FEATURED GAME

Halo: Reach

Xbox 360 | September 14, 2010 | Bungie
9.5
IGN
Out of 10
91
Metacritic
Out of 100
4.7M
Copies Sold
Worldwide
$200M+
Revenue
Worldwide
PLATFORMS
Xbox 360
THE STORY

Halo: Reach is a prequel to the original Halo trilogy, set on the planet Reach during the final days before its fall to the Covenant. Players control Noble Six, a new member of Noble Team, an elite squad of Spartan super-soldiers tasked with defending humanity's last major military stronghold. The story follows their desperate mission to protect Reach as the Covenant launches a massive, overwhelming invasion. Unlike previous Halo games where humanity ultimately finds a way to win, Reach tells a story where the outcome is already decided before the first mission begins: Reach will fall, and Noble Team will not survive.

The members of Noble Team each carry distinct personalities and combat roles that make their sacrifices hit harder as the campaign progresses. Carter, the stoic squad leader, crashes his Pelican into a Scarab to clear the way for his team. Kat, the tech specialist, is killed by a single sniper round in a moment so sudden it feels unfair. Jorge sacrifices himself by manually detonating a slipspace bomb aboard a Covenant supercarrier, believing his death saved the planet, only for an entire Covenant armada to arrive moments later. Emile, the aggressive close-quarters fighter, is impaled by an Elite's energy sword while defending a mass driver cannon. Jun, the team's sniper, is the only member who survives, escorting Dr. Halsey to safety off-world.

The emotional weight of watching teammates die one by one transforms what could have been a standard military shooter into something far more personal. Each death carries meaning because the game takes time to build these characters through quiet moments between missions, banter during firefights, and small gestures that reveal who they are beneath the armor. By the time the squad is reduced to just Noble Six, the player feels the full weight of isolation and inevitability that defines the fall of Reach.

The final mission, "Lone Wolf," stands as one of the most powerful endings in first-person shooter history. After delivering Cortana's fragment to the Pillar of Autumn, Noble Six stays behind to provide cover fire. There is no extraction. There is no rescue. The mission objective simply reads "Survive," and the player fights wave after wave of Covenant forces in a battle that cannot be won. Noble Six's visor cracks, the screen fades, and the game ends not with victory but with the player's inevitable death. It is a farewell that refuses to offer false hope, and it made Halo: Reach unforgettable.

WHAT SETS IT APART

Halo: Reach introduced Firefight mode as a fully realized cooperative experience, building on the foundation laid by Halo 3: ODST. In Firefight, up to four players fight against increasingly difficult waves of Covenant enemies across a variety of maps. The Overlook map, featured in Infinity Arcade's monthly challenge, is set in a deserted farmyard in the Visegrad region, complete with a barn, fenced courtyard, and rural mountain terrain that forces players to manage sightlines and chokepoints under relentless pressure. Firefight became beloved for its cooperative gameplay, offering a mode where teamwork and survival instincts mattered more than kill-death ratios.

Reach replaced the traditional equipment pickups from Halo 3 with Armor Abilities, persistent loadout options that fundamentally changed how the game played. Players could choose from sprint, jetpack, armor lock, active camouflage, hologram, drop shield, and evade. While these abilities added variety and spectacle, they deeply divided the competitive community. Many longtime players felt that armor abilities broke the classic Halo formula of equal starts and map control. Armor lock in particular drew heavy criticism for allowing players to become temporarily invincible and disrupt the flow of engagements. The removal of dual-wielding and changes to the health system, which brought back a health bar alongside regenerating shields, further alienated fans who preferred the streamlined approach of Halo 2 and Halo 3.

Despite critical acclaim, Halo: Reach sold 4.7 million copies compared to Halo 3's 14.5 million units. The gap in sales reflected a fanbase that was divided over the gameplay changes rather than any lack of quality. It was Bungie's final Halo game before handing the franchise to 343 Industries, and some fans saw it as a farewell that changed too much of the formula they loved. The competitive scene, which had thrived under the precise mechanics of Halo 2 and Halo 3, struggled to embrace a game where sprint could reset engagements and armor lock could stall fights.

Despite the controversy at launch, many players now consider Halo: Reach home to one of the best campaigns ever made in the Halo franchise, and possibly in the entire FPS genre. Its story, characters, and willingness to end in tragedy gave it an emotional resonance that few shooters have matched. Firefight mode remains beloved for its cooperative intensity, and the game's art direction, soundtrack by Martin O'Donnell, and world-building set a standard that the series has continued to chase. Reach proved that a game does not need a happy ending or record-breaking sales to leave a permanent mark on the players who experienced it.

BUY AT INFINITY ARCADE
Used
Disc only, tested
New
Factory sealed
Black Frame
Framed with disc and case
Gold Frame
Challenge prize only
PRIZE ONLY
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MONTHLY CHALLENGE PRIZE
Golden Framed Halo: Reach
Win this by posting the top Firefight score
Enter Challenge
GAME DETAILS
Developer Bungie
Publisher Microsoft Game Studios
Release Date Sep 14, 2010
Genre First-Person Shooter
Players 1-4 (Co-op) / Online MP
Rating Mature (17+)
HALO: REACH TOURNAMENT AT INFINITY ARCADE

Infinity Arcade in Torrington, Connecticut hosts a monthly Halo: Reach high score challenge on Xbox 360. This monthly tournament features Firefight mode on the Overlook map, a deserted farmyard in Visegrad with a barn, fenced courtyard, and rural mountain terrain where players face endless waves of increasingly difficult Covenant enemies while managing weapons, ammunition, and positioning under relentless pressure.

The challenge runs all month long. Walk into Infinity Arcade at 100 Lawton Street in Torrington, CT, sit down at our Xbox 360 station, and play Firefight on the Overlook map. Your goal is to survive as many waves as possible and rack up the highest score. When your run ends, snap a photo of your final score on screen.

Submit your score photo through our leaderboard page online. Every submission is verified by our team. The player with the highest verified Firefight score at the end of the month wins a golden framed copy of Halo: Reach, a one-of-a-kind collectible featuring the game disc and case mounted in a gold display frame.

There is no entry fee. Walk in during open hours, play as many attempts as you want, and submit your best score. Infinity Arcade is open Wednesday through Saturday from 10 AM to 7 PM and Sunday from 10 AM to 5 PM. The Halo: Reach tournament in Torrington, CT is free to enter for all skill levels.

HOW IT WORKS
1
Play In-Store
Visit Infinity Arcade in Torrington, CT and play Halo: Reach Firefight on the Overlook map on our Xbox 360 setup during open hours.
2
Photo Your Score
When your run ends, take a clear photo of your final score displayed on the screen.
3
Submit Online
Upload your score photo through our leaderboard page. All submissions are verified.
Golden Framed Halo: Reach
Awarded to the highest scorer each month
View Current Standings
9.5/10
IGN

"A fitting send-off for Bungie's Halo legacy."

91/100
Metacritic

"Universal Acclaim based on 107 critic reviews."

VISIT US
Infinity Arcade
100 Lawton Street, Torrington, CT 06790
Wed - Sat: 10 AM - 7 PM | Sun: 10 AM - 5 PM