Thursday 1 October 2009

Game Review: Halo 3: ODST

Apparently the fight isn't quite finished yet.

Originally intended as a small expansion for Halo 3, Halo 3: ODST seemed to have become so much more. It became a stand-alone game, midnight launches and release parties were announced, and they even surprised us with a brilliant live-action trailer. You'd have been forgiven for thinking all this hype was leading up to a potential game of the year, instead of an expansion with a few tweaks.

The obvious change is that Master Chief, the series' mascot, isn't the focal character. Instead you assume the role of an ODST (which stands for Orbital Drop Shock Trooper, something I'm ashamed to admit I knew before ODST was announced), who are slightly more tactical than the gravelly, seven-foot colossus. With the change in personnel comes a snazzy new HUD - referred to in the game as a VISR, that comes complete with a map, list of objectives and not-quite-night-vision – and health system, with both the recharging shield and a health bar. Both have been integrated fairly well, and help make for a more tactical shooter than Halo 3. A couple of new weapons have been included too: a scoped pistol to effectively deal with Grunts and a scoped SMG that is...a little superfluous, really.
The new character: Rookie. A nameless, faceless, armour clad space marine. So not new at all then, really.

Supposedly, the ODSTs aren't quite as capable as the Chief, and this has been reflected in some of the gameplay tweaks; you can't dual-wield weapons, you can't jump as high, and you can't turn a tank into scrap metal with a few well-aimed punches. But at the same time you can rip a turret from it's stand and knock out a Brute Chieftain with one deft smack. Clearly they (Bungie) have tried to make you feel like less of a super-soldier, but haven't quite pulled it off. Whether or not that's a bad thing is debatable; some fans might be disappointed at the lack of change, others won't because it doesn't detract one iota from the experience.

Campaign is the initial draw of Halo, although in ODST it's a little insubstantial, lasting maybe five or six hours, with most of that time will be spent wandering the streets of New Mombassa (the city that was invaded during Halo 2), in a darkened sandbox environment with little-to-no visibility. This was a nice idea but, while credit is due to Bungie again for experimenting with a long established formula, it's an experiment that doesn't really work. The environment itself isn't particularly interesting to explore; every street looks identical, and enemies are few and far between. The lack of visibility, while suitably atmospheric, makes it so that even if there was something vaguely interesting to see, you'd probably miss it anyway unless you were permanently squinting. Even the use of O'Donnel's beautifully composed score doesn't work in the sandbox; it's fine for wandering around but once you find a couple of enemies it's slow, depressing melody feels incredibly out-of-place in a fire fight. Unless you're a dedicated achievement hunter you probably won't want to spend much time exploring New Mombassa, as there's no real purpose to it besides bridging the gap between the more enjoyable missions.

These other missions offer a stark contrast to the drudgery of the New Mombassa streets. The environments are bright and diverse, ranging from wide open nature reserves to teetering crates high above the clouds, that not only make brilliant use of O'Donnel's score but really show off the newly polished engine. Enemies are never in short supply, allowing for the fast paced action we have always associated with Halo. There is a slight feeling of familiarity; for example the second mission, which has you careering through a nature reserve in a Warthog, feels very similar to the Halo 3 mission "Road To Voi". But they're no less enjoyable, some ranking up there with the better missions in the trilogy.
The views are no less spectacular than they were in Halo 3.

The campaign, then, is a mixed bag, alternating between some of the better missions of the series and the probably worst executed idea in it to date. But the multiplayer has always been Halo's main appeal - even after two years, Halo 3 still regularly attracts gamers in their hundreds of thousands – and ODST contributes to that with a whole new co-operative mode: Firefight.

In Firefight, up to four players work to kill oncoming waves of enemies that become stronger and more numerous as the game progresses; anyone who has played either Gears of War 2's Horde or Call of Duty: World at War's Nazi Zombie modes will feel right at home. It's a good mode with a nice variety of maps and, for the most part (a little more ammo would be nice), well thought out. Halo fans will undoubtedly be coming back for more time and time again, like they have been doing with both Halo 2 and Halo 3's multiplayer for the past five years. On the other hand, for everyone else who maybe dipped into Halo before moving onto something else, it probably won't have that lasting appeal.

That's a potential underlying problem with Halo 3: ODST; it's the definition of fan service. For Halo fans it's great, they'll all get their moneys worth by replaying the campaign for achievements, by getting together on Firefight every other night, and feeding their addiction to Halo 3's multiplayer with the three new maps. But if you're not a die-hard Halo fan you'll most likely be left wanting because, although ODST is decent, there's not enough to it, even with the ever-so-slight price cut.

No comments: