Game reviews, thoughts on the industry, videos, and more from yet another gamer on the internet.

Saturday, September 20, 2014

Review: Colin McRae Rally (Steam/Mobile, 2014)

Saturday, September 20, 2014 Posted by BIGMercenary , , , , , , , , , , , No comments




You know your favorite band's greatest hits album? Sure, you've heard all the songs before and are probably tired of them but you know they needed to make a little more money before the next full release so a greatest hits collection is their next step, and maybe you still buy it anyway. Colin McRae Rally is that in a nutshell. I understand that its actually a port of the iOS game which is a remake of Colin McRae Rally 2.0, but you would think Codemasters would add a little extra to sweeten the deal for both new and returning fans of the original franchise. Instead it feels like less-than-half of what the latter games in the series became and a barbones recreation of the PS1 classic. Last year Codemasters teased that the next CMR game will be focused on rally racing, rather than hopping from one sport to the next as done in the DiRT Series. There's been no word on whether it will be the next DiRT entry or a return to the classic CMR staging but us fans can only hope that this isn't what they were talking about.



There are only 4 cars and 30 stages. The stages feel planned out rather than organic. The physics dulled down. The power sucked out. The driving stiff. The awesome feeling of awesomeness as you drift through a hairpin is completely absent. A lot of the magic has been lost in its conversion to mobile, and even more so with its port over to Steam. I'm sure the original was never this dull and there was more than likely an exciting feeling of powering through turns and speeding through forests but this time it suffers by removing a lot of the technical aspects that introduced a lot of people to not only sim racing games but the sport of rally racing as well. Players can no longer tune their cars before each race (which is fine because all four cars play exactly the same) and for that it grudgingly inserts itself into the casual racing category, but even then it fails because the driving is simply boring.
The physics problems are just the beginning. In one of the first races in Australia, a large jump is the main event that completely breaks the game (see below). As your car almost does a barrel roll in mid-air it immediately proves the point that the game engine itself is broken. Speaking of breaking, the cars actually break down as they drive through the stages, and not just falling apart from hitting things; by the end of the second stage there is a clanking sound that wasn't there before that lets you know something is seriously wrong. Repairing the cars is still there but players may find the "30 minute time limit" a bit too short for all the damage that was mysteriously caused while driving.
Australia, Greece, and Corsica are the only three locales to drive through and there just isn't anything within them to make things interesting. There are no sights to see, no majestic backgrounds, nothing within the roads to make it fun and yet it stretches out to 10 stages a piece. Ford Focus, Subaru Impreza, Mitsubishi Lancer, and Lancia Stratos are the four cars but, like I said, since they all play the same it only comes down to which one you prefer. 
On mobile devices you can choose between tilt controls with auto-acceleration or full on-screen controls. On the PC/Mac version, you can choose to use either the keyboard, a gamepad, or wheel support. Mapping the controls are difficult as it seems to fight against what the player has chosen as presets. There is no pressure sensitivity for accelerating and braking so even the keyboard feels fine when being played with.

(via Steam community member CueZero)


The graphical update is just about the only thing done well enough. The graphics engine gets the job done until you notice the faults such as front-facing sprites for the trees, flat crowds, and the plastic-like textures on the cars. The stages fair no better with a static image for the background and distance pop-in. Understandably this is all limited due to being built for mobile but nothing was changed for the Steam release. If you own a computer from 2006 then you should still be able to play on lowest settings with few hiccups.
The co-driver directions by Nicky Grist are just pre-recorded and chopped together but are accurate enough to not leave you heading toward a tree at high speeds. One of the biggest concerns that you'll face immediately in the area of sound is the airhorn which blares EVERY TIME you pass a crowd and is so distracting that you may want to consider turning the SFX down, which in turn reduces the engine and gravel sounds so its a lose/lose situation unless you can do without either. Sliding on gravel or the pavement produces an accurate enough sound and crowds cheer as you pass but your attention should be focused mainly on the directions rather than immersion.
Engines don't sound powerful at all and gradually decline in strength the more you drive. At least they put in enough thought to make the engines separate from one another.
There is no in-game music, only the menu, which is a simple tune that is easily forgotten. 


It will take you about 5 hours to complete and there is very little after-game. Playing a few stages here and there is all it will amount to but there are other racing games on the app stores and Steam that are worthy of attention. This game should have stayed on the mobile platforms and even then the small amount of content should be asking for no more than $5. To even call itself a remake is a disappointment since it doesn't really feel like a Colin McRae Rally game, more like a fan project. The original CMR games were about the driver's skill and knowledge of the car and physics, that's all been thrown away in favor of tilt controls and making it more mobile friendly. The thrills of driving and overcoming opponents have been cut out in favor of ease-of-access just to make a quick buck.  Its an insult to the series and the fans, and that's what hurts the most.



Tuesday, September 9, 2014

DC15

Tuesday, September 09, 2014 Posted by BIGMercenary , No comments

Remember remember the 9th of September
Dreamcast release and next-gen splendor
1999 and a new year comes soon
The PS2 means for Sega's doom
Awkward controller and internet activity
Fell short into the massive tragedy
But with homebrews still made
And games still played
The last great console is still not downtrodden
I can think of no reason the Dreamcast should ever be forgotten

I've unfortunately almost missed this year's DC anniversary but its been on m mind today more than the release of Destiny. I wasn't able to come up with something big, just this that I wrote while on break. If you've fallen into the hype of the year's biggest release (like I have), at least take a minute to hook up your DC and play one of your favorite titles.

Keep Playing.

Thursday, August 21, 2014

Review: Shadowgate (2014, PC/Mac)

Thursday, August 21, 2014 Posted by BIGMercenary , , , , , , No comments



As I said before in my preview of Shadowgate: point-and-click games, more commonly known as the Adventure genre, are becoming few and far between these days. Some of the more recent notable games of the last few years would be The Walking Dead series or The Raven, but if you want to travel back in time you may recognize the Monkey Island series or Maniac Mansion, which was also ported over to the NES during its lifetime. Given that every title in the genre does something different, measuring this adventure to the old school Shadowgate rather than comparing it to other adventure titles only seems fair since even the devs call it a re-imagining. The changes, similarities, what it does well now and what it lacks are up for inspection. Its mostly the same Shadowgate, but this time you get a lot more reasoning behind the journey.

As Jair Cathegar, you are instructed by the wizard Lakmir to take on a perilous task by traveling far and finding your way to the living castle of Shadowgate, then navigating its many perilous halls to stop the evil Warlock Lord, Talimar the Black, from unleashing the Behemoth to destroy the world. A little ways in to the game the bulk of the plot is explained to you through a couple of cutscenes. Lakmir, who is a surviving member of the Circle of Twelve, the only other being Talimar, has grown too weak to fight him face-to-face. Which is where Jair Cathegar comes in. He's descended from a long line of kings and prophecy states that he will be the one to defeat Talimar, but standing in his way is the castle and it's many, many, MANY traps and treasures. Almost everything you pick up can be used for something down the line but there is also a hefty amount of trash. Discerning which is which is up to the player. On the hard difficulty, you're limited to how much you can carry and since the puzzles adjust with each level something that can be used at one point may instead work somewhere else on another difficulty. Its these three levels that give the game am immense replayability factor.



Fools Rush In
The first thing you should know about playing Shadowgate is that its not for those who lack patience: you will die a lot and if you're not adept at using your noggin to solve some complex puzzles then I'm afraid Shadowgate isn't for you. Additionally an attention to detail and a keen eye for things that stand out is also definitely required. If you enjoy games with a steep level of challenge then you'll love it. If you're looking for a nostalgic trip you may or may not be disappointed: while a lot has changed, conjuring up memories of past solutions might help you in some ways but not in every case. In the first screen you find a talking skull named Yorick that offers vague hints and the occasional commentary, he's a decent traveling partner and provides a few passing chuckles, you're notfied by what he says when you hear bones clatter ominously. If you don't like his chatter you can simply choose to hit him to make him speak less. There is no direct combat, just a command that will let you HIT something, including yourself. You will encounter a few beasts that will attack and sometimes finding a way to avoid combat is your best bet.
From the dragon immolating you with fire breath to falling down a pit, almost everything can kill you, the game is still fraught with the familiar death traps that made the original so tricky to navigate. Shadowgate can be smooth as silk when you remember all of the possible combinations of things and think cleverly on when and how to use items. Sometimes being stuck in an area will require backtracking by several rooms. Keeping your torches lit is also a priority. Yorick will notify you when the light is getting too low, and letting it burn out is a bad idea. Once the fire is gone, you can't start another one, and it'll be awfully hard navigating the darkness by feeling your way around.

Shadowgate now has a spacious interface with the inventory and other options no longer taking up most of the screen. Part of the action unfolds through a text box at the bottom while an animation shows. Yes, a basic reading skill is required to play. The most dialogue you'll come across will be written on notes, the voiceovers are sparsely placed throughout the game.
The way of playing takes some getting used as it seems you need to be sure which command you're clicking at the top of the screen or which item you're selecting. Sometimes trying to click on an action requires a second click (or my 2-month old mouse is already breaking). The menus and inventory seem to get in the way of the game itself so if you prefer keyboard bindings over mouse movement you can set those up in the options, or in case you want the very old-school MacVenture feeling.


Painting Life 
The land of Tyragon is a dark and dreary one where magic is abundant and there remain spells crafted from people whose names have been long-forgotten, and Castle Shadowgate is almost the epicenter of it. The room and inventory art was done by Chris Cold, who has been able to create not only a variety of dungeons but ones that flow well together from one room to the next, they're greatly designed and all fit within the theme of what you would find given the atmosphere of the world. The cutscenes were animated by Wang Ling, also a digital painter, and are somewhat reminiscent of what you would see during the cutscenes of Guild Wars 2. You won't have to worry about too much brown or gray with splashes of colors in certain areas (as seen above) that almost command attention, each space is different and the map in the bottom left of the screen is a handy tool to help you remember where things are.

The voice acting, though few, is top notch with voices neatly matching the characters but the main thing you'll hear will be the soundtrack which is impeccably orchestrated: immersive, haunting, mysterious, calm at times and adrenalized at others, fitting the moods of the rooms perfectly. But don't you wish there was a bit more nostalgia to be had? Have no fear. In the options menu you'll find an NES music mode that inserts the original tunes from the 1989 NES release as well as the transitions and text-scrolling animation. Basically you can turn it into a big nostalgia trip with updated visuals. Its a nice addition that has no bearing on the gameplay itself but is a very welcome one.

Invokan, Agaap, Entraiz...
As of writing this I haven't been able to complete the game. I had a lot of trouble with it until Dave Marsh, one of the creators, helped me out. That being said I can't tell you how long it will take to complete but with the puzzles and items changing with each difficulty level you'll sink in at least a dozen hours. While Shadowgate holds itself together like a AAA game you can't help but feel overwhelmed as your torch light slowly dies and you've exhausted all options to figure out what to do next, you will feel stupid that the answer may be something you simply overlooked. A lot of thought and effort have gone into remaking everything and making it all work together and it shows... almost a little too well. When you hit a stride it feels good but when the game comes to a halt then you need to think your way through. You might find yourself trying items and actions repeatedly on random objects in the hopes that something will happen, but it never does.

Upon entering the pitch black dungeon, a shaft of light pierces the darkness, illuminating a book upon a pedestal. Opening the pages you find only two words written in the entire book: "PRICE DROP!" Then a trap door opens below your feet and you plummet to your death.
If you've been curious about it, its best to wait for a Steam Sale. Nostalgia or not, Shadowgate is a pure challenge to play and many people will be turned off by that, which is a shame since this time around it has a lot more to work with. Amazing visuals, captivating music, and a bit more depth to the story give a more complete sense of the world than what we had on the NES. Games are meant to be fun but Shadowgate proves to be a lesson in patience and observation. The immersion in the world matters little if you're not allowed to guess. I'm not saying "don't buy this game," I'm saying you should wait for some brave adventurers to go first. But if you're craving a challenge, you may have found one worthy to test your mettle.

Keep Playing

Sunday, August 3, 2014

Preview: Shadowgate (2014, PC)

Sunday, August 03, 2014 Posted by BIGMercenary , , , , , No comments

Shadowgate, originally made by ICOM Simulations, started life in 1987 on the Apple Macintosh and found its way to the NES in 1989 where it gained a cult following. It was innovative for the time with its first-person view point-and-click gameplay on a home console but never garnered a widely celebrated status, though it did have sequels on the TurboGrafx 16 and N64 as well as a newer port to the Game Boy/Game Boy Color. The story was you against the Warlock Lord as you sought to disrupt his plan to summon a demon that will destroy the world. As you made your way through Castle Shadowgate, filled with dungeons, traps, an occasional dragon, puzzles, and hidden areas, you wouldn’t find much of a sense of lore within the dark walls. The backstory was a generic medieval tale of ancient magic versus evil, but at the time that’s all you needed as a reason to make a game and go on an adventure. Jump to 2012 where original game creators Dave Marsh and Karl Roelofs have made their own studio, Zojoi, LLC, and have “re-imagined” Shadowgate for a new generation. Following a successful Kickstarter of over $137,000, they were able to reach at least one of their stretch goals which will let players adventure through a re-made Castle Shadowgate as well as a third tower that builds on the world’s previously barren lore.


While it didn’t create much lore in itself it still held a very mysterious atmosphere that was compelling and the new game will follow along the same lines with both old and new pathways; the same formula of puzzle-solving and dungeon-traversing as the original will remain with a few puzzles remade and many new ones added as well as some content that was cut from the original game. It will have 24 in-game achievements that also tie in to your Steam achievements, an original NES music mode, voice acting (so its not just music and sound effects all the time), three difficulty levels that change the game’s puzzles, and will most prominently feature amazing moving artwork by Chris Cold and Damian Audino.
If you’re a fan of old-school point-and-click games then this new Shadowgate is definitely something you’ll want to pay attention to; games of the point-and-click variety have been fading in the last few decades and most of them have moved to mobile devices at the cost of graphics and length. But even if you’re not a fan, you may enjoy the challenge that this game will offer and you might find it will be a nice change of pace from the repetitive titles of the current generations. Immersing yourself in the world of Tyragon, a place of magic and danger; conquering the puzzles of Castle Shadowgate and discovering the truth behind the Warlock Lord; and becoming the hero of a time-forgotten prophecy. That sounds a lot better than another military shooter.


You can pre-order Shadowgate from Zojoi’s website and there are three different tiers that offer an abundance of extras (and right now, each pre-order has a 25% discount, prices described are without the discount). The Wayfarer Tier, priced at a simple $19.99, gives you just a Steam key for either a Windows or Mac digital download. The Adventurer Tier, which is $24.99 includes the game and over two dozen wallpapers based on concept art, the Grim Reaper, and a collection of desktop wallpaper calendars. At $29.99, the Hero Tier includes the former as well as a 25-song orchestral soundtrack based on the NES score, a 60-page digital art book, digital map of the land of Kal Zathynn, a beta test release with an in-game tester credit, and a one-week early release of the full game.

Shadowgate will launch in late August. I have pre-ordered the Hero Tier and have already downloaded the wallpapers and soundtrack, the beta or full game isn’t available just yet but when I get my hands on it, expect a review.

