Sunday, 13 September 2026
Blizzard decides to release new titles in all of its major series
Tuesday, 11 August 2026
Microsoft wind up ELDER SCROLLS fans by hinting at the next game's title
Elder Scrolls fans have become a patient breed, with developers Bethesda clocking in almost fifteen years since the release of the last mainline game in the series, The Elder Scrolls V: Skyrim. Skyrim has sold over 60 million copies to become one of the best-selling individual video games of all time, so fans are understandably antsy over when the sequel will be released.
Bethesda did confirm way back in 2018 that The Elder Scrolls VI was in development, allaying fears after the release of multiplayer spin-off prequel, The Elder Scrolls Online. However, with Bethesda all-in on developing Fallout 4 (2015), Fallout 76 (2018) and Starfield (2023), the game had to take a back seat, with full-time development only beginning after Starfield's release three years ago. The game is now Bethesda's main focus, but when to expect it is a key question. Even a six-year development window these days feels quite short, but that would still mean the game not appearing before late 2029, potentially even drifting into the 2030s. Hopefully Bethesda have had a second team working on the game to ensure we get it before then.
Whilst that question will not be answered for some considerable time, another one has been hinted at: what the game will be called. Asha Sharma, the head of Xbox at Microsoft, tweeted that she had seen a playthrough of Elder Scrolls VI and been very impressed (presumably less-impressed at the protest outside Bethesda's Rockville HQ against recent layoffs). Most notably, she called it The Elder Scrolls VI: ********. To emphasise this, Bethesda tweeted back that it was awesome to be able to show her "********." This would seemingly emphasise that the game's title consists of eight letters and one word.
Previous Elder Scrolls games have largely had titles built around locations. The third and fifth games, Morrowind and Skyrim, are named after provinces of the Empire of Tamriel. The first game, Arena, and spin-off game Battlespire are named after individual buildings (though "the Arena" is an archaic name for the whole continent as well). The fourth game, Oblivion, was named after a plane of existence. Spin-off games Redguard and Blades are named after factions within the universe.
With the sixth game widely believed to take place in western Tamriel, in the provinces of High Rock and Hammerfell, this opens up some intriguing possibilities for the game's title.
- The Elder Scrolls VI: Sentinel is a noisome title. Sentinel is the name of the capital city of Hammerfell, and likely a key location in the game.
- The Elder Scrolls VI: Dominion sounds pretty good. The series metaplot has focused on the rise of the Aldemari Dominion and its challenge to the power of the Empire. This was explored in a key questline in Skyrim. Fans have been theorising that the full-scale confrontation between the Empire and the Dominion, possibly in Hammerfell, is a likely storyline in the sixth game.
- The Elder Scrolls VI: Orsinium. Orsinium is a major city-state and kingdom in High Rock, and is the home of Tamriel's civilised orcish civilisation.
- The Elder Scrolls VI: Redguard. The Redguards are the primary inhabitants of Hammerfell and are one of the setting's most popular factions. However, no main series game has been named after a faction before. Also, a 1998 action spin-off game was called The Elder Scroll Adventures: Redguard, which might get confusing. That game is very old though and extremely obscure (as well as likely the franchise's least-selling title), and the title is pretty good, so don't put it past Bethesda to reuse it.
- The Elder Scrolls VI: Highrock. Maybe the developers have decided to lose the space.
Hopefully this is a hint we might get more information about the game soon, but it's really past time.
Of course, it might be the eight characters were totally random and none of this actually means anything, but fans are so devoid of clues that they'll take anything at this point.
Wednesday, 8 July 2026
VERY STRONG RUMOUR: Obsidian Entertainment to develop a new FALLOUT game
Wednesday, 25 March 2026
Age of Mythology: Retold
The cyclops Gargarensis has vowed to shatter the gates to the Underworld and release the Titan Kronos back into the world. To this end he has assembled a vast army and set about this task in Greece. Arkantos, hero of Atlantis, sails to the Greek colonies to lend his aid in the Trojan War. Learning of Gargarensis and his plans, Arkantos forges a coalition with the Egyptians and Norse to stand against him.
