

"Halo: Campaign Evolved" in review: preserved, polished, castrated
The remake of "Halo: Combat Evolved" updates the technology to 2026 standards, but carries over 25-year-old weaknesses and, of all things, removes PvP.
It still feels a bit surreal to play «Halo» on my PlayStation. Until the very end, I half expected it all to be an elaborate sabotage plan by Microsoft, and that the console would eventually catch fire or send out penis-pill spam in my name.
That didn't happen. «Halo: Campaign Evolved» is a competent remake that also impresses on the competitor's system. However, the fresh cell treatment can't iron out all the wrinkles.
«Halo» is still «Halo» – fortunately and unfortunately.
Star Wars
Given our species' propensity for conflict, it was only a matter of time before we'd get bored of wars on our home planet and start a beef with E.T. In «Halo: Campaign Evolved», this happens sometime in the 26th century. Far from Earth, humanity clashes with an alliance of alien races. The aliens, called the Covenant, are far superior to us technologically and numerically.
Shortly before the events of «Halo», they destroyed humanity's most important interstellar base (you can replay this in «Halo: Reach»). A single spaceship, the Pillar of Autumn, survived the massacre and is now fleeing from the Covenant. On board are some Marines and a genetically enhanced supersoldier. The latter is supposed to bring the ship's AI, Cortana, to safety. This is where my mission as Master Chief begins.

Of the extensive lore that has characterized «Halo» since its sequels, little is present in the debut. The reduced storytelling may seem a bit antiquated, but paradoxically, it is also very refreshing. I'm not bombarded with unnecessary plots that bore me with details of the sensitive John Halo's tragic past. Nor do I have to endure side characters who mistake persistence for humor or redundantly list reasons why I should save the world.
The Master Chief doesn't need extra motivation; he needs a gun and someone to show him what to shoot at.
The first steps
Even 25 years after its original release, the tutorial of «Halo» is a masterpiece of immersive onboarding. A technician provides me with the most important information about the controls («Look at the lights!») and my mission. There's no more time – the Covenant are boarding the Pillar of Autumn, and I have to fight my way to the bridge. I learn everything the combat arsenal has to offer on the way there.
Meanwhile, the Unreal Engine flexes its biceps: animations, explosions, lighting conditions – everything makes a thoroughly chic impression. Although the engine gives the game the same uniform look as seemingly every second current AAA production. A shame, but I have neither much time to complain nor to marvel, because enemies lurk everywhere.

My enemies are smart, and they have a lot of personality. The humanoid Elites charge at me with plenty of misplaced confidence, while the small Grunts shoot from cover and quickly flee as soon as things get a little uncomfortable. The shrieks and panicked snippets of words they utter are still funny today.
Once on the titular ringworld, the enemy lineup expands with each level to include several new foes. There are accurate weaklings behind energy shields, massive behemoths that are almost impossible to defeat head-on, and melee fighters who send me to the afterlife with a one-shot kill. This happens more often than I'd like, even on normal difficulty, because just shooting wildly isn't enough.
«Halo» is a shooter. But «Halo» is also a strategy game – for historical reasons.
«Halo: Combat Evolved» was actually supposed to be a real-time strategy game. In an early project phase, however, Bungie realized that they preferred direct control of the characters. The game then changed genre and was developed further as a shooter, with some of the real-time DNA preserved.
The various alien factions, the vehicles, and especially the sandbox battles, which give me complete freedom in my attack strategy, are all heirlooms of this scrapped prototype. It found its way into the original in 2001 and lives on in the current remake. Good thing.
The «Halo» feeling
Weapon use is also tied to a tactical element: the Master Chief may kick alien ass with the power of a thousand suns, but he's no pack mule – the supersoldier can only carry two weapons at a time.
To clear efficiently, I therefore always need to know which mix will carry me through the next section. Is it the reliable MA5 and a shotgun, or rather the homing Needler and a rocket launcher? The selection isn't huge, but each weapon has its purpose and makes my fight for the future of humanity easier or more challenging.

There is no perfect setup, only one that suits your playstyle. Unless you pick up the Magnum. Next to it, every secondary weapon is just decoration.
With each encounter, I learn more, can better anticipate my enemies' attack patterns, and react accordingly. This creates a rhythm of direct confrontation, grenade throwing, retreat, and repositioning – interspersed with a rifle butt to the face, which is rewarded with a satisfying sound effect. It's a dance. It's that unmistakable «Halo» feeling that has survived the leap into the remake unscathed. Even if purists might be annoyed by the newly added sprint function.
That the gameplay still feels so good a quarter of a century later impressively shows how visionary «Halo: Combat Evolved» was back then.
Unfortunately, this does not apply to the level design.
Gray in gray
Do you like gray, sterile corridors? Yes? Cool. In «Halo: Campaign Evolved», there are about five million of them, some of which you even get to visit multiple times. The developers unfortunately missed the opportunity to adequately address the biggest criticism of the original: the indoor levels.

