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Halo 3 :. Review: Hands On Preview

Walking into Bungie HQ, you'd never guess you were entering the birth chamber of 2007's single hottest entertainment property. There's no neon sign out front, no bronze statue of Master Chief to greet you in the parking lot. Next door is one of the better places to get breakfast in the Northwest, where patrons scarf down apple pancakes having no idea that virtual Covenant forces are being readied for combat right on the other side of the wall. But this Saturday morning, we were in Kirkland, Washington for a different kind of treat—the first chance to play single-player Halo® 3.

Recreating the moment where I met the guard in the Bungie parking lot inside Halo 3.

The area where the real work is done is top-secret, off-limits, and the door laughs at my Microsoft cardkey that even gets me into the building where BillG works. But despite Bungie's "skunkworks" mystique, the veil of mystery was coming down this weekend. We sat down to play three levels of the campaign, learn about the new Forge, and get updates on the multiplayer and recorder features.

Going Solo
As we launched the first mission of our demo session, Tsavo Highway, it was quickly apparent that Bungie's warnings not to judge Halo 3 on what we saw back in May's multiplayer beta test were worth heeding. Upon exiting the ruins of our base in our Warthog, we saw what Bungie had been holding back. The terrain features lush foliage and a level of detail not seen in the beta. Most striking, though, is the lighting engine. Drive out of a dark cave and the light appears intense and overexposed, then adjusts as your eyes get used to the brightness. The shadows, textures, and reflectivity are all stunning and convincing, and even the air is enhanced by subtle effects such as distance haze and blowing sand.

Okay, just a little more environmental detail than the multiplayer demo.

Halo 3 is an audible treat as well. Bungie created nearly 55,000 sounds for the game—and nearly 40,000 of those are dialog. That means your teammate Marines have comments for just about everything (wreck your Warthog and hear a soldier reassure you that it took his sister a while to learn how to drive), and that the odds are really slim you'll encounter annoying repeats of the same dialog (or Covenant taunts) during combat. The game cries out to be played on a surround sound system. The game's physics simulation even extends to the audio. When a weapon is fired in your direction, you'll hear the 3-D whiz of the bullet flying by your head, then the actual crack of the gun going off a moment later, due to the bullet flying faster than the speed of sound. It all makes for a wonderfully immersive audio environment.

Tsavo Highway is a "get there" mission, where you face off against a variety of enemy forces as you attempt to reach the city of Voi. Here, Covenant forces are excavating a huge Forerunner Ark from beneath the ground. I got a chance to commandeer a Brute Chopper, which may be my favorite game vehicle ever. This maneuverable but lightly armored mount is essentially a huge motorcycle with a giant, spiked wheel up front. It's fast enough to just blow past enemy forces if you want to reach your goal, and well-armed enough to put the hurt on them if you'd prefer to stick around and thin their ranks.

Brute Chopper 1, Warthog 0.

Once we made it through the level, it was on to The Storm, where we took on Covenant forces in a huge factory complex. The highlight of the mission came when we encountered the giant, spider-like Scarab. In Halo® 2, the Scarab was a scripted, predictable object. Here, this building-sized weapons system is an intelligent A.I. that will come after you—and keep after you. And defeating the Scarab isn't a "find the Achilles heel" puzzle. Bungie says there are dozens of ways to kill it. In the three levels we played, it was very obvious that Halo 3 is less linear than previous installments in the series, letting you find your own way to approach missions and plan attacks.

Pleased to Meta You
The last mission we took a look at, Sierra 117, was the most visually rich. It starts under a jungle canopy, which opens up to reveal a heavily populated Covenant encampment. It was here that we were introduced to the MetaGame. You can play the MetaGame solo or cooperatively. It's essentially the campaign, but with extra rewards for completing levels in skillful, challenging, or stylish ways. You'll get score not just for how many enemies you kill, but how you do it. Combo kills, consecutive kills, speed runs, headshots, and so on ratchet up the score.

It's hammer time!

The MetaGame also features a variety of hidden skulls that, when activated, can change the nature of the gameplay, and multiply scores as well. The Iron Skull, for instance, sends both players back to the most recent checkpoint if either dies. Other skulls might make enemies change their attack tactics, or make them more powerful. Multiple skulls can be active in the same game, combining their effects to twist gameplay even further from the expected.

What's New?
One of the biggest announcements following the multiplayer beta was the game's support for four-player co-op in Campaign mode. A single Xbox 360™ still supports just two players in split-screen, which makes sense, as even a big TV splitting the screen four ways would make the action too small. Additional players can join in via System Link or over Xbox LIVE®. (Split-screen is optional. You can still play co-op with every player using their own Xbox 360.) You'll be able to start the game from the beginning, or from any of your saved checkpoints.

The new treetop Guardian multiplayer level is definitely not populated by Ewoks.

Bungie has plenty of other surprises that we didn't get to see in the multiplayer demo. The Theater mode is greatly enhanced, with the ability to fly freely around the battlefield to take in the action, to cut and save individual clips of your favorite moments, and to send screenshots to Bungie.net. Watch Xbox.com in the coming weeks for more Halo 3 coverage.

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Article by Denny Atkin