Showing posts with label .halo reach. Show all posts
Showing posts with label .halo reach. Show all posts

Monday, November 8, 2010

Halo Reach Is No Halo 3




Halo Reach couldn’t have picked a better time to come out. After the Summer doldrums, where the only big games included StarCraft 2, Mafia II, and maybe even NHL 11, Halo Reach hits at the peak of summer/fall boredom just before the Christmas season storm.



But will it sell more than Halo 3? I initially said no… Am I wrong? Read on.



Halo 3 was a monster, selling over 11 million units through today’s date. It did most of its damage during the first four weeks out, selling more than 5.5 million units. It was a phenomenon.



Do Do, DoDoDo. Do, DoDoDo…



Phenomenon.



At the time of Halo 3′s launch, gamers were clamoring for the first new Halo on the next-gen system. There were Mountain Dew promotions, Master Chief was everywhere. I don’t feel that same vibe this time around. Sure, there’s a lot of Halo Reach commercials, but where are the Burger King tie ins? The Mountain Dew flavors? (the current promotion is very understated.) The prime time news stories?



It seems that this time around, things are different. Halo Reach seems much less marketable. There’s no Master Chief. Without the titular character from three of the previous games, people may not immediately identify with the new “Halo Game”. Furthermore, it’s a prequel to one of the most convoluted universes in gaming.



Reach is more Empire Strikes Back than Return of the Jedi. Kind of a downer in tone… Plus, it has to fight the brand fatigue of three Halo games in almost 4 years.



These are the reasons why I don’t think it will sell as well as Halo 3. On the other hand, Halo Reach couldn’t have come out at a better time. There’s really nothing to play right now. Mafia II didn’t live up to the hype and StarCraft 2 is for PC gamers… Sure Civ 5 comes out soon, but it’s more likely to cannibalize the SC2 players than the Halo Reach players. So, in the midst of essentially a quiet period of gaming, Halo Reach came out and BAM! Everybody is on it.



Another factor, in favor of Halo Reach selling more than Halo 3, is the simple fact that there’s a much larger install base of Xbox 360 owners. Plain and simple, there’s just more people to buy the product. Maybe because of that you don’t need the huge media blitz to sell consoles. I dunno, but it’s a powerful fact on the side of those that think Reach will sell more copies.



Of course what I’m saying is based on generalities. Anecdotal evidence. I’m not really basing it on anything real, other than a gut feelings…But…



First day Reach sales reported by Microsoft appear to be less than the sales for Halo 3. Read all about it.



My gut tells me that Reach won’t sell more than Halo 3. My head tells me that my heart is wrong. I just don’t see that Reach is as easily marketable, compelling or as well known of a story to drive 11 million people to purchase the game.

Saturday, November 6, 2010

Remember Halo: Reach

Contrarian Corner is a feature meant to take a critical look at some recently-released games, a place for a more holistic discussion of titles which have been the recipient of either an abundance of single-minded praise, or an undue amount of criticism. Our intent is not to contradict or undercut our own reviews, but rather to expand the spectrum of discussion on some of the most important games of each year. If you're interested in joining that discussion, keep reading.



Make sure to read Erik Brudvig's Halo: Reach review for IGN's official thoughts on the game. And be forewarned -- if you haven't finished the game, massive spoilers will be discussed below.









--------------------------------------------------------------------------------





I didn't play Halo in full until 2006. I'd just come back to Los Angeles after two years in Madagascar. I'd moved into a spare bedroom a friend from college had at his apartment in Hollywood. I'd just quit a job at a small movie company after three days because I realized my boss was full of shit, though well-intentioned shit. I was out of money and totally unsure of what I was supposed to do next. I had slowly depleted my savings with the occasional relief of working as an extra and reading scripts for IFC. I had downloaded the Halo demo on the used iMac I'd bought to send resumes and search for job listings. After playing through the demo three times I finally decided to get a full version to catch up with the game that had so dramatically moved shooters forward.



