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Retro – Review: Halo 3

The final instalment of the original story arc was always going to have to be something special and it delivered. Personally I have found memories of the games release in 2007 as a friend and I hooked the Xbox 360 up to my dad’s projector and surround sound system. The hours of gaming that followed as we ran through the campaign on heroic always comes to mind any time I play the game. So what made Halo 3 almost the perfect shooter…

Game play

Like Halo 2 the major format of game play remains largely unchanged from the original but adds a couple of new elements. The inclusion of “support weapons” made it easier to take down large groups of Brutes or vehicles. Extra firepower comes at a price as caring the two handed weapons prevents you from using grenades and slows movement. Limited ammo in “support weapons” means that you can’t hang on to them forever which prevents the game from getting easy.

The other major addition to overall game play was the introduction of deployable equipment which includes grave lifts, energy drains and different shields among other things. These items can be picked up and swapped like weapons depending on your tactics. This new feature is helpful in campaign but really comes into its own during multiplayer due to the faster pace. While some equipment is clearly more useful then others it does provide players with more opportunity to change their strategy which for me has always been important to the success of Halo.


Along with the general game play additions Halo 3 introduced a couple of new multiplayer features which allowed it to capitalise on the strength of Halo 2. The most revolutionary element of the game is the introduction of Forge a personalised multiplayer map system which allows players to change the location of vehicles, weapons and items. Historically I haven’t been a massive online gamer and have only briefly tested this out but I can definitely see its appeal.  Considering this It’s not surprising that 343 have promised to add Forge to Halo 5 with an update.

Personally, my favourite multiplayer option has always been cooperative normally on a split screen. Halo 3 unlike most games didn’t ignore this method of gaming as it introduced online cooperative for the first time and to capitalise on players’ competitive nature this included a points rank system. This feature provided a lot of potential which is set to be recognised in Halo 5 as players all had original characters; Master Chief, The Arbiter and two elites. Unfortunately, in Halo 3 game play is the same for all characters which is where Halo 5 will take the next step.

Storyline & Setting

The main campaign starts from where Halo 2 unceremoniously left fans hanging and picks up the story with Truth’s forces occupying part of earth. The first part of the game sees the Chief hook up with some old friends to regroup before moving to attack. At first it’s a bit odd playing through Halo without Cortana’s usual commentary but we are constantly reminded of her presence due to some quick flashes.

Despite your best efforts the Chief can’t stop Truth from reaching the Ark but before he can follow the The Flood crash High Charity into the remains of the city. Thankfully this gives the Chief the opportunity to keep a promise and save Cortana before traveling through the portal to stop Truth and The Flood.

Unlike Halo 2 the campaign is hugely satisfying as it incorporates customary Halo twists where the Chief finds himself temporally allied with different enemies and more importantly an ending. The storyline even works on character development with the forming of a friendship of sorts with the Arbiter and a clear progression of the relationship between Cortana and the Chief which becomes central to Halo 4. In the main storyline Halo 3 even gives homage to the original which gets the nostalgia really flowing and is a real payoff for diehard fans.


Halo 3 is the most complete game in the series as it continues to develop game play in small ways while retaining the formula that has made the series a success. In addition, it builds on the strengths of Halo 2 while clearly making an effort to improve open it’s weakness through a well developed central storyline. If this is the way the world ends, I’m cool with it.

Game play: 9.5

Multiplayer: 9

Storyline: 10

Overall: 9.5/10


Retro-Review: Halo 2

After the success of Halo it was only a matter of time before Microsoft and Bungie released a sequel. The wait was infuriating! Catching glimpses and news in gaming mags just made me more impatient. Thankfully with a 2004 release it wasn’t really that long and boy did it deliver. Before getting stuck in it’s worth noting that a sequel is unusual in shooters as most successfully franchises like Call of Duty don’t have any continuing storyline which is more often seen in action RPG’s like Mass Effect, making Halo a unique oddity.

Game play:

Unsurprisingly Halo 2 was never going to deviate too far from the “golden trinity” of it’s predecessor but it did make a few noticeable improvements to the formula. Most notably was the addition of dual wielding at the expense of grenades and mêlée attacks. Like the two weapon restrictions introduced with Halo: Combat Evolved this meant that players had to think strategically about there load out based on enemies and terrain. My personal favourite combination has always been the plasma rifle and SMG which helps bring down shields while also having a good balance of ammo. Duel wield was the most obvious omissions from the original so it was a really welcomed addition and unsurprisingly has become a mainstay of the franchise since.