Age of Mythology, a magic-and-legends spin-off from the venerable Age of Empires real-time strategy series, was released in 2002 and remastered and re-released in 2014. Following the pattern set by its forebear, Age of Empires II, the game has now been remastered and re-released yet again. We are now in the age of not just the remaster, but the remaster of the remaster.
Age of Mythology: Extended Edition was fine, maybe a bit minimalist as remasters go, with better water effects, tweaked textures and greater support for modern resolutions. But it was also bit underwhelming, with the feeling it could have been much more comprehensively updated. The team evidently agreed and after the barnstorming success of Age of Empires II: Definitive Edition (itself a remaster of a remaster), they came back for another go-around.
Age of Mythology: Retold is now the definitive version of the game. Age of Mythology has always flown a bit under the radar, despite being an enjoyable and characterful real-time strategy game with four distinct factions (the Greeks, Egyptians, Norse and Atlanteans), a splendid interface, a reasonable difficulty curve and superb graphics, which take the painterly, 2D approach of Age of Mythology II and adapt it into 3D with subtlety. I always found Age of Mythology to be a more satisfying arrows 'n' spells strategy game than WarCraft III, whilst some of its updates to the Age of Empires formula are superb. The weakest thing to come from the game is arguably the Tale of the Dragon expansion from Extended Edition, which felt a bit undercooked.
The game itself is pretty standard as far as RTS titles go: you start with a base, in this case a town centre, from where you can train workers who construct buildings and work as resource-gatherers. There are four primary resources: wood, gold, food and faith. The first three are used to build mundane structures and units (a mix of archers, cavalry, infantry and siege weapons) whilst faith is used to train "myth units" (sphinxes, dragons, cyclopses, hydras, frost giants etc) and one-off "heroes" (like Odysseus or Achilles). Resource-gathering is a surprisingly flexible system, with multiple ways of getting resources. For example, food can be hunted (peasants kill chickens, bears or pheasants and use them for food), farmed or gained from the sea by sending out fishing boats, whilst gold can either be mined directly, gained through trade at a marketplace or setting up a trade network between your town centres using caravans.
As usual, you amass armies which you can take into battle. The composition of these armies is interesting, with a rock-paper-scissors mechanic complicated by the deployment of counter-units (pikemen who are marginally effective in infantry battles but devastating against cavalry), so assembling a well-balanced force is essential. Early in a game, units can be fragile, so making sure you get unit upgrades from an armoury to improve armour, attack and resilience to specific damage types, like bludgeoning or piercing is also important. As each game proceeds, you can upgrade to a different age, which unlocks new units and building types.
This is all standard, but Age of Mythology nails the details very well. This was one of the first RTS games that allowed you to automatically task newly-built units (so right click on a gold mine to make all the villagers built after this point automatically go over and start mining), resulting in a very smooth and intuitive playing experience.
In terms of gameplay, Age of Mythology is hugely enjoyable, but it does focus a lot on attack. Whilst some games give you impressive options for defence and turtling, like StarCraft and its bunkers, photon cannons and siege tanks, Age of Mythology's defensive structures tend to be less effective, with walls and towers coming down very easily to enemy action (disappointingly, as the game's wall-building system may be one of the best in any RTS game ever made, allowing you to built elaborate fortifications very easily). The game is at its best when you are constantly engaging the enemy, reinforcing as needed and keeping them on the back foot. Tactically, a fine balance is needed between known when to keep up an attack and when to fall back for reinforcement.
In terms of story, the game has a very silly but enjoyable narrative which mixes up the Norse, Egyptian, Greek and Atlantean legends and stories in a manner that's contrived but fun. The story can't hope to match WarCraft III's beautiful cut scenes and in-game plot twists, but it does know when to butt out and not interfere with gameplay (a lesson other RTS games could learn from, even now) through endless cut scenes and major reversals you can't do anything about. Age of Mythology remains a pretty fair game in that sense.
