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''Halo: Combat Evolved'' is a 2001 first-person shooter game developed by Bungie and published by
Microsoft Game Studios Xbox Game Studios (previously known as Microsoft Studios, Microsoft Game Studios, and Microsoft Games) is an American video game publisher and part of the Microsoft Gaming division based in Redmond, Washington. It was established in March 2000, ...
. It was released as a launch game for Microsoft's Xbox video game console on November 15, 2001. The game was ported to
Microsoft Windows Windows is a group of several proprietary graphical operating system families developed and marketed by Microsoft. Each family caters to a certain sector of the computing industry. For example, Windows NT for consumers, Windows Server for serv ...
and Mac OS X in 2003. It was later released as a downloadable
Xbox Original The Xbox 360 gaming console has received updates from Microsoft from its launch in 2005 until November 2007 that enable it to play select games from its predecessor, Xbox. The Xbox 360 launched with backward compatibility with the number of sup ...
for the Xbox 360. ''Halo'' is set in the twenty-sixth century, with the player assuming the role of the Master Chief, a
cybernetically Cybernetics is a wide-ranging field concerned with circular causality, such as feedback, in regulatory and purposive systems. Cybernetics is named after an example of circular causal feedback, that of steering a ship, where the helmsperson m ...
enhanced supersoldier. The 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'' ''CE'' 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 original Xbox in 2004, and the game spawned a multi-billion-dollar
multimedia franchise A media franchise, also known as a multimedia franchise, is a collection of related media in which several derivative works have been produced from an original creative work of fiction, such as a film, a work of literature, a television program or ...
that incorporates games, books, toys, and films. The game inspired and was used in the fan-created ''
Red vs. Blue ''Red vs. Blue'', often abbreviated as ''RvB'', is an American web series created by Burnie Burns with his production company Rooster Teeth. The show is based on the setting of the military science fiction first-person shooter series and media fr ...
'' video series, which is credited as one of the first major successes of
machinima Machinima, originally machinema () is the use of real-time computer graphics engines to create a cinematic production. Most often, video games are used to generate the computer animation. The word "machinima" is a portmanteau of the words ''ma ...
(the technique of using real-time 3D engines, often from video games, to create animated films). More than six million copies had been sold worldwide by November 2005. A
remake A remake is a film, television series, video game, song or similar form of entertainment that is based upon and retells the story of an earlier production in the same medium—e.g., a "new version of an existing film". A remake tells the same ...
of the game's campaign, '' 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 (FPS) 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 A head-up display, or heads-up display, also known as a HUD (), is any transparent display that presents data without requiring users to look away from their usual viewpoints. The origin of the name stems from a pilot being able to view informa ...
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 of weapons from science fiction. The game has been praised for giving each weapon a unique purpose, thus making each useful in different scenarios. For example, plasma weapons need time to cool if fired too rapidly, but do not need be reloaded and must be discarded upon depletion of their batteries, whereas conventional firearms cannot overheat, but require reloading and ammunition. In contrast to the large weapon inventories of contemporary FPS games, ''Halo'' players may carry only two weapons at once, calling for players to make tactical decisions when managing firearms. ''Halo'' departs from traditional FPS conventions by not forcing the player character to holster its firearm before deploying grenades or melee-range blunt instruments; instead, both attacks can be utilized while a gun is still equipped, supplanting or supplementing small-arms fire. Like the game's other weapons, the two types of grenades differ; the
fragmentation Fragmentation or fragmented may refer to: Computers * Fragmentation (computing), a phenomenon of computer storage * File system fragmentation, the tendency of a file system to lay out the contents of files non-continuously * Fragmented distributi ...
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 leading Elite; Jackals, originally space pirates, who wear a highly durable energy shield on one arm and a form of handgun on the other; and Hunters, large, powerful creatures composed of small worm-like colonies 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. 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 and are immune to infection by the Flood. The artificial intelligence in ''Halo'' has been favorably received. The player is often aided by United Nations Space Command (UNSC) Marines, who offer ground support, such as manning gun turrets or riding shotgun while the player is driving a vehicle.


Multiplayer

A
split screen Split screen may refer to: * Split screen (computing), dividing graphics into adjacent parts * Split screen (video production), the visible division of the screen * ''Split Screen'' (TV series), 1997–2001 * Split-Screen Level, a bug in the vid ...
mode allows two players to cooperatively play through ''Halo''s campaign. The game also 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 The Xbox network, formerly and still sometimes branded as Xbox Live, is an Internet, online multiplayer video game, multiplayer gaming and digital media delivery service created and operated by Microsoft. It was first made available to the Xbox ...
online multiplayer service; therefore
LAN parties A LAN party is a gathering of people with personal computers or compatible game consoles, where a local area network (LAN) connection is established between the devices using a router or switch, primarily for the purpose of playing multiplayer v ...
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 GameSpy was an American provider of online multiplayer and matchmaking middleware for video games founded in 1996 by Mark Surfas. After the release of a multiplayer server browser for the game, QSpy, Surfas licensed the software under the GameS ...
'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

''Halo: 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 Reach or REACH may refer to: Companies and organizations * Reach plc, formerly Trinity Mirror, large British newspaper, magazine, and digital publisher * Reach Canada, an NGO in Canada * Reach Limited, an Asia Pacific cable network company * ...
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 ''Autumn'' and attacks. With the ship heavily damaged, the ''Autumn'''s captain,
Jacob Keyes Major recurring characters of the '' Halo'' multimedia franchise are organized below by their respective affiliations within the series' fictional universe. The original trilogy's central story revolved around conflict between humanity under the ...
, 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 ''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 343 Guilty Spark, also known as just Spark, is a fictional character in the military science fiction ''Halo'' franchise. 343 Guilty Spark plays a major role in the storyline of the original ''Halo'' video game trilogy: the character appears in ...
, 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 ''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. Master Chief and Cortana destabilize the ''Autumn''s reactors, 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


Prototypes

''Halo'' was initially conceived as an indirect successor to Bungie's previous first-person shooter games, ''
Marathon The marathon is a long-distance foot race with a distance of , usually run as a road race, but the distance can be covered on trail routes. The marathon can be completed by running or with a run/walk strategy. There are also wheelchair div ...
'' and '' Marathon 2: Durandal''. According to company co-founder
Alex Seropian Alexander Seropian (born 1969) is an American video game developer, one of the initial founders and later president of Bungie, the developer of the ''Marathon'', ''Myth'', and ''Halo'' video game series. Seropian became interested in computer pro ...
, certain motifs of both ''Halo'' and the ''Marathon'' series, such as their similar protagonists and representation of artificial intelligence, stemmed from a common stylistic archetype. After the 1995 release of ''Durandal'', Bungie began to consider ideas for their subsequent game. Undecided about further entries in the ''Marathon'' series, the team was willing to try something new. One of the ideas that the team then 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 Isometric video game graphics are graphics employed in video games and pixel art that use a parallel projection, but which angle the viewpoint to reveal facets of the environment that would otherwise not be visible from a top-down 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
he vehicle He or HE may refer to: Language * He (pronoun), an English pronoun * He (kana), the romanization of the Japanese kana へ * He (letter), the fifth letter of many Semitic alphabets * He (Cyrillic), a letter of the Cyrillic script called ''He'' in ...
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 Steven Paul Jobs (February 24, 1955 – October 5, 2011) was an American entrepreneur, industrial designer, media proprietor, and investor. He was the co-founder, chairman, and CEO of Apple; the chairman and majority shareholder of Pixar; a ...
. 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 agreement A non-disclosure agreement (NDA) is a legal contract or part of a contract between at least two parties that outlines confidential material, knowledge, or information that the parties wish to share with one another for certain purposes, but wish ...
s at
Electronic Entertainment Expo E3 (short for Electronic Entertainment Expo or Electronic Entertainment Experience in 2021) is a trade event for the video game industry. The Entertainment Software Association (ESA) organizes and presents E3, which many developers, publisher ...
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 Guerrilla warfare is a form of irregular warfare in which small groups of combatants, such as paramilitary personnel, armed civilians, or Irregular military, irregulars, use military tactics including ambushes, sabotage, Raid (military), raids ...
. 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 difficulties, Bungie's Tamte contacted Ed Fries, the head of
Microsoft Game Studios Xbox Game Studios (previously known as Microsoft Studios, Microsoft Game Studios, and Microsoft Games) is an American video game publisher and part of the Microsoft Gaming division based in Redmond, Washington. It was established in March 2000, ...
, 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 Redmond is a city in King County, Washington, United States, located east of Seattle. The population was 73,256 at the 2020 census, up from 54,144 in 2010. Redmond is best known as the home of Microsoft and Nintendo of America. With an an ...
, 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 Silent Cartographer" is the fourth level in the first-person shooter (FPS) video game '' Halo: Combat Evolved''. Taking place on the Halo ringworld, it follows the Master Chief and a group of UNSC Marines as they wage a daytime beachfront ...
", 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 The Xbox network, formerly and still sometimes branded as Xbox Live, is an Internet, online multiplayer video game, multiplayer gaming and digital media delivery service created and operated by Microsoft. It was first made available to the Xbox ...
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 Alien primarily refers to: * Alien (law), a person in a country who is not a national of that country ** Enemy alien, the above in times of war * Extraterrestrial life, life which does not originate from Earth ** Specifically, intelligent extrate ...
''. 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 becoming more refined just five months from the game's completion.


Audio

Composer
Martin O'Donnell Martin O'Donnell (born May 1, 1955) is an American composer known for his work on video game developer Bungie's series, such as '' Myth'', ''Oni'', ''Halo'', and ''Destiny''. O'Donnell collaborated with his musical colleague Michael Salvatori ...
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 immultiple, 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 " usicis best used in a game to quicken the emotional state of the player and it works best when used least," and that " fmusic 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 Steven Allan Spielberg (; born December 18, 1946) is an American director, writer, and producer. A major figure of the New Hollywood era and pioneer of the modern blockbuster, he is the most commercially successful director of all time. Spie ...
'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 A prequel is a literary, dramatic or cinematic work whose story precedes that of a previous work, by focusing on events that occur before the original narrative. A prequel is a work that forms part of a backstory to the preceding work. The term " ...
novel to ''Halo: Combat Evolved'', was released a few weeks before the game. Science fiction author
Eric S. Nylund Eric S. Nylund (born November 12, 1964) is an American novelist and professional technical writer. His wife, Syne Mitchell, is also a science fiction writer. He holds a B.Sc. in chemistry from the University of California, Santa Barbara and an ...
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 following novel, entitled '' Halo: The Flood'', is a tie-in to ''Halo: Combat Evolved'', describing not only the experiences of the Master Chief but also those of other characters on Installation 04. Written by
William C. Dietz William C. Dietz (born 1945) is an American science fiction writer, principally of military science fiction novels and video game novelizations. Early life and career Dietz grew up in the Seattle area and served in both the Navy and in the Marin ...
, this novel appeared on the ''Publishers Weekly'' bestsellers list during May 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 In statistics and business, a long tail of some probability distribution, distributions of numbers is the portion of the distribution having many occurrences far from the "head" or central part of the distribution. The distribution could involv ...
sales rate and a very high
attach rate The attach rate is a concept used broadly in business, especially in marketing, to represent the number of units of a secondary product/service sold as a direct or implied consequence of the sale of a primary product/service. It is often expresse ...
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 Next Generation or Next-Generation may refer to: Publications and literature * ''Next Generation'' (magazine), video game magazine that was made by the now defunct Imagine Media publishing company * Next Generation poets (2004), list of young ...
'' ranked it as the second highest-selling game launched for the
PlayStation 2 The PlayStation 2 (PS2) is a home video game console developed and marketed by Sony Computer Entertainment. It was first released in Japan on 4 March 2000, in North America on 26 October 2000, in Europe on 24 November 2000, and in Australia on 3 ...
, Xbox or
GameCube The is a home video game console developed and released by Nintendo in Japan on September 14, 2001, in North America on November 18, 2001, and in PAL territories in 2002. It is the successor to the Nintendo 64 (1996), and predecessor of the Wii ...
between January 2000 and July 2006 in that country.


Reception

''Halo'' received "universal acclaim", according to review aggregator Metacritic, based on reviews from 68 professional critics.
Ste Curran Stephen Curran is a British video game journalist Video game journalism is a branch of journalism concerned with the reporting and discussion of video games, typically based on a core "reveal–preview–review" cycle. With the prevalence an ...
'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 ''IGN'' (formerly ''Imagine Games Network'') is an American video game and entertainment media website operated by IGN Entertainment Inc., a subsidiary of Ziff Davis, Inc. The company's headquarters is located in San Francisco's SoMa distri ...
remarked similarly, calling ''Halo'' a "can't miss, no-brainer, sure thing, five star, triple A game."
Gary Whitta Gary Leslie Whitta (born 21 July 1972) is an English screenwriter, author, game designer, and video game journalist. He was editor-in-chief of both the UK and US editions of ''PC Gamer'' magazine and contributor to gaming magazine ''ACE''. Whit ...
of ''
Official Xbox Magazine ''Official Xbox Magazine'' (or OXM for short) was a British monthly video game magazine which started in November 2001 around the launch of the original Xbox. A preview issue was released at E3 2001, with another preview issue in November 2001. Th ...
'' 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, From
AIAS Ajax () or Aias (; grc, Αἴας, Aíās , ''Aíantos''; archaic ) is a Greek mythological hero, the son of King Telamon and Periboea, and the half-brother of Teucer. He plays an important role, and is portrayed as a towering figure an ...
, '' 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 ''EP Daily'' (formerly ''The Electric Playground'') is a daily news television show that covers video games, movies, TV shows, comic books, collectibles and gadgets. Created and executive produced by host Victor Lucas, and his Vancouver, British ...
''s 2001 "Best Console Shooter" award, the "11th Annual
GamePro Gamepro.com is an international multiplatform video game magazine media company that covers the video game industry, video game hardware and video game software in countries such as Germany and France. The publication, GamePro, was originally la ...
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 The Spike Video Game Awards (in short VGAs, known as the VGX for the final show) was an annual award show hosted by American television network Spike from 2003 to 2013 that recognized the best computer and video games of the year. Produced by ...
for "Best PC Game" in 2003. ''
Next Generation Next Generation or Next-Generation may refer to: Publications and literature * ''Next Generation'' (magazine), video game magazine that was made by the now defunct Imagine Media publishing company * Next Generation poets (2004), list of young ...
'' 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 ntothis 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 ... nda 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." ''Halo'' has been praised as one of the greatest video games of all time, and was ranked by
IGN ''IGN'' (formerly ''Imagine Games Network'') is an American video game and entertainment media website operated by IGN Entertainment Inc., a subsidiary of Ziff Davis, Inc. The company's headquarters is located in San Francisco's SoMa distri ...
as the fourth-best first-person shooter 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. 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. Game designer Vox Day credited the game with using science-fiction environments to follow '' Half-Life'' in eschewing static levels and a similarity to
dungeon crawl A dungeon crawl is a type of scenario in fantasy role-playing games in which heroes navigate a labyrinth environment (a "dungeon"), battling various monsters, avoiding traps, solving puzzles, and looting any treasure they may find. Video games an ...
s, which the FPS genre inherited from '' Akalabeth''. Day further wrote that ''Halo'' spurred a sustained trend of many other FPS console games. 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 like "''Halo'' clone" and "''Halo'' killer." The ''Halo'' engine has been used for the game ''
Stubbs the Zombie in Rebel Without a Pulse ''Stubbs the Zombie in Rebel Without a Pulse'' is a reverse horror video game developed by Wideload Games and published by Aspyr Media. It was released on October 18, 2005, for the Xbox video game console, and was released for Microsoft Windows ...
''. ''Halo'' has been featured at both Major League Gaming and the World Cyber Games. The game's sequel, '' Halo 2'', made
US$ The United States dollar (symbol: $; code: USD; also abbreviated US$ or U.S. Dollar, to distinguish it from other dollar-denominated currencies; referred to as the dollar, U.S. dollar, American dollar, or colloquially buck) is the official ...
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 ''Red vs. Blue'', often abbreviated as ''RvB'', is an American web series created by Burnie Burns with his production company Rooster Teeth. The show is based on the setting of the military science fiction first-person shooter series and media fr ...
'' video series, which is credited as the "first big success" of
machinima Machinima, originally machinema () is the use of real-time computer graphics engines to create a cinematic production. Most often, video games are used to generate the computer animation. The word "machinima" is a portmanteau of the words ''ma ...
(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.


Remake

During the Microsoft press conference at the 2011 E3 Expo, it was revealed that ''Halo: Combat Evolved'' would be remade by
343 Industries 343 Industries is an American video game developer located in Redmond, Washington, part of Xbox Game Studios. Headed by Pierre Hintze, the studio is responsible for the ''Halo'' series of military science fiction games, originally created and ...
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 remake is also the first ''Halo'' game to include
Kinect Kinect is a line of motion sensing input devices produced by Microsoft and first released in 2010. The devices generally contain RGB cameras, and infrared projectors and detectors that map depth through either structured light or time of flig ...
support. The game is a mix of two
game engine A game engine is a software framework primarily designed for the development of video games and generally includes relevant libraries and support programs. The "engine" terminology is similar to the term "software engine" used in the software i ...
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. 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 identical to the Xbox 360 version, including the ability to swap between the updated "anniversary" graphics and the original game graphics. 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.


References


Notes


References


External links

* *
''Halo: Combat Evolved'' at Halopedia
* {{DEFAULTSORT:Halo 1 2001 video games AIAS Game of the Year winners Bungie games Cooperative video games First-person shooters Gearbox Software games Golden Joystick Award winners
Combat Evolved ''Halo: Combat Evolved'' is a 2001 first-person shooter game developed by Bungie and published by Microsoft Game Studios. It was released as a launch game for Microsoft's Xbox video game console on November 15, 2001. The game was ported to Mi ...
Interactive Achievement Award winners MacOS games MacSoft games Microsoft games Military science fiction video games Multiplayer and single-player video games Multiplayer online games Split-screen multiplayer games Video games developed in the United States Video games scored by Martin O'Donnell Video games scored by Michael Salvatori Windows games Xbox games Xbox Originals games BAFTA Interactive Entertainment Award for Best Games winners Spike Video Game Award winners World Video Game Hall of Fame D.I.C.E. Award for Action Game of the Year winners D.I.C.E. Award for Adventure Game of the Year winners Westlake Interactive games