Saturday, December 29, 2012

Video Game: Skies of Arcadia

Developer: OverWorks
Platform: Dreamcast
Released: 2000
Played from: 2001-2004, occasionally since


Skies was the second RPG I ever finished, and maintains a special place in my heart to this day. On its surface, it seems like a relatively unremarkable turn-based RPG with too damn many random encounters, but the game has many visual and storytelling moments that simply leave a lasting impression.

Background and Story
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Arcadia is a world comprised of nothing but floating islands suspended in an endless sky. Six moons are present in the sky, each of which shape the landscape below it by periodically loosing a large meteor to plummet to the world below, which the inhabitants of Arcadia call "Moonstones" and use to power their airships and homes. Each moon corresponds to an element that dominates the nation situated below it. Red corresponds to fire, and the nation of Nasr is a vast desert. Yellow corresponds to lightning, and the nation of Valua is a charred, industrial wasteland. Green corresponds to nature, and the nation of Ixa'Taka is a dense rainforest. Blue corresponds to water and wind, and the kingdom of Yafutoma is a nation of adept sailors and beautiful waterscapes. Purple corresponds to ice, and is an unexplored, uninhabited icy wasteland. Silver corresponds to life, death, and power, and the kingdom of Soltis was banished to the Deep Sky and left only Shrine Island behind with its mechanical guardians as a testament of its greatness.

(Here be spoilers, so skip this if you want to experience the story first hand)



Thousands of years ago, great civilizations flourished under all six moons. They eventually gathered enough technology to create six refined Moon Crystals, which would serve as reservoirs of infinite energy for their nations. However, they became envious of one another, and used the crystals to create giant robotic war machines, called Gigas. As a war was beginning to break out across the entire globe, all six moons began to rain down moonstones of such size and frequency that the whole world was destroyed.

In the present, the world has just entered the age of exploration, with Valua emerging from a war with Nasr as the dominant world power. This world has strong parallels with our own world circa 1500-1900. In a nutshell, Valua is Spain at the height of its power (about 1550), Nasr is the Ottoman empire of northern Africa right after its peak influence (late 1400s), Ixa'Taka is the combined Aztec and Inca empires right before their total collapse and enslavement (1520-1550), and Yafutoma is Japan right before opening its borders to the Western world (1850s). In opposition to the forces of Valua are two pirate factions: Black Pirates who are ruthless plunderers of merchant vessels, and Blue Rogues, who are chivalrous and attack only Valuan warships in a fair fight.

You are Vyse, a 17-year old Blue Rogue accompanied by his childhood friend Aika. In a raid on a Valuan ship, you find an unconscious 16-year old girl and bring her back to your family's headquarters. After winning her trust, she reveals herself to be Fina, but you leave soon after with Aika to recover a fallen moonstone on the nearby Shrine Island. On your return, you discover that your base has been sacked by the Valuan navy, and Fina, your father, and nearly everyone else has been taken back to Valua to be executed. Right after setting off to save them, your ship is destroyed by the arcwhale Rhaknam and you are narrowly rescued by Drachma, the one-armed old man who has been tirelessly hunting the whale (a clear nod to Moby Dick). After some initial struggles, Drachma helps you into the Valuan capital under the guise of merchant fishers, and you stage a daring rescue with the help of Valua's scorned lower class citizens. Back at Pirate Isle, Fina reveals that she is one of the last two mortal Silivites, who escaped the destruction of the ancient world in a space station. She tells you the world's history, and that her old friend Ramirez was sent to prevent the world from re-discovering the secret of the moon crystals, but fell to the temptation of power and allied with the Valuan general Galcian to recover them in Valua's name.

Fina joins your party, and you travel the world in search of the moon crystals. Every land you visit has a sub-plot, and the character's history folds out in a remarkably well-told way. After discovering the moon crystal in almost every instance, you are tricked, betrayed, or forced to surrender it to one of the generals of Valua, who unleash the often-uncontrollable Gigas which you must defeat.
After a chance encounter with Rhaknam, Drachma pursues it with reckless abandon to avenge his dead son, but forces Vyse, Aika, and Fina off his ship after it is critically damaged, preferring to die rather than miss his chance at revenge. The group is temporarily split, where Vyse is rescued from an uninhabited island by smooth-talking ladies' man and fellow Blue Rogue, Guilder. Aika and Fina are rescued by a female pirate who has been chasing Guilder, seeking to win him over and marry him. The party reuinites after discovering that they had both been seeking the same legendary pirate treasure, which turned out to be only a single coin.

