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L4d2 bazinga








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Speaking of customisation: Forge World, huh? Wow. It’s a mode that definitely favours the Covenant and if I hadn’t opted to give the forklift a quick test run – a vehicle that’s slow and really seems rather pointless – the mode would have been over in a matter of minutes. The same Firefight rules apply in essence: Spartans get a certain amount of lives Elites have to stop them killing the Covenant forces. Covenant affair, the objective was simply to outscore your opponents when it’s your turn to be the Spartan team. Setting foot onto the “Courtyard” map in a two-on-two, Spartans vs. Our time with Versus Firefight was admittedly rather brief, but it seems as if it’s designed that way.

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In all, with the skulls and Firefight customisation taken into consideration, there must be hundreds of thousands of different permeations on offer for those looking to tailor their Firefight experience exactly to how they want to play it.įor those of you who aren’t interested in all that customisation malarkey, there are set modes for you to try your arm at too, including Generator Defence – which is as it sounds – Gruntpocalypse, Score Attack and of course, the newly revealed Versus Firefight. The custom skulls let you set Spartan, Elite and Wave traits – both positive and negative outcomes for the players – that include such things as the improving your Spartan’s health and damage, all the way through to the “Shootiness” of the Covenant forces. With three customisable skull slots on offer – Red, Blue and Yellow – players can set the game to play exactly how they want. We didn’t just get chance to set what enemies come in on what waves, what weapons are lying around and other simple things like that, but creating your own skulls opens up the doors to endless possibilities. We were already acutely aware what Reach’s updated Firefight was like, seeing as we went hands-on with it just a few weeks back, but yesterday we got chance to sample the delights of its customisation as well. Plus, loading up the Spartans in a pick-up truck and treating it as a makeshift Warthog, well, you can’t get better than that, right? The glimpse at the campaign may have been brief, but those praying for a good campaign may just get their prayers answered this September. But there’s also a darker side, like that seen recently in ODST, that sees the corpses of former Reach squad troopers pinned to the walls and blood splattered all over the floor. There seems to be a much larger attention to detail throughout Reach as well, with local wildlife – Ostrich-like birds – roaming the large open levels and civilians hiding out in bunkers. The mist and rain that surrounded Reach’s protagonist, “Noble Six,” as they located some missing squad troopers, created both the illusion of this picturesque haven, but also one that is on the verge of something devastating.

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Anyone who says that it isn’t an upgrade from Halo 3 really needs their eyes testing.

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The wide-open, multi-tiered level design was only complimented by the moody feel and impressive draw-distance. Taking a first proper glimpse at Reach’s surface was a pretty epic sight.

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“There was a lot of debate about whether this wasn’t being run real-time, in the in-game engine, but of course, like all our cutscenes, everything is run real-time, in the in-game engine,” said Sanky, as the perspective of the cutscene transitioned into the first person view seamlessly to prove his point. Talking us through “Noble Actual,” was Campaign Designer, Niles Sanky, who was keen to show the naysayers that the debut Reach trailer was in-fact all in-game.

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To kick things off on a high, one of the highlights of the day was Bungie’s opening presentation which gave us a first look at the first Halo: Reach campaign mission in action. “We have so many different features and so many different ways to experience and play this game,” the community maestro continued, and right he is, and our time with the game yesterday involved taking a first look at the campaign’s opening level, a smidgen of Forge World, as well as going hands on with more Firefight – and its customisation aspects – and some of the much loved multiplayer. “It’s definitely intentional as our team try to go back and fully recapture the magic of that first title,” he continued. “One of our biggest inspirations for Reach was none other than Halo: Combat Evolved itself,” said a buoyant Brian Jarrard, Bungie’s Community Director, in London yesterday as they showed off their latest build of Halo: Reach to the UK’s gaming press.










L4d2 bazinga