Halo: Reach Tesco Offer
[Updated] Master Chief to aisle two. Clean up on aisle two.
Published 11/09/2010 at 19:24.
By Lee C [Kovacs].
Shaving gel, mushrooms, Halo: Reach? Tescovian Tom dropped us a mail to let us know that, in another display of supermarkets enticing shoppers into their domains with the allure of discount priced games, super-chain outlet Tesco will sell Bungie’s new Halo entry for the meagre sum of 28 of your British pounds. Now that’s a deal.
Of course, they get you on your way out when you realise you really do need to pick up some of those scrumptious blueberry muffins. And, hang on a second, mouthwash at half-price? Why, yes, I am collecting the stamps for the twelve piece picnic set, thank you.
In other Halo: Reach news, the first review scores are surfacing and it looks like Microsoft have another hit on their hands. GameInformer have awarded the game a whopping 95%, calling it a true successor to Halo 3. You can expect our review soon. Very soon.
Halo: Reach drops on September 14th.
[Update] It looks like there’s some fineprint on that offer. Yes, Halo: Reach is still £28 in Tesco, but, as this blurry behind enemy lines shot taken by our very own intrepid Dan shows, you’re going to have to fork out for 2,100 MS points as well. Sneaky.
Thanks Tom
Halo Reach Soundtrack Out Tomorrow
CD version also on the way.
Published 13/09/2010 at 8:45.
By Dan Lee.
Those planning to fully immerse themselves in the world of Halo this week will be happy to hear that the Halo Reach soundtrack will be available to download tomorrow. Those in North America will be able to get it via iTunes ($16), whilst other territories should try Something Digital’s own website ($10).
Those who shun digital copies will be able to get their hands on a two disc set from September 28th, although the price is a rather steep £16.49.
Source: CVG
First Level: Halo: Reach
We're having Reach around.
Published 12/09/2010 at 5:01.
By Peter C [ColossalBlue].
It was mid morning on a rainy Saturday in September. That’s when our review copy of Halo: Reach slid through my letterbox and landed with a papery thud among the usual pile of bills and bank statements. The accompanying literature informed me that I can’t actually tell you about it until 05:01 BST on Sunday the 12th. That’s right around now.
Of course, the review code went out far too late to play Microsoft’s most significant game of the year even nearly enough for a proper review. We’ll be publishing that later in the week when we’ve had a chance to actually appraise the game properly; followed by some multiplayer footage once some of the staff have got together. I can tell you my initial impressions of Bungie’s final instalment in the Halo franchise though.
Let me start by saying that I’m not one of those people that blindly adores Halo. I really enjoyed Combat Evolved (on PC), I played snatches of Halo 2 and I thought Halo 3 got better the further into it I played. ODST was reasonably average though and Halo Wars? Well, it’s best we don’t even start talking about that. So that’s my pedigree with Halo. I like it, generally, but I’m not blind to the flaws it may (or may not) have.
The first thing of note about Reach is that it is very definitely a Halo game. The core game-play is there, the clearly lineated paths through canyon or industrial facility open out into quasi-arena areas which play stage to the game’s set pieces.
As most of you will know, you play as the newest member of a six-strong squad of Spartans known as Noble Team. There’s a line of dialogue in the opening scene (and trailers) that lets you know that the focus of the game is going to be more squad-based and less about one guy trudging down corridors shooting monsters. You can even recruit troops and resistance members as you find them defending positions. They join your fireteam and tag along providing an extra level of firepower during combat.
The early pacing is brisk enough that you feel involved but it keeps a little bit of mystery and entices you to want to get to the next piece of exposition. The game’s cut-scenes are filled with cinematic flair but so is the game-play. In ways which came as something of a surprise, this game involved me in the story-telling.
There is a moment, early on, where your team has opened a bay door and is defending the point from oncoming enemies. You are clearly fighting a losing battle and the order goes out to get through that door. As the enemy presses forward and the huge sliding door grinds shut, the gunfire stops with your team safely on the inside. It was only as that sliver of light disappeared behind the closing bay door that I realised something. I’d just played a scene, entirely naturally, which would have been a cut-scene in any other game.
The weapons (no dual-wielding but turrets can be dismounted) all have a natural weight to them. They’re all from the standard Halo weapon set so far but the visuals have been dialled up a notch or two. The new armour abilities give some interesting benefits too. Sprint is an addition to the Spartan’s move set which is more welcome than you might imagine and the hologram ability is imaginative and incredibly useful for distracting turret fire. Only one at a time can be carried but there seems to be plenty of opportunity to swap for a different one, should you wish to do so.
As to be expected with a Halo game, there is going to be a lot of emphasis on the multiplayer. Don’t let that put you off if you’re more into a narrative-driven experience. Judging by the limited time I’ve had with the campaign mode (around three hours) Bungie seems to have merged the traditional Halo game-play and core mechanics with an enveloping cinematic experience. And it works exceptionally well.
As I said at the start of this article, this is not (nor could it be, with a clear conscience) a full review but I know there is one question you’ll all be asking ahead of the midnight launches on Monday. The answer, based on my first few hours with the game, is an unreserved “yes”. Halo: Reach is absolutely worth your money.
