Thursday, September 23, 2010

Able to Relax, soon...

Since my project is coming to its conclusion, I'll be able to freely evaluate games without a rushed atmosphere. Despite being utterly exhausted, I will still make an effort to write a new piece.

Just last week, the final piece of the Halo series, Halo: Reach debuted. I am a huge fan of this series, having followed the series mythology to the books that truly brought such important characters alive like Dr. Catherine Halsey. Cortana, as artificial intelligence with a gendered hologram and personality, has captured my attention since Halo: Combat Evolved. She has always been an inspiration due to her knack for leadership and strong understanding of technology (which, I supposed if you are a piece of software, math and logic are kind of your thing). Cortana, however, but a child compared to the intellectual prowess of Dr. Halsey.

Reach marks the first appearance of Halsey in the series. It is fitting that the woman who is the key to the entire series should be in the game that defines the series. Combat Evolved marked a new era in FPSs, and brought a brand new story to the table. Halo 2 and 3 defined the mysterious, faceless lone wolf, but individually as games they were lackluster in any particular stand-out mode, game-play innovation or character. Save for dual-wielding, though I suppose there's a reason its not available anymore.

ODST introduced an interesting non-Spartan character and a team of typically flawed human beings, with the attempt to introduce feelings of isolation. It was a very large change of pace from the flash-bang that was the ending of Halo 3. ODST used an interesting level design to aid the lost rookie, with the remnants of the city's artificial intelligence silently guiding our equally silent hero. Personally, I never felt the strong attachment to my lost teammates, though I did highly enjoy their individual levels. ODST was also the origin of the mode Firefight, something that has been tweaked and perfected for Bungie's last game of the series.

Reach, while an individually brilliant game, is the product of the perfections from every game that precessed it.   I do not believe that the feeling of isolation and loss would have been as strong without the concept of isolation introduced in ODST. Chronologically, it is here at we are first introduced to Cortana. Noble Six, while faceless, is a creation and an attachment of your own being. Gender choices actually hold a strong influence over the personality of the game. With a character that I could call my own, a character with a strong legacy and unsurpassed bravery, I felt absolute awe. As a female gamer, nothing was more impressive or powerful to me than to be a character that I modified to represent me and my ideals, kick some serious Covie ass.

I'm rambling now... But I hope that this makes sense.

Females are important in gaming. And, as an honest opinion, I believe that gaming was initially directed at women (Pac Man, anyone?).

 I became a hero at Reach.

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