It can be hard to tell if you actually look cool while you're trying to save a seemingly doomed planet in Halo: Reach, the first game in the Halo: The Master Chief Collection to launch on PC. Outside of cutscenes, you just need to assume you're not making a fool of yourself. Thanks to AkFumbles third-person mod, however, this is a problem of the past.
The mod plonks the camera behind your Spartan, letting you enjoy the full effect of them stomping around and mowing down Covenant. To play in third person on each map, you'll need to download three sets of files, each with four maps. Players have reported an issue with scopes not working, however, as the camera remains behind the player, so there might be some issues that need ironing out.
Only the main campaign has been tweaked so far, but AkFumbles is also working on a Firefight version.
Halo: Reach's PC launch has spawned quite a few mods so far, and while most of them replace the art in the menu and intro, you can also find reshade mods, overhauls and unlock all the customisation options.
Cheers, DSOG.
This week's arrival of Halo: Reach on Xbox One, Windows Store and Steam is a highly significant release. Nine years after its Xbox 360 debut, it has finally been added to the Master Chief Collection with all last-gen Bungie and 343 titles now available to Xbox One users. It's also available on PC as part of a scheduled, episodic roll-out of Halo titles - and it's the first full franchise release to hit the platform since 2004. It's a big deal then, but how does it improve on the original and are there any problems with the conversion?
I've been really looking forward to this, simply because as the final Bungie release in the series, Reach is simply an incredible game that's just as brilliant to play today. Its single-player component is deeply evocative of everything that made Halo: Combat Evolved a milestone achievement. There's that sense of ambience and enchantment from its beautifully designed alien structures and the sheer scale of its outdoor environments. Then there's its incredible soundtrack, of course - and all before we consider the actual gameplay mechanics, which still feel superb. It's Bungie at the top of its game and it's frankly unmissable.
So how can we improve on such a wonderful piece of work? Well, the increased processing power of today's hardware gives us plenty of avenues for an even better Reach experience. The first and most immediate difference in the remaster is the frame-rate. The inconsistent and often chugging performance level of the Xbox 360 release was eventually cleaned up to a nigh-on locked 30fps via its back-compat release but this new port goes the extra mile, targeting 60fps instead. On PC, you can technically go higher, but the situation is somewhat complex there - and I'm not sure going beyond 60 is actually a good idea.
I literally cackled the first time I fired a sniper rifle in Halo: Reach's PC multiplayer. Two shots, two kills, heavy caliber rounds crossing the map and cracking skulls as casually as you'd order off a drink menu. In the thousands of hours of Halo I've played on consoles in the last 15 years, I've never been a good sniper. With a controller, a headshot was a minor miracle. With a mouse, I point at the thing I want to die, and it obliges. But the same goes for everyone. Playing Halo: Reach on PC is like bringing death lasers to a fight designed for blunderbusses.
Is this what the weapons and maps and abilities were designed around? Hell no. Is it balanced? Absolutely not. But now I never want to play Halo any other way.
Halo: Reach was made for the Xbox 360 in 2010, and nine years later it's the first part of the Master Chief Collection, an anthology spanning the Halo series, to arrive on PC. Playing it again for the first time in many years, I think it's still a shooter worth experiencing in 2019. The campaign, which lasts for six hours or so, sticks closely to the formula that makes Halo great. Each mission threads together big, open-ended combat encounters against an endlessly killable group of enemies with a freedom still rare in shooters.
Sometimes I'll go out of my way to kick a puny Grunt out of his Ghost, a one person anti-grav vehicle with a nasty pair of laser cannons, just so I can use it to run over his friends. Other times I'll hang back and use a rifle to pick off Jackals, who crouch behind defensive shields, by shooting them in the hand and then in the head, the most satisfying two-shot kill in videogames. There's fun to be had even with puny weapons like the needler, which home in and lodge in flesh until they explode, killing anyone foolish enough to stand nearby.
The real threats are the Elites and the Brutes, whose AI can occasionally still be intimidating today. They'll dodge grenades and try to get around behind you, and killing them first has many advantages. It'll stop them from rushing you for a deadly melee, and their Grunt escorts will sometimes even flee in terror when you take them down. But they're shielded and much harder to kill, so focusing on them can be dangerous when you're being peppered with shield-draining fire from the Grunts and Jackals in their squads.
