – guess what I’ll be carrying on doing in between delivering presents, doing last minute grocery shopping and partaking of the occasional tipple..?