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Halo: Combat Evolved

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This article is about the video game called Halo: Combat Evolved, the first game in the Halo series.
Halo: Combat Evolved
Developer(s)Bungie Studios, PC port by Gearbox Software
Publisher(s)Microsoft Game Studios
Platform(s)Xbox, Windows PC, Apple Macintosh
ReleaseXbox:
November 15, 2001 (U.S.)
March 14, 2002 (Europe)
April 25, 2002 (Japan)
PC and Mac:

September 30, 2003 (U.S.)
Genre(s)First-person shooter
Mode(s)Single player, multiplayer

Halo: Combat Evolved, or simply Halo, is a first-person shooter (FPS) video game, created by the Microsoft-owned Bungie Studios. It was one of the launch games released for the Xbox gaming system on November 15, 2001, and is considered to be that platform's "killer app", or must-have "killer game." Halo was released as a PC and Mac port later on.

Halo has sold several million copies since its release on November 15 2001 alongside the Xbox console. The game is widely considered to be one of the best, or most influential, first-person shooter games of all time, rivaling such classics as GoldenEye 007 and Half-Life. For example, the usually harsh Edge magazine gave it a full score of ten out of ten. Only its sequel, Halo 2, has sold more units for the Xbox video game console. Nevertheless, Halo has its criticisms; some have labeled its game play as repetitive, an element Bungie themselves acknowledge as a fault of some of the later levels.

Introduction

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A magazine cover featuring Halo
In-game screenshot of Halo: Combat Evolved (Xbox version)

In Halo, the player assumes the role of Master Chief, a human cyborg "super-soldier" with MJOLNIR battle armor accompanied by Cortana, an AI construct that resides in the neural implant between the suit and the Master Chief's brain. The game is relatively simple to learn when compared to other first person shooters, and has been praised for its engaging story.

Although Halo has a well-regarded campaign (single player) mode, its multiplayer function gives much more replayability to the game. See the multiplayer section below.

The game does not support Microsoft's broadband gaming service Xbox Live because it was not available at the time Halo: Combat Evolved was released. However, the game is playable via Xbox Connect packet tunnelling software, which simulates a Local Area Network (LAN) over the internet. Thus, using the System Link option of Halo: Combat Evolved enables people to play online with and against each other. The successor of Halo: Combat Evolved, Halo 2, fully supports Xbox Live.

Many FPS games (on various platforms) following in the wake of Halo's initial release have been, whether erroneously or not, hailed as "Halo-killers", so great has the impact been not only on the Xbox community but the gaming community as a whole. As such it is regarded as a benchmark in FPS games, something to be looked up to and, if possible, equal or better it.

Platforms

Prior to Bungie's takeover by Microsoft, the initial release of Halo was planned for the Mac OS and Windows platforms; in fact, the game was first previewed at the Macworld Conference & Expo, New York, in 1999. It was also originally planned as a real-time strategy game with the twist that you could control the character manually instead of clicking on the character and then clicking where they would go. However, the developers were having so much fun with just controlling the character that they decided to make it a first-person shooter.

Following the takeover, Halo was redesigned exclusively for Microsoft's Xbox game console and released on November 15, 2001 in North America, on 14 March 2002 in Europe and Australia and 25 April 2002 in Japan.

On September 30, 2003 -- almost two years after the American Xbox release -- a port (developed by Gearbox Studios) of Halo was released for Windows, followed by a release for Mac OS X on December 11, 2003.

The Windows and Mac OS X version do have some problems, however, largely stemming from its porting. While the plot and content remained the same, there were severe frame rate issues (though in terms of generating 3D models it would simply be a slightly slower than normal game, the presence of nearby decals and/or 2D objects, in particular muzzle flashes and blood stains, dramatically slowed the game down). When special effects and decals were removed or lessened significantly, frame rates typically were raised to acceptable levels. Another porting-related flaw in the Mac version is that the control/shift/option keys cannot be mapped to in-game commands.

