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Where Is The Switch In Halo Ce

2001 video game

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.South. and European releases, depicting the thespian grapheme Master Chief

Programmer(due south) Bungie[a]
Publisher(due south)
  • Microsoft Game Studios
  • MacSoft (Mac OS X)
Director(s) Jason Jones
Producer(s)
  • Hamilton Chu
  • Rick Ryan
Designer(southward) John Howard
Programmer(due south) Michael Evans
Artist(s)
  • Marcus Lehto
  • Steve Abeyta
Writer(s)
  • Brannon Boren
  • Matthew Soell
  • Eric Trautmann
Composer(south)
  • Martin O'Donnell
  • Michael Salvatori
Series Halo
Platform(s)
  • Xbox
  • Microsoft Windows
  • Mac OS Ten
  • Xbox 360
Release

November 15, 2001

  • Xbox
    • NA: November 15, 2001[two]
    • European union: March 14, 2002[1]
    Microsoft Windows
    • NA: September 30, 2003[four]
    • Eu: October 10, 2003[3]
    Mac Bone X
    • NA: December 3, 2003[v]
    Xbox 360
    • NA: Dec 4, 2007
Genre(due south) Showtime-person shooter
Manner(s) Single-actor, multiplayer

Halo: Combat Evolved [b] is a 2001 starting time-person shooter game developed by Bungie and published by Microsoft Game Studios. It was released as a launch game for Microsoft'due south Xbox video game console on November fifteen, 2001. The game was ported to Microsoft Windows and Mac OS 10 in 2003. Information technology was subsequently released as a downloadable Xbox Original for the Xbox 360. Halo is set in the twenty-sixth century, with the actor bold the role of the Master Chief, a cybernetically enhanced supersoldier. The Chief is accompanied by Cortana, an artificial intelligence. Players battle aliens as they effort to uncover the secrets of the eponymous Halo, a ring-shaped artificial world.

Bungie began the development of what would somewhen become Halo CE in 1997. Initially, the game was a real-time strategy game that morphed into a third-person shooter before becoming a commencement-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 disquisitional and commercial success and is often praised as one of the greatest video games ever made. The game'due south popularity led to labels such as "Halo clone" and "Halo killer", applied to games either similar to or anticipated to be amend than it. Its sequel, Halo ii, 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 equally 1 of the showtime major successes of machinima (the technique of using existent-time 3D engines, often from video games, to create blithe films).

More vi million copies had been sold worldwide by Nov 2005. A remake, Halo: Combat Evolved Ceremony, was released for Xbox 360 by 343 Industries on the 10th anniversary of the original game's launch. Anniversary was re-released as role of Halo: The Master Primary Drove in 2014.

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 Principal Chief fires his assault rifle at a pack of enemy Grunts. Ammunition, health, and move sensor displays are visible in the corners of the screen.

Halo: Combat Evolved is a first-person shooter (FPS) game in which players experience gameplay in a 3D environment nigh entirely from a showtime-person view. The player can move around and wait up, down, left, or right.[6] The game features vehicles, ranging from armored 4×4s and tanks to alien hovercraft and shipping, many of which can exist controlled by the player. The game switches to a third-person perspective during vehicle utilise for pilots and mounted gun operators; passengers maintain a first-person view.[7] The game's heads-up display includes a "move 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 menstruation.[8] When the shield is fully depleted, the thespian becomes highly vulnerable, and farther damage reduces the hitting 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'due south armory 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, simply require reloading and ammunition. In contrast to the big weapon inventories of contemporary FPS games, Halo players may carry only two weapons at once, calling for strategy when managing firearms.[xi]

Halo departs from traditional FPS conventions by non 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-artillery burn.[8] Similar 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 conventionalities in a common faith. Their forces include Elites, trigger-happy 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 i arm and a form of handgun on the other; and Hunters, large, powerful creatures composed of pocket-size worm-similar colonies with thick armor plates that cover the bulk of their bodies and a big assail cannon that fires explosive rounds of light-green plasma.[14] A secondary enemy is the Overflowing, a parasitic alien life form that appears in several variants.[xv] Some other enemy is the Sentinels, aerial robots designed by an extinct race called the Forerunners to protect their structures and forestall Flood outbreaks. Sentinels are able to hover effectually in enclosed spaces and produce an energy shield when under attack. They lack durability, simply utilise powerful laser weapons and are immune to infection by the Overflowing.[15] [sixteen]

