To Kill a Franchise | The Rise and Fall of Halo
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Hold it. What the hell? Did something
just hit us? Move in.
>> In the early 2000s, there were few game
series as influential as Halo. From its
gameplay, art, music, story, and
multiplayer. Its success had defined the
genre and created such great demand for
a sequel that when it finally arrived,
its launch broke the record for the
biggest 24 hours in US entertainment
history. This record was broken soon
after, broken by none other than Halo 3,
the final mainline game in the trilogy
that satisfactorily wrapped up the story
and delivered an exceptional multiplayer
experience. So, how has a series known
for its innovation, story, and genre
defining gameplay failed to capture any
of these aspects? and why has its
dwindling fan base lost interest in the
IP and grown resentful of the studio
steering it? To understand how this came
to be, this video will be covering the
rise and fall of Halo for the mainland
games development, lore, campaign, and
multiplayer experience, as well as the
series often antagonistic relationship
with Microsoft.
Jason said it best, I think. He said
that Microsoft is building the biggest
cannon in the world and they're pointing
it right at Sony and and we can be the
bullet in that cannon.
>> In 1999 and 2000, Sony boasting the
power of the PlayStation 2 promoted it
in such a way that it threatened
Microsoft and inspired fierce
competition. Quote, powerful and
traditionally inexpensive game consoles
and the processors haven't had anywhere
near the power of even a low-end PC. PC
makers don't fear them right now, but
they should. companies such as Sony have
something in mind other than just
games."
Microsoft, the '90s tech giant, took
this personally and intensified
development of its own console. The
console was referred by the development
team as the DirectX box for the DirectX
software that it utilized. Though
Microsoft's marketing team felt it could
create more appealing names such as Map,
Mike, Mega, or even Face. Evidently,
this was the marketing team's second run
at names. As the first batch of names
quote were so bad, we didn't even save
them," unquote. Due to the absence of an
appealing name, the development team's
internal name was chosen for the
console, although it was shortened now
to the Xbox. Microsoft had its cannon,
but not the required ammunition. In
February 2000, Ed Freeze, the soon-to-be
vice president of Microsoft Game
Publishing, received a call that could
help remedy that. And Peter said, "Hey,
Ed, um, you know, we're kind of in
financial trouble. Uh, we're thinking
we're going to have to shut the company
down or sell it to someone."
>> Bungie, a Chicago based development
company, was in dire straits. This arose
partly from Bungie's real-time strategy
game, Myth 2, Soulblider. While the game
itself was wellreceived, all copies were
recalled just before its official
release, as it was found that the
uninstaller would delete more than just
Myth 2. Only those seeking to wipe their
entire hard drive will be pleased by
this bug. Even the demo was afflicted by
this devastating bug. A bug and a recall
that placed Bungie solidly on the path
of financial ruin. The only thing that
could save this company was an
ambitious, untested shooter.
Halo initially revealed at Mac World
1999 began as Blam. The name of the game
would change, but Blam would remain as
the engine used to create the game. A
game that at one point was
conceptualized as an RTS. Now it was
conceptualized as a third person shooter
releasing for the Mac and PC. Halo,
headed by Jason Jones, the co-founder of
Bungie and written by Joseph Stton, took
inspiration from the 1986 film Aliens.
It was set in the far future and carried
a mature tone of mystery, of vastness,
of desperation, as was in Aliens.
Despite humans being technologically
advanced, they could hardly overcome
simple yet ancient horrors. The name
Halo and the music created by Martin
O'Donnell and Mike Salvatorei with their
Gregorian chants alluded to a religious
component. After all, the game is an
allegory for Noah's arc. Yet,
Microsoft's marketing team felt skittish
on the concept. Quote, they said, "If
there is one thing you take away from
this meeting, it's that we absolutely
think you should change the name." And
we laughed out loud and was like, "We
are not going to listen to you." They'd
had somebody cut a 2-minute video
together to Heavy Metal. all quick cuts
and fast action. No story, nothing. I'm
like, what's this? This didn't look or
sound like Halo at all."
Even so, by 2000, anticipation for the
game only grew, and Microsoft's
acquisition certainly got the attention
of market leaders such as Steve Jobs.
Quote, "I got an email from Microsoft
Chief Executive Officer, Steve Balmer,"
which was unusual for me. It was pretty
short. It basically just said, "Steve
Jobs is mad that you bought Bungie. Call
him and calm him down." And then it had
a number. Okay, I guess I have to call
Steve Jobs.
Steve Jobs had to address Microsoft's
acquisition of Bungie and Halo during
that year's Mac World.
>> What would that mean about the future of
Bungie's games on the Mac? About the
future of Halo on the Mac? To clear that
up for us all, it's my pleasure to
introduce Ed Freeze, the vice president
of games for Microsoft. Yet, Apple and
Microsoft are going to team up with the
executive vice president of publishing
from Bungie, Peter Tampy, to form a new
company. And that company is going to
take hopefully over time our entire line
of games to the Macintosh. To everybody
here,
though Halo would eventually find its
way to the Macintosh, the plan to launch
it on the computer had changed. It was
now sent to launch exclusively on the
Xbox. as not only would their work for
the Mac port seemingly go to waste, but
it also meant that they would lose the
goodwill of their customer base.
Furthermore, Halo now had to launch with
the Xbox, meaning that Bungie had less
time to work on the game than they had
hoped. The silver lining in this
acquisition was that Bungie still had
the freedom to flesh out their vision
for Halo. Microsoft was more concerned
with the marketing of the game and
requested it be subtitled in order to
steer clear of Halo being confused as a
religious game instead of a futuristic
shooter. The game was set to release as
Halo Combat Evolved. After the
acquisition, the lead game designers and
core team moved into Microsoft's office
located in Redmond, Washington. How you
doing?
>> He's walking in to the new space for the
first time. Hey guys, got something for
you.
Okay,
Dan's new place. And Dan gets the
leather couch. We don't know why.
>> That's my casting couch.
>> Bungie had to defy expectations. They
needed to make their now firsterson
shooter operate smoothly on a console.
The challenge came in the form of the
controls. Sheamus Blackley, the creator
of the Xbox, in an interview with IGN
recalled the scaling commentary as
quote, "A shooter would never work
without a mouse and a keyboard." and
this was a widely and passionately held
belief."
Though the famous 1999 Nintendo 64 game
Golden Eye had made strides in the first
person shooter console genre, the
controls were not at all up to par with
computers. Rather than having a free-
floating aiming reticle, players had to
contend with a single analog stick and
relied on movement and a slight auto aim
mechanic to hit enemies. It was only
with a toggle that players could enter a
precise aiming mode that both sacrificed
movement and had players fight against a
reticle that aggressively directed
itself to the center of the screen. Even
at the time, modern shooters such as
Alien Resurrection were ridiculed for
using what is now considered to be a
modern dual analog stick control scheme.
Quote, "The game's control setup is its
most terrifying element. The left analog
stick moves you forward, back, and
straights right and left, while the
right analog stick turns you and can be
used to look up and down."
This is why it was believed that Halo
would suffer the shortcomings of all
console shooters, as the Xbox was set to
launch with a similar dual analog stick
controller, aptly nicknamed the Duke.
Side note, the sheer size of the
controller attributed to poor sales of
the Xbox in Japan. And I can remember
putting it on my leg in Japan and trying
to say, "See, you can rest it on your
leg." And this Japanese TV host put it
on his leg, which is much smaller than
mine, and it immediately fell off. And
he said, "No,
>> the Duke was a non-starter in the Asian
market, period."
>> With the Xbox launch said in November
2001, Bungie had several upcoming
deadlines to hit. Marcus Leato, the art
director, has stated on the crunch,
quote, "We had an insanely short period
of time to figure our [ __ ] out to
actually convert Halo from a third
person to firsterson game and build a
real world. I swear it was like 9
months, just a ridiculous period of time
to build the entire first game and ship
it." The crunch meant that several plot
lines, levels, guns had to be cut.
Multiplayer was also on the chopping
block where the team initially
envisioned 32player battles. The
multiplayer, which came secondary to the
campaign with only three to four
developers working in it just several
months away from release, was now aiming
for a smaller arena style experience
that games like Quake popularized. When
it finally came time to showcase the
game at E3 2001, the campaign showed
much promise. There was live
demonstration highlighting the dynamic
and strategic ability of enemy and
friendly AI, a system in where units
moved to pre-desated squares depending
on morale, if they were winning or
losing, and on the intel units had which
depended on where they last saw an
enemy. The single player through the
design of weapons, AI, vehicles, and the
story of the last super soldier
discovering the truth of a mysterious
ring world showed much promise. That
much could not be said about the
multiplayer. As seen on the show floor,
the four player split screen had
tremendous frame rate issues. The
console's still very much under
development. We the the machines we had
to show their halfspeed uh graphics card
at that time. So everything's running
half speed. Um
>> they try to show this multiplayer demo
on the floor and it doesn't really
impress people. If you read the press
from that time, it's very h I don't
know, wait and see. Unlike the upcoming
Nintendo Gamecube or the Sony
PlayStation 2, the Xbox was releasing
with a built-in hard drive and a
built-in Ethernet port to futureproof it
for a potential online service. This
feature would also be utilized for land
parties. It would allow up to four Xbox
systems to be connected under a single
network as to have 16player battles. But
Bungie questioned whether the system
link would be utilized and if the
multiplayer was worth keeping now that
the company was cycling employees from
its other projects. Getting closer and
closer to the deadline for Halo, each
one of those teams ended up getting
absorbed into the Halo team because
there was just no way we were going to
make it.
>> We almost cut multiplayer out of it a
few days before we had to ship the build
cuz it wasn't really working that well.
You know, we were having arguments about
how many people can actually connect a
box together. We're like, "Yeah, maybe
in college dorms people will do it, but
who's going to carry a TV to their
friend's house?" The decision was made
to keep multiplayer in. As the
performance of the Xbox through its
development had drastically improved,
the multiplayer frame rate issue had
disappeared. The last thing to do now
was to ship the game and console. As
Bill Gates did when he revealed the
final luck of the Xbox, he also attended
the launch party and handed over the
first console.
No one at Bungie could have foreseen the
tremendous success Halo brought to the
Xbox to their studio or how their
innovations would set standards for
decades. Halo Combat Evolved in its
beautiful simplicity was a tremendous
success. Its campaign and multiplayer
were universally wellreceived.
I remember when I I gave this to the
game designer whose level it was used
in. He came to me. He said, "Boy, you
know, I spent so much time listening to
that piece and that, you know, I just
love that chick singer."
And I said, "Paul, uh, that was me."
>> We set up 10 Xboxes. Actually, that
meant 10 TVs or screens of some sort.
Turned out we had four LCD projectors.
>> They keep on bringing in more stuff and
it seems to be expanding.
>> Would you agree that without Halo, the
Xbox may not have might not have
survived without that killer app?
>> I think you're probably right.
>> If there's one game that almost
single-handedly made the Xbox, it's
Halo.
>> Launch titles that don't suck a concept.
Where contemporary console shooters
relied on uncanny, narrow, and linear
levels with enemies segmented throughout
as if they only existed to wait for the
player, Halo Combat Evolved ushered in a
new era of design. It created an active
world where players could stumble into
battles between the alien opposition
known as the Covenant and the human
marines after Crash Landing scattered
across a mysterious ring world. The game
through its open and sometimes narrow
level design encourages the player to
use a wide arsenal of purpose-built
weapons and vehicles. Close encounters
encourage the use of grenades and melee,
which have their own dedicated buttons.
Even the aiming reticle, albeit always
large and generous changes based on the
weapon being used. In more than just
this way, was a gameplay supported by a
well-thoughtout art direction. The
humans were seemly inspired by the
Marines and aliens. Their technology was
advanced, yet still resembled familiar
and modern equipment. The Covenant
relied on bright, round, smooth, and
glimmering tech. Their pronounced color
palette and art direction made it easy
to inform the player on Elite Rings, and
most importantly, their location as to
make sure they will not blend into the
background. I probably wouldn't have
made the Covenant guys so colorful, but
that was a request from Jason. Shinier,
brighter, more color. I'm like, dude,
you're nuts, man. This things like
rainbow is horrible. Obviously, it
worked. I mean, he he knows it from a
gameplay perspective. Like, this is what
makes games tick.
>> Even the grunts were designed in such a
way that the design allowed their weak
point, their heads, to be silhouetted
against their shiny armor. They were
also the only English-speaking Covenant
members, which provided the player much
needed information on their changing
tactics.
This much could be gathered from
gameplay demos prior to the game's
release. However, Bungie did well to
keep the two additional factions a
secret. Do you remember how careful we
were to not let anybody know that I mean
this was the big twist.
>> After finding the Covenant through a
moody and foggy forest, a player enters
a facility of neither quote unquote
human or covenant origin. Within the
player discovers traces of a recently
fought battle. Though discarded weapons
and blood are present, only the corpses
are missing. What is left is a lone
distressed marine that actively shoots
the player while rambling of other
worldly horrors. This and a recording
left by the marine squad builds up to
the introduction of the flood, a
parasitic ancient horror that
assimilates biomass, covenant, and human
alike. It is shortly after that the
player is introduced to the final
faction of the game. I am the monitor of
installation 04. I am 343 Guilty Spark.
Someone has released the flood.
My function is to prevent it from
leaving this installation.
>> 343 Guilty Spark serves the presumably
extinct forerunners, the creators of the
mysterious ring world and also serves to
provide exposition on the flaw.
Similarly, the human AI Cortana provides
exposition and commentary where the
player's character, the Stoic Super
Soldier, the Master Chief, cannot. It
was at this point that the scope of Halo
story shifted to a much larger and even
more mysterious universe. The purpose of
the player shifts from maintaining the
remnants of marine forces scattered
through the ring world to eliminating
the flood through the firing of the Halo
rings. This is the exact reason it was
built. But before the player is able to
achieve this, he is abruptly stopped.
>> Hog, that wasn't supposed to happen.
>> Oh, really?
>> The flood is spreading. If we activate
Halo's defenses, we can wipe them out.
>> You have no idea how this ring works, do
you? Why the Forerunners built it? Halo
doesn't kill Flood. It kills their food.
Humans, Covenant, whatever. We are all
equally edible.
>> Exciting. This is to have a record of
our lives.
>> He looks excited, doesn't he?
>> All of our What does that mean?
>> Human history. Is he?
>> Oh,
fascinating. That's a clue.
>> Among this revelation is the hinting
through 343 Guilty Spark that the
Forerunners were ancient humans.
>> Chief, I'm picking up movement.
>> Why would you hesitate to do what you've
already done?
>> We need to go right now. Last time you
asked me if it were my choice, would I
do it?
>> Having had considerable time to ponder
your query, my answer has not changed.
>> With the secret of the ring revealed,
and after several battles, the player
returns to their crashlanded ship to
destabilize the fusion reactor, thus
creating a massive explosion to destroy
the ring. The final segment has players
drive through waves of forerrunner
sentinels, flood forms, and covenant
forces in order to reach a smaller
spacecraft and outrun the explosion.
>> Halo, it's finished.
>> No, I think we're just getting started.
>> Bungie, through their comparatively
small team by today's standards, had all
aspects of the game's design worked
together. It was no secret that the team
was infamously hard to work with, but
also equally passionate for their vision
of Halo.
>> We are the most cynical people. Like, we
are the jaded crowd who if a game
doesn't entertain us in 5 minutes, we
stop playing it.
>> The music was not omnipresent and was
designed in mind not just for the tone
of the level it appeared in, but also
the exact location in said level. This
type of design extended to weapons,
players regenerative health, enemy
forces, allied forces, and vehicles.
While some levels, such as the library
would be criticized for its repetitive
layout and frustrating difficulty, and
certain lines were written for
environments that were envisioned far
different than they were implemented.
>> Here's my favorite line in the game.
>> I don't know if they show it.
>> Yeah, don't we show it? Here it comes.
>> This cave is not a natural formation.
>> It's not. It's not a natural formation.
>> I don't believe Uh, no duh.
>> The game as a whole innovated and
delivered an experience where all parts
worked together to flesh out Halo's
gameplay and story to the larger set
pieces to the soundtrack and religious
significance of a Halo. It all invoked a
sense that there was something greater
at work in the universe of Halo. And it
gave Bungie plenty to work with should
there be a sequel. Still yet, the game
had more to offer. Multiplayer, the mode
that was nearly cut, was a selling
point, perhaps even more influential
than Golden Eye for the Nintendo 64.
Halo through its split screen
multiplayer became known as a party
game, a revolution in console gaming
that successfully made land parties
easily accessible and Halo a must-have.
Quote, "Every week the Xbox would sell a
certain number of units and something
like 50% of those sales would convert
into Halo sales. So, it just kept
selling. two years after it came out, it
was still in the top 10 sellers on the
console. That's almost unheard of now."
Hel sold consoles and primed an audience
for online multiplayer. Though the game
was celebrated the development, the
crunch to finish the game had exhausted
the developers at Bungie. And though the
studio had garnered prestige for their
work as per their contract with
Microsoft, Bungie did not get much else.
So the core development Bungie team
threatened to leave Microsoft just after
their major hit.
>> What I remember was a general
disappointment in the you know sort of
sharing of profits. Well, it turns out
of course that there is no such thing as
profit sharing uh based on you know
merit or your performance over over a
diff a certain product inside Microsoft.
As a matter of fact, I remember Robbie
Box saying to me in a meeting, Marty,
you know, we we don't give profit
sharing to people who do Microsoft Word
or Office or Excel or whatever. And I'm
like, yeah, yeah, no, no, we get that.
