

When any enemy is capable of killing you in a heartbeat, it all adds up to an absolutely infuriatingly difficult campaign - some levels, and even subsections, can take hours to defeat. If either of you die, you get zapped back to the checkpoint. A level where you immediately get shot to pieces as you spawn in front of multiple brutes with just a crappy needler to defend yourself? You better believe that’s a check.Īnd if you have the hubris to think that having a friend along with you will help, Bungie has helpfully disabled respawning. Ridiculously agile bugs that drive by gun you down after spawning behind you? Check. Jackal snipers that instantly kill you from across the map? Check.

The lack of playtesting becomes apparent in Halo 2’s legendary campaign. It all clings together awkwardly, the product of a rushed development cycle and poorly thought out ideas. Two of its most significant additions - dual wielding and boss battles - actively detract from the experience. It lacks the refined balance and scripted flow of Halo 3, as you get teleported randomly from place to place whenever the plot demands it. It lacks the simple finesse of Halo 1, with its more open level design far outscaling the capabilities of the once competent AI. Halo 2, on the face of it, isn’t a particularly well crafted game.