The artificial intelligence in Halo has been favorably received.[17] The thespian is oftentimes aided by United nations Infinite Command (UNSC) Marines, who offer basis support, such as manning gun turrets or riding shotgun while the role player is driving a vehicle.[ten]

Multiplayer [edit]

A split screen manner allows 2 players to cooperatively play through Halo 'southward campaign.[6] The game also includes v competitive multiplayer modes, which all can be customized, for between two and 16 players; up to four players may play dissever-screen on 1 Xbox, and farther players can bring together using a "System Link" feature that allows up to four Xbox consoles to be connected together into a local expanse 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 xvi-player limit,[18] a setup that was a first for a console game, but was often deemed impractical by critics.[10] Aside from this limitation, Halo'south multiplayer components were generally well received, and information technology is widely considered one of the best multiplayer games of all fourth dimension.[7] [eleven] [19]

Although the Xbox version of Halo lacks official support for online multiplayer play, third-party packet tunneling software provide unofficial ways effectually this limitation.[20] The Windows and Macintosh ports of Halo support online matches involving upwards to 16 players and include multiplayer maps, not in the original Xbox release.[21] However, co-operative play was removed from the ports because it would have required large amounts of recoding to implement.[22] In Apr 2014, it was announced that GameSpy'south servers and matchmaking, on which Halo PC relied, would be shut down by May 31 of the aforementioned year.[23] A squad of fans and Bungie employees announced they would produce a patch for the game to continue its multiplayer servers online.[24] The patch was released on May 16, 2014.[25]

Synopsis [edit]

Setting [edit]

Halo: Combat Evolved takes identify in a 26th-century science fiction setting. Faster-than-light travel called slip-space[26] : 3 allows the homo 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 equally Spartans. More than than twenty years before the beginning of the game, a technologically advanced collective of alien races chosen the Covenant begins a religious war against humanity, declaring them an affront to their gods. Humanity'southward military experiences a series of crushing defeats; although the Spartans are effective confronting the Covenant, they are also few in number to turn the tide. In 2552, Covenant forces attack Reach and destroy the colony. The starship Pillar of Fall escapes the planet with the Spartan Master Chief Petty Officer John-117 on lath. The transport initiates a jump to skid-space, hoping to lead the enemy away from Earth.[8] : 4–5

Plot [edit]

The game begins as the Colonnade of Autumn exits slip-space and its crew discovers a big 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 equally Cortana to Master Primary in order to prevent the Covenant from discovering the location of Globe. Keyes orders the crew to carelessness the Autumn and pilots the ship to a crash-landing on the ringworld.

On the band's surface, Main Chief and Cortana rescue other survivors and help organize a counter-offensive. Learning that Keyes has been captured by the Covenant, Chief Principal and a pocket-sized 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 exist 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'southward command room. Cortana enters Halo's computer systems and, later on discovering something, sends Main Chief to detect and end Keyes from continuing his search.

Searching for the captain, Master Chief encounters a new enemy, the parasitic Flood. The release of the Inundation prompts Halo'southward caretaker, the AI 343 Guilty Spark, to enlist Master Chief's aid in activating Halo's defenses. After Master Chief retrieves the band's activation alphabetize, 343 Guilty Spark transports him back to Halo'due south control room. Cortana intervenes before Chief Chief tin can actuate 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 alphabetize, 343 Guilty Spark attacks her and Master Chief.

To finish Halo'south activation, Master Main 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 Master returns to the wreck of the Autumn, and manually destabilizes the transport's reactors, narrowly escaping the ensuing detonation in one of the Fall's fighters, while the bulk 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 Primary Chief states that they are just getting started. In a postal service-credits scene, 343 Guilty Spark is seen floating in space, having survived Halo's destruction.