Retold eliminates many of the previous negatives about the game. AI is dramatically improved, eliminating some of the dumber enemy moves and improving the responsiveness of your units. Pathfinding is dramatically improved.The one-shot god powers have been replaced by cooldown abilities instead. The game leans a bit more into the differences between the factions, making them feel more distinctive. For a game that's almost a quarter of a century old, Age of Mythology feels quite fresh and modern in most respects even before the Retold improvements are accounted for.
Those improvements are significant. The biggest change is the lighting, which is now gorgeous, and the basic elimination of draw distance limitations, making in-game cutscenes (when you are most likely to be gazing across the battlefield) much more attractive. Improvements in textures and rendering make the units and buildings hold up extremely well even at 4K and zoomed-in, but the game remains very undemanding by modern standards, meaning potatoes can run it relatively well (things only start to chug if you set up skirmish matches with the unit cap increased to preposterous levels). There are also welcome improvements to the UI, which is now more intuitive, and the ability to automate resource gathering. You can now set ratios so every new villager you create is automatically assigned to a task (so set an equal ratio and new villagers will automatically be assigned to each resource in turn), though this can also be turned off. Gameplay and balance changes are minor but noticeable: walls feel a bit sturdier than in the base games, and units now automatically use their special abilities rather than requiring direct player intervention.
Content wise, Retold includes the original campaign, divided between the Greeks, Egyptians and Norse, and the Golden Gift mini-campaign for the Dwarves, plus The Titans expansion for the Atlanteans. This is a sizeable amount of content, with a playthrough of the singleplayer campaign content lasting a reasonable 35-40 hours. Two additional, paid-for expansions are also available. Pillars of the Gods is set in China and Yasuko's Tale is set in Japan. Both add an 8-hour-ish campaign and a new faction apiece, obviously the Chinese and Japanese. The Tale of the Dragon expansion is forgotten about here (probably for the best) with the new expansions being much better-written and voice-acted, with more compelling stories and gameplay, not to mention narrative ties to the original campaigns. More content is incoming, with an Aztec-themed expansion due this year, and the occasional addition of new gods, heroes and units for the existing factions.
Age of Mythology: Retold (*****) takes one of the RTS genre's underdogs and turns it into the game it was always meant to be. Twenty-four years after release, Age of Mythology finally realises its potential. The game is available now on PC, Xbox Series S / X and PlayStation 5.
Note: Part of this review was previously published in 2018.
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Wednesday, 19 November 2025
The Outer Worlds 2
2362. The outer colony systems have mysteriously been cut off from Earth. An Earth Directorate investigation team is dispatched to the Arcadia system to investigate possible causes for the disruption to communications, only to face unexpected resistance and betrayal. A single agent is recovered from cryosleep ten years later and learns that the system is threatened by huge dimensional rifts of unknown origin. The agent must help save Arcadia from the rifts and navigate the complex political machinations between three factions and various local concerns.
Released back in 2019, The Outer Worlds was a totally fine roleplaying game. It saw the player explore the Halcyon star system, navigating local factional squabbles and ultimately help rescue (or destroy) the helpless frozen crew of a colony vessel. Though enjoyable, it was somewhat shorter than players have come to expect in the modern era, and perhaps fell short of the more complex writing and characterisation people expect from Obsidian Entertainment, the studio behind knotty RPGs like Alpha Protocol, Pillars of Eternity, Neverwinter Nights II: Mask of the Betrayer, Tyranny and Fallout: New Vegas.
The Outer Worlds was developed relatively quickly and on a low budget, before Obsidian's acquisition by Microsoft. The Outer Worlds 2 has a much larger budget and took twice as long to develop, with a larger scale and scope. There were also creative team changes, with RPG legend Tim Cain (creator of the Fallout franchise and the various classic games at Troika) who co-led the first game retiring but staying on to advise.
The question is here is if they could make something more impressive. Both The Outer Worlds and its effective fantasy successor, Avowed (released earlier this year), were fine RPGs which were enjoyable to play with some solid characters and storylines, but with a limited scope and risked being a bit too forgettable. The answer is, fortunately, yes. The Outer Worlds 2 is a significant improvement over both games and is easily Obsidian's best recent AA-level RPG so far. People hoping that they'd rediscover their writing mojo from New Vegas or Pillars of Eternity may be somewhat disappointed as they don't get back to that level, but definitely of their recent 3D RPGs, this is the strongest.
