![]() ![]() ![]() In addition to an expanded arsenal of personal weapons, there are new vehicles from the Halo universe, such as the UNSC Kestrel. The Incineration Cannon scatters a huge area with fiery projectiles that kills most enemies outright, and the binary rifle allows for precision kills over long ranges. Prometheans bring some of their weaponry over from Halo 4 as well. The Prometheans add an extra dimension to the game, which would've otherwise been littered with only Covenant enemies. The most notable addition to Spartan Strike is its Promethean enemies, which make their way across from Halo 4. You'll be managing your shield strength, ducking for cover when it your shield depletes, and procuring new weapons in the field when you run out of ammo. The combat is mostly familiar, providing similar tactical gameplay to its console counterpart. Microsoft don't seem to have gotten a good angle on mobile monetization yet, frankly, so they may still be testing the waters. ![]() ![]() The inclusion of this system is still slightly puzzling, making me wonder if a free to play variant may be on the horizon at some point. Spartan Strike does away with this, allowing you instead to gather reasonable amounts of credits through regular play, thankfully side-stepping micro-transactions altogether. It was possible to accrue credits over long periods of time in the previous game, but unless you were playing enough to rub the glass off your screen it wasn't really worthwhile. Halo Spartan Strike follows the same gameplay direction of Halo Spartan Assault, but without the ridiculous micro-transactions which incentivised in-app purchases if you wanted to use anything other than the most standard weapons. Control-wise, Spartan Strike is a notable improvement over the original, but as you might expect, it's still best experienced on a PC - either using mouse and keyboard controls or a connected Xbox controller. This simple addition helps a lot, in addition to a ramping up of aim assist. Similarities aside, Spartan Strike has added a mid-range aiming reticule that helps you figure out where your thumb is aiming at. You can double tap to throw a grenade or melee, and tap on the centre of the screen to use your Spartan ability. Placing your thumb on the left side of the screen and tugging in a direction controls movement, whilst the same is true for aiming and shooting on the right side of the screen. Spartan Strike features virtually identical controls to its predecessor. In my opinion, touch screens simply don't lend themselves well to imitating analogue joysticks - but 343i have done their utmost to ensure the game works well on our mobile devices. Optimizing gameplay for touch devices is hard. I feel as though Spartan Assault may actually have the upper hand when it comes to location diversity, but how does it fare when it comes to gameplay? I'd argue that Spartan Assault managed to compact Halo into mobile phones pretty well, and nothing has changed in Spartan Strike. Covenant enemies react similarly to how their iconic console counterparts do, and the music, sound treatment and special effects all play into this. Similarly to Spartan Assault, Spartan Strike does well to encapsulate the classic Halo feel despite its gameplay paradigm. 343i failed to impart a great deal of variety when it comes to the game's locations, but what is on offer is rock solid. You'll battle Covenant and Prometheans across war-torn locations on Earth and exotic alien landscapes on Gamma Halo, all lovingly detailed and brimming with authenticity. There are 5 operations each split into 6 separate missions, taking place across various locales. The game sports an angled top-down look, but it's fully 3D with beautifully crafted layers. Halo Spartan Strike is certainly up there with the best when it comes to mobile gaming presentation. ![]()
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