Halo 5: Guardians Campaign Review
The next step in Halo's evolution
If Halo is Star Wars, then consider Halo 5: Guardians the equivalent of The Empire Strikes Back. Much like the sequel to A New Hope, Halo 5 is bigger, bolder, and darker than its predecessor. And while ranking the original Star Wars trilogy is always a debatable subject, Halo 5 is undoubtedly a better game overall than Halo 4, and possibly any of the previous games in the franchise, which dates all the way back to 2001.
Halo 5: Guardians is the continuation of the Reclaimer Saga, which began with Halo 4 in 2012. As such, it continues the story of Master Chief and the battle against the Prometheans. The big difference is Master Chief now shares the spotlight with newcomer Spartan Jameson Locke, leader of Fireteam Osiris.
Throughout the seemingly short campaign, you’ll switch off playing as both Master Chief and Spartan Locke, as each have their own missions that intertwine with one another. And though Master Chief has been the face of the Halo franchise for years, Locke surprisingly gets more screentime.
Halo 5 is built with multiplayer in mind. As such, both main characters command their respective teams. Though undoubtedly a better experience with the drop-in/drop-out multiplayer, I played the campaign alone, assigning orders to my squadmates. This new “mechanic” coupled with excellent gunplay, varied maps, and a captivating storyline make Halo 5: Guardians an impressive addition to the already stellar franchise.
Note: This review is for the campaign portion of Halo 5: Guardians. We are waiting for servers to go live to fully review the multiplayer component.