Halo combat evolved save game files for pc download






















Download Halo 1 Combat Evolved, the most best shooting story game. In this game you focusing on combat in a 3D environment that is viewed almost entirely from a first-person view. It was developed in Halo universe. At the electronic entertainment expo back in , Microsoft declared a diversion by Halo 4. Gunplay comes in due time, however. And how! In the indoor environments, bland and detail-lite corridors can still be smeared with hundreds of bullet holes, grenade scorch marks, and buckets of alien juices.

Better yet, to cover the large expanses of ground in these areas, you get to commandeer some very cool vehicles. The ATV Warthog has space for one AI marine to ride shotgun while you drive and another to man the mounted gun on the back. Again, squadmates can join in, jumping onto the sides of the tank and picking off targets at will.

Cortana, your in-helmet holographic helper, provides directions and makes it almost impossible to get lost.

Inside the various structures, accessible doors are always conveniently bordered in white or green, funneling your forward progress.

My major criticism of Halo is in the interior areas. Those bland wall details become so much more apparent when the layouts of the buildings are repeated several times.

Let's also be honest, launching alongside the Xbox gave it notoriety it otherwise would have missed. If Halo had stayed on the Mac, it would be a cult favorite, but otherwise obscure.

This first title, before prequels and sequels really fleshed out its universe, is cliched sci-fi. Humanity is at war with a technologically-superior alien empire known as The Covenant. After a crippling defeat, the human frigate Pillar of Autumn makes a blind hyperspace jump and ends up around a mysterious mechanical ring with an Earth-like atmosphere.

The decision is made to thaw you out - the helmeted, jade-armored super soldier known only as the Master Chief - and try to race the pursuing Covenant forces to discovering the purpose of Halo.

There's not much depth here yet , and it does awkwardly try to mimic moments from Aliens and Starship Troopers, but the plot generally keeps you interested. There's also a pretty decent twist that's surprising and executed well. The plot's not as clever or cerebral as Bungie's previous work, but it's certainly more accessible. Hands down, it's the depth of the combat that makes this game. It's as accessible as any other FPS aim, shoot , but supported with many small nuances that, at higher difficulty levels, force players to think about each engagement.

First and foremost is your own energy shield. It will absorb a few hits, but then recharge if you stay behind cover. When your shield is down, your precious health starts taking the hits - and that can only be replenished through limited medic kits found in the levels. Right away, you're encouraged to be cautious in your approach, but also aren't left completely without options if things go poorly. From there, you have various enemy types to consider, each with different advantages and disadvantages.

The impish Grunts offer comic relief and cannon fodder, but can still be dangerous in groups or at the end of tight hallways. Jackals carry energy shields, but can handily be sniped from afar, or overwhelmed with a combo of sustained fire and a melee strike. Elites have heavy weapons and the same energy shields as you, forcing you to think about how to approach them. If they get to cover, their shields will regenerate and your attacks up to that point will be for naught. Chase them, though, and they stand a good chance of putting you down as you round the corner.

The AI supports these differences brilliantly, and got much praise for it. It goes beyond tactics and teamwork a la Half-Life and into really making each alien type its own character. The AI knows its own role and that alien's limitations - it knows when to retreat and when to press an attack.

Many a time the AI knew I was weakened and correctly rushed my cover to knock me out before my shields recharged. The AI can be caught unaware and hit with a surprise attack such as a sticky plasma grenade , but also responds to gunfire and the shouts of other aliens.

They have great situational awareness without psychically knowing where you are - they'll shoot through windows to hit you, or wait at the corner you disappeared around, rather than blindly following you. They're a tough, maddeningly patient, and worthy opponent - and extremely hard to trick or exploit which, admittedly, is half of beating any FPS at the highest difficulty.

The nuances don't end there. Human weapons can be reloaded, but Covenant weapons in the plot, still a mystery to scientists can only be dropped or replaced when their charge runs out. Low level grunts shout their states 'Coming! Elites, however, are quiet, stealthy and communicate in alien gibberish so you don't know their next move.

Covenant weapons are great at dropping shields, while human guns nicely shred armor or alien hides. An advanced tactic involves nuking shields with a Covenant gun and finishing them off with a bullet weapon. This is also the game where the toughest brutes can be killed in one shot with a pistol, simply by knowing where and when to hit them.

There really is a lot of depth to the mechanics, and a lot to discover. Which brings us to the complaints you've surely heard before - level design and the Flood. Saying that sections of Halo are some of the worst-designed levels in modern FPS history is not hyperbole.

These levels are terrible, monotonous, and tedious to the extreme. They are only made manageable through the thoughtful combat. Each level becomes something like a challenge room, with a different twist through enemy makeup, pillar placement, or available weapons.

Even that stretches out far past its welcome, and navigating these rooms is both confusing and dreary. It's like Bungie learned nothing about level design and decoration since Marathon. As for the Flood, they are a parasitic race introduced about halfway into the story. They take all of the amazing advancements to AI and combat and pitch them right into in the bin.

The Flood reanimates dead soldiers and sends them sprinting right at you, flailing appendages or spastically firing weapons. It brings all the joy of running backward whilst firing your gun back into an FPS that didn't remotely need it.

Perhaps the intent was to bring in some 'classic' gameplay as a break from all the tactics, but these engagements sit somewhere between 'a waste of time' and 'a pain in the ass. While every level is padded out by some bland corridors and blatantly repeated rooms, only a few use these as the majority of the map. Most levels have unique rooms or centerpieces like the hangar bay on the alien cruiser , or gorgeous outdoor areas and structures between more generic hallways.



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