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{{Short description|Fictional alliance from the game Halo}} | |||
{{DISPLAYTITLE: Covenant (''Halo'')}} | |||
{{Sources exist|date=January 2022}} | |||
{{Use mdy dates|date=October 2021}} | {{Use mdy dates|date=October 2021}} | ||
{{Infobox fictional race | |||
⚫ | |||
| name = Covenant | |||
⚫ | The '''Covenant''' is a fictional |
||
| series = ] | |||
| image = Covenant Group.jpg | |||
| alt = | |||
⚫ | | caption = Clockwise from left: a Covenant Mgalekgolo, Jiralhanae, Kig-Yar, and Unggoy as they appear in '']'' (2007). | ||
| first = ] | |||
| last = | |||
| creator = ] | |||
| genre = ] | |||
| other_names = {{ubl|Elites (Sangheili)|Grunts (Unggoy)|Jackals (Kig-Yar)|Hunters (Mgalekgolo)|Prophets (San’Shyuum)|Brutes (Jiralhanae)}} | |||
| sub_races = {{ubl|'''Sangheili'''|'''Unggoy'''|'''Kig-Yar'''|'''Mgalekgolo'''|'''San’Shyuum'''|'''Jiralhanae'''}} | |||
}} | |||
⚫ | The '''Covenant''' is a fictional military alliance of various alien species and serves as one of the primary antagonists in the '']'' science fiction series. The Covenant are composed of a variety of diverse species, united under the religious worship of the enigmatic ] and their belief that Forerunner ringworlds known as ] will provide a path to salvation. After the Covenant leadership – the ] – declare humanity an affront to their gods, the Covenant prosecute a lengthy genocidal campaign against the technologically inferior race. | ||
The Covenant were first introduced in the 2001 video game '']'' as enemies hunting the player character, a human supersoldier known as ]. Not realizing the Halos were meant as weapons of destruction rather than salvation, the Covenant attempt to activate the rings on three separate occasions throughout the series, inadvertently releasing a virulent parasite known as the ] in the process. | The Covenant were first introduced in the 2001 video game '']'' as enemies hunting the player character, a human supersoldier known as ]. Not realizing the Halos were meant as weapons of destruction rather than salvation, the Covenant attempt to activate the rings on three separate occasions throughout the series, inadvertently releasing a virulent parasite known as the ] in the process. | ||
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To develop a distinctive look for the various races of the Covenant, Bungie artists drew inspiration from reptilian, ursine, and avian characteristics. A Covenant design scheme of purples and reflective surfaces was made to separate the aliens from human architecture.<!-- reception --> | To develop a distinctive look for the various races of the Covenant, Bungie artists drew inspiration from reptilian, ursine, and avian characteristics. A Covenant design scheme of purples and reflective surfaces was made to separate the aliens from human architecture.<!-- reception --> | ||
==Overview== | |||
⚫ | ==Game development== | ||
In the primary ] setting of ''Halo'', humanity and the Covenant meet for the first time in the year 2525. Searching for relics left behind by their gods, the ], the Covenant stumble across humans at the colony world of Harvest. The Covenant leadership discovers that the Forerunners designated humanity "reclaimers" of their legacy, and that the Covenant religion is built on falsehoods; to prevent the truth from being uncovered, they instigate a genocidal war against humanity.<ref>{{cite web|author=Lowry, Brendan|date=September 21, 2017|url=https://www.windowscentral.com/halo-timeline-beginning-human-covenant-war-and-downfall-harvest|title=Halo timeline: Beginning of the Human-Covenant War and the downfall of Harvest|website=Windows Central|access-date=October 12, 2021|url-status=live|archive-url=https://web.archive.org/web/20180720184058/https://www.windowscentral.com/halo-timeline-beginning-human-covenant-war-and-downfall-harvest |archive-date=July 20, 2018 }}</ref> | |||
The Covenant's superior technology gives them a distinct advantage in the war. In 2552, the Covenant discover and destroy Reach, one of humanity's greatest military strongholds. A human ship fleeing the battle discovers a Forerunner ringworld, Halo. The Covenant believe the activation of these rings are key to bringing about salvation, but the ring is destroyed by the human supersoldier ]. Soon after, the Covenant falls into civil war as the truth of the Halo rings' purpose is revealed: they are actually weapons of mass destruction built to stop the spread of the parasitic ]. The disgraced Covenant commander known as the ] allies with the Master Chief to stop the Covenant and Flood, ending the Human-Covenant War. In the post-war era, various factions replace the power vacuum left by the Covenant; these include the Banished, who feature as primary antagonists in '']''.<ref>{{cite web|author=Lennox, Jesse|date=October 6, 2021|url=https://www.digitaltrends.com/gaming/halo-story/|title=The story of Halo so far: What you need to know before playing Halo Infinite|website=]|access-date=October 12, 2021|url-status=live|archive-url=https://web.archive.org/web/20211007025709/https://www.digitaltrends.com/gaming/halo-story/ |archive-date=October 7, 2021 }}</ref> | |||
⚫ | Throughout much of the development of ''Halo: Combat Evolved'', very little concrete story details had been developed for the story campaign, and what trials the player |
||
⚫ | ==Game development== | ||
⚫ | Throughout much of the development of ''Halo: Combat Evolved'', very little concrete story details had been developed for the story campaign, and what trials the player character would face. Writer ] and other Bungie staff came up with the idea of a coalition of alien races, subsequently deciding that the faction would be motivated by religion.<ref name="vice-untoldhistoryhalo">{{cite web|author=Haske, Steven|date=May 30, 2017|url=https://waypoint.vice.com/en_us/article/xwqjg3/the-complete-untold-history-of-halo-an-oral-history|title=The Complete, Untold History of Halo|work=]|publisher=Vice Media|url-status=live|access-date=March 27, 2018|archive-url=https://web.archive.org/web/20180315011247/https://waypoint.vice.com/en_us/article/xwqjg3/the-complete-untold-history-of-halo-an-oral-history|archive-date=March 15, 2018}}</ref> During the course of development of ''Halo'', the designers decided upon three "schools" of architecture, for each of the factions represented – humans, Covenant, and Forerunners. For the Covenant, the team decided on "sleek and shiny", with reflective surfaces, organic shapes, and use of purples. According to art director Marcus Lehto, the principle designs for the faction came from environmental artist Paul Russell,<ref name="trautmann_2004"/>{{rp|86}} while concept artist Shi Kai Wang was instrumental in developing the look of the various races within the Covenant. Armor color was used to denote ranks of enemies.<ref name="vice-untoldhistoryhalo"/> | ||
