✅ Subscribe: ua-cam.com/users/BenPlaysGames 🖱 Support the channel: www.patreon.com/ben_plays_games Jetpacks need to make a return to the series, so much fun.
I feel like the use of brutes in Exodus instead of elites was a genius move on Bungie's part. Comparing brutes to elites, the former are much more intimidating than the latter imo, purely due to their barbaric nature. Using them instead of elites in a level thats populated with many defenseless civilians and seeing the civilians get terrorised by them really just drives home the cruelty and hopelessness of the situation. Great video!👍
I think the elites are much more intimidating, because they are smart and calculating. While it makes sense to have the brutes in this mission, and they do act very dangerous, they still don't feel as intimidating, except when of course they are attacking civilians.
@@captainmarvelwilson508 yeah i do agree with you on the fact that in terms of gameplay the elites are more challenging to go against, but i think lore wise the brutes are just terrifying because theyre just these psychotic beasts that enjoy torturing the humans.
Cheers my man! It's the shots of the brutes marauding across the rooftops while you're in the Falcon that does it for me, they look so threatening charging across the rooftops at the poor humans.
I thought this was a fun mission, New Alexandria is where for me the hopelessness really kicks in. Where you see a city being glassed and you’re powerless to stop it. All you can do is keep fighting a losing battle. Kats words sink in deep as she asks Carter if they have lost and he can’t answer that.
New Alexandria is an absolute cracker too, the scene of the glassing while you're flying around are amazing. I actually did a video covering it a while back too: ua-cam.com/video/lnRdBuIX-Lg/v-deo.html
There is an absolutely brutal deleted audio from the transport ship being shot down. The pilot is ordered to shut his engines down to prevent the reactor from going critical and nuking the city.
My first experience playing Reach was with full 4-man co-op (only one of us had played the campaign before). We all got dead quiet during this mission... that is until the Grunts showed up, and we started pushing each other towards them. 😂😅
What I think is crazy is that some civilians during the attack have seen and were near Noble 6. And have no clue who he was, or how his actions saved not just the survivors of reach but humanity as a whole. I like to Imagine some old man or women talking to their grandkids about how scary it was during the attack. And how a spartan arrived and made sure they made it out Alive. Just for the grandkids to be like “yea right”. Idk, that’s just me though
Imagine how much of a relief it must have been to a Spartan randomly turn up out the blue. You'd be thanking your lucky stars, especially given it's one of the baddest Spartans around.
@@duderitoz6953I think at this point in the war, Spartans were used to boost morale. Even the marines recognised 6 so I'd wager that the civillians knew that there was a Spartan
Something funny about this mission is that, if you kill the brutes at the right time, the human they just threw into the ground wull get back up like nothing happened
One of my favorite levels in the entire franchise! Love how you start off alone in a city under siege and start teaming up with ODST and civilians. It’s a welcome surprise to see the Brutes appear in the game in this level. Some awesome action sequences and a great setting!
I find it a little amusing how Carter tells Six "That lone wolf stuff stays behind" But despite that and what most people imagine a lone wolf to be like Six is here in Exodus, being a lone wolf without their team, but still saving lives where ever they can Infact they spend a brief amount of time working as one cog in another team entirely It just reminds me of how versatile Six is, and how much it's a shame that they died defending reach I know it would sour the end of Reach, but i've started imagining what it would've been like when cortana was told to instead wake up _two_ hyper-lethal spartans Chief and Six certainly would be a nigh-unstoppable duo _Why did bungie have to keep killing our somewhat-personalized playable characters!?_ It's still my headcanon that the rookie didn't die lol, their death was so unceremonious that it didn't even happen in ODST (I believe it happened in a book)
@@BenPlaysGamesSomething like Marvel’s ‘What-If’ could be a fun idea. Maybe another animated anthology like Halo Legends. What-if: 6 survived Reach, The Flood broke Keyes, Arbiter listened to the Heretic Leader, etc.
@@tommyscott8511Honestly the first what-if is the only interesting one, as the other two have straightforward answers and have to rely on the involved characters lacking the traits that allowed those events to transpire how they did, like Keyes lacking his signature eccentric tenacity that allowed him to resist the Gravemind, or for Arbiter to put his zealousy aside to hear Refumee out. (Either the Flood invades Earth or the Arbiter gets killed by the Shipmaster.)
Playing through Reach the first time, I missed the interaction with regular soldiers that the previous titles had. Reach really has no Johnson equivalent, it doesn't have scenes like the beginning of Metropolis with a lot of dialogue between marines, and the random soldiers in Reach have much less dialogue than the ones in earlier titles to. This is absolutely intentional as Reach is the story of Noble Team and most their missions are around an elite squad carrying out strategic missions rather than engaging in grand battles. Dialogue during missions would be too chatty if they tried to have the same amount of dialogue between the members of Noble Team and increase the amount with random soldiers, so this was the right design decision. However, Exodus does an amazing job at expanding the scope of the war by having 6 jump in to the middle of all these other missions being carried out around the city. It really highlights the heroics of the regular soldiers and civilians. Hell, the pilots at the end are civilian pilots, flying civilian vessels, further driving home that it is not just a war effort, but and effort from all of humanity.
Exactly - it feels incredibly dynamic but in a natural way given the level's context. There's seemingly lots going on that you're not directly involved in and you just sort of jump in and help with various things at different points. It feels big and messy, like it probably was.
This level was definitely a change to what you grew accustomed to always having a partner throughout the majority of the game. Gives that Lone Wolf vibe that Carter first tells you what not to do while with Noble team. So it was nice to actually see why Noble 6 was feared by his foes and allies.
Pacing was everything in this level, both internally to the level and how it fits in the narrative. The initial silence leaving you with your thoughts, the small victories on the street, the devastation of the Falcon ride, saving a handful of people... The negative space of this mission spoke volumes.
Everytime i play this mission. The only feelings that appears within my chest is just guilt. Even though its just the game, all i can feel is guilt that i couldn't save anyone in this whole gameplay. Like the evacuation ship being shot down killing thousands of people who were in it and the many confuse and angry emotions i had after jorges sacrifice but it was all in vain after the rest of the covenant fleet appeared.
This could very well be my all time favorite Halo mission in the series. I don’t know why but I always look forward to this chapter every time I go back to Reach. I think it could be the sheer scale of the whole chapter. You are thrown in the chaos from the beginning and you along with the marines do your damndest to try and save as many as you can. That also is another reason I love this mission so much, helping civilians.
I always like how many civilians you can end up with on the helipad at the tower if you do a good job, had absolutely tons of them there in my most recent playthrough!
This was definitely my favorite mission in Reach. I agree with most of what you said. The Brutes add an interesting change in gameplay. Unfortunately Reach has by far the worst Brutes in the series. They’re super ugly, don’t have hair, are weak, and aren’t very aggressive. Luckily mods like Reach Evolved and Ruby’s Rebalanced fix some of these issues by making Brutes stronger and more aggressive.
Agree on the weakness, you can go rattle through them pretty quickly as long as you're even semi-accurate (which is admittedly a challenge for me at times).
@Duderito Z I agree that the Infinite ones don’t look that good and could be better, but luckily they more than make up for it in terms of gameplay. Say what you will about Infinite and I agree wholeheartedly that there’s a lot to say, but it has by far the best Brutes in the entire series as far as gameplay is concerned. They do a good job of having their own roles and subclasses within the sandbox and don’t really step on the Elite’s toes. The way their armor pops off when you shoot it and how higher ranks have shields is so much fun. The Reach Brutes on the other hand are the worst combination of 2 and 3’s Brutes. They don’t have armor making them super vulnerable to super combines, they’re weak, they aren’t very aggressive just standing there and don’t berserk, and don’t utilize much of the Brute sandbox. I do really like how the Reach Brute Captains have the H3 Captain helmet. That was a cool touch. If you could take the H2A visuals and aggression, H3 style armor that functions like it does in Infinite, and have them the ability to dual wield you’d have the perfect Brutes. Thankfully mods can give us that.
@Richard Tingler Thanks for mentioning that. The guy making Mythic definitely did a really good job of overhauling the Brutes. Halo 3 Resurrection Revamped also did a really good job of fixing the Brute’s problems and expanding on what worked with them.
One cool mission idea revolving around one armor ability could be set on Noble 6's 9 day journey from where he landed to New Alexandria. The hologram armor ability is there and you only have one full magnum clip and one spare and no magnum ammo to pick up. So you have to use the hologram to fool the Covenant to chasing shadows in order for you to progress further shooting only when absolutely necessary and at the end you get sprint and end the level sprinting away getting to New Alexandria which we see in the cutscene.
There is so much about this mission that deserves credit. The isolation at the beginning, even down to things like the radio silence, adds to the sense that you are returning to Noble Six's specialty: Lone Wolf operations. Yes, Carter emphasised teamwork within the squad, but this is Six's playground. The actions of the Covenant forces are also great. Gone are the Sangheili and their methods of warfare, replaced with the Jiralhanae and theirs. The use of s*icide attacks, terror troops and the weapons they use shows that the city is not really a military target in the same sense as Sword Base. This isn't about winning a war, this is about inflicting pain. The addition of civilians, and the scripted transport destruction, are just smattering of pathos that flavour everything else in the mission. The only thing I would criticise is that the mission ends with the activation of UNSC missile launchers. This kinda shows that maybe, just maybe, the city was a military target to some degree. It may have been better to have Covenant AA guns being repurposed to drive off the Corvette.