Development [edit]

Prototypes [edit]

The first official screenshot of Halo, showing the character that would eventually become Main Chief.

Halo was initially conceived as an indirect successor to Bungie'south previous first-person shooter games, Marathon and Marathon 2: Durandal. According to visitor co-founder Alex Seropian, sure motifs of both Halo and the Marathon series, such equally their similar protagonists and representation of artificial intelligence, stemmed from a common stylistic archetype.[27] Afterwards the 1995 release of Durandal, Bungie began to consider ideas for their subsequent game. Undecided about farther entries in the Marathon series, the squad was willing to effort something new.[27] Ane of the ideas that the team so began to develop was that of a offset-person shooter game described past co-founder Jason Jones equally "the natural extension of Marathon, which would take turned out to exist something forth the lines of Quake".[28]

Concurrently, the team explored the concept of a vehicular combat game that featured tank battles in a futuristic setting,[27] internally dubbed "The Behemothic Bloody War Game".[28] Jones started the design of a 3D engine that could generate superlative-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 abolish their first-person shooter projection–to commit to the cosmos of "The Behemothic Encarmine State of war Game".[27] [28] However, Jones struggled to implement a physics model to simulate vehicles in the game, which led Bungie to change their plans and develop the real-time strategy game (RTS) Myth: The Fallen Lords, released in 1997.[27]

Around this time, Bungie comprised around 15 people working in south Chicago, Illinois.[29] After Myth was completed and Bungie decided on a sequel, Myth Two: Soulblighter, Jones delegated its development to the visitor's other designers and resumed his work on the applied science that had not been practical to the 1997 title.[27] A group of three Bungie staffers[30] : 7'02''–seven'05'' began to develop an RTS with a focus on science fiction, realistic physics simulations and three-dimensional terrain.[27] [29] Early versions used the Myth engine and isometric perspective.[31] The project had the initial working title Armor, simply was inverse for being "boring" and for the project's dramatic changes from what was showtime envisioned.[32] It was switched to Monkey Nuts, then Blam! afterward Jones could not bring himself to tell his female parent the original name.[33] : ix [34]

Experimenting with ways of controlling units, Bungie added a style that fastened the camera to private units. The vantage point continually moved closer to the units as the developers realized it would be more fun for players to bulldoze the vehicles themselves, rather than take the calculator 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—information technology was like, this shouldn't exist an RTS game," recalled Seropian. Past mid-1998 the game had go a third-person shooter.[29]

Peter Tamte, Bungie's then-executive vice president, used his contacts from his former position at Apple to get lead writer[35] Joseph Staten and projection pb[36] Jason Jones an audience with CEO Steve Jobs. Jobs, impressed, agreed to debut the game to the world at the 1999 Macworld Conference & Expo.[29] Apprehension built for the unknown Bungie game after favorable reviews from industry journalists under non-disclosure agreements at Electronic Entertainment Expo 1999.[37] [38]

Days before the Macworld declaration, Blam! still had no permanent title; possible names included The Santa Auto, Solipsis, The Crystal Palace, Difficult Vacuum, Star Maker, and Star Shield.[39] Bungie hired a branding firm that came upwards 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 fashion that created this sense of mystery."[29] On July 21, 1999, during the Macworld Conference & Expo, Jobs announced that Halo would be released for MacOS and Windows simultaneously.[37]

The game's premise at this point involved a human being transport starship that crash-lands on a mysterious ringworld. Early on versions of the Covenant get in to loot what they tin, and state of war erupts between them and the humans. Unable to match the technologically avant-garde alien race, the humans resort to guerrilla warfare.[40] 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.[41] [42] [43] These early versions featured Halo-specific fauna, later dropped following design difficulties and the creatures' detraction from the surprise appearance of the Flood.[44] The Main Chief was only known as the cyborg. When Halo was shown at E3 in June 2000, information technology was however a third-person shooter.[45]

Move to Xbox [edit]

