Bungie began the development of what would eventually becomeHalo in 1997. Initially, the game was areal-time strategy game that morphed into athird-person shooter before becoming afirst-person shooter. During development,Microsoft acquiredBungie and turnedHalo into a launch game for its firstvideo game console, the Xbox.Halo was a critical and commercial success and is often praised as one of thegreatest video games ever made. It was critically acclaimed for its graphics,soundtrack, and multiplayer in particular. 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 Xbox in 2004, and the game spawned a multi-billion-dollarmultimedia franchise that incorporates games, books, toys, and films.
TheMaster Chief fires 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 afirst-person shooter game in which players primarily experience gameplay in a 3D environment from afirst-person view. The player can move around and look up, down, left, or right.[7] 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 athird-person perspective during vehicle use for pilots and mounted gun operators; passengers maintain a first-person view.[8] The game'sheads-up display includes a "motion tracker" that registers moving allies, moving or firing enemies, and vehicles in a certain radius of the player.[9]
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.[9] When the shield is fully depleted, the player becomes highly vulnerable, and further damage reduces thehit points of their health meter.[10] 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.[9]
The game's main enemy force is theCovenant, 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 may flee in terror if their leader is killed; Jackals, who wear a highly durable energy shield on one arm; and Hunters, large, armored creatures equipped with an explosive plasma cannon.[11] A secondary enemy is theFlood, aparasitic alien life form that appears in several variants later in the game.[12] Another enemy is the Sentinels, aerial robots designed by an extinct race called theForerunners 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.[12][13]
The player is often aided byUnited Nations Space Command (UNSC) Marines, and the crew of the ship, who offer ground support, such as following the player and mimicking their tactics, and manning gun turrets orriding shotgun while the player is driving a vehicle.[14] Marine AI and crew member AI are differentiated by their uniforms but also act distinctly; marines engage aggressively while crew members often cower or fire while retreating to cover. If the player kills too many of their teammates, they end up attacking the player.
Players fight enemies on foot with a combination of weapons, grenades, or melee attacks. Weapons have different traits and excel in different scenarios; for example, the assault rifle has a high-capacity magazine but is less effective against energy shields.[14] Players can only hold two weapons at once, forcing tactical decisions about which weapons to carry.[15] Fragmentation grenades bounces and detonate quickly, whereas the plasma grenade adheres to targets before exploding.[16][17]
Halo departs from traditional first-person shooter conventions by not forcing the player to holster their firearm before deployinggrenades or melee-rangeblunt instruments; instead, both attacks can be utilized while a gun is still equipped, supplementing small-arms fire.[9]
Asplit screen mode allows two players to cooperatively play throughHalo's campaign.[7] The game includes five competitivemultiplayer 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 aSystem Link feature that allows up to four Xbox consoles to be connected together into alocal area network.[7]Halo lacksartificially intelligent game bots, and was released before the launch of theXbox Live online multiplayer service;LAN parties are needed to reach the game's 16-player limit,[18] a setup that was a first for a console game but was often deemed impractical by critics.[14] 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.[8][15][19]
Although the Xbox version ofHalo lacks official support for online multiplayer play, third-partypacket tunneling software provide unofficial ways around this limitation.[20] TheWindows andMacintosh ports ofHalo support online matches involving up 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 April 2014, it was announced thatGameSpy's servers and matchmaking, on whichHalo PC relied, would be shut down by May 31 of the same year.[23] A team of fans and Bungie employees announced they would produce a patch for the game to keep its multiplayer servers online.[24] The patch was released on May 16, 2014.[25]
Halo: Combat Evolved takes place in a 26th-century science fiction setting.Faster-than-light travel called slip-space[26]: 3 allows the human race to colonize planets other than Earth. The planet Reach serves as an interstellar hub of scientific and military activity. TheUnited 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 starshipPillar of Autumn escapes the planet with the SpartanMaster Chief Petty Officer John-117 on board. The ship initiates a jump to slip-space, hoping to lead the enemy away from Earth.[9]: 4–5
The game begins as thePillar of Autumn exits slip-space and its crew discovers a largeringworld structure of unknown origin. The Covenant pursues thePillar of Autumn and attacks. With the ship heavily damaged, thePillar of Autumn's captain,Jacob Keyes, entrusts the ship'sartificial intelligence (AI) known asCortana to Master Chief in order to prevent the Covenant from discovering the location of Earth. Keyes orders the crew to abandon thePillar of Autumn and pilots the ship to a crash-landing on the ringworld.