Halo reminded me of the The Wizard of Oz. I'd shot through the feco-viscera of Quake, DOOM, Hexen, and Heretic in college, but I wasn't expecting to start a first person shooter whose main enemy was a furry midget with a conch on it's head. I thought a musical sequence might be about to come to life the first time I heard one of these grunts put his hands up and wobble away from me screaming, "He's a monster!" It was a lovely compliment to the snortling baritone of the Elites' surprised exclamations, "What, what, whaaaaat?!" With a few coordinated pirouettes the game could just as naturally become The Wiz in Space. The sense of exaggeration extended to the gameplay, requiring a literal hosing of bullets to short an enemy's shield before you could do any bodily damage. Levels were built around arenas in which you'd go from hosing to hosing rather than headshot to headshot.



It's been nine years since Bungie released the first game, and in the interim they've worked on nothing else, refining this absurd world of munchkins, purple armor, and elastic bullet streams. Halo: Reach is the end of all that. The neon theatricality has become a memento mori set against a perpetual sunset lowering itself over hardscrabble mountains. There are still moments of wonder, like the sense of scale in the launch sequence preceding the space combat mission, or the moments of jet pack platforming around the white towers of New Alexandria. But the pleasures are put in the uncomfortably tight spaces between the colony's collapsing architecture. Most of the story missions pivot on a point of failure. The fighting in New Alexandria isn't to turn back the invaders, but stall them long enough to evacuate the innocents. Likewise, the extreme gamble of going into space and docking on a Covenant ship is a strategic hail mary that succeeds but the scale of its success is quickly put into minuscule context when a new armada of Covenant ships subsequently come into orbit.



Reach likewise plays a game of Six Little Spartans with Noble Team, fingering each squad member for death as the story sinks downward. You don't play as Master Chief, but you might as well be. Noble Six isn't quite as dexterous as Johnny Halo, but the differences are marginal. You might be able to absorb one less bullet or not jump quite as high, but you've still basically wearing a super hero armor suit. Six isn't outspoken either, which is a vapid choice for the story being told. Gordon Freeman can get away with not talking because he's surrounded with spastics who react to him in such identifiable ways that you can at least begin to read personality traits into him. When Master Chief played the strong and quiet type it felt like a tactical dodge, not wanting to tempt audience disbelief by giving him the wrong voice.



Reach is specifically focused on squad personality, and appropriately so. Killing off six main characters is an utter waste if there aren't any personality traits through which their losses can be measured. Lose the funny guy and suddenly the group doesn't laugh so much any more. Lose the fearless leader and everyone squabbles about what to do next. The gang in Noble Team isn't as dramatically fanned out as that, they're more variations on the self-assured alpha gunner. And at their center is another mute. In the real world stoicism is a bad sign. Sociability is a sign of self-confidence and recognition of how vital close friendships can be. The quiet ones are, we fear, the sociopaths. The brooding poops who one day snap and go on a stabbing spree when someone says "margarine" one time too many. I suppose it's apt that you play a silent lurker given the volume of killing you'll have to do, but it still feels unnecessarily dull. Bungie had the courage to introduce lustrous purples and greens into the video game color palate, I don't understand why giving a character a powerful voice both in and out of combat remains such a risk.





It's especially conspicuous after ODST so effectively used its colorful characterizations and coupled with subtle links to gameplay. Gone is the labored wheeze that signaled damage in ODST. I'd think a subtle reinforcement of genuine pain running beneath the gunfights would enhance the power of the story and its myriad sacrifices. After a decade working on the same essential game concept, Bungie might have done more to intensify its themes in gameplay, rather than leaving them marooned to the cutscenes and the smoky orange sadness of the skybox.



There are a lot of fantastically dramatic moments in the story. Scenes of someone realizing hope is lost but deciding to stay behind and die so the group can continue a little further occur again and again. The ending scene after the credits is great as far as it goes, the game finally leaves players in an arena they won't be able to get out of. The Pillar of Autumn has Cortana's AI kernel safely cruising towards Halo and Noble Six is now officially expendable. You get control of her for another few minutes as waves of Covenant come for you. There's only enough ammo and health to prolong death, but not prevent it. Before you're completely overrun the game shows your visor cracked permanently, giving you a literally shattered view of the world as you scramble for just another few minutes.