Bungie's financial situation during Halo 'due south development was precarious. Alee of Myth 2: Soulblighter 's release, Bungie was surviving on Myth sales and had missed release dates. A glitch that acquired Myth 2 to wipe the contents of the directory it was installed to was but discovered later 200,000 copies had already been produced for the Dec 1998 launch. Bungie recalled the copies and issued a fix, costing the company $800,000.[46] Equally a effect, Bungie sold a share of the company and publishing rights to Have-2 Interactive.[29]

Still facing financial difficulties, Bungie'due south Tamte contacted Ed Fries, the head of Microsoft Game Studios, about a possible acquisition. Fries was working on developing the software lineup for Microsoft'southward first game panel, the Xbox. Chips negotiated an agreement with Take-Two Interactive wherein Microsoft gained Bungie and the rights to Halo, while Have-2 kept the Myth and Oni properties.[29] Jones and Seropian pitched the buy to the rest of Bungie as the way they could shape the futurity of a new game console.[29] Microsoft announced its conquering of Bungie on June 19, 2000.[47] Halo was at present to be the tentpole launch game for the Xbox.[29]

In less than a twelvemonth, Bungie had to plow Halo from a loose drove of gameplay and plot ideas into a shipping product on an unproven console. To make players feel more than connected to the activeness, Jason Jones pushed to turn the game's perspective from third-person to first-person.[48] A key concern was making sure the game played well on the Xbox's gamepad; at the fourth dimension, first-person shooters on consoles were rare. Spearheading the attempt, designer Jaime Griesemer wrote lawmaking to discern thespian intent and assist the player'south movement and aiming without being obvious. The game buffered player inputs then that the result was the desired histrion motion, rather than the movement players were actually making.[29]

Other Bungie projects were scrapped, and their teams absorbed into Halo in the rush to consummate information technology. Griesemer said that subsequently the Bungie squad moved to the Microsoft campus in Redmond, Washington, he was then busy he did not unpack his holding for half dozen months.[29] The designers prototyped encounters and enemy AI on a sandbox level, "B30". The success of gameplay on this minor chunk of the game energized the squad, and B30 became "The Silent Cartographer", the fourth mission.[thirty]

To brand the release date, Bungie made drastic cuts to the game's features and telescopic. The open up-world plans were scrapped,[30] : 14'forty''–14'45'' and information technology became clear the lengthy planned campaign was not feasible. 1 level was cutting and replaced with an expositional cutscene.[49] Staten described his role as putting "story duct record" over gaps that appeared to polish them over. To save time, Lehto suggested reusing campaign levels; glowing directional arrows were added after playtesters got lost backtracking.[29] Microsoft game writers Eric Trautmann and Brannon Boren performed final-minute rewrites to the script.[50] An online multiplayer component was dropped because Xbox Live would not exist prepare. Only four months earlier release, information technology 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 Westward team after completing Oni.[29] [30] Some personnel took to sleeping in the function for the final few months to brand certain the game fabricated its deadline.[33] : ix–xi

Pattern [edit]

Bungie's social civilization—and the blitz to complete the game—meant that team members provided input and feedback across disciplines.[33] : 4, 67 Aspects such as level pattern demanded collaboration between the designers creating the environments for players to explore, and the artists who developed those environments' aesthetics.[33] : 65 Initially artists Robert McLees and Lehto were the only artists working on what would go Halo. Bungie hired Shi Kai Wang every bit an additional creative person to refine Lehto'southward designs.[33] : v The aliens making up the Covenant began with varied exploratory designs that coalesced once each enemy's function in the gameplay was defined.[33] : 28

Spearheaded by Paul Russell, the game'south visual pattern changed in response to the changing gameplay and story. The artists made efforts to distinguish each faction in the game by their compages, technology, and weaponry.[33] : 76–77 The UNSC's original curved await was made blockier to distinguish it from the Covenant;[45] likewise man weapons remained projectile-based to provide a contrast to the Covenant'south energy weapons,[29] and their vehicles based on animals, with the Warthog being inspired by Lehto's beloved of off-roading.[51] The interiors of Pillar of Autumn drew significant influence from the production design of the picture Aliens.[33] : 75 Organic, curvilinear forms along with a color palette of greens and purples were used for the Covenant,[29] 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 condign more refined merely 5 months from the game's completion.[33] : 79

