2010, X360. Rating: 3.5 out of 4 stars
Prequels are dicey, by and large, and for good reason. We already know what's happened or is going to happen so it's hard to wring a lot of suspense. Some can overcome this and others can't. Halo: Reach does a credible job working around this by keeping the focus on a small group of soldiers (much like Call of Duty has done) and working from there. This level of unity is a bit unusual for the Halo franchise, which has actually done a stellar job of honing in on the theme of isolation in warfare.
The gameplay remains first-rate and there is more variety this time than in past games with an emphasis on space and aerial combat, which is nice. The missions are well-paced and there is enough variety to keep it from feeling mechanical or repetitive, which has hurt other games in the franchise. Narratively, the game runs out of steam towards the end and the climax doesn't have as much resonance as it could have. It’s a curiously muted finale that leans a little too hard in creating a bridge to the original. Again, this is a challenge with many prequels, but it feels like it could have been avoided. Multiplayer (not played here) is as reliable as ever with strong game design and a nice balance with the weapons. Doesn't quite reach Halo 2's peak, but it comes the closest.
0:00 Noble Actual
3:37 Winter Contingency
27:43 Oni: Sword Base
55:21 Nightfall
1:21:34 On the Tip of the Spear
1:44:54 Long Night of Solace
2:22:25 Exodus
2:47:43 New Alexandria
3:15:14 The Package
3:43:23 The Pillar of Autumn
4:18:51 Epilogue/Lone Wolf
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