Halo 5: Guardians
Halo 5: Guardians firmly sets Halo’s position as one of the best FPS franchises ever
Reviewed by Grayshadow on Nov 02, 2015
Halo 5: Guardians is not only another major step Microsoft’s star franchise on their new hardware but a chance at redemption for last November’s Halo: The Master Chief Collection’s troublesome launch. Now 343 Industries seeks to reclaim the hearts of many, and decides that the best way to regain the trust of fans is taking as many risks as possible. That’s what Halo 5 is, a refinement of the iconic formula that made the franchise such a hit. It stumbles along the way but at the end Halo 5 sets new standards for the series.
Halo 5 doesn’t play like other Halo games, yet at the same time it pays tribute to past titles in the franchise. New mechanics such as aiming down your sights has become a staple in many other shooters but this new addition dramatically changes the flow of the game. As a result the combat has taken a different route, requiring steady aiming instead of run-and-gun tactics to succeed. Customizable Spartan abilities have removed and now players have free access to new and old armor upgrades. Thruster packs allow for quick dashes, Spartans can remain in mid-air for a small duration if they aim their weapons while falling, and sliding is ideal for getting into cover. Of course each comes with a cost, thruster energy is finite and requires time to recharge after each use. Sprinting also comes with setback, halting all regeneration until you remain stationary.
These flashy new abilities come with some special complementary attacks. Sprinting forward and trigger a melee attack will send Spartans flying forward with immense force and a ground pound can be performed in mid-air, perfect for diving into enemies from the air. Seeing enemies fly across the battlefield after dashing forward or crumbling after a massive ground pound never loses appeal.
Perhaps the most significant achievement of Halo 5 is that it still plays like Halo. My biggest fear after playing the Halo 5 Beta was 343 focusing on popular trends instead of core concepts that defined the Halo franchise, but after the first mission these quarries quickly disappeared. Power weapons still cause massive calamity and prove to be vital tools during difficult battles and proper awareness of the battlefield is necessary during hectic fights.
Graphically the varied environments and cutscenes are gorgeous. You’ll travel from exotic forest to destroyed alien worlds while facing a combination of Covenant and Forerunner enemies. While the Covenant forces remain adamant to their previous tactics and enemies: Grunts are used as cannon fodder and suicide bombers; Jackels sticking to long-range combat or carrying shielding; Hunters tooting heavy weaponry; Elites leading assaults with shielding. The Forerunners have adapted new tools and upgrades with the biggest edition being the soldier. This nimble adversary can dash across the field and close in or quickly run into cover.
Each level has been carefully crafted with a myriad of hidden pathways and vertical ledges available for use. Expanding and capturing the sandbox style of Halo: Combat Evolve curious players can find hidden passages tucked-away within each stage. These hidden paths can be smash open using your Spartan Charge, unveiling flanking opportunities or hidden weapons. Unfortunately the campaign doesn’t deliver a solid reason to care.
The campaign starts building itself up only to stop halfway. Those unfamiliar with the Halo lore will find little reason to care for any of these characters outside from the Master Chief, who takes the backseat to Agent Locke. Locke is charged with finding the Master Chief after he and his team goes AWOL. The story had a lot of potential, focusing on one’s loyalty and relationships towards one another but feels rushed, as the only point was the create a bridge between Halo 5 and the eventual Halo 6.
Despite having cooperative options available in past Halo games this is the first time we see it as a core concept within the campaign. Both Master Chief and Agent Locke are accompanied with three other Spartans who can be controlled either by other players or AI, unfortunately the AI controlled allies are horrendous. Unless given a direct command allies will ignore enemy targets, even missing at point-blank range, and have trouble performing basic tasks such as reviving. The campaign is manageable, even on Legendary, without support but if given the option play with other people. What’s more bewildering is the lack of a campaign scoring system or campaign matchmaking.
Those who play Halo primarily for multiplayer will be in FPS heaven. With seven modes and up to 24 player support players will find a lot to love in the competitive arena. Speaking of arena Arena is the highlight of Halo 5 multiplayer. With 5 modes, each supporting small battlefields, precise aiming is essential. Power weapons appear at specific intervals and the announcer counts down the moments until it spawns. Similar to Crysis 2 player avatars now act as conduits for information, yelling details such as “Sniper almost up”, enemy locations and if you’re “One-Shot”.
Map design takes advantage of the new gameplay mechanics. Interesting vertical design allows for quite a few ledges to clamber up to and many walkways give useful vantage points but will leave players exposed. The real issue is how the maps look, after playing through all the maps they began to bleed together. Most of them have no distinctive look and resemble computer simulations. Those wishing to create their own maps will find a diverse array of options to craft new maps from existing options.
Warzone is Big Team Battle with a new twist. Two teams of twelve engage in a large battlefield taking hold of key objectives while collecting resources by killing players, enemy controlled AI opponents and holding bases. Players must either reach 1,000 points or capture all the bases and destroy the enemy’s core to win. Specific maps were designed for Warzone and it shows, with battles becoming hectic streams of players darting between capturing bases and killing high-valued AI targets.
As you accomplish objectives you’ll gain a higher requisition level, the higher the level the stronger weapons, vehicles and power-ups you can request. To get these items you need to spend REQ Points, with strength of the weapon determining the price.
You’re also limited to the amount of cards you have. Cards are required by spending REQ Points through special booster packs, if you happen to get a card you don’t have any use for selling it for REQ Points is an option.
These booster packs are how you unlock permanent unlocks such as weapons loadouts, cosmetic items for customizing your Spartan and assassination animations. If earning REQ Points becomes too tedious an option to purchase them using real money is available. Based on my experience earning REQ Points to buy the highest grade pack was easy enough. Those who play enough multiplayer to earn higher ranks and completing commendations will acquire special one-time packs.
Halo 5 is powered by bold changes and new ideas. Blasting through walls, scurrying up walls and smashing enemies into pieces is great fun with friends and against other players. The campaign ends with a whimper and with so much potential wasted it’s heartbreaking knowing we’ll have to wait until Halo 6 to see if 343 Industries can create the intense drama that Halo 5 could’ve been. Despite all it faults Halo 5: Guardians firmly sets Halo’s position as one of the best FPS games ever.
Adam Siddiqui, NoobFeed
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Verdict
80
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