Guest Preview – Halo: Reach
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For movies, it’s Star Wars. For books, it’s Harry Potter.
And when it comes to the monster epic series for gaming, it’s hard to argue that Halo doesn’t stand alone. Quite simply, there’s no other IP with the expanse of titles and updates as the Halo universe. Add in the soundtracks, novels, comics, action figures and other Halo-related merchandise and arguably only George Lucas could possibly grock the kind of fan frenzy that a new Halo game can garner.
Title: Halo: Reach
Developer: Bungie
Publisher: Microsoft Game Studios
Release date: 2010
At X10 in San Francisco last week, Bungie Studios announced Halo: Reach, the latest addition to the Halo universe, would open its multiplayer beta on May 3. No word as to when the full title will officially release, but that didn’t stop Bungie community and PR director Brian Jarrard from showing off the pre-alpha build and giving us an eyeful, and an earful, of what’s in store for Halo fans.
First, the basics: Halo: Reach will be set in 2552 in Reach, the United Nations Space Command’s military command base. As a prequel to Halo: Combat Evolved, it occurs just days before the original Halo begins.
“Everything has been rebuilt from the ground up to expand the scene and the scale” of prior Halo games, Jarrard explained, promising that Halo: Reach will be biggest, best and most ambitious Halo to date.
“We don’t want to mess up what makes Halo “Halo,” but we’re definitely bringing something different to the table,” he said.
Proving his point, he showed us the level of detail available in Halo: Reach. One minute you can zoom out to see grains of dirt and grass pelting up from a bullet strike. The next you’ll look at your weapon and be able to zoom in to even the smallest engraved lettering on the side of your gun.
Bullet impacts have been improved, he said, to help players get a better sense of accuracy and targeting — something he admitted was a challenge in prior Halo games.
Jarrard also points out that the amazing, realistic and engrossing graphics won’t be the only improvement: Sound will play a far greater role in game play.
“We put an emphasis on sound design to make it feel as real as it can possibly get,” he said.
Fans of the series will be thrilled to see some old favorites making a comeback in Halo: Reach. The original Halo pistol (the M6D), cut from the inventory of Halo 3, will make a return in Halo: Reach. And some new friends will emerge. Jarrard debuted the new Needle Rifle, a medium-to-long range weapon with powerful anti-shield damage. It allows zoom and promises to be awesome for headshots.
Another major difference will be the armor capabilities in Halo: Reach. In prior games, once a shield or active camouflage was used, it was done. In Halo: Reach, active camo will recharge and portable shields can be reused. This will allow teams of players to mix, match, and balance their armor, shield and combat abilities among the team.
As for the beta, Jarrard says that Bungie is doing everything it possibly can to avoid demand issues that plagued the Halo 3 beta in 2007. When that game debuted as a bonus to Crackdown, millions of Halo fanatics pummeled servers, slowed game play and, sometimes, completely crashed the system. This time, Jarrard says, Bungie hopes it will be different.
“The issues we had with Halo 3 were about fulfillment,” he said. “If it’s a rocky start, we’ll definitely work on the back end, but we’re working for a smooth start,” adding that he expects upwards of 3 million users to participate in the beta.
The beta will reportedly include “a few maps,” he said.













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