Halo: The Master Chief Collection

Halo: The Master Chief Collection

Pre-Release MacWorld+Xbox
ZugZug 6 Aug, 2024 @ 2:35am
A lengthy but overall enjoyed experienced review (Spoilers ahead)
Was very curious to see what I was getting into with this mod especially with its inclusions of digsite and other cut Halo content. The Campaign without a doubt definitely branches with its many features of missing content cut from the original game while also incorporating other elements that give off a repayable experience. I was shocked on seeing the little minor details of chief sounding heavier when moving or completely extending preexisting areas that flow naturally. Its the amount of effort here I can really appreciate while at the same time provide some feedback/criticisms I had. In both postie and negative. (Note I did playthrough the entire Campaign on Legendary twice to see if my thoughts would alter from my 1st run)

Weapons:
I was very interested to see how the inclusion of the Digsite sandbox would be build into the CE Campaign and im in a middle of sorts when it comes to the weapons. For starters the regular AR feels goo Spoiler text d to use and does it use primarily well of wiping out small targets and crowd control. Its small bullet mag was an interesting change but the one thing I found inconvenient was the reload and melee speed. Its painfully slow on both parts. The time it takes for the melee to come out is much slower than a majority of the weapons in the game that I ended up just using my secondary's melee more. At that point I just referred to using either of the SMGs moreso simply because of the ammo difference and quicker melee. The pistol having an extended mag was a shocking but albeit welcomed change that it allowed me to wipe off more lesser threats in a much quicker time than in base game. The Sniper was very cool to use especially in TnR with the red glint change making it less obnoxious to see enemies and an extra bullet to get the finish on some enemies. The shotgun I felt although was probably my most disliked weapon to use especially in the 2nd half of the mission. The startup, rate of fire being slower, ammo count, melee, and reload speed are a def hindrance from the base game. Taking more shots to take down infantry especially the Flood (given there's a lot moreso in certain areas). Would love to see its attributes sped up to compensate the flaws it has. I ended up using it less being that ARs/SMGs and the needler doing a better job than it. The single shot BR I liked using the times that allowed it when moments I couldn't find any other headshot based weaponry. The Rocket Launcher having a lock in for all targets I found satisfying especially with marines on foot/vehicle moments. The flamethrower I was excited to see it put in but honestly while using it, the gun felt very underwhelming since its such a beast in Multiplayer. The flames don't really land on targets well half the time and if anything it becomes an inconvenience when stray nades/weapons/ are on the ground setting off accidental chain reactions. It doesn't do a good job of crowd control especially on flood targets that I end up using an entire canister to get rid of a single carrier. On the covenant side of things I was really skeptic on the change of making the Plasma Pistol and Rifle having reload functions but seeing their uses of being able to strip shields especially of elites, it quickly became a weapon I found myself pickling up more so on the field. The changes to the needler is something I did NOT expect to see as it felt like the MVP throughout the entire game. Having a bigger ammo count and its projectile speed being faster and reaching far showed that was a benefit and without a doubt an annoyance to deal with. I didn't like that it was basically out DPSing anything that wasn't precision based for quick headshots but moreso that it tears through a majority of the mobs in the games without ease. It didn't help the fact that jackal majors use it so much that I basically never ran out of ammo with it. Speaking of which being used against you it . While on foot and in vehicles. The carbine being a great add to balance out all the other headshot cable weapons. The Fuel rod gun I felt lacking in damage but overall a fan of charging its shot of dealing more so than spamming shots. The energy sword I felt was extremely finicky to use considering you have to be dead-on CLOSE for it to get uses.

Vehicles:
The increase of vehicles to utilize offered a lot of room to play with and I was not disappointed to say the least. It was fun to experiment the many different variants of the human vehicles on certain missions. The many different Warthogs of their destructive firepower. Only thing that gave me trouble for them was their power slide turns felt off. The tanks were especially on AoTCR were fun to experiment with on replays. Each one adding its new meaning to the good o saying "Tank beats everything". On the covenant side did not disappoint either. The ghoul being a cool being a personal favorite of them all. The Banshee felt very speedy compared to base game and the changes to the fuel rod were just a minor but welcomed touch of detail. I will say though I particularity was never a fan of overheat on the weapons on both sides as it wasn't introduced in Reach but that is more so a personal nitpick.

General Notes
CE one of my favorite for enemy designs I was stoked on seeing the touches on The Covenant fraction. The added detail on the grunts masks, the color of elites shields flaring up, to marines having a color on their armor while also carrying vast different weapons that don't consist of ARs. I really liked the addition of extra rooms throughout the missions. Especially in 343 with the bottom floor doors and in TB with the pylons have more extended sections to tinker with the sandbox. A few minor issues I came across was hit feedback on enemies especially jackals. They never seem to stumble or flinch upon hitting their exposed parts. This makes fighting them a bit annoying as I have no idea of im doing any damage at all especially if they have the after mentioned needlers. The Flood seem to be like bullet sponges moreso than in base game. It takes nearly whole clips of weapons to put combat forms down while the weapons that should be effective against them take longer to do so.

Overall while this mod has some parts in my opinion could be adjusted, I overall enjoyed this mod a lot to see cut content in play. Hope to see further updates and more additions to this mod!