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First, there’s the game itself. From the dual-wielding to the boarding to the vehicle physics to the weapon balance, the entire effort is harmonically tuned. There are no pistol-esque overpowered sidearms as was the case in the first Halo—if anything, the visually-intimidating Brute Shot is a tad underpowered—but I’m not complaining. Indeed, Halo 2’s arsenal truly epitomizes the old saying, "A place for everything and everything in its place." The shotgun counters the energy sword up close; the vehicles can boost to evade a locked-on rocket; even the team items (the Oddball and the flag) can be used to beat down point-blank attackers.
The second part of the amazing Halo 2 package is the game’s front end. Both the matchmaking system and party features are brilliant. The former has the game do all of the work for you; if you want to jump into a small team game, you just pick that mode and go. If you want a big team brawl, no problem. One-on-one? Sure. And, more options will be added by Bungie in the future.
The party system is another genius innovation that should—nay, must—be copied by all Xbox Live games from this day forward. By simply creating a room, only those on your Friends List or Clan List can join. But, then their buddies can join, and so on. Before you know it, you’ve got an 8-, 12-, or 16-player packed house, and you can play anything you want. Coagulation with Wraiths? Easily done. Swords-only Oddball (a.k.a. Swordball) on Midship? Yes. And, you can take your entire party and dump it into the Matchmaker, allowing your crew to take on another group of equal strength. Even if there are only three of you, Halo 2 will do this—and it’s even smart enough to make sure that your party is put on the same team.
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