



Two or three faceoffs with an oozing mass of jellyfish and plant-man zombies builds a slick rhythm of tension and release. The same blindness to good pacing that infects Halo’s stage design is born out in the Flood, though. Time and an HD touch up hadn’t dulled the fact that Halo: Combat Evolved is a chore to play and it always was. Hell, we wanted to quit at The Silent Cartographer. This time we made it to the credits but not happily. That fundamental smooth weight of steering Master Chief through his adventures stayed consistent with some slight variations like new characters and rocket packs added in, but they were paired with artful, well-paced stages.That’s why we finally gave Halo: CE another shot when the anniversary edition arrived in 2011. The quiet-loud rhythm of ODST’s story in a desolate city, Reach’s desperate confrontations on a doomed colony: here were games that thrilled in all the ways that Halo really didn’t. As the years went on and Bungie refined its art with Halo 3, ODST, and Reach, Halo became an absolute favorite, especially its co-operative campaigns. We didn’t walk away from the series as a whole, though. Despite how wonderful Halo felt, though, our consensus was absolute: this game was no fun and we walked away from it for a decade.
