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Halo: Combat Evolved - PC

Platform:PC

Product Description

Based off of the same theme as the previous Halo; In Combat Evolved take your battles online as you are the last of your kind bred for combat and built for war, master of any weapon and have the fear of no known enemy. You seek and destroyed the alien onslaught, fighting for the humanity while uncovering the mysteries that are Halo.

From the Manufacturer

Halo, the award-winning and critically acclaimed science fiction epic adventure, is coming to the PC courtesy of Bungie and Gearbox Software. Packed with action, Halo contains all the thrilling gameplay and rich story that made it a smash hit with gamers all over the world. Now you can take the battle online with all new multiplayer including new maps, weapons and vehicles available only on your PC!

Bent on Humankind's extermination, a powerful fellowship of alien races known as the Covenant is wiping out the Earth's fledgling interstellar empire. You and the other surviving defenders of a devastated colony-world make a desperate attempt to lure the alien fleet away from Earth. Shot down and marooned on the ancient ring-world Halo, you begin a guerilla-war against the Covenant. Fight for humanity against an alien onslaught as you race to uncover the mysteries of Halo.

  • New to Halo for the PC: Halo allows you to take the battle online with gamers from all over the world in a variety of customizable individual and team based games. Experience the all new multiplayer with the addition of new maps, weapons and vehicles. Halo's been enhanced for play on the PC with the precision offered by the mouse and keyboard and the support of high-end hardware allowing up to 1600x1200 resolution!
  • Rich sci-fi experience: Halo transports you into a science fiction universe fresh out of a Hollywood movie. With a detailed, twisting storyline, complex characters and cunning enemies, Halo will fulfill every sci-fi enthusiast's dreams.
  • Vehicle and foot-based action: Tackle missions any way you choose, be it storming an enemy base or taking the wheel or gunnery position in a variety of powerful vehicles. Vehicles range from stolen Covenant flyers to human tanks and more.
  • Intense online multiplayer shootouts: Take the battle online with gamers from all over the world in a variety of individual and team-based games such as King of the Hill, Capture the Flag, Race, Oddball, Death Match, and more
  • Huge Weapon Variety: Enemies can be crushed with a vast array of human or Covenant weaponry, ranging from the stealthy semiautomatic pistols and needler guns to the fierce rocket launchers and fuel-rod gun.
  • Incredible mission variety: Fight the Covenant in a variety of missions as they uncover the dark secrets of Halo. Among the many objectives: to attack enemy outposts, raid underground labs for advanced technology, rescue fallen comrades, steal alien vehicles and weaponry, and snipe at enemy forces.
  • Indoor and outdoor combat: Fights are seamless in Halo's ultrarealistic indoor and outdoor environments as gamers hunt the Covenant in a variety of single-player and multiplayer battles.
  • Optimized for the PC: With the precision of mouse and keyboard support, playing Halo is like never before. Take advantage of their high-end graphic cards and see Halo in superhigh 1,600 x 1,200 resolution.
  • 5.1 compatible: Enjoy a complete surround-sound experience! Enemy troops yell out the front speakers, while friendly troops yell assistance from the right. Meanwhile, hear bullets fired from behind and watch them strike targets in front of you.
Sours: https://www.amazon.com/Halo-Combat-Evolved-PC/dp/B00009TW6R

Halo: Combat Evolved

This article is about the game. For the Halo 5: Guardians medal, see Combat Evolved (medal).

Halo: Combat Evolved
Halo Combat Evolved cover.png
Developer(s):

Bungie Studios
Gearbox Software (PC)
Westlake Interactive (Mac)

Publisher(s):

Microsoft Game Studios
Gearbox Software (PC)
MacSoft (Mac)

Writer(s):

Joseph Staten

Composer(s):

Martin O'Donnell
Michael Salvatori

Engine:

Blam engine

Platform(s):

Xbox, PC, Mac

Release date(s):

Xbox:
US: November 15, 2001
UK: March 14, 2002
PC:
US: September 30, 2003
UK: October 10, 2003
Mac:
US: December 3, 2003

Genre(s):

First-person shooter

Mode(s):

Campaign
Multiplayer

Rating(s):

ESRB: Mature (M) for Blood, Gore, and Violence
PEGI: 16+ (Europe only)

 
"Halo: Combat Evolved! Buy one! Heck, buy two! That's an order, soldier!"
— Sergeant Johnson upon completion of the Halo: Combat Evolved demo

Halo: Combat Evolved is a 2001first-person shooter science-fiction video game developed by Bungie Studios and the first game in the Halo series. It focuses on John-117 and the crew of the UNSC Pillar of Autumn who, fleeing from the Fall of Reach, stumble on the ForerunnerHaloInstallation 04, only to be forced into a desperate battle against the Covenant and the Flood. Considered a classic, Combat Evolved is one of the most popular video games for the Xbox with eight million copies sold. Its sales are rivaled only by its sequels, Halo 2 and Halo 3.

Halo: Combat Evolved was made available as an Xbox Original game title for Xbox 360 on December 4, 2007 for download on Xbox Live Marketplace for 1200 Microsoft Points.[1] It was also released for PC and Mac. The game was remastered as Halo: Combat Evolved Anniversary and was released on the original game's tenth anniversary on November 15, 2011 for the Xbox 360. Along with Halo 2: Anniversary, Halo 3, and Halo 4, Halo: Combat Evolved Anniversary was released on the Xbox One as part of Halo: The Master Chief Collection on November 11, 2014. Halo: The Master Chief Collection also features the multiplayer component of Combat Evolved, with online play enabled on dedicated servers.[2] All versions of the game besides The Master Chief Collection were removed from digital sale in 2020.[3]

Synopsis[edit]

Characters and setting[edit]

Halo's storyline is linear; there is a single ending in contrast to other first person shooters such as Deus Ex that could have several different endings. The 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. The Xbox version of Halo: Combat Evolved allows one player to play the campaign alone, as well as allowing two players to play through the campaign in split screen. The PC version of Halo: Combat Evolved allows only one player to play through the campaign.

Plot synopsis[edit]

Spoiler warning: Plot and/or ending details follow.

Halo: Combat Evolved begins with the UNSC Pillar of Autumn emerging out of slipspace after the Fall of Reach, only to find a huge ring world—a "Halo"—floating in space. Master Chief Petty OfficerJohn-117 (although his name is never mentioned throughout the game), a SPARTAN-II, is aboard the Pillar of Autumn when the ship comes under attack by the Covenant, a religious alliance of aliens and the archenemy of humanity.

With the ship about to be overrun, CaptainJacob Keyes, the commander of the Autumn, orders John-117 to protect the ship's artificial intelligence, Cortana. She carries highly sensitive information about the United Nations Space Command, including the location of Earth, which would prove disastrous if captured by the Covenant. John-117 evacuates the doomed ship for the surface of Halo to protect Cortana. With the UNSC Marines by his side, Cortana providing direction, and his assault rifle ready and loaded, John-117 sets out to uncover the mysteries of Halo and fight the Covenant.

After meeting up with surviving UNSC forces under Staff SergeantAvery Johnson, John-117 participates in a mission to rescue Captain Keyes from the Covenant cruiser Truth and Reconciliation. After rescuing the Captain, Cortana learns that Halo appears to be a weapon that holds great religious significance to the Covenant. Realizing that the Covenant cannot be allowed to control Halo, Keyes dispatches John-117 to secure Halo's control room while he leaves with Johnson to secure a Covenant weapons cache.

With UNSC Marines as support, John-117 leads an assault on the Silent Cartographer, a map room which holds information on every location on the ring, including the control room. Heading to the ring's control room, Cortana is inserted into the ring's computer system and learns that Halo was made by the Forerunners, an ancient alien race that the Covenant worship as gods. However, Cortana soon learns that there is something else on Halo, something that terrifies the Covenant. Frightened, she says that John has to stop Keyes from accessing the "weapons cache" before it is too late. John-117 leaves for the last spot where Captain Keyes and Sergeant Johnson's squad were seen, an underground facility in a swamp. He finds evidence of battle all over the facility, and soon finds a recording of one Marine, which details Keyes' squad encountering a new threat: the Flood.

