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Giant Bomb Review

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Halo 5: Guardians Review

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  • XONE

You'll spot some rough edges and notice some omissions, but Halo 5 looks great, plays well, and has enough options to keep you coming back.

Be well, John Spartan.
Be well, John Spartan.

Now that we're five games into the core Halo series, it's high time that we started learning a little bit more about the man inside the space marine armor and the computer lady who frequently lives in his head, don't you think? The Halo games have always been careful to mete out those parts of the story and the interplay between the Master Chief and Cortana in tight supply (unless you wanted to go deep and get into the out-of-game fiction, of course). Halo 4 got a little more direct with things, and Halo 5: Guardians continues that trend by largely focusing Cortana, who left the Master Chief's head during the previous game and is still potentially out there... somewhere. The game and the story surrounding it has its issues, but it's a great-looking Xbox One game that adds some neat new ideas to the multiplayer.

The marketing for Halo 5 has been decidedly deceptive in the way it focuses things on a conflict between the AWOL Master Chief and the Spartan tasked with hunting the Chief down, Locke. Each rolls with a crew of soldiers on to their respective missions and you might think that the story itself is about this conflict. But this ends up being more of a framing device. Much like Halo 2 has you swapping back and forth between Chief and the Covenant's Arbiter, Halo 5 has you swap between Master Chief's team and Locke's team. The problem there is that Locke's mission is to find the Master Chief, while Master Chief is chasing down things that actually matter. After a few early levels that make Locke's side of things seem more interesting than they are, the game quickly settles into a rhythm where I was following the Master Chief storyline pretty closely, but Locke's missions feel like busywork, like combat for the sake of combat. Like padding. Those missions are still engaging in the same way that Halo's action usually is, but I just wanted to skip over that to find out what the Master Chief is up to.

The campaign is structured a lot like previous Halo games, though the game has a couple of combat-free areas that show up between a few missions. This gives you the opportunity to walk around an area and listen in on conversations before walking up to the person who sends you on your next mission, but there isn't much to do in these areas other than, ya know, walk up to the person who sends you on your next mission. It feels like something that should have either been a larger, more meaningful inclusion or something that should've just been cut out and replaced with two lines of dialogue at the start of the next area. The game has its trademark vehicle sequences, but these areas don't feel as large and expansive as they have in the past. The Scorpion tank moment almost feels obligatory, like someone piped up and said "wait, we can't make a Halo game if we don't have a part where you drive that tank, right?" Beyond that you make your way from one objective to the next, shooting Covenant and Prometheans as you go. The meaningful campaign difference this time around comes from your comrades.

There aren't a ton of new enemies in Halo 5, but the encounters still feel fresh enough.
There aren't a ton of new enemies in Halo 5, but the encounters still feel fresh enough.

Previously, Cortana was present as a way to include dialogue in a game that would otherwise be about a man in power armor, silently gunning down hundreds of aliens. The back and forth between your friendly computer lady and the gruff super soldier let you know what you were doing and why. With Cortana's whereabouts being a bit murkier this time around, the game instead builds squads of four unique characters, who can play off of each other and tell each other things like "hey, those guys teleported through that ice wall up ahead" to let you, the player, know that it's time to shoulder charge through that ice wall in front of you to proceed. The characters themselves are largely faceless and lifeless, especially on the Master Chief side. They're there to make the game's co-op mode make sense (instead of crudely giving you four Master Chiefs), to provide some combat barks, and to get you back up when you fall. Halo 5 has a "down but not out" system, and you can press the X button when you fall to command one of your teammates to come revive you. That's something that makes the normal difficulty easier than it's ever been, because the enemy AI is frequently too low-minded to shoot down the Spartans who are attempting to revive you, making you damn near invincible. Harder difficulties prevent this from working as frequently, so charging ahead of your posse and getting gunned down is more or less a guaranteed reset to the previous checkpoint.

Having three additional shooters with you, even when you're playing alone, changes the dynamic a little bit. You can tap up on the D-pad to order your crew to focus fire on a target or move to a specific location. They'll even revive each other, if you can't be bothered. But they don't quite do the fighting for you, either. It feels like they'll soften up some targets, but the game definitely wants players to do the heavy lifting. Also, you'll probably catch them in some dumb situations. Occasionally, when you order your troops to focus on a target, one will reply that they're busy shooting something else. One time I ordered Buck to fire on a turret, he shouted back "gotta deal with this first," and then I turned around to see him firing his weapon into a wall. Cool moves, man. I never did like Buck.

