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Monday, 28 September 2015

Halo 5: Guardians Warzone multiplayer preview: Taking the fight planetside

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If Halo 5: Guardians' Arena multiplayer is a smaller, more intimate team-based affair, Warzone proves to be just the opposite. It's large-scale across massive lands with a different conflict going down at just about every corner. And while all of it feels like Halo, it now feels like something bigger. Months after trying it out at E3 2015, Shacknews returned to Halo 5's newest multiplayer offering to check out a few never-before-seen maps, as well as try out the game's biggest addition: the REQ system.

For those unfamiliar with Halo 5's Warzone mode, it takes two teams of 12 players and puts them on a massive map filled with multiple bases. Before any of the actualy multiplayer conflict begins, there's the matter of clearing out your own team's base from the AI-controlled Covenant forces that are inhabiting it. The goal is to take out the enemy team's core, which can be done by controlling all territories and taking their base. However, most games will be decided by reaching 1000 points. While this can be done by controlling territories and amassing kills, the key to Warzone is completing bonus objectives by completing side objectives, which mostly involve taking out AI bosses that spawn somewhere on the map.

Halo 5's two new Warzone maps should strike a chord with those looking for more of the outdoor, planetary Halo atmosphere. Escape from A.R.C. is a massive base with a central mineshaft, which is where a handful of the AI encounters will take place. The control points are also much closer to one another, which means players can theoretically take a sniper rifle and start picking off enemy Spartans at the control point area next door.

The wider-open area is War on Apex 7, which will remind old Halo fans of Combat Evolved's old Silent Cartographer stage, in terms of its island setting and multi-structure layout. The control points are a little more spread out here, as are the various objectives. While that might point to less action, it simply means there's more room to drive around and blow people up. And driving seems to happen quite a bit with the new REQ system in action.

Prior to jumping into any of these games, all players were given some REQ packs to open. When the game started, none of the REQs were usable, since the team's REQ level will start at one. REQ levels must be increased for any of the unpacked REQs to be usable and once each item is used, it consumes individual REQ energy that must then be recharged over time. For example, I had to wait until my team's REQ level was at 3 to use a Battle Rifle I had unpacked. The Battle Rifle was a permanent fixture that remained in my arsenal for the remainder of the match. Later, once my REQ energy was recharged, I was able to use a Rocket Launcher. This was a one-time use REQ, so when I was inevitably blasted by a Scorpion tank, the Rocket Launcher was gone forever.

As the Warzone session goes on, players will often start using their heavier REQs, which will often come in the form of vehicles. So expect to see Ghosts gliding about, Warthogs rolling around, and Banshees flying overhead. This helps even some of the games out, as even the most amateur of players can eventually take a large vehicle out for a spin. My K/D ratio was subpar, but I was still able to help my team out by unpacking a Wraith late in the game and blasting any opposing team members I could find.

But again, killing opponents is not the sole objective. AI boss characters prove to hold the most points and if a team lagging behind kills a handful of them, the game can turn around quickly. The catch is that they're not easy to kill. A few examples I encountered across Raid on Apex 7 were Captain Hestro aboard a flying Phaeton and Warden Eternal wreaking havoc on another part of the island. Even when I attempted to approach them with my Ghost or Wraith, these bosses would often slice through the vehicles like butter before I could cause any significant damage. The reward for a boss' demise is high, but so is the degree of difficulty. In fact, if you do have a large vehicle, there will be times when you'll want to steer clear of a boss' path, since you'll probably be better off picking off enemy combatants than risking surefire destruction against these behemoths.

Going into this year, it was hard to imagine what Halo 5: Guardians could offer for multiplayer that Halo: The Master Chief Collection couldn't already offer. Warzone is that something, offering the largest-scale Halo matches to date and with enough variety in objectives that subsequent sessions will constantly feel like a fresh experience. It's somewhat unfortunate that Arena can scratch the itch for something small-scale (4v4) and Warzone can satisfy the urge for something massive (12v12), but there doesn't seem to be anything for those looking for something in the middle (free-for-all or anything between 8 and 24 players).

But as far as larger team-based experiences go, it'll be hard to beat Warzone, especially with the REQ system being as capably implemented as it is. REQ points were earned at a fast rate and I was able to pick up new card packs at a fast enough rate that the microtransaction route doesn't even feel necessary, unless you're absolutely dying to open a Legendary Spartan helmet. And the REQ level system makes it so that REQ packs don't turn Warzone into a giant "pay to win" scenario.

Halo 5: Guardians multiplayer will launch with over 1,000 REQs at launch. Look for additional REQs, Arena, and Warzone content to arrive monthly for eight months after launch. Halo 5: Guardians arrives on Xbox One on October 27.



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