I've always wanted to get into writing screenplays so I could write a 10 episode HBO-Special type mini series screenplay for Halo Reach. I've always thought that the story of reach was pretty incredible, the characters were fantastically written, and the environment is just ripe for being made into an visually iconic masterpiece of media. This is all considering that the actual content and dialogue is so ridiculously slim. I could imagine any half decent team of writers could take some time reading The Fall of Reach, researching the scrapped ideas from the original campaign, talking to long time halo fans, and create a much more meaty story line that doesn't only keep the likeability of characters like emile and jun, but expands upon relationships and everyone in Noble team. I would have loved to see much more about the tension between emile and jorge (also perhaps showing more about how much Jorge's death hurt Emile), the hidden attraction between kat and carter, and maybe even an added aspect of loneliness that Jun and six felt (Jun would be a fantastic character for a sort of deep monologue to expose some of what spartan 3's go through as expendables). There's just so much there, it's so upsetting that Reach wasn't the template for a first Halo show. It's relatively grounded environment is so much more conducive for effective story telling and makes it so much easier for vfx artists to make believable visuals in terms of spartans.
Like the ideas dude - you should do it! I thought about making UA-cam videos for years but figured no one would watch them - I'm so glad I managed to motivate myself to do it, as it's genuinely changed my life. Long story short, it's never too late to try something new and you're always going to end up regretting the things you didn't do, rather than those you did. Who knows, five years from now we could be watching your series play out on screen, rather than spending our time watching a Halo series filled mostly with shots of Master Chief's arse.
I really think the amount of dialogue helped Reach. More isn’t always better, and I’d hate to see another fiasco like the halo Tv show we were given. Let Reach and those who perished with her rest. They all deserve it.
@@tylerl9557 "They should stop making star wars media because kenobi, the sequel trilogy, etc. sucked" That's just not a good attitude to have. If they just dropped it, We wouldn't have Andor, Rogue One, etc. My main point is that halo 1-3 style master chief is not good for tv. It relies far too much on absolute spectacle of master chief as a superhuman and doesn't have enough dialogue oppurtunity. That's why the show seemed so damn wonky, you need movie budget and time to make it work. But Reach didn't have a large amount of those super over the top moments. Cutscenes had a fair amount of dialogue, and didn't involve spartans doing crazy acrobatics or other things that are just hard to make look good in real life. It was pretty grounded, and had a lot of potential for more character development. It's pretty well known that Reach used awesome characters to distract from the fact that most of them don't get a chance to develop. If a director had the right vision, they could turn it into something huge, it has everything it needs to be that.
I always thought an ODST series would be amazing if they filmed it like HBOs band of brothers. A mini series about the 101st airborne in WW2. Highly recommend if you haven’t watched.
I cannot believe this has as few views as it does. Very professional and well done video, and your analysis of the level could not have been more on point!
The elevator defense is always a standout point to me since I usually play with mods or skulls that make the game tougher, and the most nerve-wracking part is when the Brute Captains with Hammers drop in and throw themselves into the crowd of civilians, not only as I hiding from all sorts of fire and sidestepping gravity hammers, there are civilians and troops being sent flying despite me trying to gun the Brutes down before too many get killed Personally though I think Exodus should have had Brutes as the stars but it could have been a good chance to show the full night of the Covenant by involving every species, like Brutes are on the upper levels enjoying themselves by massacring civilians, Drones are in small flocks waiting to ambush people in the ceiling, tons of Grunts and Jackals on the frontlines, I’d even put a squad of Elites and their personal Engineer over the strategic location near the end guarding the Anti Air controls. New Alexandria does involve every species but the level is so long it doesn’t quite feel like the Covenant are throwing away tons of lives just to genocide the humans like in Exodus
Honestly this level was great, an especially good detail was introducing the brutes here. This actually helps defend Bungies explenation on why Brutes weren't in Halo CE, that Vadams fleet simply didn't have them. I remember so many people didn't believe that, then we get to Halo Reach, where there's the super carrier which carried absolutely zero brutes, and a level without a single elite but many Brute commanders.
Another great one. I didn't know about the alternative ways and weapon locations. Definitively gonna trying those on my next run (if I remember, obviously xd).
Crazy thing to me at the time was that they sent down more forces after having dozens of super carriers replace the lone one blown up. Super overkill, but in hindsight, makes sense.
I honestly wished we could've gotten like another 2-4 missions in the city. I don't know if it's just childhoodd nostalgia clouding my mind, as Reach was the Halo game that had just came out when I got my 360. But something about Reach I have always loved and thought stood out in comparison to Master Chief games. Especially in comparison to 4,5, and Infinite. It's truly hard to explain the love I have forr Reach. Not many other games were like it. Even still nothing can really come to mind like it. Reach and ODST have always been favorites of mine.
Halo reach is by far the greatest of the franchise, demonstrating how and why the covenant have become humanity's greatest enemy despite the fights you win as John 117. Up until the point it's been proven how strong the covenant are, but in Reach, you get a taste for their real power
I've wanted an ODST 2 for the longest time and Reach would be a great setting for it. Would be really interesting to see events play out from a non-Spartan's perspective.
Greatest of the franchise? Not even close. I loved Reach and I still do to this day but it's not eclipsing any of the original trilogy of games for the title of greatest Halo game.
Whenever I play this I ALWAYS try to save every civilian during the first elevator defends sequence. It’s really difficult on singleplayer and I’ve only ever pulled it off like three times. It brilliantly shows the hopelessness of the situation, and the idea that you can’t save everyone here no matter how hard you try. Fuckin genius
Something I love about this game is the storytelling. How no matter how hard you tried, the covenant also threw you something else and the more and more you play, the more you realize you’re fighting a losing battle. Another cool thing is the storytelling of noble six and their fates. Heavy weapon and explosives expert Jorge: Dies in explosion. Brains Cat: Shot in the head. Captain Carter: Goes down with the ship. Stealth Expert Jun: Disappears. Close combat expert Emile: Stabbed in the back. Lone Wolf Noble 6: Dies Alone.
Damn really thought you were gonna mention the fact that you can see the helipad near the end of the level at the top of Traxus tower from the beginning of the level.
There’s also some cool context to this mission. In the original Fall of reach book, it says like a couple thousand of millions of citizens were able to get off Reach. The “citizens” of Traxus tower are likely military important engineers and support staff. So they are probably some of the only people with a chance to get off the planet. Most of the citizens, especially in the underbelly that we never, are likely doomed with no help. ( We maybe could have seen these civilians in the cut scarab level)
Reach is a good one as there's loads of areas where the map is way bigger than you realise if you take the time to explore a little bit. That's even true for a lot of indoor areas, which makes it especially cool for me.
That “negative dispatch; no point.” At 14:00 really adds to the state New Alexandria is in. The city is basically lost, there’s no way those people survived, best to save resources for those that might have a chance at escape
I can watch Reach content for hours, this was truly peak Halo for me, as a kid i had my whole 360 profile set up like the file of a spartan that died on Reach, sad we'll never get this good a halo again
My favourite Reach level is tied between Oni: Sword Base and New Alexandria...but without a doubt Exodus is hands down the best level in Reach. In part because it finally scratches that itch of fighting in a city that is being invaded...originally planted like Ben says back in Halo 2. Apart from that, the music, the atmosphere, the use of Brutes, the different gameplay sections and the futility shown in your efforts to save everyone. Plus it really helps that you are alone and you see the little hope that comes from a Spartan appearing to save the day. The Marines and ODSTs having a renewed effort to save everyone they could. Plus the sombre tone that Jorge died for nothing 😢
New Alexandria is a banger. Would have loved to have seen some ground missions in that style if Bungie had stayed with the franchise. Biggers levels with more choice without going open world.
@@BenPlaysGames That would have been totally ace. Ironically more like Destiny with its semi open world...except like NA you get random side missions pop up etc.
Noice, I was just watching a Titanfall 2 vid mere minutes ago from G.O.A.T. Plays Games. Also, this is a quintessential Halo level and one I picture when I think of the series and its stage design.
I gave it fourth place in my level ranking video but actually I do wonder whether it should be above Pillar of Autumn and New Alexandria. If I redid the video, it would definitely be top three minimum.
Exodus is the first mission in the game that really drives home how hopeless the situation is. In missions 1-3, you score a victory, and it tangibly furthers humanity in the war effort. In 4-5, you score a victory, but it's immediately rendered irrelevant as more covenant show up to undo everything you accomplished. In Exodus, what you accomplish is good, and isn't undone, but is irrelevant to the war effort. All you've done is save some civilians from a doomed city. You don't save the city or destroy the covenant fleet. It shows the player that nothing they do would stop the inevitable.
You missed the radio chatter where they keep shooting at the covenant ship again and again , the desperation in the voice chatter really summed up how it was gonna end.
Fantastic video. I can’t even imagine the panic and chaos that would have insured on reach from the time the covenant fleet arrive at reach, to the time they actually go down to the surface and invade. Noble 6 was traveling for days, so I would assume they would have at least taken a day to assess the planet and decide where and what to attack before actually going down. I imagine the fear the planet’s military and governing officials must have had, and then having to tell the people who have no clue what’s going on that the covenant have arrived to burn the panic. Imagining families hearing the transmissions from the authorities to evacuate. The families scrambling to get their possessions together as they try to comfort their kids and tell them it’s all going to be alright. The screaming and panicking streets of people fighting to get to transports. And the covenant haven’t even come down yet. Also, with the selection of the covenant as a one dimensional enemy being a good thing, I fully agree. And I think one of the ways this works is because we as the player already know the fleshed out motivations and inner workings of the covenant from the previous game. This game is showing us the perspective of the grunts of the unsc. The people not caught up in the great space adventure with chief and Cortana and arbiter and the halos. This is a gritty war story that shows what it actually looks like for the average civilian or marine fighting in this war. The incomprehensible and unstoppable power of the covenant and how humanity is being decimated by them.