The seven people who were saying, I
think we should we should be getting
something better from Microsoft, at
least for the next one, Halo 2. And then
he goes, Marty, you got to understand,
Microsoft does not negotiate with its
employees. Robbie, that makes total
sense. I get it. That makes total sense
to me. And then the guy started to get
up. We were all going to leave the
office because it was over. Like he just
he said, "We don't negotiate with our
employees." And as we were reaching the
door to leave, he goes, "Wait, wait,
wait. Guys, guys, come come back. Come
on, let's talk." So I sat down again and
I thought to myself, hm, maybe Microsoft
does negotiate with its employees. So we
negotiated a deal. We negotiated
probably the only product related profit
sharing plan maybe that Microsoft has
ever done. I don't know. It's possible.
So our profit sharing plan was for Halo
2 and that caused us to stay instead of
leaving. We were going to leave and
start our own studio.
>> Bungie was going to make Halo 2. This
was already presumed through the success
of Halo Combat Evolved. What was not was
their promise to impress with the
sequel. Quote, "You already know Halo 2
is the sequel to Halo. You already know
Bungie has no intention of disappointing
anyone. The game itself is everything
you loved about the original Halo, but
with all the knobs turned up to 11 this
time around. This is not a quicky quote
unquote Halo 1.5 followup using the same
engine. We are using a completely
rewritten graphics engine which allows
our artists to work in previously
unimaginable complexity and detail.
Anyone who thinks the original Halo
stretched the Xbox's graphical abilities
to the limit is mistaken.
Only 5 days later, Microsoft announced
Xbox Live. Quote, "In addition, at least
seven Xbox Live enabled games are
currently scheduled to be available on
November 15th, with up to 10 more to be
followed by the end of the holiday
season."
Halo 2 was named amongst these games to
launch with Xbox Live in 2002, but
Bungie knew they needed more time to
make the game they wanted. quote, "I
remember having a very voseiferous
discussion with Pete Parsons, who was
then sort of Bungie's manager as an
internal Microsoft executive. He said,
"Marty, it's inconceivable for us to not
be a launch title for Xbox Live, which
was coming in November 2002, just a year
after the first Halo's release." And I
said, "Yeah, and I want to have a baby
in 4 months. There are just things that
cannot happen." He told me, "You've got
to understand that Microsoft has already
planned their fiscal year." I said,
"Fuck the fiscal year." Which became
sort of a statement that everybody knew
at the studio. I wasn't saying screw
Microsoft. I explained the only way you
truly motivate a game development team
and especially Bungie is by saying we
have to get this done for E3 or get it
finished by Christmas. If you say, "Oh,
we need to get this done for the fiscal
year," they just won't. They will not do
it.
Microsoft was not the only company using
Halo to market itself, as there were
various games desperately trying to
emulate or even topple Halo.
>> This is Brute Force. It's been called in
the United States the next Halo. It's a
tactical based team shooter and um it's
it's more of a thinking man's shooter.
Players that have been used to Halo um
will will jump right in with this game.
We're looking more for pure action. So,
uh you're running around and it controls
basically just like Halo.
This is Sony's first person shooter.
It's really going to be their Halo
killer. That's what they hope it to be.
>> Among the many teams attempting to outdo
Halo was Bungie with Halo 2.
>> This process began with the end of Halo
and realizing all the stuff that we had
left out and Jason and I and Jamie and a
few other people sitting down and
thinking really hard about, oh wow, what
did we really want to tell? I don't know
if we're crazy or stupid or we just like
good stories or or what, but we we
certainly worry about that a lot more
than you might think we'd have to in a
game that's mostly just about action and
and about not thinking.
>> Bonji sought to tell a dramatic
expansive story with her sequel, one
that would reveal the mystery of the
foreigners, the intentions of the
Covenant, and satisfyingly wrap up the
fight with the Covenant. To do this,
Halo 2 would have two playable
protagonists. The game would take place
shortly after the events of combat
evolved. It highlights the repercussions
of the destruction of the Halo ring.
While the Master Chief is being awarded
for saving the galaxy, the highranking
elite who discovered the ring alongside
the humans is being shamed by the three
prophets of the covenant. Three
hierarchs known as the prophet of truth,
prophet of mercy, and prophet of regret
for allowing the ring to be destroyed.
It is the intent of the prophets and
their covenant to fire the rings under
the guise that it would take the galaxy
on a great journey, a new plane of
existence. This is evident by the
absence of the foreigners who fired the
rings long ago. And as there are no
living traces of them, they must have
successfully transcended into a higher
plane of existence. Though the player
knows the purpose of the rings, this
convincing lie sets the stage for a
tragic story where all but humans are
unwittingly fighting to the death for
their death. The prophets brand the
forerunners as gods. The monitors such
as 343 guilty spark as oracles and the
humans as heretics. The high-ranking
elite is shamed, branded, and bestow the
title and responsibilities of the
arbiter. He is tasked with killing an
elite separatist. But this brings more
questions.
>> The Oracle.
>> Hello, I am 343 Guilty Spark. I am the
monitor of installation 04.
>> Ask the Oracle about Halo. how they
would sacrifice us all for nothing.
>> After the defeat of the Separatist,
Tartarus, a brute, a newly introduced
race to the series, and the same brute
that branded the Arbiter, shows no
reverence to the Oracle, snatching it
before it can reveal the truth of the
Halo rings to the Arbiter. Tardus, who
represents the Brutes, is uncaring for
the cause, and similar to the prophets,
is using the religion to gain power.
None hungrier for it than the prophet of
truth. He has prime access to forrunner
artifacts and as his storyboard
demonstrates knows all too well not just
the purpose of the halo rings but also
far more damning secrets around the
foreigners. The prophet of truth emerges
as a true antagonist of Halo 2 who
allows the assassination of the prophet
of regret by withdrawing elite forces.
The prophet of truth uses this event as
a reason to change the guard from elite
to brutes further fueling their tension.
This is unprecedented, unacceptable.
>> The hierarch is dead, commander.
>> His murderer was within our grasp if you
had not withdrawn our fabins.
>> Are you questioning my decision?
>> As to tie up any loose ends, he also
orders the assassination of the arbiter.
>> The prophets learn of this. They will
take your head when they learn.
Fool. They ordered me to do it. The
Arbiter falls to what should have been
his death. Earlier in the game, the
Master Chief should have also shared a
similar fate.
>> Let him be.
The great journey awaits for no one,
brother, not even you.
>> The Prophet of Truth allows the Prophet
of Mercy to die via the flood. Through
the course of the game, Truth has
demonstrated his strategic ability. He
has executed a plan that has eliminated
his greatest opposition and made him the
sole ruler of the Covenant. Truth orders
TardeRus to fire the rings while he
stations himself on a foreigner
structure known as the ark. This is both
saved from the firing of the Halo rings
and is located on Earth. The profit of
truth's plans is only foiled by the
manipulation of the gravemind, a sort of
physical compound brain of the flood who
shares the interest of the humans, the
arbiter, and a growing contingent of
elites who want to stop the firing of
the halo rings. It is only through the
gravemind's meddling that the firing of
the halo ring is stopped, that the
arbiter was able to exact his revenge on
the profit of truth, and that there was
a grand reveal that humans were ancient
forerunners. As a human skeleton is
discovered on the ark by the arbiter. It
is inferred that the prophet of truth
knew the humans were forerrunners all
along and was aiming to quote unquote
become a god by taking this ancient
human's place. This also means that the
covenant was throughout the human
covenant war fighting against the very
gods they worshiped. In this way, the
story of Halo becomes poetic. It is the
story about how a single influential and
deceitful figure manipulated an entire
galaxy into war and nearly into
self-destruction.
The characters were wellritten and
intelligent, always making optimal
decisions dependent on the knowledge
they had at the moment and goals they
maintained. The end of the game through
a postredit scene was meant to tease a
potential Halo 3 where the Gravemind,
the only thing that was able to trump
the profit of troops manipulation, was
being set up as the next and even
greater antagonist. Joe Stton, the
cinematics and narrative director, had a
grand vision for the game, but perhaps
too big for the rest of the team. Quote,
"One conversation I remember very
specifically was when Marcus and I
finally sat down to review the script.
He was terrified of the scope it
implied. His job in that meeting was to
assess how many props are you asking
for. How many custom cinematic stats,
you know, it was a big game at that
point.
It was not just a story, but also the
art and mechanics of everything they
wanted to implement. This ambition
extended even beyond Halo 2 because
Bungie was attempting to develop another
game with a separate Phoenix team,
leaving even less resources for their
highly anticipated sequel. As opposed to
Halo Combat Evolves development, more
the smaller team shared or disputed
their vision for the game. Halo 2
through its lack of leadership,
everexpanding team, and massive scope
led to the disaster known as the E3 live
demo. Bungie and their delusion desired
to prove to their fans and to themselves
that Halo sequel would be superior in
all aspects and then some. It was
decided that a live gameplay demo would
be showcased. This highlighted among new
mechanics such as dual wielding, vehicle
hijacking, and a vehicle damage system,
an engine that supported a stencil
lighting model that brought to life
otherwise flat textures. The live demo
consisted of the Master Chief fighting
through a wartorrn city, first on foot,
then manning a warthog cannon. The
gameplay was scripted and cinematic, and
fans loved it.
>> I don't say the word awesome.
Usually dude doesn't come out of my
mouth, but the truth is the game is
awesome, dude.
>> We came back with E3 with actually less
than what we wanted to. We came back
from E3 with a demo. We did not come
back from E3 with a playable part of a
level.
That was really bad. Actually, that
wasn't the goal. We've got 50, 60 guys
now on the Halo 2 team. They're waiting
to be told, "Hey, what do we do? What do
we, as this massive, smart, talented,
hardcore, devoted guys that are going to
stay up really late? What What do we do?
Tell us we want to do it."
>> Though Bungie had created a demo that
impressed and lived up to their
promises, it was unfeasible. The Xbox
would never be able to run such a
visually complex lighting system, or at
least not be able to run it consistently
above three frames per second. Quote,
"We can't ship this. It wouldn't run.
There was no way we could do the whole
game this way. It was a huge, horrible
realization that the entire plan that
had been worked on for 2 years was
basically going to be thrown out."
This was not an exaggeration. The engine
had to be rebuilt to accommodate the
hardware of the Xbox. The campaign had
to be basically redesigned. Quote, "A
lot of people sacrifice themselves in
ways that you should never have to for
your job." unquote. To make matters
worse, Bungie, through an embrace of
work culture and an unheard of
independence on the Microsoft campus,
had long been trying Microsoft's
patience, from missing the launch of
Xbox Live in 2002, to now requesting
another year to finish the game for a
2004 release date, not the present year,
2003. Microsoft wanted their flagship
game this year, and they were determined
to get it.
>> Now Halo is too important. Okay, now
everything,
all the marketing people, all the
planning, everything wants to revolve
around Halo and the next Halo and
there's huge pressure to get the next
Halo out and and to rush it out. I meet
with my boss, Robbie Bach, and say we
need to spend an extra year. He said,
>> "Let's have a vote."
So he brought in all his senior staff
members, Jay Allard, Mitch Ko, other
people you don't know, uh, and went
around the room. Should we force Bungie
to ship on the original schedule because
Halo is so important to the company or
should we give them the extra year that
they want? Every person in the room
voted we should force them to ship on
the original schedule.
>> These guys don't see
>> except for me.
>> Yeah. And I walked out of the room and I
said, "I will quit now if we don't give
them this extra year."
>> Even though Ed Freeze would quit soon
after, his threat to quit had won Bungie
the extra year to finish their game. And
so Bungie prepared for what was possibly
the worst crunch they would ever
experience.
>> I'm enjoying the sunset, the last row of
rays of light because uh the next 5
months or so, I don't think we're all
going to see very much sun. As a matter
of fact, I don't think we're going to
see any sun at all for the next 5 or 6
months. Enjoy it while it lasts.
>> Employees working 7 days a week, all
day, every day, and significant others
bringing in changes of clothes. Quote,
"I slept at the office some obscene
amount of days in a row, like almost an
entire month at the end. I canled my dog
for almost 2 months. There would be
mornings I'd wake up at home and not
remember how I got there, and many
others where I'd wake up at my desk. It
was that way for a lot of people. a lot
of relationships got fractured and that
felt irreparable at the time."
With all hands on deck and the team
working tirelessly, there was finally
steady progress and a solidified
deadline that under no circumstance was
going to move, as was made apparent at
E3 2004. It's in stone. Well, actually,
that's not the only place it's in.
I got your release date.
right here.
November the 9th,
the moment Xbox Nation's been waiting
for. Halo 2. And yes, that is 2004.
>> The extra year and having all hands was
still not enough. Bungie had a singular
option left.
We have this fantastic story arc that
we're trying to get across and we have
all this backstory that we're trying to
get across and there comes a point where
we look at the amount of time that we
have left to finish this game and we
realize that we're just crazy. We're not
going to be able to do all of this. And
so we pick our battles with, you know,
what we can cut out and everything that
wasn't essential. All these things that
we just love to see in the game, they
all they get put on the bottom of this
list and we end up start we start
hacking them off.
>> Here comes the knife out of the script.
What's important? That isn't, you know,
goodbye my lovely child.
>> In order to meet their deadline, Bungie
had to cut a large portion of the single
player campaign. There was a fear that
this butchering would be noticeable.
Still, there was no time left and the
game needed to be ready for a November
9th release.
There are those who said this day would
never come. What are they to say now?
>> Rated M for mature.
>> Where Halo Combat Evolved sold
gradually. Halo 2 was going to sell
steeply. This game was going to sell
like nothing else. The demand for Halo 2
had ballooned to the point that there
was 1.5 million pre-orders for the game.
As Xbox saw it, the game's launch was
going to rival even the launch of the
original Xbox.
>> In the next 72 hours, Halo 2 will be
sold in 27 countries in eight different
languages. And there's going to be
another 1,200 stores in London, Seoul,
Tokyo, Toronto open in similar midnight
matters events. I mean, this is bigger
than a video game. This is a true
entertainment phenomenon.
>> Quote, "One of the things we'll look
back on in 24 hours is what size is the
industry? It is very clear to us that
this kind of entertainment is usurping
others. Moore said, "There was a
commotion about the film The Incredibles
making $70 million over the weekend. I
guarantee that we'll make that up by 400
p.m. tomorrow."
>> Look at this line.
>> This is crazy. This is just for
registration.
>> This was a common sight across the
United States. The fervor of major
theatrical releases could not compete
with the demand for Halo 2. In just 24
hours, there were 2.4 million copies of
Halo 2 sold, amounting to $125 million
in sales. This figure was even higher
than what Peter Moore, the vice
president of Microsoft, predicted. The
launch of Halo 2 broke the record for
the most money generated in a single day
in entertainment history. A video game
surpassing a film's release was unheard
of. The campaign, besides a small area
with overtuned snipers, was wellreceived
until players experienced the game's
abrupt ending.
>> Well, we had such a great ending to Halo
2 where Master Chief said, "I want to
finish the fight."
>> Master Chief, you mind telling me what
you're doing on that ship,
>> sir? Finishing this fight.
>> Which uh had most Halo players
universally screaming and throwing their
controllers at their TVs because they
didn't get to finish the fight.
Well, I didn't say anybody threw their
controller. They might have dropped it
in in amazement.
>> Quote, I beat Halo 2. And I think the
first words out of my mouth upon victory
were, "What the crap?" To describe the
ending of Halo 2 as anticlimactic would
probably be a bit of an understatement.
Towards the tail end of the game, I just
gave up on trying to understand the
story line and its innane ending. If you
thought you were pissed at the end of
Matrix Reloaded, you haven't seen
anything yet. It's kind of [ __ ] that
there's going to be a Halo 3 when Bungie
said that Halo 2 would wrap up the loose
ends when instead it has only made it
worse and making us wait a few more
years for the answers."
Bungie had cut out the entirety of the
final act. This means the story ended
right as the Prophet of Truth was headed
to Earth. Thus, there was no reveal that
the Forerunners were human, no
retribution for the Arbiter that players
did not universally appreciate playing
as, and no satisfactory conclusion. This
was greatly disappointing, but was not
all that Halo 2 had to offer. If we do
this right, if we are able to really
pull off the engine and Xbox Live and
the social community,
it it's going to destroy everything else
that's out there. As Combat Evolved was
revolutionary for its local multiplayer,
Halo 2 was revolutionary for its online
multiplayer. In the same spirit of
Combat Evolves and land parties, Halo 2
created what Bungie called the virtual
couch or party system. This allowed
users playing split screen on the same
Xbox to all play together online and
join other parties. Among this was the
introduction of skill-based matchmaking,
several game modes like capture the
flag, big team battle on Slayer, custom
game modes, proximity chat, statistics
that were tracked and viewable online, a
clan system, and on top of all that was
the option to play as a Spartan or an
elite. This was only a single element of
the customizability. Players could
change the color of their characters and
the color and design of their emblem.
Halo 2 was a game that broke records
across the entertainment industry
through the party system. It was a game
that surpassed even what was available
in the PC dominated multiplayer space.
Other consoles such as the original
PlayStation 2 and the Gamecube while
offering online multiplayer required the
addition of a network adapter. And worst
of all, they did not play Halo 2. From
July 2004 to July 2005, the number of
users subscribed to Xbox Live doubled
from 1 million to 2 million. Xbox
exclusive games such as Halo were
undoubtedly responsible for this
increase.
>> In 2005, Xbox is the fastest growing
platform for game sales. Right now, six
of the top 10 selling games are Xbox
titles.
>> This was coming at the end of the Xbox's
life cycle. By the end of the year,
Microsoft wanted to release their next
console generation, an entire year
before Sony and even Nintendo. This
console, among offering a graphical
upgrade, was gearing itself up to focus
even more on the Xbox Live service and
the Xbox marketplace. The Xbox 360 would
also offer a removable hard drive.
Altogether, this would theoretically
allow future downloadable content like
the Halo 2 map expansion that was sold
separately on a disc to be purchasable
and exclusively downloadable online. A
greater focus was also placed on user
profiles and their social elements. This
console was sent to retail for $399,
a price point that would end up favoring
Microsoft. In 2006, Nintendo shifted its
approach to the console market. Their
Nintendo Wii was to be more family
oriented on top of utilizing older and
thus inexpensive hardware. Sony also
shifted their approach somewhat. Though
they planned to compete with the Xbox
with modern but difficult to work with
hardware, the new PS3 was meant to be a
modern media machine capable of running
Blu-rays. And so their 20 GB console was
$100 more than the 20 GB Xbox 360. This
bloat and the effect it had on its price
gave Microsoft an immediate advantage.
>> You know, Robbie's strategy to launch an
a year earlier than everyone else to uh
to uh keep the price low.
>> Yeah.
>> Uh worked very well and and Xbox grew
its market share a huge amount in that
time. While it had design flaws that
would cost Microsoft possibly over a
billion dollars in recalls, the Xbox 360
was a serious competitor to the
PlayStation 3. As more games took a
greater focus on multiplayer, the amount
of users subscribed to Xbox Live service
doubled this year to 4 million. Sony,
through its at the time free online
service, sought to inflate its numbers
of online users as well. and attempted
to create exclusive quote unquote Halo
Killers. But Bungie now had the time and
a console powerful enough to create a
game more accurate to their vision, a
task that they were somewhat reluctant
to do following Microsoft's allegedly
lackluster compensation to Bungie for
the success of Halo 2. So, we were like,
"Okay, Halo 2 shipped. We got something
from it." Uh, we did not get what we
were expecting and what we had all
thought we'd agreed on. It turned out to
be that good business for them was not
necessarily doing what we thought they
were going to do for the team. So then
we said, "Okay, well that's it. We we
are done now."
>> Yeah.
>> We're not making anything after Halo 2.
>> Ah. So that was like the real the real
starting point. Yeah.
>> That was like, "Okay, so you aren't
going to be good to your word. We are
going to leave and we're going to start
our own company and we're going to do
what we want to do. Good luck with
Halo." Some of Bungie's top employees
left in response to this and the
terrible crunch of Halo 2, such as Jason
Jones, who was the project lead for Halo
1 and 2. Bungie were still making Halo
3, and throughout the game's production,
they were negotiating a deal to split
from Microsoft. While not as tumultuous
as the production of Halo 2, Halo 3
suffered a lack of leadership. It also
lost Joe Staden as the narrative
director when he took an extended
sbatical after getting into a giant
argument with a fellow developer. In his
time away, he wrote the book Halo:
Contact Harvest. In his place was a
committee set on finishing the story.
What they lacked was Joe Staden's vision
to wrap up the plot threads. There was
much deliberation on how to write the
story for Halo 3. Without a strong
project lead, and without a single
narrative director, certain
contradictory story elements were baked
into the final product. Paul Russell, an
environmental artist, has said on the
matter, quote, "I don't believe that
management gave a single [ __ ] about any
story element. They only cared about
shipping a game."
Nearing the end of the project, Joe Sten
came back. While he was satisfied with
certain plot points, it was clear Halo 3
was not capturing the final act of Halo
2. The game was set to go in a
different, less character-driven
direction. In the first five missions of
the nine mission game, the story hardly,
if at all, progresses. It begins with
the Master Chief inexplicably jumping
off Truth's ship from the end of Halo 2.
He fights his way through the jungle
with Sergeant Johnson and the Arbiter.
Sergeant Johnson gets captured and
rescued. The Chief then fights his way
through a UNCC base under siege, through
a town to disable an anti-aircraft
battery, and back through the same town
to fight through hordes of flood that
crash landed on Earth.
What is it? More brutes
worse.
>> This is where the story picks up. Rather
than the ark be a forerunner facility
built on Earth, it is instead its own
installation. A massive space platform
that creates Halo rings and can activate
them remotely. Through a portal on
Earth, the Prophet of Truth now heads to
the Ark and all the main characters
follow. After much fighting, high
charity, the holy covenant city,
assimulated by the flood in Halo 2,
crash lands on the ark. At the same
time, Johnson gets captured a second
time by the Covenant, and the profit of
truth, whose character has been reduced
to a one-dimensional egotistical madman,
utilizes him to activate the Halo rings.
Miranda Keys, the daughter of Captain
Keys, who died on the first Halo Ring,
crashes a pelican into the control room
with no backup and dies a pointless
death. It is in this control room that
the Arbiter, the Master Chief, and the
Flood all team up once more to stop the
firing of the rings.
>> You must be silenced.
>> After Truth is killed by the Arbiter and
the rings are stopped, the Flood once
again turns hostile. After the Chief
escapes with the Arbiter, it is revealed
that the Ark has made a new replacement
Halo ring. With the Covenant leadership
decapitated, defeating the Flood takes
priority because all of its forces are
on the Ark. This is where the Master
Chief launches a solo mission to
infiltrate High Charity and rescue
Cortana, who has the index, which is
necessary to fire the Halo rings. But
because the ring is still under
construction, firing it will cause both
the ring and the ark to be destroyed. As
the flood is on both installations, this
will successfully eradicate them. 343
guilty spark seeking to preserve the
forrunner installation lands a mortally
wounding blow on Sergeant Johnson and
reveals that humans were in fact
forerunner.
>> You are the child of my makers,
inheritor of all they left behind. You
are forerunner,
but this ring is mine.
>> The chief and the arbiter then escape
the ark only to be caught in the
explosion. If we don't make it,
>> we'll make it.
>> It's been an odd pursuing with your job.
>> The cut scene that follows shows that
only the front half of the ship made it
through the portal back to Earth, the
part that the Arbor was on as he was
piloting the craft. The Chief is
presumed dead.
As we start to rebuild, this hillside
will remain barren, a memorial to heroes
fallen.
They enbled all of us, and they shall
not be forgotten.
It hurts.
I remember how this war started, what
your kind did to mine.
I can't forgive you,
but
you have my thanks
for standing by him to the end.
Hard to believe he's dead.
>> Were it so easy?
>> This was the emotional sendoff to
Bungie's Master Chief and the end of the
trilogy. However, there is a postredit
cut scene that shows the Master Chief
did survive. What remains of the ship is
floating in space and the Master Chief
ends as the series began in crownic
sleep. This time with a ship drifting
towards a undefined planet.
>> Wake me when you need me.
>> Halo 3 story may not have been dramatic
nor brimming with intelligent and
cunning characters, but the campaign was
incredibly cinematic. The level design
was equally well done with the player
given even more liberty with vehicles
and weapons as well as several
confrontations with the massive walking
covenant tank, the scarab. The brutes
saw an expansion to their tribalist
culture portrayed not only by their
dialogue, but also by their designs,
weapons, and abilities. Multiplayer saw
even greater innovation. Halo 3 was to
release with a theater mode and a forge
mode that would allow players to move,
add, and remove certain assets in
multiplayer maps. Halo 3, while not as
boundary pushing as 1 and 2, was
arguably the most anticipated Halo game,
but it could be more. Halo 2 managed to
break entertainment records that only
Hollywood was known to set. With this
mindset, the marketing team that was
given millions to promote the upcoming
game decided they were not going to
treat Halo 3 as they would any other
video game. Rather than run commercials
of sizzle reels to highlight gameplay or
otherwise reduce it to a simple
firstperson shooter, the marketing team
decided that this was bigger than that.
They planned on marketing Halo 3 as if
it was a cultural milestone, meaning
that they wanted to show great respect
to the IP and advertise the world of
Halo. It would not compete with upcoming
games like Uncharted, but rather larger
traditional products like blockbuster
movies. Quote, "Our aim was to position
Halo 3 as a landmark entertainment
industry launch, competing against the
Spider-Man and Caribbean Pirates of this
world, not Mario and Laura Croft."
This strategy was ambitious, but it also
had the money to achieve it. The
marketing team decided it would, through
the campaign's various phases, appeal to
the hardcore fans, newcomers, and people
who have never heard of Halo or had
little interest in the product.
Microsoft was putting everything they
had into this game. It was even the last
thing they showcased at E3 2006.
Although the game was set to release in
late 2007, the marketing team began
their campaign late 2006 with the starry
night ad. In line with their cinematic
approach, it opens with a young Master
Chief thinking about the possibility of
other intelligent life in the universe
before cutting to modern day where he's
fighting said life. The marketing of
Halo 3 was hardly limited to television
commercials. In April 2007, players
could register to access a beta of Halo
3's much anticipated multiplayer.
Players could register at halo3.com or
by purchasing specially marked versions
of the Xbox 360 game Crackdown. Another
lag of the campaign was the alternate
reality game, a sort of puzzle that the
community is meant to collectively solve
to reveal more information about Halo 3
and its lore. This is something the
marketing team did with Halo 2 as well.
This expansive strategy arguably went
beyond what would be expected of a film,
but it would not end there. A stall car
was sponsored to advertise Halo 3. There
existed a Halo 3 themed Pontiac that
could be won through a sweep stakes,
Halo 3 Mountain Dew game fuel, Halo 3
Slurpie Cups, Halo 3 Doritos, the Halo 3
Burger King meal, and nearly 100 unique
miniatures with many more planned to
release by several different companies
after the launch of the game. As for
product directly related to the Xbox
360, there were custom controllers,
headsets, Xbox 360 skins, the Xbox 360
Halo 3 edition, and more. To cap it all
off, at the end of the campaign right
before launch were the Believe ads.
According to Brand Week, this alone cost
$10 million. Believe centers around a
massive diarama depicting a battle
between the humans and the Covenant.
This is the centerpiece for the
fictional Museum of Humanity. When
Master Chief armed his grenade, I was in
the back of an overturned Warthog firing
an M41.
>> How did you manage to keep it together?
>> We knew Master Chief was still in the
fight.
He gave us hope.
To quote Brand Week on the success of
this estimated $40 million ad campaign,
after 10 months of marketing, everyone
should have gotten the invitation by
now.
>> With Halo 3, finally, after months of
waiting and enduring Halo on the
Mountain Dew bottles and Halo over at
the Burger King, the game is out for
Xbox 360. People lined up overnight for
their chance to finish the fight. Bill
Gates as he did with the Xbox sold the
first copy of Halo 3. Again, thousands
of people across thousands of retailers
lined up across the country for the Halo
Midnight release. Halo 3 broke the
record for the most money generated in
entertainment in a single day at $170
million. The game sales were such a
phenomenon that the launch of Halo 3 was
blamed for poor theater ticket sales.
Though the story was lackluster and the
campaign was even shorter than Halo 2,
Bungie took the lessons they learned
from Halo 1 and two to refine three. As
such, there was reduced focus on dual
wielding because it disturbed the core
gameplay.
>> Whatever weapon that you start off every
round with is going to really affect the
decisions you make. There was this thing
we didn't really identify in Halo 2 that
if you spawn everybody with a dual
wieldable weapon like the SMG,
it changed the game.
People stop meleeing and people stop
grenading because when you're dual
wielding, you can't do either of those.
The assault rifle works really well with
the golden three things of Halo, which
are weapons, grenades, and melee.
>> The golden things of Halo are weapons,
grenades, and melee. Halo 1 through 3
has equal starts. All players spawn with
identical gear. Players are encouraged
to salvage the battlefield to obtain
more powerful or long range weapons. The
rush to obtain this gear causes
short-range encounters where grenades
and melee are present. Melee is
typically a move of desperation or
assassination as striking a player in
the back will instantly kill them.
Grenades are used more strategically
because the standard grenade can be
bounced off walls. And while they do not
do enough damage to kill players at full
health, the damage gives an advantage in
an upcoming encounter, they can also
effectively be used against vehicles and
to make an escape. But if one were to
dual wield, meleeing or throwing
grenades would have that player drop
their off-hand weapon, discouraging
players to do anything but shoot, and
the game becomes who shoots first or
more accurately, a method of combat that
is less varied. On top of this, Halo 3
replicated or improved upon playlist,
ranking systems, social elements that
included the addition of downloadable
clips and forge maps, and customization
that now expanded to armor. Armor sets
could be unlocked through multiplayer,
single player, or in the case of recon,
initially only given out by Bungie to
select players. Bungie employees also
had flaming helmets, which further
spurred player curiosity. Players would
spread rumors on how to obtain this
highly coveted piece of armor, like
having it unlocked by completing a
certain custom map or through programs
that in reality could have been key
loggers or something just as malicious.
Bungie knew how fabled the standard
recon helmet had become and would
eventually release a way to obtain it
through the completion of various
difficult challenges. Before that was
possible, some players would even modify
their Xbox just to have it. This modding
extended to the forge feature where
players would spawn vehicles that were
not meant to be replicated or even go
beyond the intended replication amount
set by Bungie. Halo 3 was a massive game
with a wealth of new features players
could get lost in. And above all else,
it was a cultural milestone. Shortly
after the game's release, it was made
public that Bungie was splitting for
Microsoft.
>> The deal was essentially we make a
couple more Halo games, we leave Halo
with Microsoft and we can split
Amibulli. So, I mean, ultimately the
price of our freedom was to to leave our
baby behind, to move from being Halo
developers to Halo fans.
>> One more Halo game and a campaign
expansion to Halo 3. This is what
Microsoft required from the newly
independent studio. The immediate issue
to solve was, how does one go about
making Halo 4? Halo 3 had quote unquote
finished the fight. Through three games,
the Covenant was utterly defeated. Their
leadership was no more. Their holy city,
High Charity, was entirely consumed by
the flood, and that same city, alongside
the gravemind and its army, crashlanded
on the ark in Halo 3. The ark was
destroyed with a flood on it in that
very same game. Furthermore, Halo had
been established as an IP. That story is
played out through several games. A Halo
4 could be self-contained. But would it
be worth bringing the Master Chief back
right after Bungie had given him a
satisfying ending? And who would he be
fighting? Bungie could plan out a new
series of games with a new antagonist
and leave the story to whichever studio
was meant to pick it up. But seeing how
even Bungie failed to capture Joe
Staden's vision for the series after a
short departure, how well would the new
studio do to honor a passed on vision?
What if they wanted to tell their own
story entirely? There is a simple
solution to all of this, and that is do
not make Halo 4. Ensemble Studios, known
for the real-time strategy game Age of
Empires, was making a Halo real-time
strategy game. The game would take place
20 years before the events of Combat
Evolved. In this way, the game takes
place in the Halo universe with the
Covenant still as the main antagonist.
These are reasons why Halo Reach is
perfect to satisfy a Halo game. It was a
prequel to Combat Evolved. The game was
to follow a team of Spartans that all
but one die. They die in heroic but
sometimes sudden and meaningless ways.
This also expands to the mythos of the
Spartan and how they perished. As stated
clearly, even in the back of Halo 3's
game case, the Master Chief was the last
of his kind. The plan Halo 3 campaign
DLC could have gone in a similar
direction, telling more of the story of
the Master Chief prior to the game's
ending. Instead, they went in a new
direction. the DLC placing the character
in control of an orbital drop shock
trooper or ODST for short. They are the
Navy Seals of the Halo universe. The
project eventually expanded and became
its own game, renamed Halo ODST from
Halo Recon as to not confuse the brands
of Halo and Ghost Recon. The game was to
be much smaller in scope than Halo Reach
and had a much smaller team working on
it. This was partly due to employees
choosing to work on Halo Reach because
they would get a larger royalty package
from the larger game. Marty O'Donnell,
the lead audio designer, was also Bungie
standin marketing director.
>> You shouldn't be in charge of PR and
marketing. That's too much. The CEO, I
said, "Let me I'll I'll handle PR and
marketing. I'm going to do a horrible
job at it, but so we should open up a
position to be head of marketing."
>> He set in motion a plan to reveal Halo
ODST on bungee.net net at the end of a
mysterious countdown that was posted
prominently on the website's front page.
>> We had a countdown clock and we found
out like 2 days earlier before E3 before
the countdown clock was done. We found
out that Don Matrick pulled the plug on
it. He didn't like the plan.
>> Well, me as marketing director said,
"Screw that."
>> Marty O'Donnell as marketing director.
I'm going to keep the countdown clock
going and when the countdown clock hits
zero, we're going to say, "Oh, sorry
everybody, but our overlords have
decided that we can't show this thing."
>> Oh, is that
>> So, that was a bit of a what we call a
marketing disaster.
>> Marty did not, nor did Microsoft, enjoy
his temporary position as marketing
director. Conversely, the developers of
ODST, for the first time with the Halo
game, had a pleasant time making it.
There was no need to design or master a
new engine, and ODST was to release with
the addition of Firefight, a wave-based
survival mode. Additionally, ODST came
with a separate disc that contained not
only Halo 3's multiplayer, but all of
its expansion packs. The goal was to
underpromise and overd deliver with a
$30 price point. But Microsoft, seeing
how big the DLC turn game was, decided
to double that to $60. When the game
released, it was criticized because the
campaign was even shorter than Halo 3's.
Still, ODST in 2009 released a positive
reception and massive sales, fulfilling
one of Microsoft's obligations and
further funding Bungie's independence
and projects for a post Halo Bungie.
Halo Reach released the following year
and made $200 million in the first 24
hours of its release. Though it made $30
million more than Halo 3, it did not
break the record for the biggest day in
entertainment history. that was stolen
by GTA 4 in 2008 at a whopping $310
million in sales. Breach was not
marketed as heavily as Halo 3. It was
not a continuation of the game and was
really a stop gap. The game was not
revolutionary for its multiplayer that
also featured a loadout system that was
predetermined by the game type or map
being played. These loadouts came with
abilities like the infamous armor lock
that offered a period of
invulnerability.
Also controversial was the ability to
sprint. The latter was controversial for
the same reason loadouts were. It was
because they too closely resembled the
loadouts available in the Call of Duty
series, a firstperson shooter series
that had grown greatly in popularity and
now competed with Halo. Call of Duty is
known for its loadout system, which
included perks similar to Halo Reach's
abilities. For Halo to emulate even some
of Call of Duty's mechanics, was defeist
to some.
>> Hey, anybody in here play Call of Duty?
You're so cancer. [ __ ] you. As the
series was looking to emulate rather
than innovate on its gameplay, Call of
Duty also had a robust progression
system where the player could unlock new
weapons and the like. Halo Reach also
further defined its progression system,
allowing a much larger catalog of armor
pieces and now armor effects to be
unlocked, maintaining the Halo standard
of equal starts. Halo Reach may not have
been groundbreaking in its multiplayer,
but it did innovate in virtually every
other aspect. It included ODST's
firefight mode, Halo 3's theater mode,
and a massively improved forge mode.
Where Halo 3's forge, outside of the DLC
map sandbox, allowed the placement of
smaller assets, mostly amounting to
weapons and vehicles, Halo Reach's Forge
placed a larger emphasis on map
creation, allowing a library of base
building assets to be used. These could
now phase through one another, be frozen
in position, rotate to a specific angle,
be moved incrementally for more precise
placement, and easily snapped onto each
other. We realized that Reach was our
swan song to Halo. And what better way
to do that than to to let people do what
we've been doing all along, which is
creating
new cool maps.
>> It's nice to go with a bang. And uh this
is this is a pretty big one.
Wake up, John.
Chief
John Yeah.
Heat.
Microsoft had been building up the new
studio 343 Industries for the sole
purpose of making Halo games. The studio
was going to employ some former Bungie
developers and Microsoft selected
employees. Bungie, before Halo gained
experience as a studio and with
firstperson shooters through the
development of the Marathon series. Halo
Combat Evolved was a collection of ideas
that even drew from the real-time
strategy games. The studio began with a
very small and cooperative team. They
had a vision that could easily be
altered amongst this small team and most
importantly they had a blank slate to
work with. 343 had not made a single
game but had produced Halo properties
such as the anthology film Halo Legends
and in collaboration with Certain
Infinity created map packs for Halo
Reach. Bonnie Ross 343 studio head was
formerly the general manager of
Microsoft game studios in charge of
publishing. Microsoft at the time was
losing interest in Halo. They were
focusing less on gaming in general as
the newly planned Xbox One was to be
sold as a general media console. This is
similar to PS3 with Blu-rays. Xbox were
electing to have third party studios
like Gearbox, the developers of
Borderlands, make the new Halo.
>> Just finding another um partner to do
that. And I went to Shane and I put this
proposal together that I pretty much
thought that was blasphemy, you know, to
do that. But they were just basically
like, "Hey, I think it's um like it's
maybe good for another game or two and
let's just like cut our losses and like
tell another story."
>> Bonnie Ross did not want Halo to be a
third party product that would make a
singular installment of the game. She
wanted to keep it in house and tell
another expansive story with the same
gusto that Bungie had. Quote, Okconor
then had Bungie help with the
transition. He went into his first
meeting with Ross, expecting a suit,
looking to check off the boxes. Bonnie
came in and really surprised everyone,
he says, because she read all the
novels. She was deeply immersed in the
fiction, and she played all the games."
343 made Halo 4, brought the Master
Chief back, and were terrified of how it
would be received. That's why they were
likely relieved when the initial reviews
came in, though these reviews were
limited to only the experience of the
campaign. This isn't just the best Halo.
It's probably the best Xbox game this
year and quite possibly the best video
game on any platform in 2012. Quote,
"Halo is in new hands, but guess what?
343's debut effort out Bungie's Bungie.
Halo 4 is a triumph."
Halo 4 had glowing reviews in the
beginning. The overly positive coverage
of Halo 4 was suspicious. This article
from Eurogamer dissecting an image of
Jeff Keelley reads quote lost humanity
18 a table of Doritos. Rap Florence
contemplates a tragic vulgar image. Here
is an image doing the rounds on the
internet this week. It is an image of
Jeff Keelley, a Canadian games
journalist sitting deadeyed beside a
garnished Halo 4 poster and a table of
Mountain Dew and Doritos. It is a
tragic, vulgar image, but I think it is
the most important image in games
journalism today. I think we should all
find it and study it. It is important."
The author of this column would step
down from Eurogamer because of it. When
Halo 4 reached the hands of a wider
audience, it was not so wellreceived.
Its flaws in time would become apparent.
Ryan Peyton, a creative director who was
demoted to narrative director, who then
left the project entirely, stated,
quote, "I think the problem we had doing
something creatively challenging and
risky is that we were attempting to do
this with a new team that had never
shipped anything together. I believe
that both my success and failures at 343
were ultimately the results of my nevate
about how important it is to have a
solid team with multiple titles under
its belt before taking on something as
wild and crazy as I was proposing for
Halo 4." unquote. 343 Industries had to
understand Halo's Blam engine with
little documentation on how to use it.
The game would be made without the
original trilogy's art director,
composer, narrative director, or
producer. 343 with Halo 4 was aiming to
respect the expanded lore of Halo, which
includes the books made by various
writers, but the game made sweeping
changes to the detriment of the
gameplay. These were made without any
express purpose outside of 343 creating
their own vision for the game. The music
and art direction was significantly
different from Bungie's. The Master
Chief's armor was a muted green. The
armor pieces were more segmented and
bulkier, exposing the under layer of
armor, a design the Master Chief begins
Halo 4 with. These changes, in theory,
would be inconsequential. Changing the
sound effects of the energy sword or the
shield recharge may alter the
experience, but not to a large degree.
Changing the design of the enemies does
significantly so. The grunts in Bungie's
Halo always had bright or at minimum
reflective armor. Their pacifier-like
methane masks had a small blue glow as a
contrast to their orange or red armor.
Even the plasma pistols, needlers, or
fuel rods had a light glow to them as to
effortlessly inform the player on where
they are and what weapon they are using.
If a grunt is facing directly towards
the player, their gray head is
silhouetted by their armor. If looking
at a side profile, their head is still
visibly protruding. Grunts, like the
rest of the FOD enemies, are easiest
when taken out using a single shot of a
precision weapon, such as the battle
rifle, Magnum, or DMR. Though their
armor is bright and cartoonish, they
serve to deliver vital information and
were purpose-built to be in a game. They
were designed to avoid subtlety. The
most useful data we got from our play
test was a list of things to avoid.
At the top of this list is subtlety.
If it's not totally obvious, it's too
subtle. Even if you make something as
obvious as you can possibly make it,
most of the people will miss it the
first three times they see it. For
example, uh in Halo, the grunts run away
when the elite is killed.
Initially, nobody in our play tests
noticed this, so we had to keep adding
clues to make it more obvious. By the
time we ship the game, we had made it so
not only does every single grunt run
away every single time an elite is
killed, they have an outrageously
exaggerated panic run where they wave
their hands above their head.
They scream in terror and half the time
one of them will say, "Leader dead, run
away."
I would estimate that less than a third
of our users made the connection.
>> The grunts were redesigned in Halo 4 to
the detriment of the gameplay. Gone were
their reflective and bright armor
elements. They were given helmets which
made their weak points even less
perceptible, and they no longer spoke
English, greatly detracting from their
silliness, leaving the player to
decipher their actions dependent on the
panic in their squeals.
Nearly every design in Halo 4 was made
more complex. The Covenant across the
board were given leathery skin. The
elites redesigned entirely from their
proportions to the armor they wore.
There was a reduction of the black under
layer they were once fully equipped
with. Their once sleek appearance was
exchanged for a monstrous brutish look.
Because of the way they now arched over,
and due to their skin being exposed, the
elites now look like large jackals from
far away. Their rank distinction no
longer relies on bright, distinguished
colors. Outside of the gold elite
warrior, the elites blended into one
another. This is 343 altering a
template, making an existing enemy type
worse, but not frustrating to face. That
is reserved for the new enemy faction.
>> Cortana.
>> I'm picking up unknown energy
signatures.
>> Where?
>> This can't be right.
>> The Prometheians. These were the new
faction that the player was facing off
against. Due to their blue and orange
glow, they stick out much better on the
battlefield. But their design,
particularly the knights, in which there
are four variants of, are terrible at
communicating what they do. At a glance,
the Prometheian Knights look identical
to each other. Many players will not
even realize that they were facing off
against different variants of the same
enemies. Bungie color-coded their
enemies on top of maintaining a theme of
armor complexity as an additional
indicator of rank. The Prometheians have
no consistent theme for ranks. The basic
knights have no flourishes. The lancer
has wings on its back. The commander's
back glows and the battle wagon has
spikes. None of these design elements
are shared. It is not impossible to
infer based on their design what these
knights unique abilities are or where
they sit in the Prometheian hierarchy.
The crawlers, the doglike variants, have
the same issue with the long range and
short-range types looking far too
similar. And unlike the Covenant, they
are hardly reactive when taking damage.
Grunts and jackals may be stunned when
suddenly encountering the Master Chief.
They may also flee in terror. Brutes or
elites lose their composure and charge
at the player when taking too much
damage. There is no such apparent system
for the Prometheians. Even floods would
react to damage. To top this off,
fighting the Prometheians is a terrible
experience. The crawlers are extremely
fast for a fotter type enemy, making
large encounters more frustrating as
they can utilize fastfiring weaponry and
speedily flank the player. While they do
not do very much damage, the damage will
constantly reset the shield recharge
timer, discouraging the player from ever
closing in. And due to their speed,
grenades and melee are not viable. The
knights also discourage grenades and
melee, partly because of their melee
attack, but mainly because they will
teleport away when taking damage without
signaling where they are teleporting to.
Their shields recharge much faster than
the Covenants, and they can also be
revived by watchers. These are flying
enemies that can shield their
Prometheian Knights and revive them.
They take several shots of even
precision weapons, and when taking
damage, they will fly away, retreating
just as the knights do. All of these
mechanics are far worse on harder
difficulties where the knights become so
spongy that players will frequently run
out of ammo. The optimal way to approach
an encounter with Prometheians, even on
the standard difficulty, is to stay long
range as to not easily get flanked by
the crawlers, to guard the corpses of
the knights, so they do not get revived,
and to have an open area to shoot the
retreating watchers. The Prometheians
across the board only encourage this
play style. Their designs are terrible
at conveying information. Their
mechanics do not respect the golden
three things of Halo, and they are
arguably the worst enemies to encounter
in any Halo game. It is unfortunate that
they make up the majority of encounters
in Halo 4. Thematically, it makes sense.
They are the foreigner faction that is
established as the new enemy in Halo.
Though Bungie had the vision that
forerunners were ancient humans, the
lack of a singular vision in Halo 3
allowed contradictory ideas to exist in
the game. For example, the player is
told by 343 Guilty Spark that they, the
humans, are foreigner. The gravemind in
Halo 3 also lays this out clearly.
Child of my enemy, why have you come? I
offer no forgiveness.
The father sins pass to his son.
>> But in Halo 3, there are terminals.
These are sometimes hidden and provide
additional lore. lore that deviates from
what the core writings team vision of
the game was. This is because it was
written by a different team. Evidently,
discrepancies in the narratives were not
fixed. And Halo 3 shipped with this line
from the sixth terminal. Quote, "Did I
tell you I built a garden? The earth is
so rich a seed falls and a tree sprouts
or a flower blooms. There's so much
potential. We knew this place was a
special place because of them. But
unless you've been here, you cannot
know. it's Eden."
In the lore of Halo 3, this is an
archived message from the librarian, the
forerunner responsible for preserving
the genetic code of life across the
universe. So when the rings were fired,
it could be repopulated using the
templates archived. The librarian, as
explained, particularly on Terminal 4,
is trapped on Earth. In terminal 6, she
describes it as a newly discovered
planet. The reference to them and Eden
points to the discovery of ancient
humans. In short, these terminals
heavily imply that forrunners are not
human at all. The characters within
these terminals include the librarian,
the diddact, who is heading the war
against the flood, Medicias, which was
NI made to counter the flood, the
primordial, who is the last of his
species that predates the foreigners and
is of the same species that the flood
originated from, who also after 43 years
of conversation convinces men bias to
betray the foreigner. And finally,
offensive bias, a simpler AI. also
created by the foreigners to defeat
mendic bias after the flood and all
organic sentient life is eradicated
through the firing of the halo rings.
Halo 4 through its terminals shows this
story unfolding but affirms without a
doubt that the humans and forrunners
were separate species. These terminals
explain that the humans were also a
space fairing species and were the first
of the two to encounter the flood and
find the infestation on a 4runner hosted
planet.
>> Flood infestation detected, my lord.
Damn it,
>> my lord. The infestation is in a remote
local. Perhaps if we warn the
forerunners. If if we warn them, we give
the flood time to spread.
>> You know, we have no choice.
Cleanse the planet.
The decision from the human lord of
admirals to not even warn other
foreigner colonies of the flood's
presence or even explain why they killed
two billion forerunners makes it appear
as if the humans are enacting war with
the foreigners who swiftly defeat the
humans and regress them back to the
stone age. The forerunners then discover
the flood which is where the story of
Halo 3 and Halo 4's terminals align. To
ease the players into this world, two
books were released under the titles of
Halo Kryptonum and Halo Primordium.
David Canland, a former Bungie
developer, has stated, quote, "One of
the most striking redcons to me is basic
concept of whole role of humanity.
Originally, back in Halo 1, the reason
why humans weren't conquered and
incorporated into the Covenant
Collective was because their presence
defied Covenant religion. When the
Covenant discovered humans, they knew
they were foreigners, but their presence
implied the quote unquote great journey
failed. They also weren't the all
powerful gods they worshiped. So, the
prophets wanted to quote unquote sweep
them under the carpet, as it were. The
plot lines in our games imply this
everywhere. The chief being called
Reclaimer, only humans being able to
retrieve and insert the index. Spark
telling the chief, "You are forerunner,
etc. I just finished reading Krypton
this morning." In it, I discovered that
the foreigners are now an entirely
different castbased species with humans
as a beaten but allied race. At this
point, I just follow Cody's lead, shrug
my shoulders, and say, "Eh, it was a
good read anyways. I'll buy book two."
Bungie's Halo had wrapped up the
conflict with the Covenant and the
Flood. The only major faction left were
foreigners, though all that was left of
them throughout the games were ancilla
like 343 Guilty Spark and their
subservient sentinels. This redcon,
while it would confuse players, as all
the Halo games heavily imply humans were
Forerunner, would allow 343 to frame
their set of games around defeating the
Forerunners. The main story of Halo 4
opens up with the ship the chief was on.
After 4 years of cryionic sleep, the
ship is now being invaded by what are
presumably former Covenant forces, which
leads the Master Chief to the outer hole
of the ship, where the planet they were
orbiting scans him, opens, and pulls
everything in. on the planet. Cortana
explains that she had been online for
eight years and that it is necessary for
AI to be decommissioned after seven
years because they become so intelligent
they become erratic before thinking
themselves to death. The immediate
motivation of the player is to return to
Earth to fix Cortana and avoid her
decommission. At the same time, the UNC
Infiniti, humanity's largest newly
constructed warship turned exploration
vessel, finds the distress call left
behind by the ship the chief was on. In
order to avoid it being drawn into the
planet, the chief attempts to find any
foreigner device that will allow him to
warn the infinity about this planet.
What happens instead is the chief and
Cortana, fumbling with foreigner
artifacts they have no prior knowledge
of, release the ancient Daidact. In Halo
lore, there are two Daidacts. This is
the bad one. Who, for no reason at all,
and despite hating humanity, allows the
chief to live. After the chief wakes up
after being a thrown, he finds that the
UNC Infinity also gets dragged into the
planet. The Chief fights his way through
the jungle and makes contact with
Infinity's forces, which now includes a
new version of Spartans.
>> I thought you'd be taller.
>> That interaction with the newly
introduced Spartan Palmer and her
one-sided banter with the Chief would
sour many players view on the Spartans
and her. It hardly helped that she
enters what was just an active combat
zone without her helmet on. This theme
of unlikable characters making
unintelligent decisions would persist
with a commander of the UNC Infinity who
wants to return to the Earth due to
protocol shortly after driving the
Daidak back.
>> Captain,
this is a first contact scenario. Master
Chief, priority is to free Infinity from
Recreum's gravity well and file a threat
assessment back at Fleetcom. You mean
we're leaving?
>> Sir, Infinity drove the Daid back. He's
vulnerable.
>> He isn't the only one.
>> You know, I think you of all people
would appreciate the benefit of living
to fight another day.
The Infinity and the Chief then destroy
the gravity wells holding the ship in
place. Shortly after, the chief makes
contact with the digital form of the
librarian, who delivers an excessive
amount of exposition to the point that
players would tune it out. First time
going through, I didn't know the [ __ ]
was going on. It took me a while to
figure out why I didn't understand the
died and 4Runner story on my first
playthrough. That's mostly because of
this scene with the librarian, the most
important scene in the game in terms of
narrative, because this is where we
learn what the [ __ ] is going on. So, the
librarian appears before Chief and talks
to him about many important plot points.
Let's list them all, shall we? And try
not to get lost. Number one, the
librarian is some sort of ghost or AI
that was kept alive to assist humanity
on their path to the mantle. Number two,
humanity's path to the mantle is at
risk. Number three, Diact is trying to
leave Reququum, and we can't allow it.
Number four, he seeks to composer, a
device which will allow him to contain
the greatest threat the Boruners ever
faced, humanity. Number five, a history
of mankind's previous journey into the
stars, their encounter with the bore
runners. How humanity was unmatched
until the DI act and his warriors
stepped in. Number six, the DI act
battled the humans for a millennia and
afterwards was sentenced to severe
punishment. Number seven, humanity's
threat was not just the forerunners but
also the flood. During this time, they
were retreating from the flood. Number
eight, the forerunners weakened from the
conflict with the humans that succumb to
the parasite. Number nine, forrunners
make plans for a final unspecified great
journey. Number 10, Daidak didn't want
to yield the mantle, insisted on
fighting the flood. Number 11, Daid
wanted to fight the flood at the cost of
using the composer to transform living
beings into warriors. This creates the
Prometheians being part of their quest
for transcendence and immortality.
Number 12, composer doesn't work as
intended, creating abominations. Number
13, Daidak would use the composer to
enact his revenge against the flood.
Number 14, Prometheians are actually
humans. Number 15, Daid wanted to turn
all humans into Prometheians, but the
librarian intervened portraying the DAC
act and removing the composer from his
score and sealing them in the crypto.
Number 16, Liberian index humanity for
repopulation, planting their seeds in
places the Daiduct was unaware of. The
purpose behind this was to accelerate
mankind's evolution in the chief's
current state, the Spartans in the AA
Cortana. This was planned over a
thousand lifetimes. Number 17, the
librarian is actually dead, and this is
some sort of dream sequence. Number 18.
Librarian places a gene song within the
master chief that contains an immunity
to the composer, but this could only be
unlocked through magic powers the
librarian has, allowing her to
accelerate the chief's evolution,
granting him the immunity.
Jesus. Bungie, when it came to secondary
media, would often ignore it or outright
contradict it, as was the case with Halo
Reach because they felt the games always
take precedent. Halo 4's story and its
mission to pack as much lore, mainly
from Halo's expansive secondary media,
as possible, was ambitious, but made the
story heavily convoluted. The original
Halo trilogy had its expansive lore, but
also heavily simplified the plot of the
games in every game to the point where
even Bungie's developers would make fun
of how much they would have to repeat
plot points in order for the players to
understand what is happening.
>> Here we go. potential.
>> Could you once again explain to me how
all this works?
>> Halo 4 does make an effort to center
missions around important plot elements
like the composer that turns humans into
Prometheians. Halo 4 ends with the
Daidact making it to Earth who then
momentarily uses the composer is trapped
by Cortana that splits herself up and is
using foreigner technology to trap the
Daidact who is defeated through a
quicktime event. The chief then
activates a nuke by hand to destroy the
composer, but finds himself in a
shielded space protected from the
explosion. This was created by Cortana,
who then says her final goodbye to the
chief.
>> It worked.
You did it just like you always do.
>> So, how do we get out of here?
I'm not coming with you this time.
>> What?
>> Halo 4's story is a mess. It attempts to
consolidate the impossible gap from the
expansive lore of the Halo Bucks where
there are two dieds, two librarians,
though one is more of a digital clone.
Two arcs, a narrative that reccons what
the players understood of the foreigners
and is scene that has far too much
exposition for the average player. But
the humanizing of Cortana and the Master
Chief was something that resonated
strongly with Halo's community. Even if
the new Spartans were disliked or the
rest of the story was not easy to
follow, the desperation of the Master
Chief to save Cortana only for her to
sacrifice herself to save the Chief
shows they had a strong mutual
commitment to each other. This was well
done and liked by the players. Yet,
there was an even greater danger to Halo
than even the Daiduct. It was the
release of Call of Duty Black Ops 2.
Quote, "Halo 4 makes entertainment
history with more than $220 million in
global sales in the first 24 hours."
This article on the Xbox website is
misleading because the record shattered
was that Halo 4 was the biggest Halo
launch against other Halos. Meanwhile,
Black Ops 2 did half a billion dollars
in sales in 24 hours. It helped that
Black Ops 2 sold across multiple
platforms, even launching on the
Nintendo Wii U. This is Halo 4's
multiplayer population graph from the
website halo charts.com, spanning Halo
4's launch, specifically tracking peak
player population daily from November
6th, 2012 to late 2013. On NeoAP, a
forum might applied important events to
this chart. The day Black Ops 2
released, 7 days after Halo 4, over
100,000 players disappeared from the
peak population. 6 months later, the
player count had heavily stagnated. Not
even a tenth of the player base at
launch were still active. On May 2nd,
2013, the peak player count was a
shockingly low 27,000. This Black Ops 2
stream, also on May 2nd, shows the
concurrent, not peak, player count for
Black Ops 2, was 174,000.
This is about 6 months after launch.
Even more shocking, this is an archive
page from bungee.net dated June 8th,
2008. This was around 9 months after the
release of Halo 3, where it still
maintained 174,000 concurrent players.
Even Halo Reach, arguably Bungie's most
controversial Halo game in terms of its
approach to multiplayer 6 months after
launch, had an average concurrent player
base of 75,000.
>> Halo 4 wasn't a game that I guess we all
expected to be. I put all my eggs in one
basket with my YouTube and my stream,
which is fine. You have COD, you have
COD, you know, YouTubers who only do
COD, but the thing is there hasn't
really been a Call of Duty game that has
just died. There hasn't been a Call of
Duty game where people just don't play
it anymore. And that's kind of what
happened with Hill 4. Frank O' Connor
stated on the matter, quote, "The thing
that I think rocked us a little bit was
our multiplayer dropped off quicker than
we had liked."
There was a reason why there was such a
lack of interest in Halo 4 across the
board. Recalling how in the 2000s, there
was a desire among developers to make
the Halo Killer. But too often, studios
would make this mistake of attempting to
emulate Halo's gameplay, never being
able to quite capture the golden three
things or understand elements like equal
starts. What was needed to topple Halo
was innovation of the firsterson shooter
genre. Call of Duty had greatly refined
its progression system. It improved upon
its hard-based PvE modes like zombies,
and most importantly, it did not attempt
to mimic Halo. It tuned what it had.
Conversely, Halo 4 in its multiplayer
did not innovate. It attempted to
emulate Call of Duty to terrible result.
This comment expands on the failure of
Halo 4's perk and class system. Quote,
"This really is one of my largest
issues. For me, Halo always was totally
balanced gameplay based on map control,
vehicles, positioning. Now you have
specialties and always can spawn with a
BR DMR. Armor perks. You can't even pick
up grenades off people without a perk. I
feel like Halo 4 is trying to be
something like Battlefield 3 or Call of
Duty. And while I understand the need to
compete and how much we all want
customization ability, I love Halo
because of its unique gameplay. And this
is a hard step away from a few of its
strongest points."
The loadout system in Halo 4 changed the
gameplay more than any previous game,
more than even dual wielding in Halo 2.
It eliminated the strategic element of
fighting over segments of the map for
weapon spawns and power-ups. Not only
because players could spawn in with
regular weapons, but also because the
ordinance system that was not
implemented with balance in mind. World
ordinance, which is present in almost
every playlist is completely random.
Every 2 minutes on the game clock, a
random weapon will drop at a random
place on the map. This eliminates
strategy and belongs in a social setting
where the game isn't taken as seriously.
There's nothing more frustrating than
seeing that a sniper rifle has just
dropped where the enemy team is and now
they have a huge advantage. This
ordinance system was also present in
Infinity Slayer, a game mode that
replaced regular slayer, the popular
team deathmatch based mode. Infinity
Slayer allowed personal ordinance drops.
While the player could choose the item
they preferred, the drop would
ultimately be random, adding to the
chaos, leaving matches to be partly
decided by luck. Though Halo was brought
up as a party game, Bungie's trilogy did
well to flesh out competition, if not
just through its ranking system that was
also absent from Halo 4. There is
absolutely no skilled ranking system or
competitive playlist. Everything is
styled similar to Call of Duty's
leveling system where player performance
is largely irrelevant and the majority
of XP comes from simply completing your
games rather than winning or performing
well. It is part of what made Halo 2 and
three so successful for so long. That 1
to 50 ranking system that you felt
invested in and could be proud of. Every
game had great significance as a win or
loss meant possibly going up or down a
rank. The game has an amazing amount of
potential and at its core is extremely
well-made and fun to play. So given some
time and support to mature, Halo 4 could
turn into one of the greatest
multiplayer shooters of our generation.
In the early days of Halo Forest
multiplayer, there was hope that some of
these elements would be tweaked, a
necessity with loadoutbased multiplayer
games because of balance. If there are
weapons players could choose to spawn
with, there would always be a meta
weapon, one that without the individual
weapon progress that Call of Duty has
would always incentivize the player to
use. This is a Reddit post discussing
the scattershot ordinance drop, noting
how it is underpowered even at close
range. Then there is this comment.
Quote, "The charged bolt shot is a
better quote unquote shotgun than the
scattershot."
>> Bolt shot is like a shotgun up close.
It's like an insta kill if you charge it
up.
>> This quote unquote pocket shotgun that
players could spawn with, as it turned
out, was a more effective shotgun than
even the shotgun ordinance drop. At 8.25
25 m, it could instant kill players. And
the vision for the fully customizable
loadout system was to encourage gameplay
diversity.
>> We kind of recognized that different
players have different play styles, and
we wanted to allow um players to
customize uh their individual Spartans
to suit their their personal play style.
I did try using the Magnum more. I don't
really use it as often as I probably
should, but that's because I don't want
to uh put myself at a disadvantage. It's
because if you hop in, especially with
the registide infinity challenge that
happened last week, if you didn't have a
bolt shot for certain maps like a drift,
some close quarters matches because it
is free-for-all, you are putting
yourself at a disadvantage because sure
enough, what do you hear around the
corner? I don't know the sound that the
bolt shot makes. You know what I mean?
When it's charging, you hear it. You're
going to put yourself at a disadvantage
if you use anything else because
everybody else uses it.
>> You're going to just be like, "Well,
everybody has an opinion." But then when
I say my opinion,
>> no, no, no. I I listen listen. I agree
with you. I think that Call of Duty
right now is much better than Halo 4.
That's That's not
>> Don't say that, man. You'll corrupt the
[ __ ] community.
>> Halo 4 released in November. The bold
shot was not patched in November or
December or even January.
>> Look, I know that Halo 4 needs a ranking
system. It did. They did cater more to
noobs, but have you look at Call of
Duty? You have freaking noob tubes. You
can see through walls in that game, too.
Like, we have to like, yeah, three four
343 gave us a shitty game. Like, we need
But like they're putting in a ranking
system. They're putting in a competitive
playlist. There's code in the game for
spectator mode like like so you can't
just completely drop it in a and leave
it.
>> It took until February for the bullet
shot to be patched. And by the time 343
finally introduced a ranking system in
April 2013, it was too late.
>> With the CSR implementing in Hill 4 a
little bit late, the population numbers
have dropped down quite a quite
significantly. Uh not really not really
peaking past 30,000. Um, so it takes a
little bit longer to find matches as
well as you don't really have as many
people to pull from. Halo 4's
multiplayer because of its loadout
system, its removal of equal starts, the
lack of a ranking system, 343's failure
to quickly balance weapons, and the
controversial ordinance system had
failed. Even Halo 4's other modes, such
as forge, was looked upon as a
regression. quote, "Nearly every single
thing in Halo Force Forge is worse than
past games, or more that is applicable,
could have and should have been done
better. It's extremely difficult to
manipulate and align large pieces, as
the minimum whole distance is now
proportional to the size of the object.
The lack of zoom makes this even more
painful. Moving pieces while looking
down on them is also irritating because
the movement of pieces slows to a crawl.
Most of the pieces are badly cluttered,
covered in random duads, bevels,
grooves, vents, and other unnecessary
details. The head boxes were not spared
either. Many of the pieces gain
unnecessary physical clutter during the
transition from Reach. Bridges, for
example, now have extruded bits on their
bottoms, meaning the floors made of
upside down bridges are not smooth for
players or vehicles. There are so many
glaring bugs in Forge that were not
fixed at all, even though many of them
have been wellknown and public for a
long time. For example, the fact that
quote unquote save is a death trap of an
option that has an alarmingly high
tendency to overwrite the wrong files,
potentially obliterating hours of
someone's work. They should have either
fixed it or taken it out of the menus so
that people would always use the much
safer save as new. Instead, it's still
here and it's still a landmine."
unquote. Halo had one other major mode.
Just like Call of Duty had its
wave-based zombies mode that was
improved upon with perks, the
pack-a-punch weapon upgrade system, and
the bubblegum custom perk system, Halo
has firefight, or rather had firefight.
Now, it has Spartan Ops. It is not a
wave-based survival mode. It is instead
Halo 4 campaign 2, but even worse. This
mode, even though it was already
installed, required internet connection
to access because it also required an
Xbox Live membership to access. It was a
poorly conceptualized and poorly
implemented episodic co-op encouraged
mode where the player is set to kill
enemies under Fire Team Crimson, but the
interwoven cutscenes are meant to flesh
out the newly introduced Spartans.
Rather than adopting a professional or
pragmatic attitude that the chief has,
they are introduced as unperceptive,
unprofessional, and overconfident. These
elements would not change across their
story.
Oh, take a good look.
>> Oh my. I saw her first.
>> Hi there.
>> Well, hello Spartan
>> Paul DeMarco. I lead fire team Majestic.
>> Wow, a whole fire team, huh?
>> Uh, I didn't catch your name.
>> Sarah Palmer. Commander Sarah Palmer. I
lead all the fire teams aboard Infinity.
>> Fire team Majestic Commander on deck.
>> This is something that even Hollyy, the
creator of the Spartan program in the
cinematics remarks on several times.
>> Yeah. Story goes, she kidnapped a bunch
of kids. What?
What would an old lady like her do with
kids?
>> First, we taught them how to be silent.
>> Then, we taught them how to be Spartans.
>> So, you don't think we're capable of
being Spartans?
>> Perhaps some of you are closer than
others.
>> There is also the Forerunner artifact
that on board the Infinity causes an EMP
and in a different scene causes a
scientist investigating it to disappear.
Even though the Master Chief's tampering
with foreign technology released Halo's
newest antagonist and then nearly wiped
out Earth. And although this specific
artifact has been proven to be
dangerous, one of Team Majestic
Spartans, under no direct order and
purely through his curiosity, touches it
and gets teleported in front of a group
of hostile elites. Quote, "Are the
Spartan 4 characters supposed to be
annoying and unlikable? Because from
both Spartan Ops and Campaign, I don't
like any of them. Polymer is just a
[ __ ] And Majestic Squad, Bro Squad,
seems to be made up of a bunch of
boneheaded marines who happen to get
Spartan armor. They aren't like Buck
Squad from ODST at all. All of the
attitude, none of the charm. I hope they
all go away in Halo 5. They're flat,
boring characters with less depth than a
puddle."
On the topic of the new Spartans being
detested, there was one word often used
by Palmer that the player base was not
so fond of.
>> The egg heads.
>> The eggghheads. Eggghheads. The egg
heads.
>> Some egg heads.
>> The egg heads. Freaking eggheheads.
>> The failure of Spartan Ops was twofold.
A failure to replace Firefight with
something superior and a failure to set
up Team Majestic as desirable playable
characters. 343 wanted to tell the story
of other Spartans. It just would not be
these Spartans. Halo as a whole lost its
momentum. Even the Xbox team hardly had
interest in Halo or even games for that
matter. This began with Connect. You
ever wonder what the bottom of an avatar
shoe looks like? Well, bam, there it is.
>> The Xbox 360 Connect was Microsoft's
answer to the Nintendo Wii. Where the
Wii used a simple combination of
Bluetooth and infrared, Xbox was going
to use a motion sensing camera and a
built-in microphone. Users could operate
the device through gestures or voice
commands, and Xbox attempted to fit it
in wherever possible.
>> Yeah, I'd say the uh feature that
surprised me the most was connect. So,
we've got a number of voice commands
throughout the course of the game.
Things like grenade, reload. At a point
during the game when you're playing, you
can say analyze, and this mode comes up
where you can almost capture items. So,
you move your cursor over, say, in a
lead or a grunt. And in the library, you
can go in there and see the things
you've captured, move the model around
in 3D. The Connect, which required an
Xbox 360, released in 2010 and retailed
for $150. But purchasing the bundle will
not just provide customers with a
connect, it also came with Connect
Adventures. This game also came packaged
with the pricer console bundle. In
February 2013, when Halo 4's multiplayer
was dying, it was announced that the
Connect had sold 24 million units in
just over 2 years. That technically
means that there were 24 million copies
of Connect Adventures sold. That's more
than any other game on the console. In
Microsoft's eyes, Connect Adventures is
its most popular game. Microsoft also
takes note of how well Call of Duty is
selling on the Xbox and how popular the
Netflix app is on the console. Using
this data, the future of the Xbox was
not in Halo, but rather in Connect,
perhaps with sports games, as those tie
in well with television and of course
Call of Duty. TV, sports, Call of Duty.
>> Ladies and gentlemen, introducing
Xbox One.
TV experience. TV. TV and movies. TV.
Xbox. Watch TV. Sports. Sports. Sports.
Sports. Sports. Sports. Sports. Sports.
Sports. Call of Duty. Call of Duty. Call
of Duty. Call of Duty. An entirely new
Call of Duty for the next generation.
Call of Duty. Call of Duty. Call of
Duty. Call of Duty.
>> Call of Duty. Call of Duty. One of the
fascinating new additions to your squad
is a dog. This is someone you care
about. Call of Duty. Call of Duty.
>> Call of Duty. Call of Duty. 8.6 million.
This is how many views this super cut of
the Xbox One reveal event has. Even
though the video is a minute and 40
seconds long, it accurately summarizes
the vision for the Xbox One. It even
included the sliver cut out for Halo.
>> I'm thrilled to announce a liveaction
Halo television series.
>> Discussion of Halo was reduced to
discussion of a Halo television show
produced by Steven Spielberg. This
basically means nothing. Though Steven
Spielberg is credited as an executive
producer, there are about 30 other
producers who drove the show when it
would come out almost a decade later.
The Halo TV show took up about 2 minutes
of the hour-long conference. The
upcoming Call of Duty Ghost in showing
the exclusive content on Xbox and
demonstrating the very innovative and
much desired Fish AI took up about 12
minutes or six times more than Halo. To
top it all off, Xbox's new all-in-one
media console that can control your TV
through gestures was a complete lie.
>> We promised anything that would help us
that the Xbox would do Oh, tune your
television for sure. We were lying.
>> We were lying because we knew that if we
just made it a game console that it
would it would work. You know,
>> Microsoft did announce that there would
be 15 exclusives on the upcoming
console. They just didn't reveal them.
That would have to wait for E3. in their
place. Microsoft announced that Xbox One
would be an always online console.
Microsoft would require players to
always have an internet connection to
play their games, and games would no
longer be resellable, requiring users to
purchase a game a second time if a
resold disc was used. This is literally
the worst
reveal event I've ever seen. The Xbox
One seems to block used games.
Individual games will be tied to Xbox
Live accounts, Microsoft said. Meaning
that the SOFTWARE GIANT CAN DETECT
WHETHER YOUR ASS HAS A game that has
been sold already or repurchased or
handed from one friend to another.
>> Xbox had its vision for the Xbox One.
Perhaps the E3 audience the following
month would appreciate this vision.
Their presentation did include the
reveal of Halo 5, though this was
nothing more than a short trailer that
did not translate what exactly the game
would be. The E3 presentation did
include the final price of the Xbox One
that would include Connect
>> this November in 21 markets around the
world at $499 in the US and €499 in
European markets and 144 £429 in the UK.
Sony completely.
>> They made a 360 basically, right?
>> They did. I mean, the pro the two
products now are very similar.
>> Sony, following this presentation, would
pull no punches when describing their
upcoming console, and neither would
their audience.
>> We're equally focused on delivering what
gamers want most without imposing
restrictions or devaluing their PS4
purchases. For instance, PlayStation 4
won't impose any new restrictions on the
use of PS4 games.
Guess that's a good thing.
>> Sony would allow discs to be shared
freely as they've always had. The
PlayStation 4 will not be an always
online console. And worst of all for
Microsoft was the PlayStation 4's price
point.
£399
and for the folks in my homeland, £349
sterling
in the US and Europe this holiday
season.
>> The Xbox One lost the console war before
it even began. Just as Sony had done
with the PlayStation 3, Xbox had bloated
their product with Connect, not to
mention its always online requirement.
Don Mantric, the then president of Xbox,
turned out to be a great salesman for
the PS4. Fortunately, we have a product
for people who aren't able to get some
form of connectivity. It's called Xbox
360,
>> right? So, stick with 360. That's your
message. If you don't like it,
>> if if you have zero access to the
internet that is an offline device and
uh we did a lot of testing, a lot of
consumer research and I think we made a
good choice.
>> Did you know or did you anticipate that
people were going to push back the way
they did?
>> Absolutely.
>> Xbox due to the community reaction
drastically changed their approach.
Consoles would no longer always be
online and games could once again be
resold. After its launch in 2014, Xbox
would sell a version of the console
without connect, matching the price of
Sony's PS4. Still, the changes hardly
mattered. Sony had already won.
With Phil Spencer, the replacement for
Don Mantric, now at the helm, there was
hope that Xbox with its change could at
minimum still be in the race. 2014's E3
placed a great focus on Halo 5. The
trailer this time is a redone cutscene
from Halo 2 and where the Master Chief
utilizes a Covenant bomb in order to
destroy one of their ships. It is
overlaid with images of a different
mysterious Spartan presumably
investigating the Master Chief with
narration of the Arbiter describing the
sort of person the Master Chief is. This
was not just to market Halo 5, which
would be releasing in 2015, but also to
reveal the Master Chief Collection, a
collection of Halo games 1 through 4
that touched up Halo 2's graphics, but
also had an option to revert them back
to their original settings. Halo 2, in
particular, had its cut scenes remade by
the animation studio Blur. Their
extraordinary attention to detail would
be a much welcome addition to the
collection, and the collection would
include multiplayer for all of its
games. So, Halo 2 Anniversary will
contain the original Halo 2 multiplayer,
exactly as it shipped 10 years ago.
It's a true shame that for now, Halo 2
was easier to play with your friends a
decade ago than it is today on
exponentially more powerful hardware and
a more robust Xbox Live. I thought it
was only me personally when I tried to
play last night. Over 4 hours of
searching, I've only been able to
experience six games of Halo 2
anniversary lot. I've tried to search
for all the other Halo other Halo games.
You guys are probably ripping your hair
out trying to get into a matchmade game.
>> And when you're loading and looking for
things in in the matchmaking and in
multiplayer, it crashes. It has issues
during all those.
>> Quote, "The problems stretched on for
weeks and Ross issued multiple public
apologies. She winces when asked about
what she calls the worst moment in her
career. We obviously had no idea we
would fall down, she says. Like the Xbox
One, the Master Chief Collection
released and stayed in a terrible state
for quite some time. Even the campaign
had issues with the frame rate, with
saving, and with constant crashes.
>> This is Microsoft's flagship, and they
released it like this. What does that
mean, right? Uh what does that mean?
It's it's a question that's probably
going to boggle me for a while.
>> 343 would add ODST to the Master Chief
Collection as recompense. The community,
if not with Halo 4's poorly received
multiplayer, was losing faith with
Microsoft 343 and Halo. But there was
still hope in a Halo 5. The multiplayer
was doing away with the loadout system
and bringing back equal starts. No more
perks like the Prometheian vision that
allowed players to see through walls,
responding with battle rifles or bolt
shots. The marketing for this game was
excellent. It was themed around hunting
the truth. Master Chief had gone awall
and was being hunted down by Jameson
Lockach, a Spartan and quote top agent
for the Office of Naval Intelligence.
Jameson Lock serves as an own eye
acquisition specialist, retrieving
important objects held by the enemy as
well as tracking and eliminating high-V
value targets. Halo Nightfall was an
episodic liveaction series meant to
introduce luck. Halo Nightfall is not
very good. It follows an elite that
after talking to a fishman trades him an
orb that turns out to be a biological
yet electronically delivered weapon that
affects people at random and is
detonated in a high population center a
shopping mall. The blast radius covers
the entire city. So the elite did not
have to sacrifice himself and could have
detonated it anywhere. The virus
originated on of all places a destroyed
segment of a Halo ring because
>> for all we know what blew up the Halo
ring was a supernova level event right
push and pull fishision fusion and new
elements are formed like our mystery
element.
>> Let me guess you majored in physics
>> regional nav physics I just leap through
when I was bored.
>> A team is formed to destroy this ring
segment. The rest of the episodes are
spent with that team running from the
worms and they make up hunters. Looks
like there's a bonus level.
>> Halo Nightfall was the low point in an
otherwise fantastic marketing campaign.
In Halo's lore, Ow and I are secretive
and corrupt. They hate any species that
is not human, and they hate any human
that could potentially be an
insurrectionist. In the lore of Halo,
the Spartans were originally made in
secret by Onai to combat
insurrectionists commonly found in outer
colonies. These Spartans, specifically
the Marks, include the Master Chief.
Like the Spartans from Sparta, the Mark
is trained as children all the way up to
adulthood in combat. The candidates were
kidnapped from their families located in
the outer colonies under the cover at
night and replaced with clones that
would almost all die soon after due to
medical complications. These Marks would
receive biological and mechanical
augmentations that will kill nearly half
of the 75 candidates. Those that
survived would be physically strong
enough to wear the hulking power armor.
This is what the haunt the truth audio
drama explored. It was a series that,
like Halo's belief campaign, took its
material seriously. But the truth isn't
always that clean. When I pulled that
first loose thread, something broke. Now
everything is caving in, and I find
myself stuck with all these ugly
questions. Questions I never intended to
ask. Fabricated histories. People who
aren't who they say they are. Cover-ups
of cover-ups. That steady drum beat of
theories that used to sound insane, now
they don't seem so out there.
>> This audio drama follows the
investigation of a war journalist tasked
by Onai to deliver a fluff piece on the
Master Chief. Issues arise when he does
too good of a job and interviews sources
not provided by Onai, slowly revealing
the horrifying truth about the origin of
the Spartans. Quote, "Listeners loved
it." Haunt the Truth, which just won a
Cleo, wound up drawing an audience of
over 6.7 million, putting it in the top
1% of all iTunes podcasts." The
marketing team was presenting O and I as
the antagonist of Halo 5, and with O and
I mirroring the corruption of real world
intelligence agencies, Halo 5 was going
to be gritty, mysterious, and mature.
The commercials carried the same
intensity.
as our savior and not our betrayer.
>> Let us see him forever.
>> As you
and not as you.
All hail the conquering hero.
>> The one who was supposed to save us all.
But now I must save us
from you.
This commercial aired with a companion
commercial, one where the roles are
reversed and it is chief monologuing in
front of a mortally wounded Spartan
lock. The marketing team promised a
confrontation between these two. It
promised a deep story built with twists
and turns. It was going to expand on the
origin of the Spartans and the
manipulation of Oni. That's why players
were surprised to find that nearly every
aspect of Halo 5's marketing was a lie.
a developer who worked on Halo 5's
multiplayer stated, quote, "Ha hunt the
truth was a completely separate thing.
We heard it the first time you did."
That being said, "We had so many plans
for the campaign that sadly we didn't
get the opportunity to follow through
with" The game was not about Owen and
I's manipulation, about the Master Chief
uncovering their secrets, or even about
a confrontation between Loach, who was
no longer an O and operative, and the
Master Chief. Halo 5's campaign is
regarded as the worst in the entire
series. Not because it was a squad-based
campaign without split screen, but
because the story was poorly written, as
Team Majestic was not wellreceived in
Halo 4, 343 had to come up with a new
set of Spartans that would make up Lock
Squad. The opening cinematic is akin to
a superhero action movie. The Spartans
are more fluid, yet the enemies are pure
FOD and hardly reacting to Lock Spartan
team. Lock's team are on a mission to
save Holly from Joel Mandama. Spartan
Ops antagonist who was formerly allied
with the Prometheians is now fighting
against them. Julim Dhamma gets taken
down in a cutscene. Meanwhile, the
Master Chief and his team are retaking a
derelic research station now inhabited
by a Splinter Covenant group. The Master
Chief falls down a hole and has a vision
of Cortana that tells him about the
planet Meridian and about the
reclamation beginning.
>> The Reclamation is about to begin.
For no discernable reason, the Master
Chief is told not to go after Cortana
and that somehow a different team is
already being prepped to go after her.
Holly somehow knows that Cortana is
still alive and in the complex 4Runner
network across the galaxy.
>> This isn't about the master.
>> John is not equipped emotionally to deal
with her as a threat.
>> This is the only reason why the Master
Chief was barred from searching for
Cortana and does not at all come up
later in the game's plot. but because he
was barred from going and is disobeying
orders to find Cortana. Spartan Lock's
team is now after the Awol Spartans and
is also after Cortana. This culminates
in the fight between Lock and the Master
Chief where Lock cracks the Chief's
visor, but the Master Chief ultimately
wins. Players unhappy with this fight
that was relegated to a cutscene would
gravitate to this quote unquote lower
accurate fight scene.
Lock's team, like team majestic, was not
looked upon favorably by the community.
There was still worse to come.
>> How are you still active? Rampancy
entering the domain touching this place.
It cured me. It's like the water of life
for AIS.
>> Cortana, even after 343's heartfelt
sendoff to her in Halo 4, had returned
now as the main antagonist of the
series. As for the diddact, he was
brought back and defeated not in Halo 5,
but in a comic entirely separate from
the game. As for the game, Lach
continues to pursue the chief and also
helps the Arbiter in his war on his home
planet. Cortana, effectively distracting
both Spartan teams, awakens the
Guardians, massive foreigner ships
capable of destroying planets used as a
superior peacekeeping force. She also
convinces the majority of human AI to
join her, in part because they are
extremely selfish. As Cortana promises
them eternal life, Cortana also attempts
to trap the Master Chief much like the
Diadect, but Osiris stops this from
happening. And the game ends with
Cortana bringing the Guardians back.
Summoning them alone kills thousands or
possibly millions. The Infinity jumps
into slip space to avoid Cortana. Halo 5
is a story about useless heroes, selfish
human AI that value their life above
humanity, and characters acting out of
character. Lock and the Chief's team
have done almost nothing of significance
for the entire game. At one point,
Cortana, the ascended ultra being, even
attempts to break the hardened super
soldiers with torturous remarks like
mentioning one's daddy issues.
>> Olivia avail.
>> Another reason why Halo 5's story was so
poorly received is because of how many
plot points relied on secondary media to
flesh them out. All of the Spartans
outside the Chief and Buck, who was one
of the main characters of ODST, have
never been seen in a Halo game. There
are too many characters that are
introduced in this game, but not fleshed
out, including the Warden Eternal, a
mini boss that is fought seven times,
even if all the lore was present. 343's
franchise is completely unsatisfying.
The Master Chief is an incompetent,
disobedient threat to humanity who
released the main antagonist of Halo 4.
Also in Halo 4 is a former captain of
the Infinity who per protocol demanded
Cortana be deactivated. Though he was
written to be unlikable, he was now
entirely vindicated as the Master Chief
and Cortana, the pair who saved the
galaxy, are through incompetence and
uncooperiveness the biggest threat to
the galaxy. Now, this disappointment was
paired with massive improvements to
Halo's gameplay. The Prometheians
received a major overhaul. Their
teleportation ability was now properly
choreographed and limited to a small
area. They now easily convey their weak
points and how much health they had to
the player, going from a bright orange
when at full health to a dark red when
nearly dead. They now even have a foot
soldier variant. The Prometheian Knights
shared all of these improvements. The
Covenant now spoke English across the
board. The elites would be downgraded in
terms of their mobility to compensate
the squad-based campaign and to make new
movement system and its abilities like
ground pound easier to use. The enemies
of Halo 5 were improved from Halo 4, a
necessity as they would be included in
the multiplayer mode, War Zone. War Zone
Firefight was a PVE cooperative game
mode that through limited yet
increasingly difficult waves would have
players utilizing the requisition system
introduced at launch. Players could
spend requisition points to purchase a
series of packs. The more expensive the
pack, the better the cards found within
that had unique skins and attributes
that can buff weapon damage, rate of
fire, player speed, etc. This system was
like no other. Players could use
hundreds of deceptively familiar weapons
with interesting twists. The Temple
Banshee had double the health of a
regular Banshee, superior handling, a
faster rate of fire of the fuel rod
cannon, and the weapons could be fired
while using the vehicle's boost. The
balancing elements were stripped away to
make it a fun experience for players
using it. War Zone Firefight was not
launched with Halo 5. Instead, it was
just War Zone, a PvPbased mode. And the
requisition packs, though they could be
earned, could also be purchased with
real money for a large advantage. Though
343 did not seem to care.
>> Uh, wait. Won't wreck packs with special
weapons break the exquisitly refined
balance of arena multiplayer.
>> Secure your noise hole, soldier.
Grown-ups are talking.
>> Damn it.
>> The way the requisition system worked is
that the best cards required energy.
Energy points are earned through killing
players, killing AI, and capturing
bases. But if one team reaches certain
thresholds first, this allowed access to
superior cards, and then those cards can
be used to kill more players, AI, and
capture bases with ease. This is a game
mode that is predicated on using rare
requisitions that can be purchased. The
packs do not only provide the player
with weapons, they're also the only way
to obtain the majority of cosmetics,
assassination animations, permanent
weapon unlocks, and experience boosts.
These could all be used across
multiplayer. Furthermore, there were
over 200 pieces of just chest armor. The
helmets, the focal point of the armor,
greatly varied in design.
>> Seeker, dogface, neither one I wanted.
Both rare,
but not my jam. I honestly think Seeker
is probably the ugliest helmet in the
game.
>> Halo 4's armor was much lower in
variety. Virtually all pieces were
distinct and could be earned in game
through multiplayer or campaign
progression. Halo 5's armor philosophy
is quantity over quality. Because Halo 5
needed to consistently reward players
opening requisition packs, the armor
options were vast and sometimes
distinct, but not in the ways that they
should be. So many armor pieces had to
be designed and modeled that some of the
work had to be outsourced, leading to
certain armor sets appearing
unrecognizable when placed next to the
source material. And obtaining the
rarest packs took serious time
investment. A lot of times if you're
doing the max XP or max recck points per
hour, you can open maybe one gold an
hour and silver it's like two.
>> Because the cosmetics were mixed in with
the rest of the requisitions. If a
player had too many weapon requisitions
or just did not care to play war zone,
they could sell their axis cards.
>> There's a video on YouTube of a guy
selling 130 carbines. Do you know how
long it took him? 16 minutes. 16 [ __ ]
minutes to sell carbines. Are you
insane? 343. What made you think this
was a good idea?
>> The cards could only be sold one at a
time. Selling common cards non-stop
would be marginally better than earning
requisition points through multiplayer.
But there was a solution created by the
community. A bot in the form of a Chrome
extension, then when logged into your
Halo Waypoint account could sell the
desired requisitions. Considering War
Zone was criticized for its heavy
monetization, the game mode was loved by
players. It may have been imbalanced and
momentarily replaced big team battle,
but War Zone's weapon diversity and the
chaos it brought was welcomed. Halo 5's
multiplayer also brought back equal
starts in the other modes, and the game
launched with a ring playlist. It may
have not launched with Forge, but when
it did, it was superior in terms of what
it allowed with a 1,024 object limit.
This allowed players to recreate maps
from older Halo games with impressive
accuracy. Scripts were now implemented,
allowing players to make interactive
maps and maps unlike anything found in
the Halo universe. The free content
updates for the game were also much
appreciated. Player retention was the
highest 343 ever had. As this 343
employee states, quote, "Halo 5 has had
the highest monthly active players for a
Halo title since Halo 3. Also exciting
and not yet discussed either is the
increase that Halo 5 has seen in players
each month over the past few months. We
just got done looking at June numbers
which are once again higher than the
previous month. Unquote. Halo 4 had a
well-received story but terrible
multiplayer. Halo 5 had the inverse
reception yet an additional issue. 343
had added many characters whether they
be villains, Spartans, or officers. This
was because of 343 strategy to throw
different characters at the wall to see
what stuck. as Bonnie Ross stated at the
2017 DICE summit.
>> But then also with Halo, um we had a
tendency to to kill all of our
characters at the end of the game. Um
which just makes it harder to tell other
additional stories. So we spent a bunch
of time just really seating fiction in
the in the universe, seating more
characters. This doesn't mean we're
going to use them, but it gives us
something to select when we want to tell
new stories in different parts of the
universe. The vast roster of characters
created by 343, such as Team Majestic or
Lock Spartan Team, wore nearly all
disliked. None of the new characters
stuck. Even though the planning of the
next Halo game began as Halo 5 released,
the direction of the series had a
roadblock. Or did it? Halo Wars 2, a
real-time strategy game started
development in 2014 by the developers
Creative Assembly in collaboration with
343.
>> I think people seem to go nuts over the
trailer. I remember when it was
released, people loved that trailer and
going
>> that was from the F FRVR podcast that
conducted an interview with Dion Lei, a
writer of Halo Wars 2. This non-
mainline game had a villain that was
unlike the Daid Act or Cortana. Per the
story of Halo Wars 2, he was a brute
that served in the Covenant when it was
at war with humanity. Where most of his
squad died on missions, he would always
return. The Covenant leaders became
worried when they heard of his legend,
so they sent him on suicide missions.
But still he returned. Fearing his
status, the Covenant high-erups demanded
his execution. But when this failed,
they created another enemy outside of
the flood or humans. They created the
banished. To put it simply, they are
salvagers and space pirates, raiding
Covenant facilities and fleeing before
the Covenant could react. Atriox is a
tactician that values brotherhood as he
despised how the Covenant had exploited
him and treated the brutes like fodder.
There was no expansive lore of the
banished written across several books or
a series needed to understand the
character. Atriox was built as a simple
villain with his main goal to obtain
more power. He'd recruit any faction or
race so long as he would fight under his
leadership. Where the Covenant are known
for their purple, rounded iridescent
designs across their tech. The banished
are branded by a striking red. Their
vehicles and gear are hostile and sharp,
worn, and metallic. These designs
reflect the brute's aggression and
practicality. Chiefly, they set the
banished apart from the Covenant. In
Halo Wars 2, this faction is not as
powerful as the Covenant was, but they
are in conflict with a similarly
underpowered foe, the Spirit of Fire, an
old UNC warship that was thought to be
lost with all hands. Of all places, the
game takes place on the Ark, the
location that was destroyed in Halo 3,
but it takes place after Halo 3, meaning
that it was repaired by the Ark
Sentinels. The Awakening the Nightmare
DLC also shows that the Floyd are still
alive, which means that Halo 3 had been
recconed so much that nearly nothing of
importance happened. Johnson's sacrifice
to fire the incomplete rings to destroy
the ark and kill the flood did not
matter. 343 Guilty Spark stating that
the player was Forerunner did not
matter. And to that, saving Cortana and
getting the Index to fire the incomplete
ring was pointless and would by 343's
cannon doom the galaxy as Cortana would
become a menace just two games later.
Through the continuation of the Chief's
story, 343 had made the Master Chief
eternally punished and ineffective in
both the past and present. 343 had
desired to tell a story of other
Spartans to possibly retire the chief.
That also failed. Perhaps the solution
was a return to form to apply what made
the banished beloved among Halo fans to
the Master Chief. To make something
different yet familiar
The trailer for Halo Infinite was first
seen at E3 2018. Master Chief's helmet
is revealed with the iconic Halo theme
on a Halo ring. This is 343 signaling a
return to form. Just this brought
incredible enthusiasm from the crowd and
those viewing the trailer online. Halo
was coming back. Quote, "Halo Infinite
will feature sparse art director
Nicholas Bovier, new art style that
draws significant inspiration from the
most iconic and historic parts of the
Halo franchise, and your feedback. The
team also heard feedback loud and clear
on the amount of time spent playing as
Master Chief in Halo 5. In Halo
Infinite, the game will focus on the
Master Chief and continue a saga after
the events of Halo 5." unquote. This
article on Halo Waypoint also emphasizes
the game's use of the quote unquote new
slip space engine. This game brought an
excitement not seen since Bungie's
trilogy and as announced at E3 2019, it
was going to be a launch title for Xbox
newest console.
>> Viewers called the definitive reason to
own an Xbox.
Well, because humanity was and is worth
saving,
next holiday, we will launch Project
Scarlet with Halo.
>> Where Don Matrick was nearly ready to
retire the series, Phil Spencer, as Xbox
did in 2001, was using Halo to sell the
newest Xbox launching November 10th,
2020. But Halo Infinite would be
launching too soon. Bloomberg would
later revealed, quote, the engine used
to build Halo was one that 343 had based
largely on old code from Bungie. Parts
of the engine, a set of tools called
Faber, became infamous at the studio for
being buggy and difficult to use. Within
engineering, there's a concept known as
tech debt, which refers to problems one
puts up with because the previous
programmers of a system chose quick,
easy solutions over more sustainable
ones. Fabers Code, some of which dated
to the early 2000s, had so much debt
that some 343 engineers mockingly
referred to it tech bankruptcy. The
staffing at 343 was also unstable,
partially because of its heavily
reliance on contract workers, who made
up almost half the staff by some
estimates. Microsoft restricts
contractors from staying in their job
for more than 18 months, which means
steady attrition at 343. Halo Infinite's
creative direction was also an influx
until unusually late in its development.
Several developers described 343 as a
company split into thief dumps with
every team jocking for resources and
making conflicting decisions. One
developer describes the process as four
to five games being developed
simultaneously. By the summer of 2019,
Halo Infinite was in crisis mode. The
studio decided to cut almost 2/3 of the
entire planned game, leaving managers to
instruct some designers to come into the
office and do nothing while the studio
figured out the next move. Eventually,
the game's open world was cut back from
a vast Zelda-like experience into
something far smaller. It soon become
clear to some on the team that even with
compromises, getting Halo Infinite into
decent shape by the following fall would
be impossible. Still, the timing of the
release didn't seem up for discussion.
Microsoft told 343 that it had to be a
launch game for the next Xbox, which
meant releasing it in November 2020. The
slip space engine was not new at all.
Furthermore, Xbox wanted the game to be
a launch title for the Xbox Series X and
also launch on the Xbox One and PC. This
not so new engine would have to
accommodate nearly decade old hardware.
And because Microsoft continued the
practice of hiring contract workers, it
would take time for these new employees
to understand the archaic Blam engine
only to be terminated, a cycle that
slowed development and ruined the
studios cohesion. Regardless, the game
still had launch late 2020. The reason
it was named Halo Infinite and why this
launch was so important is due to the
plan to support the game with constant
updates for the next 10 years, perfectly
fitting into the entirety of the
upcoming conso's lifetime. To promote
the upcoming release, this 8-minute
gameplay demo was uploaded in July. The
first two minutes are a cutscene with
the gameplay starting at minute 2. At
first, it was living up to its
potential. The enemies were designed and
act like Bungie's Covenant. clear by the
dialogue and the distinguished red
color, the banished would be the
antagonist of the game. And now people
are discussing and analyzing the
substance of what the banished are and
what Halo Infinite means for the future
of Halo's story. Genuine positivity is
starting to happen, and it's a
positivity I haven't seen from the Halo
community in a while. Players were
excited to face the Banished in person.
In doing so, they would also face Craig.
In the middle of the gameplay trailer,
two brute drop pods land in front of the
player, delivered just like an ODST.
This was meant to demonstrate the enemy
variety and how players can knock off
pieces of armor off brutes. Just for a
few frames at 4 minutes and 5 seconds,
this brute is seen up close. Hairless
and expressionless, a mark of an
unfinished game. This brute was
immediately dubbed Craig. Craig was
immortalized through memes. Doing so
underlined the other problems with the
gameplay. the popping in of textures,
the blockiness of vehicles that had
players joking that Microsoft confused
Halo with their other famous IP in
Minecraft. Halo Infinite did not look
like a game entering its sixth year of
development. That's why on August 11th,
2020, it was announced that Halo
Infinite would be delayed by a year.
This was not just because of Craig. Joe
Sten, the narrative director of the
first two Halo games, turned senior
creative director at Microsoft, was
going to join 343 starting September as
the head of creative. It was Sten that
persuaded Microsoft to delay the game.
He was giving 343 the same opportunity
that Ed Freeze gave Bungie with Halo 2.
It was decided that Halo Infinite to its
2021 release date would not release as a
complete package. It would only release
the areas that were deemed polished
enough to publish. We made the really
tough decision to delay shipping
campaign co-op for launch and we also
made the tough call to delay shipping
forge past launch as well.
>> Bonnie Ros during the 2017 DICE summit
promised that all future Halo games
would release with split screen.
>> And I would say for any FPS going out
forward, we will always have split
screen in going forward.
>> The bigger shock was that split screen
before it was delayed was a feature that
was supposedly included with the 2020
release. Halo Infinite would be
launching with a battle pass, a system
popularized by the live service game
Fortnite. This was revealed as the core
of the game's progression. Instead of
unlocking weapons or other desirabs
through loot boxes, Halo Infinite's
multiplayer would have equal starts
across the board. There would be no
payto-in elements, and players would be
able to buy any battle pass at any
point. Abilities and movement would also
be reduced. Almost every ability from
Halo 5 would be removed and Sprint would
see a reduction in speed, making it a
happy medium between both games.
However, removing the card system meant
that the popular but controversial War
Zone would not be making it into Halo
Infinite. Unannounced, the free-to-play
multiplayer portion was Shadow launched
November 15th, 2021, with the
purchasable campaign launching the
following month. Players reacted well to
the tonedown movement and the return to
Halo's classic sound effects and art
style. Yet, players were displeased with
the live service element that was the
only form of game progression. And let's
talk about the worst part about this
game right now, the battle pass
experience system. Holy crap, this
sucks. I've played for almost a full day
and I'm still only level eight in the
battle pass. Why? Because the only way,
yes, the only way to level up is through
challenges. XP is only earned by
completing challenges and rounds, not
per kill or how you do in a match. So,
at the end of a game, whoever is in
first place and whoever is in last place
earns the same amount of XP. Tasks were
often simple, like completing three
games or killing five players with an
assault rifle. The frustration came from
obscure or difficult tasks. One such
task required players to get 15 kills
using a shade turret, a turret only
found in the big team battle playlist.
With the battlefield capped at 24
players, these turrets were contested as
a utility to fulfill a challenge and not
as a strategic defense point. There was
a solution to circumvent these
challenges. Quote, "There are three main
types of consumable items in Halo
Infinite. XP boost, challenge swaps, and
XP grants. Each is activated and used
consumed to provide a unique benefit. XP
boost and challenge swaps can be
acquired through battle pass progression
or purchased in the shop." unquote. The
challenges would soon be redone to make
them less intrusive to gameplay. Even
so, problems with Infinite were hardly
limited to the challenges. Most, if not
all, were sourced from the lack of
content. Game modes were consolidated
into three playlist: quickplay, big team
battle, and ranked arena. If a player
wanted to play Slayer, the popular team
deathmatch mode, they would have to
gamble on quickplay and hope they didn't
get oddball, capture the flag, or
strongholds. If an undesirable mode or
map lacking certain equipment for
challenges was selected, players would
frequently leave. Additionally, the game
modes that were consolidated into
singular playlist did not offer any
standout variants in how Halo 5 had War
Zone. It also lacked other fan favorites
such as SWAT or infection. Cuz the
simplified menu is great for
streamlining things, but Halo has always
been for us about a bunch of fun options
and choices, and it would have been nice
to have significantly more of that.
Also, just more maps in general. I find
the maps to be well thought out.
Although not many different maps seems
limited, but I'm sure more maps will be
added. Halo Infinite launched with 10
maps. Seven exclusive to Quickplay and
three exclusive to Big Team Battle. Halo
5, as a contrast, launched with 21 maps.
Though these would take time to
implement, 343 wanted to add more modes
and were pushing to get them into the
game by the end of the year. These could
not come soon enough as players were
reluctant to spend time and money on the
game. Just a week after release, the
game was data mined which revealed all
the planned store bundles. A Reddit user
using the existing item prices on the
store estimated the price of these items
and came to a rough estimate of $1,35
worth of cosmetics. Players, whether due
to a lack of content or general
frustration at the monetization of the
game, were quitting. Halo Infinite at
launch had an astonishing peak player
count of 256,000 players on PC through
Steam. It did not take long for player
counts to fall. By mid December, the
player base per this chart haved on
Reddit. Former Bungie community manager
and current 343 community manager sketch
had this to say about the state of the
game. Quote, the launch playlist were
set up as they were to take a measured
approach. We have UI limitations with
the game right now and the way and
number of playlist that are exposed. We
have complex and not ideal progression
and challenge systems intertwined in
playlist and modes that are not
necessarily trivial to decouple and
change. I think the main hurdle that
needs to be addressed and may require
more time than is feasible before the
holiday break is the knock-on effect to
challenges and needing to reassess quick
play and what that becomes.
Historically, a slayer only playlist and
an objective only playlist has always
resulted in the objective playlist
quickly becoming unhealthy. but maybe we
inevitably have no choice but to go down
that route until more robbed systems are
available." The lack of playlist due to
UI limitations was worrisome, especially
for a new engine. Even worse news for
Halo was how the release of the campaign
on December 8th did nothing to stop the
freefall of the player base. The
campaign had the best design style
enemies and the best gunplay and
movement in the series, but this was all
in an open world that was lacking. Most
of the points of interest were camps
with not much in between, making the
ring surface feel sparse and
underdeveloped. There was a drastic lack
of set pieces or environments that
weren't forests with octagonal spires or
the occasional forerunner installation
or banished outpost that were not
respectively dissimilar. This is not to
say there weren't standout segments such
as a trial nearing the end of the
campaign or unique encounters like boss
fights and enemy bounties. Still lacking
was forge or even firefight. This was
how players reacted to the gameplay. The
story and promising to recenter the
series around the Chief did so at the
cost of nearly everything Halo 5 had
established. The Infinity, humanity's
largest combat vessel, was blown up in
the introductory cinematic, meaning as
far as a player knows, Team Majestic and
Palmer also blew up. The Spartan
training facility blown up by Cortana.
No more Spartans. Spartan Lock's helm is
seen, but only as a trophy on one of the
brutees shoulder pads. This brute also
has a necklace made up of Spartan
fingers, implying the killing of far
more Spartans beyond lock. What Halo
Infinite does different than 343's other
Halo games and even Bungie's trilogy is
it makes the character of the Master
Chief a larger part of the story rather
than a vehicle to experience it. The
game is character-driven, and the stakes
are lower than any other Halo game. It
also has mystery as a core component of
the story. The Chief, after being
defeated by Atriox, is thrown out into
space. The Infinity, Atriox, and the
Chief are all presumed lost. 6 months
later, an unconscious Master Chief is
found floating in space with his suit in
survival mode. He is resurrected by a
lone pilot aboard a pelican. This pilot
is used to contrast the chief with his
constant panic representing the fear and
threat of the banished and the chief
representing humanity's hope. It is on
this pelican that the ring the banished
forces are on is revealed to be
partially destroyed. Soon after, the
villain of Halo Infinite is revealed.
Echim, an old dying brute, mentor of
Atriox, is the stand-in leader of the
banished.
>> We thought you did. Tossed into the
void.
And here you stand.
Humans call you their savior.
Covenant demon.
The banished
pray.
Following the story of the banished from
Halo Wars 2, the banished seek to
utilize this ring to annihilate humanity
as retribution because it is later
revealed that Cortana destroyed the
brute's home planet. Yet Cortana is
nowhere to be found. In her place is
this AI simply known as Weapon.
>> I was created by Dr. Katherine Hollyy to
mimic this installation security to trap
Cortana for deletion. I was successful.
>> Weapon did succeed in trapping Cortana,
but she did not delete her. Hence the
mystery component of the game. Weapon is
ignorant of Cortana's crimes. As Cortana
and Weapon are virtually the same AI,
Chief distrust Weapon. There is a
conflict throughout the game of Chief
using her infiltration abilities to stop
the banished and is reluctant to delete
her because of what Cortana meant to
him, but also willing because of what
she became. The pilot revealed to be a
civilian, not a soldier, persistently
expresses his desire to run from the
banished. This tension builds up and
eventually the pilot breaks down and
hates his own cowardice in the face of
the Master Chief's courage. But the
chief is sympathetic due to his own
failures in Halo 5.
>> You should leave me here with the rest
of the carpet.
>> We all fail.
We all make mistakes.
It's what makes us human.
>> I'm sorry, Chief, but how have you ever
failed?
I should have protected Cortana.
Stopped everything from going wrong.
I failed her.
I will not fail you.
>> There is another moment. In just two
lines, just 5 seconds provides the
audience the motivation of the Master
Chief.
>> And why do you do this again and again?
>> It's all I know. Halo Infinite's Master
Chief is tragically selfless, valuing
sacrifice and humanity above his own
interests. This is put to the test when
the weapon is counterhacked. The chief,
fearing her corruption, deletes her, or
so he thinks. She faked her own
desperation while being hacked in order
to counter the counterhack. She also
overrides the Master Chief's deletion
protocol and is insulted at how willing
he is to essentially kill her. Nearing
the end of the campaign, she discovers
that she is a clone of Cortana and
understands why the chief would delete
her. She is immensely grateful that the
chief, equipped with the knowledge that
she is a clone of Cortana, treats her as
a separate entity, willing to let her
prove that she will not succumb to the
same corruption.
>> How
can you trust me?
I don't,
but I want to.
>> The chief's empathy even extends to the
brute chieftain tormenting him and the
pilot throughout the game.
>> My death will inspire
a thousand others.
Tell them
I died.
Well,
>> I don't understand.
You showed him respect.
He was a monster.
>> Yes,
but at the end he was just a soldier,
hoping he'd done the right thing,
questioning his choices.
Halo Infinite ends with a chief
attempting to make up for his failures
in Halo 5 with Weapon vowing not to
become Cortana and with a pilot finding
his courage. It also ends with the
reveal that Cortana deleted herself when
she became trapped by Weapon. Before she
did, she destroyed a portion of the ring
seen earlier in the game to prevent its
firing and to save humanity. But Halo
Infinite doesn't end without more
mystery. Throughout the game, the Chief
is chasing and fighting the Harbinger, a
newly introduced ancient race that
successfully frees the Endless. The
endless are not shown in game, but are
stated to be worse than the flood. In
true Halo fashion, there is a secret
legendary ending. It shows Atriox alive
without his war paint and back in time.
The year is 97,368
B.CE. It is possible he was sent back in
time to release the endless or the
timestamp is instead marking the date of
the recording heard in the cut scene.
>> You shall not be alone. The criterion
has given the order.
Offensive bias has been deployed.
>> The story of Halo Infinite was better
written than Halo 5. But Halo 5, even
with its flaws, was a frequently updated
game. Something Infinite needed to do
because of its free life service-based
multiplayer. And because the campaign
acted as a prelude with more question
posed than resolved. And with how this
game ended, I bet in future expansions
that are probably already finished,
you're going to see beautiful snow and
desert biomes because giving you [ __ ] on
day one isn't priority anymore. Halo's
campaign, outside of the addition of a
co-op update, will not receive any
significant updates. The multiplayer
seems to have taken priority with player
accounts at an average of 11,000 players
in February of 2022, and the loss of
players was not exclusive to PC players.
Still, in February, it was reported that
Halo Infinite had fallen outside of Xbox
top five most popular games. As to add
insult to injury, the top two games were
Fortnite and Call of Duty War Zone. the
quintessential life service games Halo
Infinite was trying to replicate. These
games are famous for their battle royale
system and frequency of seasons. Both
games have a new battle pass with new
maps or gimmicks every 2 to 3 months.
Halo Infinite's first season was about 6
months. The new season, Lone Wolves,
would run for another 6 months and would
come with only two new maps and three
new game modes. Forge was planned to be
implemented, but only as an open beta,
and there was still no update on
Firefight. the complete lack of any stat
tracking or a service record, a separate
progression system commenations. These
basic features need to come with the
game and not as part of the live
service. In fact, I just recently found
a link to an actual service record site
for Halo Infinite that shows a whole
bunch of different stats and metal
history, and I can't help but think
like, man, if a couple guys can do this,
why hasn't 343 done it yet? players,
even with the little content that
existed, were having desync issues and
issues with Big Team Battle crashing the
game.
>> But the update has made it even worse.
Now, Halo Infinite Big Team Battle will
not work for me at all. It will crash
every single time I search.
>> Players were dissatisfied with textures
being repurposed as rewards and were
exhausted with the state of the game.
Quote, "For me, there is just no reason
to play anymore. The game itself is fun,
but playing the same modes on the same
few maps over and over isn't. Especially
when there is not even a basic
progression system which motivates you.
Well, there are so many amazing games. I
don't regret to have moved on from this.
I'm just sad because Halo has always
been one of my favorite franchises."
This is a page of the most played Xbox
games dated June 14th, 2022. The top
three are live service battle pass
centered games. The top six, assuming
most players on Grand Theft Auto 5 are
playing online, are all lifes. Moving
along, Halo Infinite is not in the top
12. It is not even in the top 15. Halo
Infinite is the 16th most popular game,
even less played than Dead by Daylight.
On Steam, things were not fairing any
better. The average player count for
this month was 4.3,000. Halo Infinite
took years to make. The game has been
passed through multiple hands and leads.
It was inefficiently developed even
outside of the pandemic which greatly
hurt its progress and most important of
all to Xbox. The store is not making
enough money. Prices are slowly being
raised as to target the whales of the
game and it was going to get even worse.
The month prior with the release of
Halo's new season, the Heroes of Reach
battle pass was changed to the Moochers
of Reach. Mucher can be defined as
person who lives off others without
giving anything in return. This could be
an employees frustration at 343 or the
player base. This was shortly reversed.
Whatever the case, Halo Infinite lacked
quality assurance and there was
hostility within the company, possibly
towards the player base, which leads to
the next happening. The program on
screen is named Bonobo. It is an
in-house program developed by Bungie and
used by 343. To put it simply, it is a
tool that can search and name objects
within Halo. It helps name albums and
cosmetics. But just as with the Blam
engine, whenever something is not named
and no unique tag is applied, the name
is replaced with the program used. This
could be seen on Halo 3's public beta,
where the lack of a description was
instead filled in by the game's game
engine, Blam. The word blam is
innocuous. It is meant to express
something sudden or loud. Bonobo, on the
other hand, is an animal, an endangered
great ape. Just as with the Halo 3 beta,
someone at 343 did not properly tag this
name plate pallet. So this specific name
plate palette on June 14th was named
Bonobo. But this was not just any name
plate palette. It was a palette
specifically designed to celebrate
Junth. A day that commemorates the end
of slavery in the United States. Oh,
bro. Yeah. The name of the pallet is
Bonobo, which is a monkey. Wow. So I
don't think this is a coincidence. I
don't even know what to say, man. I just
think this is just sad. It's like
obviously racism. I feel like it was
just a weird weird weird unfortunate
coincidence. I mean, at best 343 is not
paying attention enough and it's just a
really weird thing to have happen. 343
fixed this in less than 2 hours and
explained how it happened in the first
place. Bonnie Ross and Joe Sten would
apologize for this blunder. Players
looking for evidence that this was not
an accident would recall the brute camp
where there were bananas present. Brutes
are sometimes referred to as apes in the
Halo community. This could be a nod to
that. Only the camp also has watermelon
and chicken. A different point of
frustration from this controversy is
that it demonstrated that 343 could
react quickly when it came to fixing
issues. Despite the UI limitations,
despite all the slow updates and them
not fixing things, even from Heroes of
Reach, I think Georgia's shoulder plate
is still untextured. How fast they can
fix this within minutes. So very
perplexing and very mind-blowing that
this happened in the first place. And
boy, 343, I don't know how much more
Halo can handle at this point. I mean,
this is just such a blunder.
>> The lack of frequent updates remain a
constant for the life of Halo Infinite.
This was a terrible first year to their
10-year supported game.
>> Where are the maps, dude? Two maps in a
year would be abysmal for a Battlefield
title, but Halo is downright pathetic.
And the two new ones in November are
going to be forged, so not even made
with dev tools. In September 2022,
Bonnie Ross left 343 Industries, citing
a family medical issue as the reason the
studio was looking to be in dire
straits. 343 could hardly support the
multiplayer and were certainly not going
to support the single player. Answering
any of the players questions about the
lore in the campaign would have to be
deferred to books or other secondary
media, and much of Halo Infinite already
happens offscreen through audio logs. As
for the books, Halo has far too many of
them. While some of these just tell
stories in the Halo universe and do not
expand on important lore points, others
have in-depth and important information
on characters like the died act and his
death. They also vary in quality as they
are written by various different
authors. There is no grander vision for
the series, but there is an endless
amount to catch up on, even for writers
attempting to add anything to the
universe, which is possibly why the
series is so inconsistent. There is a
Wikipedia page that tracks these
inconsistencies, totaling to 326. The
lore of the Hiller franchise, outside of
Bungie's games, is a confused mess. 343
Saga has perpetually failed to tell an
entire story. only the setup which is
erased in the next iteration with the
rest of the story found in books that
are sometimes written by authors
unverburst in the 10,000 pages of lore
sprawled across just the Halo novels.
But there was a chance to fix things.
There was a chance to tell the story of
Halo in a singular cohesive medium.
There was the Halo television series
announced in 2013 and airing in 2022. It
had the potential to tell the definitive
story of the books and games up to
Infinite. It could drive Infinite's
campaign sales up and boost interest for
a muchneeded DLC. Quote, "This brings us
neatly to the main topic of our first
silver blog. Silver is the name of the
central Spartan Fire team and of course
a nod to the silver screen too.
Naturally, the name stuck. The Silver
Timeline is a unique vision of the Halo
universe that contains and embraces many
key elements of the core cannon that has
spanned the last two decades, but with
relevant and contextual and narrative
details that diverge in ways appropriate
and necessary to the storytelling
opportunities presented by the TV medium
and our collaboration with creative
partners.
>> The Paramount Plus Halo TV series was
received as one of the worst pieces of
gaming media that people had ever laid
eyes on. The Halo TV show nonecanon
silver timeline was not loved or even
liked by fans. While the action scenes
saw little complaint, the show mostly
only retain the character designs from
the Halo universe. Mostly as there is a
2001 Chevy Tahoe in clear view even in
just the first episode. The
insurrectionist in the same episode are
using modern-day weapons such as the AK
platform, the MP5, and the China Lake
grenade launcher. Tonally, the show is
not at all close to Halo. The Master
Chief at one point is entirely naked in
order to remove an emotion suppression
chip. This is not in the Halo cannon.
This also makes his emotional awakening
feel silly and unearned. This scene
alone earned him the name Master Cheeks
in the Halo community, and the Halo TV
show would be cancelled just after two
seasons. The Halo franchise at the start
of 2023 was at the lowest point it had
ever been. On Xbox, Halo Infinite had
dropped to the 21st most played game,
and Microsoft announced it would be
laying off 10,000 employees this year. A
former 343 employee stated on the
matter, quote, "Along with almost half
of the staff at 343, my team and I were
impacted by the layoffs at Microsoft."
It was rumored that 343 dropped to less
than 280 employees from around 500, just
as Ed freeze did, Joe Staden left
Microsoft. Another possible firing was
343's slip space engine lead. This came
after the loss of the principal
architect of the engine that left
Microsoft in July of 2022, excluding the
winter update, year two of Halo Infinite
only came with two seasons. Meager
offerings such as multiplayer game modes
like infection or now the multiplayeron
firefight modes that came day one with
prior Halo games. These updates were
only sustaining Halo Infinite's smaller
player base. The game's lack of
resources, though always the fault of
Microsoft, were possibly strategically
reduced as the head of Xbox, Phil
Spencer, states that exclusives are no
longer a priority.
>> I see commentary that if you just build
great games, everything would turn
around. It's just not true that if we go
off and build great games, all of a
sudden, you're going to see console
share shift in some dramatic way. We
lost the worst generation to lose in the
Xbox One generation where everybody
built their digital library of games.
Um, so when you go and you're building
on Xbox, we want our Xbox community to
feel awesome. But this idea that if we
just focused more on great games on our
console that somehow we're going to win
the console race. There was a clear
shift in Xbox strategy among the closing
of various studios and the cancelling of
many games in the coming years. At the
start of 2024, it was announced that
Halo Infinite will not have any new
season, rather operations with content
updates. This is a reduced season pass
with 20 free rewards in the window the
operation is running and it was the
beginning of the end for Halo Infinite.
This comment predicts quote so if like
he said they are following the MCC
president, there may be another year of
updates then the game gets abandoned.
This felt like an inevitability inside
the Halo community. In the midst of
this, there were Glaster reviews
breaking down the dysfunction of 343 and
leaks confirming what the community
already believed surrounding the
company. I think the quote that my
source told me it was along the lines
of, "We don't need to make a great game
is Halo." Well, how is that turning out
nowadays? Basically, 343's name needs to
change. It has been burned too much.
There is too much negativity around this
company for it to be able to sell a new
Halo game. 343's Halo is not going to
bring back Halo. And that's kind of the
unfortunate truth about Halo 7. Halo
follower was correct. 343 was not going
to bring Halo back. In October of 2024,
343 renamed themselves as Halo Studios.
Their new project was going to entirely
abandon the once highly promoted slip
space engine, instead going with the
Unreal Engine. Also abandoned in
November of the following year was Halo
Infinite. Quote, "Halo Infinite's last
planned multiplayer update also welcomes
permanent progression boosts, new maps,
refreshed ranked seasons, over 200
never-before-seen customizations
arriving in the exchange, and more.
Steady on, Spartan. The future is
infinite." The future is certainly not
infinite. Halo Studios plan for 10 years
of support for the game was a sham. This
is rock bottom for the Halo series where
Halo has become an issue of investment.
There is no intention to heavily invest
in the franchise by Microsoft. No
investment in Halo Studios to continue
any story line and to that nothing for
the players to invest in in the past
three mainline Halo games. Why would
someone invested in Halo 4 care for Halo
5 if the Diodact is nowhere to be seen
because he was killed off in a comic and
Cortana somehow came back practically
erasing the events of Halo 4? Why would
anyone invested in Halo 5 story look
forward to Infinite if all the setup is
literally blown up? And why would the
fans of Bungie games the audience
Infinite wanted to appeal to invest in
the story or just the multiplayer if
they are two separate, desperately
incomplete and abandoned titles? Even
Halo 3 launched with a rudimentary but
functional forge mode. 343's model for
Halo Infinite's live service did not
work and did not make sense for the
consumer. Separating the multiplayer and
campaign in this case makes the game far
more expensive. It would be as if Halo 3
released and players found that they are
owed nothing when it came to the
multiplayer. The game has half the maps
of the prior game and the extended armor
customization is not earned but
purchased. Even Call of Duty, the
closest surviving franchise to Halo,
launches with their own multiplayer
separate to War Zone. Halo 1 through 3
innovated. Halo Combat Evolved, define
console shooters. Halo 2 carried the
story of Halo Combat Evolved and
launched with an extremely popular and
innovative online multiplayer. Halo 3
finished the fight, refined multiplayer,
and added new modes such as a theater
and forge mode 343 emulated. Halo 4 had
a poorly received multiplayer mode that
was like Call of Duty, but inferior.
Halo 5 had a poorly received campaign
but a beloved multiplayer. And Halo
Infinite contained 343's best
multiplayer and campaign. But again, the
company attempted to emulate
contemporary shooters battle passes and
deferred progression to it while not
having enough of a core game to justify
it. In the last decade, Halo began a
great journey, beginning as one of the
most anticipated, culturally impactful
game series and ending as a disjointed,
disappointing, and visionless mess. for
a good reason. There are more remakes of
Combat Evolved than mainline 343 Halo
games. Halo Combat Evolved launched in
2001. It launched for PC and Mac in
2003. Combat Evolved Anniversary
launched in 2011 and again in the 2014
Master Chief Collection. Now in 2026, it
is launching as Halo Campaign Evolved.
As the name suggests, it will not have
an online PvP multiplayer. It is a
remake, not a remaster. And as per the
13minute pre-release gameplay demo, the
game will have sprint rework elements of
the map like barriers that were in place
to force players off their vehicles,
redo cutscenes in how they're shot. The
game comes with many other small changes
and the addition of three new missions.
But the map design, the sprint, the lack
of attention to detail, not to mention
the popping in of textures has players
worried. There are fears that a studio
that has been working on Halo games
since 2007 cannot capture the simplicity
of a 25-year-old game. A success that
could revitalize interest and reset the
series, or a failure that will
accentuate everything Bungie did right.
From the storytelling of Joe Staden that
sought to apply mature themes of
religion and mystery to a console
shooter to the music and sound direction
of Mario and Mike Salvatore that
solidify the tone of the series and of
course the passion of Jason Jones who
brought all of Bungie's ideas together.
>> And I remember and here we are. Just
give me just give me some black.
>> Black. That's right. Some black.
>> How, Marty? How How much black?
>> About 15 seconds.
>> It's not 15.
>> 20.
>> Come on. It's It's the ending of the
entire game.
>> Or is it the beginning?
>> Oh, that's so
>> Do we show credits now? Cuz that's going
to be really boring. Oh my gosh.
>> Since we're not recorded anymore, I
think it's safe to say like this is this
is awesome. Like Halo One had a
beautiful simplicity that uh
>> Yeah, doesn't exist anymore. Yeah,
>> this is awesome.
Like this is this is inspiring to see.
But it's I mean it's it's funny. Halo 1
seemed unwieldy compared to Marathon.
But like yeah, now Halo 3 seems unwieldy
compared to Halo
Ask follow-up questions or revisit key timestamps.
The video chronicles the rise and fall of the Halo franchise, beginning with Bungie's groundbreaking work on Halo: Combat Evolved, its revolutionary multiplayer in Halo 2, and the satisfactory conclusion of the original trilogy with Halo 3. It details the intense development cycles, Microsoft's antagonistic relationship with Bungie, and the series' immense cultural impact and record-breaking sales. The narrative then shifts to 343 Industries' stewardship, highlighting their struggles with inconsistent lore, gameplay changes that alienated fans, and a disastrous live-service model for Halo Infinite, ultimately leading to a decline in player interest and significant internal turmoil, concluding with the franchise's current uncertain state.
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