Halo: Reach's remaster is OK - but key improvements are required
This week's arrival of Halo: Reach on Xbox One, Windows Store and Steam is a highly significant release. Nine years after its Xbox 360 debut, it has finally been added to the Master Chief Collection with all last-gen Bungie and 343 titles now available to Xbox One users. It's also available on PC as part of a scheduled, episodic roll-out of Halo titles - and it's the first full franchise release to hit the platform since 2004. It's a big deal then, but how does it improve on the original and are there any problems with the conversion?
I've been really looking forward to this, simply because as the final Bungie release in the series, Reach is simply an incredible game that's just as brilliant to play today. Its single-player component is deeply evocative of everything that made Halo: Combat Evolved a milestone achievement. There's that sense of ambience and enchantment from its beautifully designed alien structures and the sheer scale of its outdoor environments. Then there's its incredible soundtrack, of course - and all before we consider the actual gameplay mechanics, which still feel superb. It's Bungie at the top of its game and it's frankly unmissable.
So how can we improve on such a wonderful piece of work? Well, the increased processing power of today's hardware gives us plenty of avenues for an even better Reach experience. The first and most immediate difference in the remaster is the frame-rate. The inconsistent and often chugging performance level of the Xbox 360 release was eventually cleaned up to a nigh-on locked 30fps via its back-compat release but this new port goes the extra mile, targeting 60fps instead. On PC, you can technically go higher, but the situation is somewhat complex there - and I'm not sure going beyond 60 is actually a good idea.