A few missions earlier, one of your squadmates dies in a nearly identical scenario on a covenant ship. Later another character takes a plane on a suicide run into a Scarab to create a small opening. One teammate is sniped just at the moment where everything seemed like it might have been okay. If you're interested in emotional gameplay these scenarios are over-ripe. And in Reach they're all cutscenes. The lone example of theme and feeling trumping competitive interest happens after the end credits have finished. The only way this could have been a bigger cop out is if they'd reserved that five minute section for DLC. If a game is supposed to be about tragedy and loss, it ought to be about that in the moment to moment gameplay. Reach should have been built around 30 seconds of failure and pain instead of 30 seconds of fun. It's still the same 30 seconds of fun but the art team has been given a huskier color palate, which is somehow intended to transform the system into something it's not.



Reach is the most feature-rich and varied Halo game, but it's hard not to wonder if the difference between it and the original is enough to merit a decade of tinkering. There's Forge, Firefight, 4 person co-op, a leveling system that ties to character customization, and a big array of multiplayer maps and options. It makes the small list of bullet points from the first game seem tragically incomplete. Reach is as much a perpetual environment as it is an individual experience. It's not an escapist story, but an escapist world that aims to be habitable in perpetuity. It's a magical fishbowl that's always rearranging itself, rewarding loyal players with a simultaneous sense of familiarity and newness.



I finished Reach in two sittings, led from one compulsive pleasure-puzzle to the next. There were no easy places to step away, each lull put some suggestive variation of shooting just over the next ridge. When I thought about starting the game again the next day, trying a harder difficulty of dipping into one of the other modes I couldn't imagine what else there would be to get from the game. I've circle-straffed, tossed grenades and rushed enemies for a finishing melee attack, hidden nervously behind boxes waiting for my shields to regenerate. Thinking of doing it all again, in a slightly different order, and with slightly different objectives and rewards didn't seem like much of an escape. It was starting to feel constrictive, discovery was becoming repetition. Experimentation with new ideas was instead becoming confirmation that most of the old ideas still work.





More Halo: Reach Opinions



Optimism is at the heart of escapism. All great works of escapism are about self-affirmation, which is central to Halo and the idea of Master Chief. It's a big, gaudy, interactive "Yes we can." This was hypnotic when I was broke, out of work, and had no idea what I would do next in my life. It was an irresistible experience, being cut off on a strange planet, with its indifferent sprawl and inscrutable alien architecture, fighting against enemies who seemed genuinely alive and unpredictable. I knew I'd win in the end, but I didn't know how. So I kept coming back, chipping away at the story, learning a new tactic with each arena and its different arrangement of enemies, weapons, and vehicles.



I often think about what I get in return for my time with video games. I've found the most compulsively playable games are also the ones that leave me feeling the most used and hollow afterward. When I think back on what I did in Reach, it's hard to know why I did any of it. Nothing connects, the patterns that emerge from one arena to the next don't build towards a grand confrontation. Nor do they truthfully connect to an emotional idea other than the laughing gas giggle of winning at something for 30 seconds and then repeating it again in a slightly different context. The alien wonder and elastic heroism of the original have become rote, a formula of Greek symbols without a hypothesis to prove.



I hate playing games with other people. Board games, card games, word games--they all seem like a waste of time, an exploitation of our competitive distractibility. It's built into the names we have for them, they're pastimes categorized by their efficiency in distracting us. When this ethos comes in video game form, built as a persistent playroom that continually refreshes itself, it feels uncomfortably like jumping into oblivion. There's something sinister about Reach and its repetition of the now wheezing theme of heroism and self-sacrifice. It's become an elaborate delusion that makes it possible for an excitable and creative group of millions to yoke themselves into a virtual community for the primary purpose of accelerating the passage of time. It's a neon prison so perfectly constructed its prisoners come to their cells with pleasure and don't need to be locked in. And make no mistake, this prison is getting hungrier. It wants you too. One more round. One more mission. One more imperative to play the hero in a fishbowl, so you won't think about how much oxygen is left in the water. They might change the water and add a castle, but you'll eventually notice you're still swimming in circles.

Tuesday, November 2, 2010

Over 70 Million Halo: Reach Games Played

Bungie's released updated stats for Halo: Reach's launch week, confirming the prequel has already clocked up more than 70 million games played.



Everything about the game is tracked, right down to shots fired.



- On Tuesday, September 14 at approximately 1:30pm PST, just a few hours after launch, Halo: Reach's online unique user count had already completely eclipsed Halo 3's total tally for the entirety of the week (09/13 through 09/20).



- To account for the same number of online players found in Halo: Reach during that same window (just six days), we had to run the numbers for Halo 3 going all the way back to 8/6/2010, encompassing a full 45 days of Halo 3 play!