After breaking back into the Valuan capital to steal a ship, they encounter the Valuan prince Enrique, who is disgusted with his mother's leadership decisions and the corruption stemming from Galcian's leadership of the armada. He offers them his personal ship the Delphinius in exchange for being able to sail with them. After battling through the Armada to escape, Guilder makes a hasty getaway after being discovered by his admirer. The crew resumes their quest, with Vyse becoming captain of the ship and establishing a base at his uninhabited island and building a crew during the course of his travels.

The crew eventually discovers that Rhaknam is the Purple Gigas, and Drachma has come to the painful realization that the whale was nothing more than a victim of an ancient war. The whale saved his life by taking him to its ancient home, and he spent several months trying to nurse him back to health, to no avail. Eventually, Enrique decides to head back to Valua to attempt to reason with his mother, but when the crew returns to their base, they discover it has been burned to the ground by Ramirez, who beats the party in battle and siezes all of the crystals from them. After recovering Fina's ship, the crew heads to the Silivite space station, where they learn that the Silivites built the most powerful Gigas of all, which they used to destroy the world in ancient times, and had planned to do it again to prevent Valua's rise to power. Ramirez arrives and kills one of the elder Silivites, taking a piece of the Silver Crystal from his body. He and Galcian use all six crystals to raise Soltis from the deep sky, and betray Valua, calling the Rains of Destruction until the whole nation is destroyed. Vyse forms an alliance with all the pirates he met previously (friendly and hostile) to take on Galcian's armada, and the Silivite elders sacrifice themselves to weaken Soltis and the silver Gigas. Galcian is killed by a suicide attack from one of his generals sympathetic to Vyse's cause, and the party forces their way into Soltis to face Ramirez, driven mad by Galcian's death. He sacrifices himself to fully resurrect the Silver Gigas, but is eventually defeated. The game ends as the characters begin to rebuild the world.


 
Gameplay
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Skies is a truly turn-based RPG at its heart. You select moves for all of your characters at the beginning of a round, and then watch how the battle plays out, round by round. The main strategic element for random battles is the moon stones that you equip to your weapons. Each moon stone governs the character's effectiveness against a certain enemy. Every color is either strong, weak, or neutral against another color--for example, purple and red are very strong against each other (lower defense and higher damage) whereas yellow is strong against green, but green is weak against yellow. The party also shares a "spirit gague" which is depleted when a character uses a special move or casts magic, and replenished when a character uses a "focus" command or at the end of a round. Other than that, there is really no more strategy in most battles than "Kill everything."

Ship battles are a bit different. The battle is set out on a 4x4 grid, and you select the order in which the characters attack. The squares in the grid are either red, yellow, or green, indicating the likelihood that an enemy will use a strong attack. In every round, the characters can man either a main gun (hits once for big damage), a secondary cannon (hits for 1-4 rounds for small damage), a magic cannon (casts a spell and never misses, but may not do much damage), or a torpedo (hits for big damage, with low accuracy and must strike in a later round). The main strategy is that by synchronizing your hits, it is possible to "stagger" an enemy ship and make them miss. Doing so can affect the outcome of the next round, giving you the opportunity to land a critical hit at certain points, or even use your s. cannon (either a harpoon or the moonstone cannon). There are a few dozen ship battles in the game, ranging from respawning Valuan patrols or Black Pirate raiders to unique battles against Gigas or some of Arcadia's nastier sky monsters.

When you are not battling monsters, you can explore the skies in your airship (you get to pilot 8 ships over the course of the game, but spend more than 95% of your time in either the Little Jack or Delphinius) or on foot in various towns and dungeons. You will periodically be faced with some simple puzzles, but for the most part you just run from beginning to end, fighting monsters in random encounters as you go.