The Flood is a parasitic species which received their name due to the way they assimilate all resistance with overwhelming numbers. Free for the first time in a hundred thousand years, the Flood sweeps across Halo, devastating Human and Covenant forces alike. The release of the Flood prompts 343 Guilty Spark, the eccentric AI Monitor of the ring, to activate Halo's defense systems. The AI instructs the SPARTAN-II to activate Halo by obtaining the Activation Index from the Installation's Library. The Chief does so, battling hordes of Flood along the way, and returns to the control room. Before Halo initiates its systems, Cortana intervenes and tells John the truth about the Forerunner structure and its purpose- Halo was designed to eliminate the Flood threat by starving the Flood of any life source large enough to sustain them; when fired, it would essentially wipe out all sentient life in the galaxy. Realizing the threat of Halo, Cortana instructs John-117 to detonate the Autumn's fusion reactor. This detonation would result in the destruction of Halo, which was against 343 Guilty Spark's protocol.

Before doing so, the two sabotage three generators needed to power Halo, which buys them enough time to locate Captain Keyes, now succumbed to the Flood, and steal his neural implants to operate the Autumn. After battling his way through scattered and disorganized Covenant forces, the spreading Flood, and the Sentinels under direct command of 343 Guilty Spark, John-117 successfully overloads the ship's engine, and he and Cortana evacuate from Halo in a Longsword before the Autumn's engine detonates and destroys Halo. The pair appears to be the only survivors, and John-117 realizes that they are simply beginning a harrowing battle.

Spoilers end here.

Appearances[edit]

Gameplay[edit]

Halo: Combat Evolved's gameplay was characterized by several features which set it apart from less acclaimed first-person shooter games of its time.

  • Storyline execution:Halo: Combat Evolved's gameplay and storyline are tightly interwoven, delivered in a convincing manner consistent with the flow of the game.
  • Vehicular incorporation:Halo: Combat Evolved's includes the option for players to control multiple land and air based vehicles in third-person view. This vantage brings a welcomed sense of immersion and enhances specific points of gameplay, again setting Halo apart from contemporary first person shooters.
  • Weapons system:Halo: Combat Evolved's new weapons system is unique in two major respects. The first is only allowing players to carry two weapons at a time, thus forcing the player to make trade-offs as they progress throughout the game. The second is a single, separate button for throwing grenades, making them much more significant in both campaign and multiplayer games.
  • Artificial intelligence:Halo: Combat Evolved's AI is quite sophisticated for its era. With a brand new advanced AI system, actions performed by the AI such as panicking after the death of a superior, diving out of the way of an oncoming vehicle, or taking cover from explosives and suppressive fire, helped Halo stand out from the rest of the first-person shooters being released at the time.

Movement in Halo is similar to other first-person shooters, allowing the player to move forwards, backwards, and strafe left and right (including diagonally) and jumping independently of their aim. On the Xbox, moving and aiming are normally separated between the two analogue sticks, and on the PC, between the keyboard and the mouse. Halo also allows the player to crouch and jump, although jumping from a high ledge will often result in death, or at least major fall damage. Damage from falling can be reduced or negated entirely with a well-timed crouch right as one lands. Additionally, if the player crouches at the peak of his jump, he will be able to land on something slightly taller than if he were to jump without crouching. Also, if the player is jumping from a cliff he can make sure he is touching the wall periodically while he is falling. This will count as if he is touching floor, and every time the player touches the wall, the damage counter goes to zero (there is no visible damage counter during gameplay).

Environment[edit]

Halo: Combat Evolved features a wide variety of environments including human and Covenant starships, ancient buildings on Halo itself, and expansive outdoor climates. The first level, Pillar of Autumn, is fought entirely on the human starship of the same name. The next level, Halo, takes place in a temperate highland climate with open-air Forerunner structures scattered about. This level also contains the famous "Blue Beam Towers". Truth and Reconciliation begin in a rocky desert, but the setting changes to the titular Covenant cruiser about one-third of the way through. The Silent Cartographer occurs on a tropical island, with substantial combat both outdoors and inside futuristic Forerunner installations. Assault on the Control Room takes place in a snowy, icy area of towering cliffs and underground tunnels as well as high-tech suspension bridges and oft-repeated Forerunner structures built into and through cliff walls.

343 Guilty Spark is a significant departure from these majestic environments, with combat in gloomy, exotic swamps and equally gloomy underground complexes that host the player's introduction to the Flood. The player is then teleported to the second of three entirely indoor levels, The Library, encountering repetitive, forbidding hallways and massive elevators. Master Chief returns to the snowy climate of Assault on the Control Room for Two Betrayals, visiting almost no new areas but, interestingly, travelling in the opposite direction. Keyes occurs in the same Covenant ship from Truth and Reconciliation, albeit now heavily damaged, but this time the Flood are present in huge numbers. Finally, The Maw is set on the Pillar of Autumn with three major differences: the presence of the Flood, the heavy structural damage, and access to the Engineering section and service corridors of the ship, which were previously off-limits. In total, six of the ten levels feature a substantial amount of combat outdoors.

Player damage system[edit]

In Halo: Combat Evolved, the player has a limited, non-regenerating health, which can be fully restored by picking up health packs. Running completely out of health will result in death, but having lower health does not impede player actions. A player's health can be reduced only if his shields have been depleted. If the player's health is at minimal levels they will faintly hear John-117's heartbeat.

Serving as the first layer of protection is the shielding system specially built for the MJOLNIR Mk. V armor. The shield will decrease in strength every time it is hit by a weapon and will fail after taking too many hits or freefall from certain altitude. The amount of shield drain depends on the attacker's weapon but will quickly regenerate if it is not hit for a brief period of time. The shield represents a marked departure from most first-person shooters, in which one's health bar is basically augmented by picking up "armor".

Damage Environment Mechanics[edit]

In Halo: Combat Evolved, splatter kills are an easy task for all vehicles. With a simple touch, most characters, including John-117 and Hunters can die instantly. This also includes the Shade Turret; if the Turret moves and hits someone, the victim will die instantly. Fall damage also has limits; if falling speed exceeds the maximum shield and health cap, the player will be killed instantly, regardless of whether they are touching a wall in the environment, though the damage can be nullified if player is using vehicles, unless out of bounds. Scorpion tanks and Warthogs are invulnerable to any attack, with damage taken to either vehicles will instead be applied to the driver. Ghosts and Banshees, however, can be destroyed if the pilot is mounting it.

Campaign[edit]

The campaign in Halo: Combat Evolved can be played by single-player or cooperatively. In cooperative play, the second player takes control of an identical copy of the Master Chief. This second player, however, will not appear in any cutscene in the game.

The game's campaign consists of ten levels:

  1. The Pillar of Autumn - "Escape intact as Covenant forces board your ship."
  2. Halo - "Seek out surviving Marines and help them fight the Covenant."
  3. The Truth and Reconciliation - "Board a Covenant ship in an attempt to rescue Captain Keyes."
  4. The Silent Cartographer - "Search for the map room that will lead you to the secrets of Halo."
  5. Assault on the Control Room - "Defend the Control Room against wave after wave of Covenant troops."
  6. 343 Guilty Spark - "Creep through a swamp to meet the only enemy the Covenant fear."
  7. The Library - "Fight your way through an ancient security facility in search of the Index."
  8. Two Betrayals - "Re-activate the weapon at the heart of Halo... and learn the truth."
  9. Keyes - "Stage a one-cyborg assault on a Covenant ship and bring back the Captain."
  10. The Maw - "Destroy Halo before Halo destroys all life in the galaxy."

