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{{Short description|2001 video game}}
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{{Redirect|Halo 1|the Nine Inch Nails song that uses this pseudonym|Down in It}}
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{{Infobox video game
{{Infobox video game
| title = Halo: Combat Evolved
| title = Halo: Combat Evolved
| image = [[File:Halobox.jpg|250px]]
| image = Halo - Combat Evolved (XBox version - box art).jpg
| caption = Artwork for U.S. and European releases
| developer = [[Bungie]] (Xbox and Games on Demand)<br />[[Gearbox Software]] (Windows port)<br />[[MacSoft Games]] (Mac port)
| alt = 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.
| publisher = [[Microsoft Studios (game studio)|Microsoft Game Studios]]
| developer = [[Bungie]]{{efn|The Windows version was ported by [[Gearbox Software]], while the Mac OS X version was ported by Westlake Interactive.}}
| composer = [[Martin O'Donnell]]<br />[[Michael Salvatori]]
| publisher = [[Microsoft Game Studios]]{{efn|The Mac OS X version was published by [[MacSoft]].}}
| series = ''[[Halo (series)|Halo]]''
| director = [[Jason Jones (programmer)|Jason Jones]]
| released = {{collapsible list|title=November 15, 2001|titlestyle=font-weight:normal;font-size:12px;background:transparent;text-align:left|'''Xbox'''<br />{{vgrelease|NA=November 15, 2001<ref name="metacritic"/>|PAL=March 14, 2002<ref name="auslaunch">{{cite web|url=http://www.microsoft.com/presspass/press/2002/mar02/03-14globalpr.mspx|title=Xbox Goes Global With European and Australian Launches|date=March 14, 2002|publisher=[[Microsoft]]|accessdate=October 7, 2007}}</ref>}}
| writer = [[Joseph Staten]]
'''Microsoft Windows'''<br />{{vgrelease|NA=September 30, 2003<ref name="metacritic2" />|EU=October 10, 2003<ref name="halopc">{{cite web|url=http://www.gamefaqs.com/pc/291594-halo-combat-evolved/data|title=''Halo: Combat Evolved'' Release Information for PC|publisher=[[GameFAQs]]|accessdate=September 17, 2010}}</ref>}}
| composer = {{Unbulleted list|[[Martin O'Donnell]]|[[Michael Salvatori]]}}
'''Mac OS X'''<br />{{vgrelease|NA=December 3, 2003<ref name="gamespot" />}}
| series = ''[[Halo (franchise)|Halo]]''
'''Games on Demand'''<br />{{vgrelease|NA=December 4, 2007<ref name="halo360">{{cite web|url=http://xbox360.ign.com/objects/142/14218698.html|title=''Halo: Combat Evolved'' - Xbox 360|publisher=[[IGN]]|accessdate=September 17, 2010}}</ref><br>
| platforms = {{Unbulleted list|[[Xbox (console)|Xbox]]|[[Windows]]|[[Mac OS X]]}}
'''''Anniversary (Xbox 360) '''''<br> {{vgrelease|NA=November 15, 2011<ref name=remk />}}}}}}
| released = {{Collapsible list|title={{Nobold|November 15, 2001}}|'''Xbox'''{{Video game release|NA|November 15, 2001<ref>{{Cite web |last=Ahmed |first=Shaheed |date=November 8, 2001 |title=Microsoft announces the Xbox launch lineup |url=http://gamespot.com/gamespot/stories/news/0,10870,2823566,00.html |archive-url=https://web.archive.org/web/20020402061136/http://gamespot.com/gamespot/stories/news/0,10870,2823566,00.html |archive-date=April 2, 2002 |access-date=July 18, 2024 |website=[[GameSpot]]}}</ref>|PAL|March 14, 2002<ref name="eu_aus_launch" />}}'''Windows'''{{Video game release|NA|September 30, 2003<ref>{{Cite web |last=Calvert |first=Justin |date=September 15, 2003 |title=PC ''Halo'' goes gold |url=https://www.gamespot.com/articles/pc-halo-goes-gold/1100-6075098/ |access-date=July 18, 2024 |website=[[GameSpot]] |language=en-US}}</ref>|PAL|October 10, 2003<ref>{{Cite web |title=What's New?|last=Bramwell|first=Tom|date=October 10, 2003|url=https://www.eurogamer.net/news101003whatsnew|access-date=July 18, 2024 |website=[[Eurogamer]]}}</ref><ref>{{Cite web |title=''Halo'' |url=http://gpstore.com.au/product.x?1457594 |archive-url=https://web.archive.org/web/20031012014215/http://gpstore.com.au/product.x?1457594 |archive-date=October 12, 2003 |access-date=July 18, 2024 |website=[[Gameplanet]]}}</ref>}}'''Mac OS X'''{{Video game release|NA|December 3, 2003<ref name="gamespot" />}}'''Xbox 360''' {{Video game release|WW|December 4, 2007}}}}