Like the character designs, Covenant technology, architecture, and design continually changed throughout development, occasionally for practical reasons as well as aesthetics.<ref name="trautmann_2004"/>{{rp|98}} According to Eric Arroyo, the Covenant cruiser ''Truth and Reconciliation'', which plays a major role in ''Halo: Combat Evolved'', was to be boarded by the player by a long ramp. However due to technical considerations of having a fully textured ship so close to the player, the designers came up with a "gravity lift", which allowed the ship to be farther away (thus not requiring as much processing power for detail) as well as adding a "visually interesting" component of Covenant technology.<ref name="trautmann_2004"/>{{rp|100}} | Like the character designs, Covenant technology, architecture, and design continually changed throughout development, occasionally for practical reasons as well as aesthetics.<ref name="trautmann_2004"/>{{rp|98}} According to Eric Arroyo, the Covenant cruiser ''Truth and Reconciliation'', which plays a major role in ''Halo: Combat Evolved'', was to be boarded by the player by a long ramp. However due to technical considerations of having a fully textured ship so close to the player, the designers came up with a "gravity lift", which allowed the ship to be farther away (thus not requiring as much processing power for detail) as well as adding a "visually interesting" component of Covenant technology.<ref name="trautmann_2004"/>{{rp|100}} | ||
The art team also spent a large amount of time on Covenant weaponry, in order to make them suitably alien yet still recognizable to players.<ref name="trautmann_2004"/>{{rp|125}} At the same time, the designers wanted all aspects of Covenant technology, especially the vehicles, to act plausibly.<ref name="trautmann_2004"/>{{rp|143}} | The art team also spent a large amount of time on Covenant weaponry, in order to make them suitably alien yet still recognizable to players.<ref name="trautmann_2004"/>{{rp|125}} At the same time, the designers wanted all aspects of Covenant technology, especially the vehicles, to act plausibly.<ref name="trautmann_2004"/>{{rp|143}} In contrast to human weapons firing projectiles, many of the Covenant's weaponry are depicted as firing ]. A few of the Covenant's weapons are not plasma-based, including the Needler, which fires razor-sharp pink needles capable of homing at organic foes. A weapons expert noted parallels between the Needler and ancient Greek Amazons painting their daggers pink as a psychological weapon.<ref name="egm-needler">{{cite magazine|author=Samoon, Evan|date=July 2008|title=Gun Show: A real military expert takes aim at videogame weaponry to reveal the good, the bad, and the just plain silly|magazine=]|volume=1|issue=230|pages=49}}</ref> Bungie designed the majority of Covenant technology to mirror the aesthetic of the Elites; the exteriors are sleek and graceful, with a more angular and complex core underneath hinting at the Forerunner origins of the technology.<ref name="boroumand_2008"/>{{rp|60}} | ||
===Species=== | ===Species=== | ||
Covenant society is depicted as a ] system composed of different species. Bungie's artists looked at live animals and films for inspiration; as a result, the species within the Covenant bear ], ], ], and ] characteristics.<ref name="trautmann_2004"/>{{rp|51}} Concept artist Shi Kai Wang focused on making each enemy seem appropriate to its role in gameplay.<ref name="robinson_2011"/>{{rp|47}} The species within the Covenant include: | |||
*'''Sangheili''' (called Elites in Human language) who stand nearly 8'6{{'}}{{'}} (2.6 m) and feature recharging personal shields. The Sangheili initially had simple mouths, which developed into pairs of split mandibles substituting for the lower jaws. Bungie concept artist Shi Kai Wang noted that project lead ] had been insistent on giving the Sangheili a tail.<ref name="trautmann_2004"/>{{rp|37}} While Wang thought it made the aliens look too animalistic, the idea was dropped due to practical considerations, including where the tail would go when the Sangheili were driving vehicles.<ref name="trautmann_2004"/>{{rp|38}} According to Paul Russel, when Bungie was bought by Microsoft and ''Halo'' was turned into an Xbox launch title, Microsoft took issue with the design of the Sangheili, as they felt that the Sangheili had a resemblance to cats that might alienate ]ese consumers.<ref name="podcast-russell">{{cite video |people=Jarrard, Brian; Smith, Luke, &c |date=August 21, 2008 |title=Bungie Podcast: With Paul Russell and Jerome Simpson |url=http://download.microsoft.com/download/4/d/c/4dcc4b82-fee5-4570-b28f-b573a1ad1631/Bungie_Podcast_082108.mp3 |format=MP3 |medium=Podcast |publisher=] |location=Kirkland, Washington |access-date=August 27, 2008 |time= |quote= |archive-date=February 3, 2009 |archive-url=https://web.archive.org/web/20090203173816/http://download.microsoft.com/download/4/d/c/4dcc4b82-fee5-4570-b28f-b573a1ad1631/Bungie_Podcast_082108.mp3 |url-status=dead }}</ref> | |||
⚫ | *'''Unggoy''' or Grunts, are commonly depicted as basic foot soldiers. Squat and cowardly fighters, Unggoy panic and run if players kill their leaders.<ref name="ign-halo-review1">{{cite web|author=Boulding, Aaron|date=November 9, 2001|url=http://xbox.ign.com/articles/165/165922p1.html|title=Halo: Combat Evolved Review|website=]|access-date=February 19, 2009|archive-date=August 21, 2012|archive-url=https://web.archive.org/web/20120821193904/http://xbox.ign.com/articles/165/165922p1.html|url-status=dead}}</ref> | ||
*'''Kig-Yar''' or Jackals carry energy shields or ranged weaponry. In some cases, such as with the Kig-Yar, the overall design was honed once the enemy's role was clearly defined.<ref name="trautmann_2004"/>{{rp|28}} | |||
*'''Mgalekgolo''' or Hunters are collectives of alien worms encased in tough armor.<ref name="bungie_2004"/>{{rp|4–5}} Initial concepts were less humanoid-looking and softer than the final shape, with angular shields and razor-sharp spines.<ref name="trautmann_2004"/>{{rp|33}} | |||
*'''San’Shyuum''' or Prophets serve as the supreme rulers of the Covenant, and were primarily designed by Shi Kai Wang and Eric Arroyo. Originally, the San’Shyuum were built in a more unified way, with the gravity thrones they used for flotation and movement fused with the Prophet's organic structures. The characters were also designed to be feeble, yet sinister. The three Prophet Hierarchs were each individually designed.<ref name="trautmann_2004"/>{{rp|55–56}} | |||
*'''Jiralhanae''' or Brutes are even more physically imposing than the Sangheili, with their society organized around tribal chieftains. Inspired by the animators watching biker films, the Jiralhanae incorporated simian and ursine elements while retaining an alien look. Wang's final concept for the creatures in ''Halo 2'', replete with bandoliers and human skulls, was simplified for the game.<ref name="trautmann_2004"/>{{rp|37–38}} Jiralhanae were meant to typify the abusive alien menace of the Covenant and in the words of design lead Jaime Griesemer, to serve as "barbarians in Rome".<ref name="et tu brute"/> | |||
Other members of the Covenant include insectoid Yanme'e (Drones); the animators found the creatures challenging, as they had to be animated to walk, run, crawl, or fly on multiple surfaces. Old concept art from ''Combat Evolved'' was repurposed in influencing the Yanme'e final shape, which took cues from cockroaches, grasshoppers, and wasps.<ref name="trautmann_2004"/>{{rp|55}} Cut from ''Combat Evolved'' were floating support workers known as The Huragok (Engineers) ,<ref name="trautmann_2004"/> actually constructed machines rather than organic creatures.<ref name="halowaypoint_huragok">{{cite web|url=https://www.halowaypoint.com/en-us/universe/species/huragok-engineers|title=Huragok : Species|website=Halo Waypoint|access-date=October 21, 2021|archive-date=March 29, 2017|archive-url=https://web.archive.org/web/20170329000851/https://www.halowaypoint.com/en-us/universe/species/huragok-engineers|url-status=dead}}</ref> They later made appearances in '']'', '']'', '']'' and '']'' as well as various novels. | |||
⚫ | |||
⚫ | With subsequent games, the Covenant and their look were changed or refined to account for increased graphic hardware or gameplay needs. In ''Halo 3'', the Jiralhanae became the primary enemy, and they were heavily redesigned. Concept artists took inspiration from rhinoceroses and gorillas, and armored them with buckles and clothing to represent a different aesthetic look compared to the Covenant. Weaponry was designed to reflect the Jiralhanae’s "souls" distilled to its purest form – conveyed by dangerous shapes, harsh colors, and objects that looked "dangerous to be around".<ref name="boroumand_2008"/>{{rp|47}} The more seasoned the Brute, the more ornate clothing and helmets; the armor was designed to convey a culture and tradition to the species, and emphasize their mass and power. Designs for ''Halo 3'' took cues from ancient Greek Spartans.<ref name="boroumand_2008"/>{{rp|22–25}} Character animators recorded intended actions for the new Jiralhanae in a padded room at Bungie. A new addition to the Jiralhanae artificial intelligence was a pack mentality; leader Brutes direct large-scale actions simultaneously, such as throwing grenades towards a player.<ref name="et tu brute">{{cite video |date=December 2006 |title=ViDoc: Et Tu, Brute? |url=http://www.bungie.net/News/Media.aspx?mid=13858&age_verify=1 |format= |medium= |publisher=] |location= |access-date=February 15, 2009 }}{{Dead link|date=December 2023 |bot=InternetArchiveBot |fix-attempted=yes }}</ref> | ||
In addition to basic troops, there are Hunters or Lekgolo, who according to Bungie's mythology are actually collectives of alien worms encased in tough armor.<ref name="bungie_2004"/>{{rp|4–5}} Initial concepts were less humanoid-looking and softer than the final shape, with angular shields and razor-sharp spines.<ref name="trautmann_2004"/>{{rp|33}} These alien worms also control the Covenant Scarab-tanks as one being. Floating, serene aliens known as Engineers or Huragok were pulled from ''Combat Evolved'', but made later appearances in the ''Halo'' novels. They also appeared in the RTS "Halo Wars" (2009) as an aerial unit whose sole purpose was to heal units and repair vehicles and buildings. Slow-moving, unarmored, and unarmed, they serve no actual combat role. | |||
'']'' served as a prequel to ''Halo: Combat Evolved'', and creative director Marcus Lehto pushed for the team to revamp the Covenant. The aliens' translated English was replaced with untranslated, guttural alien sounds, and their look and weaponry was redesigned. The goal was to make the Covenant intimidating and more alien to players.<ref name="sofge_2010">{{cite journal|last=Sofge|first=Erik|date=October 2010|title=The Halo Effect|journal=]|volume=187|issue=10|issn=|page=88}}</ref> | |||
In subsequent games, new races were designed and old ones refined as Covenant society was detailed further; the Jackals, for instance, lost their helmets and were detailed to make them scarier;<ref name="trautmann_2004"/>{{rp|30}} the Hunters were made larger and more imposing. The Prophets or San 'Shyuum serve as the supreme rulers of the Covenant, and were primarily designed by Shi Kai Wang and Eric Arroyo. Originally, the Prophets were built in a more unified way, with the gravity thrones they used for flotation and movement fused with the Prophet's organic structures. The characters were also designed to be feeble, yet sinister. The three Prophet Hierarchs were each individually designed.<ref name="trautmann_2004"/>{{rp|55–56}} Two new fighting forces were added to the Covenant. The first, dubbed Brutes or Jiralhanae, were made physically taller and stronger than the Elites, with their society organized around tribal chieftains. Inspired by the animators watching biker films, the Brutes incorporated simian and ursine elements while retaining an alien look. Wang's final concept for the creature, replete with bandoliers and human skulls, was simplified for the game.<ref name="trautmann_2004"/>{{rp|37–38}} Brutes were meant to typify the abusive alien menace of the Covenant and in the words of design lead Jaime Griesemer, to serve as "barbarians in Rome".<ref name="et tu brute"/> Another addition to the fighting force were Drones or Yanme'e, insectoid Covenant; the animators found the creatures challenging, as they had to be animated to walk, run, crawl, or fly on multiple surfaces. Old concept art from ''Combat Evolved'' was repurposed in influencing the Drone's final shape, which took cues from cockroaches, grasshoppers, and wasps.<ref name="trautmann_2004"/>{{rp|55}} | |||
==Analysis== | |||
⚫ | |||
