Halo 5 elite1/3/2024 When playing solo, the new squad commands for your AI-controlled team (mapped to the D-pad) are about as simple as possible: stand over there, get in that vehicle, or shoot that enemy. There are many more options available than “point four guns at the thing and shoot.” You and your friends can spread out, grab a variety of weapons, and use these levels to their fullest – maybe have one person sniping priority targets from the high ground, another sneaking off to activate auto-turrets, and the other two people engaging the rest of the enemies in mid-range fights. This kind of design makes Halo 5’s campaign ripe for replaying, and well suited for the convenient drop-in, four-player (online-only) co-op it’s clearly made for. Halo 5’s levels often aren’t physically as big as areas in, say, Halo 3, but they’re so dense with things to discover that I didn’t miss the breathing room. After a battle, I’d wander around Halo 5’s diverse locations looking for the thoroughly hidden skulls and realize I hadn’t even seen whole other rooms, hidden pathways, weapons, vehicles, and more. It’s surprising the characters’ backstories weren’t worked into audio logs or something, considering how dense the seven-hour campaign is with other important stuff and secrets I missed at first glance. 343 has released an animated Fall of Reach series alongside Halo 5 that explains the origins of Blue Team, but it’s only included with pricey special editions. What should be a meaningful reunion for Chief – a chance to again fight alongside the few who truly understand him – feels like business as usual, except with three extra guns behind his back due to lack of context. If I didn’t know them from Halo’s expanded universe, I’d have only a weak idea about who Fred, Kelly, and Linda are, where they came from, or why I should care about them.
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