Review falithes 5/5 · Aug 22, 2025
A game that "Evolved" the FPS genre
I still fondly remember my legendary co-op run of this game with my neighbor from across the street. Each day after school we would beat one of the levels on legendary before starting our homework or eating dinner for the night. It was a fun way to spend a few weeks after school and felt like a legit accomplishment from …
I still fondly remember my legendary co-op run of this game with my neighbor from across the street. Each day after school we would beat one of the levels on legendary before starting our homework or eating dinner for the night. It was a fun way to spend a few weeks after school and felt like a legit accomplishment from how challenging it was. We also did this in preparation for Halo 2 which we both were hyped for. Even now, I got to say the co-op campaign is awesome. Is this game flawed? Sure. But it still overall has excellent design and gameplay that more than make up for its shortcomings. And most importantly, there's no denying it's influence on the FPS genre that is still felt to this day.
I see a lot of people praising the story and I got to be real. The story is honestly kind of gibberish. There is loose motivation for why you are going to each level, but it jumps all over the place the more you think about it and feels like a mess. Broad strokes are fine. You discovered a secret alien weapon that you want to acquire before a competing alien faction does. In the process you unleash a super weapon that could destroy the universe. Cool. The problem is in the details.
For me what's most important is the gameplay when it comes to video games. Halo absolutely delivers. It's honestly an impressively ambitious game given the time it was released and the limitations of the Xbox hardware. The levels are huge and the designers do a good job masking the barriers of the game with canyons and walls, maintaining immersion. A lot of modern games honestly do a pretty bad job with this. A ton of large open world games will have invisible walls and when you cross them, you get a prompt of some sort of bullshit about needing to turn around. Which breaks immersion. I always appreciate it when designers go the extra mile to maintain a sense of realism within a game world. The game also does a great job mostly guiding you where you need to go without it getting too frustrating. This does change as you get to the later levels, where the overall quality of the design does take a notable hit.
The game is at its best with its large sandbox levels that can be completed non-linearly. It was impressive to achieve levels with this flexibility. Not every level is like this mind you. In fact, all the interior levels are notably more linear in comparison. Still there's enough open non-linear sandboxes with vehicles to shake up the gameplay. While the vehicles are certainly janky, I still think they control reasonably well even by modern standards, which is impressive since this may have been the first console game to incorporate vehicles with foot movement and make it so fun.
The weapon arsenal and enemy variety are great. Each weapon does feel like it has a utility, with one big exception. The pistol is so OP it's just silly. That hand cannon can take out elites with ease, it can kill Hunters by shooting them in their orange back in a few hits (trivializing them), you're often given plenty of ammo, it's semi-automatic and it's very accurate. So yeah it makes a ton of sense why they nerfed the pistol into the ground in Halo 2. But a part of me still misses how absurdly imbalanced it was.
The enemy variety is interesting. Each enemy has a specific role. Elites are powerful and smarter than most enemies. Grunts are the fodder enemy. Jackals are more tactical and take care to eliminate since they effectively have mobile cover. This cover can be countered with grenades, sniper fire or the plasma pistol, which they conveniently use themselves. Hunters are mini-bosses, but once you know the pistol can kill them in a few shots in their bright orange spot in their back, they honestly are pretty easy. The flood completely changes gameplay and has their own variety. The small little bulbous fucks that annoy you. The zombies that can either smack you or shoot guns (with frustrating accuracy) and the fat blobs that explode releasing a group of the bulbous fucks. Then there's covenant in vehicles adding more challenge and variety to the large open maps. What Halo does exceptionally well is design enemy encounters by using different combinations of enemies to create engaging combat.
Some of the bigger flaws to the game would be the repetitive level design and the infamous Library level. All interior sections recycle the same assets which can make them feel repetitive. Also it can make navigation confusing because the levels can be labyrinthine. There were plenty of times when my friend and I had to go back and forth to figure out where we needed to go. There's also multiple levels that are a repeat of an early level. They do vary it by including new enemy encounters, but I can understand how that could be seen as padding. These repeated levels didn't bother me since I found the gameplay loop to be fun regardless, and removing these recycled levels would have meant less game play. So it's a compromise. The only level I had a real issue with was the Library. It's just such a long slog and very difficult. There are so many sections where the Flood relentlessly swarms you for long stretches that are exhausting. And given the constant recycled assets, the level really wears out it's welcome. If it was cut in half I would have probably liked it.
In spite of all these flaws, Halo still stands up. It's a lot of fun, was heavily influential on the gaming industry and is a ton of fun to play with a friend. I'll probably give the multiplayer some time with the Master Chief Collection for some more nostalgia.