The Covenant serve as one of a number of religious allusions in ''Halo''. Their name refers to sacred agreements between the people of Israel and their God in Jewish and Christian tradition, and could be used to indicate the attitude of superiority complex the aliens have to the inferior and sacrilegious humans. The Covenant's ships bear names referring to elements of Judeo-Christian religion.<ref name="Paulissen_2018">{{cite journal|year=2018|author=Paulissen, P.C.J.M.|title=The Dark of the Covenant: Christian Imagery, Fundamentalism, and the Relationship between Science and Religion in the Halo Video Game Series|journal=Religions|volume=9|issue=4|page=126|doi=10.3390/rel9040126|doi-access=free|s2cid=62790164 |url=http://pdfs.semanticscholar.org/3648/d6193da5f7db8278ae8003d73fecb88dc769.pdf}}</ref> A review of religions and religious material in video games noted that the Covenant's invented religion had many similarities to those in similar games, and would likely be called a ] in the real world.<ref name="bainbridge_2007">{{cite journal|author=Bainbridge, William; Wilma Alice Bainbridge|date=September 2007|title=Electronic Game Research Methodologies: Studying Religious Implications|journal=Review of Religious Research|volume=49|issue=1|issn=|page=41}}</ref> The thematic parallels of religious zealots fighting an American military metaphor was not lost on Microsoft's content review team, who forced a name change of the holy warrior "]" to Arbiter before the release of '']''.<ref name="vice-untoldhistoryhalo"/><ref name="Paulissen_2018"/> Theologian P.C.J.M. Paulissen notes that while on the surface the ''Halo'' games present a conflict between rational humans and religious alien fanaticism, the comparison is complicated by the technical superiority of the Covenant (they wield energy weapons compared to primitive human ballistics) and the games seem to reject the idea science and religion are rigidly disconnected.<ref name="Paulissen_2018"/> | |||
===Society=== | |||
Technologically, the Covenant are described in '']'' and '']'' to be imitative rather than innovative—most of the Covenant's sophisticated weaponry and propulsion systems are based on Forerunner artifacts, rather than the Covenant's own research.<ref>], 101.</ref> Covenant weapons are generally based on Forerunner technology and utilize ]. These weapons are built around a ] that generates plasma and discharges it at a target.<ref>Bungie (2004), 13.</ref> Frank O'Connor, Bungie's former public relations head, hinted that there may be something more to the Covenant's weaponry, saying "the actual technology is not plasma as we know it, but something far more dangerous, arcane, and destructive."<ref>{{cite web|author=O'Conner, Frank|date=September 18, 2006|url=http://carnage.bungie.org/haloforum/halo.forum.pl?read=743326|title=Frankie discusses the possibilities of the Covenant's weapons|publisher=]|accessdate=February 22, 2007}}</ref> A few of the Covenant's weapons are not plasma-based, including the Needler, which fires razor-sharp pink needles capable of homing at organic foes. A weapons expert noted parallels between the Needler and ancient Greek Amazons painting their daggers pink as a psychological weapon.<ref name="egm-needler">{{cite journal|author=Samoon, Evan|date=July 2008|title=Gun Show: A real military expert takes aim at videogame weaponry to reveal the good, the bad, and the just plain silly|journal=]|volume=1|issue=230|pages=49}}</ref> | |||
Bungie designed the majority of Covenant technology to mirror the aesthetic of the Elites; the exteriors are sleek and graceful, with a more angular and complex core underneath hinting at the fictional Forerunner origins of the technology.<ref name="boroumand_2008"/>{{rp|60}} In contrast to the sleek Elite-based designs of the Covenant at large, the Brutes were given their own visual design distinct from the other Covenant. Weaponry was designed to reflect the Brute's "souls" distilled to its purest form—conveyed by dangerous shapes, harsh colors, and objects that looked "dangerous to be around".<ref name="boroumand_2008"/>{{rp|47}} | |||
Covenant society is a ] system composed of many races, some of which were forcibly incorporated. Each race is required to provide a specific number of battle-ready troops in order to remain within the Covenant.<ref name="Beastiarum">{{cite video | year=2007 |title=Halo 3 Essentials | medium=DVD|publisher=Microsoft|date=September 25, 2007}}</ref> In the games, the races are identified by their common ] designation.<ref name="halo2races"/> | |||
==Appearances== | |||
Humanity and the Covenant first meet at the remote human colony Harvest, as described in the 2001 novel '']'' and the 2007 book the '']''. Three Covenant ] learn from a relic left by their gods, the ], that humans are the descendants of the Forerunners. Realizing such a revelation would splinter the Covenant, the newly-crowned Hierarchs decide to obliterate the humans instead, declaring that a new Age of the Covenant has begun.<ref>'']'', 145-158.</ref> | |||
The Covenant's superior technology allow them to annihilate the human Outer Colonies within four years; the Covenant begin to destroy the Inner Colonies in short order as well.<ref>{{cite book |last= Nylund|first= Eric|title=]|year= 2001|publisher= Ballantine Books|location=New York |isbn=0-345-45132-5 |pages=127}}</ref> However their efforts are stymied by the ], which stops UNSC ships from directly or indirectly traveling to inhabited human worlds (forcing them to make several random trips before actually returning to a human colony) and upon imminent risk of capture, the ship's ] is erased with the rest of the navigational database, and the ship self-destructs.<ref name=timeline>{{cite web|url=http://halosm.bungie.org/story/halostory.timeline.html|title=Halo Story Timeline|publisher=]|accessdate=August 21, 2007}}</ref> In 2552, the Covenant assault the human colony ] in an effort to recover an ancient artifact with ] glyphs on it,<ref>{{cite book |last= Nylund|first= Eric|title=]|year= 2001|publisher= Ballantine Books|location=New York |isbn=0-345-45132-5 |pages=94}}</ref> but are repelled by a UNSC battlegroup. Victorious, the '']'' departs the system; unbeknownst to its crew or the UNSC, a Covenant transmitter attaches to the ''Iroquois'' and reveals the location of ], Earth's best defended colony, to the Covenant.<ref>{{cite book |last= Nylund|first= Eric|title=]|year= 2001|publisher= Ballantine Books|location=New York |isbn=0-345-45132-5 |pages=127}}</ref> A massive Covenant fleet arrives at Reach and lays waste to much of the planet.<ref>{{cite book |last= Nylund|first= Eric|title=]|year= 2003|publisher= Ballantine Books|location=New York |isbn=0-345-46781-7 |pages=108}}</ref> | |||
The Covenant's first appearance in the video games is in 2001's '']'', which picks up towards the end of ''The Fall of Reach''. A sizable detachment of Covenant follow the human vessel ''Pillar of Autumn'' from Reach to ], a relic of the Forerunner that the Covenant view as sacred. Wary of accidentally damaging the ring,<ref name=theflood>'']'', pg. 6.</ref> the Covenant are forced to fight the humans on foot. At some point, the Covenant accidentally release the ], a virulent parasite, from stasis; the Flood infect many human and Covenant, and even take control of Covenant vessels in attempts to escape the ring. The Covenant know of the Flood from their religious texts,<ref>"]", pg. 35.</ref> and recognize the threat of the parasite. They send in a strike team to retake the damaged cruiser ''Truth and Reconciliation'' and divert their attention to stopping the Flood. Meanwhile, the ] detonates the ''Pillar of Autumn''<nowiki>'</nowiki>s engines, destroying the ring and most of the Covenant armada, the Fleet of Particular Justice, led by the soon-to-be Arbiter. Most of what transpired in the game was written in the book '']'', in which certain details not in the game was also added, such as the ODSTs and what happened with the damaged Covenant Cruiser. | |||
'']'' describes the Battle of Reach from the Spartan team's perspective, and also of the immediate events following the destruction of the first Halo. Later, the Master Chief and his fellow ]s, recovered from the remains of Reach, destroyed the ''Unyielding Heirophant'' and a Covenant Armada estimated at over 500 ships strong <ref>'']'', pg. 207</ref> that was to attack Earth. | |||
The Covenant return as both antagonists and allies in 2004's '']''. At the start of the game, the Covenant High Prophet ] arrives at Earth with a small escort fleet. Not knowing Earth was the human homeworld, the Covenant are obliterated. With his fleet gone, Regret jumps to ], inadvertently carrying the human ship ''In Amber Clad''. The Master Chief, also known as "The Demon" by the Covenant, assassinates Regret. | |||
At the same time, the Covenant is experiencing stress. The death of Regret leads to the remaining Prophets transferring the ] into the position of their Honor Guards, a job the ] had held since the founding of the Covenant. The Elites are outraged and threaten to to resign from the High Council; the Prophets give the Brutes ''carte blanche'' to murder the Elites, sparking a civil war. The Elites join their former enemies, humanity, in stopping the firing of Delta Halo; Truth, the last High Prophet left after Mercy is killed by a ] infection form, leaves ''High Charity'' for Earth. | |||
In ''Halo 2'', the central component of the Covenant's beliefs is revealed to be the "Great Journey", a spiritual equivalent of the ] and the ultimate goal of the Covenant. The Covenant believe that their ], the ], used the ] to cleanse the universe of all that was unworthy, and led them to salvation. The Covenant wish to wipe out humanity and the Flood, and follow the Forerunners to their mysterious destination. The Covenant's execution of the Great Journey consists of the activation of at least one Halo installation, the "divine wind" of which will sweep all those who are worthy on the path to the beyond. | |||
By the events of ''Halo 3'', the Elites have split completely from the Covenant, though some of the Grunts and Hunters have folded back into the Covenant, driven by fear of the Brutes. ''High Charity'' is taken over by the Flood, while Truth and what little remains of the Covenant empire excavate the artifact believed to be the ] on Earth. Truth activates the artifact, creating a ] portal to the ''real'' Ark; the Elites' ships arrive on Earth in time to stop the Flood from infesting the planet. The Elites decide that their fight with Truth lies through the slipspace portal, and together with human marines the Elites engage the Prophet's ships and stop Truth from firing the Halo network. At the conclusion of the game, humanity's war with the Covenant ends; the Arbiter leads his Elites to their homeworld after paying respects to the dead. | |||
==Cultural impact== | ==Cultural impact== | ||
===Merchandise=== | ===Merchandise=== | ||
Microsoft has commissioned |
Microsoft has commissioned multiple sets of action figures and merchandise featuring Covenant characters for each video game. The ''Halo 3'' action figure sets have been made by ], and include Brutes and Jackals.<ref>{{cite magazine|author=Staff|date=April 2008|title=McFarlane 'Halo' Figures|magazine=]|volume=1|issue=180|pages=34}}</ref> The Covenant's weaponry has also been adapted into large-scale replicas.<ref>{{cite web|last=Luna|first=Kevin|date=October 1, 2021|url=https://www.chicagotribune.com/consumer-reviews/sns-bestreviews-games-best-gifts-halo-fans-20211001-ed3axofqizdunnlceo62qxp2lq-story.html|title=The best gifts for Halo fans|website=]|access-date=October 19, 2021|url-status=live|archive-url=https://web.archive.org/web/20211002163428/https://www.chicagotribune.com/consumer-reviews/sns-bestreviews-games-best-gifts-halo-fans-20211001-ed3axofqizdunnlceo62qxp2lq-story.html |archive-date=October 2, 2021 }}</ref><ref>{{cite web|last=Pearce|first=Alanah|date=April 15, 2016|url=https://www.ign.com/articles/2016/04/14/11-coolest-halo-toys-ever-made|title=11 of the Coolest Halo Toys Ever Made|website=]|access-date=October 19, 2021|url-status=live|archive-url=https://web.archive.org/web/20160417191515/http://www.ign.com:80/articles/2016/04/14/11-coolest-halo-toys-ever-made |archive-date=April 17, 2016 }}</ref><ref>{{cite web|last=Makuch|first=Eddie|date=September 21, 2015|url=https://www.gamespot.com/articles/halo-5-gets-its-own-mega-bloks-toys/1100-6430709/|title=Halo 5 Gets Its Own Mega Bloks Toys|website=]|access-date=October 18, 2021|url-status=live|archive-url=https://web.archive.org/web/20150919231227/http://www.gamespot.com:80/articles/halo-5-gets-its-own-mega-bloks-toys/1100-6430709/ |archive-date=September 19, 2015 }}</ref><!-- http://news.teamxbox.com/xbox/6028/Halo-2-Action-Figures-New-Pictures --> | ||
===Reception=== | ===Reception=== | ||
The Covenant were positively received in ''Combat Evolved'', with their artificial intelligence praised and the different tactics needed to defeat each enemy type commended.<ref name="edge_review">{{cite magazine | magazine=] | title=Halo: Combat Evolved review | issue=105 | date=November 29, 2001 | url=http://www.edge-online.com/review/halo-review/ | publisher=] | archive-url=https://web.archive.org/web/20141014154037/http://www.edge-online.com/review/halo-review/ | archive-date=October 14, 2014 | url-status=dead}}</ref> | |||
⚫ | The ability to experience the storyline of ''Halo 2'' from the Covenant perspective was described as a "brilliant stroke of game design". Allowing the player to assume the role of |
||
⚫ | The ability to experience the storyline of ''Halo 2'' from the Covenant perspective was described as a "brilliant stroke of game design". Allowing the player to assume the role of a Sangheili who was described as providing an unexpected plot twist, and allowing the player to experience a "newfound complexity to the story".<ref>{{cite web|author=Kasavin, Greg|date=November 7, 2004|url=http://www.gamespot.com/xbox/action/halo2/review.html?page=2|title=''Halo 2'' for Xbox Review|publisher=GameSpot|access-date=October 25, 2007}}</ref> In addition, some reviewers thought that this provided the series with a significant plot element – ] referred to it as the "intriguing side story of Thel 'Vadam and his Sangheili" – and its elimination in '']'' was pointed to as responsible for reducing the role of the Arbiter within the series plot.<ref name="IGN">{{cite web| author=Goldstein, Hillary| url=http://xbox360.ign.com/articles/821/821911p1.html| title=''Halo 3'' Review|website=]| date=September 23, 2007| access-date=October 25, 2007}}</ref> '']'' listed Covenant as 16th in their list of top 50 Villains.<ref>{{cite web|last=Nichols|first=Scott|date=January 24, 2013|url=https://www.digitalspy.com/videogames/a453360/guinness-world-records-counts-down-top-50-video-game-villains/|title=Guinness World Records counts down top 50 video game villains|website=]|access-date=October 19, 2021|url-status=live|archive-url=https://web.archive.org/web/20190819033537/https://www.digitalspy.com/videogames/a453360/guinness-world-records-counts-down-top-50-video-game-villains/ |archive-date=August 19, 2019 }}</ref> | ||
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==References== | ==References== | ||
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*<ref name="robinson_2011">{{cite book|editor=Robinson, Martin|year=2011|title=The Great Journey—Halo: The Art of Building Worlds|publisher=Titan Books|isbn=978-08576-8562-9}}</ref> | *<ref name="robinson_2011">{{cite book|editor=Robinson, Martin|year=2011|title=The Great Journey—Halo: The Art of Building Worlds|publisher=Titan Books|isbn=978-08576-8562-9}}</ref> | ||
*<ref name="boroumand_2008">{{cite book|editor=Boroumand, Shaida|year=2008|title=The Art of Halo 3|publisher=Random House|isbn=978-07615-6072-2}}</ref> | *<ref name="boroumand_2008">{{cite book|editor=Boroumand, Shaida|year=2008|title=The Art of Halo 3|publisher=Random House|isbn=978-07615-6072-2}}</ref> | ||
*<ref name="bungie_2001">{{cite book | year=2001 | author=] | title=Halo: Combat Evolved Instruction Manual | publisher=Microsoft Game Studios}}</ref> | |||
*<ref name="bungie_2004">{{cite book | year=2004 | author=] | title=Halo 2 Instruction Manual | publisher=Microsoft Game Studios}}</ref> | *<ref name="bungie_2004">{{cite book | year=2004 | author=] | title=Halo 2 Instruction Manual | publisher=Microsoft Game Studios}}</ref> | ||
*<ref name=" |
*<ref name="trautmann_2004">{{cite book |last= Trautmann|first=Eric|title=The Art of Halo|year= 2004|publisher= Del Ray Books|location=New York |isbn=0-345-47586-0}}</ref> | ||
*<ref name="nylund_2001">{{cite book |last= Nylund|first= Eric|authorlink=Eric Nylund|title=]|year= 2001|publisher= Ballantine Books|location=New York |isbn=0-345-45132-5 |pages=}}</ref> | |||
*<ref name="nylund_2003">{{cite book |last= Nylund|first= Eric|authorlink=Eric Nylund|title=]|year= 2003|publisher= Ballantine Books|location=New York |isbn=0-345-46781-7}}</ref> | |||
*<ref name="nylund_2006">{{cite book |last= Nylund|first= Eric|authorlink=Eric Nylund|title=]|year= 2006|publisher=Tor Books|location=New York |isbn=0-7653-1568-8}}</ref> | |||
*<ref name="staten_2007">{{cite book |last= Staten|first=Joseph|authorlink=Joseph Staten|title=]|year= 2007|publisher= Tor Books|location=New York |isbn=0-7653-1569-6 |pages=}}</ref> | |||
*<ref name="trautmann_2004">{{cite book |last= Trautmann|first=Eric|authorlink=|title=The Art of Halo|year= 2004|publisher= Del Ray Books|location=New York |isbn=0-345-47586-0}}</ref> | |||
*<ref name="hgn_2006">{{cite book |author=Multiple authors|title=]|year=2006 |publisher= Marvel Comics|location=New York |isbn=0-785-12372-5}}</ref> | |||
}} | }} | ||
==External links== | ==External links== | ||
* {{Halopedia |
* {{Halopedia|Covenant}} | ||
{{Halo series}} | {{Halo series|state=https://en.wikipedia.org/Covenant_(Halo)}} | ||
{{DEFAULTSORT:Covenant}} | {{DEFAULTSORT:Covenant}} | ||
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Latest revision as of 04:50, 7 December 2024
Fictional alliance from the game HaloAn editor has performed a search and found that sufficient sources exist to establish the subject's notability. Please help improve this article by adding citations to reliable sources. Unsourced material may be challenged and removed. Find sources: "Covenant" Halo – news · newspapers · books · scholar · JSTOR (January 2022) (Learn how and when to remove this message) |
Covenant | |
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Halo race | |
Clockwise from left: a Covenant Mgalekgolo, Jiralhanae, Kig-Yar, and Unggoy as they appear in Halo 3 (2007). | |
First appearance | Halo: Combat Evolved |
Created by | Bungie |
Genre | First-person shooter |
In-universe information | |
Other name(s) |
|
Sub-races |
|
The Covenant is a fictional military alliance of various alien species and serves as one of the primary antagonists in the Halo science fiction series. The Covenant are composed of a variety of diverse species, united under the religious worship of the enigmatic Forerunners and their belief that Forerunner ringworlds known as Halos will provide a path to salvation. After the Covenant leadership – the High Prophets – declare humanity an affront to their gods, the Covenant prosecute a lengthy genocidal campaign against the technologically inferior race.
The Covenant were first introduced in the 2001 video game Halo: Combat Evolved as enemies hunting the player character, a human supersoldier known as Master Chief. Not realizing the Halos were meant as weapons of destruction rather than salvation, the Covenant attempt to activate the rings on three separate occasions throughout the series, inadvertently releasing a virulent parasite known as the Flood in the process.
To develop a distinctive look for the various races of the Covenant, Bungie artists drew inspiration from reptilian, ursine, and avian characteristics. A Covenant design scheme of purples and reflective surfaces was made to separate the aliens from human architecture.
Overview
In the primary 26th century setting of Halo, humanity and the Covenant meet for the first time in the year 2525. Searching for relics left behind by their gods, the Forerunners, the Covenant stumble across humans at the colony world of Harvest. The Covenant leadership discovers that the Forerunners designated humanity "reclaimers" of their legacy, and that the Covenant religion is built on falsehoods; to prevent the truth from being uncovered, they instigate a genocidal war against humanity.
The Covenant's superior technology gives them a distinct advantage in the war. In 2552, the Covenant discover and destroy Reach, one of humanity's greatest military strongholds. A human ship fleeing the battle discovers a Forerunner ringworld, Halo. The Covenant believe the activation of these rings are key to bringing about salvation, but the ring is destroyed by the human supersoldier Master Chief. Soon after, the Covenant falls into civil war as the truth of the Halo rings' purpose is revealed: they are actually weapons of mass destruction built to stop the spread of the parasitic Flood. The disgraced Covenant commander known as the Arbiter allies with the Master Chief to stop the Covenant and Flood, ending the Human-Covenant War. In the post-war era, various factions replace the power vacuum left by the Covenant; these include the Banished, who feature as primary antagonists in Halo Infinite.
Game development
Throughout much of the development of Halo: Combat Evolved, very little concrete story details had been developed for the story campaign, and what trials the player character would face. Writer Joseph Staten and other Bungie staff came up with the idea of a coalition of alien races, subsequently deciding that the faction would be motivated by religion. During the course of development of Halo, the designers decided upon three "schools" of architecture, for each of the factions represented – humans, Covenant, and Forerunners. For the Covenant, the team decided on "sleek and shiny", with reflective surfaces, organic shapes, and use of purples. According to art director Marcus Lehto, the principle designs for the faction came from environmental artist Paul Russell, while concept artist Shi Kai Wang was instrumental in developing the look of the various races within the Covenant. Armor color was used to denote ranks of enemies.
Like the character designs, Covenant technology, architecture, and design continually changed throughout development, occasionally for practical reasons as well as aesthetics. According to Eric Arroyo, the Covenant cruiser Truth and Reconciliation, which plays a major role in Halo: Combat Evolved, was to be boarded by the player by a long ramp. However due to technical considerations of having a fully textured ship so close to the player, the designers came up with a "gravity lift", which allowed the ship to be farther away (thus not requiring as much processing power for detail) as well as adding a "visually interesting" component of Covenant technology.
The art team also spent a large amount of time on Covenant weaponry, in order to make them suitably alien yet still recognizable to players. At the same time, the designers wanted all aspects of Covenant technology, especially the vehicles, to act plausibly. In contrast to human weapons firing projectiles, many of the Covenant's weaponry are depicted as firing plasma. A few of the Covenant's weapons are not plasma-based, including the Needler, which fires razor-sharp pink needles capable of homing at organic foes. A weapons expert noted parallels between the Needler and ancient Greek Amazons painting their daggers pink as a psychological weapon. Bungie designed the majority of Covenant technology to mirror the aesthetic of the Elites; the exteriors are sleek and graceful, with a more angular and complex core underneath hinting at the Forerunner origins of the technology.
Species
Covenant society is depicted as a caste system composed of different species. Bungie's artists looked at live animals and films for inspiration; as a result, the species within the Covenant bear simian, reptilian, avian, and ursine characteristics. Concept artist Shi Kai Wang focused on making each enemy seem appropriate to its role in gameplay. The species within the Covenant include:
- Sangheili (called Elites in Human language) who stand nearly 8'6'' (2.6 m) and feature recharging personal shields. The Sangheili initially had simple mouths, which developed into pairs of split mandibles substituting for the lower jaws. Bungie concept artist Shi Kai Wang noted that project lead Jason Jones had been insistent on giving the Sangheili a tail. While Wang thought it made the aliens look too animalistic, the idea was dropped due to practical considerations, including where the tail would go when the Sangheili were driving vehicles. According to Paul Russel, when Bungie was bought by Microsoft and Halo was turned into an Xbox launch title, Microsoft took issue with the design of the Sangheili, as they felt that the Sangheili had a resemblance to cats that might alienate Japanese consumers.
- Unggoy or Grunts, are commonly depicted as basic foot soldiers. Squat and cowardly fighters, Unggoy panic and run if players kill their leaders.
- Kig-Yar or Jackals carry energy shields or ranged weaponry. In some cases, such as with the Kig-Yar, the overall design was honed once the enemy's role was clearly defined.
- Mgalekgolo or Hunters are collectives of alien worms encased in tough armor. Initial concepts were less humanoid-looking and softer than the final shape, with angular shields and razor-sharp spines.
- San’Shyuum or Prophets serve as the supreme rulers of the Covenant, and were primarily designed by Shi Kai Wang and Eric Arroyo. Originally, the San’Shyuum were built in a more unified way, with the gravity thrones they used for flotation and movement fused with the Prophet's organic structures. The characters were also designed to be feeble, yet sinister. The three Prophet Hierarchs were each individually designed.
- Jiralhanae or Brutes are even more physically imposing than the Sangheili, with their society organized around tribal chieftains. Inspired by the animators watching biker films, the Jiralhanae incorporated simian and ursine elements while retaining an alien look. Wang's final concept for the creatures in Halo 2, replete with bandoliers and human skulls, was simplified for the game. Jiralhanae were meant to typify the abusive alien menace of the Covenant and in the words of design lead Jaime Griesemer, to serve as "barbarians in Rome".
Other members of the Covenant include insectoid Yanme'e (Drones); the animators found the creatures challenging, as they had to be animated to walk, run, crawl, or fly on multiple surfaces. Old concept art from Combat Evolved was repurposed in influencing the Yanme'e final shape, which took cues from cockroaches, grasshoppers, and wasps. Cut from Combat Evolved were floating support workers known as The Huragok (Engineers) , actually constructed machines rather than organic creatures. They later made appearances in Halo Wars, Halo 3: ODST, Halo Reach and Halo Wars 2 as well as various novels.
With subsequent games, the Covenant and their look were changed or refined to account for increased graphic hardware or gameplay needs. In Halo 3, the Jiralhanae became the primary enemy, and they were heavily redesigned. Concept artists took inspiration from rhinoceroses and gorillas, and armored them with buckles and clothing to represent a different aesthetic look compared to the Covenant. Weaponry was designed to reflect the Jiralhanae’s "souls" distilled to its purest form – conveyed by dangerous shapes, harsh colors, and objects that looked "dangerous to be around". The more seasoned the Brute, the more ornate clothing and helmets; the armor was designed to convey a culture and tradition to the species, and emphasize their mass and power. Designs for Halo 3 took cues from ancient Greek Spartans. Character animators recorded intended actions for the new Jiralhanae in a padded room at Bungie. A new addition to the Jiralhanae artificial intelligence was a pack mentality; leader Brutes direct large-scale actions simultaneously, such as throwing grenades towards a player.