Thanks Michael! You hit the nail on the head too - the level works so well because it's straightforward tale of humanity struggling against an unstoppable force. There's no superhero in green armour to save everyone and no happy ending, just violence and despair. I've always fancied a spin off that does stuff like Exodus for an entire game, maybe an ODST 2 of sorts.
I really loved Halo Reach, although I also had more criticisms of it than previous titles. That said, there were some things Reach did absolutely fantastic, even better than its predecessors, and one of my favorites is exactly what Ben mentioned here with the Falcon ride-along aerial sequences showing the bigger picture in many of the levels. I think the Falcon ride on Exodus is one of the best cinematic moments in Halo.
It's the use of colour in particular that really separates it from other Halo titles for me. The use of blues and oranges, alone and against each other, combined with sweeping shots of the planet do so much to set the game's tone.
"The last transport is away" sounds like it is probably a reference to a moment in Star Wars: The Empire Strikes Back which feels relevant here. With help from ground based defensive cannons an unarmed transit ship and a defensive fighter screen temporarily knock out a Star Destroyer and flee into Hyperspace. The base intercom crackles on: "The first transport is away!" Thousands of men and women cheer as they pack equipment and ready defensive positions, many of whom know that they'll be defending this base to the bitter end to get as many other transports out as possible. The Rebellion has evidence that their fight is making a meaningful difference to saving the Rebellion and defeating the Empire. Noble 6 saying "the last transport is away" is a grim acknowledgement that the potential victories available have been exhausted. No further civilians will manage to flee from New Alexandria, and without a miracle no civilians will escape Reach.
What you said about the grappling hook was spot on its fun to use but takes so much away from halos core gameplay. I would remove it from multiplayer it completely ruined vehicles imo.
Definitely ruined vehicles in multiplayer. And in singleplayer arguably too, takes all the risk/reward away from hijacking. I used to be a staunch supporter but I've really changed my mind recently, as I think it takes over too much of the gameplay loop and becomes a bit of crutch. You can use it for basically everything, both offensively and defensively.
I would also add that, in my experience, Exodus, along with the next level, New Alexandria, are not particularly difficult. Few Hunters, few (if any) Zealot Elites, and no over the top objectives. They have their challenging moments, but the levels overall are fairly easy for me. The fast pace and shoot'em'up atmosphere of a grand battle, even a losing one, are great. The fact that Noble 6 is basically able to tip the scales on a couple of engagements in a matter of minutes really gives the perspective of how powerful a single Spartan really is, while still showing that it doesn't mean much in the grand scheme. A comment regarding equipment in Halo: Infinite. I feel like part of the problem comes with changes in the campaign, enemies and AI. I built up my threat sensors in anticipation for Elites with active camouflage only to find it didn't work in boss fights and normal Elites upgraded armor and weapons rather than camo, the drop wall was quickly countered by enemies that were increasingly three-dimensional, and thrusters barely changed things as enemies were increasingly equipped with AoE or sharpshooting weapons that were nearly impossible to dodge anyway. Put bluntly, it felt like the game was designed to counter the equipment rather than having the equipment designed to be utilized in the game. Every time I changed or upgraded something, the baddies did something to counter it. Sure, I get challenge spikes, but the result was asking "why bother with other equipment if it has no impact?" That's why the grappleshot is a favorite. Nothing in maps or AI changes to counter it. It remains effective and unique.
The opening to this mission is one of the best in the series. It perfectly captures everything that makes Reach stand out in the series. I think the game is very overrated, as much as I love playing it, but it's definitely the most immersive and believable Halo game next to ODST. Also the version of In Amber Clad that plays in it is also the best version of that song I think, as well as one of the best songs in Halo.
I liked the mission Exodus, but I like the art style and architecture of H2 and ODST's city more. In Reach's Exodus somehow a lot of the building designs and pure-white surfaces feel weird, like they are a sci-fi human style but not necessarily Halo. And I feel Exodus' human architecture style continued into H4 and H5 where it felt even less Halo. Still, overall Reach has some solid missions!
When I was a Kid exidus jist hit different. The desperiety was felt and watchung the civillian ship go down made my jaw drop. I was in shock. Only the plasma bolts from the incomming banshees brought be back as my falcon began to smoke.
The start of the level is harrowing. Our boy walks for NINE DAYS after literally falling out of the sky, alone. When he makes it into the city, the radio chatters with that fpf mission. For those of you that don't know, fpf is final protective fire.... A fire mission that is called when your position is about to be overrun. Hearing that through the radio and the frustration of the personnel as the firemission is ineffective hit me hard. This was a long overdue level for Halo and I've been waiting for it since that E3 trailer that let us down (i loved H2 regardless). I always forget about that sniper rifle in the first courtyard lol and just to be pedantic because i know no one cares, but the troopers who arent ODSTs arent Marines...theyre army troops. All the rest of the regular ground troops in game are army until you reach the Pillar of Autumn. Thanks for the content.
I would like to add that I think it was a good choice to not have elites in this level. It’s been explained that multiple covenant fleets attacked Reach, it wasn’t just Thel Vadamee’s fleet. So it’s not a surprise you don’t see elites in this level because it was most likely not part of of Vadamee’s fleet. Thel Vadamee would definitely not had brutes in his fleet.
whats crazy is that just 5 months after the fall of reach, humanity would completely turn the war on its head, and with the help of the sanghelli, save the species. what a comeback from a 27 year war
The relatively trivial nature of Six's task makes it seem even more hopeless. Saving lives is a noble mission, but Spartans are used to saving worlds. Six just lost a team member and hasn't heard from the rest of his team, so he has nothing better to do but help with the evacuation. It's a strange limbo state where he continues doing everything he can, but 'everything he can' is a lot less than it usually is.
I know you said it's not a negative that the Covenant are depicted two dimensionally in Reach, but honestly I think it really fits the game. We've already had plenty of stories up to this point that let us have a more nuanced internal view of the Covenant, and the story of Reach doesn't have any reason to explore that. Instead, we get a more nuanced internal view of the Spartans. Up to this point, unless you've read the novels, you'll only know the Spartans as the unstoppable killing machine that Master Chief is portrayed as in the original trilogy. A lot of people didn't even know that he was human under that armor, certainly not of the comradery he felt for his family of Spartans he grew up from childhood with, most of whom he's survived by that point. Reach lets us see that while the Spartans are trained, brave and committed to the mission, they're also emotional, sentimental, physically vulnerable and committed to each other. They're doing their job, but they're also protecting their home. They have neither the time nor the privilege to consider the Covenant as anything more than an indiscriminately murderous invading force, and so that's exactly how they're portrayed in the game.
They missed the never forget soundtrack on this mission. It would have suited perfectly as a continuation of the falcon flight before landing activating the AA System.
As much as I love Halo 2, I really wanted Metropolis to be much more like the trailer had shown. That’s one reason I love Exodus, it feels so much like that level, especially with how theatrical it is, but more. Six has been through the shit and the battle is going badly and he’s alone, probably doesn’t feel that advantage that Master Chief felt in early Halo 2, and the Covenant’s brutality is off the charts. I also really liked the rail-shooting segments that are in Exodus and Tip of the Spear, despite how short they are. Also I feel like it’s worth noting how much character was in the level, especially one where Noble Team is at its minimum presence. Characters like the Bullfrogs and Sergeant Duvall held it together pretty well and of course it’s always great having Sergeant Stacker present.
It definitely feels way more dynamic than the Halo 2 Earth levels were. Completely agree re the side character too, they add so much to the experience - as mention in the video, Exodus is almost it's own short story within Reach's campaign and it works incredibly well.
9 days, Kat. 9 long days. You picked up my armour's transponder in the chaotic city filled with what must be millions of other signal sources, interference sources, highrises and skyscrapers and no doubt Covvie's own electronic warfare and jamming. But you couldnt find me earlier in places with alot more clear background and give me a goddamn lift??
One issue I had. The one equipment at a time comment. When I played reach I admittedly used sprint as often as I could. It was really the only equipment I felt worth using. In Infinite I think the same problem applied with the grappling hook DESPITE having all gear available, not BECAUSE all gear was available. Even if they made it so you had to swap between equipments like in Reach, I’d still only use the grappling. I’d probably use the others even less than I already had. The problem isn’t how the gear is introduced. The problem is that all the gear except one is literal dogshit. My personal suggestion for equipment going forward would be split categories between mobility and utility. Then even if a choice must be made, you can still have your cake and eat it to. You could have combos like the grappling hook and scanner or jet pack and decoy. You just couldn’t have a Jetpack and grappling-hook. This way at least, you wouldn’t have the issue of players always defaulting to the piece of gear that feels essential for movement
thats exactly how i felt when i played through reach I only used the sprint gear and got quite annoyed when I was forced to give it up for a much less vesitile jetpack. and then had to hope I would come across a new sprit gear relatively quickly.
I love the level but i was hoping for more levels like this to demonstrate the sheer destruction covenant brought. The Earth Defense Force series are entire games built around this style of narrative. Where normally you move the content but in this case the narrative moves you to keep up.
Man, I haven't played an Earth Defense Force game since the days of the 360. Memories! Definitely would have liked more levels like Exodus, maybe one with a bit more vehicular action at street level.