Sound [edit]

Composer Martin O'Donnell and his visitor TotalAudio were tasked with creating the music for Halo 'southward MacWorld debut. Staten told O'Donnell that the music should requite a feeling of aboriginal mystery.[52] [29] O'Donnell decided Gregorian dirge would be appropriate, and performed the vocals alongside his composing partner Michael Salvatori and boosted singers.[29] Considering he did not know how long the presentation would be, O'Donnell created "smushy" opening and closing sections that could exist expanded or cutting as the time required to back up a rhythmic center section.[53] The music was recorded in Chicago[54] and sent to New York for the bear witness the same night the piece was finished.[55]

Shortly earlier Bungie was bought past Microsoft, O'Donnell joined Bungie every bit a staff member, while Salvatori remained at TotalAudio.[ commendation needed ] O'Donnell designed the music so that information technology "could exist dissembled and remixed in such a style that would give [him] multiple, interchangeable loops that could be randomly recombined in club to keep the piece interesting also as a variable-length". Development involved the creation of "alternative middle sections that could exist transitioned to if the game chosen for such a change (i.e. less or more than intense)."[56]

O'Donnell saturday with the level designers to walk through the levels, constructing music that would adapt to the gameplay rather than exist 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 and then he and the designer would play through the mission to see if the audio worked.[56] He fabricated sparse use of music considering he believes that "[music] is best used in a game to quicken the emotional country 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 information technology is needed to truly enhance some dramatic component of gameplay."[57] The cutscenes came then late that O'Donnell had to score them in only three days.[29]

Release [edit]

Ed Fries described the period earlier the Xbox's launch equally chaotic; "You've got to imagine this environment of panic combined with adrenaline, but money's mostly no object at the same time. And so we were spending lots of it, trying to practise all this crazy stuff," he recalled.[29] After several planned video game tie-ins to Steven Spielberg'southward film A.I. Artificial Intelligence were scrapped information technology became clear that Halo had to serve equally the tentpole title for the Xbox,[29] a part which the game was never intended to fill.[58]

Halo 'south debut had been well-received, but its motion to the unproven Xbox console caused press treatment to exist colder than it was before.[59] : 16 While a playable demonstration of the game at Gamestock 2001 was well-received,[60] critics had mixed reactions to its exhibition at E3 2001,[61] [62] [63] where the game was shown off in a very broken state, with poor frame rates and technical issues.[59] : 17

Fifty-fifty within Microsoft, Halo was divisive.[58] After Bungie refused to change the Halo name to appease marketing inquiry teams, the subtitle "Combat Evolved" was added to make it more descriptive and compete better with other military-themed games.[29] [64] Fries recalled analysts had suggested that Halo had the "wrong" color palette compared to competing console games; Fries never showed the results to Bungie.[58]

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

Halo: The Fall of Attain, a prequel novel to Halo: Combat Evolved, was released a few weeks earlier the game. Scientific discipline fiction author Eric S. Nylund penned the novel in seven weeks.[65] The novel was virtually killed halfway to completion; Nylund credits Trautmann with saving it.[66] The Fall of Reach became a Publishers Weekly bestseller with almost two hundred 1000 copies sold.[67] The following novel, entitled Halo: The Overflowing, is a tie-in to Halo: Gainsay Evolved, describing not only the experiences of the Master Chief merely as well those of other characters on Installation 04. Written by William C. Dietz, this novel appeared on the Publishers Weekly bestsellers list during May 2003.[68]

On July 12, 2002, a Halo port for Windows was appear to be under evolution by Gearbox Software.[69] Its showing at E3 2003 was positively received by some critics,[seventy] [71] with skepticism by others.[72] It was released on September xxx, 2003,[four] and included back up for online multiplayer play and featured sharper graphics, but had optimization bug that caused poor operation.[21] [73] Halo was later released for Mac Os Ten on December 11, 2003.[five] On December iv, 2007, the game became available for the Xbox 360 via download from the Xbox Live Market place.[74]

