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September 27, 2007
The acrobatic balance of Halo 3: My latest Wired News column

Wired News just published my latest column -- which is my review of Halo 3, the long-awaiting conclusion to the trilogy of Halo games. A copy is online here, and a permanent copy is archived below!
Halo 3 Balances Hot New Guns, Old-School Cool
by Clive Thompson
So, here I am again: Standing on a sandy beach, near the edge of a pine-tree forest, hunched behind a stone outcropping -- while an army of bellowing aliens singe my armor with 3,000-degree bolts of plasma.
Does this feel familiar? Of course it does. I'm playing Halo 3, the final part of the 15-million-copy-selling trilogy. And the designers at Bungie Studios are trying to satisfy the same sort of paradoxical longing from their audience that pop bands wrestle with: We want them to do exactly the same thing they did on their first album -- but, y'know, even better.
So when I got to that sandy-beach level, I had a jolt of deja vu, because it looked eerily similar to the sandy-beach-and-pine-trees level in ... the first Halo. Then I realized this was probably intentional: The designers are giving me the architectural equivalent of a wink and a nod.
Halo hype has been with us for so long that the backlash is already upon us, even before the new game's launch. If you're a gamer, you've heard the carping: What's the big deal about Halo? The graphics are middling, it's just another first-person shooter, the story arc is huge and trilogy-tastic, but hey -- lots of games have all that these days.
Those critiques are all partly true. But having spent a weekend finishing the single-player campaign of Halo 3, I've found that it still has the elusive quality that the original Halo possessed, the one many games since have strived mightily to achieve: an effortless, acrobatic sense of balance.
In Halo 3, as in the first Halo, each fight is a lightning-fast game of chess. You've got three main ways to attack -- firing a gun, throwing a grenade or running up and "melee" punching someone -- and each battle inevitably requires you use all three. Like rock, paper and scissors, each attack solves a problem the others can't, but none are dominant; you cannot simply rely on one technique. You have to master them all, and then make constant, split-second decisions about which one fits what sort of fight. Will a grenade break up that clot of nasty Brutes? Or should you fall back and snipe them? Or confuse them with the machine gun, then give each one strong whack?
Like I said, ever since Halo perfected it, most games have copied this style of play. But you rarely see it executed so sweetly. I love BioShock, in part because it has the same mental gymnastics: You have to constantly figure out which power-ups to use to fight different battles. But the mechanism for switching between power-ups in BioShock is just a wee bit more cumbersome than in Halo, forcing you to either cycle through different skills or actually pause the action while you select one -- and either option breaks your flow. With Halo 3, in contrast, you're carrying fewer weapons, so switching from one to another is instantaneous.
This distinction seems ridiculously tiny, but it makes an enormous difference when you're fighting 12 shrieking enemies. The essence of good design is knowing when not to add complexity, and Bungie nails that with this game.
Mind you, Bungie's designers are recovering from a stumble. Halo 2 did not posses the original game's sure-footed sense of balance, because it allowed "dual wielding" of guns -- a technique so overpowerful that I never used grenades or punches. I just shot my way through the game: a satisfying experience, but a duller one.
This question of balance, really, is why it can be hard to explain -- particularly to nongamer friends intrigued by all the Bungie hoopla -- precisely why Halo 3 is so good. Balance isn't something that's visible. It's a property of a system, the way that equality is a property of democracy. It's not merely the addition of a trillion-pixel explosion or a hot new gun.
Mind you, there are hot new guns, which is part of how Bungie kept Halo 3 from being merely a slavish copy of the original. My favorite: The Spartan Laser, which cuts through enemies with Olympian fury; I felt like a vengeful god with each pull of the trigger. Then there's the bubble shield, which is itself a lovely example of balance. Retreat inside and you're safe from outside gunfire -- but powerless to fire yourself lest you die from your own internal ricochets. I actually found myself using it more often as a barrier -- standing behind it, peeking around the edge and sniping enemies.
It's not like I don't have my complaints about Halo 3. The artificial intelligence of your fellow marines can be occasionally and annoyingly moronic. (Do not let those guys drive the jeeps.) And while the gameplay overall is nicely tuned, the relative difficulty of the levels isn't. One level, out of nowhere, suddenly became so ridiculously hard that I mounted two dozen Sisyphean attempts on its dread summit, breaking down in hot, bitter tears with each failure, before finishing it. Yet one of the final campaigns -- where you crave a crazed, hopeless, Custer-like battle to bring your adrenaline to a rolling boil just before the game ends -- is a snooze.
And as for Halo's epic narrative? It's good, but not mind-blowing. While I won't disclose the ending, for fear of being hunted down and killed by fanboys of the apocalypse, I can tell you there's no cliffhanger similar to the WTF moment that marred Halo 2. But the truth is that you can find better narrative elsewhere these days, because competitors have learned from the first Halo and -- as with BioShock's superweird Ayn-Randian tale -- they now outBungie Bungie.