Gameplay

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A scene from Halo gameplay (PC version)
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Driving a Warthog, one of the controllable vehicles in the game

Halo's gameplay is characterized by several features which set it apart from less acclaimed first-person shooter games. It was the first game to combine features such as recharging shields and a limited inventory of weapons, and has been widely imitated since the game's release.

  • Storyline execution: Halo's gameplay and storyline are tightly interwoven, and delivered in a convincing manner which is consistent with the flow of the game. The cutscenes are edited, providing Halo with characters and locales which interest those who play it.
  • Vehicles: Halo incorporates many vehicles into its single and multiplayer games, including flying ones. The player can seamlessly change from guerrilla foot tactics to intense vehicle operations. The vehicles range from giant Scorpion tanks to lithe, sleek Ghost hovercrafts, each with its own benefits and drawbacks.
  • Firearms: The Master Chief can only carry two weapons at any given time, forcing the player to switch between them often, and make trade-offs when choosing which weapons to carry. These decisions can be driven by factors like enemy composition (certain weapons work better on certain enemies), personal proficiency, or even ammunition availability (Covenant weapons cannot be reloaded but must simply be discarded when their batteries run out; the only exception is the needler weapon).
  • Melees: Halo integrated a melee-based close-range combat mechanic into shooting games, allowing the player to hit an opponent with a gun at any time, a feature which had previously been limited to a special "knife" weapon in past FPS. Melees did a great deal of damage and required a steady aim, again bringing skill into play in the combat. The double-melee glitch (BLB) was prominent in higher class games, as it allowed a near instant kill on a close ranged opponent.
  • Grenades: Halo places large emphasis on the use of grenades. The game comes with an independent "use grenade" button (as opposed to most first-person shooters, in which one must holster one's firearm to throw them), and their proper use is critical to survival. The player can carry up to eight grenades, four of each type (fragmentation and plasma-based), at one time.
  • Artificial intelligence: Halo's AI was quite sophisticated for the time. For example, the more cowardly types of enemies panic when one of their superiors is killed (sometimes screaming "He killed the Elite! He killed the Elite! Run!", or "Leader dead!" (referring to the Elite)). If a speeding vehicle comes at them, they can dive out of the way, and they can take cover from explosives or suppressive fire. On the hardest difficulties, the Elites will formulate attack strategies and easily destroy your Marine cohorts.
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The health and shield indicator in Halo. The large, single, blue bar on the top is the shield level.
  • Health: The player in Halo has a limited, non-regenerating health bar which can be fully restored by picking up health-packs. Running completely out of health will result in death, but having lower health doesn’t impede player actions. A player's health can only be reduced if his shields have failed. If the player's health is low the game plays a low heart-beat sound (so subtle it goes unnoticed by most players without large subwoofers).
  • Shields: The player carries a shield which protects all parts of his body from damage. The shield will decrease in strength every time it is hit by a weapon, and will fail after taking enough hits, but will quickly recharge if the player is not attacked for a short period of time. It represents a marked departure from most first-person-shooting gameplay, especially in multiplayer. In Halo, the shield is the player's primary defense, and players who do not learn to retreat and regenerate them will find themselves repeatedly dead. Players who do, on the other hand, can survive almost indefinitely, and to kill such a player requires a concentrated and swift assault. Thus, the shield encourages an almost cerebral level of tactics and decision-making.

Powerups

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With Active camo, the player is rendered almost invisible.

There are three types of powerups available in Halo:

  • Health packs: Fully restore the health of the player. Does not affect the status of the player's shields in any way.
  • Active camouflage: Reduces the player's visibility for a period of time, making him nearly transparant (the player is slightly lighter than the environment, and appears as a lens, showing a distorted view of the other side of the player). This effect is gradually weakened if the player is hit by weapons fire or if the player performs any action besides walking, but rebuilds its effect once its catalyst is ended. When the active camouflage wears off, the effect, in about 2 seconds gross time (if not affected by any of the previously mentioned catalysts, which would lower the time needed), is gradually lost.
  • Note: The Active Camo, as it is called in the Halo community, takes about 3-4 seconds to make you fully invisible, if you are not being hit or firing. In order to speed up this time, use the melee attack as soon as you get the Active Camo and it actually makes you turn invisible instantly. Correct timing is needed to do this.
  • Over Shield: The over shield is a non-regenerating extra shield which functions on top of the regular shield, giving the player three times their normal damage capacity. When it is active, the normal shield does not take damage until the over shield is completely gone (although any damage overlapping from something destroying the overshield, for example a grenade's explosion, will take the full rest of its effect on the original shield/health). If the over shield is picked up when the shield is down, the player receives a full charge and the effects of the over shield stay. In the single player game, the over shield is reduced only when the player is hit, while in the multiplayer game, it also weakens at a constant rate (see MJOLNIR MARK V battle suit).
  • Note: If you get an Over Shield and Active camouflage at the same time, you can still be seen. The Over Shield creates an aura around you that prevents the active camouflage from making you completely disappear.

Allies/Enemies

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Three factions of allies/enemies are encountered on Halo: the Covenant, the Flood, and the Forerunner Sentinels.

  • Covenant: The Covenant is set up as a caste system. It is ruled by the High Prophets as a conglomeration of different species that were defeated and incorporated into the Prophet's fold: Grunts, the Covenant working class, which have very little offensive or defensive capabilities; Jackals, somewhat stronger creatures which have energy shields strapped to their wrists; Elites, which are equipped with personal recharging energy shields and possess combat prowess equivalent to that of the Master Chief; and Hunters, which have thick armor plates that cover most of their bodies and are used as living tanks. In the sequel, Halo 2, large ape like aliens called Brutes and nimble, flying bug-like creatures called Drones are added to the previous four species of Covenant soldiers. The Covenant wield plasma weapons of varying power, including energy swords carried by Stealth and Commander Elites and fuel rod cannons used by Hunters and Spec-Op Grunts. They also make extensive use of vehicles. The Covenant forces on Halo are led by an Elite Commander who is the Arbiter in Halo 2.
  • The Flood: The parasitic Flood are encountered in 3 forms: Infection Forms, the lowly parasitic spores themselves, which usually die from a single shot; two types of Combat Forms, walking forms of former humans and Covenant Elites. One form is shorter and have tentacles,they are the human that have been infected. The other form of the flood is taller with a snapped neck and hoof-like feet, they are the infected elites. Their nervous systems have been taken over by the parasite(they do this by injecting a needle into the host spine), which are tough and may carry either human or Covenant weapons; and exploding Carrier Forms made up of Flood-infected Grunts, and/or damaged/useless bodies, which cause splash damage and release Infection Forms.
  • Forerunner Sentinels: The Sentinels are drones that were designed to maintain and limit the Flood. 343 Guilty Spark is the caretaker of Installation 04 and can control the Sentinels as well as many other aspects of Halo. The Sentinels possess a powerful beam weapon and, while immune to infection by the Flood, are not particularly durable or resistant to damage. Some contain shield generators, which cast the same shield type as the ones the Elites have, since almost all of Covenant technology was copied from the Forerunners. Sentinels will target whatever they are ordered to by 343 Guilty Spark, be it Covenant forces or the Master Chief.
  • UNSCDF Marine Corps: On any difficulty setting other than Legendary (in which they are often susceptible to slaughter), these troops will offer effective ground support (including hitching rides in the Warthog, manning its gun turret and being passengers of the Scorpion tank; in Halo 2, the AI of the marines even allows them to pilot the Warthog along a pre-determined path,(allowing Master Chief [you] to operate the vehicle's weaponry) in an effort to aid Master Chief during battle with the Covenant. They later become the target of The Flood and are literally transformed into walking corpses by it. The UNSCMC also encompasses the division called the ODST (Orbital Drop Shock Troopers), better known as "Helljumpers," whose primary role is the rapid insertion onto foreign worlds by the use of special pods fired from an orbiting capital ship. The Helljumpers ride inside these pods through the planet's atmosphere at incredibly high speeds, landing on the alien world, which they then exit the pod and explore the planet. Due to the high velocities and the fact that they are traveling through the atmosphere, the inside of the pods heat up to unbearably high temperatures, and despite the thermal countermeasures that have been implemented, some Helljumpers don't survive entry.

Weapons

Vehicles

Eggs and exploits

Easter eggs

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A closeup of the "Megg," a bloody heart with bullets shaped like an "M"

Halo contains a number of Easter eggs, or ways that programmers have inserted hidden or secret content into games, usually requiring exotic methods to uncover or unlock them.

Megg

The most famous of these is the "Megg." A series of clues were handed out by the girlfriend (Meg) of the developer who put it into the level (Jaime Griesemer). And in fact, the egg was intended only as a sort of "gift" only to be seen by her and her alone. Many other eggs have been found. They include one developer's tag stained into a wall (Rex); the "Food Nipple Grunt", a thirsty creature who is only in the game to deliver his one line, and is the only Covenant enemy who does not have a weapon and will not attack the player; and the ability to hear a musical selection ("Siege of Madrigal") from a previous Bungie Studios game, Myth, in a special zone within the campaign mode.

The steps to find the "Megg" are:

  1. Start the 1st level: Pillar of Autumn on "Legendary."
  2. When you exit the "cryo tube" at the beginning, turn around and jump on top of it.
  3. Jump from there onto the "shield-charger," and then onto the walkway.
  4. Walk down towards a stack of large cylindrical tanks and jump from the walkway onto the yellow tank.
  5. Get off and play the level normally from there. When you get the pistol from Keyes, go kill the 3 Grunts and move through the door to pick up the Assault Rifle.
  6. Go back to the bridge, kill someone that is standing, without a headshot, and run out of the bridge.
  7. Run to the door on the right side that was previously locked (Cortana will say: "The Master Chief has gone rampant!"). The door will open, revealing a small hallway containing a contingent of invincible marines which will shoot at you.
  8. Before they can leave the hallway, shoot at the marines with your assault rifle, using up one full clip of your assault rifle. The door behind the marines will open, revealing a large room.
  9. Duck away to reload, and, while shooting at them, run past the marines and through the open door. This room contains the Megg, on the ceiling near the other end of the room. The invincible marines will not kill you in this room as long as you stay out of the open doorway.[1]
Three Weapons

Play through the first mission in Campaign mode normally, until the Captain Keys cut scene. After the scene is over, run very quickly through the bridge into the corridor leading to the bridge, where you usually get the pistol. If you beat the checkpoint save, you will not get the pistol and there will be no grunts. Get the assault rifle from the stiff at the door to the Mess Hall, and kill one of the Covenant for his weapon. After that, go back into the Bridge to get the save point and get the pistol. You should have three weapons at this point. This only works for the first level, so you can't carry all three throughought the game.

Bridge Bulletin Board

There is a bulletin board outside the bridge of the Pillar of Autumn, which has several posters on it, most of which are eggs.

Multiplayer Select Screen
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An annotated version of the multiplayer select screen.

When you select "edit gametypes" on the multiplayer select screen, an image of a Spartan appears to the right of the multiplayer select screen with little captions pointing to various parts of his body. On closer inspection these captions are actually easter eggs:

  • Sometimes I give myself the creeps/Sometimes my mind plays tricks on me. (This is a lyric from the Green Day song 'Basket Case'.)
  • Hydraulic suspension thigh pads with cool Kevlar crap
  • Action/Reload one-way flexible joint system
  • UV protectant: See visor for protection from elements
  • UV protectant: See armor for protection from elements
  • All your base are belong to us
  • Directional Lock MJOLNIR Cyborg Dealer Parts

These captions are also present in the PC port of Halo.

Exploits

A number of small glitches in the game have made room for exploits, where said glitches are often (but not always) used to the advantage of the player. One such secret is the "Blood Gulch Hack", where it is possible for the player to jump inside a rock using a Warthog or Scorpion tank. However, the secrets aren't limited to the multiplayer maps. One example of a campaign map secret is in the level "Assault on the Control Room". Towards the end of the level, the character passes through a large, open canyon area on a narrow bridge. It is possible to jump to the huge dividing pillar that runs the length of the control room structure below. From here the player can climb either up or down (down provides a sniper rifle and health packs under the bottom of the pillar). Whichever direction is taken, no more enemies should be encountered for the rest of the level.

Multiplayer

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In team play, each player is red or blue.
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In Slayer and Oddball mode, players can choose their own colors.
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A bird's eye view of the Blood Gulch multiplayer map. Taken using a glitch that allows the player to walk outside of the map.
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A time-lapse screenshot of a Warthog Jump.

While 2-4 player multiplayer on a single Xbox is available, it feels barren and empty when faced with the prospect that 16 players can play together in one Halo game over a local area network, using four Xboxes that have been connected through the Ethernet hub. The game's seamless support for this type of play, as well as a few large maps that can comfortably hold up to 16 combatants, is a first for console games. The PC version introduced free Internet multiplayer gameplay, as well as new vehicles ( the Banshee and a Warthog with a tri-barrel rocket launcher), weapons (Fuel Rod Cannon and Flamethrower), and 6 new maps for multiplayer. A free release by Gearbox Software, Halo CE, lets experienced modders create their own maps and play on them over the Internet with other people who have downloaded the map.

The M6D Pistol is the defining feature of Halo multiplayer - an extremely accurate, quick-firing weapon which could kill in three shots to the head. The difficulty in aiming, as well as the requirement to lead shots for the pistol and the sniper rifle, made the weapons a prominent aspect of competitive Halo play, in which skilled players could outkill comparatively weaker players carrying "stronger" weapons such as the rocket launcher. The weapon respawn system also spawned a wave of players carrying timers with them to pick weapons up as soon as they spawned, creating a map control scenario which defined team play. Additionally, the Double-Melee (BLB) and Backpack Reload (X,X,Y) glitches were extremely useful, the first allowing extremely quick kills on close opponents, and the second keeping combat flowing by bypassing reloads. Again, Halo took skill, as BLB was not particularly easy to use as it required consistent melee placement. [www.mlgpro.com Major League Gaming] helped spawn Halo tournaments, and continues today as an organizer of Halo 2 and Super Smash Brothers tournaments.


Players can customize each round of multiplayer with a wide variety of settings:

  • Weapon sets - Human only, Covenant only, Snipers, Rockets, Pistols, random, etc. Grenade types (either plasma and fragmentation) can also be customized.
  • Game length - Either by the number of kills or a certain amount of time
  • Game mode - Determines the way the game will be played. Capture the Flag (where two teams attempt to capture each others' flag), Oddball (a game where players fight over a skull "ball"), King of the Hill, and others, including Slayer (a standard deathmatch mode), are available from the start, but players have the ability to create a completely new game setting by manipulating a wide variety of options.
  • Vehicle sets - Limited to Scorpions, Warthogs, and Ghosts, or all of the three combined. Only certain maps can support vehicles.
  • Map -
  • Battle Creek, "Splash Splash, Bang Bang", 2-8 Players
  • Sidewinder, "Red Blood, White Snow", 4-16 Players
  • Damnation, "Covenant Hydro-Processing Center", 4-8 Players
  • Rat Race, "Up the Ramps, Down the Tubes", 2-6 Players
  • Prisoner, "Get on Top", 2-8 Players
  • Hang 'Em High, “Tombstones for Everybody", 4-16 Players
  • Chill Out, "Dude, you really need to...” 2-8 Players
  • Derelict, "Deep-Space Anomaly #0198", 4-8 Players
  • Boarding Action, "Ship-to-Ship Combat", 4-16 Players
  • Blood Gulch, "The Quick and the Dead", 4-16 Players
  • Wizard, "Round and Round and Round", 2-8 Players
  • Chiron TL34, "Spartan Clone Training Complex", 2-6 Players
  • Longest, "A long walk down a narrow hall...” 2-8 Players

Blood Gulch is the map primarily used for the machinima comedy series Red vs Blue. An updated version of the map, Coagulation, appears in Halo 2. Battle Creek also returns under the name Beaver Creek. Wizard and Longest have recently been released as downloadable content from Xbox Live as Warlock and Elongation, respectively.

Curiously enough, despite having sophisticated AI for its time, Halo contained no multiplayer bots of any kind. While most console shooters that came out around this time invariably suffered in sales if they contained a split screen multiplayer with no bot support, Halo's innovative story and immense sense of scale helped make it a top seller regardless.

Corpse humping

Corpse humping, as it is called by the makers of Halo: Combat Evolved and Halo 2, was discovered circa 2001 when a group of video game players found out that while playing Halo: Combat Evolved, when you kill another player, the viewpoint hovers over the dead character for a variable amount of seconds following the kill, depending on the set respawn time. Players started repeatedly crouching over the dead character, resembling the sexual practice of "humping", for derogatory purposes, as the opponent could still see the action while waiting to respawn. This became a common practice in multiplayer games, especially if the person killed put up a particularly hard fight. This is a variation of a common practice in internet multiplayer games known as teabagging. Views of players to this practice range from harmless ribbing to immature taunting.

Another way of taunting an enemy after an intense fire fight is to shoot the dead body. Although it is most common in games with blood and gore, it can still be practiced in "toned-down" games. Like "Corpse humping", this can be an insult or a taunt. It can symbolize that you have no respect for the person that you killed, or that you are glad that you killed the person and are rubbing it in their face. It is also practiced with rockets and grenades, in games like Halo where the body will fly in the air. A third form, less common the other mentioned 2, is using the melee function onto the dead corpse. Both the "melee'er" and "melee'd" will hear the sound of the bludgeon, which may be the main reason for this third form.

Betrayal

Team killers were initially a significant problem in multiplayer games of the Mac and PC version of Halo; in the initial release, players who were teamkilled were penalized by having to wait longer and longer until being respawned. Patches solved this problem by eliminating the penalty for being teamkilled and also introducing the same penalty for teamkillers. Later patches allowed a server to automatically boot a player after a certain number of team kills within a certain length of time.

This limitation is easily circumvented, however, by leaving a game then rejoining it immediately, which resets a player's respawn delay and teamkill count. As a result, there is no way to control team killers in Halo games on public servers, and teamkilling continues to be a significant problem.

Despite being able to leave the game and rejoin, many server hosts have figured out a way to ban team kills and team-inflicted damage. This usually involves working with the actual program and changing a few lines of script, but by doing this, it prevents a player inflicting damage, accidentally or intentionally, on a teammate.

Halo's teamkilling problem however, is widespread and is often exploited by nuisance players such as the infamous (ME)=KING teamkiller, who uses the rejoining exploit to ruin other players games. The exploit is commonly used on public servers where one quits and uses a DirectIP function to connect to a server, reducing join times.

Warthog Jump

The Warthog Jump is a game trick popularized by a series of videos made by gamer Randall Glass, who was given the role of Vic in the first series of the Halo-themed machinima series Red vs Blue. The trick was originally created as a response to a challenge to put Master Chief on top of the Silent Cartographer map. It is purely for fun, as it is of almost no tactical value.

The Warthog Jump involves a Warthog vehicle backed against a boulder. Then a series of players intentionally die around the Warthog, dropping grenades in the process. Once there is a large pile of grenades, they can be detonated by throwing a live grenade into the pile, causing the Warthog to jump into the air and fly to the top of the map. Although the trick was originally performed in the single player map "Silent Cartographer," due to the availability of grenades, it was later performed in multiplayer. However, it requires the coordinated effort of many players to throw enough grenades, shoot enough rockets, or some combination of the two at the same time to have the desired effect, since, in multiplayer, live grenades can not detonate "dead" grenades.

The popularity of this trick would take many by surprise. It has become such a pastime that it has spawned an "extreme sport" of some kind, called "launching." Tanks, Covenant weapons, and even the players themselves are all being launched to see how much distance players can get from the Halo's physics engine. It is even combined with other glitches in the game's programming for terrifyingly high jumps, some that have results that can only be barely seen through the scope of a sniper rifle. To give an idea of scale, a sniper rifle enables a player to see ten times as far as normal.

Modding

Due to similarities between the Xbox and the PC, Halo is modifiable. "Modding", as it is called, is commonplace, especially for multiplayer games. "Mods" can be used to take unfair elements out of the game. For example, many people have modded maps to remove the Banshee in the PC/Mac version. The Banshee's inclusion in multiplayer maps has sparked a lot of arguments among players because it is comparatively hard to hit while in flight. As a result, people use mods which remove the banshee from multiplayer games. Modding can also be used to give individual players advantages, like making your player invincible. More often, mods are intended to make the game more enjoyable for all. "Modders" can modify the games' vehicles, health, shields, and weapons. They can also rebuild maps. See Halo CE.

In another popular mod, the pistol's damage has been weakened. Some players feel the unmodified pistol is too overpowered, while many advanced players, who have carefully tuned their skills to the game's original balance, find this mod annoying. By modding skins and textures, modders can change the color of objects. Editing the 3D models is also included under modding, but doing so changes the appearance of the desired object more radically, and can be more difficult than other forms of modding. Modding the single-player campaign involves many of the same elements as multiplayer modding. In the PC/Mac version it is possible to mod the game so that betrayers, or team killers are no threat. Some feel that such a mod leads to a more enjoyable game.

Storyline

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An early screen shot of the game that would become Halo, circa 1998.

Halo's storyline is presented to the player through an instruction manual, scripted events and conversations during the game, and a number of cut-scenes rendered using the game's graphics engine. This method of storyline delivery is common among modern video games. As a literary side note, the design of Halo borrows heavily from the ring-shaped Ringworlds of Larry Niven's novels. The size of "Halo", however, is more consistent with the Orbitals of Iain M. Banks' Culture novels. In describing the geography of "Halo", the game also borrows terms such as "up spin" from Niven's novels (e.g. Cortana refers to a site "... on a desert plateau roughly three hundred kilometers up spin"). The unorthodox naming of spaceships in Halo (e.g. "The Truth and Reconciliation") recalls similar names taken by Culture ships.

Synopsis

Like previous Bungie releases, such as the Marathon series, Halo has an intricate plot. The titular Halo refers to an enormous (exactly 10,000 kilometers in diameter) artificial space habitat which is discovered by the human warship Pillar of Autumn. The central character, the Master Chief SPARTAN-117, is aboard this vessel at the start of the game.

The Pillar of Autumn exits slip-space near the gas giant Threshold and its two satellites, the moon Basis and a mysterious ring shaped space station. The ring, called "Halo" by the Covenant, is obviously artificial and teeming with life. A Covenant fleet, however, is also present, and a subsequent battle heavily damages the Pillar of Autumn. Captain Keyes initiates the Cole protocol —- all records of Earth's location are erased, and the Autumn crash lands onto Halo. The ship's AI construct, Cortana, leaves the Autumn with the Master Chief in an escape pod which also crash lands on Halo.