- Ultimately, Halo: Reach's online population for the first week dwarfed Halo 3's by comparison, snagging four times the number of total unique users and decimating Halo 3's all time high of concurrent users by more than 65 per cent.



And a few more stats:



- 70 Million+ Games have been played

- 235 Million+ Player-Games have been played

- 2 Million+ Files have been uploaded to File Shares

- 5,901 man-years have been spent in online Reach games

- 20 Million Daily challenges have been completed

- 709,840 Weekly challenges have been completed

- 165 Billion Credits have been earned

Monday, November 1, 2010

New Halo Reach Achievements Revealed

Halo Insider  here, writing for Halo Reach Game News to provide you with the latest info and news about Reach, Bungie's progress, trivia, vidocs, speculation, what the fans are up to and 'The tr7th about how The Fight Began!' in Full Halo Glory (TM).



There will be spoilers! If you don't want to know NE thing about Halo: Reach, slowly back away from the internet now - though, from the beginning, you know the end....





Friday, October 29Noble Map Pack Achievements Revealed

Urk tells all in the Bungie update about Noble Maps Pack Achievements:



Dave Candland tells me that some of you were asking about DLC achievements this week. In an act of selfless generosity, he sent the latest artwork my way so you could thoroughly ogle it.







Totally Worth It









50 Points



Earn a Double Kill from the Grave in multiplayer Matchmaking.





Both Barrels







50 Points



Earn a Double Kill with the shotgun in multiplayer Matchmaking.



Cross-Mappin'







50 Points



Kill a player at long range with the DMR in a matchmade Slayer game.



You Ate All the Chips







42 Points



Collect all of the flags in a matchmade Stockpile game.



You Blew It Up!







13 Points



Blow up the research facility in a matchmade Invasion game on Breakpoint.



Poppin' & Lockin'







25 Points



Destroy a vehicle using Armor Lock in a matchmade game.



Offensive Driver







20 Points



Earn a kill in a matchmade Rocket Race game.

Tuesday, October 26, 2010

New Maps And Playlists Coming Out For Halo Reach

New Maps And Playlists Will Be Available For Play On November 12, 2010

As multiplayer-gamers look toward the impending release of Call of Duty: Black Ops, it’s easy to imagine that millions of Halo: Reach players on Xbox Live could become bored with Bungie’s offering. In a time of the year where triple A titles are released every other week it’s best to keep your multiplayer experience feeling as fresh as possible.



That’s why Bungie has dropped a new update to the Halo: Reach playlists that address a few balance issues, move some game variants into their own playlists, and even adds two new ForgeWorld created maps.







"Undead Nighmare" PackNew DLC for Red Dead Redemption. The Zombie Apocalypse is Here!

RockstarGames.com/RedDeadRedemptionAds by Google

Read on for the complete run down.



Playlists



New Playlist: Team Snipers



New Playlist: Living Dead



Rumble Pit



•Lineup rebalanced to offer more kill, less frill.

•Removed Infection, Safe Havens, Race, Rally, Headhunter Pro

•Removed “Classic” gametypes

Team Slayer



•Removed all Snipers gametypes

Team Objective



•Removed 1 Flag Classic

•Removed Headhunter Pro

•Removed the following gametypes from Hemorrhage due to the size of the map with only 8 players: Multiflag Classic, 1 Flag CTF, 1 Flag Pro, 1 Bomb Assault

•Removed Oddball and Hot Potato from Boardwalk

Multi Team



•Removed SWAT

•Removed Classic gametypes

•Removed The Cage

•Changed wighting for Rocket Race so it does not have a 100% chance to appear in Slot 3

Big Team Battle



•Removed Multiflag from Boneyard and Spire

Invasion



•This playlist now offers 3 voting options

Firefight



•Updated Firefight playlist gametypes to be a full set instead of 1 round. Adjusted skull progression.