Earth bound and duel wielding the Master Chief in Halo 2

The second major addition was the ability to hijack enemy vehicles. Not only did this open up a new range of tactics in campaign to deal with wraths but it was also a great feature for multiplayer. I no longer even need a shotgun to take out a ghost, I’ll just kill them with their own. One other element here that probably goes unnoticed is the increased vulnerability of vehicles especially the Scorpion which meant that players needed to act quickly to preserve their asset rather then laughing at the army of Ghosts providing a futile light show.

Of course Halo 2 also introduces new enemies, weapons  and vehicles all of which have an impact on overall game play. Whether it is the Semi Automatic Battle Rifle or the Carbine the introduction of these mid-ranged weapons definitely had an impact on my load out. I always try to have at least one since they compensate for the rarity of a Sniper Rifle and are easier to use in close quarters. At the same time what might initially seem like just an expansion of the Covenant and a means of adding variety to game play, the introduction of the Brutes, ended up being a key plot point that impacts the rest of the saga.


This is where Halo 2 really distinguishes  itself from the original as it introduces online multiplayer via Xbox Live for the first time. Hardly the first online shooter experience one of the games largest developments was the revolutionised playlist method of match making. This combined with a skill matching system meant players could quickly find games and weren’t put off by long wait times. Matches themselves used a variety of regular formats like slayer, king of the Hill and capture the flag but online play adds that little extra difficulty as you can’t see your opponents screen. This coupled with the style of Halo’s game play meant that matches are often very intense especially on smaller maps with grenades flying everywhere. Considering this I’m not surprised that Halo 2 remained the most popular game on Xbox live until the release of Gears of War in 2006.

Storyline & Setting:

A sequel was always going to challenge developers to build on the original while trying to broaden the Halo universe in a way that engaged fans. Towards this end the game introduces us to the Arbiter, the Covenant commander embarrassed by the Master Chief’s destruction of halo. These alternating missions does make it easy to include more detail about the Covenant’s hierarchy and beliefs which are central to the overall plot as it explains their fascination with the rings. Playing as the Arbiter is jarring at first as the first stage seems to jump backwards from the Master Chiefs defence of earth.

This improves once the Covenant fleet arrives at the newly discovered Halo ring just in time to witnesses  the Master Chief’s defeat of the Prophet Regret. ‘The Library’ in Halo 2 brings back a few memories but the overall design demonstrates that developers have learnt from the original as the stage is far less repetitive and offers more variety of game play. Experiencing the conflict from both sides does raise an interesting problem, what happens when the two protagonists meet?

Like the original, Halo 2 solves the problem by tipping the Halo universe on its head. The introduction of the Gravemind refutes any previously held beliefs about the Flood as a simply unintelligent parasite and is the catalyst for a temporary alliance. Stemming from this and the Prophets betrayal the outbreak of civil war between the Elites and the rest of the Covenant sets up the games climax and the progression of the plot for Halo 3.

Unfortunately, these plot twists does mean the campaign has an unfinished cliff-hanger which left me really unsatisfied the first time I clocked it on heroic back in 2004. Combined with the length this made me just wanting more. Not necessarily a bad strategy for developers already working on the a third title but it does noticeable detract from the overall experience especially when back then I was primarily a solo gamer.

Final thoughts

A quick mention goes to the audio team which also didn’t rest on their achievements as the addition of electric guitar to the main theme worked wonders. Anytime the action is a bout to kick up a notch the heavier theme kicks into gear and helps getting the adrenaline pumping. In fact since Halo 2 the iconic riff always comes to mind when I think of the Halo series rather then the earlier version.

Halo 2 delivers everything I expect from a sequel with improved game play and a broadening of the Halo universe. Additionally, Bungie showed their willingness to continue to innovative with the introduction of online multiplayer which has become the centre piece of the Halo franchise since. The only real criticism I have of Halo 2 is the length and conclusion of the campaign but after a few years and the ability to jump straight into Halo 3 I’ve gotten over the sour taste.

Game play: 9.5/10

Multiplayer:  9.5/10

Campaign: 8/10

Overall: 9/10

Check out my look at Halo: Combat Evolved or stay tuned over the next few days for my take on Halo 3.