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Deconstruct - #2 - Halo 2

  • Writer: Jack Mulford
    Jack Mulford
  • Nov 21, 2023
  • 6 min read

Updated: Oct 6, 2024

Welcome back to Deconstruct, my personal level design blog where I delve into some of my personal favourite (and hated) levels in gaming.


Running off from the last entry, I hinted at what today's post would entail.


The legendary and iconic Halo 2 with its absolutely amazing level Delta Halo.


As a level designer, I am often asked about my favourite game or the one that inspired my career. The answer is simple : Halo 2. Specifically, it's the level Delta Halo that ignited my passion.


Delta Halo isn't just your run-of-the-mill shoot-'em-up level; it embodies every essential element of the perfect Halo experience.


Hell Jumpers:


Delta Halo begins with the player, Master Chief, dropped into a new yet familiar environment – a new Halo ring. This sets the stage for high-stakes gameplay, following a surprising twist from the previous level where players experienced the Covenant's perspective through the Arbiter.


The action starts immediately, with ODST allies fighting alongside the player as enemies advance. I loud and dramatic entrance caused by Chief and the ODSTs as they smash their way into the level as Cortana says this iconic line "Could we possibly make any more noise?" which is laughably then followed up by Chief brining in a rocket Lautner into the fight.

Immediately the player is thrown into combat, wielding an explosive arsenal as Grunts and Jackals cower towards the Elites. (A feature I've always loved is the enemy higher achy in the Halo series) The ODSTs follow the player as they make their way up towards an abandoned rocky structure to clear out the remaining enemies for reinforcements to land.


Tight cover and elevation advantage create a challenging yet balanced gameplay experience. The music, especially tracks like “Peril,” adds depth, capturing the essence of exploring a new Halo ring.


However, the player isn't given much respite as immediately enemy reinforcements start dropping down onto the player's position, which is now in reverse as to the start of the level. The player now holds the high ground while the Covenant have to make their way up to clear the hill.


Depending on the player's difficulty the amount of enemies being dropped off will be different, on harder difficulties much more tougher variants will appear, making the gameplay just a bit harder. However, making good use of the close cover and rocky formations as well as having ODST allies (if they're still alive) makes this part just a little easier to get through on harder difficulties.


Once the enemies have been dispatched the player is rewarded with some more Marines (if the ODSTs were killed) and a Warthog, now the level really begins to open up. Delta Halo is easily one of the most visually impressive levels in Halo 2, and on the anniversary graphics, the vistas truly look beautiful.

It is also here that another iconic line is said, this time by one of the Marines, "Whoa...it's like a postcard! 'Dear Sarge: kicking ass in outer space, wish you were here." It's always good to break up the tension of combat with a bit of light comedy, this helps to break the level up and allow the players to more easily explore the levels and take in the views.


Delta Halo excels in environmental storytelling. The placement of a large temple in the middle of a lake subtly guides players without explicit instructions, enhancing the experience. The introduction of a Warthog amplifies the excitement, offering multiple viable strategies – teaming up with Marines, sniping enemies, or relying on the Warthog for speed.


The next combat encounter is very similar as before, but this time vehicles are now involved. This area has a mixture of light infantry and several Ghosts, as well as a paid of wraiths acting as artillery on the other side of a bridge. This bridge for the player is the current goal, bring it down and take the UNSC forces closer towards the structure in the lake.


The layout of the terrain offer good cover against the Wraiths, but the harassment of the Ghosts can take the player off-guard. But if the player is quick enough, they're able to kill their drivers before they even get in, negating all the light vehicles in the area. The Wraiths act as obstacle in the form of forcing the player to keep moving, as if the player would stay still for too long, they would easily find a very difficult situation to be in.


Once the player has deactivated the bridge, again they're rewarded, now this time with a Scorpion tank. This takes the action of the level from a solid 6 and ramps it up immediately to 11. Empowering the player to dominate the Covenant, however the player is not forced to take the tank. There are a multitude of different ways to tackle the next section. Either take the Scorpion, Warthog, Ghost, or even on foot. If the player ignores the tank the Marines will take it instead and follow your lead.


Banshees and several units of Ghosts then attempt to harass the player, but in the tank, the player just marches over all of them. I especially love this area in particular as there's nothing hard about it, it does what Halo 2 does best, action and feeling like an unstoppable super soldier (which you are)

You Break It You Buy It:


As the player progresses through the level in the tank, they enter the next combat arena. Another stone like structure filled with a wide variety of Covenant. This time they're supported by static turrets, however, they easily prove no match as good placement with the tank can easily negate any damage and void the turrets to be useless.


Once the areas are clear, more allied reinforcements appear in the form of one singular Marine and a large weapons drop. Almost at the same time a large formation of Covenant troops appear, so in good fashion using the tank and the weapons drop they prove to be a very little challenge. This area provides the player with quick respite as the player is given access to fresh weapon and heavy munitions again.

The player and Marines then make their way inside the structure (sadly) leaving the tank behind. Here the pace changes up, instead of having large and open spaces, this area is now very claustrophobic and tight. Covenant forces move quickly between cover as well as taking advantage of the high ground on the player. This smaller arena allows for grenades to be quickly spammed out and CQB weapons such as the shotgun now become more impactful.


Although this section is very brief, it provides a very natural change of pace in terms of gameplay and the hype of the level. Slowly coming down from the none stop action of the tank segment, players are quickly welcomed back to infantry based combat.


Off The Rock, Through The Bush, Nothing But Jackal:


As the level approaches its conclusion, the pace again changes. The atmosphere very quickly gets quiet as the player approaches a small valley which is infested by (infamous) sniper Jackals. Players are given the option to silently melee one to steal its Beam Rifle, however this entirely optional, and I wouldn't be surprised if most just began shooting their way out.


This valley area provides very long sight lines with little cover, perfect to set up a position with a sniper rifle and to pick off the Covenant one by one. As the player slowly progresses through this level, they're shown multiple paths to take, some less obvious than others (a level design aspect I will love in any game)


Again this section is very short, but it didn't need to be long, the level's length is perfect, proving players with everything they would need in a typical Halo level.

In the final encounter, players face the formidable Elite Honour Guard, tough enemies having some of the best weapons in the game, signalling the proximity to the main goal and the end of the level.


So What Makes A Perfect Halo Level:


Closing thoughts -


✦ Iconic Soundtrack: A game requires a captivating soundtrack, and Halo 2 delivers, enhancing the entire gaming experience.


✦ Action: Delta Halo thrusts players into action from the beginning, keeping them on the edge of their seats and driving the gameplay forward.


✦ Vehicle Combat: Halo is renowned for its vehicle combat, and Delta Halo lives up to the reputation. It introduces the iconic Warthog, providing players with thrilling vehicular combat moments.


✦ Exploration: The level design encourages exploration, immersing players in the level


✦ Well-Written Dialogue: Engaging dialogue and a compelling narrative are crucial. Delta Halo weaves an intricate story, keeping players invested in the game's universe.


✦ Quiet Moments: Amidst the chaos, there are moments of tranquillity, allowing players to absorb the atmosphere and immerse themselves in the game world.


TLDR


Halo 2's Delta Halo level is a masterclass in game design, offering a diverse and thrilling experience. Delta Halo encapsulates the essence of a perfect gaming experience, igniting my passion for game design.


Join me in the next instalment of Deconstruct and see which game I choose next and which level.


Thanks for reading.


- Jack


















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