The online co-op, as you might expect, makes the whole experience a bit more exciting, since you're working together with other living creatures. Players have to choose a character before the session begins, and only the player playing as the leader (Locke or the Master Chief) can give squad orders.

You'll visit interesting places and murder everything in sight.
You'll visit interesting places and murder everything in sight.

I ended up really enjoying the campaign, even if I feel like it has some occasionally severe pacing issues. The combat is satisfying, whether you're charging through on normal to feel like some kind of unkillable maniac or taking it more slowly on a higher setting. The Locke side of things could have been more satisfying, though, even if it gets where it needs to be by the end of the tale. Speaking of the end of Halo 5, there isn't much resolution there. It's like someone sat down, played the previous Halo trilogy, and forgot that the conclusion of Halo 2 was impossibly frustrating in its day. So they made that. We'll just have to wait a short three years for Halo 6, I guess. While we're talking about the campaign, I should note that there's no splitscreen option in Halo 5, which is almost surely a disappointment to people who liked playing Halo that way.

That carries over to the competitive side, which is broken down into something that more closely resembles traditional Halo multiplayer in the Arena mode. There's also a new Warzone mode, which adds a bunch of AI enemies and additional victory conditions to a larger, more sweeping experience.

Arena is primarily set up as a four-on-four mode, for the most part, but the rules here can change as the developer decides to mix up the various multiplayer playlists after release. But multiplayer is where your new movement abilities--also present in the campaign--really come into their own. The combatants are all equipped with a tiny jet boost, which can be used to quickly dash in any direction, even if you're in midair. You can perform a boosted slide, and you can run all you like. After running for a bit, you can perform an exciting shoulder charge that knocks enemies back with a satisfying impact. Halo 5 lets you aim down the sights of every weapon, and doing this in the air engages a brief hover mode, letting you line up shots or, more likely, serving you up to the enemy on a silver platter since you're just sort of hovering there, waiting to be gunned down. That hover can also lead to a ground pound, which is pretty cool.

There are tons of cosmetic unlocks.
There are tons of cosmetic unlocks.

The multitude of variants found throughout the multiplayer side of things has long been one of Halo's strengths. Halo 5 goes a different way, instead focusing on a handful of core modes. Standards like capture the flag and team deathmatch (OK, fine, "slayer") are present. You can play a zone capture mode called Strongholds, too. But things like King of the Hill or Oddball are missing. Big Team Battle isn't here, and neither is the Forge map editing feature, though the developers have confirmed plans to bring those back in a post-launch patch. The included multiplayer in the arena mode is fast-paced and fun, but it's surprising how inflexible it is compared to, say, Halo 3.

Perhaps most of the multiplayer efforts went into the new Warzone mode, which is a 12-on-12 battle across larger maps. The basic variant of Warzone has the teams capturing outposts and earning points for their team along the way. This mode has AI enemies to contend with, as well. These often-named enemies spawn on a countdown timer and give a good number of points to the team that takes them down. Later on, when legendary variants of these enemies start spawning, the points given for a kill can totally swing the final outcome in dramatic fashion. So the game becomes a mix of capturing points, defending points, and occasionally breaking off a few players to go handle the AI enemies for bonus points (or, at least, to deny the enemy that same bonus). It's a thrilling upgrade to the standard style of Halo multiplayer, but also one that comes with a caveat or two of its own.

The lead caveat here is the new REQ system, a card-and-pack-based set of features that figure into this mode heavily. For playing multiplayer, you'll earn REQ points. These points can be spent on card packs, which come in bronze, silver, and gold variants. The packs can include permanent unlocks, like cosmetic upgrades and basic weapons, or they can include Titanfall-style burn cards that, as a Warzone match continues, let you spawn in with more powerful gear. So if you want to spawn in with a Banshee so you can fly overhead and try to contain the enemy in a location with its powerful lasers, you'll essentially burn a card (as well as some in-game energy, which builds and levels up over the course of a Warzone match) to make that happen. Want a Spartan Laser? You'll need a card first. So this adds a consideration as to when is the right moment to use these cards and, ideally, help ensure a positive outcome for your team. This means that teams that are getting smashed out of the gate have zero reason to bring out the big guns, since they'll want to save their rarer cards for a closer match. Or teams that might normally try to push an advantage could slow down on card usage, to ensure they'll have some to use the next time they play. The additional out-of-match considerations that the single-use cards bring are an unwelcome addition. The ability to call in bigger guns and gear over the course of a match could have been handled differently. That said, you earn quite a few REQ points by simply playing the game, and additional card packs are granted to you when you level up, so it seems unlikely that you'll ever be completely out of things to deploy.