•Removed Friendly Fire

Score Attack



•Removed Crash Site

•Added Mythic Score Attack

•You can no longer pickup other weapons in Sniper Attack

Maps



Zealot/Arena Zealot



•Arena Zealot is now used for all Slayer gametypes

•Players can no longer stand on the edge of the generators in space and crouch to shoot below the shield

Asylum



•Softkill zones added to the tops of the Sniper buildings

Boneyard



•Modified respawn zones for Slayer gametypes

Hemorrhage



•Modified respawn zones for both bases

•Respawn timers for all Warthogs on Hemorrhage should now be 120 seconds

Gametypes



CTF



•All CTF gametypes should now have a player respawn of 10 seconds

•All Classic CTF gametypes now feature Flag At Home To Score and Touch Return

•Flag At Home To Score disabled for non-Classic CTF gametypes

•Modified Flag Return and Flag Reset times: 1 Flag on Small maps use 10 second return and 30 second reset. All other gametypes use 30 second return and 45 second reset.

Assault



•Assault gametypes now have a player respawn time of 10 or 15 seconds depending on the map.

In addition to the Playlist changes, we’re also introducing two new Forge Map Variants with this update, Cliffhanger and Atom. Atom will be on display in the Team Slayer, Team Snipers, Team Objective, Multi Team, and Big Team Battle Playlists. Cliffhanger will be found in Rumble Pit, Team Slayer, Team SWAT, and Team Objective.



The two standouts for me are the removal of Team Snipers from the Team Slayer playlist (Finally!) for its own dedicated playlist and the new infection-only playlist entitled “Living Dead,” seems very appropriate with Halloween just around the corner. Obviously the element most players will be interested in are the two new maps. They might not have as much depth as what we are getting with the Noble Map Pack, but who doesn’t appreciate a change of scenery every now and again.



Bungie has been very diligent about providing content to their fan base – by way of these monthly or bi-monthly updates. The developer has acknowledged that, while they will be trying to stay active in the community, there will come a time when these updates will be fewer and far between. The hope is that by this time, they will have done enough to make the multiplayer a solid and long lasting experience.



What do you think of this newest Halo: Reach update? What are the particular standout changes made to your favorite playlists?



Halo: Reach is out now for the Xbox 360.



Sunday, October 24, 2010

.Second Halo Reach Playlist Update is Live

As we mentioned recently, a second playlist update would be coming to Halo Reach in October. That playlist update is now live, including many playlist changes, the most notable of which are a new Team Snipers playlist and a couple new Forge map variants.



Here is the full list of updates.



Playlist Changes



•Team Snipers playlist added

•Living Dead (Infection) playlist added

•Infection, Safe Havens, Race, Rally, Headhunter Pro, and all Classic gametypes removed from Rumble Pit playlist

•All Snipers gametypes removed from Team Slayer playlist

•1 Flag Classic and Headhunter Pro removed from Team Objective playlist

•Multiflag Classic, 1 Flag CTF, 1 Flag Pro, and 1 Bomb Assault will no longer be playable on Hemorrhage in the 8 player Team Objective playlists due to the size of the map.

•Oddball and Hot Potato will no longer be played on Boardwalk in Team Objective playlist

•SWAT, all classic gametypes, and The Cage map will no longer appear in Multi Team playlist

•Rocket Race will no longer appear only in slot 3 of map voting

•Multiflag removed from Boneyard and Spire in Big Team Battle playlist

•Invasion playlist now has 3 voting options

•Friendly Fire removed from Firefight

•Firefight playlist gametypes will be a full set rather than just 1 round.

•Crash Site removed from Score Attack

•Mythic Score Attack added

•Other weapons can no longer be picked up in Sniper Attack

Map Changes



•Glitch on Zealot that would allow you to shoot from space and back down into the map has been fixed

•Softkill zones added to top of sniper buildings on Asylum

•Respawn zones reworked for slayer on Boneyard

•Respawn zones reworked on Hemorrhage

•Warthog respawn timer changed to 120 seconds on Hemorrhage

Gametype Changes



•Respawn timer in CTF is now 10 seconds

•Classic CTF gametypes now require the flag at base to score, and flag returns happen with just a touch

•Flag no longer required to be at base to score in non-classic CTF gametypes

•Flag return time changed to 10 seconds (with 30 second reset) on small maps for 1 Flag gametypes

•Flag return time changed to 30 seconds (with 45 second reset) on all other CTF gametypes

•Respawn timer in Assault is now 10 or 15 seconds depending on the size of the map

Sunday, October 17, 2010

Halo: Reach gets campaign matchmaking

Bungie adding series-first online ability next week; service lets players enlist help of random strangers in the fight against Covenant; MLG, Grifball playlists coming by the holidays.