Which is Halo's true gift to the world of games. It did so many things right that designers have been cribbing from it for years. Including, thankfully, the guys who made Halo 3.
Posted by Clive Thompson at September 27, 2007 02:48 PM
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Hmmmm. I bought a 360 a few months back, coming straight from a MegaDrive in the late 90s and so skipping a few generations of evolution. Halo 3 was one of the games I was most looking forward to, and I have found, after all the hype, all the anticipation, all the reviews that said it was game of the year/decade/century/millennium/epoch before it was actually released, that it's... good.
I haven't played either of its predecessors, so I'm not familiar with the backstory. But I find it a tad dull - there's a lot of the standard fare of running around, finding something, shooting it, running around, finding something else, shooting that, and so on. This, I know, appears to be the essence of the FPS, but Gears of War and Bioshock (the main H3 competitors, I understand) seem to have found a way to make it much more compelling. Gears, in fact, was the game I got with the console, and after only a few minutes of playing it, I thought '_This_ is what has been happening the last 10 years.' I don't get the same feeling at all with H3, to my disappointment.
Am I missing something? Am I in the same situation as the people who think Citizen Kane is boring because the don't realise it invented the way we watch films? I keep thinking I may be, but when I look back to the games I played throughout the 90s, Halo does not seem like a massive leap forward :-(
Posted by: StephenFlanagan at October 1, 2007 9:36 AM
I'm curious to know which level had you near tears, Clive. There was one section in particular that had me gnashing my teeth. I was also disappointed by the gameplay at the end - no great epic battle. I'm sure you've seen the advertisements. I was expecting something like that in the game.
That said, I loved it.
Posted by: Dusty Bear at October 1, 2007 11:28 AM
Hey Clive, I agree, I thought the Halo storyline was bland too. The gameplay was really fun, but it seemed like maybe they obsessed over the multiplayer so much they just figured the single player would be, OK.
I was expecting a great battle and was hugely disappointed. In fact, I was expecting to see a full visual of the A.R.K.
Remember when you blew up High Charity, the Covenant's city? They didn't show the explosion! That city exploding would've ripped a HUGE hole in the A.R.K. but we didn't get to see it?!
And there were SO many story-line gaps, for example, Gravemind can send Flood-Pods at almost pinpoint GPS accuracy, but he can't send a few Flood-Pods somewhere out of the way as a fail-safe?
It's a good thing the multiplayer is AWESOME!
Posted by: Creation27 at October 5, 2007 4:32 AM
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Hmmmm. I bought a 360 a few months back, coming straight from a MegaDrive in the late 90s and so skipping a few generations of evolution. Halo 3 was one of the games I was most looking forward to, and I have found, after all the hype, all the anticipation, all the reviews that said it was game of the year/decade/century/millennium/epoch before it was actually released, that it's... good.
I haven't played either of its predecessors, so I'm not familiar with the backstory. But I find it a tad dull - there's a lot of the standard fare of running around, finding something, shooting it, running around, finding something else, shooting that, and so on. This, I know, appears to be the essence of the FPS, but Gears of War and Bioshock (the main H3 competitors, I understand) seem to have found a way to make it much more compelling. Gears, in fact, was the game I got with the console, and after only a few minutes of playing it, I thought '_This_ is what has been happening the last 10 years.' I don't get the same feeling at all with H3, to my disappointment.
Am I missing something? Am I in the same situation as the people who think Citizen Kane is boring because the don't realise it invented the way we watch films? I keep thinking I may be, but when I look back to the games I played throughout the 90s, Halo does not seem like a massive leap forward :-(
Posted by: StephenFlanagan
at October 1, 2007 9:36 AM
I'm curious to know which level had you near tears, Clive. There was one section in particular that had me gnashing my teeth. I was also disappointed by the gameplay at the end - no great epic battle. I'm sure you've seen the advertisements. I was expecting something like that in the game.
That said, I loved it.
Posted by: Dusty Bear
at October 1, 2007 11:28 AM
Hey Clive, I agree, I thought the Halo storyline was bland too. The gameplay was really fun, but it seemed like maybe they obsessed over the multiplayer so much they just figured the single player would be, OK.
I was expecting a great battle and was hugely disappointed. In fact, I was expecting to see a full visual of the A.R.K.
Remember when you blew up High Charity, the Covenant's city? They didn't show the explosion! That city exploding would've ripped a HUGE hole in the A.R.K. but we didn't get to see it?!
And there were SO many story-line gaps, for example, Gravemind can send Flood-Pods at almost pinpoint GPS accuracy, but he can't send a few Flood-Pods somewhere out of the way as a fail-safe?
It's a good thing the multiplayer is AWESOME!
Posted by: Creation27
at October 5, 2007 4:32 AM