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Untitled Document
Multiplayer Halo 2 is a sensation; arguably the most significant online title
since the dawn of gaming. The game has been fused so elegantly around the backbone
of Xbox Live that it makes a mockery of other online titles - on the Xbox or any
other system. Even the majority of titles for the PC designed specifically around
online gaming are not as implemented as cleanly or smoothly as this.
The front-end is so slick and intuitive, yet so full of options and potential
customisation, that the ease of setting-up and joining-in are seamlessly implemented.
Such is the ingenuity of the Live integration, Halo 2 will let you join players
of similar skill levels just after a few button presses, thanks to an online
ranking system that records every game you play (viewable at www.bungie.net).
Stability of the servers has also been dealt with: if a host leaves during a
game, it is able to search for the next best connection without booting everyone
off the server, or even ending the current game. There is a fifteen second or
so delay while this is happening, but communication can continue during this
time.
The number of game modes have been increased and, though the number of maps
remains roughly the same, they are all of a very high standard. The player can
now change control options during a match (a very welcome feature for LAN parties;
“do I play it inverted?”), and the sensitivity can now be increased
considerably, giving the option for turning at much greater speeds than were
possible in Halo.
Indeed, initial game time feels curiously familiar, yet tweaked and refined
in almost every area. The Chief can now move about the environment with more
grace – falling from a height no longer stuns you on landing and jumping
is significantly higher, giving the player greater scope for gaining the tactical
advantage over an opponent. The health bar from the original has been completely
removed, leaving just a shield, while the new Duel Wielding system gives you
incredible power when in close-quarter combat. All of this combined with a greater
balance of weapons creates a much faster and chaotic battlefield. Importantly,
this chaos is organised and, vitally, is utterly incredible to play.
Multiplayer One-flag Zanzibar – already a favourite. Two teams, one attacks,
the other defends. When defending there is always a mad dash for the rocket
launcher on the top of the base. Whoever gets it then has the responsibility
to take out the inevitable attacks from the Spartan-filled Warthog. From your
vantage point, you must listen for the approach of the enemy, but also –
careful – the snipers on the beach wall will be waiting for you to move
into their sights. The Ghosts attempt to break the outer defences on the lower
levels, but are being held back by team mates on the mounted gun-emplacements.
The Warthog is approaching…one shot, one kill. Double Kill. Triple Kill.
The Warthog flies across the map, spinning and flipping at an incredible rate,
the wheels fly off while the broken chassis continues to violently skid along
the ground. The infantry approach and attack with surprising co-ordination,
forcing your team to retreat. Grenades, Rockets, Shotguns, Needlers, Plasma
Rifles, Battle Rifles…the kaleidoscopic view is as deadly as it is beautiful.
The action is as chaotic as it is manageable, and as enjoyable as any other
game released in the past few years. The lag, surprisingly, is virtually non-existent
and the framerate very rarely even stutters.
As a complete package, Halo 2 wipes the floor with the original – the
game that sold the Xbox, pretty much defined the gaming year 2001 and redefined
the FPS genre. As a multiplayer title, Halo 2 is untouchable on the Xbox and
pretty much unmatched within the genre. Inevitably though, there is a problem.
People didn’t buy Halo for its multiplayer – that was a pleasing
extra – people bought (and loved) Halo for its astonishing (although slightly
flawed) single player campaign.
Halo’s now infamous ’cut-and-paste’, mirrored level-design
was a by-product of a development schedule cut short by the impending launch
of the Xbox console. A classic it may have been, but it was a rushed classic
all the same. Halo 2 has received a near-unprecedented level of hype because
Bungie have been able to adopt a “You’ll get it when it’s
done” development policy. They aimed to outdo Halo in every regard and
create the greatest game ever. Expecting the greatest, Bungie have merely delivered
a sequel. It plays much the same; in some regards it looks the same and it even
suffers from the same problems. The level design still isn’t brilliant
and frustratingly relies on cut-and-paste techniques. No mirrored levels this
time though, thankfully.
Due to some key factors, it isn’t even as good as the original. No single
level in Halo 2 is as good as The Silent Cartographer (though the second level
does come close), and there are moments that are just as repetitive and lazy
as The Library. The AI has been given an overhaul and has been generally improved
in every area, but surprisingly it can get very confused when an object is moved
between their view and your position. The sight of a Covenant Elite shooting
repeatedly into a crate is strangely unsettling: they never did that in the
original…
There is a feeling of a rushed product, and this is irritating. The ending,
a topic that will dominate most Halo 2 discussion, is a borderline disgrace.
It simply ends without answering any of the questions it just asked and, bizarrely,
just before the climax of the story. This is frustrating, not just for the obvious
reasons, but because it leaves a bitter taste in the mouth in retrospect –
the original ended with the satisfaction of destroying Halo. The sequel ends
not with confusion or even on a cliff-hanger, it just…ends. The story,
though fragmented and overcomplicated, is actually very engaging and told with
some frighteningly well directed cutscenes and very surprising twists, but what’s
the point in playing fifteen chapters if the most important, the sixteenth,
doesn’t exist to complete the tale?
The point is, of course, that this still plays like Halo. At its best, Halo
2’s campaign is as immersive, inspired and incredible as anything else
on the market. Though entire levels may not be able to match The Silent Cartographer,
specific portions of individual levels are by far and away better than anything
in Halo. There is a large room in the middle section of the game that has virtually
every vehicle and enemy in the game all battling it out, the action is so intense
that it ranks as one of the most memorable gaming moments in recent times. The
room itself is simply a large cube with a few pillars and ramps – testament
to how enjoyable the basic combat mechanics in the game are, and why repetitive
or lazy level design doesn’t destroy the title. Also impressive is the
sheer scope of the game, with some of the most beautiful and menacing sights
in gaming, made all the more impressive when you realise that that humungous
structure that makes up the background is somewhere you’ll visit, in the
same level, without any loading. The vastness of the game is bettered by Ubisoft’s
Far Cry, but in terms of scale and use of 3D space, Halo 2 often raises the
bar several notches over the competition. It’s a shame, then, that the
levels are forced to be played in such small ‘bursts’; moments of
genuine brilliance spaced between lazy (and lengthy) corridor design. Although
the levels open-out as you progress, the feeling of hand-holding is much more
apparent than in its forerunner.
As a single player or cooperative (not available on system link or Live, unfortunately)
experience, Halo 2 is disappointing. Things have moved on in three years, and
the series is not as far ahead of the competition as it once was. Halo 2 is
not the significant improvement that could have been, yet it is still important
to realise just what a wonderful experience it remains.
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