The game can be played from either first or second person (or flipping between them), with the player creating their character from scratch. They can decide how to approach combat (direct engagement, stealth, engineering to hack robots and turrets etc), puzzle-solving (through engineering skills, hacking or science) and dialogue (through speech, a threatening demeanour etc). It's important in Outer Worlds 2 to pick a lane and stick to it as, unlike its forebear, there's no way to respec once you're in the game itself. However, you can respec once at the end of the prologue mission, which gives you a taste of the game and how you're likely to play it.
The prologue is a nice taster for the game itself, giving you options on how to infiltrate a facility and two different routes; you can't take both, so immediately you have an alternate choice for a replay. The prologue has some obstacles that can be solved by talking to people (talking a nervous bureaucrat into helping you out in return for eliminating some problems from his service record) or just killing everyone in sight.
Once the prologue is resolved, the game sets you down on the planet Eden and you have to get to work investigating the mystery of the rifts. You'll soon find the Arcadia system is divided between three factions: the authoritarian Protectorate, the science-minded Order of the Ascendant and the hyper-capitalistic megacorporation Auntie's Choice. The Protectorate is mostly presented as antagonists and will usually fire on you on sight, but representatives from the other two factions can be more nuanced, and you can deal with them through negotiation or combat. You also gain NPC companions from these factions who will join you on your ship, and navigating the personal relationships between these companions can give you clues on how to handle the wider political relationships between the factions. You can side with one faction over the others or try to negotiate peace between them, which is more difficult but also generates a ton more missions, so that feels like the optimal choice.
The game is set over four planets: Eden, Dorado, Cloister and Praetor, along with several space stations, an asteroid settlement and several spacecraft. The four planets are each surprisingly large, with a sprawling map. You are guided around the map by quests, but you can also just break off to explore (there are various locations on each planet that no quest will take you to, and will generate quests or rewards by striking out on your own). This is the first notable difference from original game, where the maps were smaller and there was less to do outside the scope of the quests, not to mention that the first two planets were reasonable in size but the latter ones were tiny with only a few quests apiece. There is immediately more to do here, spread over a larger area, with more choice in where to go. Exploration is more of an option here than it was in the prior title.
The writing and pacing are also stronger, and the game's intro immediately grabs your attention in a way the first game didn't. There's bigger and more epic set pieces, and more changes to the story based on your choices. Combat is improved, with more variations in approaches to battles. I chose to switch between a high-powered sniper rifle for ranged engagements and an explosive-shell-firing shotgun for close-up encounters, and these got me through most of the game with moderate skill improvements. Combat is chunkier and more satisfying than the first game, with body parts flying and a wider array of loot.
The game also tries something new for an RPG: there are no weight limits or encumbrance, the designers finally giving up since people now expect a "send to camp" or "send to spaceship" button, so why even worry about encumbrance in the first place? Similarly there is no stamina bar, allowing you to run around effectively forever. Removing that limitation has zero negative impact on gameplay, and allows you to focus on having fun.
But the game does imposer limitations elsewhere. Like its forebear, the skill points are dished out somewhat miserly (2 per level, with a 30-level cap) and the game does not reward jacks-of-all-trades. You really need to focus in on 5-6 skills, spreading things out further will just leave you underskilled to really do anything. I ran a Speech, Lockpick and combat-heavy build and that allowed me to get through the game one way, but a Hacking, Engineering and Science-heavy build would give you a different-feeling result. With no respec possible after the prologue, the game does force you to think carefully about your character build, unlike other recent RPGs that basically allow you to respec at will to overcome every problem in the game. Outer Worlds 2 requires more careful thought there.
Your companion characters are fine, being a likeable lot with their own, fairly involved quest chains. Even psychotic killer Aza ends up being a valuable team member, despite her unrelenting preference to just murder everything in sight. None of the companions are going rank amongst Obsidian's best, but they're mostly a step-up from The Outer Worlds'.