Graphics and Sound
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Skies is visually one of the slickest games that ever came out during the Dreamcast's short life. The world is crisp and vivid, and moving from one land to the other ensures that the visuals will always stay fresh. The flatness of some parts of the world (Skies pre-dates bump mapping and the character faces are 2D images wrapped onto a 3D head) show the age of this game, but by no means is it outdated yet. Furthermore, the attention to detail is amazing. When flying over the towns and dungeons, you can see individual buildings and structures, all to appropriate scale. Furthermore, you can enter first person mode at any time by pressing the Y button to see things in the world you might not otherwise see. Battles are also fully 3D and rendered in real-time, although moves are not as visually impressive as games like Final Fantasy or Grandia II as a result.

In terms of sound, Skies is mostly rock solid. The music is crisp, memorable, and fits every location flawlessly. As a sort of hidden blessing, the voice acting is almost entiely absent. All of the characters speak only through text, with an occasional "Argh!" or "Yay!" thrown in to add to the character of the conversation. This was done because the game without voice files already had to be put on two gigabyte-sized discs, and adding voice would require a third or even fourth. Although I was disappointed at the time, a valuable lesson I learned from other Japanese RPG's is that Japanese RPG's do not translate well into English voice acting, period. This is reinforced by the battle sequences, where full voice acting was left intact, leaving us with such gems as "Your trial will be swift and just! NOW FACE YOUR PUNISHMENT!" and "Where there is light, there is darkness. SWORD OF THE DARK MOON!" Thankfully, you can skip your own super moves, and battles with speaking opponents are rare enough that it never becomes bothersome.


Replay Value
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I played through Skies of Arcadia twice, once just to experience the story, and a second time to get 100% completion. The first game took about 60 hours (40-50 if I didn't grind at certain points to over-level) and the second took about 120 hours. There are a few things outside the main quest to do, which is unfortunate. Beyond the main quest, there are numerous discoveries around the world which, when activated or "found" bring up a neat little informational card about the discovery, and can be sold to a special vendor in each town for a specific amount of gold (some discoveries will be found by other sailors or a rival explorer, which decreases their value if you don't find them first.) Additionally, there are some side-quests (most include hunting down a rare item for a merchant or helping someone reunite with a "lost" family member in another town) which seldom take more than 20 minutes to complete, and carry minimal reward. Also, for the obsessive among you, some monsters carry a 1-2% chance of dropping an exceedingly rare item, armor, or weapon that cannot be found elsewhere in the game. And finally, you will need a crew for many parts in the game. Some crew members have to join in order to progress through the story, and some are optional and must be hunted down and be convinced to join your crew. These people populate your base (some are merchants, while others do nothing) and boost your ship's stats during battle.

Although it is probably irrelevant at this point, the first disc allows you to go online and download three add-ons: one that adds two weapons--Vyse's tuna cutlass and Aika's swirlmerang (giant lollipop); one that adds an optional ship boss of a giant Looper (a persistent enemy in the game notorious for its ability to resist most magic, dodge most physical attacks, and run from battle); and one that adds Hamachou Island, which adds the final Cham needed to upgrade Fina's weapon (Cupil) to its final form, as well as an old man who will tell you your game stats and make snide comments.
 
Skies was ported to the Gamecube in 2003 as Skies of Arcadia Legends. I never had a Gamecube, so I was not able to play it, but it adds new discoveries, more battles against notorious pirates (bounties that can be traded in for substantial money), some enhanced back story, and a quest to gather invisible "moonfish" for a young girl and her Hamachou in exchange for rare equipment that previously could only be acquired as random battle loot. It also features enhanced graphics and lower quality sound (the DC uses uncompressed sound files, and the GC compressed the sound files to make the game fit onto the mini DVD) and allows the game's enemies to level with you, which will maintain the challenge even at level 99.

Closing Remarks
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First off, Skies of Arcadia (and Legends) is one of those games that falls into the category of "Japanese RPG that was critically acclaimed but never sold well and is consequently rare with a dedicated cult following." It was only stocked by retail stores for about a year until the Dreamcast went down the bankruptcy drain, and a used copy will run you $30-75 on eBay, with new copies going for $75-100+. You might get incredibly lucky and find a copy of Legends in a Gamestop or similar store (I heard of one Gamestop 50 miles from my house that had a copy a couple years ago), but again, expect to pay at least $30 for it. Not that I'm advocating piracy, but there are free emulators for both the DC and GC floating around on the internet...