I fucking love Exodus, it's my favourite mission in Reach for a lot of the reasons you've said here. Even though a lot of people hate it, I love missions where you're really limited somehow (in this case, you only have a pistol on half health and nothing else) and only really get some actual weaponry when you meet the civilians and the feeling of a Spartan coming out of nowhere to help civilians always warms my heart since they've been trying desperately to escape and suddenly here's a fucking super soldier coming to assist. At the start it's just a straight rush to attempt to figure out what the fuck is going on and how you can help and once you get there you KNOW you're needed. Plus, YOU being there adds to it all, you were never meant to be here since you had other (arguably more important) things to do but you're glad you are because you can help. The marine voices (which you hear a TON of in this mission) and banter were things I loved about them so I always tried to save as many marines in Halo games so this mission was just a rush of trying to save both defenseless civilians AND marines. Exodus also scratches the itch Metropolis and ODST gave of having city missions which were always my favourite type of mission in Halo. I never really thought about how I have no empathy for the covenant in these games whereas the empathy for the marines/civilians is always there until I saw how brutal those brutes were and wanted to kill all of them before they could do any real damage just to help as many people as I could. Great video, always loved the theme of Exodus in the OST. Used to listen to it a lot.
I feel Exodus needed more humans/vehicles - particularly at that last section. Plus it needed ODSTs to drop in (introducing Buck) and a Scorpion section. I also always get annoyed a Corvette gets smashed by just 6 missiles - you should have instead retargeted Covie turrets
If Buck had dropped in, I would have lost my mind with excitement. Hearing from him during New Alexandria is pretty cool, but actually having him turn up during a level to lend a hand would have been the coolest thing. They could have even left whether he made it out as a bit of a cliffhanger until you get the relief of hearing from him again midway through New Alexandria.
Exploring at the beginning of the level, I found a child's backpack. It really drove home how evil the Covenant are. They are waging a war of extermination. Every last man, woman, and child. For me, Reach is by far the darkest Halo game.
Considering Destiny 1 started development right after Reach, I wouldn't be surprised if the jetpacks were Bungie dipping their tows into the mechanics of it since Warlock and Titan jumps are basically jetspacks.
Something that's perplexed me ever since I found out that Long Night of Solace and Exodus take place nine days apart is... how did Six not die of starvation/thirst during his trek to the city? I can buy him surviving falling from orbit because, "Oh, he's a super soldier," but I don't care how super a soldier he is, he still needs to damn well EAT.
I think it’s the same reason we don’t see Master Chief ever eat during all of the adventures of his games. From what I’ve heard the Mjonir suits feed/recycle nutrients to the wearer to sustain them for long periods of time. I’m sure they need a recharge after a while, but there was probably enough for Noble 6’s trek.
@Ben Plays Games I have to add a few beats to this: first: If you look closely, you'll see that throughout the level you seem to be situated above the clouds. It's something I noticed while playing coop and waiting for a friend to come back in one of the earlier sections, where I decided to look down. Second: in a city the size of New Alexandria, at least as depicted, the population and population density per square meter would have to be MASSIVE, so that 600 people lost on that freighter which took off early wouldn't even register. Third: the aforementioned population density would also serve to make that city a fortress by two measures: the amount of troops of all stripes (Militia, reservists, regulars, and special forces) would be enormous, but this is also something of a problem the ODST storytelling has concerning New Mombasa, where the second measure is the pure verticality of the place, as that would make capturing any building in its entirety basically impossible. Much easier to glass the city (as is depicted later in the game, so hurray) Fourth: There are no Civilians in a war of extermination.
I don’t agree that 6 is questioning the futility of their efforts in the opening scene. Jorges dog tags illustrate unwavering motivation to bring the pain. Spartan 3’s we’re trained on revenge and spiteful fury. From 6’s perspective, the covenant have taken their family, attacked their home, lost his teammate and now they’re targeting civilians. That opening scene in my eyes is a moment of determination. To stand in defiance of the attack and unalive covenant at an alarming rate. If 6 questions his resolve, humans lose.
I want to note that on legendary, during the falcon part if you choose to try to save all the Marines the board of Banshee behind will kill you. It's narrative influencing gameplay. You have no reason to shoot the brutes rushing the Marines but if you immerse yourself into it that choose feels meaningful.
Thanks dude! That is me, I try to pay a bit more attention and be a bit sharper now, since so many people like telling me I'm rubbish at video games haha.
Maybe the EMP from the slipspace bomb overloaded his comms and he was barely able to get his armor partially back on when he was back on the surface of Reach. Not really sure.
Most long-range coms were probably cooked, we saw how much work Kat had to do to get one long range radio working, and most relay satellites were probably knocked out by the covenant fleet first thing
@@jimmybrucker9742 but his comms worked at the end of Exodus… he didn’t even announce his arrival in the city - that really could have helped the UNSC organise their resistance better. Maybe he spent those days clearing the crash site?
Funnily enough, I was thinking about that myself when writing the script for this video. My best guess is that The Covenant had continued to cause communications issues. It was clearly part of their strategy considering Winter Contingency is all about investigating a communications blackout.
Halo Reach was not afraid to do something that I wish Halo Wars 2 and Halo Infinite would’ve done: let the player accomplish something but still lose. Missions like this really drove home how unstoppable the Covenant were while still not feeling like the entire game was pointless by giving a small, if only moral victory to the player. For as much hype as 343 gave the Banished and as great an introduction as Atriox makes in both games, I never felt the faction earned their reputation because once the game starts, all they do is lose and lose badly.
A perfectly dark mission. After the gutpunch that was Long Night of Solace, Exodus kicks you while you're down. Our enemy are merciless. Civilians - men, women, and children - are not spared their genocide. It enrages you almost as much as it disturbs you.
Reach is not my favorite Halo, but Exodus is probably my favorite mission of all time. It offers a wide variety of sections and most of the weapons used in the game except for the Grenade Launcher. It directly shows the impact of the war we’ve been fighting in all the Halo games, and it shows off a wider variety of the human factions than normal (the civvies, ODSTs) I do think some other missions come close, or represent Halo better overall, but Exodus is my absolute favorite for encompassing what Halo is supposed to be all about (to me, at least).
Exodus is one of my favourite levels in the halo series because it actually feels like you are fighting in a city given the environmental details. Moa burgers anyone?
We should get a *canon, faithful* video game adaptation of "Halo: Contact Harvest" with the same tone of Reach here. But with Sgt. Johnson as the main character and gameplay similar to ODST but heavily expanded upon due to Avery being a human and not a SPARTAN. . .
While I get people's love of Halos 1, 2, and 3 and playing as Chief the hero. Personally, ODST and Reach are my absolute favorites. You're not The Hero winning the war in epic battles, you're A Hero winning small victories in what you know is a losing battle and are unsung. You're not hyped up, you don't have a fancy title or name, you're not a legend that soldiers cream themselves when you're even mentioned. 343 could never
Always got a little upset when the bullfrogs (jet pack ODST squad), like I wanted to see them complete their mission but im all that is left to see it through.
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Jetpacks need to make a return to the series, so much fun.
I feel like the use of brutes in Exodus instead of elites was a genius move on Bungie's part. Comparing brutes to elites, the former are much more intimidating than the latter imo, purely due to their barbaric nature. Using them instead of elites in a level thats populated with many defenseless civilians and seeing the civilians get terrorised by them really just drives home the cruelty and hopelessness of the situation. Great video!👍
It also emphasized how the brutes do the dirty work of the Covenant, while elites do the tactically demanding but potentially glorious actions.
I think the elites are much more intimidating, because they are smart and calculating. While it makes sense to have the brutes in this mission, and they do act very dangerous, they still don't feel as intimidating, except when of course they are attacking civilians.
@@captainmarvelwilson508 yeah i do agree with you on the fact that in terms of gameplay the elites are more challenging to go against, but i think lore wise the brutes are just terrifying because theyre just these psychotic beasts that enjoy torturing the humans.
Cheers my man! It's the shots of the brutes marauding across the rooftops while you're in the Falcon that does it for me, they look so threatening charging across the rooftops at the poor humans.
@@rockstormv3911 Lore wise Elites will always be an overall better threat for humans than Brutes, it's not only about the appearance
I thought this was a fun mission, New Alexandria is where for me the hopelessness really kicks in. Where you see a city being glassed and you’re powerless to stop it. All you can do is keep fighting a losing battle. Kats words sink in deep as she asks Carter if they have lost and he can’t answer that.
New Alexandria is an absolute cracker too, the scene of the glassing while you're flying around are amazing. I actually did a video covering it a while back too: ua-cam.com/video/lnRdBuIX-Lg/v-deo.html
@@BenPlaysGames lol i was about to comment that you should make a video about New Alexandrea. love the content man
That part with the transport going down and the sergeant saying, "No point" to a search and rescue team never fails to give me chills.
There is an absolutely brutal deleted audio from the transport ship being shot down. The pilot is ordered to shut his engines down to prevent the reactor from going critical and nuking the city.
Oh really? You wouldn't happen to have a link would you John? Would like to check that out.
Here you go m.ua-cam.com/video/m2c8fkAyE0A/v-deo.html
Superstar, cheers John - that's awesome.
Have a link?
@@Sea_Barb Here you go dude, timestamped the link so should start at the right bit: ua-cam.com/video/m2c8fkAyE0A/v-deo.html
My first experience playing Reach was with full 4-man co-op (only one of us had played the campaign before). We all got dead quiet during this mission... that is until the Grunts showed up, and we started pushing each other towards them. 😂😅
Ha someone's got to be the sacrifice, or else what are all those cute little grunts blowing themselves up for?!
What I think is crazy is that some civilians during the attack have seen and were near Noble 6. And have no clue who he was, or how his actions saved not just the survivors of reach but humanity as a whole.
I like to Imagine some old man or women talking to their grandkids about how scary it was during the attack. And how a spartan arrived and made sure they made it out Alive. Just for the grandkids to be like “yea right”. Idk, that’s just me though
Imagine how much of a relief it must have been to a Spartan randomly turn up out the blue. You'd be thanking your lucky stars, especially given it's one of the baddest Spartans around.
Being civies, they probs didnt even know he was a spartan. Think about it, they probs thought he was just some elite odst variant.
@@duderitoz6953I think at this point in the war, Spartans were used to boost morale. Even the marines recognised 6 so I'd wager that the civillians knew that there was a Spartan
Something funny about this mission is that, if you kill the brutes at the right time, the human they just threw into the ground wull get back up like nothing happened
I think they snap their necks with their foot right after so the throw isn’t what’s meant to kill them.
You'd think the throw would be enough to kill a regular human too, the brutes don't mess around.
@@BenPlaysGames the throw def would kill a real human but in the animation it’s the neck snap that causes them to die
Just had another look and you're absolutely right.
One of my favorite levels in the entire franchise! Love how you start off alone in a city under siege and start teaming up with ODST and civilians. It’s a welcome surprise to see the Brutes appear in the game in this level. Some awesome action sequences and a great setting!
Agree completely Blake, one of my favourites too. It nails the frantic, messy feeling of a city under attack so well.
I find it a little amusing how Carter tells Six "That lone wolf stuff stays behind"
But despite that and what most people imagine a lone wolf to be like
Six is here in Exodus, being a lone wolf without their team, but still saving lives where ever they can
Infact they spend a brief amount of time working as one cog in another team entirely
It just reminds me of how versatile Six is, and how much it's a shame that they died defending reach
I know it would sour the end of Reach, but i've started imagining what it would've been like when cortana was told to instead wake up _two_ hyper-lethal spartans
Chief and Six certainly would be a nigh-unstoppable duo
_Why did bungie have to keep killing our somewhat-personalized playable characters!?_
It's still my headcanon that the rookie didn't die lol, their death was so unceremonious that it didn't even happen in ODST (I believe it happened in a book)
A co-op Halo based around Master Chief and Noble Six having adventures would be the dream!
@@BenPlaysGamesSomething like Marvel’s ‘What-If’ could be a fun idea. Maybe another animated anthology like Halo Legends. What-if: 6 survived Reach, The Flood broke Keyes, Arbiter listened to the Heretic Leader, etc.
@@tommyscott8511Honestly the first what-if is the only interesting one, as the other two have straightforward answers and have to rely on the involved characters lacking the traits that allowed those events to transpire how they did, like Keyes lacking his signature eccentric tenacity that allowed him to resist the Gravemind, or for Arbiter to put his zealousy aside to hear Refumee out.
(Either the Flood invades Earth or the Arbiter gets killed by the Shipmaster.)
@@steverboot Arbiter actually was going to hear Refumee out. The Heretic fires on Thel before Spark can explain Halo's true purpose.
Playing through Reach the first time, I missed the interaction with regular soldiers that the previous titles had. Reach really has no Johnson equivalent, it doesn't have scenes like the beginning of Metropolis with a lot of dialogue between marines, and the random soldiers in Reach have much less dialogue than the ones in earlier titles to. This is absolutely intentional as Reach is the story of Noble Team and most their missions are around an elite squad carrying out strategic missions rather than engaging in grand battles. Dialogue during missions would be too chatty if they tried to have the same amount of dialogue between the members of Noble Team and increase the amount with random soldiers, so this was the right design decision. However, Exodus does an amazing job at expanding the scope of the war by having 6 jump in to the middle of all these other missions being carried out around the city. It really highlights the heroics of the regular soldiers and civilians. Hell, the pilots at the end are civilian pilots, flying civilian vessels, further driving home that it is not just a war effort, but and effort from all of humanity.
Exactly - it feels incredibly dynamic but in a natural way given the level's context. There's seemingly lots going on that you're not directly involved in and you just sort of jump in and help with various things at different points. It feels big and messy, like it probably was.
This level was definitely a change to what you grew accustomed to always having a partner throughout the majority of the game. Gives that Lone Wolf vibe that Carter first tells you what not to do while with Noble team. So it was nice to actually see why Noble 6 was feared by his foes and allies.
Pacing was everything in this level, both internally to the level and how it fits in the narrative. The initial silence leaving you with your thoughts, the small victories on the street, the devastation of the Falcon ride, saving a handful of people... The negative space of this mission spoke volumes.
Everytime i play this mission. The only feelings that appears within my chest is just guilt. Even though its just the game, all i can feel is guilt that i couldn't save anyone in this whole gameplay. Like the evacuation ship being shot down killing thousands of people who were in it and the many confuse and angry emotions i had after jorges sacrifice but it was all in vain after the rest of the covenant fleet appeared.
This could very well be my all time favorite Halo mission in the series. I don’t know why but I always look forward to this chapter every time I go back to Reach. I think it could be the sheer scale of the whole chapter. You are thrown in the chaos from the beginning and you along with the marines do your damndest to try and save as many as you can. That also is another reason I love this mission so much, helping civilians.
I always like how many civilians you can end up with on the helipad at the tower if you do a good job, had absolutely tons of them there in my most recent playthrough!
This was definitely my favorite mission in Reach. I agree with most of what you said. The Brutes add an interesting change in gameplay. Unfortunately Reach has by far the worst Brutes in the series. They’re super ugly, don’t have hair, are weak, and aren’t very aggressive. Luckily mods like Reach Evolved and Ruby’s Rebalanced fix some of these issues by making Brutes stronger and more aggressive.
Mythic overhaul mixes up the brutes in a nice way as well
Agree on the weakness, you can go rattle through them pretty quickly as long as you're even semi-accurate (which is admittedly a challenge for me at times).
You seriously think reachs brutes are uglier than infinites?
@Duderito Z I agree that the Infinite ones don’t look that good and could be better, but luckily they more than make up for it in terms of gameplay. Say what you will about Infinite and I agree wholeheartedly that there’s a lot to say, but it has by far the best Brutes in the entire series as far as gameplay is concerned. They do a good job of having their own roles and subclasses within the sandbox and don’t really step on the Elite’s toes. The way their armor pops off when you shoot it and how higher ranks have shields is so much fun. The Reach Brutes on the other hand are the worst combination of 2 and 3’s Brutes. They don’t have armor making them super vulnerable to super combines, they’re weak, they aren’t very aggressive just standing there and don’t berserk, and don’t utilize much of the Brute sandbox. I do really like how the Reach Brute Captains have the H3 Captain helmet. That was a cool touch. If you could take the H2A visuals and aggression, H3 style armor that functions like it does in Infinite, and have them the ability to dual wield you’d have the perfect Brutes. Thankfully mods can give us that.
@Richard Tingler Thanks for mentioning that. The guy making Mythic definitely did a really good job of overhauling the Brutes. Halo 3 Resurrection Revamped also did a really good job of fixing the Brute’s problems and expanding on what worked with them.
I really wish Reach had more missions, its such a good game.
One cool mission idea revolving around one armor ability could be set on Noble 6's 9 day journey from where he landed to New Alexandria. The hologram armor ability is there and you only have one full magnum clip and one spare and no magnum ammo to pick up. So you have to use the hologram to fool the Covenant to chasing shadows in order for you to progress further shooting only when absolutely necessary and at the end you get sprint and end the level sprinting away getting to New Alexandria which we see in the cutscene.
Love that, would have been cool to see Bungie try and pull off a proper stealth level in one of their Halos.
There is so much about this mission that deserves credit.
The isolation at the beginning, even down to things like the radio silence, adds to the sense that you are returning to Noble Six's specialty: Lone Wolf operations. Yes, Carter emphasised teamwork within the squad, but this is Six's playground.
The actions of the Covenant forces are also great. Gone are the Sangheili and their methods of warfare, replaced with the Jiralhanae and theirs. The use of s*icide attacks, terror troops and the weapons they use shows that the city is not really a military target in the same sense as Sword Base. This isn't about winning a war, this is about inflicting pain.
The addition of civilians, and the scripted transport destruction, are just smattering of pathos that flavour everything else in the mission.
The only thing I would criticise is that the mission ends with the activation of UNSC missile launchers. This kinda shows that maybe, just maybe, the city was a military target to some degree. It may have been better to have Covenant AA guns being repurposed to drive off the Corvette.
I've always wanted to get into writing screenplays so I could write a 10 episode HBO-Special type mini series screenplay for Halo Reach. I've always thought that the story of reach was pretty incredible, the characters were fantastically written, and the environment is just ripe for being made into an visually iconic masterpiece of media. This is all considering that the actual content and dialogue is so ridiculously slim. I could imagine any half decent team of writers could take some time reading The Fall of Reach, researching the scrapped ideas from the original campaign, talking to long time halo fans, and create a much more meaty story line that doesn't only keep the likeability of characters like emile and jun, but expands upon relationships and everyone in Noble team. I would have loved to see much more about the tension between emile and jorge (also perhaps showing more about how much Jorge's death hurt Emile), the hidden attraction between kat and carter, and maybe even an added aspect of loneliness that Jun and six felt (Jun would be a fantastic character for a sort of deep monologue to expose some of what spartan 3's go through as expendables). There's just so much there, it's so upsetting that Reach wasn't the template for a first Halo show. It's relatively grounded environment is so much more conducive for effective story telling and makes it so much easier for vfx artists to make believable visuals in terms of spartans.
Like the ideas dude - you should do it! I thought about making UA-cam videos for years but figured no one would watch them - I'm so glad I managed to motivate myself to do it, as it's genuinely changed my life. Long story short, it's never too late to try something new and you're always going to end up regretting the things you didn't do, rather than those you did. Who knows, five years from now we could be watching your series play out on screen, rather than spending our time watching a Halo series filled mostly with shots of Master Chief's arse.
I really think the amount of dialogue helped Reach. More isn’t always better, and I’d hate to see another fiasco like the halo Tv show we were given.
Let Reach and those who perished with her rest. They all deserve it.
@@tylerl9557 "They should stop making star wars media because kenobi, the sequel trilogy, etc. sucked" That's just not a good attitude to have. If they just dropped it, We wouldn't have Andor, Rogue One, etc. My main point is that halo 1-3 style master chief is not good for tv. It relies far too much on absolute spectacle of master chief as a superhuman and doesn't have enough dialogue oppurtunity. That's why the show seemed so damn wonky, you need movie budget and time to make it work. But Reach didn't have a large amount of those super over the top moments. Cutscenes had a fair amount of dialogue, and didn't involve spartans doing crazy acrobatics or other things that are just hard to make look good in real life. It was pretty grounded, and had a lot of potential for more character development. It's pretty well known that Reach used awesome characters to distract from the fact that most of them don't get a chance to develop. If a director had the right vision, they could turn it into something huge, it has everything it needs to be that.
Or Baby Yoda.
I always thought an ODST series would be amazing if they filmed it like HBOs band of brothers. A mini series about the 101st airborne in WW2. Highly recommend if you haven’t watched.
I cannot believe this has as few views as it does. Very professional and well done video, and your analysis of the level could not have been more on point!
Cheers Braxton mate, appreciate the kind words!
The elevator defense is always a standout point to me since I usually play with mods or skulls that make the game tougher, and the most nerve-wracking part is when the Brute Captains with Hammers drop in and throw themselves into the crowd of civilians, not only as I hiding from all sorts of fire and sidestepping gravity hammers, there are civilians and troops being sent flying despite me trying to gun the Brutes down before too many get killed
Personally though I think Exodus should have had Brutes as the stars but it could have been a good chance to show the full night of the Covenant by involving every species, like Brutes are on the upper levels enjoying themselves by massacring civilians, Drones are in small flocks waiting to ambush people in the ceiling, tons of Grunts and Jackals on the frontlines, I’d even put a squad of Elites and their personal Engineer over the strategic location near the end guarding the Anti Air controls. New Alexandria does involve every species but the level is so long it doesn’t quite feel like the Covenant are throwing away tons of lives just to genocide the humans like in Exodus
Honestly this level was great, an especially good detail was introducing the brutes here. This actually helps defend Bungies explenation on why Brutes weren't in Halo CE, that Vadams fleet simply didn't have them. I remember so many people didn't believe that, then we get to Halo Reach, where there's the super carrier which carried absolutely zero brutes, and a level without a single elite but many Brute commanders.
Another great one.
I didn't know about the alternative ways and weapon locations. Definitively gonna trying those on my next run (if I remember, obviously xd).
Thanks dude! There's actually a load of places with snipers and rockets in Exodus, I should have included one or two more examples really.
I think Long Night of Solace and Exodus are my favorite missions. I think I replay those 2 missions more than any other Halo campaign mission ❤
Crazy thing to me at the time was that they sent down more forces after having dozens of super carriers replace the lone one blown up. Super overkill, but in hindsight, makes sense.
Always a good day when a video from Ben drops
Thanks toxenzz mate!
I honestly wished we could've gotten like another 2-4 missions in the city. I don't know if it's just childhoodd nostalgia clouding my mind, as Reach was the Halo game that had just came out when I got my 360. But something about Reach I have always loved and thought stood out in comparison to Master Chief games. Especially in comparison to 4,5, and Infinite. It's truly hard to explain the love I have forr Reach. Not many other games were like it. Even still nothing can really come to mind like it. Reach and ODST have always been favorites of mine.
Halo reach is by far the greatest of the franchise, demonstrating how and why the covenant have become humanity's greatest enemy despite the fights you win as John 117. Up until the point it's been proven how strong the covenant are, but in Reach, you get a taste for their real power
I've wanted an ODST 2 for the longest time and Reach would be a great setting for it. Would be really interesting to see events play out from a non-Spartan's perspective.
Greatest of the franchise? Not even close. I loved Reach and I still do to this day but it's not eclipsing any of the original trilogy of games for the title of greatest Halo game.
Whenever I play this I ALWAYS try to save every civilian during the first elevator defends sequence. It’s really difficult on singleplayer and I’ve only ever pulled it off like three times. It brilliantly shows the hopelessness of the situation, and the idea that you can’t save everyone here no matter how hard you try. Fuckin genius
This is my favorite mission in the halo franchise the atmosphere is fantastic just hits diffrent
It's so, so good from beginning to end.
Something I love about this game is the storytelling. How no matter how hard you tried, the covenant also threw you something else and the more and more you play, the more you realize you’re fighting a losing battle. Another cool thing is the storytelling of noble six and their fates.
Heavy weapon and explosives expert Jorge: Dies in explosion.
Brains Cat: Shot in the head.
Captain Carter: Goes down with the ship.
Stealth Expert Jun: Disappears.
Close combat expert Emile: Stabbed in the back.
Lone Wolf Noble 6: Dies Alone.
Damn really thought you were gonna mention the fact that you can see the helipad near the end of the level at the top of Traxus tower from the beginning of the level.
IMO it makes the exodus level feel more real, like a real life place that people inhabit as opposed to a level.
There’s also some cool context to this mission. In the original Fall of reach book, it says like a couple thousand of millions of citizens were able to get off Reach. The “citizens” of Traxus tower are likely military important engineers and support staff. So they are probably some of the only people with a chance to get off the planet. Most of the citizens, especially in the underbelly that we never, are likely doomed with no help. ( We maybe could have seen these civilians in the cut scarab level)
Actually never even clocked on to that, good spot dude!
That makes sense, there must have been shedloads of people in lower levels of the city who didn't have an out.
The obsessive compulsive reload at full capacity is so relatable 😅
It gets me killed in multiplayer all the time, I really need to rein it in a little.
Loving both the commentary and your on-point grenade skills.
Cheers Kirsten! It's fairly rare I get praised for my gameplay too, so appreciate that - was a particularly lucky day for me.
Ive always loved Bungies explorer rewards, CE introduced me to exploring game maps and they just got better and better
Reach is a good one as there's loads of areas where the map is way bigger than you realise if you take the time to explore a little bit. That's even true for a lot of indoor areas, which makes it especially cool for me.
That “negative dispatch; no point.” At 14:00 really adds to the state New Alexandria is in. The city is basically lost, there’s no way those people survived, best to save resources for those that might have a chance at escape
I can watch Reach content for hours, this was truly peak Halo for me, as a kid i had my whole 360 profile set up like the file of a spartan that died on Reach, sad we'll never get this good a halo again
Big ups to the quality uploads.
Nice one John!
My favourite Reach level is tied between Oni: Sword Base and New Alexandria...but without a doubt Exodus is hands down the best level in Reach.
In part because it finally scratches that itch of fighting in a city that is being invaded...originally planted like Ben says back in Halo 2. Apart from that, the music, the atmosphere, the use of Brutes, the different gameplay sections and the futility shown in your efforts to save everyone.
Plus it really helps that you are alone and you see the little hope that comes from a Spartan appearing to save the day. The Marines and ODSTs having a renewed effort to save everyone they could. Plus the sombre tone that Jorge died for nothing 😢
New Alexandria is a banger. Would have loved to have seen some ground missions in that style if Bungie had stayed with the franchise. Biggers levels with more choice without going open world.
@@BenPlaysGames That would have been totally ace. Ironically more like Destiny with its semi open world...except like NA you get random side missions pop up etc.
Noice, I was just watching a Titanfall 2 vid mere minutes ago from G.O.A.T. Plays Games.
Also, this is a quintessential Halo level and one I picture when I think of the series and its stage design.
I gave it fourth place in my level ranking video but actually I do wonder whether it should be above Pillar of Autumn and New Alexandria. If I redid the video, it would definitely be top three minimum.
The special equipment in Reach is always entertaining. Active Camo being a invisible sniper is fun.
Exodus is the first mission in the game that really drives home how hopeless the situation is.
In missions 1-3, you score a victory, and it tangibly furthers humanity in the war effort. In 4-5, you score a victory, but it's immediately rendered irrelevant as more covenant show up to undo everything you accomplished.
In Exodus, what you accomplish is good, and isn't undone, but is irrelevant to the war effort. All you've done is save some civilians from a doomed city.
You don't save the city or destroy the covenant fleet. It shows the player that nothing they do would stop the inevitable.
You missed the radio chatter where they keep shooting at the covenant ship again and again , the desperation in the voice chatter really summed up how it was gonna end.
Fantastic video.
I can’t even imagine the panic and chaos that would have insured on reach from the time the covenant fleet arrive at reach, to the time they actually go down to the surface and invade. Noble 6 was traveling for days, so I would assume they would have at least taken a day to assess the planet and decide where and what to attack before actually going down. I imagine the fear the planet’s military and governing officials must have had, and then having to tell the people who have no clue what’s going on that the covenant have arrived to burn the panic. Imagining families hearing the transmissions from the authorities to evacuate. The families scrambling to get their possessions together as they try to comfort their kids and tell them it’s all going to be alright. The screaming and panicking streets of people fighting to get to transports. And the covenant haven’t even come down yet.
Also, with the selection of the covenant as a one dimensional enemy being a good thing, I fully agree. And I think one of the ways this works is because we as the player already know the fleshed out motivations and inner workings of the covenant from the previous game. This game is showing us the perspective of the grunts of the unsc. The people not caught up in the great space adventure with chief and Cortana and arbiter and the halos. This is a gritty war story that shows what it actually looks like for the average civilian or marine fighting in this war. The incomprehensible and unstoppable power of the covenant and how humanity is being decimated by them.
Thanks Michael! You hit the nail on the head too - the level works so well because it's straightforward tale of humanity struggling against an unstoppable force. There's no superhero in green armour to save everyone and no happy ending, just violence and despair. I've always fancied a spin off that does stuff like Exodus for an entire game, maybe an ODST 2 of sorts.
@@BenPlaysGames odst 2 would be awesome. But I don’t trust 343 with the series anymore.
I really loved Halo Reach, although I also had more criticisms of it than previous titles. That said, there were some things Reach did absolutely fantastic, even better than its predecessors, and one of my favorites is exactly what Ben mentioned here with the Falcon ride-along aerial sequences showing the bigger picture in many of the levels. I think the Falcon ride on Exodus is one of the best cinematic moments in Halo.
Halo: Reach had the best cinematics.
Better than many new games honestly, Bungie was at the top of their game at that point, IMO
It's the use of colour in particular that really separates it from other Halo titles for me. The use of blues and oranges, alone and against each other, combined with sweeping shots of the planet do so much to set the game's tone.
"The last transport is away" sounds like it is probably a reference to a moment in Star Wars: The Empire Strikes Back which feels relevant here. With help from ground based defensive cannons an unarmed transit ship and a defensive fighter screen temporarily knock out a Star Destroyer and flee into Hyperspace. The base intercom crackles on: "The first transport is away!" Thousands of men and women cheer as they pack equipment and ready defensive positions, many of whom know that they'll be defending this base to the bitter end to get as many other transports out as possible. The Rebellion has evidence that their fight is making a meaningful difference to saving the Rebellion and defeating the Empire. Noble 6 saying "the last transport is away" is a grim acknowledgement that the potential victories available have been exhausted. No further civilians will manage to flee from New Alexandria, and without a miracle no civilians will escape Reach.
What you said about the grappling hook was spot on its fun to use but takes so much away from halos core gameplay. I would remove it from multiplayer it completely ruined vehicles imo.
Definitely ruined vehicles in multiplayer. And in singleplayer arguably too, takes all the risk/reward away from hijacking. I used to be a staunch supporter but I've really changed my mind recently, as I think it takes over too much of the gameplay loop and becomes a bit of crutch. You can use it for basically everything, both offensively and defensively.
I would also add that, in my experience, Exodus, along with the next level, New Alexandria, are not particularly difficult. Few Hunters, few (if any) Zealot Elites, and no over the top objectives. They have their challenging moments, but the levels overall are fairly easy for me. The fast pace and shoot'em'up atmosphere of a grand battle, even a losing one, are great. The fact that Noble 6 is basically able to tip the scales on a couple of engagements in a matter of minutes really gives the perspective of how powerful a single Spartan really is, while still showing that it doesn't mean much in the grand scheme.
A comment regarding equipment in Halo: Infinite. I feel like part of the problem comes with changes in the campaign, enemies and AI. I built up my threat sensors in anticipation for Elites with active camouflage only to find it didn't work in boss fights and normal Elites upgraded armor and weapons rather than camo, the drop wall was quickly countered by enemies that were increasingly three-dimensional, and thrusters barely changed things as enemies were increasingly equipped with AoE or sharpshooting weapons that were nearly impossible to dodge anyway. Put bluntly, it felt like the game was designed to counter the equipment rather than having the equipment designed to be utilized in the game. Every time I changed or upgraded something, the baddies did something to counter it. Sure, I get challenge spikes, but the result was asking "why bother with other equipment if it has no impact?" That's why the grappleshot is a favorite. Nothing in maps or AI changes to counter it. It remains effective and unique.
The opening to this mission is one of the best in the series. It perfectly captures everything that makes Reach stand out in the series. I think the game is very overrated, as much as I love playing it, but it's definitely the most immersive and believable Halo game next to ODST.
Also the version of In Amber Clad that plays in it is also the best version of that song I think, as well as one of the best songs in Halo.
I liked the mission Exodus, but I like the art style and architecture of H2 and ODST's city more. In Reach's Exodus somehow a lot of the building designs and pure-white surfaces feel weird, like they are a sci-fi human style but not necessarily Halo. And I feel Exodus' human architecture style continued into H4 and H5 where it felt even less Halo. Still, overall Reach has some solid missions!
I quite like the clean white architecture. Equally though, 2's aesthetic works too, especially given where in the world the level is set.
I have waited years for this day
As they say, good things come to those who wait!
When I was a Kid exidus jist hit different. The desperiety was felt and watchung the civillian ship go down made my jaw drop. I was in shock. Only the plasma bolts from the incomming banshees brought be back as my falcon began to smoke.
The start of the level is harrowing. Our boy walks for NINE DAYS after literally falling out of the sky, alone. When he makes it into the city, the radio chatters with that fpf mission. For those of you that don't know, fpf is final protective fire.... A fire mission that is called when your position is about to be overrun. Hearing that through the radio and the frustration of the personnel as the firemission is ineffective hit me hard. This was a long overdue level for Halo and I've been waiting for it since that E3 trailer that let us down (i loved H2 regardless). I always forget about that sniper rifle in the first courtyard lol and just to be pedantic because i know no one cares, but the troopers who arent ODSTs arent Marines...theyre army troops. All the rest of the regular ground troops in game are army until you reach the Pillar of Autumn. Thanks for the content.
I would like to add that I think it was a good choice to not have elites in this level. It’s been explained that multiple covenant fleets attacked Reach, it wasn’t just Thel Vadamee’s fleet. So it’s not a surprise you don’t see elites in this level because it was most likely not part of of Vadamee’s fleet. Thel Vadamee would definitely not had brutes in his fleet.
whats crazy is that just 5 months after the fall of reach, humanity would completely turn the war on its head, and with the help of the sanghelli, save the species. what a comeback from a 27 year war
This is basically a first person version of the halo wars mission Arcadia city. Which also felt like a losing battle
Yes, I remember that one! I've actually been meaning to go back to the Halo Wars games as I've not played them for years.
@@BenPlaysGames it would be awesome to see you review Halo award
I might even stream a playthrough, going to be doing a lot more of that soon.
The relatively trivial nature of Six's task makes it seem even more hopeless. Saving lives is a noble mission, but Spartans are used to saving worlds. Six just lost a team member and hasn't heard from the rest of his team, so he has nothing better to do but help with the evacuation. It's a strange limbo state where he continues doing everything he can, but 'everything he can' is a lot less than it usually is.
I know you said it's not a negative that the Covenant are depicted two dimensionally in Reach, but honestly I think it really fits the game. We've already had plenty of stories up to this point that let us have a more nuanced internal view of the Covenant, and the story of Reach doesn't have any reason to explore that.
Instead, we get a more nuanced internal view of the Spartans. Up to this point, unless you've read the novels, you'll only know the Spartans as the unstoppable killing machine that Master Chief is portrayed as in the original trilogy. A lot of people didn't even know that he was human under that armor, certainly not of the comradery he felt for his family of Spartans he grew up from childhood with, most of whom he's survived by that point.
Reach lets us see that while the Spartans are trained, brave and committed to the mission, they're also emotional, sentimental, physically vulnerable and committed to each other. They're doing their job, but they're also protecting their home. They have neither the time nor the privilege to consider the Covenant as anything more than an indiscriminately murderous invading force, and so that's exactly how they're portrayed in the game.
They missed the never forget soundtrack on this mission. It would have suited perfectly as a continuation of the falcon flight before landing activating the AA System.
As much as I love Halo 2, I really wanted Metropolis to be much more like the trailer had shown. That’s one reason I love Exodus, it feels so much like that level, especially with how theatrical it is, but more. Six has been through the shit and the battle is going badly and he’s alone, probably doesn’t feel that advantage that Master Chief felt in early Halo 2, and the Covenant’s brutality is off the charts. I also really liked the rail-shooting segments that are in Exodus and Tip of the Spear, despite how short they are.
Also I feel like it’s worth noting how much character was in the level, especially one where Noble Team is at its minimum presence. Characters like the Bullfrogs and Sergeant Duvall held it together pretty well and of course it’s always great having Sergeant Stacker present.
It definitely feels way more dynamic than the Halo 2 Earth levels were. Completely agree re the side character too, they add so much to the experience - as mention in the video, Exodus is almost it's own short story within Reach's campaign and it works incredibly well.
Exodus is my favorite mission across all of Halo.
A good choice dude!
9 days, Kat. 9 long days. You picked up my armour's transponder in the chaotic city filled with what must be millions of other signal sources, interference sources, highrises and skyscrapers and no doubt Covvie's own electronic warfare and jamming. But you couldnt find me earlier in places with alot more clear background and give me a goddamn lift??
One issue I had. The one equipment at a time comment. When I played reach I admittedly used sprint as often as I could. It was really the only equipment I felt worth using. In Infinite I think the same problem applied with the grappling hook DESPITE having all gear available, not BECAUSE all gear was available. Even if they made it so you had to swap between equipments like in Reach, I’d still only use the grappling. I’d probably use the others even less than I already had. The problem isn’t how the gear is introduced. The problem is that all the gear except one is literal dogshit. My personal suggestion for equipment going forward would be split categories between mobility and utility. Then even if a choice must be made, you can still have your cake and eat it to. You could have combos like the grappling hook and scanner or jet pack and decoy. You just couldn’t have a Jetpack and grappling-hook. This way at least, you wouldn’t have the issue of players always defaulting to the piece of gear that feels essential for movement
thats exactly how i felt when i played through reach I only used the sprint gear and got quite annoyed when I was forced to give it up for a much less vesitile jetpack. and then had to hope I would come across a new sprit gear relatively quickly.
13:50 “negative, no point” hits too hard 😢
I love the level but i was hoping for more levels like this to demonstrate the sheer destruction covenant brought. The Earth Defense Force series are entire games built around this style of narrative. Where normally you move the content but in this case the narrative moves you to keep up.
Man, I haven't played an Earth Defense Force game since the days of the 360. Memories! Definitely would have liked more levels like Exodus, maybe one with a bit more vehicular action at street level.
I fucking love Exodus, it's my favourite mission in Reach for a lot of the reasons you've said here. Even though a lot of people hate it, I love missions where you're really limited somehow (in this case, you only have a pistol on half health and nothing else) and only really get some actual weaponry when you meet the civilians and the feeling of a Spartan coming out of nowhere to help civilians always warms my heart since they've been trying desperately to escape and suddenly here's a fucking super soldier coming to assist. At the start it's just a straight rush to attempt to figure out what the fuck is going on and how you can help and once you get there you KNOW you're needed. Plus, YOU being there adds to it all, you were never meant to be here since you had other (arguably more important) things to do but you're glad you are because you can help.
The marine voices (which you hear a TON of in this mission) and banter were things I loved about them so I always tried to save as many marines in Halo games so this mission was just a rush of trying to save both defenseless civilians AND marines. Exodus also scratches the itch Metropolis and ODST gave of having city missions which were always my favourite type of mission in Halo.
I never really thought about how I have no empathy for the covenant in these games whereas the empathy for the marines/civilians is always there until I saw how brutal those brutes were and wanted to kill all of them before they could do any real damage just to help as many people as I could.
Great video, always loved the theme of Exodus in the OST. Used to listen to it a lot.
Brilliant video as always. 😃
Nice one mate!
nearly spat my drink cause of the grunt @11:00
This and top of spear are my favorite missions on reach.
Love me some Tip of the Spear too, such a good level.
I feel Exodus needed more humans/vehicles - particularly at that last section. Plus it needed ODSTs to drop in (introducing Buck) and a Scorpion section.
I also always get annoyed a Corvette gets smashed by just 6 missiles - you should have instead retargeted Covie turrets
If Buck had dropped in, I would have lost my mind with excitement. Hearing from him during New Alexandria is pretty cool, but actually having him turn up during a level to lend a hand would have been the coolest thing. They could have even left whether he made it out as a bit of a cliffhanger until you get the relief of hearing from him again midway through New Alexandria.
My favorite Halo Reach level
It's so good and also has a really unique look and feel compared to most other levels in the series.
Best us the very last bit where you fight until you die like a true Spartan.
Love that too, actually did a whole video on Lone Wolf: ua-cam.com/video/M7OZVGPk5sE/v-deo.html
Exploring at the beginning of the level, I found a child's backpack. It really drove home how evil the Covenant are. They are waging a war of extermination. Every last man, woman, and child. For me, Reach is by far the darkest Halo game.
This and new Alexandria are my favorite missions in the game
Considering Destiny 1 started development right after Reach, I wouldn't be surprised if the jetpacks were Bungie dipping their tows into the mechanics of it since Warlock and Titan jumps are basically jetspacks.
That wouldn't be overly surprising, I've played a few games where developer have clearly been testing mechanics for other games/sequels.
Reach and CE will forever be GOAT
And 2 and 3
And odst
CE, 3 and Reach are my faves,
Something that's perplexed me ever since I found out that Long Night of Solace and Exodus take place nine days apart is... how did Six not die of starvation/thirst during his trek to the city?
I can buy him surviving falling from orbit because, "Oh, he's a super soldier," but I don't care how super a soldier he is, he still needs to damn well EAT.
I think it’s the same reason we don’t see Master Chief ever eat during all of the adventures of his games. From what I’ve heard the Mjonir suits feed/recycle nutrients to the wearer to sustain them for long periods of time. I’m sure they need a recharge after a while, but there was probably enough for Noble 6’s trek.
It's always been my favorite Hreach mission
@Ben Plays Games
I have to add a few beats to this:
first: If you look closely, you'll see that throughout the level you seem to be situated above the clouds. It's something I noticed while playing coop and waiting for a friend to come back in one of the earlier sections, where I decided to look down.
Second: in a city the size of New Alexandria, at least as depicted, the population and population density per square meter would have to be MASSIVE, so that 600 people lost on that freighter which took off early wouldn't even register.
Third: the aforementioned population density would also serve to make that city a fortress by two measures: the amount of troops of all stripes (Militia, reservists, regulars, and special forces) would be enormous, but this is also something of a problem the ODST storytelling has concerning New Mombasa, where the second measure is the pure verticality of the place, as that would make capturing any building in its entirety basically impossible. Much easier to glass the city (as is depicted later in the game, so hurray)
Fourth: There are no Civilians in a war of extermination.
i love how so many youtubers are revisiting halo reach
Exodus is my favourite mission
I don’t agree that 6 is questioning the futility of their efforts in the opening scene. Jorges dog tags illustrate unwavering motivation to bring the pain. Spartan 3’s we’re trained on revenge and spiteful fury. From 6’s perspective, the covenant have taken their family, attacked their home, lost his teammate and now they’re targeting civilians. That opening scene in my eyes is a moment of determination. To stand in defiance of the attack and unalive covenant at an alarming rate.
If 6 questions his resolve, humans lose.
I want to note that on legendary, during the falcon part if you choose to try to save all the Marines the board of Banshee behind will kill you. It's narrative influencing gameplay. You have no reason to shoot the brutes rushing the Marines but if you immerse yourself into it that choose feels meaningful.
Excellent
Cheers as always Gabe!
@@BenPlaysGames Tangentially-related, but the B-roll (of whom I assume is you) playing is impressive! I've noticed your skills getting sharper.
Thanks dude! That is me, I try to pay a bit more attention and be a bit sharper now, since so many people like telling me I'm rubbish at video games haha.
Also, why did he walk for 9 days and not radio for evac. Imagine what Six could do with 9 days…
Maybe the EMP from the slipspace bomb overloaded his comms and he was barely able to get his armor partially back on when he was back on the surface of Reach. Not really sure.
Most long-range coms were probably cooked, we saw how much work Kat had to do to get one long range radio working, and most relay satellites were probably knocked out by the covenant fleet first thing
@@jimmybrucker9742 but his comms worked at the end of Exodus… he didn’t even announce his arrival in the city - that really could have helped the UNSC organise their resistance better.
Maybe he spent those days clearing the crash site?
Funnily enough, I was thinking about that myself when writing the script for this video. My best guess is that The Covenant had continued to cause communications issues. It was clearly part of their strategy considering Winter Contingency is all about investigating a communications blackout.
Halo Reach was not afraid to do something that I wish Halo Wars 2 and Halo Infinite would’ve done: let the player accomplish something but still lose. Missions like this really drove home how unstoppable the Covenant were while still not feeling like the entire game was pointless by giving a small, if only moral victory to the player.
For as much hype as 343 gave the Banished and as great an introduction as Atriox makes in both games, I never felt the faction earned their reputation because once the game starts, all they do is lose and lose badly.
A perfectly dark mission. After the gutpunch that was Long Night of Solace, Exodus kicks you while you're down. Our enemy are merciless. Civilians - men, women, and children - are not spared their genocide. It enrages you almost as much as it disturbs you.
Great description of an amazing level.
My favorite Reach mission
The only thing that can improve it for me would be improved brutes
Few people have said this - they're definitely pushovers compared to some of the series' other iterations.
Reach is not my favorite Halo, but Exodus is probably my favorite mission of all time.
It offers a wide variety of sections and most of the weapons used in the game except for the Grenade Launcher. It directly shows the impact of the war we’ve been fighting in all the Halo games, and it shows off a wider variety of the human factions than normal (the civvies, ODSTs)
I do think some other missions come close, or represent Halo better overall, but Exodus is my absolute favorite for encompassing what Halo is supposed to be all about (to me, at least).
nice video, can we get some infinite missions?
Nice one Doggo - definitely got one in the pipeline for soonish.
This is my favorite level in reach.
Can't argue with that!
Exodus is one of my favourite levels in the halo series because it actually feels like you are fighting in a city given the environmental details.
Moa burgers anyone?
We should get a *canon, faithful* video game adaptation of "Halo: Contact Harvest" with the same tone of Reach here. But with Sgt. Johnson as the main character and gameplay similar to ODST but heavily expanded upon due to Avery being a human and not a SPARTAN. . .
I always love the one level in halo 2 with the city combat and the god awful sniper jackals
While I get people's love of Halos 1, 2, and 3 and playing as Chief the hero. Personally, ODST and Reach are my absolute favorites. You're not The Hero winning the war in epic battles, you're A Hero winning small victories in what you know is a losing battle and are unsung. You're not hyped up, you don't have a fancy title or name, you're not a legend that soldiers cream themselves when you're even mentioned. 343 could never
Never knew why those civilians won't get on the elevator you just helped them reach to in the first place...
Because it apparently causes them to disappear into another dimension haha. Better to wait around and get demolished by the brutes I guess!
I feel bad for the UNSC Army Troopers, everyone keeps calling them marines and robbing them of credit for their action.
Ha my bad!
It's basically how recognition works in the US military. The Army does most of the fighting and the media gives credit to the Marines lol
Always got a little upset when the bullfrogs (jet pack ODST squad), like I wanted to see them complete their mission but im all that is left to see it through.