Many of these cards are single-use in the Warzone mode.
Many of these cards are single-use in the Warzone mode.

The higher-end card packs, of course, can also be purchased with real money. This stinks up the joint a little bit and makes you feel like the opposing team could have just bought a bunch of gold packs to call in the best stuff at the end of a match, rather than relying solely on their skill. Does the idea of paid consumables destroy Warzone? No, absolutely not. But even when I was playing pre-release, a day or two prior to paid cards being available, the whole thing felt a bit... icky. By assigning a real-world value to these cards, the decision to use them starts to have ramifications beyond simply activating an in-game item. That additional "layer of strategy," if you will, doesn't add to the experience. That, combined with there only being a few Warzone maps (and no custom games option for the Warzone maps) means that I'll probably spend more time in the Arena section of the multiplayer.

Across the board, Halo 5 presents itself quite well. The game runs at a great frame rate that smooths out the action and helps make it look great. There's some "adaptive resolution" trickery happening behind the scenes to make that frame rate stick up around 60 frames per second, but that only led to one or two spots where I felt like I noticed an aspect of the screen looking grungier than it should. It's a neat trick, one that other games might want to consider down the line. It's a great-looking game, and certainly among the platform's very best to date. The audio is also quite good, with explosions and gunfire that make you feel like you're in the middle of a battle. Very crisp sound effects, overall. The music is also nice, blending Halo's signature chants with more modern-sounding compositions.

That frame rate, specifically, goes a long way. Halo 5 looks great and plays very, very well. It even tells a pretty decent story along the way. It's just surprising that many of the weirder multiplayer modes that come to mind when you think of what Halo has done over the years are straight-up missing. And Warzone has some really great ideas about how to present Halo multiplayer on a new scale, but the sometimes-confusing REQ system subtracts more than it adds to that part of the game. There will certainly be some players who find that the specific omissions in Halo 5 are extremely disappointing, and you'll see a rough edge or two, but all in all there's a fantastic big-budget shooter in Halo 5 with lots to see and enough multiplayer options to keep you going for quite some time.

Jeff Gerstmann on Google+

156 Comments

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deactivated-5d692715a5c58

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" Big Team Battle isn't here, and neither is the Forge map editing feature"... Wait what?

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Lurkero

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I am disappointed by what I hear about the campaign. It is ridiculous that after 10 years the Halo story has still failed to be interesting INSIDE THE GAME. I don't want to read the books, I want interesting video game story. When I played Halo 2 I was very interesting in learning about the Arbiter's story and how he contributes to the overall plot, but the Arbiter's missions felt more like busywork just like it sounds like Locke's missions are busywork.

Master Chief is not interesting, but the Halo games keep trying to convince me that he is. Change up the story to focus on more interesting characters, please.

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mems1224

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@lincoln: BTB I think is launching in a month the or two. They're still working on the maps I think.

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Takoyaki

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As long as REQ packs stay out of arena and mean we get free maps, I don't mind.

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vibratingdonkey

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Yeeeah...if the game wasn't $40 when I pre-ordered it and 343 hadn't detailed their plans for free future content, I would've canceled, on account of finding Halo's story (particularly its characters and especially Master Chief) dull, and the implementation of consumables/microtransactions sullying the multiplayer.

Will see how I feel about how REQ's impact things. Sometimes it's just not worth it. Design getting compromised to accommodate for this kind of crap is just something I hate in general. If that's proper bad, it's intrinsically proper bad, there's no compensation or compromising that can change that.

I'd rather pay for future content than have this type of plan provide it to me for free.

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alwaysbebombing

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Jeff, you're a great writer. I enjoy reading your work.

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veektarius

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I'm really surprised they let purchased burn cards affect the multiplayers. Seems like a lesson most reputable games learned a long time ago.

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@lincoln: Forge is coming in a December update and I'm sure it'll be something fans will love going by this blog post: https://www.halowaypoint.com/en-us/community/blog-posts/building-the-biggest-forge-yet

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xx_kells

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I had forgotten that they even do reviews on this site anymore.

