Game Reviews (PC)

OCTOBER 26, 2015 HALO 5: GUARDIANS REVIEW IN PROGRESS Better guns and mechanics make for the best Halo multiplayer in years. BY NABIL HAIDAR

09:59

In almost every way, Halo 5: Guardians is bigger than the already large and excellent games that came before it.
Developer 343 Industries has engineered the strongest combat Halo has ever seen, with tons of excellent weapons, varied maps, an expansive and intense new multiplayer mode joining a host of returning greats, and some game-changing new mobility. At the same time, Guardians repeats Halo 4’s mistake of telling a story that can’t stand on its own without Halo’s expanded universe. This hurts, but doesn’t ruin, its otherwise impressive cooperative campaign.
I Need a Hero
Make no mistake: though Spartan Jameson Locke and Master Chief share the cover of Halo 5, Locke is the main character. You play as him, leading Fireteam Osiris, in 80% of the campaign’s 15 missions, but he doesn’t have the charisma needed to fill that role. He falls into the same trap that ensnares many similar military-type main characters: Locke doesn’t really want anything for himself; he just wants to complete the mission that someone else gave him.
Locke doesn’t really want anything for himself; he just wants to complete the mission...
The lack of a hero with a cause to root for costs Halo 5’s bigger story dearly, which wastes some good potential. Though the plot is overly complicated and unclear at times, it’s interesting that the new threat is less black-and-white in its motives than the Covenant, the Flood, or the Forerunners.
One great thing about this new story is that, after spending so much one-on-one time with Cortana in previous games, it’s refreshing to hear new voices share their stories about Halo’s universe. Learning backstories, such as how Osiris’ 22-year-old Spartan Vale came to learn the Elites’ language, is a neat, believable touch that’s well conveyed just through background chatter. Unfortunately, Master Chief’s Blue Team doesn’t get the same treatment.
GAMINGEON GAMES !
If I didn’t know them from Halo’s expanded universe, I’d have only a weak idea about who Fred, Kelly, and Linda are, where they came from, or why I should care about them. What should be a meaningful reunion for Chief – a chance to again fight alongside the few who truly understand him – feels like business as usual, except with three extra guns behind his back due to lack of context. 343 has released an animated Fall of Reach series alongside Halo 5 that explains the origins of Blue Team, but it’s only included with pricey special editions.
Divide and Conquer
It’s surprising the characters’ backstories weren’t worked into audio logs or something, considering how dense the seven-hour campaign is with other important stuff and secrets I missed at first glance. After a battle, I’d wander around Halo 5’s diverse locations looking for the thoroughly hidden skulls and realize I hadn’t even seen whole other rooms, hidden pathways, weapons, vehicles, and more. Halo 5’s levels often aren’t physically as big as areas in, say, Halo 3, but they’re so dense with things to discover that I didn’t miss the breathing room.
There are many more options available than “point four guns at the thing and shoot.”
This kind of design makes Halo 5’s campaign ripe for replaying, and well suited for the convenient drop-in, four-player (online-only) co-op it’s clearly made for. You and your friends can spread out, grab a variety of weapons, and use these levels to their fullest – maybe have one person sniping priority targets from the high ground, another sneaking off to activate auto-turrets, and the other two people engaging the rest of the enemies in mid-range fights. There are many more options available than “point four guns at the thing and shoot.”
When playing solo, the new squad commands for your AI-controlled team (mapped to the D-pad) are about as simple as possible: stand over there, get in that vehicle, or shoot that enemy. This is a great quality-of-life improvement over past Halo games, where the only communication you could have with your NPC helpers was “Gimmie that gun you’ve got.”
In addition, they seemed to know what I wanted them to do. I spent very little time waiting for allies to jump on my Warthog’s turret, or getting them to hop into a spare Ghost for some extra firepower and mobility. The targeting command is useful for taking out elusive enemies, especially if you and your teammates are spread out and have different angles on the same area.
A Full Match of Halo 5 Early Access Multiplayer
The one issue I had with squad commands is that sometimes teammates just didn’t listen. I get it: If I run out into the middle of the enemies, die, and need to be revived, that’s a dumb move on my part and no sane teammate would want to make the same mistake. At the same time, when they sometimes decide to let me bleed out, it’s game over... so it’s frustrating when they inconsistently decide they don’t want to take one for the team.
Old Guns, New Tricks
Halo 5 also has the most satisfying arsenal in the series going for it, thanks to returning classics and design facelifts for guns that used to feel worthless. Old favorites like the battle rifle, Spartan laser, and trusty assault rifle look and feel great, and work in new ways with the new hover mechanics. One unexpected standout is the Suppressor, a Forerunner assault rifle that’s mediocre in Halo 4. It now fires homing projectiles, which are perfect for hunting down Halo 5’s quicker enemy types.
I was constantly trying to fit three or four really cool weapons into my two slots.
A few weapons are disappointing, like the new Hydra Launcher. That monstrosity looks huge and menacing, but the homing rockets it fires don’t do enough damage to warrant a spot in my holster – especially since the campaign is so generous with handing out great guns. I was constantly trying to fit three or four really cool weapons into my two slots, which is a great problem to have.
You’ll have plenty of things to shoot, thanks to Halo 5’s strong enemy variety. Forerunner troops are highly mobile and will dodge slower projectiles if you’re not careful. The annoying flying enemies that provide shields are much less prevalent than they are in Halo 4, so they still provide an occasional challenge without becoming overbearing.
Halo 5: Launch Gameplay Trailer
The major negative standout here is the series of boss battles with a similar enemy type, who really drives home that Halo 5 is a co-op-first campaign. This guy’s weakest point is on his back, which is hard to shoot without a real human being helping to distract it. In co-op it’s fine, but if you’re playing solo there’s no way to spread out your AI to get different angles, making it more frustrating than fun.
Invisible Elites have much more convincing active camo...
Old-school Covenant soldiers are as strong as they’ve always been, with tough enemies like sniper Jackals and Hunter pairs. One major improvement is the invisible Elites, whose much more convincing active camouflage effect is one of the benefits of Halo 5 being native to the Xbox One. I was taken out by surprise much more frequently by the stealthy warriors, but not so often that it felt cheap – it was nice to be surprised and outsmarted.
Of course, Halo 5 also looks better in all the ways you’d expect from a generational leap forward. The campaign takes us to an eerie abandoned research station, a backwater planet ripe with odd, gorgeous life and vegetation, ruins with ancient and worn-looking monuments, and several other excellent looking locations. There is detail everywhere, and it contributes greatly to the fantasy.

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