Content review for this game:
Pertaining to the ESRB rating.
Content sum up: While blood effects and language are relatively mild, overall violence is more fantastical than realistic, and it totally lacks the grotesque and disturbing Flood's presence; with the inclusion of bumped-up suggestive themes (including a couple of low brow jokes), Sadie's (optional but integral side) Story (that contains riots, murders and attempted rape) and the fact that the battles are as stressful and heart-pumping as ever, it's simply more suited to the mid- teens and up. So, I recommend this game for ages 14+. |
Blood: The blood spurts in negligible amounts, and then splatters onto walls and floors in light to moderate amounts when alien Covenant or Human soldiers are shot or hit; Humans and alien Brutes shed red blood, but remaining Covenant forces shed glowing neon green, blue and/or orange blood. Blood and bodies do linger, and there is static Human and Covenant blood splattered on walls and floors, along with their unbloodied bodies scattered throughout. There is no option to turn blood off.
Specific scenes of blood (& mild gore):
(The ESRB didn't mention that there is a mild scene and reference of gore; "reference" in regards to optional, collectable "Audio Logs" that tell "Sadie's Story.")
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Language: There are over a dozen uses of d*mn and hell, under a dozen uses of a**, two uses of b*tch and "balls," ("Do you ever get tired of busting my balls?" and, "You ever fall for a woman...make sure she's got balls [guts]") and one use of bastard and SoB. Other than the main script, Human soldiers will infrequently use hell, d*mn, a**, bastard, (very rarely) SoB, and they'll call certain bug-like enemies "Bugger(s)" (this is also mildly rude British slang) during gunfights. Throughout Mombasa city portions, you can collect a total of 30 (optional) "Audio Logs," which tell side narrative, "Sadie's Story." The Logs have under a dozen uses of d*mn, hell and God, three or under uses of bastard, SoB and a**, and one use of p*ss, a**hole, God d*mn and "p*ssies" (used like the word "coward"). There is no option to turn language off.
Suggestive themes: (The ESRB didn't mention this in their rating)
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Use of tobacco: (The ESRB didn't mention this in their rating) At one point in "Sadie's Story" Sadie and Mike find a man smoking a cigarette—you can hear his puffing a few times, and a couple of stills show the clouds of smoke coming from his cigarette; and in the Epilogue after the end credits, Major Johnson (a recurring character in the Halo universe), tosses the Engineer a lighter, sits down, pulls out a cigar and clenches it in his mouth, as it lights it—he then inhales and blows out a puff of smoke.
Violence: Set during Halo's 2 timeline, this tells the story of the Rookie (a member of a special Human military force known as ODST; Oribtal Shock Drop Trooper), and his fellow ODST members. Their mission; infiltrate the Covenant Assault Carrier hovering above New Mombasa city (Earth) and capture the Prophet of Regret. As they use their HEVs (Human Entry Vehicles) to drop into the Earth's atmosphere, the Assault Carrier makes the jump to Slipspace (a.k.a, light-speed), creating a damaging EMP wave that causes all electrical equipment, including the ODSTs' HEVs, to immediately fail, as the ODST team plummet towards Earth. The Rookie awakes six hours later at nightfall, his HEV crashed in the ruined city and no sign of his fellow teammates in sight. To reunite with his team, the Rookie will navigate the ruined, nighttime streets of New Mombasa with a little help from the city's AI, Vergil, as he fights patrolling Covenant forces and searches for clues to his teams whereabouts among the wreckage...
After awaking from your crashed pod, being introduced to the city's AI, Vergil, and its interface, and learning the basics, you will set out to find your missing team. And the base gameplay consists of navigating the nighttime streets of New Mombasa city with your VISR, a night vison-like visor that outlines environmental objects in yellow, your allies green and enemies red. You'll then use your real-time map of the city to locate a beacon of that allies last known location, and travel there as you combat patrolling Covenant head-on, or use alternate sidepaths and abandoned buildings to flank them, or side-step them all together—as you explore the streets, you can collect Audio Logs that eventually reward you with locations of allied weapon caches, along with vehicles to get around faster. Upon reaching a team member's last known location, it will flash back to that point in time, as you play from their perspective. These daytime portions are more action-oriented, and consist of fighting waves of the Covenant forces as you fend them off with your varied arsenal of weapons and vehicles.
Your sole enemy are the alien Covenant and their many types; (squeaky-voiced, pint- sized) Grunts, (lizard-like) Jackals (that carry sniper weapons or full energy shields), (winged, bug-like) Drones, (hulking, ape-like) Brutes (all of which are fully armored; some later types have stealth cloaks) along with Brute Chieftains (more resilient, and equipped with a giant, one-hit kill Gravity Hammer), and the massive, deadly Hunters (with extremely resilient armor, a body shield on one arm and a laser assault cannon for the other). You'll be fighting them with Human weapons; M6S pistol, MA5C Assault Rifle, M7S—silenced—Submachine Gun, M41 Rocket Launcher, M90 Shotgun, SRS99D- S2 AM Sniper Rifle, Spartan Laser (beam cannon), M7057 Flamethrower (disc 2 multi- player only), and M9 Grenades (frag grenades). And Covenant weapons; Plasma Pistol (charged shot disables enemy shielding), (scoped, mid-ranged) Carbine, Brute Plasma Rifle, Needler (shoots shards of energy), Spiker (fires metal spikes), Mauler (shotgun pistol), Particle Beam Rifle (sniper rifle), Fuel Rod Gun (cannon), Brute Shot (grenade launcher), Gravity Hammer (emits one-hit kill shock waves)...
Plasma Grenade (that stick to enemy on contact), Spike Grenade (that stick, and then shoots out shrapnel), and Flame Grenades (set enemies aflame). Along with a variety of pilotable vehicles, including Human forces (jeep-like) Warthog (armed with either a Heavy Machine Gun Turret or Gauss Cannon) and Scorpion (tank); and the Covenants' Ghost (hovercraft with front-mounted lasers), Brute Chopper (over-sized, motorcycle- like hovercraft with front-mounted cannons) and the Banshee (an aircraft armed with lasers and a plasma cannon). The combat system is over-the-top chaos, and consists of using the above arsenal (or turrets, which can be used on their bases or pulled off and lugged around) to shoot away at the enemy Covenant (or Humans; friendly-fire is enabled, and allied soldiers can be killed in the same ways enemies can, at any time, inadvertently or not) and your surrounds (bullets chip away at walls, energy weapons scorch the area); the butt of your weapons to attack enemies in close-quarters (or, if undetected, down them with one stealthy hit from behind)...
And grenades (including the Flame, sticky Plasma and shrapnel shooting Spike types), nearby explosive objects (like abandoned cars, etc.) and all other explosive-oriented weapons, along with aforementioned vehicles (which you can hijack from enemies—or they you—with a quick kick, and then run them and random object down) to take out all close-by enemies, as the ensuing explosions (or your Gravity Hammer) fling them dozens of feet, kick up dust and scorch their vehicles to husks. When shot, Brutes and Hunters react in a subdued manner, as they growl in anger and fall back, and Grunts will react almost comically, running for their lives (Jackals do this too) as they scream in squeaks, or remark in disbelief, "He was my friend!" after you destroy one of their equally cowardly allies. Add this behavior with their inhuman appearance, and combat leans more towards the arcade, even cartoonish; not the realistic. The nighttime city portions lend a haunting, lonely feel, with ditched cars, roadblocks and piles of refuse scattered about the ruined streets, where the very hostile Covenant patrol in place of its civilians—what's worse; you're left to deal with them alone.
The daytime flashback portions are more action-oriented and intense, with wide-open battlefields and huge skirmishes, as Phantom dropships fire at your position with high powered turrets, dropping in waves of Covenant that open fire and begin to flank you from every direction with no delay. It only steps up, as the Brutes toss out protective Bubble Shields, fire with grenade launchers, evade attacks with jetpacks and cloaking devices, attack with Gravity Hammers (killing in less than two hits), and then flat-out rush you with their bodies when close to death. All the while Grunts fire from turrets; Jackals snipe you from afar or crowd you in groups with energy shield—that block all direct fire; giant Hunters bombard you with their deadly arm cannons (that kill in one hit), block your fire with their shields (their only weak point is their back) and charge you with their bodies in close-quarters; Wraith tanks fire cannonballs of energy from infinite distances; and Banshees barrage you from the sky. And in most instances, all the above happens at once—the odds are never in your favor...
Specific scenes of violence:
(The below scenes pertains to the "Audio Logs" in "Sadie's Story".)
You'll fend off waves of the Covenant in a small room with a lone turret, as kamikaze Grunts flail in, plasma grenades lacing their bodies; evade a mammoth enemy Scarab carrier's heavy fire as you take it out with a Banshee from close-range; and navigate a cramped hive full of swarming Drones. And as an ODST, you're not even close to as resilient as Master Chief. Unlike this Spartan, your health will not fully recover unless you find and acquire health from stations or packs which dispense it. If you can't find health in time, and take too much damage, the screen will go red as your character's breathing quickens in pain—you have to keep on the constant move to survive. As for age, while blood effects and language are relatively mild, the overall violence is more fantastical than realistic, and there is a complete lack of the grotesque and disturbing Flood's presence; with the inclusion of the bumped-up suggestive themes (including a couple of low brow jokes), Sadie's (optional but integral side) Story (involving themes of riots, murders and attempted rape) and for the fact that the battles are as stressful and heart-pumping as ever, it's just more suited to mid-teens up.
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