On the ring's surface, Master Chief and Cortana rescue scattered survivors and help organize a counter-offensive against the Covenant. Learning that Keyes has been captured by the Covenant, Master Chief and a small contingent of soldiers rescue him from the Covenant cruiserTruth and Reconciliation. Keyes reveals that the Covenant call the ringworld "Halo" and that they believe it to be a weapon. Intent on stopping the Covenant from using Halo, Keyes searches for a potential weapons cache, while Master Chief and Cortana mount an assault on the ringworld's control room. Cortana enters Halo's computer systems and, after discovering something horrifying, sends Master Chief to find and stop Keyes from continuing his search and uncovering what lies within the ring.
Searching for the captain, Master Chief encounters a new enemy, theparasiticFlood. The release of the Flood prompts Halo's caretaker, the AI343 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 implants to destroy thePillar of Autumn and Halo with it, Master Chief returns to theTruth and Reconciliation. He finds that Keyes has been assimilated by the Flood, and retrieves the neural implant from the captain's remains. After 343 Guilty Spark stops them from usingPillar of Autumn's self-destruct, Master Chief and Cortana destabilize thePillar of Autumn's reactors instead, narrowly escaping the ensuing detonation in a fighter. Cortana justifies their actions to destroy the Covenant fleet and stop the Flood threat and believes the fight is finished, but Master Chief states they are only getting started. In apost-credits scene, 343 Guilty Spark is seen floating in space, having survived the ring's destruction.
The first official promotional image forHalo, depicting early versions of the shipping game's vehicles and protagonistMaster Chief
Halo was conceived as an indirect successor toBungie's previous first-person shooter games,Marathon andMarathon 2: Durandal. After the 1995 release ofDurandal, Bungie considered ideas for their next game and wanted to try something other than a direct sequel.[27] One of the ideas that the team began to develop was that of a first-person shooter game described by co-founderJason Jones as "the natural extension ofMarathon, which would have turned out to be something along the lines ofQuake".[28] Concurrently, the team explored the concept of avehicular combat game that featured tank battles in a futuristic setting,[27] internally dubbed "The Giant Bloody War Game".[28] Jones started the design of a 3D engine that could generateheight-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 in order to commit to the creation of "The Giant Bloody War Game".[27][28] However, Jones struggled to implement aphysics model to simulate vehicles in the game, which led Bungie to change their plans and develop thereal-time strategy game (RTS)Myth: The Fallen Lords, released in 1997.[27]
Around this time, Bungie comprised around 15 people working in southChicago,Illinois.[29] AfterMyth 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.[27] A group of three Bungie staffers[30]: 7'02''–7'05'' began to develop an RTS with a focus on science fiction, realistic physics simulations and three-dimensional terrain.[27][29] Early versions used theMythengine andisometric perspective.[31] The project had the initial working titleArmor, but was changed for being "boring" and for the project's dramatic changes from what was first envisioned.[32] It was switched toMonkey Nuts, thenBlam! after Jones could not bring himself to tell his mother the original name.[33]: ix [34]
Experimenting with ways of controlling units, Bungie added a mode that attached the camera to individual units. The vantage point continually moved closer to the units as the developers realized it would be more fun for players to drive the vehicles themselves, rather than have the computer do it. "And controlling [the vehicle], just that double tactile nature of load a dude in, get a dude out, hands on the steering wheel—it was like, thisshouldn't be an RTS game," recalled Seropian. By mid-1998 the game had become athird-person shooter.[29]
Days before the Macworld announcement,Blam! still had no permanent title; possible names includedThe Santa Machine,Solipsis,The Crystal Palace,Hard Vacuum,Star Maker, andStar Shield.[39] Bungie hired a branding firm that came up with the nameCovenant, but Bungie artist Paul Russell suggested alternatives, includingHalo. 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."[29] On July 21, 1999, during the Macworld Conference & Expo, Jobs announced thatHalo would be released forMacOS andWindows simultaneously.[37]