The Halo series has had cooperative campaign play from the start, but it's only allowed gamers to play with friends (either offline or online). That's going to change later this month.



Bungie announced in its latest Bungie Weekly Update that a campaign matchmaking playlist--a series first--will be added to Halo: Reach on October 19 (pending final testing and review). That falls in line with what the developer announced last week when it said the online ability would be added on Oct. 12 or Oct. 19.





Halo: Reach's online capabilities grow next week.



Campaign matchmaking will afford players the luxury of being able to play through the campaign with Xbox Live users who aren't on their friends lists.



Bungie also dished details on standard matchmaking in this week's update. The developer said it plans to add MLG (Major League Gaming) and Grifball playlists in the coming months. Bungie doesn't foresee these playlists arriving by November, but said they will likely be added to the mix in time for the holidays.

Monday, August 30, 2010

Halo Reach The Most Anticipated Game Of 2010

Overture Inc recently compiled their GameVoice video game industry report, which searches out forum posts (to which we're sure we've all contributed our fair share), comments, twitter posts, and other social media outlets to find out which video game properties are being mentioned the most.



A result that surprised absolutely no one is that Halo Reach had the most mentions (and hence anticipation) of any upcoming game. What is surprising about the result is by just how much. Halo Reach had three times as many mentions as Call of Duty: Black Ops, which was the next most anticipated game, in spite of Halo Reach only releasing on one console.



We know that there are lots of you here that, like us, cannot wait for Halo Reach. Now, at least you know you're not alone.So, I provide you with a custom checklist of what you need to have to prepare for Halo Reach and come release day have endless gaming without any interruptions. Here's your list:




http://ad.linksynergy.com/fs-bin/show?id=SfkWGjeg0YE&bids=166833.10000181&type=4&subid=0"

There Are Five Types Of Halo Reach Pre-order Packages:

Halo Reach-Xbox 360
  1. Halo Reach-Xbox 360: http://astore.amazon.com/haloreach-beta-updates-preorders-20/detail/B002BSA20M-
  Included:
  • Halo Reach Game




Product Features

Edition: Legendary Edition
  • Noble Team statue expertly crafted by the artisans at McFarlane Toys. Individually molded and hand-painted
  • UNSC-themed custom packaging
  • An exclusive in-game Spartan armor effect
  • Complete contents of the Halo: Reach Limited Edition, including: ONI data module box, Dr. Halsey’s Journal, Embroidered Spartan II patch, Dr. Halsey’s ONI Badge, and the Limited Edition Elite in-game armor


Special Offers and Product Promotions

Edition: Legendary Edition
  • Order Halo Reach Legendary or Limited Edition and get $20 off a future video game purchase. The promotion code will be applied directly to your Amazon.com account up to two (2) business days after your product ships. To redeem your reward, add a Video Games item sold and shipped by Amazon.com to your shopping cart and proceed to checkout. The discount will be visible after you have begun the checkout process. Offer valid when shipped and sold by Amazon.com. This offer will be extended to all existing pre-orders. Amazon reserves the right to change or terminate this promotion at any time. Offer valid for one purchase per customer. 
  • Pre-order Price Guarantee! Order now and if the Amazon.com price decreases between your order time and the end of the day of the release date, you'll receive the lowest price.



 3.  Halo Reach Limited Edition-  http://astore.amazon.com/haloreach-beta-updates-preorders-20/detail/B002I0JF0Q 

Product Features

Edition: Limited Edition
  • Game Disc in custom case modeled after a recovered ONI data module
  • A custom in-game Elite armor set for use in Reach's multiplayer modes
  • Artifact Bag containing a brand-new piece of the extended Halo universe: The personal notes and documents of the creator of the SPARTAN program: Dr. Catherine Halsey
  • Dr. Halsey's ONI Security Badge
  • Embroidered Spartan II Patch


Special Offers and Product Promotions

Edition: Limited Edition
  • Order Halo Reach Legendary or Limited Edition and get $20 off a future video game purchase. The promotion code will be applied directly to your Amazon.com account up to two (2) business days after your product ships. To redeem your reward, add a Video Games item sold and shipped by Amazon.com to your shopping cart and proceed to checkout. The discount will be visible after you have begun the checkout process. Offer valid when shipped and sold by Amazon.com. This offer will be extended to all existing pre-orders. Amazon reserves the right to change or terminate this promotion at any time. Offer valid for one purchase per customer. Here's how (restrictions apply)
  • Pre-order Price Guarantee! Order now and if the Amazon.com price decreases between your order time and the end of the day of the release date, you'll receive the lowest price. Here's how (restrictions apply)





