Update: I've updated the writing to include the correct names of certain abilities and mechanics. Thank you for the feedback.
Yesterday, I got started on reviewing Halo 5: Guardians. Going in I understood the importance of the title; it needs to be successful to prove that both 343 Industries and the Halo universe are top-tier in today's gaming climate. Part of me was skeptical after seeing what happened with Halo 4, but all that skepticism withered away as I plowed further and further into the campaign
I've now completed the first three missions and left with a big smile on the face. Below I'll go over why I'm convinced Halo 5: Guardians is the shooter to beat this holiday season.
A solid first impression. Halo 5: Guardians starts its campaign off with an incredible cinematic. The quality of the presentation is absolutely breathtaking, offering a view of Halo that goes well beyond what has been seen before. Everything from the facial motion capturing to the camera work is some of the best I've ever seen in entertainment. Thankfully, there are plenty of cutscenes between the action, so the game does a good job of taking advantage of one of its strengths.
Seamless transitions. There may be a handful of cinematics to capture the action, but they don't infringe on the flow of the game. They load quickly, and the moment they come to an end you're given control of either Locke or Master Chief.
There are big set pieces. To avoid spoiling anything, I'll keep this simple by saying that there are some very impressive moments to be had even early on in the campaign. I can only imagine how difficult they were to code for the programming team.
Thruster Pack is a big deal. You're able to use a quick surge of movement in any direction every five or so seconds. The uses for this are varied. There are times where it's great for quickly moving behind cover when under pressure. Other times it's great for clearing gaps or getting from point A to point B quicker. And then there are times where it's best used to rush an opponent to take them down in melee range.
Level design is varied. Within three missions I was able to visit varying topologies that ranged from battling Prometheans on snow-packed mountains to infiltrating Covenant in the indoors of a dark installment. The look and feel of each of these is very true to the early Halo titles where the game knows how to avoid stagnation.
Halo feels much better at 60 FPS. Halo: The Master Chief Collection offered a glimpse at how Halo feels with a smooth framerate, and Halo 5: Guardians sets the standard in the current generation. Movement and gunplay are much smoother resulting in a more fluid gameplay experience.
Ground Pound is amazing when used correctly. There aren't many situations where you can charge up a slam attack from the air for a couple seconds, but when you pop out above an unsuspecting enemy it is a flashy and effective way to perform a takedown.
There are open environments. For a story-focused shooter, the campaign does a good job of offering some great open environments that allow you to strategically tackle foes from many angles. A few of these environments incorporate ground and air vehicles to mix things up. On Legendary difficulty finding the best routes will be critical to success.
Smartscope is well-implemented. This may very well be the biggest piece of it all. As much as classic Halo fans have wanted the series to stay rooted in its hip-firing oriented nature, the industry has evolved to a point where shooters that don't have "aim down sight" are unfavorable to the average gamer. 343 Industries found a happy medium where hip firing is as effective as ever, but tapping LT lets you zoom in slightly to focus on enemies at range. Most weapons offer a unique reticule, such as the Storm Rifle which has a holographic display extend from its left frame. It's a unique blend between traditional aim down sight and the full-screen viewpoint of the classic Battle Rifle.
Enemies are no slouch. Every enemy type has its own characteristics, meaning that you'll need to learn the strengths and weaknesses of foes to survive. Some are very mobile and will sneak up on you before dealing a devastating blow. In these situations your Thruster Pack will come in handy. In the case of Hunters, killing one will tick the other one off increasing its potential to kill you. All this, together with great A.I. behavior, makes playing against non-player characters a real joy.
There's a little more speed to everything. Sprint and Thruster Pack combined with the 60 FPS presentation give Halo a higher tempo. This is no Titanfall, but it's a mixture of Halo's precision style with the more exciting action-oriented shooters such as Battlefield.
Multi-character story is handled well. Playing as Locke is a bit different than Master Chief, but both are great. This isn't one of those Call of Duty campaigns where you keep finding yourself in control of a different character every few minutes resulting in confusion. It's concise and well orchestrated.
Melee assassinations are a nice touch. While these were incorporated in a couple previous Halo games, what's here feels better in the hands and rewards you with even more memorable animations. You'll choke slam enemies and crush their skull and overpower them as they attempt to fight you off. It's cool enough that you'll actually want to approach a situation with stealth if you can, and will have confidence in the mechanic when you need it most.
The vistas are awe-inspiring. On mission 2 I found myself staring out into the beauty of space, and the game presented plenty of opportunity to do so. When you're outdoor the environments are usually spacious and packed with attention to detail.
Weapons are better than ever. Classic Halo weapons have been refined to provide better feedback through improved visual effects, audio, and handling. Take for example the Assault Rifle which feels like it packs much more of a punch than its Halo: Combat Evolved iteration. Meanwhile, Promethean weapons are flashier than ever. They transform in the hands and deliver damage to foes in a unique way.
Having company when solo is nice. Even when playing without anyone in online co-op, I was supported by three A.I. teammates in all three missions. They were surprisingly effective, capable of ganging up on enemies, and even reviving me in troublesome situations. Marking targets is an important element of focus firing enemies down in tough situations, so you're always busy either moving, shooting, or directing.
The dynamic resolution is unnoticeable to the untrained eye. For all intents and purposes the game appears to be 1080p at all times. Technically speaking, it downscales the resolution during intense situations that push the hardware to its limits. However, during these moments the action is so intense that it was almost impossible to focus on resolution over the gameplay.
There's great pacing. The game manages to flow from area to area very well, and frequently introduces new weapons, vehicles, level mechanics, and enemies. It's more effective than just about any first-person shooter out there at consistently entertaining you.
To put it simply, my journey through Halo 5: Guardians is off to a great start. In a few days I'll have the campaign completed and will be heading online where I'm particularly excited to try out Warzone. By the time the game hits store shelves, I'll have my full review up. See you then.