Multiplayer[edit]

Up to four players can play together using the same-console splitscreen mode. It is also possible for up to 16 players to play together in one Halo game over a local area network, using Xbox and/or Xbox 360 consoles that have been connected through an Ethernet hub, or via Xbox Connect. The game's seamless support for this type of play, and a few large maps that can accommodate up to 16 combatants, is a first for console games. Since the game was released before the launch of Xbox Live, mainstream online play was not available for this title.

A total of 13 multiplayer maps are available:

Development[edit]

Main article: Development of Halo: Combat Evolved

Design[edit]

Main article: Pre-Xbox Halo
The first official screenshot of Halo.
The old heads-up display and a Halo that has fallen under disrepair. This design was eventually incorporatedinto Halo 3.

On July 21, 1999, during the Macworld Conference & Expo, Steve Jobs announced that Halo would be released for Mac OS and Windows simultaneously.[4] Before this public announcement, game industry journalists under a non-disclosure agreement had previewed the game in a private showing during E3 1999, and were reportedly amazed.[5] Bungie Studios later stated an even earlier development build of the game centered on real-time strategy and was "basically Myth in a sci-fi universe."[6]

At E3 2000, the first trailer of Halo was well-received.[7] The version shown there differed greatly from the one exhibited previously, marking the first major overhaul in the game's development.[8] At this point, Halo was a third-person action game, in which a transport starship crashlands on a mysterious ring world that orbits a star. Early versions of Covenant aliens appear in great numbers and loot what they can, and war erupts between them and the humans. Unable to match the technologically advanced alien race, the humans on the ring world resort to guerrilla warfare.[9] This version of the game featured Halo-specific fauna, which were later dropped because of design difficulties and the creatures' "detract from the surprise, drama and impact of the Flood."[10]

Microsoft announced on June 19, 2000 that it had acquired Bungie Studios.[11]Halo became an exclusive game for Microsoft's Xbox, and Bungie Studios rewrote the game's engine, heavily altering its presentation and turning it into a first-person shooter.[12] Originally a key element, the game's online multiplayer component was dropped because Xbox Live would be unfinished at the time of Halo's release. While a playable demonstration of the game at Gamestock 2001 was well-received,[13] critics had mixed reactions to its exhibition at E3 2001.[14][15][16] Roughly 90% of the final product was developed in just nine months of development, with team members working 16–20 hours a day for six days per week between January and October 2001.[17]

The novel Halo: The Fall of Reach by Eric Nylund was commissioned by Microsoft to serve as a prequel to Halo: Combat Evolved. During the writing of The Fall of Reach, Bungie reportedly almost cancelled the novel but was convinced by Eric S. Trautmann to approve it in exchange for himself, Matt Soell and Brannon Boren writing an estimated "80 percent" of the in-game dialogue of Halo: Combat Evolved. The dysfunctional relationship between Bungie and the Microsoft team working on the game created some disconnect - the notorious "this cave is not a natural formation" line was caused by Bungie promising that the environment would not be immediately obvious as an artificial formation. According to Trautmann, a number of Bungie employees resented the presence of Microsoft employees.[18]

The game was released in North America simultaneously with the Xbox, on November 15, 2001; the "Combat Evolved" subtitle was an addition by marketers at Microsoft, who felt that Halo alone was not a descriptive enough title to compete with other military-themed games.[19]

Audio[edit]

Halo's soundtrack was created by Bungie Studios' audio director, Martin O'Donnell, and received a large amount of praise from many critics. Martin O'Donnell has stated that his goal was to provide "a feeling of importance, weight, and sense of the 'ancient'."[20] He designed the music so that it "could be dissembled and remixed in such a way that would give [him] multiple, interchangeable loops that could be randomly recombined in order to keep the piece interesting as well as a variable length". Development involved the creation of "alternative middle sections that could be transitioned to if the game called for such a change (i.e. less or more intense)."[21]

Martin O'Donnell has remarked that he "sat with the level designers and 'spotted' the level as though it was a movie, with the knowledge that the music would have to be malleable rather than static... [T]he level designer would tell me what he hoped a player would feel at certain points or after accomplishing certain tasks". Based on this information, O'Donnell would "go back and develop appropriate music cues, then have the designer script the cues into the level, and then we'd play through it to see if it worked as desired."[22] He explained that the use of music in Halo is sparse because he believes that "[music] is best used in a game to quicken the emotional state of the player and it works best when used least", and that "[if] music is constantly playing it tends to become sonic wallpaper and loses its impact when it is needed to truly enhance some dramatic component of game play."[23]

Halo: Original Soundtrack[edit]

Main article: Halo: Original Soundtrack

Halo: Original Soundtrack, composed and produced by Martin O'Donnell and Michael Salvatori for the video game Halo: Combat Evolved, is one CD comprising 26 tracks. Some editions include a bonus DVD with game trailers for Halo 2. Most of the music from Halo: Combat Evolved is present on the CD, although some songs are remixed and some tracks are intermixed with others in medley form. It was released in 2001.

Marketing and release[edit]

Demonstration[edit]

Main article: Halo E3 2000 Trailer

In 2000 at E3, Bungie showed off a trailer of the upcoming game to the public. This trailer featured Marines along with the Master Chief scouting out a Forerunner structure and the Covenant fighting them. During this trailer there was still no active AI so all the Covenant was actually controlled by Bungie. This trailer was before the conversion to the Xbox as an FPS.

Viral campaign[edit]

Main article: Cortana Letters

Before Halo: Combat Evolved was released, a series of cryptic emails were sent to marathon.bungie.org. The emails were supposedly written by Cortana, but the contents written were greatly out of her character. Her hacking skills, however, were shown, having some of the messages from other email accounts and even from the 1.3 version of the Bungie game Myth: The Fallen Lords CD. These messages provided a small glimpse of the Halo Trilogy plot.

Package[edit]

The game shipped with a game disc, and a manual detailing how to play the game and why everything is happening so far in the story.

Reception[edit]

Halo was the main launch title for Xbox and is said to be the game that made the Xbox what it is today. It was widely renowned for saving the fledgling Xbox platform, as the Xbox lacked any titles to compete with Sony's PlayStation 2 or Nintendo's GameCube. Halo became an overnight success and managed to drive the platform from the brink of an early death. It went on to sell 6.43 million copies; in other words, 26% of all Xbox owners also owned Halo.[24][25]

It was also critically acclaimed. IGN gave the game a 9.7 out of 10 and stated it to be the best Xbox game of all time. X-Play gave it a perfect 5 out of 5. The game got a perfect ten from EGM, and was 2002 Game of the Year for IGN, EGM, OXM, and AIAS. It got a 9.5 out of 10 from Game Informer, and an average meta-score of 97 out of 100, making it the most highly rated Xbox game of all time. It also got a score of 9.0 for the PC version and 9.7 for the Xbox version from Gamespot. It was also called the game that reinvented a genre. OXM rated Halo: CE Number 1 in a list of the 100 best games of recent memory, saying "The Xbox did not create Halo, Halo made the Xbox".

Rereleases[edit]

  • 2003 - Rereleased for PC and Mac platforms as Halo: Combat Evolved for PC.
  • 2004 - Rereleased with a special version of the Xbox in the United States, Australia and New Zealand. This version was translucent green and came with a copy of Halo: Combat Evolved and a matching translucent green Controller S. The console case featured the Halo logo and the words "Special Edition"; the controller had a jewel that had the Halo logo in place of the normal Xbox logo. The version of Halo that came with this bundle was identical to other versions of Halo, with the exception of a "NOT FOR RESALE" notice placed on the front of the game case. - [26]
  • 2004 - Rereleased as part of Action Double Pack which included Brute Force and Halo: Combat Evolved.[27]
  • 2005 - Rereleased as part of the Halo Triple Pack which contained Halo: Combat Evolved, Halo 2, and Halo 2 Multiplayer Map Pack.
  • 2007 - Rereleased as part of the Halo History Pack (Japan only), which contained Halo: Combat Evolved, Halo 2, and a sneak peek of Halo 3,[28] and as part of Xbox LIVE's Xbox Originals.
  • 2011 - Remade as Halo: Combat Evolved Anniversary to tie in with Halo's tenth anniversary.
  • 2014 - Rerelease of Anniversary as part of Halo: The Master Chief Collection on Xbox One, with the original Halo multiplayer compatible for the first time ever with console matchmaking.
  • 2020 - Rerelease of Anniversary as part of Halo: The Master Chief Collection on Windows 10 and Steam.

Original Halo team[edit]

Production notes[edit]

  • Halo: Combat Evolved was not the original title made by Bungie; the original title of the game had always been intended to be simply "Halo". The subtitle "Combat Evolved", which Bungie has stated they "hated", was suggested by Microsoft Game Studios during the Halo's development phase in order to make the title more descriptive and indicative of a shooter game.[29]
  • There are 8,087 lines of dialog, most of them randomly triggered during combat.[30]
  • The Halo: Combat Evolved box art shows the Banshees in the background in their pilotless stance, yet they are still flying. Similarly, they are shown firing thin beams, rather than the bolts that they actually fire in-game.
  • Halo: Combat Evolved was originally going to have most of the weapons that were introduced in Halo 2 and Halo 3, but due to time constraint, most of the weapons were cut from the final version.[31]
  • In the game's manual, the plasma rifle's blueprint is an overlap of a needler underneath and the rifle on top.
  • Halo was originally planned to have a changing weather system which was mentioned in the August 2000 issue of PC Gamer magazine.[32]

Gallery[edit]

  • The "Japan" cover for the game.

  • The "Classics" cover for the game.

  • The "Platinum Hits" cover for the game.

  • The "Prerelease" cover for the game.

  • Halo CE Steel Prototype Case.

  • Halo CE Steel Prototype Case (side).

  • Halo CE Steel Prototype Case (back).

  • Another version of the cover art without text and logos, used on the cover of the June 2002 issue of the Japanese Famitsu Xbox magazine.[33]

  • A promotional image for the game.

  • Concept art for the ring's control room.

  • Installation 04 concept art.

  • Installation 04 concept art.

  • Installation 04 concept art.

  • Installation 04 concept art.

  • Installation 04 concept art.

  • Installation 04 concept art.

  • Installation 04 concept art.

  • Installation 04 concept art.

  • Installation 04 concept art.

  • Installation 04 concept art.

  • Image used to promote Halo: Combat Evolved.

  • Image used to promote the game.

Sources[edit]

See also[edit]

External links[edit]

Sours: https://www.halopedia.org/Halo:_Combat_Evolved
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Halo: Combat Evolved (PC port)

This article is about the port of Halo: Combat Evolved for WindowsPCs. If you were looking for the original Xbox game, see Halo: Combat Evolved, and for the Macintosh port, see Halo: Combat Evolved for Macintosh
"This is Halo evolved."
— Description[1]

Halo: Combat Evolved for PC, often nicknamed simply Halo PC, was a PC port of Halo: Combat Evolved built for home computers. It was released on September 30 and December 14, 2003, by Gearbox Software and Westlake Interactive, respectively. A demo was also released before the PC version. The game demos and videos that were included in the Xbox version were removed from the PC version.

To complement the release of Halo PC, a standalone, multiplayer-only custom edition for modding purposes was released on March 15, 2004, by Gearbox Software. Halo PC was one of the most popular online shooters played until November 2004 before Halo 2 was released.

Features[edit]

Halo PC, for the most part, plays exactly like its Xbox version. As a computer-port, the PC version lacks the ability to play splitscreen in multiplayer and cooperative-play in campaign. It does, however, contain several new features, namely the ability to browse the multiplayer lobby for online matches, direct connection to the server via IP address and the ability to run the game in "Safe Mode" (for computers that do not meet the PC requirements).

The game comes with several exclusive multiplayer additions such as the six new multiplayer maps which are Timberland, Death Island, Gephyrophobia, Danger Canyon, Ice Fields and Infinity, discarded weapons from the Xbox version which are the Fuel Rod Gun and Flamethrower and vehicles such as the Banshees and Rocket Warthog. With the 2014 release of Halo: The Master Chief Collection, the multiplayer component included for Halo: Combat Evolved was that of Halo PC, including all previously PC-exclusive maps, weapons and vehicles.

In April 2014, it was announced that the multiplayer lobby services of Halo PC and Halo Custom Edition would be rendered unusable by 31 May 2014 with the shutdown of GameSpy's multiplayer servers.[2] In response of the shutdown, a new patch was developed and released by Bungie developer Roger Wolfson (also known as Sawnose) and a small group of Halo fans (Btcc22, Kornman00 and Technut) which will move the soon-to-be-shutdown GameSpy services to a non-GameSpy server.[3][4]

Reception[edit]

Halo PC garnered mixed reactions and received a score of 83% on Metacritic. GameSpot stated that it was "still an incredible action game ... [and] a true classic", awarding it 9.0 out of 10. It received a score of 8.2 out of 10 from IGN, who stated, "If you've played the game on the Xbox, there's not much for you here." Eurogamer called the game "a missed opportunity", but stated that the online multiplayer component was "a massive draw ... for Halo veterans".

System requirements[edit]

Trivia[edit]

  • Halo PC has several distinct changes from the Xbox version. The most noticeable one would be the graphics; Jackal shields are no longer distinct to differentiate a Minor from a Major, and do not change color as they get damaged (which were probably problems that the bitmaps and animations were not loaded, from a release-time perspective), stationary shields have a different appearance, the reflection of some weapons reduced their strength, Captain Keyes had different textures, and Shades change as well. Several weapon behaviors have been altered, the zoom feature of a sniper rifle reduced from 10× to 8×.
  • The PC port has flawed lighting, causing bump mapping textures to not be active unless dynamic lighting is activated. This can be easily seen by using the flashlight.
  • Halo PC has been the foundation of each new iteration of Combat Evolved, being used in both Halo: Combat Evolved Anniversary and Halo: The Master Chief Collection, this is because of the PC port's support for online play. Something that only came to Halo with the introduction of Xbox Live matchmaking on Halo 2.
  • Halo PC (and its demo, which has attracted many players due to its online play, which is limited to the Blood Gulch map and Silent Cartographer level) has remained incredibly popular since its release. In May 2007, over 130,000 players played Halo PC online, nearly 4 years after the game's release. Its popularity with PC gamers continues today.[5]
  • Halo PC can be played without the CD as of Patch 1.08.
  • The key code for Halo PC unlocked a visual flair available on Bungie.net for the player in Halo Reach before March 31, 2012.

Gallery[edit]

  • Several weapons, such as the Fuel Rod Gun, made it to Halo PC, but not the Xbox version.

  • The newly added Flamethrower made its debut in the game.

Sources[edit]

See also[edit]

Sours: https://www.halopedia.org/Halo:_Combat_Evolved_(PC_port)
Halo: Combat Evolved (PC) - Full Game 1080p HD Walkthrough - No Commentary

Halo: The Master Chief Collection

Platforms:

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Cross-platform multiplayer available between Xbox and Windows 10

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The Master Chief’s iconic journey includes six games collected in a single integrated experience that’s optimized for both PC and Xbox Series X|S. Whether you’re a long-time fan or meeting Spartan 117 for the first time, The Master Chief Collection is the definitive Halo gaming experience.

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Experience the events preceding Halo 3 through the eyes of Orbital Drop Shock Troopers (ODST) as they return to familiar ground and attempt to uncover the motivations behind the Covenant’s invasion of New Mombasa. Isolated and vulnerable, use stealth and precision to survive the dangers of the Covenant occupation in a gripping new take on combat in the Halo universe.