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sammo21

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Glad to hear its a solid release but the complaints about the multiplayer reminded me of Halo 4's launch. I liked playing it co-op but the multiplayer felt weird and lacking. I mean...not even being able to play SWAT? I know there shouldn't be a "litmus test" for a game franchise but if your serious is known for certain modes then you should include them there for the actual fans. Getting this at midnight tonight so I am torn between whether I start the multiplayer right off the bat or play some campaign levels.

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Voidoid

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Am I the only one who hates down-but-not-out mechanics in singleplayer games? It has never worked well. It seems shooter AI is simply not equipped to handle that kind of responsibility. When I hit game over I want to have no one but myself to blame.

Even if it does work properly, taking a break from the action to revive an AI team-mate is not fun, and waiting to be revived is not fun either. There's zero appeal to the whole thing.

It is a fun mechanic in multiplayer though, and given how popular co-op is for this game, perhaps it makes sense to consolidate the single and co-op experiences like this? Then of course, surely singleplayer is still the vastly preferred mode?

I'm not hugely invested in this series; maybe this is something that the fanbase wants. It's close to a dealbreaker for me though.

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deactivated-5c15a9c63664d

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@kimozabi said:

And now micro transaction are also standard in AAA games.

Video games gradually suck more and more.

Oh, grow up. Microtransactions are an objectively better option that have kept games cheaper for everybody. It's either microtransactions, $90 games, all indie games, or no games.

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big_jon

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I cannot wait!

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deactivated-5c15a9c63664d

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@voidoid said:

Am I the only one who hates down-but-not-out mechanics in singleplayer games? It has never worked well. It seems shooter AI is simply not equipped to handle that kind of responsibility. When I hit game over I want to have no one but myself to blame.

Even if it does work properly, taking a break from the action to revive an AI team-mate is not fun, and waiting to be revived is not fun either. There's zero appeal to the whole thing.

It is a fun mechanic in multiplayer though, and given how popular co-op is for this game, perhaps it makes sense to consolidate the single and co-op experiences like this? Then of course, surely singleplayer is still the vastly preferred mode?

I'm not hugely invested in this series; maybe this is something that the fanbase wants. It's close to a dealbreaker for me though.

I would rather have it and have it be finicky than not have it at all. The benefits of that mechanic for me outweigh the negatives.

I'm not quite sure I understand your argument. Why is hitting a Game Over and restarting a level or checkpoint better than a revival system? With revivals, you get into the game quicker and spend less time in menus and replaying content.

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Residentrevil2

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I can't wait to play it! Thanks for the review, Jeff!

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Edited By ZZoMBiE13

great review, it has me excited for the game even more!

one little thing that bugs me though, in the warzone part you said wraith when i think you meant banshee. banshees can fly, wraiths are tanks :)

So glad I'm not the only one who noticed that. :)

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LoktarOgar

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There will never be a GB Halo review that isn't four stars.

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El33tPanda

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Good thing that Xbox One finally has a Halo game, even though the multiplayer modes missing are kind of a bummer for someone who largely spends their time there. Not enough interest to make me buy the console, but maybe if a bundle comes up on the cheap, it might be worth it.

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Edited By MrPlatitude

Very well written review Jeff. King of the Hill is a strange omission, and having another abrupt ending is a real bummer.

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spctre

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Great review, Halo is officially over, glad I got out in time.

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I still wish they'd put some split screen into it, especially with the focus of the team aspect of the campaign. I know I'm not an engineer and so I basically no nothing but I do feel like there should have been a way of having an option to play the game at 30fps but with split screen. One of my reasons for getting the Xbox One would be to play halo with my sister, but with their clear turn from that, I just don't see a reason to get the Xbox One over the PS4 now.

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Pudge

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"So if you want to spawn in with a Wraith so you can fly overhead and try to contain the enemy in a location with its powerful lasers..."

@jeff: I believe you mean Banshee, unless there is some uber powerful flying tank in this game I'm not aware of. Great review though :p

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LunaCantabile

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Sounds nice, but since they cut splitscreen it's still not worth getting since I don't already have an Xbone. If it did, I could have justified the console and the game because my family has always played every halo game together, but I'm not buying a console to play it myself, or buying multiple consoles and an extra TV just for that.

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Evilsbane

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Coming from Jeff this has me really excited.