Sales [edit]

While Halo was non an instant delinquent success on release, it had a long tail sales rate and a very high attach rate for the Xbox;[29] during the two months following Halo 's release, the game sold aslope more than fifty percent of Xbox consoles.[75] I one thousand thousand units had been sold roughly five months after release, a faster stride than that of any previous sixth-generation console game.[76] The game sold three meg copies worldwide by July 2003,[77] and iv one thousand thousand by January 2004.[78] By July 2006, its Xbox version had sold 4.2 one thousand thousand copies and earned $170 million in the United States alone, while its computer version sold 670,000 copies and earned $22.2 million.[79] Next Generation ranked information technology as the second highest-selling game launched for the PlayStation 2, Xbox or GameCube betwixt January 2000 and July 2006 in that country.[80]

Reception [edit]

Halo received "universal acclaim", according to review aggregator Metacritic, based on reviews from 68 professional critics.[two] Ste Curran's review for Edge praised the game as "the most important launch game for any console, always" and commented, "GoldenEye was the standard for multiplayer console gainsay. It has been surpassed."[eleven] GameSpot claimed that "Halo'due south single-histrion game is worth picking up an Xbox for alone," concluding, "Not but is this easily the best of the Xbox launch games, but it's easily i of the best shooters ever, on any platform."[10] IGN remarked similarly, calling Halo a "can't miss, no-brainer, certain thing, five star, triple A game."[vii] Gary Whitta of Official Xbox Magazine calling Halo as "a stunning achievement."[84] 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 1 very playable game".[81] Amidst the specific aspects that reviewers praised were the balance of weapons, the role of drivable vehicles,[v] [seven] and the artificial intelligence of enemies.[v] [11]

The game received numerous Game of the Twelvemonth awards, including those of the Academy of Interactive Arts & Sciences,[86] Electronic Gaming Monthly, Border, and IGN.[87] GameSpot named Halo the third-best console game of 2001, and information technology won the publication's annual "All-time Xbox Game" and, among console games, "Best Shooting Game" awards. Information technology was a runner-up in the "All-time Sound" category.[88] The British Academy of Film and Boob tube 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 "All-time Console Shooter" award, over the likes of Convulse III: Revolution (Activision/EA/Squaresoft), Bakuretsu Muteki Bangai-O (ESP), and the PlayStation 2 Version of Half-Life (Vivendi-Universal).[89] besides as Fasten Video Game Awards for All-time 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).[90] Co-ordinate to Xbox Website in 2006, the Xbox Version of Halo has received a total of 48 awards.[87]

Side by side Generation reviewed the Xbox version of the game, rating it five stars out of five, and stated that "If you didn't retrieve there was a reason to buy an Xbox, Halo will change your mind."[85]

Although Halo 'southward 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 come across a game with such groundbreaking sequences too oftentimes degenerate [into] this kind of mindless, repetitive action."[ix] Similarly, an article on Game Studies.org remarked, "In the latter office of the game, the scenarios rely on repetition and quantity rather than innovativeness and quality."[91] Eurogamer concluded, "Halo is very much a game of 2 halves. The first one-half is fast, exciting, beautifully designed and constantly total of surprises. The second one-half is festooned with gobsmacking plot twists and great cinematics but allow down by repetitive paint by numbers level design."[82] Halo was released prior to the launch of Xbox Alive, 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 "Summit 25 About Overrated Games of All Fourth dimension."[20]

Halo's PC port received generally favorable reviews, garnering a score of 83% on Metacritic.[4] GameSpot stated that it was "still an incredible activeness game ... [and] a true classic," awarding it ix.0 out of 10.[73] Information technology received a score of 8.2 out of 10 from IGN, who stated, "If yous've played the game on the Xbox, at that place's not much for you here."[21] Eurogamer called the game "a missed opportunity," merely stated that the online multiplayer component was "a massive depict ... for Halo veterans."[22]

