In the games industry, Bungie - especially in regards to the Halo franchise - is one of the few developers to achieve critical immunity. All of the Halo games garnered tremendous praise on release, most receiving near-perfect scores from reviewers everywhere. In spite of this, there is a lot that isn't nearly perfect with the series. There's no disputing that Halo's gameplay is some of the most polished and mechanically sound on the market today (
personally, the multiplayer is probably the most fun I’ve had in a competitive online game) but we demand more than that here at Story Gamer, so we're going to instead focus on the singleplayer campaign.
First, it should be pointed out that the Halo universe is a very well-developed place, between the games, novels, comics, and other tie-ins. When the first game became a leading title on the original Xbox, I was pleasantly surprised - instead of another WWII shooter or James Bond spin-off, the game everyone was playing was a bold new science-fiction IP. I've lost a few hours to
Halopedia reading about the formation of the Covenant and history of humanity; the setting evokes such high-concept themes as religion, imperialism, racism, the value of sentience, and militarism. It's no Mass Effect, but the universe is still engaging and ripe for storytelling when cast in the proper light.
On top of that, it's not as if Bungie was negligent towards devising the storyline for Reach; they actually expressed, repeatedly, that they were very proud of their plot and their characters, so the excuse that it wasn't the focus of development doesn't hold. They were practically bragging about it. It only makes it all the more shame that these fall flat in so many ways. And if game stories are going to get better, then they need to be criticized - at least the ones that are trying to be good.
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The complete layout for the story of Halo: Reach that Bungie rolled out at PAX'10.
They didn't throw it together as an afterthought. | |
The storytelling in the Halo series has always been, at best, mediocre. In Bungie's defense, they don't exactly have their work cut out for them; the only way to justify the amount of rampant slaughter the player can casually dish out is to make their protagonists brainwashed, cybernetic supersoldiers trained from age seven - not even real-life military personnel can even begin to relate to that sort of lifestyle. This does not a sympathetic character make. In Reach, Bungie gives you the ability to modify your Spartan's appearance and select your gender (giving them male or female dialogue), but this amounts to next to nothing, as you almost never see or hear Noble Six.
You meet up with five other Spartans, Noble Team. Bungie stressed very much that Reach was a character driven tale, and that these personalities would drive the story. Unfortunately, these Spartans have no personality - and how could they? They're all career supersoldiers, all selflessly committed to their mission. It's almost impossible to imagine a Spartan on shore-leave, or even out of their power armor. They are soldiers, all the time, from the moment they sign up to the moment they die.
In addition to all being snarky and capable, Bungie gives each of them one - and exactly one - character trait: Jorge is kind-hearted, Jun is wisecracking, Emile is a sociopath, Carter is the determined leader (read:
extra-bland) and Kat is good with computers (the sort of character trait that is not actually a character trait at all.) Aside from this one defining feature, the Spartans have no quirks or flaws whatsoever. They never get nervous, scared, sad, or display any other humanizing emotion in the face of adversity. They have two speeds: 'calm' and 'slightly frustrated about how the rest of the world isn't as capable as they are.' What little personality they do have is poorly manifested; I could only classify Jun as 'wisecracking' and Emile as 'a sociopath' because that was how they were described in the promotional material. Jun never says anything particularly funny and Emile never does anything particularly twisted. I once had a Fiction Writing professor who said, "There is no such thing as 'Character'. In a story, people just do things." This means that you can give a character a twelve-page backstory, but if all the audience sees him do is stare at the wall and eat potato chips, that's all he is. And that's all that Noble Team does with their screen time in Reach - sit around and make wry remarks about nothing in particular. We don't learn what's important to them, where they're from, or what drove them to give their lives over to permanent supersoliderhood. The one glimmer for hope in terms of characterization in Reach is Jorge, who, in a short bit of mostly-Hungarian dialogue with a civilian girl, reveals the closest thing to a flaw a Spartan has had in a Halo game: part of him regrets being a gigantic superhuman war machine.
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| None of this information is actually expressed in the game, in dialogue, text, or otherwise. Bungie has forgotten more about its games' backstories than other game developers have ever written. |
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The first mission of Reach's campaign is actually an interesting break from the typical Halo bravado and melodrama. Having just met up with Noble Team, you're sent to investigate an isolated village with which contact has been lost; rebels are suspected. And so you move cautiously from building to building, taking orders from your commanding officer, moving as a military squad. You encounter a ragtag group of farmers hiding in a storage shed - they only speak the local language, and a member of your
squad has to translate. About a minute later, the Covenant show up, and everything goes to hell.
