Halo Reach Multiplayer Beta

really looking forward to this, odst was meh on my radar, but this looks good.
 
Dude ODST wasn't as good as Halo 3 but it was still worth a play. Also ODST has the Beta invites to Reach MP. Firefight was still pretty cool.
 
I can't wait for this.

FINALLY!!!!!

God ive been fearing im the only one who gives a flying fook about this.

The Assassinations look awesome but i wonder how they will be factored into the chaotic Multiplayer environments. Invasion mode resembles a cluster***K though.

Im also pretty excited about the campaign, loved all Halo 1,2 & 3 campaigns. ODST was ok.
 
Im not going to create a separate thread for Reach's Singleplayer Campaign. Here are some Screenies.

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wow those pictures look amazing :) recently got ODST but haven't had the time to touch it... really looking forward to Reach though
 
Wow Reach is looking good! When I first saw the video the environments looked pretty bland but the in game screen shots look awesome :D
 
This looks like an amazing game! I really really enjoyed the Co-Op of Halo 3 with a buddy so I'[m really looking forward to this title.

I haven't had the chance to play ODST though.

Where can I pick up a Key for the Beta btw? Thanks!
 
OXM wrote up a nice Halo Reach Preview Check it out Here

How best to exit the series which catapulted you into the league of the greatest development studios in the world? Bungie's answer is to go full circle, by setting its last Halo game before the events of the first.

In fact, in Reach, you will be directly paving the way for the events of 2001's Combat Evolved, fighting to ensure that Master Chief can escape the synonymous planet which will be entirely destroyed by the game's end, and discover the first Halo ring world in order to go on and save humanity.

Reach's story is about honour and sacrifice rather than victorious heroics, and it means you're not playing the part of Master Chief any more. You're not even as strong as him; though you're not a puny ODST, you're only a Spartan-III. In the Halo universe, version numbers aren't necessarily a sign of absolute improvement - Spartan-IIIs are the cheaper-to-produce successors to the Spartan-II programme which spawned Master Chief.

Drawn from a wider pool of subjects and wearing less effective armour than his MJOLNIR Mark IV set, they're more numerous and used as a 'fire-and-forget' military solution - expected to get the job done, but not come back.

Reach opens with the recruitment of your character into Noble Team, a six-strong squad of Spartans. Hardly a rookie, your character has been working alone for Oni, the UNSC's intelligence branch, and he doesn't have the individualism of his new warrior friends. Contrasting with Master Chief's faceless all-rounder killing-machine persona, Noble Team not only show their faces but also exhibit a wide range of different specialisations, from sniper Jun's ghillie-lite gear to heavy-weapon-guy Jorge's blast armour. And you'll be given the chance to customise your appearance, which will be consistent over single-player, co-op and in multiplayer. It's finally time, therefore, to get to know the Spartans.

"It's very important for us to connect with the human under the armour, to show that these Spartan- IIIs are vulnerable; they're not just superhumans capable of doing anything," explains Reach's creative director, Marcus Lehto, who art directed all previous Halos except ODST.

"Due to their tenacity and tactics they've been able to adapt to the environment and survive, but they are human to the core and they suffer the same things that humans do. This is something about the Spartans we wanted to get into to make the story a lot deeper and richer."

But don't think of Reach as a game that's based on squad tactics. Noble Team will be autonomous, acting around you, much as the Arbiter and the other ODSTs did in previous games. Executive producer Joseph Tung fires up the first level, which has Noble Team being dropped on a rugged highland hillside. A communications array has gone offline and the team of marines sent to investigate has gone silent. Oni and the Spartans suspect local insurrectionists, but we know better.

Twisted trees and torn stone jut from thin grass on the wide channel that leads to a smoking homestead. Even in these first moments, Reach's higher levels of detail - clumps of grass and rocks, and more sharply defined environments - are evident. The team fans out, chattering over the radio, independently of Tung, who's left to explore the area at his own rate.

Continues in Next Post.
 
OXM Article Continues

The team stops to plan its approach - a scripted moment that Tung can either choose to observe or ignore. But the buildings, which are far more plausible domestic spaces than we've seen in previous Halo games, are completely deserted - whatever caused the damage has now gone.

The level moves on through another homestead, where we find the bloody remains of some unlucky troopers, and soon after, their terrified officer on the upper floor, looking out over a courtyard and scrubby pasture beyond. And, with a burst of green plasma fire and the appearance of a new enemy, the first battle begins.

The attackers are Skirmishers, small and fast, with a similar birdlike countenance to the Jackal but with a ruff of feathers and a far more aggressive disposition. Tung shoots back with his assault rifle, but they're too fast for him to drop a single one before they make it inside the building.

For a game's first battle, the encounter is intense, and it's not just down to the Skirmishers' speed and ferocity. The newly beefed-up sound effects for the weaponry provide an additional visceral punch over previous Halos - not that the assault rifle's satisfying chatter used to be a problem, but now it sounds like it'd really tear through flesh. The plasma pistol, too, has received a power-up - its charged shots now explode in a much angrier flash of fizzing energy.

Shock tactics
It's all part of another ambition Bungie has for Reach - giving it a more sombre and serious tone than its forebears. "We wanted to reintroduce a more terrifying Covenant," says Tung. The Grunts won't squeal comically any more, and the only English you'll hear from your enemies will be jeers and insults. Though Covenant style is as colourful as ever, it's intended to emphasise its alien nature.