Halo has been praised as 1 of the greatest video games of all fourth dimension,[92] [93] and was ranked by IGN equally the 4th-best first-person shooter made.[94] The game's popularity led to labels such as "Halo clone" and "Halo killer", applied to games either similar to or anticipated to exist better than it.[95] [96] In 2017, The Strong National Museum of Play inducted Halo to its Globe Video Game Hall of Fame.[97]

Legacy [edit]

Halo is credited with modernizing the FPS genre.[98] According to GameSpot, Halo 'south "numerous subtle innovations have been borrowed past countless other games since."[99] The game is often cited as the main reason for the Xbox's success,[100] and information technology began what is commonly regarded every bit the arrangement's flagship franchise.[101] Game designer Voice Day credited the game with using science-fiction environments to follow One-half-Life in eschewing static levels and a similarity to dungeon crawls, which the FPS genre inherited from Akalabeth. Solar day further wrote that Halo spurred a sustained trend of many other FPS console games.[102] In July 2006, Next-Gen.biz published an article estimating Halo as the second-highest revenue-generating 21st century panel video game in the United States, behind 1000 Theft Auto: Vice Urban center.[103] The game's popularity sparked the usage of terms like "Halo clone"[104] [105] [106] and "Halo killer."[96] The Halo engine has been used for the game Stubbs the Zombie in Rebel Without a Pulse.[107]

Halo has been featured at both Major League Gaming and the World Cyber Games.[108] [109] The game's sequel, Halo 2, made US$125 meg with unit sales of two.38 million on the start day of its release,[110] earning information technology the stardom of the fastest-selling United States media product in history.[111] 3 years afterward, Halo 3 shattered that record with the biggest opening mean solar day in entertainment history, taking in US$170 1000000 in its starting time 24 hours.[112]

In improver, the game inspired and was used in the fan-created Red vs. Blue video series, which is credited as the "starting time big success" of machinima (the technique of using real-time 3D engines, often from video games, to create blithe films).[113]

Halo: Custom Edition [edit]

On March 15, 2004, Gearbox Software released Halo: Custom Edition for Windows, which enabled players to use custom-fabricated maps and game modifications via the Halo Editing Kit adult by Bungie.[114] Halo: Custom Edition consists of multiplayer maps and requires an original re-create of Halo for PC to install. Custom maps can exist both single and multiplayer. [114]

Remake [edit]

During the Microsoft press conference at the 2011 E3 Expo, it was revealed that Halo: Gainsay Evolved would be remade by 343 Industries with an in-business firm 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.[115] The remastered version of the original game includes online multiplayer and cooperative play functionality.[116] The remake is as well the kickoff Halo game to include Kinect support.[117] The game is a mix of ii game engines—the original Halo engine created by Bungie, which provides gameplay, and a new engine created by 343 Industries and Saber that is responsible for improved graphics—and the player is able to switch between the improved and classic modes of the game at any time.[118] The game'south multiplayer component uses the Halo: Accomplish gameplay engine, tailored with a map playlist to mimic the original multiplayer, equally opposed to including the original game'due south multiplayer mode.

Ceremony was afterwards included as part of Halo: The Master Master Collection.[119] [120] [121]

The Anniversary version of the game is the version featured in The Chief Chief Collection for Xbox I. The unmarried-thespian game is identical to the Xbox 360 version, including the ability to swap betwixt 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 equally opposed to Halo: Accomplish and is playable over Xbox Alive.

References [edit]

Notes [edit]

  1. ^ Microsoft Windows version was ported by Gearbox Software, while Mac Os X version was ported by Westlake Interactive.
  2. ^ Also known as Halo: CE

References [edit]

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External links [edit]

  • Halo: Combat Evolved at Bungie
  • Halo: Combat Evolved at Halo Waypoint
  • Halo: Combat Evolved at Halopedia
  • Halo: Gainsay Evolved at IMDb

Where Is The Switch In Halo Ce,

Source: https://en.wikipedia.org/wiki/Halo:_Combat_Evolved

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