I've probably killed tens of thousands of Elites in my life, but in Reach I still loved tracking them with my rifle and ping ping pinging them with bullets until their shields popped, then delivering those final killing bullets to their heads and watching them crumple. Reach is also constantly offering other ways to make that kill: a shotgun that you pull out when an Elite charges right at you with a roar, or an energy weapon that drains their shields far faster than bullets, or a warthog that turns them into roadkill.
In most shooters it's fun to switch weapons to decide what kind of carnage you want to dish out in the moment, or what works best against a particular enemy. That's true in Halo, too—but because you can only carry two weapons at a time, and you don't have a permanent arsenal the way you do in a game like Doom, every mission is a series of on-the-fly adaptations. I'm constantly analyzing the most efficient or creative ways to work with what's around me. In one tough firefight against two squads of Brutes, I made a beeline for one of the leaders, killed him before the rest caught up, grabbed his massive hammer, and smashed the hell out of everybody else. The freedom of every encounter is key to why Halo's enemies are still fun to shoot, even though they haven't changed much over almost 20 years.
The best Halo missions weave together open areas and vehicle segments with close quarters battles, alternating between setpieces and smaller moments. In most Halo games, there are one or two missions that string together all of these pieces and really stand out. But in Reach, that's most of the campaign, and there isn't a single bad mission in the entire bunch. There's no fat on this game.
The story, which puts you in the armor of a new member of an elite Spartan squad, gives you sketches of personalities rather than the sense that you truly know the characters you're fighting alongside. You know which Spartan is the tough guy, for instance, because he's always playing with his knife (and he has a skull carved into the visor of his helmet). Reach tries really hard for poignant, sentimental moments as members of your squad die, with a sad piano score for every tragedy. But we don't get to spend enough time with any of them to really feel the gut punch.
Still, Reach does feel remarkably somber, which is hard to pull off in a bombastic action game about shooting aliens. The campaign is about those aliens, the Covenant, invading a vital human world and slowly destroying it, despite everything you throw at them. Every mission you complete ends with success—saving a naval base, destroying a Covenant supercarrier, evacuating civilians from a besieged city—and is then immediately undercut. As that ship explodes, a dozen more warp into orbit to shell the planet. After you fight to save the city, a nuke obliterates it.
It's hard to make a hopeless war fun to play, but Reach leaves a heavier emotional imprint than most shooters I've played. The only one that comes to mind that does it better is 2014's Wolfenstein: The New Order.
After experiencing the story, I'm already eager to jump back into my favorite campaign levels with 4-player co-op, and so far my experience playing online, both in co-op and competitive multiplayer, has been great. The Master Chief Collection uses dedicated servers, and I've experienced almost no lag in the 10 hours or so of multiplayer I've played. The game feels smooth, even in the co-op Firefight mode, which, like the campaign, requires the game to keep track of dozens of AI units at once.
Back on the Xbox 360, without dedicated servers, this mode was almost unplayable online. Today, on PC, it's practically indistinguishable from playing solo. Dedicated servers make a huge difference.
So does the performance of a modern gaming PC. On my system with an i7-6700K and a GTX 980, Reach ran at over 200 fps at 1440p resolution. By default, the game is set to 60 fps, and there are still some issues with its unlocked framerate. With VSync off, Reach has distracting screen tearing unless you own a G-Sync or FreeSync monitor. Even with G-Sync on, I experienced a very rare stutter that I initially thought was the campaign loading, until it happened in multiplayer. It's a minor enough issue to barely register for me, and the developers have already acknowledged they're working on improvements to the unlocked framerate implementation. They've said the same for Reach's audio mix, which is unfortunately poor and sounds a bit muffled on PC.
Again, though, it didn't stop me from having fun with the game—playing with headphones and adjusting the audio balance to bring voices and sound effects up over music, I didn't have a problem hearing what I needed to.
Ultimately the issues with Halo: Reach on Steam wash away the moment I start aiming with a mouse. Halo multiplayer on PC is fundamentally different than it is on consoles—with mouse aim, accurate long-range weapons like the DMR really dominate maps. Most of the guns become irrelevant. And Reach's other issues from 2010 remain: Halo has always had the DNA of an arena shooter, where everyone is on equal footing and controlling the map is key to victory. Reach added "armor abilities" like sprint and invisibility and a hologram decoy, and weapon loadouts that change your starting firearms. Neither makes the game more fun to play, and they're definitely not fun to play against when you expect to be on even footing. They're why Reach's multiplayer is probably my least favorite in the series, overall.