"We wanted, especially with Covenant weaponry, something much more violent and visceral," continues Lehto. And then there's the triumphant reappearance of the Elites, who (this is a prequel to Combat Evolved, remember), will reintroduce a certain class and finesse to the battles that the thuggishness of Halo 2 and 3's Brutes had eroded.

But if you're fearing the loss of the classic Halo combat - of flowing assault and retreat, that special balance of gunmanship and grenades, of an open warriors' playground - you've absolutely nothing to fear. As Tung finally makes his way outside, a Spirit dropship - the one seen in Combat Evolved, which Bungie affectionately calls the 'tuning fork' - appears and unloads a cohort of Grunts while its turret rains purple fire on him. As he works his way between cover in the form of the large strewn boulders studding the wide pasture, it's clear that Bungie hasn't changed anything about that core, essential Halo experience.

Oh, except one significant thing. Though each of the fights in the two missions we see - the first and third of the game - feature the numbers of enemies we're used to, other battles will be much, much larger. Bungie's plucky engineers have doubled the number of enemies and allies that can be active at any time, from Halo 3's 20 to around 40. And that's not counting some tweaks to the engine which will allow the game to simulate distant battles that are taking place.

As you near them, the characters will switch from scripted behaviours into fully active AI. According to the campaign's lead designer, Chris Opdahl, "It does feel like there's this world on fire, and that you're part of the battle." An idea of what we can expect is presented by the end of the first mission, an extended raid by the Covenant on a military base.

It's so fierce that Noble Team is forced to retreat into the building, with Tung furiously fighting the attackers back until his squadmates can get the blast doors closed.
Another benefit to Reach's new tech is larger levels - not so much in sheer real estate but in scope. The first mission isn't the wide corridor on which later Halo games have been based - Opdahl and his team have looked back to Combat Evolved and the epic breadth offered by such classics as Silent Cartographer, in which objectives were set off branches from its wide, sandy beach, and the immense size of Flawless Cowboy. Mission one's homesteads are set on a simple network of mountain paths which you can explore in the order you wish - it's even up to you whether you want to scour each building.

The scale of the levels will also allow co-op to be more flexible and fun. The teleporting, which would keep players close together in all the earlier games, will be far less strict. This, combined with some exceptionally long vistas, means you'll be able to see your friends battle across the map while you can take your own foes on.

Mixing it up
The level designers have also looked to Silent Cartographer's flowing mix of vehicle and on-foot action. "I think the strongest missions in all three Halo games have been the ones where you're on foot, then you find a vehicle and then there's some reason to get out and do something new before returning to it," says Opdahl. "We've embraced that - get a vehicle, waste as many enemies as possible, and then more tense on-foot close combat sections."

The technology which has enabled all of this is also behind the much more elaborately detailed environments and character models, which will feature more variety than ever seen before. It extends from your colourful Spartan friends to the Marines who will be fighting alongside you ("The Halo 3 Marine was nothing to write home about, so that was a serious kick in our pants to do something better," admits Lehto), and the various castes and creeds of enemies. The fast pace means it'll take Theater Mode to appreciate it, but it's always good to know it's there.

Not that Reach won't allow you to get up close and personal with the Covenant, as shown by the second mission we see. The third mission of the game, it takes place on a rainy night with just Tung and Jun, the sniper, raiding a Covenant-occupied human base in order to assess the extent of the invasion. With Jun taking position on a rocky outcrop overlooking the level, Tung works his way in, showing off Reach's new assassination move - an animation that snaps the view into third-person when you hold the melee button behind an enemy so you can see your Spartan smoothly take them down. Though Bungie's not fixed on it, it's quite likely this will replace the standard melee in both single- and multiplayer.

The level also demonstrates a major tweak the team has made to Halo 3's equipment. Knowing that players tended to horde equipment like the active camo and bubble shield because they were one-off use only, armour abilities - as they're now called - will allow you to use them as many times as you like, with each use separated by a brief cooldown period. The first we see during the first mission is dash, a sprint that lasts a few seconds. The second, useful for Tung's stealthy approach to mission three, is active camo, which allows him to take out a patrol before melting away to take on another on the other side of the base. In multiplayer, the camo will also deaden sounds (good for snipers) and cause red dots to appear on nearby players' radars. Though they'll have a hard time tracking you, they'll also know you're around...

Worlds apart
Bungie is keen to impress upon us that Reach is not Halo 4. It's not a continuation of its story; setting it before Combat Evolved has actually given Bungie much freedom to chop and change weaponry and war materials with the excuse that it was superseded by more advanced models later on. It could also introduce such new enemies as Skirmishers and fit them into Halo's lore with the explanation that the vast extent of the battle and destruction of the planet caused their extinction.

As such, Reach has style and poise that's very much its own. But it's also the direct result of all the studio's work on the series. "Halo Reach is probably the most powerful title we've built to date with regards to story, character, new gameplay features we're throwing at the player, and new experiences overall," Lehto is keen to stress.

Though the screenshots all look unmistakably Halo-like, the smart refinements Bungie has so far revealed for its exit from Halo means it's more than likely that Reach will be the best game it's released yet. How is Bungie ending its work on the series? By going full circle, it's ensuring it's going out with the biggest bang.
 
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