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The
Basics:
Platform: Xbox and PC (PC reviewed)
Developer: Microsoft/Bungie
Price: $25+ (June 2004)
ESRB rating: M
Summary:
This game is clearly for the 17+ crowd.
Note:
Halo is very popular, and it's likely that your child
will have access to play or at least observe this game at
some point. Most of the game consists of fighting in a non-stop,
science-fiction-based battle against aliens. Blood and violence
abound. Although entertaining, the game does little to promote
intellectual thought or social development.
Further Breakdown:
Overall
rating: 2 out of 5 stars
Best
for ages: 17+
Playability: Excellent
Graphics: Excellent for its time, and still acceptable
by today's standards
Entertainment value: High
Educational value: None
Reading Level: 5+ Very minimal reading is necessary
to play the game
Ages
3-7: Red
Ages 8-12: Red
Ages 13-17: Red
Violence Amount: Red
Fear: Red
Illegal/harmful: Green
Language: Yellow
Nudity: Green
Sex: Green
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Review:
Halo is the game that propelled the Xbox game system
from a Microsoft pipedream to a real contender in the battle
of the game consoles. Even now, more than three years after
its initial release, Halo is one of the most popular
Xbox games. Recent numbers indicate the game has sold more
than 4 million copies, and now the game has been released
for the PC as well. This means that there's a good likelihood
that your child will have access to play or at least observe
this game.
So, why
is Halo so popular? As first-person-shooter games go,
Halo was inventive for its time, and even now, it is
a graphically appealing game. The game has an interesting
and mysterious story, allows the player to pilot and drive
cool vehicles, and be immersed into a massive battle around
a foreign planet. With all that being said, the game has the
same pitfall as many other first-person-shooter games: ninety-five
percent of the game is simply shooting things that get in
your way.
Halo
takes place in the future, where humans are fighting a losing
battle against the technologically superior "covenant,"
a group of alien beings who are driven by radical religious
beliefs to destroy all humans. To make things worse, it appears
that they have found a new weapon of incredible power: "halo,"
a mysterious and massive ring/space station orbiting a foreign
world. As the game progresses, the player discovers that there
is an enemy even worse then the covenant. It would seem that
while the covenant was attempting to activate halo for their
own purposes, they inadvertently released "the flood,"
a vicious alien life-form that survives only by taking over
the body of an organic host and then spreading to the next
victim. Once released, "the flood" immediately begins
possessing the covenant and humans alike, and the player realizes
that they must stop "the flood" in order to prevent
the destruction of the entire galaxy.
The game
tells a very dark tale, and most of the game consists of one
continuous battle with plenty of blood, screams of agony and
explosions. The player fights as an advanced, "bio-engineered"
soldier known only by the name "Master Chief," the
last of a specially designed group of soldiers built to counter
the covenant's superior technology. However, no enhanced intelligence
was necessary for the player's character -- other than following
the story itself, the game has very little to offer in the
form of a mental challenge. Any "puzzles" consist
of finding a relatively obvious computer terminal and activating
it. Directional arrows even mark the path that the player
needs to take.
Halo
is a first-person, shoot-everything-that-moves type of game.
The action is infectious, and the story, while somewhat typical,
is well-written and interesting. Undoubtedly the game is entertaining,
but parents are going to find little redeeming value beyond
that characteristic. Plenty of bloodshed and a storyline that
will most definitely scare younger players relegates this
game to the 17-plus crowd of gamers.
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Jeremy
Gieske has been an avid game player since the days
of the Apple II+ and Karateka. Recently, however,
his interests have developed beyond simply playing
the games, but also trying to understand the historical,
social and cultural impacts of video games. He recently
acquired his Masters degree with distinction from
the University of Salford in Manchester, England,
where he conducted research on videogames. Jeremy
has a background in design and marketing, and has
worked with several Internet and publishing companies.
Recently, he has written articles for DIGA-the Digital
Game Archive and has worked with the Computerspiele
museum in Berlin, Germany. |
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