If the game has a key weakness it's probably that, after the impressive prologue, the game suddenly feels a bit underwhelming. The first planet is a bit RPG-by-the-numbers and very similar to the first game. Choices are mostly limited in scale and consequence (one Fallout 3 Megaton-ish exception aside) and shooting all the bad guys will get you through the game. Those expecting a better experience than the first Outer Worlds may feel distinctly let down by the opening to this game. But around 10 hours in (about a quarter of the way through the game), the game suddenly bursts into life: the story kicks up a gear and becomes more interesting, the scale of events becomes much larger and the level of your freedom to make choices and the variation in the consequences of those decisions both improve immensely. The game catches fire and doesn't let up to the finale, taking in some impressive level design, combat encounters, exploration and even semi-immersive sim moments along the way.
The Outer Worlds 2 (****) has a slow start but then bursts into life. It's a stronger game than its forebear, with more interesting locations, a better story, more convincing characters and more in-depth worldbuilding. It plays some interesting trade-offs, getting rid of tedious things like encumbrance and fatigue and instead forcing you make harder choices about your character build. It's a longer game than its predecessor, but not so much as to become tedious. It's still not Obsidian at their best, but it's a solid, enjoyable RPG experience even if it's not going to be troubling any best game of the year lists.
Thank you for reading The Wertzone. To help me provide better content, please consider contributing to my Patreon page and other funding methods.
Tuesday, 18 March 2025
Avowed
Sunday, 26 January 2025
Age of Empires II Definitive Edition Chronicles: Battle for Greece
Thursday, 7 November 2024
Starfield: Shattered Space
A year ago, Bethesda released Starfield, their massive space RPG that was a decade in the planning. It's fair to say it underwhelmed, despite some enjoyable moments. The game had a laudably weird, off-kilter main storyline and Bethesda's best combat to date, but bland writing, dry characters and a lack of the curated exploration that characterised their best games made it a frustrating experience.
In particular, Starfield suffered from its structure, which encouraged you to jump from star system to star system not via its space travel system but by fast-travelling. Given that both involved faffing around with menus and loading screens rather than engaging in rip-roaring space adventures, why not just do the faster method? Although more efficient, it arguably defeated the object of a space game to mostly avoid the space bit of it.
Shattered Space, the first major Starfield expansion, tries to grapple with this problem head-on. The expansion starts in a very promising way, with you being drawn to an abandoned space station without gravity, and having to fight what appear to be "space ghosts." The mystery of the space station is unusually gripping (by Starfield standards, anyway) and lasts just the right amount of time before you get some exposition which leads you to Va'ruun'kai, the homeworld of House Va'ruun, a faction mostly represented in the mothership game by fanatical space pirates worshipping a great serpent.
Your arrival on Va'ruun'kai is not welcomed and you'd have probably been ventilated in short order, but fortunately there was some kind of "incident" just before you arrived which blew up half the capital city, created gravitation anomalies through the area and brought in yet more space ghosts. Thanks to your knowledge of weird space phenomena from the OG game (and the incredible desperation of the planet's leader), you're recruited to help them out even if you're not totally convinced that their big space serpent god is actually a thing.
After the initial space station episode, the entire game takes place on Va'ruun'kai. The generously-sized new map is handcrafted and covered with story-critical locations, locations essential to side-quests and even locations just there for you to stumble across in random exploration. This is a huge change from the base game where most planetary areas are procedurally generated with identikit bases with the same layout, and the same small pool of events constantly happening. If anything, Shattered Space might spoil you (well, more) for the main game.
The collection of quests here is a notch above the original game, and occasionally it surprised me. One quest involved helping out a confused elderly gentleman after his daughter and only carer disappeared in the incident. This quest makes a big play for an emotional story - something not so much not in modern Bethesda's normal wheelhouse as not even in their galaxy - and almost pulls it off. A lot of the side-quests tie into the annihilation of half the city and its people, selling it as a big, traumatic event in these people's lives (and perhaps explaining a bit better than usual why they immediately trust the total rando who's shown up to save their arses for them). The main mission chain is more predictable, requiring you to bring the three ruling factions of the city in line by doing favours for them, then recovering vital equipment to allow you to get inside the lab where the incident began. But it's executed at least moderately better than the original game.