That said, I would place Skies of Arcadia in my top 10 games of all time. True, the story is largely cookie cutter, the characters are mostly static and one-dimensional, and the frequency of random encounters artificially inflates the game's length. But there is a certain charm to this game that few others are able to match. The world feels vibrant and full of life and history. Vyse doesn't need to grow up because he doesn't start out as a sullen, over-dramatic, self-absorbed late adolescent, but rather an energetic, optimistic natural-born leader.

If you can find it, Skies of Arcadia is a must-play for any RPG fan, and I would strongly recommend it even to those new to the RPG.

Wednesday, December 12, 2012

Video Game: Grandia II

Developer: Game Arts
Platform: Dreamcast
Released: 2000
Played from: 2000-2005

Figured that the first RPG I ever beat should be the first I review.

Overview
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Grandia II is pretty typical for a Japanese RPG of the time. You are an emotionally troubled 17 year old Geohound (mercenary/bodyguard) who takes a cakewalk escort mission for some easy money, but gets caught up in something much larger than a simple job. You assemble a rag-tag team of misfits along the way, fight loads of baddies, and save the world from an ancient evil and against all odds.

Gameplay
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The gameplay is pretty straightforward, but complex enough that you will need some strategy to prevail. On its surface, Grandia II is a turn-based RPG. The real distinction comes in a few key points. First of all, the enemies are always visible on the screen in the dungeon, which lets you see what you are up against before you go head-to-head, and also lets you attempt to sneak up on the monster from behind and gain an advantage in battle. Second, rather than being strictly turn-based, the characters all have an "Action Gague" which fills based on their quickness, and requires a similar warm up time between selecting your action and the actual execution of the action. This comes in to play because in addition to a standard combo attack, all characters have a "Cancel" attack that hits once for extra damage and can either reduce the enemy's action gague, or can entirely cancel an attack if executed during the warm-up phase. Enemies can also do this to you. Finally, while characters have super moves and magic, experience is granted in the form of "Magic coins" and "S-coins" dropped by monsters. These are used to "buy" special moves and magic spells. Additionally, magic is not tied to a character, but rather to a "Mana Egg" which learns the spells, and can be passed from person to person. Each egg is typically a balanced mix of attack and defense/healing spells, but later in the game you can find eggs that are all one or the other.

Aside from the battles, you navigate the world by moving your characters (who follow single-file like a conga line) across a path from the start of the dungeon to the end. There are a few simple puzzles and a handful of secret chests, but for the most part you just walk between battles and cutscenes.

Story
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Alright, here be spoilers, so don't read this section if you want to be surprised at the various plot twists.

Thousands of years ago, a celestial being called Granas came to the world and made a pact with the people: if they would worship him as a god, he would make their world a utopia. The people agreed, and they gave him their faith and piety in exchange for technology and divine protection. However, a group of people felt that all of Grandia was now enslaved, so they created another god to challenge Granas: Valamar. The two factions went to war, and Granas was victorious but exhausted from his battle which left the world scarred in the form of a great canyon where his sword fell. He sealed the pieces of Valamar in special seals at various corners of the world, and slept to regain his strength.