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mems1224

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I am so happy there is no split screen. there is nothing worse than getting into a multiplayer match with 3 dudes sharing 1 tv. guaranteed loss.

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Voidoid

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@voidoid said:

Am I the only one who hates down-but-not-out mechanics in singleplayer games? It has never worked well. It seems shooter AI is simply not equipped to handle that kind of responsibility. When I hit game over I want to have no one but myself to blame.

Even if it does work properly, taking a break from the action to revive an AI team-mate is not fun, and waiting to be revived is not fun either. There's zero appeal to the whole thing.

It is a fun mechanic in multiplayer though, and given how popular co-op is for this game, perhaps it makes sense to consolidate the single and co-op experiences like this? Then of course, surely singleplayer is still the vastly preferred mode?

I'm not hugely invested in this series; maybe this is something that the fanbase wants. It's close to a dealbreaker for me though.

I would rather have it and have it be finicky than not have it at all. The benefits of that mechanic for me outweigh the negatives.

I'm not quite sure I understand your argument. Why is hitting a Game Over and restarting a level or checkpoint better than a revival system? With revivals, you get into the game quicker and spend less time in menus and replaying content.

Well, being downed is not an alternative to getting game over. Games that have this mechanic still have a generally game over state if the whole squad goes down. If you want to die less, that's what the difficulty option is for, right?

It is true that all other things (such as player health and encounter design) being equal, a game where you go down with a chance to be revived is easier than a game where you instantly die, but I disagree that this can be considered a "benefit," especially in a game which has adjustable difficulty anyway.

Am I making sense now?

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koolaid39

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Great review, Jeff!

Bummed there is no Big Team Battle at launch. That is always my favorite mode to play with a bunch of friends to have fun and get into dumb shenanigans.

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Edited By gerrid

Echo what others are saying, the card system for Warzone sounds so, so bad. It's the sort of thing that, playing pre-release, a reviewer has no way to gauge the impact of. With all respect to Jeff, who knows how that sort of system actually affects the experience that players will have? I doubt streamers and journalists would abuse any holes in the same way the general public will. Could get very ugly.

Perhaps if you brought in a deck of cards to each battle rather than burn them entirely it'd be a little better?

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deactivated-5ba16609964d9

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That Chief Masters gets into a lot of hi-jinks.

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Lively

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So every discussion of Split screen has been in the context of the co-op campaign. Have they also removed split-screen for the deathmatch / slayer stuff? If so, that really does kill a big reason I've played Halo in the past.

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Edited By DocH1X1

REQ system affects no ranked online match only warzone and you have to use energy points to use them so someone hoarding tank cards can only play one of those per match so no unloading of req cards. Also I've been playing since yesterday, early store copy, and you literally get a gold pack from like 4 arena games, you will NEVER have to buy one unless playing four matches over 20 minutes is just too unbearable a wait for you.

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DocH1X1

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Also if a 2.99 gold req pack option that you never ever need to buy is the price for completely FREE map dlc for the entirety of this game then please let every videogame adopt this. People trashing this system which avoids segmenting the multiplayer fan base requiring them to buy some awful price for every map pack, you should instead gladly go buy all your 50 dollar season passes and praise that no req system is that game lol.

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There is no split screen to save the 60fps frame rate. Pretty easy to understand. I doubt it will affect many people. The people who are gunna play halo already have a Xbox one most likely. I've played every halo split screen on legandary with my brother. Now that I can't do that it is a bummer but I'll move on with my life. The people who are saying no Splitscreen no sale seem to be overreacting a bit. This is still the internet I guess

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eloj

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But wouldn't half the frame rate be more cinematic and therefore better? People on the internets said so. 60fps looks so fake, not at all cinematic. Is there an option to play at 24hz at least for that true cinematic feel?

Besides, no one can tell 30 from 60 anyway.

/s

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hassun

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Hmm, it looks like the initial very positive impression has tempered a bit.

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ShadowSwordmaster

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Nice review Jeff.

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colourful_hippie

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Edited By colourful_hippie

Great review. Sorta bummed out about the Halo 2 like ending bullshit and the potential pay to win scenarios with the REQ system but I'm still excited to play this.

Also I think when Jeff said Wraith he actually meant Banshee

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Benmo316

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After watching Jeff play through the first three missions a week-or-so ago I was sold. The ending not being so satisfying is something I figured would happen, gotta have that hook to buy Halo 6 to get the resolution to the story.

