The Halo series, and the magic it needs to rediscover


 

Halo, a science fiction series that spans multiple platforms including the Xbox 360, novels, and graphic novels, is not exactly a hard series to know exists. The games are mostly in the first person shooter (FPS) genre, but Ensemble Studios added in a realtime strategy game called Halo Wars. The company that started the series, Bungie, seemed to know what they were doing throughout the series and created a captivating story and addictive multiplayer.

I’ve been playing Halo 3: ODST again lately, and I heard a grunt ask in its comically squeaky voice, “When has us looking for it EVER been a good idea?” This reminded me of the flavor that Halo has always had to it. The series could never quite return totally that flavor mastered in the first game, but it has had moments of greatness in each one.

The first game was a magical experience. Halo: Combat Evolved had you feeling hunted at times, while being a lone wolf hunter at other times. Occasionally, you had allies to fight alongside you. The game was a good mix of getting the jump on the enemies in a strange, derelict setting whether or not you were the hunter or the hunted. The bottom line was that things wanted to kill you for their own equally important reasons.

Each faction’s personality and motivations for eliminating the other factions were woven together. The Covenant were tactical, cunning, and sophisticated conquerers. Their cooperation with each other and the hierarchy in the multi-species alliance was fascinating and complex. The Flood were bloodthirsty and would stop at nothing to consume their victims, whether it was you or anyone else the parasite could infect. Regardless, a twisted, mutated, rotting mess charging at you flailing its broken limbs was intimidating and unforgiving. They were to be taken seriously for their relentless hunger. The Forerunner machines were cold and eliminated anything that was Flood or potential food for the Flood. If you were not deemed part of the solution for dealing with the Flood, you were no exception.

For the Flood, killing you was in their nature. For the Covenant, killing you was in their scripture. For the Forerunner machines, killing you was in their programming. They wanted you dead, and you were vulnerable despite being a hyperlethal supersoldier in power armor.

I believe that mastering these fundamental aspects that were present in the first game can prove effective in the new trilogy that Microsoft’s 343 Industries is starting with Halo 4. Let’s hope the new trilogy isn’t bad.


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