Thousands of years later, Ryudo is a late adolescent geohound who takes a job to escort a priestess to a temple to renew the seal on Valamar's wings. Something goes terribly wrong, and the wings are released and possessed by the priestess Elena. You carry her back, and are attacked by Millennia, the personal manifestation of Valamar's wings with an attitude problem. She kicks your ass, and you agree to take Elena to the Pope to get the wings removed from her. As you travel, you encounter and team up with Roan, a 12-ish year old runaway who you find out later is a prince, Mareg, a beast-man intent on killing the man who destroyed his village, and Tio, an automata who wants desperately to be human. Every town you come across is plagued by one of the pieces of Valamar, and Millennia comes out to help you defeat the threat, and absorbs the piece after its defeat. After reaching the holy city and talking to the pope, you are sent after Granas's sword, the Granasaber. Meanwhile, Roan leaves the party after his father dies so he can rule his people, Millennia and Elena both fall deeply in love with Ryudo, and you learn the truth about Ryudo's past after visiting his home town. Then, you learn the truth: Granas was slain by Valamar, and Valamar sealed himself in structures designed to ensnare the souls of mortals, and Pope Zelas is using you to get Millennia to gather all of Valamar's pieces so he can defeat her to become the new Valamar. The crew travels to Valamar's moon via the Granasaber to try to stop the resurrection, but are too late, and Mareg dies while saving the party. Valamar is resurrected and Millennia is separated from Elena to complete his body. The crew rallies a last-ditch assault into Valamar's body, and Elena and Millennia are reuinited, but as different people this time. The two of them and Ryudo defeat the new Pope-Valamar and save the day.

After the sappy ending, you take control of Roan a year later, and travel the world to re-visit some of the towns you saved earlier on and see what everyone is doing now.

Okay, end of the spoilers.

Overall, the story works very well, although each village constitutes a separate side-story, and can sometimes distract you from your goal. The ending is needlessly sappy, but that is the trademark of most Japanese RPG's.

Graphics
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Sadly, the graphics for this game were outdated even at the time. The game is never muddled, but the characters look like dolls and can only be told apart by their hairdo and clothing. The world is also not particularly varied, and follows the path of Forest path - town - dungeon from beginning to end. The towns are vibrant enough, but none really stand out.

The redeeming factor here are the special moves and magic. They are all pre-rendered animations that play over the battle screen, but damn are they pretty. Oddly, one of Millennia's moves apparently couldn't be rendered correctly, so the team substituted a hand-drawn anime sequence--the only instance of this in the whole game.

Sound
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The music for Grandia II is entirely instrumental and generally mideval or church-y all the way through. It fits, but none of the songs are memorable. The voice actors are all professionals with lots of experience (Millennia is the same voice actress who played the Little Mermaid) and do a good job of voicing their characters, but the dialog is riddled with translation issues and too melodramatic for Western audiences. The actors did a good job, but the translation was lackluster.

Replay Value
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The game takes about 40 hours if you grind all the way through, 60 hours if you stop to smell the roses or need to power level, and 80+ hours if you want to attempt a 100% complete walkthrough. That said, there are some mini games that are almost impossible to beat without extreme practice, and a secret dungeon, but other than that, there is nothing to draw you back to this game unless you want to experience the whole thing over again.

Overall
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This is an RPG with a solid (if not overdone) story, lovable characters, a simple control scheme to master, and outdated graphics. It is worth a play-through for the RPG fan or if you find it on clearance (it was also ported to the PS2 and PC around 2002 if I remember), but don't worry about hunting it down over other, better games.

Thursday, December 6, 2012

Video Game: Halo 2

Title: Halo 2
Developer: Bungie/Microsoft
Platform: Xbox/PC
Release date: 2004 (Xbox), 2007 (PC)
Played From: 2004-2008


This was, by an order of magnitude, the single game I anticipated above all others. Nothing was official until mid-2003, when Bungie made a teaser trailer... which I watched at least 30 times. To pass the time, I bought and read all three Halo novels that were released at the time (First Strike was critical to understanding how the Master Chief got himself un-stranded from the middle of absolute nowhere). I played through the first Halo obsessively. I even started playing Halo CE simply because I could not contain my excitement. When I was cleaning out my room about a year ago, I found an old calendar that had a 150-something day countdown until Halo 2's release. That is how stoked I was for this game.

Overview
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The story picks up about 3 months after the original Halo, with the Master Chief and the badass Sgt. Johnson being the only two people who survived the incident. Back at Earth, they are celebrating their victory at Halo when the Covenant appear out of nowhere and start blowing shit up. Then you alternate between the storylines of the Chief and a disgraced Elite who has been appointed Arbiter (which entails taking on suicidal missions until you die and regain your dignity). As you take the fight away from Earth and to a new Halo, you find out that the leader of the covenant has been engineering a civil war to further his own twisted agenda. Further complicating matters, the Flood have been active on this Halo for hundreds of years, and amassed a central intelligence who is bent on manipulating all sides of the conflict to complete his own goal: consuming all life in the galaxy. This sequel is significantly more story-driven than the original, which is a very good thing.

