By 2007, Bungie was beginning to tire of their Halo franchise. The first three games had been incredible successes, killer apps for the Xbox platforms that catapulted the former indie developer into the triple-A realm. After Halo 3, though, Bungie seceded from onetime parent Microsoft and began to plan for a post-Halo future, with a prequel called Halo: Reach as their final game in the series. Set during the planetary battle that the starship in Halo was fleeing from, Reach attempted a more character-based story along the lines of ODST by following a squad of enhanced supersoldiers as they were picked off one by one. It’s hard not to see Bungie’s fatigue with the series seeping through every pore; no one in Reach seems surprised by a massive alien invasion, and they seem resigned to their fates in the way of most lackluster prequel stories, which treats events as grand and predestined rather than compelling stories in their own right. But with a massive retcon to an important character’s origin story, and $200 million in the bank the day it was launched in 2010, the way was paved for Microsoft to crank out future Halo sequels in-house.
Between Myth: The Fallen Lords in 1997 and the acrimonious disintegration of their partnership after Destiny in 2014, a Bungie title meant music by the TotalAudio duo of Martin O’Donnell and Michael Salvatori. Since their enormously innovative score for the original Halo, the series’ trademark mix of choral voices and electronic beats with orchestral music had been enormously influential. O’Donnell and Salvatori hadn’t been afraid to experiment within the context of the series; the fantastic neo-noir elements of ODST the year before Reach being perhaps the best example. For Reach, O’Donnell and Salvatori would follow the template of ODST: a near-total absence of themes that had appeared in the first three Halo games in favor of new and grittier material, and an album structured largely as a “frozen playthrough” arranged into lengthy suites rather than individual tracks.
O’Donnell and Salvatori’s new theme appears in the opening “Overture” as a deep and portentous fanfare for brass. It’s a foreboding, gloomy piece that, like the game’s cardboard characters, seems to be resigned to a smashing defeat from square one. It’s effective as a motif, a guise in which it appears across the album, but as a thematic construct in and of itself it’s not up to the standards of Halo‘s Gregorian chant (which is included as extremely subtle snippets here and there within it) or ODST‘s jazzy piano and saxophone. Much was made in pre-release interviews of the game’s use of the Phrygian mode and 6/8 time, and both do contribute to the music’s generally unsettled sound but non-musicologists aren’t likely to notice other than to note that the music, like the characters, seems to know ahead of time that Reach is foredoomed.
There’s plenty of percussive action music to be found as well, as befits a game that is at its core a mindless shooter, with tracks like “Tip of the Spear” and “ONI: Sword Base” providing their fair share of O’Donnell and Salvatori’s trademark action. The music leans a bit harder on its rock elements rather than the more innovative dance-infused mix that was the most prominent in earlier Halo titles by the duo, though there is some of the latter to be found as well. But as competent as the music is, it’s tough to shake the feeling that you’ve heard it all before, and with better integration of the ingredients that make Halo music so distinctive (or, in the case of ODST, a departure from that sound in key areas). The irony is that what should be the most evolved form of Halo: Combat Evolved instead sounds like it was handicapped by conflicting demands to be true to the series while at the same time not relying too heavily on its thematic material, an approach which has bedeviled prequel scores from Casino Royale to Star Trek.
Overt references to the previous games’ themes, rather than snippets or allusions to their general sound and ambience, are largely confined to the bonus tracks at the end of Disc 2. One of the less distinctive tracks from ODST, “Uphill Both Ways” is given a rather unpleasant bass-heavy remix, for instance. The terrific “A Walk in the Woods” theme, one of the only themes to appear in each of the original Halo trilogy games, is given a fine outing in “Walking Away,” one that’s militaristic but still true to the original’s cooing vocals and synths. These and the other bonus track arrangements are nice, but one wishes that the themes could have been integrated into the main body of the score, as none would return in Halo 4.
Like the game itself, it’s hard not to get the impression that O’Donnell and Salvatori were tiring of the concept when they wrote the score. The orchestral/electronic/choral fusion is still there, as is a decently strong thematic emphasis and some powerful set-pieces. The atrocious album situation returns as well, with much of the best music mixed in the interior of bloated suites and some very questionable mixing decisions that show off the jagged edges of the fusion approach much more than its strengths. But for all that, the foundation of the music is solid and the problems with Reach as an album are the same as the problems with Reach as a game: it is more-of-the-same that nobody except Microsoft’s bean counters was enthusiastic about making. Afterwards, the Halo series would continue with Halo 4, but without O’Donnell or Salvatori; their next effort, and their last for Bungie, would come with 2014’s Destiny.