More Halo 5 Thoughts

I hadn’t finished the campaign when I last wrote about Halo 5, and I hadn’t even touched the multiplayer side of things. Now I have done both, so it’s time for a few more relatively spoiler-free musings.

The single-player campaign is surprisingly brief, despite being fifteen levels in length. Three of those levels are not combat orientated, and are basically an excuse to hide exposition and collectible items. The traditional Skulls denoting different game modifiers are hidden in each level, and there are also varying numbers of audio files that provide extra background information to find as well.

The level design is pretty much a traditional linear progression from point A to point B, with wide open spaces for large numbers of set piece encounters. It’s very Halo, and there’s a comfort in that. What is very different is the AI of your team.

In previous Halo games, the player has typically been a lone wolf figure, battling through seemingly insurmountable odds. Any additional computer-controlled characters have tended to just be cannon fodder, useful only for the weapons and ammo they drop when killed by the opposing forces.

In this game your team is actually pretty helpful. They provide covering fire, can be ordered to concentrate fire on designated targets and pick up weapons if you tell them to. Most importantly, they can revive you and others for a short period after incapacitation, which makes a huge difference in avoiding restarting levels and checkpoints.

The team support is so good in fact, that it’s only really at the Legendary level of difficulty that I started to find them less helpful. There isn’t a huge difference between difficulty in playing Normal and Heroic, but the step from Heroic to Legendary actually made it feel a challenge because it was so noticeably harder.

This is a good thing, though maybe playing co-op will make it easier. I haven’t done that yet as no one in my usual gamer circle has yet bought the game, and without split screen I can’t play on the couch with anyone (yep, sorry, raising this one again).

That said, I enjoyed the story, even if it suffered from the curse of setting up the sequel rather than resolving anything. The new big bad is suitably worrying, even if their reasons for acting feel out of character and petty. I’m not sold on their motivations (how’s that for vague spoiler-light fare?) even if I’m more sold on their allies’s reasons for joining.

The multiplayer side of things is slick, there is no doubt, and I’ve enjoyed it far more than I did Destiny’s Crucible games, if only because the skill matching seems generally more even. The current PvP modes seem balanced, and I’ve rarely experienced lag. On my connection, that’s pretty impressive.

I had worried that the new Halo would prove to be a bit of a one trick pony, but I’ve been pleasantly surprised by its replay value and the online carnage. I’m actually looking forward to the new content landing next week, including Big Team Battles in Arena, which has always been a favourite.

About Tim Maidment

Writer, House Husband, Library Person, Raconteur, Poly, Queer and Bon Vivant. You were expecting something simple?
This entry was posted in games, gaming, Geekery, Halo, review and tagged , , , , , . Bookmark the permalink.

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