The game's premise at this point involved a human transport starship that crash-lands on a mysterious ringworld. Early versions of the Covenant arrive to loot what they can, and war erupts between them and the humans. Unable to match the technologically advanced alien race, the humans resort toguerrilla warfare.[40] At this point, Bungie promised anopen-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 featuredHalo-specific fauna, later dropped following design difficulties and the creatures' detraction from the surprise appearance of the Flood.[44] The Master Chief was simply known as the cyborg. WhenHalo was shown atE3 in June 2000, it was still a third-person shooter.[45]
Bungie's financial situation duringHalo's development was precarious. Ahead ofMyth II: Soulblighter's release, Bungie was surviving onMyth sales and had missed release dates. A glitch that causedMyth II to wipe the contents of the directory it was installed to was only discovered after 200,000 copies had already been produced for the December 1998 launch. Bungie recalled the copies and issued a fix, costing the company $800,000.[46] As a result, Bungie sold a share of the company and publishing rights toTake-Two Interactive.[29] Still facing financial pressure, Peter Tamte contactedEd Fries, the head ofMicrosoft Game Studios, about a possible acquisition. Fries was working on developing the software lineup for Microsoft's first game console, theXbox. Fries negotiated an agreement with Take-Two Interactive wherein Microsoft gained Bungie and the rights toHalo, while Take-Two kept theMyth andOni properties.[29] Jones and Seropian pitched the purchase to the rest of Bungie as the way they could shape the future of a new game console.[29] Microsoft announced its acquisition of Bungie on June 19, 2000.[47]Halo was now to be the tentpole launch game for the Xbox.[29]
Bungie now had about nine months to compile the loose gameplay and story concepts ofHalo into a finished product to be released on the Xbox, still an experimental hardware platform. To make players feel more connected to the action, 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'sgamepad; 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 thedesired player movement, rather than the movement players were actually making.[29]
Other Bungie projects were scrapped, and their teams absorbed intoHalo in the rush to complete it. Griesemer said that after the Bungie team moved to theMicrosoft campus inRedmond, Washington, he was so busy he did not unpack his belongings for six months.[29] 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.[30]
To make the release date, Bungie made drastic cuts to the game's features and scope. The open-world plans were scrapped,[30]: 14'40''–14'45'' and it became clear the lengthy planned campaign was not feasible. One level was cut and replaced with an expositional cutscene.[49] Staten described his role as putting "story duct tape" over gaps that appeared to smooth them over. To save time, Lehto suggested reusing campaign levels; glowing directional arrows were added after playtesters got lost backtracking.[29] Microsoft game writers Eric Trautmann and Brannon Boren performed last-minute rewrites to the script.[50] An online multiplayer component was dropped becauseXbox 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 completingOni.[29][30] Some personnel took to sleeping in the office for the last few months to make sure the game made its deadline.[33]: ix–xi
Bungie's social culture—and the rush to complete the game—meant that team members provided input and feedback across disciplines.[33]: 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.[33]: 65 Initially, artists Robert McLees and Lehto were the only artists working on what would becomeHalo. Bungie hired Shi Kai Wang as an additional artist to refine Lehto's designs.[33]: 5 The aliens making up the Covenant began with varied exploratory designs that coalesced once each enemy's role in the gameplay was defined.[33]: 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.[33]: 76–77 The UNSC's original curved look was made blockier to distinguish it from the Covenant;[45] likewise human weapons remained projectile-based to provide a contrast to the Covenant's energy weapons,[29] and their vehicles based on animals, with theWarthog being inspired by Lehto's love of off-roading.[51] The interiors ofPillar of Autumn drew significant influence from the production design of the filmAliens.[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 ofLouis Sullivan, before being refined five months from the game's completion.[33]: 79
ComposerMartin O'Donnell and his company TotalAudio were tasked with creating the music forHalo's MacWorld debut. Staten told O'Donnell that the music should give a feeling of ancient mystery.[52][29] O'Donnell decidedGregorian chant would be appropriate, and he performed the vocals alongside his composing partnerMichael Salvatori and additional singers.[29] 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.[53] The music was recorded in Chicago[54] and sent to New York for the show the same night the piece was finished.[55]