 

 Description:
  • 121 months of Xbox live, or 11 years of it, for a very low price, or 12 months for the standard price [Either or]











5. Xbox 360 250GB Halo Reach Console Bundle:


 What's Included:
  • Xbox 360 250GB S Console with custom design
  • Halo: Reach Standard Edition rated “M” for Mature
  • Xbox 360 250GB S Removable Hard Drive
  • Two Xbox 360 Wireless Controllers with custom design
  • Xbox 360 Black Headset
  • Xbox 360 Composite A/V cable (standard definition)
  • One Month Xbox LIVE Gold Membership
  • 1 year limited warranty on console





6 .     Halo Reach 16-Month Video Game Wall Calendar 2011 - 12x12: http://astore.amazon.com/haloreach-beta-updates-preorders-20/detail/B003I86RB2

 Description:
  • decorate your walls with this brand new poster
  • easy to frame and makes a great gift too
  • ships quickly and safely in a sturdy protective tube
  • measures 11.50 by 11.50 inches


7. Halo Reach Wireless Xbox 360 Controller: http://astore.amazon.com/haloreach-beta-updates-preorders-20/detail/B003O6HOAG 



Product Description

From the Manufacturer

Xbox 360 Halo: Reach Wireless Controller
Product Description
The planet depends on you.
Blast Covenant forces like never before with the Xbox 360 Halo: Reach Wireless controller. Designed by Bungie in sleek silver and complete with a Halo: Reach
*Up to 30 ft range
Product Features
  • Features artwork created by Bungie, inspired by Halo: Reach, the blockbuster prequel to the award-winning Halo trilogy.
  • Features all the functionality of the award-winning Wireless Controller while fitting in perfectly within the Halo: Reach mythology.
  • Includes a token for a Banshee aircraft Avatar item.



8..Halo Reach Wireless Xbox 360 Headset: http://astore.amazon.com/haloreach-beta-updates-preorders-20/detail/B003O6EEN6: 
Product Features
  • Features all the functionality of the Wireless Headset, a distinctive silver color and artwork created by Bungie that was inspired by Halo: Reach, the blockbuster prequel to the award-winning Halo trilogy.

Product Description

Every squad needs a leader. Let the game go to your head with an Xbox 360 Halo: Reach Wireless Headset. Custom designed by Bungie in sleek, game-inspired silver, this exclusive limited edition headset keeps you connected to the team in online multiplayer game play as you storm the battlefield and save humanity. Xbox live gold membership is required for online multiplayer.


9. Halo, Books 1-3 (The Flood; First Strike; The Fall of Reach): http://astore.amazon.com/haloreach-beta-updates-preorders-20/detail/0345473043:



 Description: The Storyline fro the very start of Halo All the way to the siege on Planet Reach. Can The Spartans Overcome the Formidable Force Of The Covenant?



10.  Halo Reach Limited Edition Guide: http://astore.amazon.com/haloreach-beta-updates-preorders-20/detail/0744012333
. 



 Description: Want To know everything surrounding Halo Reach even before the release date on September 14, 2010? Read about every strategy and all of the new elements and jump-start your gaming.







BELOW YOU CAN FIND ALL OF THE ABOVE ITEMS!!

There are two deals that I found on the web that give the best price for pre-order of a low price between $45.00 - $50.00 and not a cent more. Here's some great links , as well as an Amazon Store with the Halo Reach Game & and Gaming Gear:

Microsoft Store










             Here It is, The most widely anticipated, and hyped, game of 2010, HALO REACH. The wait is almost over.  Halo: Reach on Xbox 360 has a confirmed release date on Tuesday, 14 September 2010. It is 32 days left until you can play Halo: Reach on your Xbox 360 in the USA.There is over 10 million anxious gamers awaiting the release on September 14.  Support us by purchasing Halo Reach from Amazon.com and get a free $20 gift card! http://astore.amazon.com/haloreach-beta-updates-preorders-20: