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{{Short description|2001 video game}} | |||
:''This article is about the ] called ''Halo: Combat Evolved'', the first game in the ]. | |||
{{Redirect|Halo 1|the Nine Inch Nails song that uses this pseudonym|Down in It}} | |||
{{Infobox CVG| title = Halo: Combat Evolved | |||
{{Use mdy dates|date=June 2021}} | |||
|image = ] | |||
{{Infobox video game | |||
|developer = ], PC port by ] | |||
| title = Halo: Combat Evolved | |||
|publisher = ] | |||
| image = Halo - Combat Evolved (XBox version - box art).jpg | |||
|designer = | |||
| caption = Artwork for U.S. and European releases | |||
|engine = | |||
| alt = Image of a soldier clad in futuristic green armor, pointing a black weapon towards the camera. Other soldiers and vehicles of war appear in the background. Below the green soldier is a decorative logotype with "HALO" and the subtitle "Combat Evolved", with the BUNGIE logo in the bottom right. | |||
|released = '''Xbox:'''<br>], ] (U.S.)<br>], ] (Europe)<br>], ] (Japan)'''<br>PC and Mac:'''<br>], ] (U.S.) | |||
| developer = ]{{efn|The Windows version was ported by ], while the Mac OS X version was ported by Westlake Interactive.}} | |||
|genre = ] | |||
| publisher = ]{{efn|The Mac OS X version was published by ].}} | |||
|modes = ], ] | |||
| director = ] | |||
|ratings = ]: Mature (M) | |||
| writer = ] | |||
|platforms = ], ] ], ] | |||
| composer = {{Unbulleted list|]|]}} | |||
|media = ], ] | |||
| series = '']'' | |||
|requirements = | |||
| platforms = {{Unbulleted list|]|]|]}} | |||
|input = | |||
| released = {{Collapsible list|title={{Nobold|November 15, 2001}}|'''Xbox'''{{Video game release|NA|November 15, 2001<ref>{{Cite web |last=Ahmed |first=Shaheed |date=November 8, 2001 |title=Microsoft announces the Xbox launch lineup |url=http://gamespot.com/gamespot/stories/news/0,10870,2823566,00.html |archive-url=https://web.archive.org/web/20020402061136/http://gamespot.com/gamespot/stories/news/0,10870,2823566,00.html |archive-date=April 2, 2002 |access-date=July 18, 2024 |website=]}}</ref>|PAL|March 14, 2002<ref name="eu_aus_launch" />}}'''Windows'''{{Video game release|NA|September 30, 2003<ref>{{Cite web |last=Calvert |first=Justin |date=September 15, 2003 |title=PC ''Halo'' goes gold |url=https://www.gamespot.com/articles/pc-halo-goes-gold/1100-6075098/ |access-date=July 18, 2024 |website=] |language=en-US}}</ref>|PAL|October 10, 2003<ref>{{Cite web |title=What's New?|last=Bramwell|first=Tom|date=October 10, 2003|url=https://www.eurogamer.net/news101003whatsnew|access-date=July 18, 2024 |website=]}}</ref><ref>{{Cite web |title=''Halo'' |url=http://gpstore.com.au/product.x?1457594 |archive-url=https://web.archive.org/web/20031012014215/http://gpstore.com.au/product.x?1457594 |archive-date=October 12, 2003 |access-date=July 18, 2024 |website=]}}</ref>}}'''Mac OS X'''{{Video game release|NA|December 3, 2003<ref name="gamespot" />}}'''Xbox 360''' {{Video game release|WW|December 4, 2007}}}} | |||
| genre = ] | |||
| modes = ], ] | |||
}} | }} | ||
'''''Halo: Combat Evolved''''', or simply '''''Halo''''', is a ] (FPS) ], created by the ]-owned ]. It was one of the ]s released for the ] gaming system on ], ], and is considered to be that platform's "]", or must-have "]." ''Halo'' was released as a ] and Mac port later on. | |||
'''''Halo: Combat Evolved''''' is a 2001 ] ] developed by ] and published by ] for the ], for which it was released on November 15, 2001. The game was ported to ] and ] in 2003. It was later released as a downloadable ] for the ]. ''Halo'' is set in the ], with the player assuming the role of ], a cybernetically enhanced supersoldier. Master Chief is accompanied by ], an ]. Players battle aliens as they attempt to uncover the secrets of the eponymous Halo, a ring-shaped artificial world. | |||
''Halo'' has sold several million copies since its release on ] ] alongside the Xbox console. The game is widely considered to be one of the best, or most influential, first-person shooter games of all time, rivaling such classics as '']'' and '']''. For example, the usually harsh '']'' magazine gave it a full score of ten out of ten, its fourth in the magazines 12-year history. Only its sequel, '']'', has sold more units for the Xbox video game console. Nevertheless, ''Halo'' has its criticisms; some have labeled its game play as repetitive, an element Bungie itself acknowledges as a fault of some of the later levels.{{citation needed}} | |||
Bungie began the development of what would eventually become ''Halo'' in 1997. Initially, the game was a ] game that morphed into a ] before becoming a ]. During development, ] acquired ] and turned ''Halo'' into a launch game for its first ], the Xbox. ''Halo'' was a critical and commercial success and is often praised as one of the ]. The game's popularity led to labels such as "''Halo'' clone" and "''Halo'' killer", applied to games either similar to or anticipated to be better than it. Its sequel, '']'', was released for the Xbox in 2004, and the game spawned a multi-billion-dollar ] that incorporates games, books, toys, and films. | |||
] fires his Assault Rifle upon a group of Grunts.]] | |||
More than six million copies had been sold worldwide by November 2005. A ] of the game, '']'', was released for Xbox 360 by 343 Industries on the 10th anniversary of the original game's launch. ''Anniversary'' was re-released alongside the original competitive multiplayer as part of '']'' in 2014. | |||
In ''Halo'', the player assumes the role of ], a human ] "super-soldier" with ] accompanied by ], an AI construct that resides in the neural implant between the suit and the Master Chief's brain. The game is relatively simple to learn when compared to other first person shooters, and has been praised for its engaging story. | |||
== Gameplay == | |||
Although ''Halo'' has a well-regarded campaign (single player) mode, its multiplayer function gives much more replayability to the game. See the ] below. | |||
] fires his assault rifle at a pack of enemy Grunts. Ammunition, health, and motion sensor displays are visible in the corners of the screen.|alt=First-person view of the gameplay. In the lower-right corner of the screen, the player's weapon is shown as the player fires on small aliens in a lush outdoor environment. Indicators around the periphery of the screen display health and ammo count.]] | |||
''Halo: Combat Evolved'' is a ] game in which players primarily experience gameplay in a 3D environment from a ]. The player can move around and look up, down, left, or right.<ref name=faq /> The game features vehicles, ranging from armored 4×4s and tanks to alien hovercraft and aircraft, many of which can be controlled by the player. The game switches to a ] during vehicle use for pilots and mounted gun operators; passengers maintain a first-person view.<ref name="ign_review" /> The game's ] includes a "motion tracker" that registers moving allies, moving or firing enemies, and vehicles, in a certain radius of the player.<ref name="manual" /> | |||
The player character is equipped with an energy shield that nullifies damage from weapons fire and forceful impacts. The shield's charge appears as a blue bar in the corner of the game's heads-up display, and it automatically recharges if no damage is sustained for a brief period.<ref name="manual" /> When the shield is fully depleted, the player becomes highly vulnerable, and further damage reduces the ] of their health meter.<ref name="gamespy_review" /> When this health meter reaches zero, the character dies and the game reloads from a saved checkpoint. Health can be replenished through the collection of health packs scattered around the game's levels.<ref name="manual" /> | |||
The game does not support Microsoft's broadband gaming service ] because it was not available at the time ''Halo: Combat Evolved'' was released. However, the game is playable via Xbox Connect packet tunnelling software, which simulates a Local Area Network (LAN) over the internet. Thus, using the System Link option of ''Halo: Combat Evolved'' enables people to play online with and against each other. The successor of ''Halo: Combat Evolved'', '']'', fully supports Xbox Live. | |||
''Halo''{{'}}s arsenal consists primarily of ]. The game has been praised for giving each weapon a unique purpose, thus making each useful in different scenarios.<ref name=gamespotreview /> For example, a charged plasma pistol shot can fully deplete an enemy's energy shield whilst the pistol is one of only two weapons that can instantly kill with a head shot, as long as the target lacks a shield.<ref>{{Cite book |last1=De Govia |first1=Mario |title=Halo: Combat Evolved, Prima's Official Strategy Guide |last2=Smith |first2=Brandon |last3=Waples |first3=Damien |publisher=Prima Games |year=2004 |isbn=0-7615-3744-9 |location=United States |pages=6 pp. 9 |language=en}}</ref> ''Halo'' players may carry only two weapons at once, calling for players to make tactical decisions when managing firearms.<ref name="edge_review"/> | |||
Many FPS games (on various platforms) following in the wake of Halo's initial release have been, whether erroneously or not, hailed as "''Halo''-killers", so great has the impact been not only on the Xbox community but the gaming community as a whole.{{citation needed}} | |||
''Halo'' departs from traditional first-person shooter conventions by not forcing the player to holster their firearm before deploying ] or melee-range ]s; instead, both attacks can be utilized while a gun is still equipped, supplementing small-arms fire.<ref name="manual" /> There are two different types of grenades; the ] grenade bounces and detonates quickly, whereas the plasma grenade adheres to targets before exploding.<ref name=humanfaq /><ref name=covenantfaq /> | |||
==Storyline== | |||
{{spoiler}} | |||
The game's main enemy force is the ], a group of alien species allied by belief in a common religion. Their forces include ], fierce warriors protected by recharging energy shields similar to the player's own; ], which are short, cowardly creatures who are usually led by Elites in battle, and often flee in terror instead of fighting in the absence of a leader; ], who wear a highly durable energy shield on one arm and a plasma pistol on the other; and ], large, powerful creatures with thick armor plates that cover the majority of their bodies and a large assault cannon that fires explosive rounds of green plasma.<ref name=gamespotfaq /> A secondary enemy is the ], a ] alien life form that appears in several variants later in the game.<ref name=gamespotfaq2 /> Another enemy is the Sentinels, aerial robots designed by an extinct race called the ] to protect their structures and prevent Flood outbreaks. Sentinels are able to hover around in enclosed spaces and produce an energy shield when under attack. They lack durability, but use powerful laser weapons.<ref name="gamespotfaq2" /><ref>{{cite book |last1=Patenaude |first1=Jeremy |title=Halo: the essential visual guide |date=2011 |publisher=Dorling Kindersley |location=London |isbn=978-1-4053-6587-1 |pages=167–168}}</ref> | |||
] | |||
The player is often aided by ] (UNSC) Marines, and the crew of the ship, who offer ground support, such as following the player and mimicking their tactics, and manning gun turrets or ] while the player is driving a vehicle.<ref name="gamespotreview" /> Marine AI and crew member AI are differentiated by their uniforms, but also act distinctly, the marines engaging aggressively while the crew members often cower or fire while retreating to cover. If the player kills too many of their teammates, they end up turning on the player and attacking them back. | |||
''Halo''<nowiki>'</nowiki>s storyline is presented to the player through an instruction manual, scripted events and conversations during the game, and a number of cut-scenes rendered using the game's graphics engine. This method of storyline delivery is common among modern video games. | |||
As a literary side note, the design of ] borrows heavily from the ring-shaped ]s of ]'s novels. The size of "Halo", however, is more consistent with the ] of ]' ] novels. In describing the geography of "Halo", the game also borrows terms such as "up spin" from Niven's novels (e.g. Cortana refers to a site "... on a desert plateau roughly three hundred kilometers up spin"). The unorthodox naming of spaceships in ''Halo'' (e.g. "The Truth and Reconciliation") recalls similar names taken by ]. | |||
=== |
=== Multiplayer === | ||
A ] mode allows two players to cooperatively play through ''Halo''{{'}}s campaign.<ref name="faq" /> The game includes five competitive ] modes, which all can be customized, for between two and 16 players; up to four players may play split-screen on one Xbox, and further players can join using a ] feature that allows up to four Xbox consoles to be connected together into a ].<ref name="faq" /> ''Halo'' lacks ], and was released before the launch of the ] online multiplayer service; ] are needed to reach the game's 16-player limit,<ref name=bungiefaq /> a setup that was a first for a console game, but was often deemed impractical by critics.<ref name="gamespotreview" /> Aside from this limitation, ''Halo''{{'}}s multiplayer components were generally well received, and it is widely considered one of the best multiplayer games of all time.<ref name="ign_review" /><ref name="edge_review" /><ref name=gamerevolution /> | |||
Like previous Bungie releases, such as the '']'' series, ''Halo'' has an intricate plot. The titular ] refers to an enormous (exactly 10,000 kilometers in diameter) artificial ] which is discovered by the human warship '']''. The central character, the SPARTAN supersoldier Master Chief Spartan-117, is aboard this vessel at the start of the game. | |||
Although the Xbox version of ''Halo'' lacks official support for online multiplayer play, third-party ] software provide unofficial ways around this limitation.<ref name="gamespy" /> The ] and ] ports of ''Halo'' support online matches involving up to 16 players and include multiplayer maps, not in the original Xbox release.<ref name=ignreview4 /> However, co-operative play was removed from the ports because it would have required large amounts of recoding to implement.<ref name=eurogamer /> In April 2014, it was announced that ]'s servers and matchmaking, on which ''Halo PC'' relied, would be shut down by May 31 of the same year.<ref name="ign_gamespy_shutdown" /> A team of fans and Bungie employees announced they would produce a patch for the game to keep its multiplayer servers online.<ref name="eurog_bungie_patch" /> The patch was released on May 16, 2014.<ref name="rps_pc_patch" /> | |||
The ''Pillar of Autumn'' exits slip-space near the ] Threshold, its ], Basis, and a mysterious ring shaped space station that orbits Threshold at a ] between Threshold and Basis. The ring, called "Halo" by the Covenant (an alliance of alien races at war with humanity), is obviously artificial and teeming with life. A Covenant fleet, however, is also present, and a subsequent battle heavily damages the ''Pillar of Autumn''. ] initiates ] —- all records of Earth's location are erased, and the Autumn crash lands onto Halo. The ship's AI construct, Cortana, leaves the ''Autumn'' with the Master Chief in an ] which also crash lands on Halo. | |||
== Synopsis == | |||
Game play begins in earnest with the Master Chief's escape from the ''Autumn'', and continues upon landing. With the help of his fellow marines and the ship's ], Cortana, the Master Chief discovers the secrets of Halo while fighting off ]. | |||
=== Setting === | |||
{{see also|Factions of Halo|List of Halo characters}} | |||
''Halo: Combat Evolved'' takes place in a 26th-century science fiction setting. ] travel called slip-space<ref name="cea-manual" />{{rp|3}} allows the human race to colonize planets other than Earth. The planet Reach serves as an interstellar hub of scientific and military activity. The ] (UNSC) develops a secret program to create augmented supersoldiers known as Spartans. More than twenty years before the beginning of the game, a technologically advanced collective of alien races called the Covenant begins a religious war against humanity, declaring them an affront to their gods. Humanity's military experiences a series of crushing defeats; although the Spartans are effective against the Covenant, they are too few in number to turn the tide. In 2552, Covenant forces attack Reach and destroy the colony. The starship ''Pillar of Autumn'' escapes the planet with the Spartan ] on board. The ship initiates a jump to slip-space, hoping to lead the enemy away from Earth.<ref name="manual" />{{rp|4–5}} | |||
=== Plot === | |||
The first levels of the game deal with an attempt to reach Halo's control center to uncover its purpose. While in Halo's control center, Cortana discovers something, something that even the Covenant are afraid of, and remains in the control center while she sends Master Chief to find Captain Keyes. | |||
The game begins as the ''Pillar of Autumn'' exits slip-space and its crew discovers a large ] structure of unknown origin. The Covenant pursues the ''Pillar of Autumn'' and attacks. With the ship heavily damaged, the ''Pillar of Autumn''{{'}}s captain, ], entrusts the ship's ] (AI) known as ] to Master Chief in order to prevent the Covenant from discovering the location of Earth. Keyes orders the crew to abandon the ''Pillar of Autumn'' and pilots the ship to a crash-landing on the ringworld. | |||
On the ring's surface, Master Chief and Cortana rescue scattered survivors and help organize a counter-offensive against the Covenant. Learning that Keyes has been captured by the Covenant, Master Chief and a small contingent of soldiers rescue him from the Covenant cruiser ''Truth and Reconciliation''. Keyes reveals that the Covenant call the ringworld "]" and that they believe it to be a weapon. Intent on stopping the Covenant from using Halo, Keyes searches for a potential weapons cache, while Master Chief and Cortana mount an assault on the ringworld's control room. Cortana enters Halo's computer systems and, after discovering something horrifying, sends Master Chief to find and stop Keyes from continuing his search and uncovering what lies within the ring. | |||
It is soon discovered that the Covenant had accidentally released ], a parasitic race that gets its name from its nature. The Flood overwhelm, infest, then spread. The Flood sweep across Halo and destroy human and Covenant forces positioned on it. The release of the Flood prompts ], an eccentric ] responsible for monitoring and maintaining the ring world's systems, to get the Master Chief to activate Halo's defense system. | |||
Searching for the captain, Master Chief encounters a new enemy, the ] ]. The release of the Flood prompts Halo's caretaker, the AI ], to enlist Master Chief's help in activating Halo's defenses. After Master Chief retrieves the ring's activation index, 343 Guilty Spark transports him back to Halo's control room. Cortana intervenes before Master Chief can activate the ring; she has discovered the purpose of the installation is to destroy all sentient life in the galaxy, starving the Flood of potential hosts. When Cortana refuses to surrender Halo's activation index, 343 Guilty Spark attacks her and Master Chief. | |||
This defense system is in fact a pulse weapon that, when fired, would wipe out all life in the galaxy large enough to be hosts for the Flood. Technically, that installation only has a maximum effective radius of 25,000 ]s, but the pulse would trigger other installations as well, effectively killing all life in the galaxy. This system is designed to stop the Flood from spreading through the universe if they escape the confinement of Halo by the only way possible: starving the Flood of any life source large enough to sustain them. | |||
To stop Halo's activation, Master Chief and Cortana decide to destroy the installation. Needing Keyes' neural implants to destroy the ''Pillar of Autumn'' and Halo with it, Master Chief returns to the ''Truth and Reconciliation''. He finds that Keyes has been assimilated by the Flood, and retrieves the neural implant from the captain's remains. After 343 Guilty Spark stops them from using ''Pillar of Autumn''{{'}}s self-destruct, Master Chief and Cortana destabilize the ''Pillar of Autumn''{{'}}s reactors instead, narrowly escaping the ensuing detonation in a fighter. Cortana justifies their actions to destroy the Covenant fleet and stop the Flood threat and believes the fight is finished, but Master Chief states they are only getting started. In a ], 343 Guilty Spark is seen floating in space, having survived the ring's destruction. | |||
Naturally, this would wipe out humanity as well, and so the final levels of the game revolve around the Master Chief's attempts to destroy Halo before it fires. The game leaves the story open to further developments, with the revelation that there are most likely several Halo ring worlds in the galaxy, due to Halo being numbered ] by 343 Guilty Spark. (In ''Halo 2'', the number of rings was revealed to be seven, counting the ring from the first game.) | |||
== |
== Development == | ||
{{main|List of Halo characters}} | |||
=== |
=== Early development === | ||
]]] | |||
{{main|Halo universe}} | |||
''Halo'' was conceived as an indirect successor to ]'s previous first-person shooter games, '']'' and '']''. After the 1995 release of ''Durandal'', Bungie considered ideas for their next game and wanted to try something other than a direct sequel.<ref name=xboxnation/> One of the ideas that the team began to develop was that of a first-person shooter game described by co-founder ] as "the natural extension of ''Marathon'', which would have turned out to be something along the lines of '']''".<ref name=mythguide/> Concurrently, the team explored the concept of a ] that featured tank battles in a futuristic setting,<ref name=xboxnation/> internally dubbed "The Giant Bloody War Game".<ref name=mythguide/> Jones started the design of a 3D engine that could generate ] graphics to visualize elevated surfaces, and he eventually suggested that Bungie use the technology to realize the "tank combat" idea. The team was enthusiastic about that prospect and proceeded to cancel their first-person shooter project–to commit to the creation of "The Giant Bloody War Game".<ref name=xboxnation/><ref name=mythguide/> However, Jones struggled to implement a ] model to simulate vehicles in the game, which led Bungie to change their plans and develop the ] (RTS) '']'', released in 1997.<ref name=xboxnation/> | |||
Around this time, Bungie comprised around 15 people working in south ], ].<ref name="vice-untoldhistoryhalo" /> After ''Myth'' was completed and Bungie decided on a sequel, '']'', Jones delegated its development to the company's other designers and resumed his work on the technology that had not been applied to the 1997 title.<ref name=xboxnation/> A group of three Bungie staffers<ref name="bungie-bravenewworld"/>{{rp|7'02'{{'}}–7'05'{{'}}}} began to develop an RTS with a focus on science fiction, realistic physics simulations and three-dimensional terrain.<ref name=xboxnation/><ref name="vice-untoldhistoryhalo" /> Early versions used the ''Myth'' ] and ].<ref name="bungie.net20" /> The project had the initial working title ''Armor'', but was changed for being "boring" and for the project's dramatic changes from what was first envisioned.<ref>{{cite web|url=http://forums.bungie.org/halo/archive.pl?read=10986|title=Re: Armor|website=]|date=December 9, 1999|access-date=November 18, 2021|archive-date=January 19, 2021|archive-url=https://web.archive.org/web/20210119074512/http://forums.bungie.org/halo/archive.pl?read=10986|url-status=live}}</ref> It was switched to ''Monkey Nuts'', then ''Blam!'' after Jones could not bring himself to tell his mother the original name.<ref name="artofhalo" />{{rp|ix}}<ref name="gamesradar-history of halo" /> | |||
===Unreleased versions=== | |||
Early versions of ''Halo'' with slightly different storylines were presented at both Macworld 1999 and at E3 2000. In these versions of the game, the Player is a Marine Recon Unit of the Human Empire. Pursued by Alien Covenant ships, the Human ship is destroyed and crashes on Halo and the player must defeat Humankind's sworn enemy through a ] over air, land, and sea above and below the surface of Halo. | |||
Experimenting with ways of controlling units, Bungie added a mode that attached the camera to individual units. The vantage point continually moved closer to the units as the developers realized it would be more fun for players to drive the vehicles themselves, rather than have the computer do it. "And controlling , just that double tactile nature of load a dude in, get a dude out, hands on the steering wheel—it was like, this ''shouldn't'' be an RTS game," recalled Seropian. By mid-1998 the game had become a ].<ref name="vice-untoldhistoryhalo" /> | |||
==Platforms== | |||
] | |||
Prior to ]'s takeover by ], the initial release of ''Halo'' was planned for the ] and ] platforms; in fact, the game was first previewed at the ], ], in 1999. It was also originally planned as a ] with the twist that you could control the character manually instead of clicking on the character and then clicking where they would go.{{citation needed}} However, the developers were enjoying just ''controlling'' the character to the extent that they decided to make it a ].{{citation needed}} | |||
Peter Tamte, Bungie's then-executive vice president, used his contacts from his former position at ] to get lead writer<ref>{{cite web| last=Lu| first=Cathy| title=Halo's Big Grunt| url=http://www.northwestern.edu/magazine/summer2006/feature/halo.html| date=July 1, 2006| work=Northwestern Magazine| access-date=November 18, 2021| archive-date=November 12, 2020| archive-url=https://web.archive.org/web/20201112020907/http://www.northwestern.edu/magazine/summer2006/feature/halo.html| url-status=live}}</ref> ] and project lead<ref>{{cite video|url=https://www.youtube.com/watch?v=6eZ2yvWl9nQ|title=Halo - Macworld Unveiling|publisher=]|website=]|access-date=November 18, 2021|archive-date=November 19, 2021|archive-url=https://web.archive.org/web/20211119064945/https://www.youtube.com/watch?v=6eZ2yvWl9nQ|url-status=live}}</ref> Jason Jones an audience with CEO ]. Jobs, impressed, agreed to debut the game to the world at the 1999 ].<ref name="vice-untoldhistoryhalo" /> Anticipation built for the unknown Bungie game after favorable reviews from industry journalists under ]s at ] 1999.<ref name="ignpreview" /><ref name="pcgamer-halo scoop" /> | |||
Following the takeover, ''Halo'' was redesigned exclusively for Microsoft's ] ] and released on ], ] in ], on ] ] in ] and ] and ] ] in ]. | |||
Days before the Macworld announcement, ''Blam!'' still had no permanent title; possible names included ''The Santa Machine'', ''Solipsis'', ''The Crystal Palace'', ''Hard Vacuum'', ''Star Maker'', and ''Star Shield''.<ref name="ign-historyofhalo"/> Bungie hired a branding firm that came up with the name ''Covenant'', but Bungie artist Paul Russell suggested alternatives, including ''Halo''. Though some did not like the name—likening it to something religious, or a women's shampoo—designer Marcus Lehto said, "it described enough about what our intent was for this universe in a way that created this sense of mystery."<ref name="vice-untoldhistoryhalo" /> On July 21, 1999, during the Macworld Conference & Expo, Jobs announced that ''Halo'' would be released for ] and ] simultaneously.<ref name=ignpreview /> | |||
On ], ] -- almost two years after the American Xbox release -- a port (developed by Gearbox Studios) of ''Halo'' was released for Windows, followed by a release for ] on ], ]. The port released for the PC comes with slightly altered multiplayer maps when compared to the original ] release. | |||
The game's premise at this point involved a human transport starship that crash-lands on a mysterious ringworld. Early versions of the Covenant arrive to loot what they can, and war erupts between them and the humans. Unable to match the technologically advanced alien race, the humans resort to ].<ref name=cgw /> At this point, Bungie promised an ] game with terrain that reacted and deformed from explosions, persistent environment details such as spent shell casings, and variable weather, none of which made it into the final product.<ref name="insidemacgames_1999">{{Cite web|last=Deniz|first=Tuncer|url=http://www.insidemacgames.com/features/99/jones/jones.shtml|archive-url=https://web.archive.org/web/20000815110240/http://www.insidemacgames.com/features/99/jones/jones.shtml|website=]|archive-date=2000-08-15|title=Interview: Halo's Jason Jones|date=August 15, 2000}}</ref><ref name="pcgamer_1999-10-01">{{Cite magazine|author=Morris, Daniel|date=October 1999|url=|title=Scoop; Your first look at... Halo|magazine=]|page=40}}</ref><ref name="nextgen_1999-11-01">{{Cite magazine|author=Staff|date=November 1999|title=Game Genres; Endangered Species|magazine=]|pages=102–106}}</ref> These early versions featured ''Halo''-specific fauna, later dropped following design difficulties and the creatures' detraction from the surprise appearance of the Flood.<ref name=fauna /> The Master Chief was simply known as the cyborg. When ''Halo'' was shown at ], it was still a third-person shooter.<ref name="goldenjoystick-halo"/> | |||
The Windows and Mac OS X version do have some problems, however, largely stemming from its ]. While the plot and content remained the same, there were severe frame rate issues (though in terms of generating 3D models it would simply be a slightly slower than normal game, the presence of nearby decals and/or 2D objects, in particular muzzle flashes and blood stains, dramatically slowed the game down).{{citation needed}} When special effects and decals were removed or lessened significantly, frame rates typically were raised to acceptable levels. Another porting-related flaw in the Mac version is that the control/shift/option keys cannot be mapped to in-game commands. | |||
=== Move to Xbox === | |||
==Gameplay== | |||
] financial situation during ''Halo''{{'}}s development was precarious. Ahead of '']''{{'}}s release, Bungie was surviving on ''Myth'' sales and had missed release dates. A glitch that caused ''Myth II'' to wipe the contents of the directory it was installed to was only discovered after 200,000 copies had already been produced for the December 1998 launch. Bungie recalled the copies and issued a fix, costing the company $800,000.<ref name="chicagoreader-myth" /> As a result, Bungie sold a share of the company and publishing rights to ].<ref name="vice-untoldhistoryhalo" /> Still facing financial pressure, Peter Tamte contacted ], the head of ], about a possible acquisition. Fries was working on developing the software lineup for Microsoft's first game console, the ]. Fries negotiated an agreement with Take-Two Interactive wherein Microsoft gained Bungie and the rights to ''Halo'', while Take-Two kept the ''Myth'' and '']'' properties.<ref name="vice-untoldhistoryhalo" /> Jones and Seropian pitched the purchase to the rest of Bungie as the way they could shape the future of a new game console.<ref name="vice-untoldhistoryhalo" /> Microsoft announced its acquisition of Bungie on June 19, 2000.<ref name="microsoftpressrelease" /> ''Halo'' was now to be the tentpole launch game for the Xbox.<ref name="vice-untoldhistoryhalo" /> | |||
] | |||
] | |||
In less than a year, Bungie had to turn ''Halo'' from a loose collection of gameplay and plot ideas into a shipping product on an unproven console. To make players feel more connected to the action, Jason Jones pushed to turn the game's perspective from third-person to first-person.<ref name="egm-afterthoughts" /> A key concern was making sure the game played well on the Xbox's ]; at the time, first-person shooters on consoles were rare. Spearheading the effort, designer Jaime Griesemer wrote code to discern player intent and assist the player's movement and aiming without being obvious. The game buffered player inputs so that the result was the ''desired'' player movement, rather than the movement players were actually making.<ref name="vice-untoldhistoryhalo" /> | |||
''Halo''<nowiki>'</nowiki>s single player gameplay is characterized by several features which set it apart from less acclaimed first-person shooter games. It was the first game to combine features such as recharging shields and a limited inventory of weapons, and has been widely imitated since the game's release. | |||
Other Bungie projects were scrapped, and their teams absorbed into ''Halo'' in the rush to complete it. Griesemer said that after the Bungie team moved to the ] in ], he was so busy he did not unpack his belongings for six months.<ref name="vice-untoldhistoryhalo" /> The designers prototyped encounters and enemy AI on a sandbox level, "B30". The success of gameplay on this small chunk of the game energized the team, and B30 became "]", the fourth mission.<ref name="bungie-bravenewworld" /><!-- need timecode --> | |||
* '''Storyline execution''': ''Halo''<nowiki>'</nowiki>s gameplay and storyline are tightly interwoven, and delivered in a convincing manner which is consistent with the flow of the game. The cutscenes are edited, providing Halo with characters and locales which interest those who play it. | |||
To make the release date, Bungie made drastic cuts to the game's features and scope. The open-world plans were scrapped,<ref name="bungie-bravenewworld" />{{rp|14'40'{{'}}–14'45'{{'}}}} and it became clear the lengthy planned campaign was not feasible. One level was cut and replaced with an expositional cutscene.<ref>{{cite video|url=https://www.youtube.com/watch?v=EwfnAM3dBrM|title=Halo Combat Evolved: Developer Commentary Playthrough (2007)【55:12】|website=]|access-date=November 18, 2021|time=13:54|archive-date=November 18, 2021|archive-url=https://web.archive.org/web/20211118235636/https://www.youtube.com/watch?v=EwfnAM3dBrM|url-status=live}}</ref> Staten described his role as putting "story duct tape" over gaps that appeared to smooth them over. To save time, Lehto suggested reusing campaign levels; glowing directional arrows were added after playtesters got lost backtracking.<ref name="vice-untoldhistoryhalo" /> Microsoft game writers Eric Trautmann and Brannon Boren performed last-minute rewrites to the script.<ref name="scifishow_trautmann">{{cite web|date=November 1, 2015|url=https://www.erictrautmann.us/audio/|title=The Science Fiction Show Podcast: Eric Trautmann|website=EricTrautmann.com|access-date=November 5, 2021|archive-date=November 5, 2021|archive-url=https://web.archive.org/web/20211105151947/https://www.erictrautmann.us/audio/|url-status=live}}</ref> An online multiplayer component was dropped because ] would not be ready. Only four months before release, it was decided that the multiplayer was still not fun, so it was scrapped and rebuilt from scratch, using team members who moved from the defunct Bungie West team after completing ''Oni''.<ref name="vice-untoldhistoryhalo" /><ref name="bungie-bravenewworld" /> Some personnel took to sleeping in the office for the last few months to make sure the game made its deadline.<ref name="artofhalo" />{{rp|ix–xi}} | |||
* '''Vehicles''': ''Halo'' incorporates different vehicles into its single and multiplayer games, including an aircraft. The player can seamlessly change from guerrilla foot tactics to intense vehicle operations. The vehicles range from giant Scorpion tanks and Banshee ground-assault aircraft to Warthog jeeps and sleek Ghost hovercraft, each with its own benefits and drawbacks. | |||
===Design=== | |||
* '''Firearms''': Halo's arsenal is smaller than those of most other First-person shooters but each weapon has a unique purpose. Seemingly weak or ineffective weapons will prove themselves immensely useful if used in the correct situation or against a particular enemy. In addition, the Master Chief can only carry two weapons at any given time, forcing the player to switch between them often, and make trade-offs when choosing which weapons to carry. These decisions can be driven by factors like enemy composition both now and in the future, personal proficiency, or even ammunition availability—Covenant plasma weapons cannot be reloaded but must simply be discarded when their batteries run out, as opposed to the reloadable human weapons. However, every bad guy you kill drops a new Covenant weapon, whereas human ammunition can be pretty rare. | |||
Bungie's social culture—and the rush to complete the game—meant that team members provided input and feedback across disciplines.<ref name="artofhalo"/>{{rp|4, 67}} Aspects such as level design demanded collaboration between the designers creating the environments for players to explore, and the artists who developed those environments' aesthetics.<ref name="artofhalo"/>{{rp|65}} Initially, artists Robert McLees and Lehto were the only artists working on what would become ''Halo''. Bungie hired Shi Kai Wang as an additional artist to refine Lehto's designs.<ref name="artofhalo"/>{{rp|5}} The aliens making up the Covenant began with varied exploratory designs that coalesced once each enemy's role in the gameplay was defined.<ref name="artofhalo"/>{{rp|28}} | |||
Spearheaded by Paul Russell, the game's visual design changed in response to the changing gameplay and story. The artists made efforts to distinguish each faction in the game by their architecture, technology, and weaponry.<ref name="artofhalo"/>{{rp|76–77}} The UNSC's original curved look was made blockier to distinguish it from the Covenant;<ref name="goldenjoystick-halo"/> likewise human weapons remained projectile-based to provide a contrast to the Covenant's energy weapons,<ref name="vice-untoldhistoryhalo" /> and their vehicles based on animals, with the ] being inspired by Lehto's love of off-roading.<ref>{{cite web|archive-url=https://web.archive.org/web/20020207013618/http://www.bungie.net/perlbin/blam.pl?file=/site/1/news/stories/one_on_one_with_marcus_lehto.html|url=http://www.bungie.net/perlbin/blam.pl?file=/site/1/news/stories/one_on_one_with_marcus_lehto.html|title=One on One with Marcus Lehto|publisher=]|date=January 22, 2002|archive-date=February 7, 2002|access-date=November 18, 2021}}</ref> The interiors of ''Pillar of Autumn'' drew significant influence from the production design of the film '']''.<ref name="artofhalo"/>{{rp|75}} Organic, curvilinear forms along with a color palette of greens and purples were used for the Covenant,<ref name="vice-untoldhistoryhalo" /> while the Forerunner came to be defined by their angular constructions; the interiors originally drew on Aztec patterns and the work of ], before being refined five months from the game's completion.<ref name="artofhalo"/>{{rp|79}} | |||
* '''] Attacks''': ''Halo'' integrated a melee-based close-range combat mechanic into shooting games, allowing the player to hit an opponent with a gun at any time, a feature which had previously been limited to a special "knife" weapon in past FPS. Melees did a great deal of damage and required a steady aim, again bringing skill into play in the combat, as well as providing for a certain amount of stealth. The double-melee glitch (BLB) was prominent in higher class games, as it allowed a near instant kill on a close ranged opponent. | |||
=== Audio === | |||
* ''']s''': Grenades are an integral part of combat in ''Halo''. In fact, the game comes with an independent "use grenade" button (as opposed to most first-person shooters, in which one must holster one's firearm to throw them), and their proper use is critical to survival. The player can carry up to eight grenades, four of each type (human fragmentation grenades and Covenant plasma grenades), at one time. Like the game's other weapons, the two types of grenades are different in their application and effectiveness against enemies: the frag grenade bounces, detonates quickly, and does phyiscal damage (weak against shields) over a short distance, whereas the plasma grenade sticks to enemy targets, takes a little longer to detonate, causes plasma damage (stronger against shields) over a wide area, and causes the enemy to scatter. | |||
{{Main|Halo Original Soundtrack}} | |||
Composer ] and his company TotalAudio were tasked with creating the music for ''Halo''{{'}}s MacWorld debut. Staten told O'Donnell that the music should give a feeling of ancient mystery.<ref name=xbox.cominterview /><ref name="vice-untoldhistoryhalo"/> O'Donnell decided ] would be appropriate, and performed the vocals alongside his composing partner ] and additional singers.<ref name="vice-untoldhistoryhalo"/> Because he did not know how long the presentation would be, O'Donnell created "smushy" opening and closing sections that could be expanded or cut as the time required to back up a rhythmic middle section.<ref name="oxm183-interview"/> The music was recorded in Chicago<ref>{{cite web|archive-url=https://web.archive.org/web/20100521062234/http://halo.bungie.org/music_interviews/hbo_qanda_1999.html|url=http://halo.bungie.org/music_interviews/hbo_qanda_1999.html|title=TotalAudio Questions & Answers|archive-date=May 21, 2010|access-date=November 18, 2021|website=]}}</ref> and sent to New York for the show the same night the piece was finished.<ref name="halo.bungie.org-totalaudiointerview"/> | |||
Shortly before Bungie was bought by Microsoft, O'Donnell joined Bungie as a staff member, while Salvatori remained at TotalAudio.{{citation needed|date=March 2019}} O'Donnell designed the music so that it "could be dissembled and remixed in such a way that would give multiple, interchangeable loops that could be randomly recombined in order to keep the piece interesting as well as a variable-length". Development involved the creation of "alternative middle sections that could be transitioned to if the game called for such a change (i.e. less or more intense)."<ref name="music4gamers" /> | |||
* '''Artificial intelligence''': ''Halo''<nowiki>'</nowiki>s ] was quite sophisticated for the time. For example, the more cowardly types of enemies panic when one of their superiors is killed (sometimes screaming "Leader's dead! Run a-way!", or other related ]s). If a speeding vehicle comes at them, they can dive out of the way, and they can take cover from ] or ]. On the hardest difficulties, the Elites will formulate attack strategies and easily destroy your Marine cohorts. | |||
O'Donnell sat with the level designers to walk through the levels, constructing music that would adapt to the gameplay rather than be static; "The level designer would tell me what he hoped a player would feel at certain points or after accomplishing certain tasks." Based on this information, O'Donnell would develop cues the designer could script into the level, and then he and the designer would play through the mission to see if the audio worked.<ref name="music4gamers" /> He made sparse use of music because he believes that " is best used in a game to quicken the emotional state of the player and it works best when used least," and that " music is constantly playing it tends to become sonic wallpaper and loses its impact when it is needed to truly enhance some dramatic component of gameplay."<ref name="gdc" /> The cutscenes came so late that O'Donnell had to score them in only three days.<ref name="vice-untoldhistoryhalo" /> | |||
] | |||
<!-- https://www.ign.com/articles/2016/03/23/how-the-beatles-influenced-the-halo-theme-song --> | |||
* '''Health''': The player in ''Halo'' has a limited, non-regenerating health bar which can be fully restored by picking up health-packs; it is represented by the segmented blue rectangles in the graphic at the right. Running completely out of health will result in death, but having lower health doesn't impede player actions. A player's health can only be reduced if his shields have failed. If the player's health is low the game plays a low heart-beat sound. | |||
==Release== | |||
* '''Shields''': The MJOLNIR battle armor has a ], represented by the large blue bar in the graphic to the right, which protects all parts of his body from damage. The bar (and the shield) is depleted by weapons fire, but will quickly recharge if the player is not attacked for a short period of time. The shield provides the player with a large and relatively permanent buffer of health, and represents a marked departure from most FPS games. In ''Halo'', the shield is the player's primary defense, and players who do not learn to retreat and regenerate it will find themselves repeatedly dead. Players who do, on the other hand, can survive almost indefinitely, and to ''kill'' such a player, whether in single- or multiplayer, requires a concentrated and swift assault. Thus, the shield encourages an almost cerebral level of tactics and decision-making, in addition to the game's "twitch"-based gameplay. | |||
Ed Fries described the period before the Xbox's launch as chaotic; "You've got to imagine this environment of panic combined with adrenaline, but money's mostly no object at the same time. So we were spending lots of it, trying to do all this crazy stuff," he recalled.<ref name="vice-untoldhistoryhalo" /> After several planned video game tie-ins to ]'s film '']'' were scrapped it became clear that ''Halo'' had to serve as the tentpole title for the Xbox,<ref name="vice-untoldhistoryhalo" /> a role which the game was never intended to fill.<ref name="gamasutra-edfriesinterview"/> | |||
''Halo''{{'}}s debut had been well-received, but its move to the unproven Xbox console caused press treatment to be colder than it was before.<ref name="haloeffect-rearview"/>{{rp|16}} While a playable demonstration of the game at Gamestock 2001 was well-received,<ref name=gamestock /> critics had mixed reactions to its exhibition at ],<ref name=nextgen /><ref name=firingsquad /><ref name=gamepro /> where the game was shown off in a very broken state, with poor ] and technical issues.<ref name="haloeffect-rearview"/>{{rp|17}} | |||
===Powerups=== | |||
] | |||
There are three types of powerups available in ''Halo'': | |||
Even within Microsoft, ''Halo'' was divisive.<ref name="gamasutra-edfriesinterview"/> After Bungie refused to change the ''Halo'' name to appease marketing research teams, the subtitle "Combat Evolved" was added to make it more descriptive and compete better with other military-themed games.<ref name="vice-untoldhistoryhalo" /><ref name="edge-2010" /> Fries recalled analysts had suggested that ''Halo'' had the "wrong" color palette compared to competing console games; Fries never showed the results to Bungie.<ref name="gamasutra-edfriesinterview"/> | |||
* '''Health packs''': a single health pack will fully restore the player's health, but does not regenerate shields. | |||
The game was released in North America simultaneously with the Xbox, on November 15, 2001.<!-- demo silent cartographer --> | |||
* '''Active camouflage''': Reduces the player's visibility for a period of time, making him nearly transparent (the player becomes little more than a distortion in the air). This effect is gradually weakened if the player is hit by weapons fire or if the player fires a weapon, soon recharges. After the camouflage runs out, the player will slowly fade into view. | |||
'']'', a ] novel to ''Halo: Combat Evolved'', was released a few weeks before the game. Science fiction author ] penned the novel in seven weeks.<ref name=xbox.com2 /> The novel was nearly killed halfway to completion; Nylund credits Trautmann with saving it.<ref name="nylund-unsung hero"/> ''The Fall of Reach'' became a '']'' bestseller with almost two hundred thousand copies sold.<ref name=xbox.com3 /> The game itself would be novelized with '']'', written by ] and released in 2003.<ref name=gamingage /> | |||
* '''Over Shield''': The over shield is a non-regenerating extra shield which functions on top of the regular shield, giving the player three times their normal damage capacity. When picked up, it takes approximately two seconds to completely charge, but during the charging period the player will be invincible. When it is active, the normal shield does not take damage until the over shield is completely gone (although any damage overlapping from something destroying the overshield, for example a grenade's explosion, will take the full rest of its effect on the original shield/health). If the over shield is picked up when the shield is down, the player receives a full charge and the effects of the over shield stay. In the single player game, the over shield is reduced only when the player is hit, while in the multiplayer game, it also weakens at a constant rate (see ] battle suit). | |||
On July 12, 2002, a ''Halo'' port for Windows was announced to be under development by ].<ref name=ign2000 /> Its showing at ] was positively received by some critics,<ref name=gamespy3 /><ref name=halopcgamespotpreview /> with skepticism by others.<ref name=ign23 /> It was released on September 30, 2003,<ref name="metacritic_pc" /> and included support for online multiplayer play and featured sharper graphics, but had ] issues that caused poor performance.<ref name="ignreview4" /><ref name=halopcreview /> ''Halo'' was later released for Mac OS X on December 11, 2003.<ref name="gamespot" /> On December 4, 2007, the game became available for the ] via download from the ].<ref name="euro_update" /> | |||
*Note: If you get an Over Shield and Active camouflage at the same time, you can still be seen. The Over Shield creates an aura around you that prevents the active camouflage from making you completely disappear. | |||
=== |
===Sales=== | ||
While ''Halo'' was not an instant runaway success on release, it had a ] sales rate and a very high ] for the Xbox;<ref name="vice-untoldhistoryhalo" /> during the two months following ''Halo''{{'}}s release, the game sold alongside more than fifty percent of Xbox consoles.<ref name=wired3 /> One million units had been sold roughly five months after release, a faster pace than that of any previous ] game.<ref name=pressrelease /> The game sold three million copies worldwide by July 2003,<ref name=gamespotnews /> and four million by January 2004.<ref name=gamepro50 /> By July 2006, its Xbox version had sold 4.2 million copies and earned $170 million in the United States alone, while its computer version sold 670,000 copies and earned $22.2 million.<ref name=edgesales>{{cite magazine|archive-url=https://web.archive.org/web/20121017165955/http://www.edge-online.com/features/top-100-pc-games-21st-century/ |url=http://www.edge-online.com/features/top-100-pc-games-21st-century/ |title=The Top 100 PC Games of the 21st Century| author=''Edge'' Staff | date=August 25, 2006 |magazine=] |archive-date=October 17, 2012 }}</ref> '']'' ranked it as the second highest-selling game launched for the ], ] or ] between January 2000 and July 2006 in the United States.<ref name=nextgensales2>{{cite web|archive-url=https://web.archive.org/web/20071028115051/http://www.next-gen.biz/index2.php?option=com_content&task=view&id=3537&Itemid=2&pop=1&page=1 |url=http://www.next-gen.biz/index2.php?option=com_content&task=view&id=3537&Itemid=2&pop=1&page=1 |title=The Top 100 Games of the 21st Century|author1=Campbell, Colin |author2=Keiser, Joe | date=July 29, 2006 |work=] |archive-date=October 28, 2007 }}</ref> | |||
{{spoiler}} | |||
== Reception == | |||
Four factions of allies/enemies are encountered on Halo: the Covenant, the Flood, the Forerunner Sentinels, and the UNSC Marine Corps. | |||
{{Video game reviews | |||
| MC = Xbox: 97/100<ref name="metacritic_xbox" /><br />PC: 83/100<ref name="metacritic_pc" /> | |||
| Allgame = {{Rating|4|5}}<ref name="allgamereview">{{cite web| url = http://www.allgame.com/game.php?id=27626&tab=review| title = Halo: Combat Evolved - Review| author = Licata, Jonathan| publisher = ]| access-date =April 6, 2017|archive-url=https://web.archive.org/web/20141114170350/http://www.allgame.com/game.php?id=27626&tab=review|archive-date=November 14, 2014}}</ref> | |||
| Edge = 10/10<ref name="edge_review" /> | |||
| EuroG = 8/10<ref name="eurogamer_review" /> | |||
| Fam = 33/40<ref name="Famitsu">{{cite web|title= ヘイロー|publisher=] |url=https://www.famitsu.com/games/t/2349/|lang=JA|archive-url=https://web.archive.org/web/20240114134841/https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=2349&redirect=no|archive-date=January 14, 2024}}</ref> | |||
| GI = 9.5/10<ref name=gi /> | |||
| GSpy = 80/100<ref name="gamespy_review" /> | |||
| GSpot = 9.7/10<ref name="gamespotreview" /> | |||
| IGN = 9.7/10<ref name="ign_review"/> | |||
| OXM = 9.5/10<ref name="oxm-review">{{Cite magazine |title=Halo: Combat Evolved - WORLD EXCLUSIVE REVIEW! |url=https://archive.org/details/OXM_2001_12-web/page/n25/mode/1up |magazine=] |last=Whitta |first=Gary |publisher=] |issue=1 |pages=84–91 |access-date=October 22, 2021|author-link=Gary Whitta }}</ref> | |||
| NGen = {{Rating|5|5}}<ref name="NGv5n1"/> | |||
}} | |||
''Halo'' received widespread critical acclaim, with a 97 out of 100 on review aggregator ], based on reviews from 68 professional critics.<ref name="metacritic_xbox" /> ]'s review for '']'' praised the game as "the most important launch game for any console, ever" and commented, "'']'' was the standard for multiplayer console combat. It has been surpassed."<ref name="edge_review" /> ] claimed that "''Halo''<nowiki>'</nowiki>s single-player game is worth picking up an Xbox for alone," concluding, "Not only is this easily the best of the Xbox launch games, but it's easily one of the best shooters ever, on any platform."<ref name="gamespotreview" /> ] remarked similarly, calling ''Halo'' a "can't miss, no-brainer, sure thing, five star, triple A game."<ref name="ign_review" /> ] of '']'' calling ''Halo'' as "a stunning achievement."<ref name="oxm-review" /> ] editor Jonathan Licata praised Bungie for doing "a remarkable job with Halo, taking many successful elements from previous standouts in the genre to make one very playable game".<ref name="allgamereview" /> Among the specific aspects that reviewers praised were the balance of weapons, the role of drivable vehicles,<ref name="gamespot" /><ref name="ign_review" /> and the artificial intelligence of enemies.<ref name="gamespot" /><ref name="edge_review" /> | |||
* ''']''': The Covenant is set up as a ] system, ruled by the ]. The Covenant is a conglomeration of different species that were defeated and incorporated into the Prophet's fold: | |||
**Grunts, the Covenant working class, which have very little offensive or defensive capabilities; | |||
**Jackals, somewhat stronger creatures which have energy shields strapped to their wrists; | |||
**Elites, which are equipped with personal recharging energy shields and possess combat prowess equivalent to that of the Master Chief; and | |||
**Hunters, which have thick armor plates that cover most of their bodies and are used as living tanks. | |||
The Xbox version of ''Halo'' received more than 40 awards,<ref name="xbox.com" /> including numerous ] awards, including from ],<ref name="autogenerated1" /> '']'', ''Edge'', and '']''.<ref name=xbox.com /> ''GameSpot'' named ''Halo'' the third-best ] of 2001, and it won the publication's annual "Best Xbox Game" and, among console games, "Best Shooting Game" awards. It was a runner-up in the "Best Sound" category.<ref name=bestworst2001>{{cite web | archive-url=https://web.archive.org/web/20020803185618/http://gamespot.com/gamespot/features/video/bestof_2001/ | url=http://gamespot.com/gamespot/features/video/bestof_2001/ | title=''GameSpot''{{'}}s Best and Worst Video Games of 2001 | author=''GameSpot VG'' Staff | date=February 23, 2002 | work=] | archive-date=August 3, 2002 }}</ref> The ] awarded ''Halo'' "Best Console Game" and '']'' presented it with their "Best Original Soundtrack" award. ''Halo'' also won '']''{{'}}s 2001 "Best Console Shooter" award,<ref name=blister2001>{{cite web | archive-url=https://web.archive.org/web/20030713062025/http://www.elecplay.com/feature.html?id=8152&page=5 | url=http://www.elecplay.com/feature.html?id=8152&page=5 | title=Blister Awards 2001 | author=Staff | date=January 25, 2002 | archive-date=July 13, 2003 | work=] }}</ref> the "11th Annual ] Readers' Choice Awards" for "Best Combat Game of The Year",{{efn|The Xbox Version of ''Halo'' won the awards which voted by the general public, over the ] (]/]), ] (]/]/]), and the PlayStation 2 Version of ] (]-]).}}<ref>{{cite magazine|title=11th Annual Gamepro Readers' Choice Awards|magazine=]|issue=161|publisher=]|date=February 2002|pages=44–45}}</ref><ref>{{cite magazine|title=Readers' Choice: Your Best of 2001|magazine=]|issue=166|publisher=]|date=July 2002|pages=42–43}}</ref> and ] for "Xbox Game of the Year" in 2002.{{efn|The 2002 Golden Joystick Awards was hosted by ] of '']'' and '']''.}}<ref>{{cite web |title=2002 Golden Joystick Awards Wrap-Up |url=https://www.gamezone.com/originals/2002-golden-joystick-awards-wrap-up/ |website=GameZone |author=Kombo |date=May 4, 2012 |access-date=13 December 2022 |archive-date=December 13, 2022 |archive-url=https://web.archive.org/web/20221213051708/https://www.gamezone.com/originals/2002-golden-joystick-awards-wrap-up/ |url-status=live }}</ref> as well as ] for "Best PC Game" in 2003.<ref>"Spike TV honors digital women, Ray Liotta in video game awards", ''The Victoria Advocate'', December 4, 2003.</ref> | |||
* ''']''': The parasitic Flood are encountered in 3 forms. The Infection Flood are the parasitic spores themselves, which make up for their extreme fragility by travelling in large swarms. The Combat Flood are infested Humans and Covenant Elites, their bodies hideously deformed. Combat Flood are unshielded but very sturdy. They can use both Human and Covenant weapons, and the tentacles which grow out of their hosts' limbs are formidable melee weapons. Carrier Flood are infested bodies that cannot be used for combat. The Carriers are walking incubators for Infection Flood. When they are wounded or close to a potential victim, they will explode, releasing their spores and causing damage to nearby life forms. | |||
''Halo: Combat Evolved'' won four awards at the ] (now known as the ]): "]", "Console Game of the Year", "]", and "]"; it also received nominations for "Outstanding Innovation in Console Gaming", "]", "]", and "]"<ref>{{cite web |title=Halo: Combat Evolved 5th Annual Interactive Achievement Awards |url=https://www.interactive.org/games/video_game_details.asp?idAward=2002&idGame=344 |website=] |access-date=3 July 2023}}</ref> | |||
* ''']''' ''']''': The Sentinels are drones that were designed to maintain and limit the Flood. ] is the caretaker of Installation 04 and can control the Sentinels as well as many other aspects of Halo. The Sentinels possess a powerful beam weapon and, while immune to infection by the Flood, are not particularly durable or resistant to damage. Some contain shield generators, which cast the same shield type as the ones the Elites have, since almost all of ] technology was copied from the ]. Sentinels will target whatever they are ordered to by 343 Guilty Spark, be it Covenant forces or the Master Chief. | |||
'']'' reviewed the ] version of the game, rating it five stars out of five, and stated that "If you didn't think there was a reason to buy an Xbox, ''Halo'' will change your mind."<ref name="NGv5n1">{{cite magazine|title=Next Gen's Ultimate Xbox Review Guide|magazine=]|volume=5|issue=1|publisher=]|date=January 2002|page=25}}</ref> | |||
*'''] Marine Corps''': On any difficulty setting other than Legendary (in which they are often susceptible to slaughter), these troops will offer effective ground support (including hitching rides in the Warthog, manning its gun turret and being passengers of the Scorpion tank; They later become the target of The Flood and are literally transformed into walking corpses by it. | |||
Although ''Halo''{{'}}s overall reception was largely positive, the game received criticism for its level design. GameSpy commented, "you'll trudge through countless hallways and control rooms that all look exactly the same, fighting identical-looking groups of enemies over and over and over...it is simply frustrating to see a game with such groundbreaking sequences too often degenerate this kind of mindless, repetitive action."<ref name="gamespy_review" /> Similarly, an article on Game Studies.org remarked, "In the latter part of the game, the scenarios rely on repetition and quantity rather than innovativeness and quality."<ref name=gamestudies /> ] concluded, "Halo is very much a game of two halves. The first half is fast, exciting, beautifully designed and constantly full of surprises. The second half is festooned with gobsmacking plot twists and great cinematics but let down by repetitive paint-by-numbers level design."<ref name="eurogamer_review" /> ''Halo'' was released prior to the launch of Xbox Live, and the lack of both online multiplayer and bots to simulate human players was criticized by GameSpy;<ref name="gamespy_review" /> in 2003 GameSpy included ''Halo'' in a list of "Top 25 Most Overrated Games of All Time."<ref name=gamespy /> | |||
===Weapons=== | |||
] | |||
{{main|List of weapons in Halo: Combat Evolved}} | |||
All usable weapons in ''Halo: Combat Evolved'' belong to either the Covenant or the UNSC (humans). The player can only carry two weapons at a time, in addition to up to eight grenades (four fragmentation grenades and four plasma grenades). | |||
''Halo''<nowiki>'</nowiki>s PC port received generally favorable reviews, garnering a score of 83% on Metacritic.<ref name="metacritic_pc" /> GameSpot stated that it was "still an incredible action game ... a true classic," awarding it 9.0 out of 10.<ref name="halopcreview" /> It received a score of 8.2 out of 10 from IGN, who stated, "If you've played the game on the Xbox, there's not much for you here."<ref name="ignreview4" /> Eurogamer called the game "a missed opportunity," but stated that the online multiplayer component was "a massive draw ... for ''Halo'' veterans."<ref name="eurogamer" /> The PC Port of ''Halo'' was heavily criticised for having poor performance issues even on a ] or ]-Based High-end PC at that time.<ref name="halopcreview" /><ref name="ignreview4" /> | |||
Covenant weapons are better suited for downing shields, and typically fire faster than their human-constructed counterparts. With the exception of the needler, they do not require ammunition or reloading; instead, each weapon comes with its own ]. Once this battery is depleted, the weapon must be discarded. Covenant weapons can also overheat if fired too often, after which they must be given time to cool down before they can be used again. | |||
''Halo'' has been praised ],<ref name="edge_list" /><ref name="gamepro_list" /> and was ranked by ] as the fourth-best first-person shooter made.<ref name="ign_rank" /> In 2017, ] inducted ''Halo'' to its ].<ref>{{cite web |title=Halo: Combat Evolved |url=https://www.museumofplay.org/games/halo-combat-evolved/ |website=] |publisher=] |access-date=6 May 2022 |archive-date=May 6, 2022 |archive-url=https://web.archive.org/web/20220506140450/https://www.museumofplay.org/games/halo-combat-evolved/ |url-status=live }}</ref> | |||
Human weapons, on the other hand, require both ammunition and constant reloading. They are better suited against unshielded opponents and do not overheat. | |||
== Legacy == | |||
The influence of the ] series is seen in the weapons of both sides - in both games the human weapons are mostly identical, save for one addition - the Sniper Rifle. However, there is more variety on the side of the Covenant, including the transferring of some weapons, such as the flechette launcher and fusion pistol, from the human to Covenant inventories. Weapon influences can be seen from the 1995-1996 TV series '']'' and '']''. | |||
''Halo'' is credited with modernizing the FPS genre.<ref name="retrogamer-makingof"/> According to GameSpot, ''Halo''{{'}}s "numerous subtle innovations have been borrowed by countless other games since".<ref name=bestlaunchgames /> The game is often cited as the main reason for the Xbox's success,<ref name=theage /> and it began what is commonly regarded as the system's flagship franchise.<ref name=cnet /> In July 2006, ] published an article estimating ''Halo'' as the second-highest revenue-generating 21st century console video game in the United States, behind '']''.<ref name=nextgen.biz /> The game's popularity sparked the usage of terms such as "''Halo'' clone"<ref name=voodooextreme /><ref name=xboxgamezone /><ref name=eurogamer5 /> and "''Halo'' killer",<ref name="gamespy_killzone" /> applied to games either similar to or anticipated to be better than it.<ref name="joystiq_moore" /> The ''Halo'' engine has been used for the game '']''.<ref name=gamespy100 /> | |||
''Halo'' has been featured at both ] and the ].<ref name=gamespot10 /><ref name=gamespot11 /> The game's sequel, '']'', made ]125 million with unit sales of 2.38 million on the first day of its release,<ref name=msnbc /> earning it the distinction of the fastest-selling United States media product in history.<ref name=gameindustry.biz /> Three years later, '']'' shattered that record with the biggest opening day in entertainment history, taking in US$170 million in its first 24 hours.<ref name="gamepro_halo3_records" /> | |||
===Vehicles=== | |||
{{main|List of vehicles in the Halo universe}} | |||
The Halo games let the player drive, pilot, and board a variety of vehicles during single and multiplayer gameplay, making their maneuverability, firepower and speed available to the player. When driving or piloting a vehicle, the game switches to a third-person perspective. | |||
In addition, the game inspired and was used in the fan-created '']'' video series, which is credited as the "first big success" of ] (the technique of using real-time 3D engines, often from video games, to create animated films).<ref name="summit_journal" /> | |||
Vehicles in ''Halo: Combat Evolved'' were indestructible (except for active Covenant vehicles in the Campaign mode), and the only way to take control of an occupied vehicle was to kill the driver. Also, when the vehicle flipped over, the entire crew was ejected from it. | |||
=== ''Halo: Custom Edition'' === | |||
In '']'', the vehicle system was changed, adding the ability to recover from a flip and to hijack a manned vehicle, as well as making all pilotable vehicles completely destructable. In the campaign component of ''Halo 2'', many levels contain a significantly higher number of vehicles than the first ''Halo'' game, due to the addition of damage and degradation which has the effect of each vehicle lasting for shorter periods of time, and the increased emphasis on vehicles in gameplay. | |||
On March 15, 2004, ] released '''''Halo: Custom Edition''''' for Windows, which enabled players to use custom-made maps and ] via the ''Halo'' Editing Kit developed by Bungie.<ref name=ign4 /> ''Halo: Custom Edition'' consists of multiplayer maps and requires an original copy of ''Halo'' for PC to install. Custom maps can be both single and multiplayer.<ref name=ign4/> | |||
=== |
=== Remaster === | ||
{{Main|Halo: Combat Evolved Anniversary}} | |||
] | |||
During the Microsoft press conference at the ], it was revealed that ''Halo: Combat Evolved'' would be remade by ] with an in-house game engine and would include achievements, Terminals, and Skulls. It was released for the Xbox 360 on November 15, 2011. The release date marks the 10th anniversary of the original game's release.<ref name=remk /> The remastered version of the original game includes online multiplayer and cooperative play functionality.<ref name="usa_today_halo_trilogy" /> The remaster is also the first ''Halo'' game to include ] support.<ref name="cvg_cea_kinect" /> The game is a mix of two ]s—the original Halo engine created by Bungie, which provides gameplay, and a new engine created by 343 Industries and Saber that is responsible for improved graphics—and the player is able to switch between the improved and classic modes of the game at any time.<ref name="vg247_cea_engine" /> The game's multiplayer component uses the '']'' gameplay engine, tailored with a map playlist to mimic the original multiplayer, as opposed to including the original game's multiplayer mode. | |||
''Halo'' contains a number of ], the most famous of which is the "Megg". A series of clues were handed out by the then girlfriend (Meg aka Pallor) of Jaime Griesemer, the developer who put the Megg into ''Halo''. In fact, the egg was originally intended as a "gift" only to be seen by her. A walkthrough to unlock the Megg can be found . | |||
''Anniversary'' was later included as part of '']''.<ref name="eurog_mcc" /><ref name="polygon" /><ref>{{cite web |url= https://www.polygon.com/2020/3/3/21163312/halo-1-combat-evolved-windows-pc-release-343-industries |title= Halo: Combat Evolved is now on PC |first= Nicole |last= Carpenter |date= March 4, 2020 |access-date= March 4, 2020 |work= ] |archive-date= March 4, 2020 |archive-url= https://web.archive.org/web/20200304022026/https://www.polygon.com/2020/3/3/21163312/halo-1-combat-evolved-windows-pc-release-343-industries |url-status= live }}</ref> | |||
] | |||
Aside from the Megg, many other Easter Eggs have been found. These include : | |||
* A developer's tag stained into a wall (Rex) | |||
* The "Food Nipple Grunt", a thirsty creature who is only in the game to deliver his one line, and is the only Covenant enemy who has a weapon but will not attack the player | |||
* The ability to hear a musical selection ("Siege of Madrigal") from a previous ] game, ], in a special zone within the campaign mode | |||
* The ability to wield three weapons at once, only triggered on the ''Pillar Of Autumn'' | |||
* Outside the bridge on the ''Pillar Of Autumn'', there is a bulletin board with several posters on it. Most of these are humourous eggs | |||
* Upon selecting "edit gametypes" on the multiplayer select screen, an image of a Spartan appears to the right, with little captions pointing to various parts of his body. On closer inspection these captions are actually easter eggs (see image) | |||
The ''Anniversary'' version of the game is the version featured in ''The Master Chief Collection'' for Xbox One. The single-player game is nearly identical to the Xbox 360 version, including the ability to swap between the updated "anniversary" graphics and the original game graphics, but excluding Stereoscopic 3DTV support.<ref>{{cite news |url=https://www.eurogamer.net/digitalfoundry-2014-what-works-and-what-doesnt-in-halo-the-master-chief-collection |title=What works - and what doesn't - in Halo: The Master Chief Collection |newspaper=Eurogamer.net |date=November 11, 2014 }}</ref> However, unlike the Xbox 360 release, the multiplayer component is the original multiplayer engine from ''Combat Evolved'' as opposed to ''Halo: Reach'' and is playable over Xbox Live. | |||
===Exploits=== | |||
A number of small glitches in the game have made room for exploits, where said glitches are often (but not always) used to the advantage of the player. One such secret is the "Blood Gulch Hack", where it is possible for the player to jump inside a rock using a Warthog or Scorpion tank. | |||
== Notes == | |||
However, the secrets are not limited to the multiplayer maps. One example of a campaign map secret is in the level "Assault on the Control Room". Towards the end of the level, the character passes through a large, open canyon area on a narrow bridge. It is possible to jump from this bridge down into the canyon without taking fatal damage. It's also possible to distract an Elite before he gets into his Banshee, then fly the Banshee to the canyon floor. Either way, the player skips a minor segment of the level. | |||
{{Notelist}} | |||
== References == | |||
Another exploit, albeit not very major, is the ability to "weapon-mix". Weapon-mixing is achieved on single-player maps, by activating a checkpoint while in the middle of swapping weapons. One interesting mix is the MA5B Assault Rifle and the M6D Pistol. If one was to be wielding the Pistol, and swap it for the MA5B while a checkpoint was activated, they would usually be left with an image of the Rifle only halfway or so pointed forward. If they then fired / melee attacked / threw a grenade, they would then have the weapon pointed normally. However, while looking like an Assault Rifle, and meleeing the same way, the mixed weapon fires Pistol shots and can zoom in like the pistol. It also has the ammunition capacity (12) of the Pistol. Other interesting weapon mixes are possible too, however they are "deactivated" when the player changes weapons (Y button on Xbox) or picks up a new weapon. | |||
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{{Reflist|refs= | |||
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<ref name="artofhalo">{{cite book |last= Trautmann|first=Eric|title=The Art of Halo|year= 2004|publisher= Del Ray Publishing|location=New York |isbn=0-345-47586-0}}</ref> | |||
<ref name="autogenerated1">{{cite web | date=February 28, 2002 | url=http://www.interactive.org/awards/2002_5th_awards.asp | title=2002 5th Annual Interactive Achievement Awards | publisher=] | access-date=September 1, 2006 | archive-date=June 29, 2016 | archive-url=https://web.archive.org/web/20160629131730/http://www.interactive.org/awards/2002_5th_awards.asp | url-status=live }}</ref> | |||
==Multiplayer== | |||
{{main|Multiplayer in Halo: Combat Evolved}} | |||
] | |||
<ref name=bungiefaq>{{cite web | url=http://www.bungie.net/Games/Halo/page.aspx?section=FAQInfo&subsection=FAQs&page=1 | archive-url=https://web.archive.org/web/20060427084242/http://www.bungie.net/Games/Halo/page.aspx?section=FAQInfo&subsection=FAQs&page=1 | archive-date=April 27, 2006 | title=''Halo'' : FAQInfo: FAQs | publisher=] | access-date=September 7, 2006 }}</ref> | |||
While 2-4 player multiplayer on a single Xbox is available, it feels barren and empty when faced with the prospect that 16 players can play together in one ''Halo'' game over a ], using four Xboxes that have been connected through the ] hub. The game's seamless support for this type of play, as well as a few large maps that can comfortably hold up to 16 combatants, was a first for console games. The PC version introduced free Internet multiplayer gameplay, as well as new vehicles (the ], which was previously only available in Campaign mode, and a new ] with a tri-barrel rocket launcher), weapons (Fuel Rod Gun and Flamethrower), and 6 new maps for multiplayer. A free release by Gearbox Software, '']'', lets experienced modders create their own maps and play on them over the Internet with other people who have downloaded the map. | |||
<ref name=bungie.net20>{{cite web | url=http://bungie.net/Inside/CustomPage.aspx?section=History&subsection=Main&page=6 |archive-url=https://web.archive.org/web/20041012021413/http://www.bungie.net/Inside/CustomPage.aspx?section=History&subsection=Main&page=6 | archive-date=October 12, 2004 | title= Inside Bungie: History | publisher=] | access-date=June 19, 2006 }}</ref> | |||
The ] is a prominent feature of ''Halo'' multiplayer - an extremely accurate, quick-firing weapon which could kill in three shots (as long as the last shot is in the head). The difficulty in aiming, as well as the requirement to lead shots for the pistol and the sniper rifle, made the weapons a prominent aspect of competitive ''Halo'' play, in which skilled players could outkill comparatively weaker players who were carrying weapons which, comparatively, inflicted more damage per shot, such as the rocket launcher. This set the game's weapons slightly off balance, however, and often resulted in many people using the pistol over any other weapon. While most of the other weapons such as the Plasma Rifle, Sniper Rifle and Shotgun all had specific uses, the pistol tended to overpower each of these weapons in all but the most extreme cases. The weapon respawn system also compelled a wave of players to use timers to determine the exact time weapons spawned, creating a map control scenario which defined team play. This is frowned upon by many people, who consider the use of non-game tools in the game defeats the purpose of skill based play, relegating it to what some refer to as "stopwatch gaming."{{citation needed}} Additionally, the Double-Melee (BLB) and Backpack Reload (X,X,Y) glitches were extremely useful, the first allowing extremely quick kills on close opponents, and the second keeping combat flowing by bypassing reloads. These are considered by some to be bad form, as it is exploiting a glitch which was unintentionally there. ] helped spawn ''Halo'' tournaments, and continues today as an organizer of ''Halo 2'' and '']'' tournaments. | |||
<ref name="bungie-bravenewworld">{{cite AV media |author=Bungie |date=August 4, 2011 |url=https://www.youtube.com/watch?v=OtG6--4r_qk |title=O Brave New World |publisher=Youtube |access-date=July 14, 2019 |archive-url=https://web.archive.org/web/20220819204021/https://www.youtube.com/watch?v=OtG6--4r_qk |archive-date=August 19, 2022 }}</ref> | |||
==Books== | |||
<!-- Image with unknown copyright status removed: ] --> | |||
As of December 2005, three books have been written based in the Halo universe, that are considered ] by ]. | |||
* '']'' is a ] to the game, written by ]. | |||
* '']'' is an adaptation of the game's story by ]. | |||
* '']'' takes place between the first game and Halo 2, by ]. In light of the storyline in Halo 2, it may not be considered ] by Bungie. | |||
<ref name=bestlaunchgames>{{cite web|url=http://www.gamespot.com/features/6134761/index.html |title=Best Launch Titles |website=] |access-date=September 7, 2006 |archive-url=https://web.archive.org/web/20051221160222/http://www.gamespot.com/features/6134761/index.html |archive-date=December 21, 2005 }}</ref> | |||
==Soundtrack== | |||
The '']'' was composed and produced by Martin O'Donnell and Michael Salvatori. The soundtrack has 26 songs and a 65:08 minute runtime. | |||
<ref name="chicagoreader-myth">{{cite news | url=http://www.chicagoreader.com/chicago/monsters-in-a-box/Content?oid=901762 | title=Monsters in a Box | newspaper=] | last=Mahin | first=Bill | date=March 23, 2000 | access-date=March 19, 2016 | |||
==Future developments== | |||
|url-status=live|archive-url=https://web.archive.org/web/20150923234846/https://www.chicagoreader.com/chicago/monsters-in-a-box/Content?oid=901762|archive-date=September 23, 2015}}</ref> | |||
The PC version of ''Halo'' received an update, called '']'', which was released by ]. This update extends the game's multiplayer mode, and has a customizable map option in which you can design your own multiplayer maps using common 3D modeling tools. The next episode in the ] story, ], was released on November 9, 2004.<ref>{{cite web|url=http://www.bungie.net/News/Story.aspx?link=5B522E9E-A265-409E-9267-EB2EDCFD50B4|title=Halo 2 Launch Date and Special Limited Edition!|accessdate=2006-03-11}}</ref> On the 9th May 2006 it was announced that Halo 3 has been in production for a number of months and will be released at some point during 2007. It was also announced that Halo 3 is the third and final game in the Halo series.<ref>{{cite web|url=http://www.gamespot.com/news/2005/05/15/news_6124592.html?part=rss&tag=gs_news&subj=6124592|title=Gamespot|accessdate =2006-03-12}}</ref> | |||
<ref name="cea-manual">{{cite web |year=2011 |title=Halo: Combat Evolved Anniversary Instruction Manual |url=http://download.microsoft.com/download/f/9/9/f99ab8f0-5191-4edd-b312-7a9b9e4784fa/haloanniversary_mnl_en-us.pdf|website=]|access-date=June 23, 2019|archive-date=June 9, 2019|archive-url=https://web.archive.org/web/20190609150947/http://download.microsoft.com/download/F/9/9/F99AB8F0-5191-4EDD-B312-7A9B9E4784FA/HaloAnniversary_MNL_EN-US.pdf|url-status=unfit}}</ref> | |||
In August 2005, Microsoft announced that a ] was under development by ]. It is scheduled to be released in 2007. | |||
<ref name=cnet>{{cite web | date=August 2, 2006 | url=http://reviews.cnet.com/4520-9020_7-6556686-1.html | title=Xbox 360 games we can't wait to play | website=] | access-date= September 7, 2006 |archive-url=https://web.archive.org/web/20070823045817/http://reviews.cnet.com/4520-9020_7-6556686-1.html |archive-date=August 23, 2007}}</ref> | |||
] is currently being ported to ], and will fully utilize ]. | |||
<ref name=cgw>{{cite magazine|author=Hiatt, Jesse|date=November 1999|title=Games That Will Change Gaming|url=http://halo.bungie.org/pressscans/display.html?scan=cgw1199|magazine=]|access-date=August 31, 2006|archive-date=October 21, 2011|archive-url=https://web.archive.org/web/20111021062437/http://halo.bungie.org/pressscans/display.html?scan=cgw1199|url-status=live}}</ref> | |||
==Other games with ''Halo''-themed mods== | |||
A free ] for the computer game series '']''/'']'' called ''Homefront'' features ''Halo''-esque and original content for online multiplayer games with up to 64 players. | |||
<ref name="cvg_cea_kinect">{{cite web |url=http://www.computerandvideogames.com/308057/halo-ce-anniversary-has-kinect-support/ |title=''Halo: CE Anniversary'' has Kinect support |date=June 20, 2011 |publisher=] |author=Pakinkis, Tom |access-date=June 20, 2011 |archive-date=June 21, 2011 |archive-url=https://web.archive.org/web/20110621223711/http://www.computerandvideogames.com/308057/halo-ce-anniversary-has-kinect-support/ |url-status=live }}</ref> | |||
is a mod for ]. It turns the ] into one with a Halo theme. | |||
<ref name=covenantfaq>{{cite web | url=http://www.bungie.net/Games/Halo/page.aspx?section=Guides&subsection=WeaponsVehiclesPages&page=2 | archive-url=https://web.archive.org/web/20041028152416/http://www.bungie.net/Games/Halo/page.aspx?section=Guides&subsection=WeaponsVehiclesPages&page=2 | archive-date=October 28, 2004 | title=Covenant Weapons Intro | publisher=] | access-date=September 8, 2006 }}</ref> | |||
is a mod for ]. It turns the RTS into one with a Halo theme. | |||
<ref name="eu_aus_launch">{{cite web|url=http://news.microsoft.com/2002/03/14/xbox-goes-global-with-european-and-australian-launches/ |title=Xbox Goes Global With European and Australian Launches |work=news.microsoft.com |publisher=] |date=March 14, 2002 |access-date=May 20, 2015 |archive-url=https://web.archive.org/web/20151017231355/http://news.microsoft.com/2002/03/14/xbox-goes-global-with-european-and-australian-launches/ |archive-date=October 17, 2015 |url-status=live }}</ref> | |||
is a mod for ]. It turns the RTS into one with a Halo theme. | |||
<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 }}</ref> | |||
There is an unofficial, user developed map on '']'' called Battle Creek. It is a reasonably accurate facsimile of Battle Creek from ''Halo: Combat Evolved'' and its descendant, Beaver Creek from ''Halo 2''. | |||
<ref name="gamespy_review">{{cite web |last=Accardo |first=Sal |date=November 15, 2001 |url=http://xbox.gamespy.com/xbox/halo-combat-evolved/558851p1.html |title=Gamespy: Halo |work=] |publisher=] |access-date=July 25, 2012 |page=1 |archive-url=https://web.archive.org/web/20131030165254/http://xbox.gamespy.com/xbox/halo-combat-evolved/558851p1.html |archive-date=October 30, 2013 }}</ref><!-- archive page 2, 3, 4 --> | |||
<ref name="eurog_mcc">{{cite web|url=http://www.eurogamer.net/articles/2014-06-12-halo-the-master-chief-collection-is-pure-fan-service |title=Halo: The Master Chief Collection is pure fan service |work=] |publisher=Gamer Network |first=Wesley |last=Yin-Poole |date=June 12, 2014 |access-date=May 20, 2015 |archive-url=https://web.archive.org/web/20150612071527/http://www.eurogamer.net/articles/2014-06-12-halo-the-master-chief-collection-is-pure-fan-service |archive-date=June 12, 2015 |url-status=live }}</ref> | |||
There is also an upcoming Metroid Prime mod of the game | |||
<ref name="eurogamer_review">{{cite web|url=http://www.eurogamer.net/articles/r_halo_x |title=Halo Review |work=] |publisher=Gamer Network |first=John |last=Bye |date=March 13, 2002 |access-date=December 3, 2011 |archive-url=https://web.archive.org/web/20150519050311/http://www.eurogamer.net/articles/r_halo_x |archive-date=May 19, 2015 |url-status=live }}</ref> | |||
==References== | |||
<references/> | |||
<ref name="edge_list">{{cite magazine | url=http://www.edge-online.com/features/edges-top-100-games-all-time/10 | title=Edge's Top 100 games of all time | magazine=] | publisher=] | date=July 2, 2007 | access-date=September 28, 2012 | page=10 | archive-url=https://web.archive.org/web/20121018205115/http://www.edge-online.com/features/edges-top-100-games-all-time/10/ | archive-date=October 18, 2012 }}</ref> | |||
==External links== | |||
* | |||
* | |||
* | |||
<ref name="edge-2010">{{cite magazine |editor=Mott, Tony |year=2010 |title=2001: A Space Odyssey |magazine=]|issue=215 |page=86 |quote='''Jaime Griesemer''': At the time, Microsoft marketing thought ''Halo'' was not a good name for a videogame brand. It wasn't descriptive like all the military games we were competing with. We told them ''Halo'' was the name. The compromise was they could add a subtitle. Everyone at Bungie hated it. But it turned out to be a very sticky label and has now entered the gaming lexicon... so I guess in hindsight it was a good compromise. But the real name of the game is just ''Halo''.}}</ref> | |||
<ref name=eurogamer>{{cite web | author=Reed, Kristan | date=October 10, 2003 | url=http://www.eurogamer.net/article.php?article_id=53472 | title=''Halo: Combat Evolved'' Review - PC | website=] | access-date=September 7, 2006 | archive-date=September 3, 2017 | archive-url=https://web.archive.org/web/20170903182353/https://www.eurogamer.net/articles/r_halo_pc | url-status=live }}</ref> | |||
<ref name="eurog_bungie_patch">{{cite web|author=Miller, Arthur|date=May 12, 2014|url=http://www.eurogamer.net/articles/2014-05-12-bungie-to-update-halo-pc-with-server-fix|title=Home News Halo: Combat Evolved PC Bungie to update Halo PC with server fix|work=]|publisher=Gamer Network|access-date=May 12, 2014|archive-date=May 13, 2014|archive-url=https://web.archive.org/web/20140513002036/http://www.eurogamer.net/articles/2014-05-12-bungie-to-update-halo-pc-with-server-fix|url-status=live}}</ref> | |||
<ref name="egm-afterthoughts">{{cite magazine|author=Staff|title=Afterthoughts: Halo|magazine=]|date=February 2002|issue=151|issn=1058-918X|pages=52–54}}</ref> | |||
<ref name=eurogamer5>{{cite web | author=Gibson, Ellie | date=November 14, 2005 | url=http://www.eurogamer.net/article.php?article_id=61679 | title=Rare on Revolution controller | website=] | access-date=September 7, 2006 | archive-date=May 1, 2006 | archive-url=https://web.archive.org/web/20060501230329/http://www.eurogamer.net/article.php?article_id=61679 | url-status=live }}</ref> | |||
<ref name="euro_update">{{cite web|url=http://www.eurogamer.net/article.php?article_id=87475|archive-url=https://archive.today/20120630005119/http://www.eurogamer.net/article.php?article_id=87475|archive-date=June 30, 2012|title=Autumn 360 update dated|website=]|date=November 13, 2007|access-date=November 15, 2007|author=Purchese, Rob}}</ref> | |||
<ref name=faq>{{cite web |url=http://halo.bungie.org/faq/gameplay.html |title=Frequently Asked Questions about ''Halo'': Gameplay |publisher=] |access-date= September 6, 2006 |archive-url = https://web.archive.org/web/20020803082341/http://halo.bungie.org/faq/gameplay.html |archive-date = August 3, 2002}}</ref> | |||
<ref name=fauna>{{cite web | url=http://www.bungie.net/News/TopStory.aspx?story=prexboxhistory040904 |archive-url=https://web.archive.org/web/20041011112259/http://www.bungie.net/News/TopStory.aspx?story=prexboxhistory040904 | archive-date=October 11, 2004 | title= One Million Years B.X. (Before Xbox) | publisher=] | access-date=September 7, 2006 |date=April 9, 2004}}</ref> | |||
<ref name=firingsquad>{{cite web|author1=Wojnarowicz, Jakub |author2=Colayco, Bob |date=May 18, 2001 |url=http://www.firingsquad.com/features/2001e3part1/ |title=2001 E3 Part 1 |publisher=FiringSquad |access-date=September 5, 2006 |archive-url=https://web.archive.org/web/20061016234304/http://www.firingsquad.com/features/2001e3part1/ |archive-date=October 16, 2006 }}</ref> | |||
<ref name="gamasutra-edfriesinterview">{{cite web|author=Alexander, Leigh|date=August 14, 2009|url=https://www.gamasutra.com/view/news/115775/Interview_Former_Microsoft_Exec_Fries_Talks_Xboxs_Genesis.php|title=Interview: Former Microsoft Exec Fries Talks Xbox's Genesis|work=]|publisher=UBM Technology Group|access-date=September 6, 2019|archive-date=January 12, 2020|archive-url=https://web.archive.org/web/20200112235824/https://www.gamasutra.com/view/news/115775/Interview_Former_Microsoft_Exec_Fries_Talks_Xboxs_Genesis.php|url-status=live}}</ref> | |||
<ref name="gamespot">{{cite web|url=http://www.gamespot.com/mac/action/halo/index.html |title=''Halo: Combat Evolved'' Macintosh |website=] |access-date=August 22, 2006 |archive-url=https://web.archive.org/web/20061020185712/http://www.gamespot.com/mac/action/halo/index.html |archive-date=October 20, 2006 }}</ref> | |||
<ref name=gamepro>{{cite magazine | author=Nihei, Wes | title=A World Apart | url=http://halo.bungie.org/pressscans/display.html?scan=gamepro.0501 | magazine=] | date=May 1999 | page=42 | access-date=September 27, 2007 | archive-date=October 11, 2007 | archive-url=https://web.archive.org/web/20071011062025/http://halo.bungie.org/pressscans/display.html?scan=gamepro.0501 | url-status=live }}</ref> | |||
<ref name="gamepro_list">{{cite magazine | url=http://www.gamepro.com/gamepro/international/games/features/110028.shtml | title=The 52 Most Important Video Games of All Time | magazine=] | date=April 25, 2007 | access-date=September 3, 2007 |archive-url=https://web.archive.org/web/20070520142756/http://www.gamepro.com/gamepro/international/games/features/110028.shtml | archive-date=May 20, 2007 }}</ref> | |||
<ref name=gamespotfaq>{{cite web|date=October 17, 2003 |url=http://au.gamespot.com/features/6075824/p-34.html |title=Halo Game Guide - The Covenant |page=34 |website=] |access-date=September 8, 2006 |archive-url=https://web.archive.org/web/20070929225255/http://au.gamespot.com/features/6075824/p-34.html |archive-date=September 29, 2007 }}</ref> | |||
<ref name=gamespotfaq2>{{cite web|date=October 17, 2003 |url=http://au.gamespot.com/features/6075824/p-36.html |title=''Halo'' Game Guide - The Flood |page=36 |website=] |access-date=September 8, 2006 |archive-url=https://web.archive.org/web/20070926212434/http://au.gamespot.com/features/6075824/p-36.html |archive-date=September 26, 2007 }}</ref> | |||
<ref name=gamespotreview>{{cite web | author=Fielder, Joe | date=November 9, 2001 | url=http://www.gamespot.com/reviews/halo-review/1900-2823816/ | title=''Halo: Combat Evolved'' Xbox Review | website=] | access-date=January 19, 2014 | archive-date=January 26, 2014 | archive-url=https://web.archive.org/web/20140126121430/http://www.gamespot.com/reviews/halo-review/1900-2823816/ | url-status=live }}</ref> | |||
<ref name=gdc>{{cite web | author=O'Donnell, Martin | author-link=Martin O'Donnell | date=March 24, 2002 | url=http://halo.bungie.org/misc/gdc.2002.music/ | title=Producing Audio for ''Halo'' | publisher=] | access-date=September 6, 2006 | archive-date=June 1, 2006 | archive-url=https://web.archive.org/web/20060601080834/http://halo.bungie.org/misc/gdc.2002.music/ | url-status=live }}</ref> | |||
<ref name=gi>{{cite magazine | url=http://www.gameinformer.com/Games/Review/200111/R03.0805.1634.24132.htm?CS_pid=210001|title=''Halo'': The Xbox Essential | magazine=] | author=McNamara, Andy |archive-url=https://web.archive.org/web/20071011045908/http://gameinformer.com/Games/Review/200111/R03.0805.1634.24132.htm?CS_pid=210001|archive-date=October 11, 2007 | access-date=September 26, 2006 }}</ref> | |||
<ref name=gamespy3>{{cite web | author=Accardo, Sal | date=May 13, 2003 | url=http://pc.gamespy.com/pc/halo-combat-evolved/5870p1.html | title=''Halo: Combat Evolved'': The Very First Look | publisher=] | access-date=September 20, 2006 | archive-date=February 6, 2006 | archive-url=https://web.archive.org/web/20060206112240/http://pc.gamespy.com/pc/halo-combat-evolved/5870p1.html | url-status=live }}</ref> | |||
<ref name=gamestock>{{cite web | author=Lopez, Vincent | date=March 4, 2001 | url=http://xbox.ign.com/articles/098/098271p1.html | title=Playable ''Halo'' at GameStock | website=IGN | access-date=September 5, 2006 | archive-date=September 13, 2006 | archive-url=https://web.archive.org/web/20060913143224/http://xbox.ign.com/articles/098/098271p1.html }}</ref> | |||
<ref name="gamespy_killzone">{{cite web | url=http://au.ps2.gamespy.com/playstation-2/killzone/562748p1.html | title=Gamespy: Killzone | work=] | publisher=] | date=November 2, 2004 | access-date=October 14, 2007 | last=Tuttle | first=Will|quote='''Will Tuttle:''' "So it was with great disappointment that I finished my review copy of Sony's Killzone, a game that was at one time unfairly labeled a "''Halo'' killer" by some members of the gaming press. | page=1 | archive-url=https://web.archive.org/web/20150509171555/http://au.ps2.gamespy.com/playstation-2/killzone/562748p1.html | archive-date=May 9, 2015 | url-status=live}}</ref> | |||
<ref name=gamerevolution>{{cite web | author=Sanders, Shawn | url=http://www.gamerevolution.com/review/xbox/halo-combat-evolved | title=''Halo: Combat Evolved'' review for the XBOX | publisher=] | date=November 1, 2001 | access-date=September 2, 2006 | archive-url=https://web.archive.org/web/20120927041942/http://www.gamerevolution.com/review/halo-combat-evolved | archive-date=September 27, 2012 }}</ref> | |||
<ref name=gamespotnews>{{cite web|author=Parker, Sam |date=July 14, 2003 |url=http://www.gamespot.com/xbox/action/halo/news.html?sid=6071658&mode=news |title=''Halo'' reaches 3 million |website=] |access-date=September 1, 2006 |archive-url=https://web.archive.org/web/20070929160607/http://www.gamespot.com/xbox/action/halo/news.html?sid=6071658&mode=news |archive-date=September 29, 2007 }}</ref> | |||
<ref name=gamepro50>{{cite magazine| date=January 28, 2004 | url=http://www.gamepro.com/article/news/33151/halo-sells-over-four-million-for-xbox/ |title=''Halo'' Sells Over Four Million for Xbox | magazine=] | access-date=September 1, 2006 |archive-url=https://web.archive.org/web/20081206144055/http://www.gamepro.com/article/news/33151/halo-sells-over-four-million-for-xbox/|archive-date=December 6, 2008}}</ref> | |||
<ref name=gamestudies>{{cite journal | author=Järvinen, Aki | url=http://www.gamestudies.org/0102/jarvinen/ | title=''Halo'' and the Anatomy of the FPS | journal=Game Studies | volume=2 | issue=1 | date=July 2002 | access-date=September 4, 2006 | archive-date=September 3, 2006 | archive-url=https://web.archive.org/web/20060903071410/http://www.gamestudies.org/0102/jarvinen/ | url-status=live }}</ref> | |||
<ref name=gamespy>{{cite web|date=September 15, 2003 |url=http://archive.gamespy.com/articles/september03/25overrated/index17.shtml |title=Top 25 Most Overrated Games of All Time |publisher=] |access-date=June 26, 2006 |archive-url=https://web.archive.org/web/20060622142425/http://archive.gamespy.com/articles/september03/25overrated/index17.shtml |archive-date=June 22, 2006 }}</ref> | |||
<ref name=gamespy100>{{cite web|author=Van Autrijve, Rainier |date=October 29, 2004 |url=http://xbox.gamespy.com/xbox/stubbs-the-zombie-in-rebel-without-a-pulse/561824p1.html |title=''Rebel Without a Pulse'' Announced |publisher=] |access-date=September 7, 2006 |archive-url=https://web.archive.org/web/20060507230902/http://xbox.gamespy.com/xbox/stubbs-the-zombie-in-rebel-without-a-pulse/561824p1.html |archive-date=May 7, 2006 }}</ref> | |||
<ref name=gamespot10>{{cite web|author=Olsen, Jennifer |date=October 7, 2004 |url=http://www.gamespot.com/xbox/action/halo/news.html?sid=6109868&mode=news |title=The pomp before the stomp: The World Cyber Games kicks off |website=] |access-date=September 7, 2006 |archive-url=https://web.archive.org/web/20070930014722/http://www.gamespot.com/xbox/action/halo/news.html?sid=6109868&mode=news |archive-date=September 30, 2007 }}</ref> | |||
<ref name=gamespot11>{{cite web | author=Calvert, Justin | date=September 10, 2003 | url=http://www.gamespot.com/articles/10000-in-prize-money-for-first-mlg-event/1100-6074860/ | title=$10,000 in prize money for first MLG event | website=] | access-date=September 7, 2006 | archive-date=March 22, 2014 | archive-url=https://web.archive.org/web/20140322154509/http://www.gamespot.com/articles/10000-in-prize-money-for-first-mlg-event/1100-6074860/ | url-status=live }}</ref> | |||
<ref name=gameindustry.biz>{{cite web | author=Fahey, Rob | date=November 11, 2004 | url=http://www.gamesindustry.biz/articles/halo-2-us-sales-top-125-million-uk-retail-celebrates-successful-launch | title=''Halo 2'' US sales top $125 million; UK retail celebrates successful launch | work=GamesIndustry.biz | publisher=] | access-date=September 7, 2006 | archive-date=December 3, 2008 | archive-url=https://web.archive.org/web/20081203002843/http://www.gamesindustry.biz/articles/halo-2-us-sales-top-125-million-uk-retail-celebrates-successful-launch | url-status=live }}</ref> | |||
<ref name="gamepro_halo3_records">{{cite magazine |url=http://www.gamepro.com/article/news/136548/halo-3-shatters-retail-record-sells-170m-in-24-hrs/ |title=''Halo 3'' shatters retail record; sells $170M in 24 hrs |access-date=September 27, 2007 |author=Snow, Blake |magazine=] |date=September 26, 2007|archive-url=https://web.archive.org/web/20081206003930/http://www.gamepro.com/article/news/136548/halo-3-shatters-retail-record-sells-170m-in-24-hrs/|archive-date=December 6, 2008}}</ref> | |||
<ref name=gamingage>{{cite web|author=Klepek, Patrick |date=May 5, 2003 |url=http://www.gaming-age.com/news/2003/5/2-15 |title=''Halo'' novel cracks bestseller |publisher=Gaming-Age |access-date=September 2, 2006 |archive-url=https://web.archive.org/web/20050426111227/http://www.gaming-age.com/news/2003/5/2-15 |archive-date=April 26, 2005 }}</ref> | |||
<ref name="goldenjoystick-halo">{{cite book|editor=Castle, Matthew|year=2015|title=Golden Joystick Presents... Halo|publisher=Future Publishing|url=http://msgfocus.com/files/amf_future_publishing/project_721/GR_Free_EBooks/Halo_Ultimate_Guide.pdf|access-date=March 3, 2019|archive-date=June 26, 2021|archive-url=https://web.archive.org/web/20210626130131/http://msgfocus.com/files/amf_future_publishing/project_721/GR_Free_EBooks/Halo_Ultimate_Guide.pdf|url-status=live}}</ref> | |||
<ref name="gamesradar-history of halo">{{cite web |author=Staff|date=October 8, 2007|url=http://www.gamesradar.com/f/the-history-of-halo/a-2007100812649684036 |title=The History of Halo; How two students went from Pong clones to the biggest game of all time |website=] |pages=1–4 |access-date=October 9, 2009 |archive-url=https://web.archive.org/web/20081123041945/http://www.gamesradar.com/f/the-history-of-halo/a-2007100812649684036 |archive-date=November 23, 2008 }}</ref> | |||
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<ref name="haloeffect-rearview">{{cite book|author=Gillen, Kieron|year=2006|editor-first=Glenn|editor-last=Yeffeth|chapter=Planetary Objects In the Rear View Mirror|title=Halo Effect: An Unauthorized Look at the Most Successful Video Game of All Time|publisher=BenBella Books|isbn=1-933771-11-9|chapter-url-access=registration|chapter-url=https://archive.org/details/haloeffectunauth0000unse|url-access=registration|url=https://archive.org/details/haloeffectunauth0000unse}}</ref> | |||
<ref name="halo.bungie.org-totalaudiointerview">{{cite web|url=http://nikon.bungie.org/music.html|title=TotalAudio Questions & Answers|publisher=]|access-date=January 30, 2008|archive-date=August 11, 2019|archive-url=https://web.archive.org/web/20190811195927/http://nikon.bungie.org/music.html|url-status=live}}</ref> | |||
<ref name=humanfaq>{{cite web | url=http://www.bungie.net/Games/Halo/page.aspx?section=Guides&subsection=WeaponsVehiclesPages&page=1 | archive-url=https://web.archive.org/web/20041028151828/http://www.bungie.net/Games/Halo/page.aspx?section=Guides&subsection=WeaponsVehiclesPages&page=1 | archive-date=October 28, 2004 | title=Human Weapons Intro | publisher=] | access-date=September 8, 2006 }}</ref> | |||
<ref name=halopcreview>{{cite web|author=Kasavin, Greg |date=September 29, 2003 |url=http://www.gamespot.com/pc/action/halo/review.html |title=''Halo: Combat Evolved'' PC Review |website=] |access-date=September 7, 2006 |archive-url=https://web.archive.org/web/20061023072805/http://www.gamespot.com/pc/action/halo/review.html |archive-date=October 23, 2006 }}</ref> | |||
<ref name=halopcgamespotpreview>{{cite web|author=Parker, Sam |date=May 15, 2003 |url=http://www.gamespot.com/pc/action/halo/news.html?sid=6028228 |title=''Halo'' PC Hands-On |website=] |access-date=September 20, 2006 |archive-url=https://web.archive.org/web/20060928015112/http://www.gamespot.com/pc/action/halo/news.html?sid=6028228 |archive-date=September 28, 2006 }}</ref> | |||
<ref name=ign2000>{{cite web | date=July 12, 2002 | url=http://pc.ign.com/articles/364/364726p1.html | title=''Halo'' Officially Official for the PC! | website=IGN | access-date=September 20, 2006 | archive-date=June 13, 2011 | archive-url=https://web.archive.org/web/20110613045848/http://pc.ign.com/articles/364/364726p1.html }}</ref> | |||
<ref name=ign23>{{cite web | author=Sulic, Ivan | date=May 16, 2003 | url=http://pc.ign.com/articles/403/403470p1.html | title=E3 2003: ''Halo'' Hands-On | website=IGN | access-date=September 20, 2006 | archive-date=December 11, 2006 | archive-url=https://web.archive.org/web/20061211124420/http://pc.ign.com/articles/403/403470p1.html }}</ref> | |||
<ref name="ign_gamespy_shutdown">{{cite web|author=Dyer, Mitch|date=April 3, 2014|url=http://www.ign.com/articles/2014/04/03/gamespy-multiplayer-shutting-down-hundreds-of-games-at-risk|title=GAMESPY MULTIPLAYER SHUTTING DOWN, HUNDREDS OF GAMES AT RISK|work=]|publisher=Ziff Davis|access-date=May 12, 2014|archive-date=May 12, 2014|archive-url=https://web.archive.org/web/20140512043624/http://www.ign.com/articles/2014/04/03/gamespy-multiplayer-shutting-down-hundreds-of-games-at-risk|url-status=live}}</ref> | |||
<ref name=ign4>{{cite web | url=http://pc.ign.com/objects/692/692670.html | title=''Halo: Custom Edition'' - PC | website=IGN | access-date=September 2, 2006 | archive-date=November 27, 2004 | archive-url=https://web.archive.org/web/20041127050923/http://pc.ign.com/objects/692/692670.html }}</ref> | |||
<ref name=ignpreview>{{cite web | author=Lopez, Vincent | date=July 21, 1999 | url=http://pc.ign.com/articles/068/068975p1.html | title=Heavenly ''Halo'' Announced from Bungie | website=IGN | access-date=August 31, 2006 | archive-date=August 7, 2011 | archive-url=https://web.archive.org/web/20110807074453/http://pc.ign.com/articles/068/068975p1.html }}</ref> | |||
<ref name=ignreview4>{{cite web | author=Butts, Steve | date=September 27, 2003 | url=http://pc.ign.com/articles/451/451902p1.html | title=''Halo: Combat Evolved'' Review - PC Review | website=IGN | access-date=September 7, 2006 | archive-date=November 8, 2006 | archive-url=https://web.archive.org/web/20061108004438/http://pc.ign.com/articles/451/451902p1.html }}</ref> | |||
<ref name="joystiq_moore">{{cite web | last=Ransom-Wiley | first=James | date=January 23, 2006 | url=http://www.joystiq.com/2006/01/23/joystiq-interview-peter-moore-ces/ | title=Joystiq Interview: Peter Moore @ CES | work=] | publisher=] | access-date=September 7, 2006 | archive-url=https://web.archive.org/web/20150128024300/http://www.joystiq.com/2006/01/23/joystiq-interview-peter-moore-ces/ | archive-date=January 28, 2015 }}</ref> | |||
<!-- <ref name="ign_halo_360">{{cite web|url=http://uk.ign.com/articles/2007/11/30/fall-update-details |title=Fall Update Details |work=] |publisher=] |first=Nate |last=Ahearn |date=November 30, 2007 |access-date=May 20, 2015 |page=1 |archive-url=https://web.archive.org/web/20150929060418/http://www.ign.com/articles/2007/11/30/fall-update-details |archive-date=September 29, 2015 |url-status=live }}</ref>--> | |||
<ref name="ign_rank">{{cite web |url=http://ign.com/top/shooters/4 |title=Halo: Combat Evolved -#4 Top Shooters |work=] |publisher=] |date=September 13, 2013 |access-date=February 23, 2014 |page=4 |archive-url=https://web.archive.org/web/20150716050610/http://www.ign.com/top/shooters/4 |archive-date=July 16, 2015 }}</ref> | |||
<ref name="ign_review">{{cite web |last=Boulding |first=Aaron |date=November 9, 2001 |url=http://uk.ign.com/articles/2001/11/10/halo-review |title=Halo Review |work=] |publisher=] |access-date=May 20, 2015 |page=1 |archive-url=https://web.archive.org/web/20150502102021/http://www.ign.com/articles/2001/11/10/halo-review |archive-date=May 2, 2015 }}</ref><!-- archive page 2 --> | |||
<ref name="ign-historyofhalo">{{cite web|author=McLaughlin, Rus|date=2007-09-20|url=http://retro.ign.com/articles/821/821618p1.html|title=IGN Presents The History of Halo|website=]|access-date=2008-11-01|pages=1–3|archive-date=May 15, 2012|archive-url=https://web.archive.org/web/20120515003712/http://retro.ign.com/articles/821/821618p1.html|url-status=live}}</ref> | |||
<ref name="manual">{{cite book|year=2001|editor=]|title=Halo: Combat Evolved Instruction Manual|url=http://www.bungie.net/images/games/halo/about/xbox_manual.pdf|publisher=]|access-date=June 23, 2011|archive-date=December 15, 2011|archive-url=https://web.archive.org/web/20111215154249/http://www.bungie.net/images/games/halo/about/xbox_manual.pdf}}</ref> | |||
<ref name=microsoftpressrelease>{{cite web|date=June 19, 2000 |url=http://www.microsoft.com/presspass/press/2000/Jun00/BungiePR.mspx |title=Microsoft to Acquire Bungie Software |publisher=] |access-date=August 22, 2006 |archive-url=https://web.archive.org/web/20060501214618/http://www.microsoft.com/presspass/press/2000/Jun00/BungiePR.mspx |archive-date=May 1, 2006 }}</ref> | |||
<ref name="metacritic_xbox">{{cite web|url=https://www.metacritic.com/game/halo-combat-evolved/critic-reviews/?platform=xbox |title=Halo: Combat Evolved for Xbox Reviews |work=] |publisher=] |access-date=June 22, 2011 |archive-url=https://web.archive.org/web/20150511085008/http://www.metacritic.com/game/xbox/halo-combat-evolved |archive-date=May 11, 2015 |url-status=live }}</ref> | |||
<ref name="metacritic_pc">{{cite web|url=http://www.metacritic.com/games/platforms/pc/halo |title=Halo: Combat Evolved for PC Reviews |work=] |publisher=] |access-date=August 22, 2006 |archive-url=https://web.archive.org/web/20150626070552/http://www.metacritic.com/game/pc/halo-combat-evolved |archive-date=June 26, 2015 |url-status=live }}</ref> | |||
<ref name=music4gamers>{{cite web | author=Marks, Aaron | date=December 2, 2002 | url=http://www.music4games.net/Features_Display.aspx?id=24 | title=The Use and Effectiveness of Audio in ''Halo'': Game Music Evolved | publisher=] | access-date=September 6, 2006 |archive-url=https://web.archive.org/web/20060619120737/http://www.music4games.net/Features_Display.aspx?id=24|archive-date=June 19, 2006}}</ref> | |||
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<ref name=mythguide>{{cite book|author=Farkas, Bart|chapter=12: The Making of ''Myth''|title=Myth: The Fallen Lords: Strategies & Secrets|editor1-last=Brodnitz|editor1-first=Dan|editor2-last=Adams|editor2-first=Maureen|editor3-last=Auer|editor3-first=Lisa|editor4-last=Loucks|editor4-first=Jonathan|publisher=]|location=]|year=1999|pages=261–271}}</ref> | |||
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<ref name="nylund-unsung hero">{{cite web|author=Nylund, Eric|date=October 2, 2015|url=http://ericnylund.com/?p=1256|title=Unsung Hero of the HALO Franchise|website=EricNylund.com|access-date=April 12, 2023|archive-date=August 3, 2016|archive-url=https://web.archive.org/web/20160803022643/http://ericnylund.com/?p=1256/|url-status=live}}</ref> | |||
<ref name=nextgen>{{cite journal|author=Toyama, Kevin|title=Holy ''Halo''|url=http://halo.bungie.org/pressscans/display.html?scan=nextgen.0501|journal=]|date=May 2001|page=1|access-date=September 27, 2007|archive-date=October 11, 2007|archive-url=https://web.archive.org/web/20071011053604/http://halo.bungie.org/pressscans/display.html?scan=nextgen.0501|url-status=live}}</ref> | |||
<ref name=nextgen.biz>{{cite web | author1=Campbell, Colin | author2=Keiser, Joe | date=July 29, 2006 | url=http://www.edge-online.com/features/top-100-games-21st-century/ | title=The Top 100 Games of the 21st Century | work=Next-Gen.biz | publisher=] | access-date=December 3, 2011 | page=11 | archive-date=April 18, 2012 | archive-url=https://web.archive.org/web/20120418225219/http://www.edge-online.com/features/top-100-games-21st-century | url-status=live }}</ref> | |||
<ref name="oxm183-interview">{{cite magazine|author1=Amrich, Dan |first2=Ryan |last2=McCaffrey |date=September 25, 2009 |url=http://oxmpodcast.podbean.com/2009/09/25/koxm-episode-183/ |title=KOXM Episode 183 |magazine=] |access-date=September 28, 2009 |archive-url=https://web.archive.org/web/20091001221741/http://oxmpodcast.podbean.com/2009/09/25/koxm-episode-183/ |archive-date=October 1, 2009 }}—interview segment from 0:22:15–1:02:00.</ref> | |||
<ref name=pressrelease>{{cite web|date=April 8, 2002 |url=http://www.microsoft.com/presspass/press/2002/apr02/04-08halomillionpr.mspx |title=''Halo: Combat Evolved'' for Xbox Tops 1 Million Mark In Record Time |publisher=] |access-date=September 1, 2006 |archive-url=https://web.archive.org/web/20080106211440/http://www.microsoft.com/presspass/press/2002/apr02/04-08halomillionpr.mspx |archive-date=January 6, 2008 }}</ref> | |||
<ref name="pcgamer-halo scoop">{{cite journal|author=Morris, Daniel|title=Your first look at... ''Halo''|journal=]|date=October 1999|page=40}}<!-- http://halo.bungie.org/pressscans/display.html?scan=pcgamerusoct99 --></ref> | |||
<ref name=polygon>{{cite web|url=https://www.polygon.com/2019/3/12/18261738/halo-master-chief-collection-pc-windows-steam|title=Halo: The Master Chief Collection coming to PC|author=Polygon|website=]|date=March 12, 2019|access-date=March 23, 2019|archive-date=October 26, 2019|archive-url=https://web.archive.org/web/20191026163508/https://www.polygon.com/2019/3/12/18261738/halo-master-chief-collection-pc-windows-steam|url-status=live}}</ref> | |||
<ref name="rps_pc_patch">{{cite web|url=http://www.rockpapershotgun.com/2014/05/19/halo-pc-patch-gamespy/|title=Is It Bungie You're Looking For? Halo Patch Drops GameSpy|last=O'Connor|first=Alice|date=May 19, 2014|publisher=]|access-date=May 19, 2014|archive-url=https://web.archive.org/web/20140519211941/http://www.rockpapershotgun.com/2014/05/19/halo-pc-patch-gamespy/|archive-date=May 19, 2014}}</ref> | |||
<ref name="retrogamer-makingof">{{cite web|author=Staff|date=March 23, 2015|url=https://www.retrogamer.net/retro_games00/the-making-of-halo-combat-evolved/|title=The Making of Halo: Combat Evolved|work=]|publisher=Imagine Publishing|url-status=live|access-date=January 2, 2019|archive-url=https://web.archive.org/web/20160530225152/https://www.retrogamer.net/retro_games00/the-making-of-halo-combat-evolved/|archive-date=May 30, 2016}}</ref> | |||
<ref name=remk>{{cite magazine | author=Davison, Pete | date=June 6, 2011 | url=http://www.gamepro.com/article/news/219999/e3-halo-anniversary-coming-november-15/ | title=E3: ''Halo Anniversary'' Coming November 15 | magazine=] | access-date=June 6, 2011 | archive-url=https://web.archive.org/web/20111202051157/http://www.gamepro.com/article/news/219999/e3-halo-anniversary-coming-november-15/ | archive-date=December 2, 2011 | df=mdy-all }}</ref> | |||
<ref name="summit_journal">{{cite CiteSeerX |last1=Tavares |first1=José Pedro |last2=Gil |first2=Rui |last3=Roque |first3=Licino |date=April 15, 2005 |title=Player as Author: conjecturing online game creation modalities and infrastructure |citeseerx=10.1.1.132.6927 }}</ref> | |||
<!-- <ref name=teamxbox>{{cite web|author=Soboleski, Brent |date=November 9, 2001 |url=http://reviews.teamxbox.com/xbox/101/Halo/p1/ |title=''Halo'' Review (Xbox) |publisher=] |access-date=September 2, 2006 |archive-url=https://web.archive.org/web/20060328162606/http://reviews.teamxbox.com/xbox/101/Halo/p1/ |archive-date=March 28, 2006 }}</ref> unused --> | |||
<ref name=theage>{{cite web | author=Hill, Jason | date=November 4, 2004 | url=http://www.theage.com.au/news/Livewire/Xbox-wears-a-Halo-of-success/2004/11/03/1099362207594.html | title=Xbox wears a ''Halo'' of success | work=] | access-date=September 19, 2006 | archive-date=December 4, 2007 | archive-url=https://web.archive.org/web/20071204183513/http://www.theage.com.au/news/Livewire/Xbox-wears-a-Halo-of-success/2004/11/03/1099362207594.html | url-status=live }}</ref> | |||
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<ref name="usa_today_halo_trilogy">{{cite news|author=Snider, Mike|date=June 7, 2011|url=https://www.usatoday.com/tech/gaming/2011-06-06-Halo-trilogy_n.htm|title=At E3: Something old, new for 'Halo' gamers|work=]|access-date=June 8, 2011|archive-date=June 9, 2011|archive-url=https://web.archive.org/web/20110609051045/http://www.usatoday.com/tech/gaming/2011-06-06-Halo-trilogy_n.htm|url-status=live}}</ref> | |||
<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> | |||
<ref name="vg247_cea_engine">{{cite web|title=Halo Anniversary to run two engines side by side|date=June 10, 2011|author=Hillier, Brenna|url=http://www.vg247.com/2011/06/10/halo-anniversary-to-run-two-engines-side-by-side/|website=]|access-date=August 23, 2011|archive-date=May 8, 2013|archive-url=https://web.archive.org/web/20130508141747/http://www.vg247.com/2011/06/10/halo-anniversary-to-run-two-engines-side-by-side/|url-status=live}}</ref> | |||
<ref name=voodooextreme>{{cite web|author=Howarth, Robert |date=May 20, 2006 |url=http://ve3d.ign.com/articles/features/5128/VE3D-Best-of-E3-2006-Awards |title=VE3D Best of E3 2006 Awards |work=Voodoo Extreme |publisher=IGN |access-date=September 7, 2006 |archive-url=https://web.archive.org/web/20070815164157/http://ve3d.ign.com/articles/features/5128/VE3D-Best-of-E3-2006-Awards |archive-date=August 15, 2007 }}</ref> | |||
<ref name=wired3>{{cite magazine|author=Patrizio, Andy |date=January 9, 2002 |url=https://www.wired.com/science/discoveries/news/2002/01/49600 |title=Xbox Assault Only Starting |magazine=] |access-date=September 27, 2006 |archive-url=https://web.archive.org/web/20081216142548/http://www.wired.com/science/discoveries/news/2002/01/49600 |archive-date=December 16, 2008 }}</ref> | |||
<ref name=xboxgamezone>{{cite web|author=Bedigian, Louis |date=May 28, 2003 |url=http://xbox.gamezone.com/gzreviews/r19468.htm |title=''Brute Force'' - XB - Review |publisher=GameZone |access-date=September 7, 2006 |archive-url=https://web.archive.org/web/20071011104157/http://xbox.gamezone.com/gzreviews/r19468.htm |archive-date=October 11, 2007 }}</ref> | |||
<ref name=xbox.cominterview>{{cite web | url=http://www.xbox.com/en-US/games/h/halo/themakers3.htm |title= Just the Right Sense of "Ancient" | work=Xbox.com|publisher=] | access-date=September 6, 2006 |archive-url = https://web.archive.org/web/20070301150741/http://www.xbox.com/en-US/games/h/halo/themakers3.htm |archive-date = March 1, 2007}}</ref> | |||
<ref name=xbox.com>{{cite web | url=http://www.xbox.com/en-US/games/h/halo/awards.htm | title= ''Halo: Combat Evolved'' - Awards | work=Xbox.com |publisher=]| access-date=September 1, 2006 |archive-url = https://web.archive.org/web/20061210190117/http://www.xbox.com/en-US/games/h/halo/awards.htm |archive-date = December 10, 2006}}</ref> | |||
<ref name=xbox.com2>{{cite web | author=Longdale, Holly | url=http://www.xbox.com/en-US/games/h/halo/spotlight.htm | title=Game Worlds in Written Words | work=Xbox.com | publisher=]| access-date=September 2, 2006 |archive-url = https://web.archive.org/web/20070228202019/http://www.xbox.com/en-US/games/h/halo/spotlight.htm |archive-date = February 28, 2007}}</ref> | |||
<ref name=xbox.com3>{{cite web | author=Greene, Marty|url=http://www.xbox.com/en-US/games/h/halo2/spotlight2.htm | title=''First Strike'' Author Eric Nylund Q&A | work=Xbox.com |publisher=]| access-date=September 2, 2006 |archive-url = https://web.archive.org/web/20060821171442/http://www.xbox.com/en-US/games/h/halo2/spotlight2.htm |archive-date = August 21, 2006}}</ref> | |||
<ref name=xboxnation>{{cite journal|author=Cox, Simon|title=H1; How Combat Evolved: The making of the first ''Halo''|journal=]|date=November 2004|pages=70–77}}</ref> | |||
}} | |||
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== External links == | |||
{{wikiquote|Halo: Combat Evolved|''Halo: Combat Evolved''}} | |||
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* {{official website|http://halo.bungie.net/projects/Halo/|''Halo: Combat Evolved'' at Bungie}} | |||
* {{official website|https://www.halowaypoint.com/en-us/games/halo-combat-evolved/xbox|''Halo: Combat Evolved'' at Halo Waypoint}} | |||
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* {{IMDb title|tt0309654}} | |||
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{{Bungie |
{{Bungie}} | ||
{{Professional Halo competition}} | |||
{{BAFTA Games BG}} | |||
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Latest revision as of 09:49, 14 December 2024
2001 video game "Halo 1" redirects here. For the Nine Inch Nails song that uses this pseudonym, see Down in It.2001 video game
Halo: Combat Evolved | |
---|---|
Artwork for U.S. and European releases | |
Developer(s) | Bungie |
Publisher(s) | Microsoft Game Studios |
Director(s) | Jason Jones |
Writer(s) | Joseph Staten |
Composer(s) | |
Series | Halo |
Platform(s) | |
Release | November 15, 2001 |
Genre(s) | First-person shooter |
Mode(s) | Single-player, multiplayer |
Halo: Combat Evolved is a 2001 first-person shooter video game developed by Bungie and published by Microsoft Game Studios for the Xbox, for which it was released on November 15, 2001. The game was ported to Microsoft Windows and Mac OS X in 2003. It was later released as a downloadable Xbox Original for the Xbox 360. Halo is set in the 26th century, with the player assuming the role of Master Chief, a cybernetically enhanced supersoldier. Master Chief is accompanied by Cortana, an artificial intelligence. Players battle aliens as they attempt to uncover the secrets of the eponymous Halo, a ring-shaped artificial world.
Bungie began the development of what would eventually become Halo in 1997. Initially, the game was a real-time strategy game that morphed into a third-person shooter before becoming a first-person shooter. During development, Microsoft acquired Bungie and turned Halo into a launch game for its first video game console, the Xbox. Halo was a critical and commercial success and is often praised as one of the greatest video games ever made. The game's popularity led to labels such as "Halo clone" and "Halo killer", applied to games either similar to or anticipated to be better than it. Its sequel, Halo 2, was released for the Xbox in 2004, and the game spawned a multi-billion-dollar multimedia franchise that incorporates games, books, toys, and films.
More than six million copies had been sold worldwide by November 2005. A remaster of the game, Halo: Combat Evolved Anniversary, was released for Xbox 360 by 343 Industries on the 10th anniversary of the original game's launch. Anniversary was re-released alongside the original competitive multiplayer as part of Halo: The Master Chief Collection in 2014.
Gameplay
Halo: Combat Evolved is a first-person shooter game in which players primarily experience gameplay in a 3D environment from a first-person view. The player can move around and look up, down, left, or right. The game features vehicles, ranging from armored 4×4s and tanks to alien hovercraft and aircraft, many of which can be controlled by the player. The game switches to a third-person perspective during vehicle use for pilots and mounted gun operators; passengers maintain a first-person view. The game's heads-up display includes a "motion tracker" that registers moving allies, moving or firing enemies, and vehicles, in a certain radius of the player.
The player character is equipped with an energy shield that nullifies damage from weapons fire and forceful impacts. The shield's charge appears as a blue bar in the corner of the game's heads-up display, and it automatically recharges if no damage is sustained for a brief period. When the shield is fully depleted, the player becomes highly vulnerable, and further damage reduces the hit points of their health meter. When this health meter reaches zero, the character dies and the game reloads from a saved checkpoint. Health can be replenished through the collection of health packs scattered around the game's levels.
Halo's arsenal consists primarily of science fiction weapons. The game has been praised for giving each weapon a unique purpose, thus making each useful in different scenarios. For example, a charged plasma pistol shot can fully deplete an enemy's energy shield whilst the pistol is one of only two weapons that can instantly kill with a head shot, as long as the target lacks a shield. Halo players may carry only two weapons at once, calling for players to make tactical decisions when managing firearms.
Halo departs from traditional first-person shooter conventions by not forcing the player to holster their firearm before deploying grenades or melee-range blunt instruments; instead, both attacks can be utilized while a gun is still equipped, supplementing small-arms fire. There are two different types of grenades; the fragmentation grenade bounces and detonates quickly, whereas the plasma grenade adheres to targets before exploding.
The game's main enemy force is the Covenant, a group of alien species allied by belief in a common religion. Their forces include Elites, fierce warriors protected by recharging energy shields similar to the player's own; Grunts, which are short, cowardly creatures who are usually led by Elites in battle, and often flee in terror instead of fighting in the absence of a leader; Jackals, who wear a highly durable energy shield on one arm and a plasma pistol on the other; and Hunters, large, powerful creatures with thick armor plates that cover the majority of their bodies and a large assault cannon that fires explosive rounds of green plasma. A secondary enemy is the Flood, a parasitic alien life form that appears in several variants later in the game. Another enemy is the Sentinels, aerial robots designed by an extinct race called the Forerunners to protect their structures and prevent Flood outbreaks. Sentinels are able to hover around in enclosed spaces and produce an energy shield when under attack. They lack durability, but use powerful laser weapons.
The player is often aided by United Nations Space Command (UNSC) Marines, and the crew of the ship, who offer ground support, such as following the player and mimicking their tactics, and manning gun turrets or riding shotgun while the player is driving a vehicle. Marine AI and crew member AI are differentiated by their uniforms, but also act distinctly, the marines engaging aggressively while the crew members often cower or fire while retreating to cover. If the player kills too many of their teammates, they end up turning on the player and attacking them back.
Multiplayer
A split screen mode allows two players to cooperatively play through Halo's campaign. The game includes five competitive multiplayer modes, which all can be customized, for between two and 16 players; up to four players may play split-screen on one Xbox, and further players can join using a System Link feature that allows up to four Xbox consoles to be connected together into a local area network. Halo lacks artificially intelligent game bots, and was released before the launch of the Xbox Live online multiplayer service; LAN parties are needed to reach the game's 16-player limit, a setup that was a first for a console game, but was often deemed impractical by critics. Aside from this limitation, Halo's multiplayer components were generally well received, and it is widely considered one of the best multiplayer games of all time.
Although the Xbox version of Halo lacks official support for online multiplayer play, third-party packet tunneling software provide unofficial ways around this limitation. The Windows and Macintosh ports of Halo support online matches involving up to 16 players and include multiplayer maps, not in the original Xbox release. However, co-operative play was removed from the ports because it would have required large amounts of recoding to implement. In April 2014, it was announced that GameSpy's servers and matchmaking, on which Halo PC relied, would be shut down by May 31 of the same year. A team of fans and Bungie employees announced they would produce a patch for the game to keep its multiplayer servers online. The patch was released on May 16, 2014.
Synopsis
Setting
See also: Factions of Halo and List of Halo charactersHalo: Combat Evolved takes place in a 26th-century science fiction setting. Faster-than-light travel called slip-space allows the human race to colonize planets other than Earth. The planet Reach serves as an interstellar hub of scientific and military activity. The United Nations Space Command (UNSC) develops a secret program to create augmented supersoldiers known as Spartans. More than twenty years before the beginning of the game, a technologically advanced collective of alien races called the Covenant begins a religious war against humanity, declaring them an affront to their gods. Humanity's military experiences a series of crushing defeats; although the Spartans are effective against the Covenant, they are too few in number to turn the tide. In 2552, Covenant forces attack Reach and destroy the colony. The starship Pillar of Autumn escapes the planet with the Spartan Master Chief Petty Officer John-117 on board. The ship initiates a jump to slip-space, hoping to lead the enemy away from Earth.
Plot
The game begins as the Pillar of Autumn exits slip-space and its crew discovers a large ringworld structure of unknown origin. The Covenant pursues the Pillar of Autumn and attacks. With the ship heavily damaged, the Pillar of Autumn's captain, Jacob Keyes, entrusts the ship's artificial intelligence (AI) known as Cortana to Master Chief in order to prevent the Covenant from discovering the location of Earth. Keyes orders the crew to abandon the Pillar of Autumn and pilots the ship to a crash-landing on the ringworld.
On the ring's surface, Master Chief and Cortana rescue scattered survivors and help organize a counter-offensive against the Covenant. Learning that Keyes has been captured by the Covenant, Master Chief and a small contingent of soldiers rescue him from the Covenant cruiser Truth and Reconciliation. Keyes reveals that the Covenant call the ringworld "Halo" and that they believe it to be a weapon. Intent on stopping the Covenant from using Halo, Keyes searches for a potential weapons cache, while Master Chief and Cortana mount an assault on the ringworld's control room. Cortana enters Halo's computer systems and, after discovering something horrifying, sends Master Chief to find and stop Keyes from continuing his search and uncovering what lies within the ring.
Searching for the captain, Master Chief encounters a new enemy, the parasitic Flood. The release of the Flood prompts Halo's caretaker, the AI 343 Guilty Spark, to enlist Master Chief's help in activating Halo's defenses. After Master Chief retrieves the ring's activation index, 343 Guilty Spark transports him back to Halo's control room. Cortana intervenes before Master Chief can activate the ring; she has discovered the purpose of the installation is to destroy all sentient life in the galaxy, starving the Flood of potential hosts. When Cortana refuses to surrender Halo's activation index, 343 Guilty Spark attacks her and Master Chief.
To stop Halo's activation, Master Chief and Cortana decide to destroy the installation. Needing Keyes' neural implants to destroy the Pillar of Autumn and Halo with it, Master Chief returns to the Truth and Reconciliation. He finds that Keyes has been assimilated by the Flood, and retrieves the neural implant from the captain's remains. After 343 Guilty Spark stops them from using Pillar of Autumn's self-destruct, Master Chief and Cortana destabilize the Pillar of Autumn's reactors instead, narrowly escaping the ensuing detonation in a fighter. Cortana justifies their actions to destroy the Covenant fleet and stop the Flood threat and believes the fight is finished, but Master Chief states they are only getting started. In a post-credits scene, 343 Guilty Spark is seen floating in space, having survived the ring's destruction.
Development
Early development
Halo was conceived as an indirect successor to Bungie's previous first-person shooter games, Marathon and Marathon 2: Durandal. After the 1995 release of Durandal, Bungie considered ideas for their next game and wanted to try something other than a direct sequel. One of the ideas that the team began to develop was that of a first-person shooter game described by co-founder Jason Jones as "the natural extension of Marathon, which would have turned out to be something along the lines of Quake". Concurrently, the team explored the concept of a vehicular combat game that featured tank battles in a futuristic setting, internally dubbed "The Giant Bloody War Game". Jones started the design of a 3D engine that could generate height-mapped graphics to visualize elevated surfaces, and he eventually suggested that Bungie use the technology to realize the "tank combat" idea. The team was enthusiastic about that prospect and proceeded to cancel their first-person shooter project–to commit to the creation of "The Giant Bloody War Game". However, Jones struggled to implement a physics model to simulate vehicles in the game, which led Bungie to change their plans and develop the real-time strategy game (RTS) Myth: The Fallen Lords, released in 1997.
Around this time, Bungie comprised around 15 people working in south Chicago, Illinois. After Myth was completed and Bungie decided on a sequel, Myth II: Soulblighter, Jones delegated its development to the company's other designers and resumed his work on the technology that had not been applied to the 1997 title. A group of three Bungie staffers began to develop an RTS with a focus on science fiction, realistic physics simulations and three-dimensional terrain. Early versions used the Myth engine and isometric perspective. The project had the initial working title Armor, but was changed for being "boring" and for the project's dramatic changes from what was first envisioned. It was switched to Monkey Nuts, then Blam! after Jones could not bring himself to tell his mother the original name.
Experimenting with ways of controlling units, Bungie added a mode that attached the camera to individual units. The vantage point continually moved closer to the units as the developers realized it would be more fun for players to drive the vehicles themselves, rather than have the computer do it. "And controlling , just that double tactile nature of load a dude in, get a dude out, hands on the steering wheel—it was like, this shouldn't be an RTS game," recalled Seropian. By mid-1998 the game had become a third-person shooter.
Peter Tamte, Bungie's then-executive vice president, used his contacts from his former position at Apple to get lead writer Joseph Staten and project lead Jason Jones an audience with CEO Steve Jobs. Jobs, impressed, agreed to debut the game to the world at the 1999 Macworld Conference & Expo. Anticipation built for the unknown Bungie game after favorable reviews from industry journalists under non-disclosure agreements at Electronic Entertainment Expo 1999.
Days before the Macworld announcement, Blam! still had no permanent title; possible names included The Santa Machine, Solipsis, The Crystal Palace, Hard Vacuum, Star Maker, and Star Shield. Bungie hired a branding firm that came up with the name Covenant, but Bungie artist Paul Russell suggested alternatives, including Halo. Though some did not like the name—likening it to something religious, or a women's shampoo—designer Marcus Lehto said, "it described enough about what our intent was for this universe in a way that created this sense of mystery." On July 21, 1999, during the Macworld Conference & Expo, Jobs announced that Halo would be released for MacOS and Windows simultaneously.
The game's premise at this point involved a human transport starship that crash-lands on a mysterious ringworld. Early versions of the Covenant arrive to loot what they can, and war erupts between them and the humans. Unable to match the technologically advanced alien race, the humans resort to guerrilla warfare. At this point, Bungie promised an open-world game with terrain that reacted and deformed from explosions, persistent environment details such as spent shell casings, and variable weather, none of which made it into the final product. These early versions featured Halo-specific fauna, later dropped following design difficulties and the creatures' detraction from the surprise appearance of the Flood. The Master Chief was simply known as the cyborg. When Halo was shown at E3 in June 2000, it was still a third-person shooter.
Move to Xbox
Bungie's financial situation during Halo's development was precarious. Ahead of Myth II: Soulblighter's release, Bungie was surviving on Myth sales and had missed release dates. A glitch that caused Myth II to wipe the contents of the directory it was installed to was only discovered after 200,000 copies had already been produced for the December 1998 launch. Bungie recalled the copies and issued a fix, costing the company $800,000. As a result, Bungie sold a share of the company and publishing rights to Take-Two Interactive. Still facing financial pressure, Peter Tamte contacted Ed Fries, the head of Microsoft Game Studios, about a possible acquisition. Fries was working on developing the software lineup for Microsoft's first game console, the Xbox. Fries negotiated an agreement with Take-Two Interactive wherein Microsoft gained Bungie and the rights to Halo, while Take-Two kept the Myth and Oni properties. Jones and Seropian pitched the purchase to the rest of Bungie as the way they could shape the future of a new game console. Microsoft announced its acquisition of Bungie on June 19, 2000. Halo was now to be the tentpole launch game for the Xbox.
In less than a year, Bungie had to turn Halo from a loose collection of gameplay and plot ideas into a shipping product on an unproven console. To make players feel more connected to the action, Jason Jones pushed to turn the game's perspective from third-person to first-person. A key concern was making sure the game played well on the Xbox's gamepad; at the time, first-person shooters on consoles were rare. Spearheading the effort, designer Jaime Griesemer wrote code to discern player intent and assist the player's movement and aiming without being obvious. The game buffered player inputs so that the result was the desired player movement, rather than the movement players were actually making.
Other Bungie projects were scrapped, and their teams absorbed into Halo in the rush to complete it. Griesemer said that after the Bungie team moved to the Microsoft campus in Redmond, Washington, he was so busy he did not unpack his belongings for six months. The designers prototyped encounters and enemy AI on a sandbox level, "B30". The success of gameplay on this small chunk of the game energized the team, and B30 became "The Silent Cartographer", the fourth mission.
To make the release date, Bungie made drastic cuts to the game's features and scope. The open-world plans were scrapped, and it became clear the lengthy planned campaign was not feasible. One level was cut and replaced with an expositional cutscene. Staten described his role as putting "story duct tape" over gaps that appeared to smooth them over. To save time, Lehto suggested reusing campaign levels; glowing directional arrows were added after playtesters got lost backtracking. Microsoft game writers Eric Trautmann and Brannon Boren performed last-minute rewrites to the script. An online multiplayer component was dropped because Xbox Live would not be ready. Only four months before release, it was decided that the multiplayer was still not fun, so it was scrapped and rebuilt from scratch, using team members who moved from the defunct Bungie West team after completing Oni. Some personnel took to sleeping in the office for the last few months to make sure the game made its deadline.
Design
Bungie's social culture—and the rush to complete the game—meant that team members provided input and feedback across disciplines. Aspects such as level design demanded collaboration between the designers creating the environments for players to explore, and the artists who developed those environments' aesthetics. Initially, artists Robert McLees and Lehto were the only artists working on what would become Halo. Bungie hired Shi Kai Wang as an additional artist to refine Lehto's designs. The aliens making up the Covenant began with varied exploratory designs that coalesced once each enemy's role in the gameplay was defined.
Spearheaded by Paul Russell, the game's visual design changed in response to the changing gameplay and story. The artists made efforts to distinguish each faction in the game by their architecture, technology, and weaponry. The UNSC's original curved look was made blockier to distinguish it from the Covenant; likewise human weapons remained projectile-based to provide a contrast to the Covenant's energy weapons, and their vehicles based on animals, with the Warthog being inspired by Lehto's love of off-roading. The interiors of Pillar of Autumn drew significant influence from the production design of the film Aliens. Organic, curvilinear forms along with a color palette of greens and purples were used for the Covenant, while the Forerunner came to be defined by their angular constructions; the interiors originally drew on Aztec patterns and the work of Louis Sullivan, before being refined five months from the game's completion.
Audio
Main article: Halo Original SoundtrackComposer Martin O'Donnell and his company TotalAudio were tasked with creating the music for Halo's MacWorld debut. Staten told O'Donnell that the music should give a feeling of ancient mystery. O'Donnell decided Gregorian chant would be appropriate, and performed the vocals alongside his composing partner Michael Salvatori and additional singers. Because he did not know how long the presentation would be, O'Donnell created "smushy" opening and closing sections that could be expanded or cut as the time required to back up a rhythmic middle section. The music was recorded in Chicago and sent to New York for the show the same night the piece was finished.
Shortly before Bungie was bought by Microsoft, O'Donnell joined Bungie as a staff member, while Salvatori remained at TotalAudio. O'Donnell designed the music so that it "could be dissembled and remixed in such a way that would give multiple, interchangeable loops that could be randomly recombined in order to keep the piece interesting as well as a variable-length". Development involved the creation of "alternative middle sections that could be transitioned to if the game called for such a change (i.e. less or more intense)."
O'Donnell sat with the level designers to walk through the levels, constructing music that would adapt to the gameplay rather than be static; "The level designer would tell me what he hoped a player would feel at certain points or after accomplishing certain tasks." Based on this information, O'Donnell would develop cues the designer could script into the level, and then he and the designer would play through the mission to see if the audio worked. He made sparse use of music because he believes that " is best used in a game to quicken the emotional state of the player and it works best when used least," and that " music is constantly playing it tends to become sonic wallpaper and loses its impact when it is needed to truly enhance some dramatic component of gameplay." The cutscenes came so late that O'Donnell had to score them in only three days.
Release
Ed Fries described the period before the Xbox's launch as chaotic; "You've got to imagine this environment of panic combined with adrenaline, but money's mostly no object at the same time. So we were spending lots of it, trying to do all this crazy stuff," he recalled. After several planned video game tie-ins to Steven Spielberg's film A.I. Artificial Intelligence were scrapped it became clear that Halo had to serve as the tentpole title for the Xbox, a role which the game was never intended to fill.
Halo's debut had been well-received, but its move to the unproven Xbox console caused press treatment to be colder than it was before. While a playable demonstration of the game at Gamestock 2001 was well-received, critics had mixed reactions to its exhibition at E3 2001, where the game was shown off in a very broken state, with poor frame rates and technical issues.
Even within Microsoft, Halo was divisive. After Bungie refused to change the Halo name to appease marketing research teams, the subtitle "Combat Evolved" was added to make it more descriptive and compete better with other military-themed games. Fries recalled analysts had suggested that Halo had the "wrong" color palette compared to competing console games; Fries never showed the results to Bungie.
The game was released in North America simultaneously with the Xbox, on November 15, 2001.
Halo: The Fall of Reach, a prequel novel to Halo: Combat Evolved, was released a few weeks before the game. Science fiction author Eric S. Nylund penned the novel in seven weeks. The novel was nearly killed halfway to completion; Nylund credits Trautmann with saving it. The Fall of Reach became a Publishers Weekly bestseller with almost two hundred thousand copies sold. The game itself would be novelized with Halo: The Flood, written by William C. Dietz and released in 2003.
On July 12, 2002, a Halo port for Windows was announced to be under development by Gearbox Software. Its showing at E3 2003 was positively received by some critics, with skepticism by others. It was released on September 30, 2003, and included support for online multiplayer play and featured sharper graphics, but had optimization issues that caused poor performance. Halo was later released for Mac OS X on December 11, 2003. On December 4, 2007, the game became available for the Xbox 360 via download from the Xbox Live Marketplace.
Sales
While Halo was not an instant runaway success on release, it had a long tail sales rate and a very high attach rate for the Xbox; during the two months following Halo's release, the game sold alongside more than fifty percent of Xbox consoles. One million units had been sold roughly five months after release, a faster pace than that of any previous sixth-generation console game. The game sold three million copies worldwide by July 2003, and four million by January 2004. By July 2006, its Xbox version had sold 4.2 million copies and earned $170 million in the United States alone, while its computer version sold 670,000 copies and earned $22.2 million. Next Generation ranked it as the second highest-selling game launched for the PlayStation 2, Xbox or GameCube between January 2000 and July 2006 in the United States.
Reception
ReceptionAggregator | Score |
---|---|
Metacritic | Xbox: 97/100 PC: 83/100 |
Publication | Score |
---|---|
AllGame | |
Edge | 10/10 |
Eurogamer | 8/10 |
Famitsu | 33/40 |
Game Informer | 9.5/10 |
GameSpot | 9.7/10 |
GameSpy | 80/100 |
IGN | 9.7/10 |
Next Generation | |
Official Xbox Magazine (US) | 9.5/10 |
Halo received widespread critical acclaim, with a 97 out of 100 on review aggregator Metacritic, based on reviews from 68 professional critics. Ste Curran's review for Edge praised the game as "the most important launch game for any console, ever" and commented, "GoldenEye was the standard for multiplayer console combat. It has been surpassed." GameSpot claimed that "Halo's single-player game is worth picking up an Xbox for alone," concluding, "Not only is this easily the best of the Xbox launch games, but it's easily one of the best shooters ever, on any platform." IGN remarked similarly, calling Halo a "can't miss, no-brainer, sure thing, five star, triple A game." Gary Whitta of Official Xbox Magazine calling Halo as "a stunning achievement." AllGame editor Jonathan Licata praised Bungie for doing "a remarkable job with Halo, taking many successful elements from previous standouts in the genre to make one very playable game". Among the specific aspects that reviewers praised were the balance of weapons, the role of drivable vehicles, and the artificial intelligence of enemies.
The Xbox version of Halo received more than 40 awards, including numerous Game of the Year awards, including from AIAS, EGM, Edge, and IGN. GameSpot named Halo the third-best console game of 2001, and it won the publication's annual "Best Xbox Game" and, among console games, "Best Shooting Game" awards. It was a runner-up in the "Best Sound" category. The British Academy of Film and Television Arts awarded Halo "Best Console Game" and Rolling Stone presented it with their "Best Original Soundtrack" award. Halo also won The Electric Playground's 2001 "Best Console Shooter" award, the "11th Annual GamePro Readers' Choice Awards" for "Best Combat Game of The Year", and Golden Joystick Awards for "Xbox Game of the Year" in 2002. as well as Spike Video Game Awards for "Best PC Game" in 2003.
Halo: Combat Evolved won four awards at the 5th Annual Interactive Achievement Awards (now known as the D.I.C.E. Awards): "Game of the Year", "Console Game of the Year", "Console Action/Adventure Game of the Year", and "Outstanding Achievement in Visual Engineering"; it also received nominations for "Outstanding Innovation in Console Gaming", "Outstanding Achievement in Game Design", "Outstanding Achievement in Game Play Engineering", and "Outstanding Achievement in Art Direction"
Next Generation reviewed the Xbox version of the game, rating it five stars out of five, and stated that "If you didn't think there was a reason to buy an Xbox, Halo will change your mind."
Although Halo's overall reception was largely positive, the game received criticism for its level design. GameSpy commented, "you'll trudge through countless hallways and control rooms that all look exactly the same, fighting identical-looking groups of enemies over and over and over...it is simply frustrating to see a game with such groundbreaking sequences too often degenerate this kind of mindless, repetitive action." Similarly, an article on Game Studies.org remarked, "In the latter part of the game, the scenarios rely on repetition and quantity rather than innovativeness and quality." Eurogamer concluded, "Halo is very much a game of two halves. The first half is fast, exciting, beautifully designed and constantly full of surprises. The second half is festooned with gobsmacking plot twists and great cinematics but let down by repetitive paint-by-numbers level design." Halo was released prior to the launch of Xbox Live, and the lack of both online multiplayer and bots to simulate human players was criticized by GameSpy; in 2003 GameSpy included Halo in a list of "Top 25 Most Overrated Games of All Time."
Halo's PC port received generally favorable reviews, garnering a score of 83% on Metacritic. GameSpot stated that it was "still an incredible action game ... a true classic," awarding it 9.0 out of 10. It received a score of 8.2 out of 10 from IGN, who stated, "If you've played the game on the Xbox, there's not much for you here." Eurogamer called the game "a missed opportunity," but stated that the online multiplayer component was "a massive draw ... for Halo veterans." The PC Port of Halo was heavily criticised for having poor performance issues even on a Athlon 64 or Pentium 4 Extreme Edition-Based High-end PC at that time.
Halo has been praised as one of the greatest video games of all time, and was ranked by IGN as the fourth-best first-person shooter made. In 2017, The Strong National Museum of Play inducted Halo to its World Video Game Hall of Fame.
Legacy
Halo is credited with modernizing the FPS genre. According to GameSpot, Halo's "numerous subtle innovations have been borrowed by countless other games since". The game is often cited as the main reason for the Xbox's success, and it began what is commonly regarded as the system's flagship franchise. In July 2006, Next-Gen.biz published an article estimating Halo as the second-highest revenue-generating 21st century console video game in the United States, behind Grand Theft Auto: Vice City. The game's popularity sparked the usage of terms such as "Halo clone" and "Halo killer", applied to games either similar to or anticipated to be better than it. The Halo engine has been used for the game Stubbs the Zombie in Rebel Without a Pulse.
Halo has been featured at both Major League Gaming and the World Cyber Games. The game's sequel, Halo 2, made US$125 million with unit sales of 2.38 million on the first day of its release, earning it the distinction of the fastest-selling United States media product in history. Three years later, Halo 3 shattered that record with the biggest opening day in entertainment history, taking in US$170 million in its first 24 hours.
In addition, the game inspired and was used in the fan-created Red vs. Blue video series, which is credited as the "first big success" of machinima (the technique of using real-time 3D engines, often from video games, to create animated films).
Halo: Custom Edition
On March 15, 2004, Gearbox Software released Halo: Custom Edition for Windows, which enabled players to use custom-made maps and game modifications via the Halo Editing Kit developed by Bungie. Halo: Custom Edition consists of multiplayer maps and requires an original copy of Halo for PC to install. Custom maps can be both single and multiplayer.
Remaster
Main article: Halo: Combat Evolved AnniversaryDuring the Microsoft press conference at the 2011 E3 Expo, it was revealed that Halo: Combat Evolved would be remade by 343 Industries with an in-house game engine and would include achievements, Terminals, and Skulls. It was released for the Xbox 360 on November 15, 2011. The release date marks the 10th anniversary of the original game's release. The remastered version of the original game includes online multiplayer and cooperative play functionality. The remaster is also the first Halo game to include Kinect support. The game is a mix of two game engines—the original Halo engine created by Bungie, which provides gameplay, and a new engine created by 343 Industries and Saber that is responsible for improved graphics—and the player is able to switch between the improved and classic modes of the game at any time. The game's multiplayer component uses the Halo: Reach gameplay engine, tailored with a map playlist to mimic the original multiplayer, as opposed to including the original game's multiplayer mode.
Anniversary was later included as part of Halo: The Master Chief Collection.
The Anniversary version of the game is the version featured in The Master Chief Collection for Xbox One. The single-player game is nearly identical to the Xbox 360 version, including the ability to swap between the updated "anniversary" graphics and the original game graphics, but excluding Stereoscopic 3DTV support. However, unlike the Xbox 360 release, the multiplayer component is the original multiplayer engine from Combat Evolved as opposed to Halo: Reach and is playable over Xbox Live.
Notes
- The Windows version was ported by Gearbox Software, while the Mac OS X version was ported by Westlake Interactive.
- The Mac OS X version was published by MacSoft.
- The Xbox Version of Halo won the awards which voted by the general public, over the Unreal Tournament (Epic Games/Infogrames), Quake III: Revolution (Activision/EA/Squaresoft), and the PlayStation 2 Version of Half-Life (Vivendi-Universal).
- The 2002 Golden Joystick Awards was hosted by Jonathan Ross of Friday Night with Jonathan Ross and Japanorama.
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External links
- Halo: Combat Evolved at Bungie
- Halo: Combat Evolved at Halo Waypoint
- Halo: Combat Evolved at Halopedia
- Halo: Combat Evolved at IMDb
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