Where the expansion falters, not unlike the core game, is in comparison to its forebears and contemporaries. It feels like the expansion is aiming at a similar experience to Fallout 4's splendid expansion Far Harbor, including the hand-crafted smaller map, better story focus, and even its focus on one of your companion characters (Andreja is from this planet and bringing her along can open new dialogue options). But the game isn't quite as compelling as Far Harbor's, which had much more bittersweetness and character depth, and a really thorny moral quandary at the end. Shattered Space is less engrossing, and Andreja's extra ten lines of dialogue or whatever it is can't compare to Nick's much greater direct involvement in the Far Harbor narrative. Also, as a lot of people compared Starfield to Cyberpunk 2077 (both being first-person SF RPGs with an open world) and found it critically wanting, so Shattered Space is not even operating on the same level as Phantom Liberty.
Shattered Space is basically 12-15 hours or so of more Starfield, which some might find a questionable proposition, but the more focused storytelling and characterisation is at least a moderate improvement over the base game, even if that does insanely mean dropping the space travel bit from your sci-fi RPG. Graphically it's very pretty (especially if you're a big fan of purple), and it feels like the environments are a step up over the base game. Still, it's hard to conclude anything different to the original game: Shattered Space (***½) is solid but underwhelming. The expansion requires Starfield to run and is available on PC and Xbox Series X/S, and via the Xbox Game Pass service.
Friday, 19 July 2024
Paramount+ cancels HALO TV series
Paramount+ have cancelled their TV series based on the popular Halo video game franchise after two seasons and seventeen episodes.
Amblin Television produced the show in conjunction with Microsoft, Xbox and 343 Industries, who developed the previous three games in the series. This group is now shopping the show to other streamers, but the reportedly high budget makes it a tough sell.
The show had a rough landing for its first season in 2022, with critics mostly left unmoved and fans annoyed by a large number of changes to the source material, including starting the show some considerable time before the games began, omitting key game characters, introducing new characters and killing off fan-favourite characters in different places in the narrative. The second season, released earlier this year, was better and had a stronger reception, finally reaching the events of the games (adapting Halo: Reach and ending where Halo: Combat Evolved begins), although the overall reception was still lukewarm. Paramount+ had indicated that the show had performed strongly for them in terms of viewership, so the decision to cancel was likely due to cost and the streamer's uncertain future, which may have also contributed to a shrinking of its Star Trek portfolio.
Fans may also hold hope that this clears the way for a more source-accurate adaptation of Halo in the future, but given how long it took this project to get off the ground and the declining reception of recent games in the series, that may be rather optimistic.
Sunday, 24 March 2024
Halo: Season 2
The war between the Covenant and the United Nations Space Command is continuing to escalate. Frontier colonies continue to fall, whilst both sides are desperate to track down the mysterious artifact known as "Halo." The Covenant's advance soon brings Reach, the largest planet in the outer colonies, within range, sparking the biggest battle of the war so far.
Halo is a military science fiction franchise about people and aliens shooting one another, understandable as its primary instalments have all been first-person shooter video games. But as it has gone on, the series has built up a loyal following for its surprisingly deep background material (partially worked out by "proper SF author" Greg Bear) and extended cast of characters, despite them being mostly relegated to cut-scenes and secondary media.
A Halo TV series therefore isn't quite as batty an idea as it sounds, as the universe contains enough interesting ideas to be fleshed out in a dramatic format. Unfortunately, the first season of the show proved divisive, at best. Elements of the lore and setting were jumbled up and delivered in an odd order, established canon characters were either nowhere to be seen, showed up in different roles or were killed off in short order, and Master Chief spent most of the season without his helmet on (Chief, like Judge Dredd, is never seen in the games without his helmet). Some fans were livid, whilst more casual viewers found the show watchable but underwhelming.