Game play begins in earnest with the Master Chief's escape from the Autumn, and continues upon landing. With the help of his fellow marines and the ship's artificial intelligence, Cortana, the Master Chief discovers the secrets of Halo while fighting off the Covenant, enemies of humanity who wish to begin and complete the Great Journey and join the forerunner at the journey’s end.

The first levels of the game deal with an attempt to reach Halo's control center to uncover its purpose. While in Halo's control center, Cortana discovers something, something that even the Covenant are afraid of, and remains in the control center while she sends Master Chief to find Captain Keyes.

It is soon discovered that the Covenant had accidentally released the Flood, a parasitic race that gets its name from its nature. The Flood overwhelm, infest, then spread. The Flood sweep across Halo and destroy human and Covenant forces positioned on it. The release of the Flood prompts 343 Guilty Spark, an eccentric AI responsible for monitoring and maintaining the ring world's systems, to try and get the Master Chief to activate Halo's defense system.

This defense system is in fact a pulse weapon that, when fired, would wipe out all life in the galaxy large enough to be hosts for the Flood. Technically, that installation only has a maximum effective radius of 25,000 light years, but the pulse would trigger other installations as well, effectively killing all life in the galaxy. This system is designed to stop the Flood from spreading through the universe if they escape the confinement of Halo by the only way possible: starving the Flood of any life source large enough to sustain them.

Naturally, this would wipe out humanity as well, and so the final levels of the game revolve around the Master Chief's attempts to destroy Halo before it fires. The game leaves the story open to further developments, with the revelation that there are most likely several Halo ring worlds in the galaxy, due to Halo being numbered Installation 04 by 343 Guilty Spark. (In Halo 2, the number of rings was revealed to be seven, counting the ring from the first game.)

Characters

Back story

Unreleased Macworld 1999 and E3 2000 versions of Halo

In early versions of the game, the Player is a Marine Recon Unit of the Human Empire. Pursued by Alien Covenant ships, the Human ship is destroyed and crashes on Halo and the player must defeat Humankind's sworn enemy through a guerrilla war over air, land, and sea above and below the surface of Halo.

Books

As of December 2005, three books have been written based in the Halo universe, that are considered canon by Bungie.

Soundtrack

The Halo Original Soundtrack was composed and produced by Martin O'Donnell and Michael Salvatori. The soundtrack has 26 songs and a 65:08 minute runtime.

Future developments

The PC version of Halo recieved an update, called Halo: Custom Edition, which was released by Gearbox Software. This update extends the game's multiplayer mode, and has a customizable map option in which you can design your own multiplayer maps using common 3D modeling tools. The next episode in the Halo story, Halo 2, was released on November 9, 2004.[2] There is also speculation that work may already have begun on Halo 3 for Microsoft's Xbox 360, although no official announcement has yet been made.[3]

In August 2005, Microsoft announced that a Halo movie was under development by Universal Studios. It is scheduled to be released in 2007.

Other games with Halo-themed mods

A free mod for the computer game series Battlefield 1942/Vietnam called Homefront features Halo-esque and original content for online multiplayer games with up to 64 players.

HaloGen is a mod for Command & Conquer: Generals. It turns the RTS into one with a Halo theme.

Halo: The Conquerors is a mod for Age of Empires 2. It turns the RTS into one with a Halo theme.

Halogrounds is a mod for Star Wars: Galactic Battlegrounds. It turns the RTS into one with a Halo theme.

There is a level on Counter-Strike: Source called Battle Creek. It is a copy of Battle Creek from Halo: Combat Evolved and Beaver Creek from Halo 2. This is a user created map, not from the creators of Counter-Strike.

References

  1. ^ "The Megg Egg: Complete". Retrieved 2006-03-11.
  2. ^ "Halo 2 Launch Date and Special Limited Edition!". Retrieved 2006-03-11.
  3. ^ "Gamespot". Retrieved 2006-03-12.

External links