ODST review - Spoiler Free!
posted by tyrus
Wed Sep 23, 2009 at 04:32:15 PM EST
Finished ODST yesterday. Honestly, I haven't enjoyed a Halo game this much since the original...
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Finished ODST yesterday. Honestly, I haven't enjoyed a Halo game this much since the original...
ODST doesn't do anything new. Well, not much anyway. The key to ODST's success is that it presents things in a new and interesting way.
First off, you're a human. In previous Halo games, you assume the role of the Masterchief, Spartan-117, a super-soldier who rolls through enemies like fire in a field.
In ODST, you assume the role of "The Rookie" a new Orbital Shock Drop Trooper. Billed as the "best of the best" (beneath Spartans), ODSTs are badasses dropped from orbit in one-man pods. They're more than you're average grunt, because they have balls of steel and are put into the toughest of situations.
Gameplay-wise, what does this equate to?
The game is hard. Much harder than previous Halo titles.
You're not as fast as Masterchief, nor do you have recharging shields. Instead, you have "stamina." Basically, it works like Call of Duty titles. Take damage, you're screen goes red. Take enough damage and your health-bar starts to go down. Fortunately, there are health packs and kiosks abound, so finding a quick fix isn't an issue.
Unlike the last two Halo games, you can't dual wield. But that's okay, because nearly every gun in the game doles out death, some just work better than others. Need to take out an enemy with a shield? Better take a plasma-based weapon.
Bullets work fine on bare flesh.
But because you can't dual wield, the old strategy from the original Halo comes into play. The ability to adapt and think on the fly are key to ensuring your survival.
The other noticable difference is that everything is so much bigger. In every Halo game before ODST, you're the eight-foot tall, two-ton Masterchief. Not here.
Enemies are bigger. Cars serve as cover.
And though it sounds like little difference, the lack of a shield is what makes ODST so different. You HAVE to take cover and recharge that stamina. Even a group of grunts presents a challenge.
The first time I squared off against a group of hunters was nail-biting. And a pack of Brutes is quite a challenge.
What really stands out about this game is the story and the setting. The music still has some of those familiar Halo undertones (strong drumbeat), but hearkens back to the original with a little bit of that electronic flair. Add some saxophone, and the music is as memorable as the original.
Overall the voiceacting is pretty damn good. I love when your screen is red and your trying to recharge stamina. Your character will pant, then heave a sigh of relief as the redness fades away and color returns.
ODST is also different in that there is no radar. Instead, you hook up with the AI of the city, the Superintendent, and upload a map to your visor. This allows you to see enemy movements in real time. You can set waypoints, directing you where to go on the compass. Add to that the night vision move presented by your visor, and the game presents something interesting and useful aesthetically. Allies are outlined in green, enemies red, while items and weapons are outlined in blue.
The city of New Mombassa is awesome. You move through streets and apartments. Bodies of aliens and humans litter the streets, giving you a good sense of the devastation of war. Rain randomly comes down, peppering the neon-lit streets as a melancholy jazz piece kicks in. Sometimes, it feels like you're playing a game of Blade Runner rather than ODST.
The city itself is a character. And the the AI Superintendent, though largely mute, posess an incredible amount of character himself. You'll get warnings from neon signs saying "Watch out!" as alien ships scour the city, looking for any survivors.
This isn't your traditional Halo. It's graphic, gritty, and full of great moments. The campaign itself is awesome, but with the addition of firefight, the title goes over the top.
Firefight is simlar to Horde in Gears of War. It's largely infantry based, but one level in particular is huge and allows you to get in a hog with friends.
Firefight is comprised of 3 sets, with five waves a piece. To my understanding this goes on indefinately until you die. And die, you will.
The other night, some friends of mine (from Newspail - Dolbex, Brownrecluse and Fuzz) made it for two hours at the Alpha Oni station. We accumulated over 600,000 points.
Saying it was ridiculous was an understatement. but what really makes Firefight is the music. Yes the MUSIC. by each 4th or 5th wave, a drumbeat kicks in, adding to the tension and the awesomeness of the situation. If you don't get fired up from that, you must be an android. Every time I hear that, I want to bellow a primal scream at my alien foes. It's that damn good.
Right now, there's no plans for additional DLC for Firefight. But I sure as hell hope there will be. Bungie has stated that if fans like Firefight, it'll be included in Halo: Reach.
Until this title, I was really disapointed with the last two Halo games. But it's resparked the hope that Bungie still has some magic in their hat. Here's hoping they continue to have some tricks for us.
Until then, I'll see you on the field, pistol at the ready.
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