 If you remember this screen, congratulations: you’re old. :-P

Saturday, July 5, 2014

Screen Masher: Dots

Saturday, July 05, 2014 Posted by BIGMercenary , , , , No comments
A New Blog Type Has Arrived!
In Screen Masher, I'm going to do quick reviews of mobile games that you can get either for free or for pay, most of the time from whichever app store you choose. These will be short reads with some details in certain areas. I'll try to crank these out faster than I do my normal reviews.


A lot can be said for simplicity in gaming, especially for mobile devices. Make things too simple and people may reject it. Add a lot of details and nuances and it becomes a hit. If Tetris is the latter and Flappy Bird is the former then Dots sits somewhere comfortably in the middle.
Dots is a minimalistic game where you connect dots of the same color. Simple. Easy. Tricky.
Timed, Moves, Endless, and Challenges are the four game modes you can spend your time in. Timed gives you one minute to gather as many dots as you can. Moves gives you a small amount of moves to gather as many. Endless, which costs $1.99, is exactly that: an infinite amount of time and power-ups to play with. This mode doesn't bank you any dots. Challenges sends a challenge request to one of your friends on either Facebook or Twitter. A friendly competition mode to see who can bank the most dots.
You can't connect diagonally and if you react too quickly you may miss your chance at a better move and there is no undo function. Connecting dots to make a square will cause all the dots of the same color to disappear. Your final score results in how many dots you bank. By banking and using those dots, you can purchase power-ups such as Time Stops, which stops the clock five seconds; Shrinkers, double-tapping a single dot will make it disappear; and Expanders, double tapping a single dot will make all dots of the same color disappear. Time Stops and Expanders can only be used once per game, so you'll have to consider whether or not its worth using one to get a few extra dots.



The game has 35 trophies and these can be shared on the two previously mentioned social networks. These can be earned by playing 40 rounds, scoring a certain amount, or using so many power-ups. Most of them are easy to earn so there's no pressure when you set your sights on unlocking one. It will take some practice to reach a score of just 300 but once you do then you pretty much have the game fully understood.


If the bright white of the game is too much to handle, included are three other themes. A dark theme reverses colors, and Winter Day and Winter Night (leftovers from their last holiday update) feature snow falling on all screens as well a winter scene during play. Its peaceful and almost relaxing. You can also change the dot's color intensities, this is for people who may have a hard time telling them apart. These colors also change based on theme.


I've had Dots on my last three Android phones. Its perfect for killing a minute or two when I have some free time or when I want to bank more dots. At some times its my go-to game when I don't want to wait for something to load. Playdots, Inc. has a follow-up game simply called Two Dots, it follows the same basic gameplay but with a few twists. But that's for another time.

Keep Playing

Monday, June 23, 2014

A Second Look @ Halo: Reach with Foreword

Monday, June 23, 2014 Posted by BIGMercenary , , , , , , , , , No comments
I know I've been absent for a long while and it is all my fault. I originally intended June to be an Origins Month of reviews, games that I've held onto the longest and games that made me call myself a gamer, but since the car accident I haven't had enough time to write anything weekly. Instead I wrote this retrospective for a site called The Better Gaming Bureau, and the overall response has been better than anything I've seen here or on ScrewAttack. The guys there support my writing and think I'm good at it and I'll continue to write for them for as long as they want me to. Expect a few more blogs in the coming weeks as well as video from my SGC trip.
If you've read my last blog, you'll know that I've had to sell a few games on eBay to have enough money to spend at SGC, that's still going on and while I still can't sell a lot right now my original first five games have already been sold. As far as continuing to sell past SGC, that's up for internal debate of which I might post about later. For now, I hope you like this retrospective, which I've had to rewrite in a way different than what I'm used to.

Thanks and Keep Playing.


