Master Chief is without question one of the most bad-ass heroes in all of gaming. Standing at seven feet tall and weighing a Covenant-crushing 1,000 pounds in his trademark armour, Master Chief isnt the type of guy youd want to pick a fight with. Moreover, humanitys saviour has shown on numerous occasions that he thrives with the odds being stacked against him, whether he is outnumbered, outgunned or grievously wounded. Given how undeniably awesome the hammer-wielding, covenant killing, Warthog speeding protagonist is, it comes as a great surprise that the greatest Halo game shouldnt feature its widely-loved super soldier. Halo: Reach would act as a prequel to Halo: Combat Evolved and would feature Bungie actually flexing their storytelling muscles, crafting a narrative with deft pacing that demanded a tonne of emotional investment from the gamer. Where the stories of past Halo games had felt unnecessarily meandering and confusing, Halo: Reach gave us a far more focused, tight experience. The game maintained the core FPS elements which originally made fans fall in love with the series, but would make several well-received additions like jet-packs to prevent Reach from seeming like another rehash. Bungie would also up the ante in the sci-fi department by including their first ever space combat level, taken straight from the playbook of the aforementioned Wing Commander.
Hailing from South East London, Sam Heard is an aspiring writer and recent graduate from the University of Warwick. Sam's favourite things include energy drinks, late nights spent watching the UFC with his girlfriend and annihilating his friends at FIFA.