Halo: Reach served as a prequel to Halo: Combat Evolved, and creative director Marcus Lehto pushed for the team to revamp the Covenant. The aliens' translated English was replaced with untranslated, guttural alien sounds, and their look and weaponry was redesigned. The goal was to make the Covenant intimidating and more alien to players.
Analysis
The Covenant serve as one of a number of religious allusions in Halo. Their name refers to sacred agreements between the people of Israel and their God in Jewish and Christian tradition, and could be used to indicate the attitude of superiority complex the aliens have to the inferior and sacrilegious humans. The Covenant's ships bear names referring to elements of Judeo-Christian religion. A review of religions and religious material in video games noted that the Covenant's invented religion had many similarities to those in similar games, and would likely be called a cult in the real world. The thematic parallels of religious zealots fighting an American military metaphor was not lost on Microsoft's content review team, who forced a name change of the holy warrior "Dervish" to Arbiter before the release of Halo 2. Theologian P.C.J.M. Paulissen notes that while on the surface the Halo games present a conflict between rational humans and religious alien fanaticism, the comparison is complicated by the technical superiority of the Covenant (they wield energy weapons compared to primitive human ballistics) and the games seem to reject the idea science and religion are rigidly disconnected.
Cultural impact
Merchandise
Microsoft has commissioned multiple sets of action figures and merchandise featuring Covenant characters for each video game. The Halo 3 action figure sets have been made by McFarlane Toys, and include Brutes and Jackals. The Covenant's weaponry has also been adapted into large-scale replicas.
Reception
The Covenant were positively received in Combat Evolved, with their artificial intelligence praised and the different tactics needed to defeat each enemy type commended.
The ability to experience the storyline of Halo 2 from the Covenant perspective was described as a "brilliant stroke of game design". Allowing the player to assume the role of a Sangheili who was described as providing an unexpected plot twist, and allowing the player to experience a "newfound complexity to the story". In addition, some reviewers thought that this provided the series with a significant plot element – IGN referred to it as the "intriguing side story of Thel 'Vadam and his Sangheili" – and its elimination in Halo 3 was pointed to as responsible for reducing the role of the Arbiter within the series plot. Guinness World Records Gamer's Edition listed Covenant as 16th in their list of top 50 Villains.
References
- Lowry, Brendan (September 21, 2017). "Halo timeline: Beginning of the Human-Covenant War and the downfall of Harvest". Windows Central. Archived from the original on July 20, 2018. Retrieved October 12, 2021.
- Lennox, Jesse (October 6, 2021). "The story of Halo so far: What you need to know before playing Halo Infinite". Digital Trends. Archived from the original on October 7, 2021. Retrieved October 12, 2021.
- ^ Haske, Steven (May 30, 2017). "The Complete, Untold History of Halo". Vice. Vice Media. Archived from the original on March 15, 2018. Retrieved March 27, 2018.
- ^ Trautmann, Eric (2004). The Art of Halo. New York: Del Ray Books. ISBN 0-345-47586-0.
- Samoon, Evan (July 2008). "Gun Show: A real military expert takes aim at videogame weaponry to reveal the good, the bad, and the just plain silly". Electronic Gaming Monthly. Vol. 1, no. 230. p. 49.
- ^ Boroumand, Shaida, ed. (2008). The Art of Halo 3. Random House. ISBN 978-07615-6072-2.
- Robinson, Martin, ed. (2011). The Great Journey—Halo: The Art of Building Worlds. Titan Books. ISBN 978-08576-8562-9.
- Jarrard, Brian; Smith, Luke, &c (August 21, 2008). Bungie Podcast: With Paul Russell and Jerome Simpson (Podcast). Kirkland, Washington: Bungie. Archived from the original (MP3) on February 3, 2009. Retrieved August 27, 2008.
- Boulding, Aaron (November 9, 2001). "Halo: Combat Evolved Review". IGN. Archived from the original on August 21, 2012. Retrieved February 19, 2009.
- Bungie (2004). Halo 2 Instruction Manual. Microsoft Game Studios.
- ^ ViDoc: Et Tu, Brute?. Bungie. December 2006. Retrieved February 15, 2009.
- "Huragok : Species". Halo Waypoint. Archived from the original on March 29, 2017. Retrieved October 21, 2021.
- Sofge, Erik (October 2010). "The Halo Effect". Popular Mechanics. 187 (10): 88.
- ^ Paulissen, P.C.J.M. (2018). "The Dark of the Covenant: Christian Imagery, Fundamentalism, and the Relationship between Science and Religion in the Halo Video Game Series" (PDF). Religions. 9 (4): 126. doi:10.3390/rel9040126. S2CID 62790164.
- Bainbridge, William; Wilma Alice Bainbridge (September 2007). "Electronic Game Research Methodologies: Studying Religious Implications". Review of Religious Research. 49 (1): 41.
{{cite journal}}
: CS1 maint: multiple names: authors list (link) - Staff (April 2008). "McFarlane 'Halo' Figures". Game Informer. Vol. 1, no. 180. p. 34.
- Luna, Kevin (October 1, 2021). "The best gifts for Halo fans". Chicago Tribune. Archived from the original on October 2, 2021. Retrieved October 19, 2021.
- Pearce, Alanah (April 15, 2016). "11 of the Coolest Halo Toys Ever Made". IGN. Archived from the original on April 17, 2016. Retrieved October 19, 2021.
- Makuch, Eddie (September 21, 2015). "Halo 5 Gets Its Own Mega Bloks Toys". GameSpot. Archived from the original on September 19, 2015. Retrieved October 18, 2021.
- "Halo: Combat Evolved review". Edge. No. 105. Future Publishing. November 29, 2001. Archived from the original on October 14, 2014.
- Kasavin, Greg (November 7, 2004). "Halo 2 for Xbox Review". GameSpot. Retrieved October 25, 2007.
- Goldstein, Hillary (September 23, 2007). "Halo 3 Review". IGN. Retrieved October 25, 2007.
- Nichols, Scott (January 24, 2013). "Guinness World Records counts down top 50 video game villains". Digital Spy. Archived from the original on August 19, 2019. Retrieved October 19, 2021.
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