Evening Reading
by Garnett Lee, Feb 01, 2011 5:00pm PSTOver the weekend I started up a new game of Halo: Reach for a solo run. A post I read somewhere recently--I think in chatty but can't recall for sure--got me thinking. In it, the author proposed that compared to Call of Duty, Halo puts some players off because it requires more hits, and hence more skill, to get a kill. After a couple days of playing with this in mind I can see the argument. Getting into good tactical situations to win firefights takes some thought. I always know when I've gotten a kill, and likewise, almost always know when and from where I've been tagged when I go down.
I'm curious to see how I'll feel as I get later in the game. I played Reach co-op originally, so taking it on solo also brings a different perspective. But Cinematic as it may be, the chaos of Call of Duty seems to me like it would be every bit as potentially off-putting as any perceived difficulty in Halo.
Meanwhile, back at the Shack, here's today's video game news:
Wargame: Airland Battle trailer details dynamic campaign
Halo 'Bootcamp' confirmed by Microsoft
Weekend PC download deals: Tomb Raider for $14
Game Dev Tycoon studio outlines future plans
Baldur's Gate 2 Enhanced already has 350,000 words of new content
Contrast casts shadows on vaudevillian Paris
EA puts Fight Night on hold in favor of UFC
Sanctum 2 review: friendly fire
Grid 2 sets world record for most expensive Special Edition
ITC rules Xbox did not infringe on Motorola patent



I'm not quite sure how one would successfully cram this interface into a console controller, but I salute whoever had to try.
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I took a peek at the level list on gamefaqs just now and it looks like I'm quite a bit more than halfway; probably around 3/4 done. According to Steam, I've already put in over 16 hours to get that far.
I'm doing a huge amount of just "pottering around" in these levels, going back and forth to open up all the areas, scrounge all the items, attack all the Big Daddies, and do all the Adam-gathering.
Say there are 3 Daddies in a level... if you do all of the available actions, that's 3 Daddy takedowns, 6 gathers, and a running battle with a Big Sister. Anyone with an allergy to "backtracking" could really hate this, but I'm liking the chance to get familiar with a level and set up the various fights. And actually, just wandering around handing out random beatdowns as well.
It's a testament to the design that it supports me wearing a groove into the level like that, rather than just blazing through. From your post apparently it supports the blaze-through approach as well. :-)
I guess it's possible that everything will fall apart in the last section, but it looks like a very good game to me. The story doesn't have the same drive as the original (few game stories do), but I'd bet it would have had a much better reception if it had been released after more of a cooling-off period from the original. I know I personally wasn't in any mood for a BioShock sequel until, oh, about now-ish.
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