 

Some people were skeptical of Halo: Reach even before its release but with good reason: it was Bungie’s last time working on the franchise and many fans thought their hearts wouldn’t be in it, causing it to fall short of living up to its fullest potential under the Halo name. The ending to Halo 3 left us all wanting more from the Master Chief and, with Reach being the third spin-off/side story game in a row, it didn’t get a lot of love due to many fans stepping away from the series after finding too many faults in ODST. In that case, they missed out on a piece of history in the Halo universe. Their fears would have been quickly brought to an end as the game proved it was more than capable of balancing the campaign story with multiplayer action all with great graphical fidelity.


Gone is the blandness of Master Chief and in his place are five Spartans, each with differing personalities and varying sets of skills, and yourself whose face is never seen (Its like being Master Chief without the title). As the newly transferred Noble Six, you’re informed by team leader Carter, callsign Noble One, that your days of acting as the lone wolf are at an end; you are part of a team now and must follow orders. You can once again rely on teammates with competent AI to have your back as you must also watch theirs. Starting the campaign, you are airlifted in to a farmstead near a satellite installation where communications have strangely gone dark. Thinking its insurrectionists, your team is prepared for a small arms firefight only to discover that the Covenant have reached planetside. And so begins the lengthy campaign with a compelling story, long areas to traverse and, in a later level, one very chaotic run through a long field of Covenant.



The campaign never feels tacked-on like in other FPS games, clocking in at around 7 hours to complete and is as pulse-pounding, frustrating, rewarding, and unique as the other Halo titles, if not more. You feel the weight of an entire planet that's at risk of falling and you feel the hopelessness as the population is evacuated or slaughtered. Can you recall your first time taking control of the Falcon helicopter as you flew around the skies over New Alexandria? What went through your mind as you saw the E3 video of the space flight and you were finally able to take control of the Sabre to take the fight to Reach's atmosphere? If you read the Halo novels, how did you feel knowing that in the end Reach would be glassed by Covenant plasma? While the story isn't a ground-breaking work of fiction, what you play through is an integral part of the history of the Halo universe and serves as a good prequel to first game.
You are no longer the bullet sponge as your teammates can take hit after hit without dying and are also as effective in firefights as much as you are. They can kill and react to situations and occasionally have banter, much like in ODST. Unfortunately relying on them matters little in the campaign as the most they do are follow you or take control of vehicle turrets and sometimes the vehicles themselves. Level exploration isn't really encouraged as only thirteen skulls are pre-unlocked with fan favorites such as Mythic, Grunt Birthday Party, and Catch making their return. Since there were no hidden items to collect this time around, it lends more thought on the focus of the game rather than hunting down Easter Eggs.  Making their first appearance in the series, Armor Abilities give you temporary enhancements such as a projected hologram, jet pack, armor lock, and even the ability to sprint a short distance. These simple tactical advantages can sometimes mean the difference between life or death on Hardcore and Legendary difficulties. At the same time, these can also play a big part in the multiplayer and can earn you some kills if used properly or cheap deaths if you find yourself on the receiving end.

Multiplayer consists of the usual Halo games and brings back ODST's Firefight mode, which is similar to Gears of War 2's Horde Mode wherein you fight wave after wave of oncoming enemies with increasing difficulty. Even today, if you can find several friends to play with, it can easily give you a dozen hours of entertainment with many adjustable rules that can make it a tough challenge from the start, and even the opportunity to play on the opposing team as a Covenant Elite. If Firefight doesn't sound appealing, playlists made of different maps and rules can be found as well the ability to section players off by how well they play or how much they talk. If all else fails, there's always the unique mode of Grifball. 


Spartan customization makes a return and offers more options this time around to make your character unique, allowing you to use the same design in both the campaign and multiplayer. These are only cosmetic and don't have any effect in the actual game; armor upgrades don't provide any more protection and ammo belts don't improve magazine capacities. With the Command Points credits system along with leveled ranks, dozens of hours would have to be spent in order to get the more unique and costly items such as a Mjolnir Mark IV helmet, Kat's robotic arm, or armor effects. A player with a high rank and unique armor parts is to be commended for having the patience and skill to obtain them. Also, avoided if you're anything below the rank of Major. 

