![]() ![]() ![]() From a design perspective, setting it all up as a simulation makes it easy to diversify your level design and objectives without having to weave in a narrative that makes any sense, but the downside is none of your accomplishments feel particularly vital. ![]() Split into six operations of five missions apiece, the campaign sets you in the shoes of various Spartan heroes, none of them the Spartan hero, as part of a simulation of past battles. Little that makes a 'Halo' game great is present to grant 'Spartan Assault' that same greatness, but it's an enjoyable twin-stick shooter, designed with efficiency and directness, if not the love or passion poured into main franchise. In essence, this isn't a 'Halo' game changed perspective, it's an arcade game with 'Halo' wallpaper. The visuals shimmer clean as a reflection on Master Chief's visor, but those bells are hanging off a whole different beast, playing to a different song. ![]() The guns sound great, you could find a checklist of 'Halo' enemies and clear it. You don't jump, for one thing, the enemy AI feels more erratic than the latter of the acronym. I don't believe it's too much to ask that a game, despite a change in perspective, can find that intangible, gameplay-based semblance with its forbears, but 'Spartan Assault' simply doesn't have it. 'Halo: Spartan Assault' arrives bereft of these attributes. I've always found it's in the physics, the expansiveness of the levels and the lush, if somewhat convoluted, nature of the story. It's why we're working our way towards ' Halo 5' right now. There's a feel to the 'Halo' games that's both unmistakable and, as its own standard in first-person shooting, without comparable replication. ![]()
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