Shortly before Bungie was bought by Microsoft, O'Donnell joined Bungie as a staff member,[56][57] while Salvatori remained at TotalAudio.[58][59] 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)".[60]
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 developed cues the designer could script into the level, and then he and the designer played through the mission to see if the audio worked.[60] 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". He also stated 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".[61] The cutscenes came so late that O'Donnell had to score them in only three days.[29]
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."[29] After several planned video game tie-ins toSteven Spielberg's filmA.I. Artificial Intelligence were scrapped, it became clear thatHalo had to serve as the tentpole title for the Xbox,[29] a role which the game was never intended to fill.[62]
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.[63]: 16 While a playable demonstration of the game at Gamestock 2001 was well received,[64] critics had mixed reactions to its exhibition atE3 2001,[65][66][67] where the game was shown off in a very broken state, with poorframe rates and technical issues.[63]: 17
Even within Microsoft,Halo was divisive.[62] After Bungie refused to change theHalo 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.[29][68] Fries recalled analysts had suggested thatHalo had the "wrong" color palette compared to competing console games; Fries never showed the results to Bungie.[62]
The game was released in North America simultaneously with the Xbox on November 15, 2001.
Halo: The Fall of Reach, aprequel novel toHalo: Combat Evolved, was released a few weeks before the game. Science fiction authorEric S. Nylund penned the novel in seven weeks.[69] The novel was nearly killed halfway to completion; Nylund credits Trautmann with saving it.[70]The Fall of Reach became aPublishers Weekly bestseller with almost two hundred thousand copies sold.[71] The game itself would be novelized withHalo: The Flood, written byWilliam C. Dietz and released in 2003.[72]
On July 12, 2002, aHalo port for Windows was announced to be under development byGearbox Software.[73] Its showing atE3 2003 was positively received by some critics,[74][75] with skepticism by others.[76] It was released on September 30, 2003,[77] and included support for online multiplayer play and featured sharper graphics, but hadoptimization issues that caused poor performance.[21][78]Halo was later released for Mac OS X on December 11, 2003.[6] On December 4, 2007, the game became available for theXbox 360 via download from theXbox Live Marketplace.[79]
WhileHalo was not an instant runaway success on release, it had along tail sales rate and a very highattach rate for the Xbox;[29] during the two months followingHalo's release, the game sold alongside more than 50% of Xbox consoles.[80] One million units had been sold roughly five months after release, a faster pace than that of any previoussixth-generation console game.[81] The game sold three million copies worldwide by July 2003,[82] and four million by January 2004.[83] 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.[84]Next Generation ranked it as the second highest-selling game launched for thePlayStation 2,Xbox orGameCube between January 2000 and July 2006 in the United States.[85]
Halo received widespread critical acclaim, with a 97 out of 100 on review aggregatorMetacritic, based on reviews from 68 professional critics.[86]Ste Curran's review forEdge 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."[15]
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."[14]IGN remarked similarly, callingHalo a "can't miss, no-brainer, sure thing, five star, triple A game".[8]Gary Whitta ofOfficial Xbox Magazine callingHalo as "a stunning achievement".[92]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".[87] Among the specific aspects that reviewers praised were the balance of weapons, the role of drivable vehicles,[6][8] and the artificial intelligence of enemies.[6][15]
Next Generation reviewed theXbox version of the game, rating it five stars out of five, and stated that "If you didn't think there was a reason to buy an Xbox,Halo will change your mind."[93]
AlthoughHalo'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."[10] Similarly, an article onGame Studies.org remarked, "In the latter part of the game, the scenarios rely on repetition and quantity rather than innovativeness and quality."[103]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."[89]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 byGameSpy.[10] In 2003,Gamespy includedHalo in a list of "Top 25 Most Overrated Games of All Time".[20]