The «Halo» feeling described earlier has always worked best in sprawling open sections. Encounters in reduced spaces have their charm, but if you want to dance, you need space. «Halo» plays fundamentally differently, and above all better, under the open sky.
The indoor levels are not only a weak point in terms of gameplay, they also stand out visually. Of course, it makes narrative sense that the alien constructs are not decorated with throw pillows or a Petersburg hanging, but do they all have to look so damn monotonous? Several passages are also recycled: «Two Betrayals» shares most of its architecture with «Assault on the Control Room», and in Level 9, I return to the same Covenant cruiser I infiltrated in Level 3.
In 2001, the reason for this was the tight deadline. Microsoft wanted «Halo: Combat Evolved» as a launch title, which led to some compromises in the second half of the game. For the remake, Halo Studios did some cosmetic work and streamlined some of these inconsistencies – but you'll search in vain for real improvements.
No PvP?
If you're thinking, «That sucks, but at least I can get headshots on the Blood Gulch map» – you can't. The PvP mode has been completely removed. Co-op is still available – online with up to four players, locally in two-player splitscreen. However, you and your friends cannot compete against each other.
Executive Producer Damon Conn explained in an interview with Windows Central that they didn't want to replace the original masterpiece, but rather create something that stands shoulder to shoulder with it. But how on earth is that supposed to work if you subtract one of the most important aspects of the game?
PvP battles in splitscreen made «Combat Evolved» a revolutionary shooter; multiplayer is practically synonymous with «Halo». Either Conn and his team didn't understand that, or – and this is probably the truth – Microsoft wants to avoid two «Halo» projects cannibalizing each other.
You can do that. It's just a bit silly and squanders additional goodwill, of which the Xbox brand hardly has any left anyway.
What's new?
In addition to the completely overhauled technology, «Halo: Campaign Evolved» offers some new content: The centerpiece is «Operation: Meteorite», a prequel storyline that extends the game by three levels. These are all entertaining and even offer one or two surprises. But recycling also happens here.

The Skulls, on the other hand, are well known to «Halo» veterans: three skulls are hidden in each mission. They act as modifiers that change weapons, enemies, environments, and rules. From the various settings, you can create your very own «Halo» experience, which significantly increases replayability.
If you can find them, that is.
My colleague Domagoj and I found an impressive total of… two after the playthrough. Out of 39. You're welcome to vent about that in the comments, but in our defense: we're not playing «Banjo-Kazooie» here. I want to kill aliens, not scour the same old rooms for collectibles.
What makes a good remake?
The best remakes fulfill two crucial demands: they preserve the original gaming experience while simultaneously preparing it for a new generation of fans. This doesn't have to be a contradiction. The best example of this is Capcom's recent «Resident Evil» remakes.
«Halo: Campaign Evolved» unfortunately only fulfills the first of these two demands. It is a modern version of one of the best games of all time. But this game is also 25 years old, and Halo Studios cannot expect the same frustration tolerance from the audience as a quarter of a century ago. The genre has evolved, and so have the demands of players.

This shortcoming also reveals the dysfunctionality of Halo Studios. Similar to the recent «Halo Infinite», «Campaign Evolved» relies on tried and tested methods and takes few risks. The result is a solid game whose quality the majority can agree on.
But there was also a time when «Halo» set trends and didn't just rehash old ideas. I hope that the series can return to these old strengths.
«Halo: Campaign Evolved» will be released on July 28 for Xbox Series, PlayStation 5, and PC. The game was provided to me by Microsoft.
In a nutshell
Halo, is it me you’re looking for?
I have rarely found it so difficult to assign a rating. Soberly considered, "Campaign Evolved" is an almost perfect remake. The excellent gameplay remains largely untouched, while the technology is brought up to date. The approach is legitimate and understandable given the defined goal ("shoulder to shoulder with the original").
But remakes are always a second chance. To fix errors, correct inconsistencies, and perhaps even deliver what failed back then due to technology or deadlines. "Campaign Evolved" does only the absolute minimum of this and also amputates the iconic PvP mode. Actually a mortal sin and more than enough reasons for a lower rating.
Ultimately, I still decided on four stars. A little because I'm afraid of the "Halo" fanbase, but above all because the campaign itself, with all its annoyances and repetitions, is still one of the best experiences you can have with a controller in hand.
"Halo" is still "Halo" – fortunately and unfortunately.
Pro
- the "halo" feeling
- three new missions
- the indestructible soundtrack
- atmospherically dense
- the grunts scream for their mother
- beautiful outdoor levels ...
Contra
- ... boring, repetitive indoor levels
- no PvP
- The campaign and bonus missions are relatively short at just under ten hours.
- Collectibles

In the early 90s, my older brother gave me his NES with The Legend of Zelda on it. It was the start of an obsession that continues to this day.
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