This second season, like a lot of recent second seasons for adapted shows with iffy openings (see also Foundation and Time, Wheel of), is an improvement, but again, a qualified one. The show is more focused this year with the search for Halo being a driving force in many episodes, at least for Master Chief. Early episodes complicate this with internal UNSC politics and internal shenanigans with those space pirates nobody really cares about, but the writers are at least determined to bring all the storylines together mid-season on Reach for a massive showdown with the Covenant. This war episode is mostly impressive, but it does strain the limits of even this show's generous budget. The second half of the season unfortunately engages in some wheel spinning and makes the crucial error of thinking the audience gives even 10% as much of a toss about Soren's family than the writers do. Things do pull back together to deliver a very satisfying finale which finally, after seventeen episodes, does catch us up to where we really should have been in Episode 1 of Season 1. Better late than never, I guess?
The cast deliver good performances, with Pablo Schreiber doing a good growly Master Chief (although he somehow spends even less time in Season 2 with his helmet on than in Season 1), Kate Kennedy making Kai-125 both a sympathetic character and a badass, and Natascha McElhone's walking moral vacuum of Dr. Halsey being delightfully conniving in every scene she's in. Kwan (Yerin Ha) and Makee (Charlie Murphy) are still here, but are much better-served than the scripts they had in Season 1, and the finale finally makes us realise why Kwan is important and it nicely ties into the established Halo backstory. Bokeem Woodbine continues to have more fun than anybody else in the cast as Soren-066 (since Burn Gorman sadly left the show in Season 1), although even he seems to get bored of his "family kidnapping" plot after the interminable-feeling number of episodes it takes up. Particularly welcome are newcomers Joseph Morgan as Colonel Ackerson and Cristina Rolo as Talia Perez, who both add some surprisingly good scenes to the show, the former as an apparent new antagonist and the latter as an ordinary UNSC soldier dragged into Master Chief's orbit.
It does feel like maybe Season 2 has had a little bit of a budget trim: there's a lot of re-use of the same sets (one hallway on Reach becomes incredibly familiar) and there's very few of the all-Covenant CGI scenes we had in the first season. The action is mostly good, with the highlight being a one-on-one duel in the finale and several parts of the fall of Reach, but some of the effects are definitely iffy, like muzzle flares looking like they were made in MS Paint and copy-pasted over the guns. Obviously and correctly Hollywood is being ultra careful with weapons on sets these days, but it feels like the vfx for that could have been a lot better (especially as after-added muzzle flares is something people have been doing for decades at this point).
For those wanting an accurate retelling of the video games, Season 2 is better, but marginally. Seeing the fall of Reach, the iconic backstory moment of the franchise, later fleshed out for a prequel novel and game, is cool, but the absence of the many of the characters and events from both the Fall of Reach novel and the Halo: Reach video game may be frustrating. Some elements that don't show up until much later in the storyline turn up surprisingly early here, which feeds into the feeling that the TV writers don't seem to want the story to unfold as naturally as it did in the games, instead feeding in deep cuts from the lore when the people who really care will be annoyed by the show's deviation from the source material, whilst newcomers will likely be bewildered or not notice/care. Including an Arbiter, but not the Arbiter (the co-protagonist of Halo 2 and one of the franchise's most popular characters after Master Chief), but not making that clearer, is a good example of the writers tapping the game material but in an unnecessarily obtuse way.
Still, making a nine-hour TV show based on corridor shooting and occasionally driving a Warthog (or is it a Puma?) was clearly never going to work, so changes were necessary in the transfer of medium. It'll be up to each viewer to determine if this level of change works for them, and if they're unfamiliar with the games, whether the show works as a stand-alone experience.
For this non-hardcore Halo fan (casual appreciator might be a better descriptor), the sophomore season of Halo (***½) is better than its first, and moves up from "worth watching if there's nothing else on" to "solid sci-fi pulp action." It feels like a lot of potential from the source material is being left on the table here, but the show is at least moving in the right direction. Halo is available to watch worldwide right now on Paramount+.


