But man, that REQ system, even though Jeff said it doesn't ruin the mode, sounds shitty (really any game that uses RNG for unlockable weapons/upgrades is shitty). Any time you can buy something not cosmetic in a multi-player game is a red flag for me. I'll give Warzone a shot, it sounds fun, but once I get a whiff of people having over-powered weapons throughout a match I'll stop playing it. And not having Big Team Battle (at least at launch) sucks, that was my favorite mode to play.

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zombie2011

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@lincoln said:

" Big Team Battle isn't here, and neither is the Forge map editing feature"... Wait what?

BTB is going to be added later, I believe they are working on more maps to roll out with the update.

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Bobby_The_Great

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@mrsmiley said:
@chaoticarsonist said:

Very disappointed to hear that they dropped the ball on characterizing Blue Team. That was the ONE thing that made me consider getting this game. Ever since I read my first Halo novel over a decade ago, I've wanted to see the other Spartan-IIs (who are all, quite frankly, more interesting than Master Chief) brought to life in the games.

Disappointment after disappoint, 343.

Keep in mind that Jeff (like most people) doesn't have a clue about any of the lore outside of the games. For instance, I have many friends that hated Halo 4's story because they had no idea what was going on. Having read the forerunner books, I knew exactly what was going on, and it was amazing - probably my favorite halo campaign to date! If you read the books, and have an understanding of characters outside of the game, I have a feeling you'll probably enjoy their side a lot more.

I would disagree in that I shouldn't have to read the books to know what's going on. The books should supplement the story of the game, not be a necessity.

That would be like Marvel making the Avengers movies and not showing who those characters were/are in the films and leaving the viewers to rely solely on the comics. It would have left non-comic readers confused and they wouldn't have made the billions of dollars that they have made.

They have to consider their audience and where the majority of said audience is coming from, in this case more people will play the game over read the books.

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DocACE911

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Jeff,

Is the Halo Nightfall TV series worth watching to get caught up on his story? We all have it (MCC), but heard it was barely watchable...

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bluefish

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Huh, I wasn't expecting they'd return to the dual protagonist format.

Right? It didn't go over well last time, nobody asked for it and nobody seems to like it.

Looking at all these reviews is actually bumming me out today. Who goes into a Halo game saying "Gosh, I sure hope I don't play as the Master Chief"

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bluefish

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ArbitraryWater

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Man, that is a bummer about the story ending on another Halo 2-esque cliffhanger, because what I saw of the campaign in that unfinished looked really good.

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xenolon

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I just need to know: is this game Star Wars: Republic Commando or not?

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The_Spaz_Rises

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@mems1224: Hate to be the bearer of bad news to you guys but sadly couch co-op has been gone from most staple games for a while now. Its a trend that will further be ereased out of the picture as gaming tech gets more demanding. Its not an oversight on the devs part or some publisher's agenda to keep that section out but you have to understand games today demand a lot more resources than it did a decade back. Local co-op means that you need to have two instances of the game running on a single platform simultaneously. Given that the console hardware is limited and by PC standards somewhat outdated, it gets increasing impossible to run two isntances of a game that genreally makes use of the majority of the resources for the one instance. Unless you guys are willing to fork over graphics to early last gen, its almost impossible to expect this feature going forward. The only way I see local co-op happening is X1's cloud server does most of the extra lifting. I suppose games like gears can be an exception as they are based around the whole co-op concept but I suspect that too will only allow online co-op at this point.

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Mixin_Mark

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Nice review!

I'm very excited!

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doncabesa

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@spctre: 4/5 great game, he really likes it, so what?

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clagnaught

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Edited By clagnaught

I wonder if Warzone would be better if there was a Counter-Strike or, dare I say, Dota philosophy behind it where you buy better gear and upgrades when you die. The Last of Us had something like this as well, where the really great guns you had to pay for with parts you get from winning matches/killing people, and you can use parts to upgrade your guns and get more ammo.

As someone who played Mass Effect 3's multiplayer, I was fine with opening up chests and using consumables. Having the free maps and modes helped kept it alive (Or at least it felt like it helped), so it was decent trade off. Then again the key difference was you were playing against the AI. You weren't equipping the super powerful ammo to fight against human players.

As an aside, does anybody else think Halo 5: Guardians has the, you know, "Guardians" part so they can release a second Halo 5 within the next year or so? Not that I think they would annualized it, but the subtitle has always raised an eyebrow with me.