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Save [[PLACEHOLDER1]] dayshoursJump to purchase sectionminutesdayhourminute[[PLACEHOLDER2]] remaining[[PLACEHOLDER]] with Xbox Live Gold[[PLACEHOLDER]] with Xbox Game Pass[[PLACEHOLDER]] with EA AccessUser ratingBUY NOWPRE-ORDER NOWDOWNLOAD NOWbox shotBuy now, [[PLACEHOLDER]] at the Microsoft StorePre-order now, [[PLACEHOLDER]] at the Microsoft StoreDownload now, [[PLACEHOLDER]] at the Microsoft Store[[PLACEHOLDER]][[PLACEHOLDER]], learn more about ratingsjump to purchase section

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Pc date halo release 1

Halo: Combat Evolved

2001 video game

"Halo 1" redirects here. For the Nine Inch Nails song that uses this pseudonym, see Down in It.

2001 video game

Halo: Combat Evolved
Image of a soldier clad in futuristic green armor, pointing a black weapon towards the camera. Other soldiers and vehicles of war appear in the background. Below the green soldier is a decorative logotype with "HALO" and the subtitle "Combat Evolved", with the BUNGIE logo in the bottom right.

Artwork for U.S. and European releases, depicting the player character Master Chief

Developer(s)Bungie[a]
Publisher(s)
Director(s)Jason Jones
Producer(s)
Designer(s)John Howard
Artist(s)Marcus Lehto
Shi Kai Wang
Composer(s)
SeriesHalo
Platform(s)
Release

November 15, 2001

  • XboxMicrosoft WindowsMac OS XXbox 360
Genre(s)First-person shooter
Mode(s)

Halo: Combat Evolved[b] is a 2001 first-person shooter game developed by Bungie and published by Microsoft Game Studios. It was released as a launch game for Microsoft's Xbox video game console on November 15, 2001. Microsoft released versions of the game for Windows and Mac OS X in 2003. The game was later released as a downloadable Xbox Original for the Xbox 360. Halo is set in the twenty-sixth century, with the player assuming the role of the Master Chief, a cybernetically enhanced supersoldier. The Chief is accompanied by Cortana, an artificial intelligence. Players battle aliens as they attempt to uncover the secrets of the eponymous Halo, a ring-shaped artificial world.

Bungie began the development of what would eventually become HaloCE in 1997. Initially, the game was a real-time strategy game that morphed into a third-person shooter before becoming a first-person shooter. During development, Microsoft acquired Bungie and turned Halo into a launch game for its first video game console, the Xbox.

Halo was a critical and commercial success and is often praised as one of the greatest video games ever made. The game's popularity led to labels such as "Halo clone" and "Halo killer", applied to games either similar to or anticipated to be better than it. Its sequel, Halo 2, was released for the original Xbox in 2004, and the game spawned a multi-billion-dollar multimedia franchise that incorporates games, books, toys, and films. The game inspired and was used in the fan-created Red vs. Blue video series, which is credited as one of the first major successes of machinima (the technique of using real-time 3D engines, often from video games, to create animated films).

More than five million copies had been sold worldwide by November 2005. A remake, Halo: Combat Evolved Anniversary, was released for Xbox 360 by 343 Industries on the 10th anniversary of the original game's launch. Anniversary was re-released for Xbox One as part of Halo: The Master Chief Collection in 2014, and was released on Windows PCs in March 2020.

Gameplay[edit]

First-person view of the gameplay. In the lower-right corner of the screen, the player's weapon is shown as the player fires on small aliens in a lush outdoor environment. Indicators around the periphery of the screen display health and ammo count.
The Master Chieffires his assault rifle at a pack of enemy Grunts. Ammunition, health, and motion sensor displays are visible in the corners of the screen.

Halo: Combat Evolved is a shooter game in which players experience gameplay in a 3D environment almost entirely from a first-person view (FPS). The player can move around and look up, down, left, or right.[6] The game features vehicles, ranging from armored 4×4s and tanks to alien hovercraft and aircraft, many of which can be controlled by the player. The game switches to a third-person perspective during vehicle use for pilots and mounted gun operators; passengers maintain a first-person view.[7] The game's heads-up display includes a "motion tracker" that registers moving allies, moving or firing enemies, and vehicles, in a certain radius of the player.[8]

The player character is equipped with an energy shield that nullifies damage from weapons fire and forceful impacts. The shield's charge appears as a blue bar in the corner of the game's heads-up display, and it automatically recharges if no damage is sustained for a brief period.[8] When the shield is fully depleted, the player becomes highly vulnerable, and further damage reduces the hit points of their health meter.[9] When this health meter reaches zero, the character dies and the game reloads from a saved checkpoint. Health can be replenished through the collection of health packs scattered around the game's levels.[8]

Halo's arsenal consists of weapons from science fiction. The game has been praised for giving each weapon a unique purpose, thus making each useful in different scenarios.[10] For example, plasma weapons need time to cool if fired too rapidly, but cannot be reloaded and must be discarded upon depletion of their batteries, whereas conventional firearms cannot overheat, but require reloading and ammunition. In contrast to the large weapon inventories of contemporary FPS games, Halo players may carry only two weapons at once, calling for strategy when managing firearms.[11]

Halo departs from traditional FPS conventions by not forcing the player character to holster its firearm before deploying grenades or melee-range blunt instruments; instead, both attacks can be utilized while a gun is still equipped, supplanting or supplementing small-arms fire.[8] Like the game's other weapons, the two types of grenades differ; the fragmentation grenade bounces and detonates quickly, whereas the plasma grenade adheres to targets before exploding.[12][13]

The game's main enemy force is the Covenant, a group of alien species allied by belief in a common religion. Their forces include Elites, fierce warriors protected by recharging energy shields similar to the player's own; Grunts, which are short, cowardly creatures who are usually led by Elites in battle, and often flee in terror instead of fighting in the absence of a leading Elite; Jackals, originally space pirates, who wear a highly durable energy shield on one arm and a form of handgun on the other; and Hunters, large, powerful creatures composed of small worm-like colonies with thick armor plates that cover the majority of their bodies and a large assault cannon that fires explosive rounds of green plasma.[14] A secondary enemy is the Flood, a parasitic alien life form that appears in several variants.[15] Other enemies include Sentinels, aerial robots designed by an extinct race called the Forerunners to protect their structures and prevent Flood outbreaks. Sentinels are able to hover around in enclosed spaces and produce an energy shield when under attack. They lack durability, but use powerful laser weapons and are immune to infection by the Flood.[15]

The artificial intelligence in Halo has been favorably received.[16] The player is often aided by United Nations Space Command (UNSC) Marines, who offer ground support, such as manning gun turrets or riding shotgun while the player is driving a vehicle.[10]

Multiplayer[edit]

A split screen mode allows two players to cooperatively play through Halo's campaign.[6] The game also includes five competitive multiplayer modes, which all can be customized, for between two and 16 players; up to four players may play split-screen on one Xbox, and further players can join using a "System Link" feature that allows up to four Xbox consoles to be connected together into a local area network.[6]Halo lacks artificially intelligent game bots, and was released before the launch of the Xbox Live online multiplayer service; therefore LAN parties are needed to reach the game's 16-player limit,[17] a setup that was a first for a console game, but was often deemed impractical by critics.[10] Aside from this limitation, Halo's multiplayer components were generally well received, and it is widely considered one of the best multiplayer games of all time.[7][11][18]

Although the Xbox version of Halo lacks official support for online multiplayer play, third-party packet tunneling software provide unofficial ways around this limitation.[19] The Windows and Macintosh ports of Halo support online matches involving up to 16 players and include multiplayer maps, not in the original Xbox release.[20] However, co-operative play was removed from the ports because it would have required large amounts of recoding to implement.[21] In April 2014, it was announced that GameSpy's servers and matchmaking, on which Halo PC relied, would be shut down by May 31 of the same year.[22] A team of fans and Bungie employees announced they would produce a patch for the game to keep its multiplayer servers online.[23] The patch was released on May 16, 2014.[24]

Synopsis[edit]

Setting[edit]

See also: Characters of Halo

Halo: Combat Evolved takes place in a 26th-century science fiction setting. Faster-than-light travel called slip-space[25]: 3  allows the human race to colonize planets other than Earth. The planet Reach serves as an interstellar hub of scientific and military activity. The United Nations Space Command (UNSC) develops a secret program to create augmented supersoldiers known as Spartans. More than twenty years before the beginning of the game, a technologically advanced collective of alien races called the Covenant begins a religious war against humanity, declaring them an affront to their gods. Humanity's military experiences a series of crushing defeats; although the Spartans are effective against the Covenant, they are too few in number to turn the tide. In 2552, Covenant forces attack Reach and destroy the colony. The starship Pillar of Autumn escapes the planet with the Spartan Master Chief Petty Officer John-117 on board. The ship initiates a jump to slip-space, hoping to lead the enemy away from Earth.[8]: 4–5 

Plot[edit]

The game begins as Pillar of Autumn exits slip-space and its crew discovers a large ringworld structure of unknown origin. The Covenant pursues the Autumn and attacks. With the ship heavily damaged, the Autumn's captain, Jacob Keyes, entrusts the ship's artificial intelligence (AI) known as Cortana to Master Chief in order to prevent the Covenant from discovering the location of Earth. Keyes orders the crew to abandon the Autumn and pilots the ship to a crash-landing on the ringworld.

On the ring's surface, Master Chief and Cortana rescue other survivors and help organize a counter-offensive. Learning that Keyes has been captured by the Covenant, Master Chief and a small contingent of soldiers rescue him from the Covenant cruiser Truth and Reconciliation. Keyes reveals that the Covenant call the ringworld "Halo" and that they believe it to be a weapon. Intent on stopping the Covenant from using Halo, Keyes searches for a potential weapons cache, while Master Chief and Cortana mount an assault on the ringworld's control room. Cortana enters Halo's computer systems and, after discovering something, sends Master Chief to find and stop Keyes from continuing his search.

Searching for the captain, Master Chief encounters a new enemy, the parasitic Flood. The release of the Flood prompts Halo's caretaker, the AI 343 Guilty Spark, to enlist Master Chief's help in activating Halo's defenses. After Master Chief retrieves the ring's activation index, 343 Guilty Spark transports him back to Halo's control room. Cortana intervenes before Master Chief can activate the ring; she has discovered the purpose of the installation is to destroy all sentient life in the galaxy, starving the Flood of potential hosts. When Cortana refuses to surrender Halo's activation index, 343 Guilty Spark attacks her and Master Chief.

To stop Halo's activation, Master Chief and Cortana decide to destroy the installation. Needing Keyes’ neural implant to destroy the Autumn and Halo with it, Master Chief returns to Truth and Reconciliation, only to find that Keyes has been assimilated by the Flood. Retrieving the neural implant with the activation codes from the captain's remains, Master Chief returns to the Autumn, and manually destabilizes the ship's reactors, narrowly escaping the ensuing detonation in one of the Autumn's fighters, while the majority of the remaining Covenant, UNSC forces, and infected Flood are destroyed along with the Halo installation. Cortana justifies their sacrifices and believes their work to be finished, but the Master Chief states that they are only getting started. 343 Guilty Spark is shown to have survived Halo's destruction in a post-credits scene.

Development[edit]

Prototypes[edit]

Halo was conceived as an indirect successor to Bungie's previous first-person shooter games, Marathon and its 1995 sequel Durandal. According to company co-founder Alex Seropian, certain motifs of both Halo and the Marathon series, such as their similar protagonists and representation of artificial intelligence, stemmed from a common stylistic archetype.[26]Halo originated after the release of Durandal, when Bungie began to consider ideas for their subsequent game. Undecided about their interest in further involvement with the Marathon series, the team was willing to adopt alternative conceptual avenues.[26] One of the ideas that the team then began to develop was that of a first-person shooter game described by co-founder Jason Jones as "the natural extension of Marathon, which would have turned out to be something along the lines of Quake".[27]

Concurrently, the team explored the concept of a vehicular combat game that featured tank battles in a futuristic setting,[26] internally dubbed "The Giant Bloody War Game".[27] Jones started the design of a 3D engine that could generate height-mapped graphics to visualize elevated surfaces, and he eventually suggested that Bungie use the technology to realize the "tank combat" idea. The team was enthusiastic about that prospect and proceeded to cancel their first-person shooter project–which had underwent two months of work–to commit to the creation of "The Giant Bloody War Game".[26][27] However, Jones struggled to implement a physics model to simulate vehicles in the game, which led Bungie to change their plans and develop the real-time strategy gameMyth: The Fallen Lords, released in 1997.[26]

Around that time, Bungie comprised around 15 people working in south Chicago, Illinois.[28] After Myth was completed and Bungie decided on a sequel, Myth II: Soulblighter, Jones delegated its development to the company's other designers and resumed his work on the technology that had not been applied to the 1997 title.[26] According to Simon Cox of Xbox Nation, Jones' ensuing efforts produced "the bare bones of a war game that will eventually become Halo".[26] From that framework, a group of three[29]: 7'02''–7'05''  began to design a real-time strategy game (RTS) with a focus on science fiction, realistic physics simulations and three-dimensional terrain.[26][28] Early versions used the Mythengine and isometric perspective.[30] The project had the working title Monkey Nuts, then Blam! after Jones could not bring himself to tell his mother the original name.[31]: ix [32]

Experimenting with ways of controlling units, Bungie added a mode that attached the camera to individual units. The vantage point continually moved closer to the units as the developers realized it would be more fun for players to drive the vehicles than have the computer do it. "And controlling [the vehicle], just that double tactile nature of load a dude in, get a dude out, hands on the steering wheel—it was like, this shouldn't be an RTS game," recalled Seropian. By mid-1998 the game had become a third-person shooter.[28]

Peter Tamte, Bungie's then-executive vice president, used his contacts from his former position at Apple to get Joseph Staten and Jason Jones an audience with CEO Steve Jobs. Jobs, impressed, agreed to debut the game to the world at the 1999 Macworld Conference & Expo.[28] Anticipation built for the unknown Bungie game after favorable reviews from industry journalists under non-disclosure agreements at Electronic Entertainment Expo 1999.[33][34]

The first official screenshot of Halo.

Days before the Macworld announcement, Blam! still had no permanent title; possible names had included The Santa Machine, Solipsis, The Crystal Palace, Hard Vacuum, Star Maker, and Star Shield.[35] Bungie hired a branding firm that came up with the name Covenant, but Bungie artist Paul Russell suggested alternatives, including Halo. Though some did not like the name—likening it to something religious or a women's shampoo—designer Marcus Lehto said, "it described enough about what our intent was for this universe in a way that created this sense of mystery."[28] On July 21, 1999, during the Macworld Conference & Expo, Jobs announced that Halo would be released for MacOS and Windows simultaneously.[33]

The story premise at this point involved a human transport starship that crash-lands on a mysterious ringworld. Early versions of Covenant aliens arrive to loot what they can, and war erupts between them and the humans. Unable to match the technologically advanced alien race, the humans resort to guerrilla warfare.[36] At this point, Bungie promised an open-world game with terrain that reacted and deformed from explosions, persistent environment details such as spent shell casings, and variable weather, none of which made it into the final product.[37][38][39] These early versions featured Halo-specific fauna, later dropped following design difficulties and the creatures' detraction from the surprise appearance of the Flood.[40] The Master Chief was simply known as the cyborg. When Halo was shown at E3 in June 2000, it was still a third-person shooter.[41]

Move to Xbox[edit]

Bungie's financial situation during Halo's development was precarious. Ahead of Myth II: Soulblighter's release, Bungie was surviving on Myth sales and had missed release dates. A glitch that caused Myth II to wipe the contents of the directory it was installed to was discovered after 200,000 copies had been produced for the December 1998 launch. Bungie recalled the copies and issued a fix, costing the company $800,000.[42] As a result, Bungie sold a share of the company and publishing rights to Take-Two Interactive.[28]

Still facing financial difficulties, Bungie's Tamte contacted Ed Fries, the head of Microsoft Game Studios, about a possible acquisition. Fries was working on developing the software lineup for Microsoft's first game console, the Xbox. Fries negotiated an agreement with Take-Two Interactive wherein Microsoft gained Bungie and the rights to Halo, while Take-Two kept the Myth and Oni properties.[28] Jones and Seropian pitched the purchase to the rest of Bungie as the way they could shape the future of a new game console.[28] Microsoft announced its acquisition of Bungie on June 19, 2000.[43]Halo was now to be the tentpole launch game for the Xbox.[28]

In less than a year, Bungie had to turn Halo from a loose collection of ideas into a shipping product on an unproven console. To make players feel more connected to the action, Jason Jones pushed to turn the game's perspective from third-person to first-person.[44] A key concern was making sure the game played well on the Xbox's gamepad; at the time, first-person shooters on consoles were rare. Spearheading the effort, designer Jaime Griesemer wrote code to discern player intent and assist the player's movement and aiming without being obvious. The game buffered player inputs so that the result was the desired player movement, rather than the movement players were actually making.[28]

Other Bungie projects were scrapped, and their teams absorbed into Halo in the rush to complete it. Griesemer said that after the Bungie team moved to the Microsoft campus in Redmond, Washington, he was so busy he did not unpack his belongings for six months.[28] The designers prototyped encounters and enemy AI on a sandbox level, "B30". The success of gameplay on this small chunk of the game energized the team, and B30 became "The Silent Cartographer", the fourth mission.[29]

Bungie cut features drastically to make the release date. The open-world plans were scrapped,[29]: 14'40''–14'45''  and it became clear the lengthy planned campaign was not feasible. Staten described his role as putting "story duct tape" over gaps that appeared to smooth them over. To save time, Lehto suggested reusing campaign levels; glowing directional arrows were added after playtesters got lost.[28] Microsoft game writers Eric Trautmann and Brannon Boren performed last-minute rewrites to improve the script a week before voiceover sessions, but were not allowed to view the game.[citation needed] An online multiplayer component was dropped because Xbox Live would not be ready. Only four months before release, it was decided that the multiplayer was still not fun, so it was scrapped and rebuilt from scratch, using team members who moved from the defunct Bungie West team after completing Oni.[28][29] Some personnel took to sleeping in the office for the last few months to make sure the game made its deadline.[31]: ix–xi 

Design[edit]

See also: Factions of Halo

Bungie's social culture—and the rush to complete the game—meant that team members provided input and feedback across disciplines.[31]: 4, 67  Aspects such as level design demanded collaboration between the designers creating the environments for players to explore, and the artists who developed those environments' aesthetics.[31]: 65  Initially artists Robert McLees and Lehto were the only artists working on what would become Halo. Bungie hired Shi Kai Wang as an additional artist to refine Lehto's designs.[31]: 5  The aliens making up the Covenant began with varied exploratory designs that coalesced once each enemy's role in the gameplay was defined.[31]: 28 

Spearheaded by Paul Russell, the game's visual design changed in response to the changing gameplay and story. The artists made efforts to distinguish each faction in the game by their architecture, technology, and weaponry.[31]: 76–77  The UNSC's original curved look was made blockier to distinguish it from the Covenant;[41] likewise human weapons remained projectile-based to provide a contrast to the Covenant's energy weapons.[28] The interiors of Pillar of Autumn drew significant influence from the production design of the film Aliens.[31]: 75  Organic, curvilinear forms along with a color palette of greens and purples were used for the Covenant,[28] while the Forerunner came to be defined by their angular constructions; the interiors originally drew on Aztec patterns and the work of Louis Sullivan, before becoming more refined just five months from the game's completion.[31]: 79 

Audio[edit]

Main article: Halo Original Soundtrack

Composer Martin O'Donnell and his company TotalAudio were tasked with creating the music for Halo's MacWorld debut. Staten told O'Donnell that the music should give a feeling of ancient mystery.[45][28] O'Donnell decided Gregorian chant would be appropriate, and performed the vocals alongside his composing partner Michael Salvatori and additional singers.[28] Because he did not know how long the presentation would be, O'Donnell created "smushy" opening and closing sections that could be expanded or cut as the time required to back up a rhythmic middle section.[46] The music was recorded and sent to New York for the show the same night the piece was finished.[47]

Shortly before Bungie was bought by Microsoft, O'Donnell joined Bungie as a staff member, while Salvatori remained at TotalAudio.[citation needed] O'Donnell designed the music so that it "could be dissembled and remixed in such a way that would give [him] multiple, interchangeable loops that could be randomly recombined in order to keep the piece interesting as well as a variable-length". Development involved the creation of "alternative middle sections that could be transitioned to if the game called for such a change (i.e. less or more intense)."[48]

O'Donnell sat with the level designers to walk through the levels, constructing music that would adapt to the gameplay rather than be static; "The level designer would tell me what he hoped a player would feel at certain points or after accomplishing certain tasks." Based on this information, O'Donnell would develop cues the designer could script into the level, and then he and the designer would play through the mission to see if the audio worked.[48] He made sparse use of music because he believes that "[music] is best used in a game to quicken the emotional state of the player and it works best when used least," and that "[if] music is constantly playing it tends to become sonic wallpaper and loses its impact when it is needed to truly enhance some dramatic component of gameplay."[49] The cutscenes came so late that O'Donnell had to score them in only three days.[28]

Release[edit]

Ed Fries described the period before the Xbox's launch as chaotic; "You've got to imagine this environment of panic combined with adrenaline, but money's mostly no object at the same time. So we were spending lots of it, trying to do all this crazy stuff," he recalled.[28] After several planned video game tie-ins to Steven Spielberg's film A.I. Artificial Intelligence were scrapped it became clear that Halo had to serve as the tentpole title for the Xbox,[28] a role which the game was never intended to fill.[50]

Halo's debut had been well-received, but its move to the unproven Xbox console caused press treatment to be colder than it was before.[51]: 16  While a playable demonstration of the game at Gamestock 2001 was well-received,[52] critics had mixed reactions to its exhibition at E3 2001,[53][54][55] where the game was shown off in a very broken state, with poor frame rates and technical issues.[51]: 17 

Even within Microsoft, Halo was divisive.[50] After Bungie refused to change the Halo name to appease marketing research teams, the subtitle "Combat Evolved" was added to make it more descriptive and compete better with other military-themed games.[28][56] Fries recalled analysts had suggested that Halo had the "wrong" color palette compared to competing console games; Fries never showed the results to Bungie.[50]

The game was released in North America simultaneously with the Xbox, on November 15, 2001.

Halo: The Fall of Reach, a prequel novel to Halo: Combat Evolved, was released a few weeks before the game. Science fiction author Eric S. Nylund penned the novel in seven weeks.[57] The novel was nearly killed halfway to completion; Nylund credits Trautmann with saving it.[58]The Fall of Reach became a Publishers Weekly bestseller with almost two hundred thousand copies sold.[59] The following novel, entitled Halo: The Flood, is a tie-in to Halo: Combat Evolved, describing not only the experiences of the Master Chief but also those of other characters on Installation 04. Written by William C. Dietz, this novel appeared on the Publishers Weekly bestsellers list during May 2003.[60]

On July 12, 2002, a Halo port for Windows was announced to be under development by Gearbox Software.[61] Its showing at E3 2003 was positively received by some critics,[62][63] with skepticism by others.[64] It was released on September 30, 2003,[4] and included support for online multiplayer play and featured sharper graphics, but had compatibility issues that caused poor performance.[20][65]Halo was later released for Mac OS X on December 11, 2003.[5] On December 4, 2007, the game became available for the Xbox 360 via download from the Xbox Live Marketplace.[66]

Sales[edit]

While Halo was not an instant runaway success on release, it had a long tail sales rate and a very high attach rate for the Xbox;[28] during the two months following Halo's release, the game sold alongside more than fifty percent of Xbox consoles.[67] One million units had been sold roughly five months after release, a faster pace than that of any previous sixth-generation console game.[68] The game sold three million copies worldwide by July 2003,[69] four million by January 2004,[70] and five million by November 2005.[71] By July 2006, its Xbox version had sold 4.2 million copies and earned $170 million in the United States alone, while its computer version sold 670,000 copies and earned $22.2 million.[72]Next Generation ranked it as the second highest-selling game launched for the PlayStation 2, Xbox or GameCube between January 2000 and July 2006 in that country.[73]

Reception[edit]

Reception

Halo received "universal acclaim", according to review aggregator Metacritic, based on reviews from 68 professional critics.[2]Ste Curran's review for Edge praised the game as "the most important launch game for any console, ever" and commented, "GoldenEye was the standard for multiplayer console combat. It has been surpassed."[11]GameSpot claimed that "Halo's single-player game is worth picking up an Xbox for alone," concluding, "Not only is this easily the best of the Xbox launch games, but it's easily one of the best shooters ever, on any platform."[10]IGN remarked similarly, calling Halo a "can't miss, no-brainer, sure thing, five star, triple A game."[7]Gary Whitta of Official Xbox Magazine calling Halo as "a stunning achievement."[77]AllGame editor Jonathan Licata praised Bungie for doing "a remarkable job with Halo, taking many successful elements from previous standouts in the genre to make one very playable game".[74] Among the specific aspects that reviewers praised were the balance of weapons, the role of drivable vehicles,[5][7] and the artificial intelligence of enemies.[5][11]

The game received numerous Game of the Year awards, including those of the Academy of Interactive Arts & Sciences,[78]Electronic Gaming Monthly, Edge, and IGN.[79]GameSpot named Halo the third-best console game of 2001, and it won the publication's annual "Best Xbox Game" and, among console games, "Best Shooting Game" awards. It was a runner-up in the "Best Sound" category.[80] The British Academy of Film and Television Arts awarded Halo "Best Console Game," and Rolling Stone presented it with their "Best Original Soundtrack" award. Halo also won The Electric Playground's 2001 "Best Console Shooter" award, over the likes of Quake III: Revolution (Activision/EA/Squaresoft), Bakuretsu Muteki Bangai-O (ESP), and the PlayStation 2 Version of Half-Life (Vivendi-Universal).[81] as well as Spike Video Game Awards for Best PC Game in 2003, over the likes of Warcraft III: The Frozen Throne (Blizzard), Star Wars Jedi Knight: Jedi Academy (LucasArts), and Max Payne 2 (Rockstar Games).[82] According to Xbox Website in 2006, the Xbox Version of Halo has received a total of 48 awards.[79]

"It goes against the laws of nature that the game that would finally and definitively snatch Half-Life's "best first-person shooter EVER" crown would come out on a console platform. But Bungie's masterpiece of action, atmosphere and weepingly wondrous visuals not only helped Microsoft unleash the Xbox on an unsuspecting world, it staked its place in videogame history as one of the true standouts of the new console generation".

—Steve Tilley of The Electric Playground in January 2002[81]

Although Halo's overall reception was largely positive, the game received criticism for its level design. GameSpy commented, "you'll trudge through countless hallways and control rooms that all look exactly the same, fighting identical-looking groups of enemies over and over and over...it is simply frustrating to see a game with such groundbreaking sequences too often degenerate [into] this kind of mindless, repetitive action."[9] Similarly, an article on Game Studies.org remarked, "In the latter part of the game, the scenarios rely on repetition and quantity rather than innovativeness and quality."[83]Eurogamer concluded, "Halo is very much a game of two halves. The first half is fast, exciting, beautifully designed and constantly full of surprises. The second half is festooned with gobsmacking plot twists and great cinematics but let down by repetitive paint by numbers level design."[75]Halo was released prior to the launch of Xbox Live, and the lack of both online multiplayer and bots to simulate human players was criticized by GameSpy;[9] in 2003 GameSpy included Halo in a list of "Top 25 Most Overrated Games of All Time."[19]

Halo's PC port received generally favorable reviews, garnering a score of 83% on Metacritic.[4] GameSpot stated that it was "still an incredible action game ... [and] a true classic," awarding it 9.0 out of 10.[65] It received a score of 8.2 out of 10 from IGN, who stated, "If you've played the game on the Xbox, there's not much for you here."[20] Eurogamer called the game "a missed opportunity," but stated that the online multiplayer component was "a massive draw ... for Halo veterans."[21]

Halo has been praised as one of the greatest video games of all time,[84][85] and was ranked by IGN as the fourth-best first-person shooter made.[86] The game's popularity led to labels such as "Halo clone" and "Halo killer", applied to games either similar to or anticipated to be better than it.[87][88]

Legacy[edit]

Halo is credited with modernizing the FPS genre.[89] According to GameSpot, Halo's "numerous subtle innovations have been borrowed by countless other games since."[90] The game is often cited as the main reason for the Xbox's success,[91] and it began what is commonly regarded as the system's flagship franchise.[92] Game designer Vox Day credited the game with using science-fiction environments to follow Half-Life in eschewing static levels and a similarity to dungeon crawls, which the FPS genre inherited from Akalabeth. Day further wrote that Halo spurred a sustained trend of many other FPS console games.[93] In July 2006, Next-Gen.biz published an article estimating Halo as the second-highest revenue-generating 21st century console video game in the United States, behind Grand Theft Auto: Vice City.[94] The game's popularity sparked the usage of terms like "Halo clone"[95][96][97] and "Halo killer."[88] The Halo engine has been used for the game Stubbs the Zombie in Rebel Without a Pulse.[98]

Halo has been featured at both Major League Gaming and the World Cyber Games.[99][100] The game's sequel, Halo 2, made US$125 million with unit sales of 2.38 million on the first day of its release,[101] earning it the distinction of the fastest-selling United States media product in history.[102] Three years later, Halo 3 shattered that record with the biggest opening day in entertainment history, taking in US$170 million in its first 24 hours.[103]

In addition, the game inspired and was used in the fan-created Red vs. Blue video series, which is credited as the "first big success" of machinima (the technique of using real-time 3D engines, often from video games, to create animated films).[104]

Halo: Custom Edition[edit]

On March 15, 2004, Gearbox Software released Halo: Custom Edition for Windows, which enabled players to use custom-made maps and game modifications via the Halo Editing Kit developed by Bungie.[105]Halo: Custom Edition consists of multiplayer maps and requires an original copy of Halo for PC to install. Custom maps can be both single and multiplayer. [105]

Remake[edit]

Main article: Halo: Combat Evolved Anniversary

During the Microsoft press conference at the 2011 E3 Expo, it was revealed that Halo: Combat Evolved would be remade by 343 Industries with an in-house game engine and would include achievements, Terminals, and Skulls. It was released for the Xbox 360 on November 15, 2011. The release date marks the 10th anniversary of the original game's release.[106] The remastered version of the original game includes online multiplayer and cooperative play functionality.[107] The remake is also the first Halo game to include Kinect support.[108] The game is a mix of two game engines—the original Halo engine created by Bungie, which provides gameplay, and a new engine created by 343 and Saber that is responsible for improved graphics—and the player is able to switch between the improved and classic modes of the game at any time.[109] The game's multiplayer component uses the Halo: Reach gameplay engine, tailored with a map playlist to mimic the original multiplayer, as opposed to including the original game's multiplayer mode.

Anniversary was later included as part of Halo: The Master Chief Collection.[110][111][112]

The Anniversary version of the game is the version featured in The Master Chief Collection for Xbox One. The single-player game is identical to the Xbox 360 version, including the ability to swap between the updated "anniversary" graphics and the original game graphics. However, unlike the Xbox 360 release, the multiplayer component is the original multiplayer engine from Combat Evolved as opposed to Halo: Reach and is playable over Xbox Live.

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Sours: https://en.wikipedia.org/wiki/Halo:_Combat_Evolved
HALO 1 COMBAT EVOLVED (PC) - Gameplay Walkthrough Part 1 - Prologue (4K 60FPS)

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