Halo's PC port received generally favorable reviews, garnering a score of 83% on Metacritic.[77]GameSpot stated that it was "still an incredible action game ... [and] a true classic," awarding it 9.0 out of 10.[78] It received a score of 8.2 out of 10 fromIGN, who stated, "If you've played the game on the Xbox, there's not much for you here."[21]Eurogamer called the game "a missed opportunity" but stated that the online multiplayer component was "a massive draw ... forHalo veterans".[22] The PC Port ofHalo was heavily criticized for having poor performance issues even on aAthlon 64 orPentium 4 Extreme Edition-Based High-end PC at that time.[78][21]
Halo is credited with modernizing the FPS genre.[108] According toGameSpot,Halo's "numerous subtle innovations have been borrowed by countless other games since".[109] The game is often cited as the main reason for the Xbox's success,[110] and it began what is commonly regarded as the system's flagship franchise.[111] In July 2006,Next-Gen.biz published an article estimatingHalo as the second-highest revenue-generating 21st century console video game in the United States, behindGrand Theft Auto: Vice City.[112] The game's popularity sparked the usage of terms such as "Halo clone"[113][114][115] and "Halo killer",[116] applied to games either similar to or anticipated to be better than it.[117] TheHalo engine was used for the gameStubbs the Zombie in Rebel Without a Pulse.[118]
Halo has been featured at bothMajor League Gaming and theWorld Cyber Games.[119][120] The game's sequel,Halo 2, madeUS$125 million with unit sales of 2.38 million on the first day of its release,[121] earning it the distinction of the fastest-selling United States media product in history.[122] 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.[123]
In addition, the game inspired and was used in the fan-createdRed vs. Blue video series, which is credited as the "first big success" ofmachinima (the technique of using real-time 3D engines, often from video games, to create animated films).[124]
It has been called one of the best video games of all time.[125]
On March 15, 2004,Gearbox Software releasedHalo: Custom Edition for Windows, which enabled players to use custom-made maps andgame modifications via theHalo Editing Kit developed by Bungie.[126]Halo: Custom Edition consists of multiplayer maps and requires an original copy ofHalo for PC to install. Custom maps can be both single and multiplayer.[126]
During the Microsoft press conference at the2011 E3 Expo, it was revealed thatHalo: Combat Evolved would be remade by343 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.[127] The remastered version of the original game includes online multiplayer and cooperative play functionality.[128] The remaster is also the firstHalo game to includeKinect support.[129] The game is a mix of twogame 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.[130] The game's multiplayer component uses theHalo: 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 ofHalo: The Master Chief Collection.[131][132][133] The single-player campaign is nearly identical to the Xbox 360 version, including the ability to swap between the updated "anniversary" graphics and the original game graphics, but excluding Stereoscopic 3DTV support.[134] However, unlike the Xbox 360 release, the multiplayer component uses the original multiplayer engine fromCombat Evolved as opposed toHalo: Reach and is playable over Xbox Live.
In October 2025, a remake of theCombat Evolved campaign, titledHalo: Campaign Evolved, was announced, and is planned to be released in 2026 for Windows,Xbox Series X/S, andPlayStation 5, marking the first release of aHalo game on PlayStation platforms.[135] Developed usingUnreal Engine 5,Campaign Evolved will feature upgraded visuals and bonus story missions.[135] The original multiplayer mode is not included, but up to four players may play the campaign cooperatively online.[136] Xbox Game Studios president Matt Booty stated that the decision was made to bring theHalo franchise to PlayStation in order to attract more customers to the Xbox ecosystem.[136]
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^abcFarkas, Bart (1999). "12: The Making ofMyth". In Brodnitz, Dan; Adams, Maureen; Auer, Lisa; Loucks, Jonathan (eds.).Myth: The Fallen Lords: Strategies & Secrets.Alameda, California:Cybex. pp. 261–271.
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^Tuttle, Will (November 2, 2004)."Gamespy: Killzone".GameSpy.Ziff Davis. p. 1.Archived from the original on May 9, 2015. RetrievedOctober 14, 2007.Will Tuttle: "So it was with great disappointment that I finished my review copy of Sony's Killzone, a game that was at one time unfairly labeled a "Halo killer" by some members of the gaming press.
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