A beta is a wonderful thing. So much anticipation, so much hype. It’s almost as big as a game launch. But ultimately the point of the beta is to work out the balance of the combat and nerf any annoying glitches. We can still have fun doing it though, right? And with Halo: Reach, there’s a lot of fun to be had.
Armour upgrades are the most notable change to Halo’s multiplayer experience and they hold much of the fun. Flying around the maps with a jet-pack is one of the most satisfying things I have done in a long time. It also opens up the level design and gives the designers the chance to really try something new. The two levels featured (at the moment) are perfect, with ledges and walkways all over the place, just begging to be abused.
But there are other armour upgrades, three in fact, and they too work well within the levels, but they are more suited to tactical games. Sprint gives you the ability to dash over open areas for a limited time, great for rushing a sniper or getting that early flag grab. Cloak gives you a short timed invisibility which is great for sneaking time in the hill, or just being a sneaky little bugger in general. Armour lock is the most useful of the four, and when used right, can be the difference between winning and losing – thunk your fist down on top of the flag, letting you return it and stopping the enemies frags – but I still don’t like it.
“How will all these additions affect matchmaking?” is the question we all asked. Well they do, of course, but so far they feel decently balanced; jet-packers can be shot down with ease thanks to the new and improved scoped pistol; sprint is short enough that you can gun them down when they run out of steam; armour lock will often slow down your imminent death rather than stop it; active camo weakens when you move meaning you can’t just run about doing what you want. Most importantly, though, you cannot use the upgrades when you’re carrying the flag and you cannot use armour lock on King of the Hill games, so any worries there have been quashed.
There are some balancing issues in the beta and most of these come from the newly added weapons as well as the Stockpile gametype. The Focus Rifle and Plasma Launcher, the Covenant equivalents of the sniper rifle and rocket launcher, do seem a little too powerful. Even the rocket launcher seems to have some added splash damage that to a Halo 3 veteran seems too strong; but maybe that’s how strong they should be, seeing as the rockets were a little underpowered in Halo 3. This is a beta after all and the point of it is to find out what is good and what is bad, so expect to see things toned down or even up in Septembers release.
Stockpile’s problems come from the location of the bases, especially on Powerhouse, the outdoor map that is similar to Halo 3′s High Ground. The basic principle of Stockpile is to amass as many flags as possible before the timer ends and they get reset, first to ten wins. If you spawn low on Powerhouse then then you have the disadvantage of having to climb to the higher reaches of the level to get the flags. However you can grab the enemies flags from their base and with two throws have them securely in the lower area where a waiting team mate can pick up an easy cap.
There are similar problems on the other map, Sword Base, a multi-level indoor map that is reminiscent of Combat Evolved’s Hang ‘em High in design, but they are not as prominent. Both the maps, as I said earlier, are very well designed, but they also look and sound fantastic. The whole game sounds fantastic, with each and every weapon sounding heavier and grenades giving a satisfying “THWUMP” when they go off. Textures have been improved from Halo 3, especially in the weapons, although they still do not reach the level of Modern Warfare 2 – in the beta, anyway. With this grittier, heavier sound comes a grittier looking Halo, and I think it works very well.
Graphics aside, gameplay is always what Halo games have been about, and the beta offers over ten different game-types to keep you occupied. Most you will have seen before but the likes of Stockpile and the soon to be released Invasion and Generator Defense are brave new offerings. These game-types can be selected with the all new Veto, instead of pressing X to change to an unknown map and game-type you now get three choices as well as a “none of the above” option. Although not new to multiplayer games it is a welcome addition to Halo.
Bungie have also tweaked and added things to their matchmaking, with the most prominent being the credit system. Now, when you win, lose or draw a game, you get awarded credits. These credits can be amassed and spent on armour to personalise and perfect your very own Spartan. I have to admit, it’s fun. I cannot wait to see the armour options that will be available in the full game.
There is a lot to talk about, and much of it I have not even touched on, but ultimately this is still Halo. Is that a bad thing? I don’t think so. I for one did not want Bungie to change it drastically, I wanted them to update and tweak, and they have surpassed that by creating something that feels new and exciting yet eerily familiar.
But if you have always been anti-Halo then I’m not sure if this will turn you. Yes, there are lots of new things. Yes, the gameplay is faster and filled with frantic action. But like I said, it’s still Halo, and I love it.