Let's stop there for a moment. Everything that happened before the word 'Covenant' could have been set in modern day Afghanistan. There's a believable mood and atmosphere that allows for real suspension of disbelief, however fleeting: for once, we see Spartans behaving like real soldiers would. While this sequence has no action whatsoever, it's probably the closest to Bungie's vision that the Reach campaign comes, and while it lasts, it's a success.
But then the Covenant show up, in full force, and it's back to the dazzling pink-blue-and-orange color palette. The characters become wooden, and not knowing any other way to get to our hearts, Bungie starts killing them off, in descending order from most- to least-likable, until we have only the most wry, stoic, bland teammates left in the game's final chapters. Their deaths come off as an insultingly obvious grab for the heartstrings. It's like a baby swatting at a harp to try and make music; the mid-sentence surprise insta-kill, the kamikaze, the go-down-fighting, the I-have-to-activate-the-bomb-manually. None of them feel fear or show hesitation about this - they are, after all, supersoldiers, and far be it from the player to know what that must be like. What Bungie fails to realize is that while killing off a character we care about is effective, we first need to have a reason to care about them; at some point in writing Halo 3, Bungie mistook "players' amusement with Sergent Johnson's sassy one-liners" for "players having some emotional attachment to Sergent Johnson," and so he was placed in several perilous situations before being given a melodramatic death scene, all in blind pursuit of tension and drama where none was possible.
The storyline of Reach is, in the absence of compelling characters, reduced to an unremarkable chain of military objectives: scout out the enemy, blow up this or that base, destroy this or that starship, protect this or that macguffin. While this is certainly more realistic than the Halo Trilogy's superheroics about a man with a made-up rank who travels the galaxy diffusing ancient superweapons and battling zombies, it's hardly engaging. And for the final mission, we get our shout-out to that trilogy, in the form of Cortana. This reveal is somewhat clumsily handled - the player knows that Cortana is important, and will later play a major role in saving the universe, but the characters on Reach don't know this. In order to match the (presumed) thrilled reaction of the fans, Cortana is still treated with a strange reverence by Noble Team, as if they've all read the script for Halo 3 and know just how important she will turn out to be. She's spoken of not like a package to be delivered, but like a Master Sword that must be used to defeat Ganondorf. A big deal is made of the AI 'choosing' Noble Six, but why and how this decision was made is dismissed for the sake of preserving the melodrama.
And while missions 2-10 are nothing memorable, it's after the credits have rolled that Halo: Reach reveals a diamond in the rough. You’ve helped Master Chief and Cortana escape the doomed planet, kicking off the Halo trilogy proper. But now, in epilogue, the scene returns to Noble Six, standing on a hilltop, looking out over the ravaged landscape. Your mission is complete, all of your commanding officers are dead or fleeing, and now you’re standing here, completely alone. You realize that no one is coming to pick you up or pull you out; that there is nothing but enemies for a hundred miles in every direction.
And then the game hands control back to you, fresh with this revelation, and the objective banner pops up one last time: “Objective: Survive.”
This is probably the most poignant moment in any Halo game for me. It drives home the implication that you’ve got nowhere left to go, nothing left to do; you’ve outlived your purpose. Most importantly, it conveys to you that, although you ‘died’ a lot to get here throughout the course of the game, this time, you actually will die; it will be Noble Six’s death. It’s a confrontation with mortality. If you’re going to make a noble sacrifice, you’re going to have to follow through on the ‘sacrifice’ part. The objective banner reads 'Survive,' but think about it: it might as well say 'Die.'
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| Five minutes can almost make up for ten hours. |
As you fight off the waves of Covenant forces that come to finish you off, your helmet cracks, distorting your vision. Your weapons run dry one after another until you’re scrounging for ammunition. You’ve seen your team members and supporting cast give their lives throughout the campaign, but the epilogue finally makes you understand what that’s like. In it's final moments, of course, the game chokes: instead of making you follow Noble Six to his ultimate conclusion, control is wrested away again and you watch from the third person as three Elites pin the kicking and thrashing Spartan down and finish him off - instead of getting the full weight of that death experience, we instead watch a little video of this character we only sometimes inhabit as they go down swinging. It mutes the impact slightly, but it's still there, and, for me, served as an eleventh-hour rescue of Halo: Reach's campaign.