以上所有资讯转载来自: http://www.thesixthaxis.com/
Halo: Reach Launches Jet Packs In Trafalgar Square
Remember Reach... With These Nifty Wallpapers
Halo: Reach Review: A Beautiful Beginning For A Wonderful End
Halo: Reach isn't the beginning, it's the end.
Frankenreview: Halo: Reach
Is Bungie's final game in the Halo series a masterpiece, or is that a bit of a reach? We turn to a crack squad of video game reviewers for the answer.
It's been a long road from Halo: combat Evolved to Halo: Reach, and along the way Bungie has done a lot of growing. This prequel to the main trilogy benefits from years of experience and technological advances. Then again, so did the Star Wars prequels, and look how those turned out.
Let's see if Reach fared better than Attack of the Clones.
Giant Bomb
Halo: Reach is exactly the kind of game that Bungie has gotten great at building over the last two generations of console hardware. It's a Halo game through and through, with the same style and pacing that you've come to expect, but with a new cast of characters that are worth paying attention to and a multiplayer mode that has more variety than it's ever had before. It's not going to change your mind about Halo, but this special delivery for fans of the franchise is a great send-off as Bungie ends its involvement with the franchise to go work on something new.
Videogamer
Jorge is the useful one, a thunderous man-mountain who struts around with a minigun and actually manages to Get Things Done. On the other end of the scale you have Emile, who's all bark and no bite: the skull painted onto the front of his visor hides the fact he's utterly useless the one time he takes to the stage. In the middle you have chatty sniper Jun and the po-faced seriousness of deputy Kat and bossman Carter. They all exist to make way for you, however. Noble Six, whose only identifiable shred of personality comes from getting chewed out at the start of the game for having some lone wolf tendencies in his top-secret file. Six's background is classified, and his opportunities to speak are scant. He, like Master Chief, is almost entirely a blank slate, existing solely to facilitate the player's submersion in the world.
Computer And Video Games (CVG)
Like any great game, Reach never has you doing the same thing for too long. In one scene you battle Elites across a beautiful, Halo 1-esque vista. In the next, you tear a Warthog across an epic battlefield, stealthily assassinate and snipe Elites at midnight and - yes - fly a jet through space. The space combat section is fantastically well done. High above the stunning celestial body of Reach, you'll manoeuvre and spin the Sabre (that's your spaceship) through the heavens, shooting down Covenant vessels via clever HUD items - which show the correct spot to target in order to arch your shot straight up their backsides. But it's not the best airborne section of the campaign. That award goes to the stunningly beautiful mission that sees you piloting a Falcon airship in the rain high above the skyscrapers of a burning Reach city.
IGN
These new features and refined, classic design work in concert well enough that Halo: Reach often meets that gaming ideal of pure immersion — the core components that can remind you that you're playing a game are a nonentity while you focus on the action at hand. While playing I found myself slipping into that state quite often, only occasionally ripped out by nasty difficulty spikes. Halo: Reach is a tough game on the harder settings — easily the most difficult in the franchise — and it only gets more challenging as you add co-op players thanks to a scaling difficulty.
GamePro
...it's the dangerously addictive Firefight that will lead to a lot of sleepless nights. Building on the killer version found in ODST, Bungie's enhanced their live-as-long-as-you can gameplay in a variety of ways. Along with full matchmaking support, Firefight can now be played with preset rules, such as the self-explanatory Rocketfight or Gruntpocalypse, in place. Best of all, you can create your own Firefight variants by tweaking enemy waves, weapon load-outs, match durations and skulls. Creativity is further encouraged in the all-new Forge World, an overhaul of Halo 3's popular map editor. Offering tons of new options and items, as well as a much more intuitive interface, I found Forge World accessible to even a novice map-maker like myself. Whether you're a purist content to score headshots in Reflection, a shiny new remake of Halo 2's Ivory Tower map, or you're determined to dream up the dumbest Firefight variant, Reach's overflowing online options have something for everyone.
Kotaku
Halo: Reach is unquestionably the best of the Halo games, and that's not a small thing to say. But Bungie doesn't just match the best of every Halo game that came before it, they've improved it, streamlined it, perfected it. Gone are sections of tedium and vacuous game design, gone too is the almost cartoon look of the earlier games and the narrow vision of the places in which they took place. In many ways, Halo: Reach feels like a coming of age title, but not for the characters or the world or the universe Bungie created, but for the studio itself.
Talk about going out on a high note!
Send an email to Michael Fahey, the author of this post, at [email protected].
Remember the Halo: Reach Launch Parties
以上资讯转载来自: http://kotaku.com/ 。仔细内容可点击大标题,会有link进去内容页的 下面资讯就不得了了....本地头条....GH Halo reach首发...满不错麻.... 还上了kotaku版,哈哈 Malaysia Gets Its Halo: Reach On
You may be prepping to go stand in a line somewhere, but some international gamers already got their copy of Halo: Reach. Take Malaysia and these folks at Gamer's Hideout in the Tropicana City Mall in Petaling Jaya.See more here.
[Thanks Chapree]
Send an email to the author of this post at [email protected].
Halo: Reach Midnight Release @ Gamer’s Hideout
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