Reach went beyond the usual themes of cramped human and alien space stations and underground caverns made of metal. While you do fight in a Covenant ship at one point, most of the game takes place outside along canyons with vast draw distances that lend to a grand sense of scale. Mountainous levels have blind corners and cliffs that can lead to an instant death if taken too hastily in a Warthog. New Alexandria, though wartorn, has a sense of a clean and futuristic city. Character designs, as well as their armors, are a welcome change from the Chief's standard Mjolnir equipment and the thought of using the same armor in campaign and multiplayer is one of the best ideas that Bungie has ever had. The vehicle designs are familiar and are just as easy to operate. Light blooms, fog, weather, and fantastic draw distances coupled with amazing environmental art give Reach a feeling of being alive and organic. Before Halo 4, it was the best looking game in the franchise.

As the game's story unfolds in small victories and huge defeats, the soundtrack collides sorrow with hope, action with solemnity, and mystery with the knowledge of how it will all end. The drums give a tribal feel while the orchestra and singers add to the ambitious overtone of the game. Marty O'Donnell and Michael Salvatori both show their talent by making the Reach soundtrack unique in many ways while still holding on to the essence of the past games. In one level, you'll hear a song that borrows notes from the original Halo theme. This should incite in you a feeling that you don't need to be Master Chief to be a Spartan. If you're one who enjoys collecting game memorabilia, the Halo: Reach soundtrack comes on two CDs, has bonus tracks, and is definitely one you will listen to several times. 
The voiceacting is superb but the lines of dialogue might wear a bit thin if you die and have to restart from a checkpoint. Each voice actor has brought their A-game and gives life to each character. From Carter's tone of leadership to Jorge's sympathy, each Spartan is given a personality behind the helmet; even your own Spartan sounds like an every day man/woman, making them feel more relatable.
Explosions and gunshots during firefights coupled with friendly and enemy banter make up the bulk of the game's sounds and with a wide variety of them they never seem to get old, but it seems the sound was given the backseat treatment in favor of the soundtrack as there's really not a lot of new things in comparison to the previous series entries.


Halo: Reach is the last great "Hurrah!" from Bungie and it shows that they put more effort into making a complete game than they have before. Each of the numbered Halo games seems to follow a central theme of discovery, not just along the lines of gameplay environments but more so in the Halo universe:
   *Halo CE is about the mystery of the first ring-world.
   *Halo 2 dealt with humanity's part in the grand scheme of things.
   *Halo 3 is about the deception of the Covenant.
   *Even Halo 4 is about uncovering more of the history of the Forerunners.
Reach takes a different path and chronicles the fall of the UNSC homeworld of Reach; the first and last bastion of military security for the human race falls in a very short amount of time. It doesn't need additional campaigns or massive amounts of DLC to complete the story. It gives a feeling of defeat at the end but a reassurance of hope. Its not the story of how Noble Team dies, but of your Spartan's heroic effort to ensure the safety of the most important person and AI in the Halo lore. As your teammates fall one-by-one, and as you fall in the end, Cortana reassures you that your sacrifice is not in vain. If not for your efforts, the AI never would have made it back* to Master Chief.
It's a thrill ride that leaves you wanting to see more of the vast landscapes and cities. You'll want to do more to help the population and fight the covenant. You'll want to battle online more to reach new ranks and prove you're damn good at it. You'll want more Spartans with personality. You'll want to hear more of the epic soundtrack. And in the end, you will be satisfied. If you missed Halo: Reach, you missed out on one of the best games in FPS history, and I stand by that wholeheartedly. 


(*In the Halo novel, Fall of Reach, Chief and Cortana ran a test exercise before being evacuated from the planet. Cortana was returned to Dr. Halsey while Master Chief was prepped for evac. Noble Team's mission was to get Cortana aboard the Pillar of Autumn in time.)