But playing it now on PC, I'm finding armor abilities and loadouts don't bother me nearly as much as they once did because the basic gunplay is so satisfying with a mouse—Reach is more fun than ever with pinpoint accuracy, and the enhanced power of a basic rifle minimizes the effect of those balance issues.
As the Master Chief Collection expands, I expect I'll play Reach less and the first three Halos more. They all have great selections of multiplayer maps, and more importantly, the simplicity of no armor abilities and no loadouts. But it's exciting to come back to Reach after nearly a decade and find its multiplayer more fun than ever, in a port that bodes well for the rest of the series.
Halo is back on PC - 12 years after Halo 2 Vista came out - and it's proving extremely popular.
Microsoft published Halo 2 Vista, whose multiplayer ran on the much-maligned Games for Windows Live platform, back in May 2007. Subsequent mainline Halo games (3, Reach, 4 and 5) skipped PC entirely - until yesterday, 3rd December 2019, when Microsoft released Halo: Reach on PC, the first game in The Master Chief Collection to be available on the home of keyboard and mouse.
Reach has gone down well on PC, too. It wasn't long after The Master Chief Collection went live on Steam at 6pm UK time, 3rd December, that the game hit an impressive peak of 161,024 concurrent players. At one point Reach was the third most-popular game on Valve's platform yesterday, behind only eternal juggernauts Counter-Strike: Global Offensive and Dota 2. At the time of this article's publication, The Master Chief Collection is holding strong with 55,933 concurrent players.
Halo finally made the big splash on PC today with the release of The Master Chief Collection on Steam and, if you're into that sort of thing, the Microsoft Store. And in case there was any doubt that PC gamers want it (and want it bad), the collection is currently the number-one selling game on Steam, while the standalone Halo: Reach holds down third place.
As VentureBeat points out, seeing the Master Chief Collection at the top of the Steam charts is a little unexpected because, Halo hype notwithstanding, the games in it—Reach, Combat Evolved, Halo 3, ODST, and Halo 4—are hardly new: The first game in the series came out in 2001, while the most recent, Halo 4, came out in 2012. Most of them haven't been on PC previously, though, and the ones that have ran through the late, wholly unlamented Games for Windows Live, making them effectively unplayable now—if for some reason you happened to be struck with an urge to play an 18-year-old shooter.
The solid start would appear to validate Microsoft's strategy, announced earlier this year, to release more of its games on Steam, rather than keeping them exclusive to the Microsoft Store. Exclusives can boost storefronts—witness the success of the Epic Games Store—but Microsoft's implementation of Universal Windows Apps complicates things for mods, overlays, and other external tools. In fact, while official mod support in Halo: Reach won't be implemented until next year, 343 Industries recently revealed a workaround that will enable players to horse around with mods right away.
Halo: The Master Chief Collection's player count is also skyrocketing: It's currently in 7th place on the Steam Top 100, with more than 60,000 concurrent players, and give that it's only been live for 45 minutes I expect that number will continue to rise. [Update: I was right—six hours later, the concurrent player count is up to 148,000, good enough for third place in the Top 100.] Even though these games are years old, that quick start pretty clearly emphasizes that PC gamers who missed out on them during their Xbox-exclusive days would very much like to get caught up.
Halo: The Master Chief Collection is live now on Steam for $40/£30/€40, or you can go for Halo: Reach by itself (it's currently the only game in the collection that's been released) for $10/£7/€10. It's also available on the Microsoft Store and as part of the Xbox Game Pass for PC.
Today's the day - Halo: Reach, the first instalment in the Master Chief Collection PC port - unlocks at 6pm, and there's some good news for mod enthusiasts. While the collection doesn't launch with formal mod support, 343 Industries is letting players tinker with the campaign and custom modes.
On the Halo subreddit's weekly discussion thread, a 343 employee explained players will have an option at launch to "bypass anticheat" for easier modding. "This will allow you to play around with campaign and customs but not allow you to play any match made games," they added.
As also suggested by 343_farn, it's worth making a backup of your files so you can easily switch between modded and unmodded versions to play multiplayer. I've been doing a similar thing with my Red Dead Redemption 2 modding, and it's much easier than personally weeding out individual files.