The Halo: Reach public beta got off to a rocky start Monday with many people reporting slow loading times -assuming they could get in at all. Gamewatcher managed to secure the download as soon as it was available. By the time I logged on late afternoon Pacific (prime time on the East Coast), there were thousands of people gleefully fragging each other online. Even with so many online, it still took the better part of five minutes for the servers to find seven other people who wanted to teabag me.
I didn't find anything useful, like directions, once I got online, so I found myself stumbling over features. A few things to try:
- Pimp your Master Chief with custom helmet styles, body features (torso arm, etc.), although most options are locked until you level up.
- Make your own icon. There's a nice variety of images, letters and shapes you can use to represent yourself.
- Set your game preferences. You can request "chatty" or "quiet" rooms, and indicate if you are a team player or "lone wolf." If you aren't sure, or just want to keep your options open, leave it at "No preference."
It took about five minutes to get matched, at which point the server dumped me into an already rocking party that needed one more for Capture the Flag. (Time elapsed between arrival and first f-bomb dropped: 1.5 seconds!) There was another significant lag - around 3 minutes - while we waited for the server to start our game. A series of random messages appeared onscreen during the wait period. This would have been the perfect time to explain some of the new features, such as load outs (You can fly! Or run fast! Or stay put and be invulnerable!). Instead, most messages were PSAs that benignly thanked players for their service, asked for feedback or reminded people that Bungie won't ever ask for your personal information in a game.
Players are allowed to vote on the game and map. While I tried several times to get into different games, everyone of them ended up being Capture the Flag on one of two maps. While I love CTF, I was curious to see something else. Judging by some of the comments in my team, I wasn't alone. And there was plenty of time to complain as we waited for the game to start. After an eternity of trash talk (save some for the fight, guys!) the server finally started our first round of Capture the Flag.
The first map, which was the overwhelming favorite with the various groups I joined, is a high-tech building with deceptively high jumps ("You committed suicide" -oops), long, exposed ramps ("Killed you with a headshot") and ample blind curves. Flags are positioned in a way to ensure you have to move or risk getting killed. Staying near a flag means being exposed to snipers above. Hiding in the nearby alcoves exposes you to grenades, which bounce and roll directly between you and safety. (My one and only triple kill was achieved by lobbing every grenade in my possession around a corner.)
On the plus side, I didn't find myself getting stuck in walls or corners as I have in previous games. The downside: There are many fake doors and dead ends that can be the kiss of death.
Learn the maps fast, and when in doubt, stick close to someone else on your team.
Map #2 had a sort of Blood Gulch feel, now with a huge reservoir that will sweep you away if you fall in certain areas of the water. The rich red soil contrasts nicely with the traditional Halo architecture, creating a gorgeous, psychotic playground. I scored a flag collection game in this map, a sort of CTF on steroids. Neutral color flags are parked throughout the terrain, all up for grabs. The goal is to find and claim as many flags as possible by returning them to the home base.
My team exploded in a frenetic free-for-all, with teammates stumbling over each other for the available flags. Our opponents took a different tact, with half the members focusing on stopping us and the other half focusing on finding flags. (For the record, they lost! But they had the higher body count.)
After a game is completed, players are given level points based on performance in the game. Awards (Triple Kill, First Blood, etc.) can also be unlocked during game play. The level points can be quite generous, allowing even low-level players (e.g., me) to move up the ladder, albeit slowly. I just wish the stats didn't go so quickly; I barely registered where I was on the level ladder, much less how I got there. Of course, the goal is to get you back into a game as quickly as possible.
If I had gotten into another game quickly, all would have been forgiven. Instead, I was trapped in a room for 13 minutes (yes, I timed it!) waiting for the server to finally rescue us. The language really ramped up as people yelled at the presumed team leader to GET US OUT OF HERE, to which a frustrated voice just responded, "I can't, dude, I don't know how." I doubt I was the only one desperately button mashing to get out of the room. (That's how I found the pimp your guy feature, by the way.) Eventually, the server burped and released us. It was maddening. I had a limited period of time to play, and wasting that much time because I can't leave a match room is just ridiculous. (For an example of how to do it right, see the Blur beta.)
Server issues aside, I genuinely enjoyed playing, even if I was cannon fodder much of the time. I went in knowing I was going to die - a lot - because I haven't played Halo in a very long time, and I'm not much for multiplayer in general. I knew that a lot of the other Level 1s playing were way, way beyond Level 1, and there was nothing I could do about it. What I didn't expect was how nice everyone was. Sure, there were plenty of jokes, but they were good natured, and often self-deprecating. And not one person yelled "Grrl ain't got no game" at me, which I truly appreciate. I even got a shout out for my triple kill.
In short, I had a good time. Been there, done that, took home the avatar tee-shirt. Planning to return soon.