Gameplay
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Halo is Halo, and fortunately Bungie didn't forget that. The core functionality is the same, although you have many new weapons, vehicles, and enemies this time around. This a double-edged sword, since the intricate balancing was disturbed in many places. Many weapons have exact duplicates between Human and Covenant varieties, and I truthfully feel that the SMG and pistol were nerfed to the point of being almost useless, while the Carbine is so efficient at killing enemies in a single shot that it effectively replaces the pistol from the original halo as the ultimate weapon in most situations. Also, most weapons carry half as many bullets as their original counterparts, which is good since it forces you to experiment with new weapons, but sucks when you ditch a battle rifle with 30 bullets left only to find another one that is 30 bullets away from being full later on.

But, with its immersive storyline set across 13 levels, it is impossible to say that Halo isn't fun from the moment you fire up the game to the cliffhanger ending that will have you screaming ancient curses at Bungie. But, it is not 2004 anymore and you can boot up Halo 3 as soon as the credits roll. Even though I beat the whole thing in two sittings less than 48 hours after it was released, the story of Halo 2 feels like the longest and most complex, and that is a good thing. The environments you fight in are highly varied and almost never boring. The voice acting is notably better, and there is a significant improvement in the quality of the game's script. And, when the story is over, you can either play through it all again to find the extensive list of secrets and easter eggs, try to beat it on the beefed-up Legendary mode, or take the fight to multiplayer, although it is no longer possible to play it on anything except LAN.


Graphics
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This is as good as the original Xbox ever got. Human faces are more realistic, enemies are more gruesome and fierce. Bump mapping is at an all-time high. Vehicles begin to break down as they sustain damage and will even fall apart and handle differently in some cases. This is not as good as the current games in the market, but when you consider just how much graphics changed in the 8-year gap between 1996 and 2004 versus the 8 year gap between 2004 and 2012, Halo 2 is surprisingly modern-looking. Truthfully, there are only two shortcomings here: many textures (especially large bitmaps for environments) are very bland, and as the Xbox reaches the limits of its processing power, textures will spontaneously "pop" from low-resolution to high-resolution... even during cutscenes. Still, even today Halo 2 is a piece of eye-candy.

Sound
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Everything that was good about Halo was made better for Halo 2. Marty O'Donnell's moody instrumental scores set the tone perfectly in almost all cases, although I honestly don't like the title screen song as much as I loved the original Halo title song. All of the sound effects are much higher quality this time around, although Halo 3 really did a better job of nailing excellent sound effects.

Replay Value
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If you are halfway competent at FPS games on consoles and playing on Easy or Normal, Halo 2 should take you about 10-15 hours to complete all the way through. Once you are done with that, you can go back through Heroic or Legendary modes for a real challenge. Easter eggs have always been Bungie's forte, and Halo 2 is (in my opinion) home to some of the most intricate, difficult to find, and rewarding easter eggs out there. Metropolis has a super weapon (a plasma rifle with the projectiles switched out so it shoots the Scarab's main beam. Every level has a "Skull" hidden somewhere on it that is only accessible on Legendary mode, and will alter the game in some manner, such as doubling the push of explosives, making enemies toss grenades twice as often with increased accuracy, and making every weapon you pick up almost completely out of ammo.

And when that is all said and done, there is multiplayer. Halo 2 is a dead game at this point, but in its day it was the most played online console game, period. Personally, I do not like the new weapon balancing in a multiplayer setting, since it takes a full clip from an SMG to put somebody down if they are not at point-blank range. The shotgun can kill in a single shot, and the plasma sword has effectively the same killing range as the shotgun, but never runs out of ammo and almost always kills in a single hit. That said, Halo 2 is (read: was, 8 years ago) fun as hell to play online, especially with the plethora of downloadable maps.

Overall
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The story is memorable, the gameplay is rock-solid, and there is enough to keep you coming back for hours. Halo 2 is a must-play for the three of you out there who have not played it yet. Halo 2 has aged very well.