| genre = [[First-person shooter]]
| genre = [[First-person shooter]]
| modes = [[Single-player]], [[Multiplayer video game|multiplayer]], [[Cooperative gameplay|cooperative]]
| modes = [[Single-player]], [[multiplayer]]
| ratings = {{vgratings|ESRB=M|ELSPA=15+|ACB=MA15+|PEGI=16+}}
| platforms = [[Xbox]]<ref name="metacritic" /><br />[[Microsoft Windows|Windows]]<ref name="metacritic2" /><br /> [[Mac OS X]]<ref name="gamespot" /><br />[[Xbox 360]]
| media = [[Optical disc]]
| version = 1.09
}}
}}


'''''Halo: Combat Evolved''''', frequently referred to as '''''Halo''''', is a [[first-person shooter]] video game developed by [[Bungie]] and published by [[Microsoft Studios (game studio)|Microsoft Game Studios]]. The first game of the [[Halo (series)|''Halo'' franchise]], it was released on November 15, 2001 as a [[launch game|launch title]] for the [[Xbox]] [[video game console|gaming system]],<ref name="metacritic">{{cite web |url=http://www.metacritic.com/game/xbox/halo-combat-evolved |title=''Halo: Combat Evolved'' for Xbox|publisher=[[Metacritic]]|accessdate=June 22, 2011}}</ref> and is considered the platform's "[[killer application|killer app]]".<ref name=egmreview>{{cite journal|magazine=[[Electronic Gaming Monthly]]|issue=150|page=224|date=January 2001|title=''Halo: Combat Evolved'' Reviewed}}</ref> With more than five million copies sold worldwide as of November 9, 2005,<ref name=anniversary>{{cite web | url=http://www.bungie.net/News/content.aspx?type=topnews&cid=7139 |author=O'Connor, Frank| title=''Halo 2'': One Year Later | publisher=[[Bungie]] | date=November 9, 2005 | accessdate=December 3, 2007}}</ref> Microsoft released versions of the game for [[Microsoft Windows]] ([[porting|ported]] by [[Gearbox Software]]) and [[Mac OS X]] in 2003, and the surrounding storyline was adapted and elaborated into a series of novels and [[comic books]]. The game was later released as an [[Xbox Originals|Xbox Original]] for download onto an [[Xbox 360]] [[Hard Disk Drive|HDD]].
'''''Halo: Combat Evolved''''' is a 2001 [[first-person shooter]] [[video game]] developed by [[Bungie]] and published by [[Microsoft Game Studios]] for the [[Xbox (console)|Xbox]]. It was released as a [[launch game]] for [[Microsoft]]'s [[Xbox (console)|Xbox]] video game console on November 15, 2001. The game was ported to [[Microsoft Windows]] and [[Mac OS X]] in 2003. It was later released as a downloadable [[Xbox Original]] for the [[Xbox 360]]. ''Halo'' is set in the [[26th century|twenty-sixth century]], with the player assuming the role of the [[Master Chief (Halo)|Master Chief]], a [[Cyborg|cybernetically]] enhanced [[supersoldier]]. The Chief is accompanied by [[Cortana (Halo)|Cortana]], an [[artificial intelligence]]. Players battle aliens as they attempt to uncover the secrets of the eponymous [[Halo (megastructure)|Halo]], a ring-shaped [[Artificial planet|artificial world]].


Bungie began the development of what would eventually become ''Halo'' 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 [[List of video games considered the best|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 [[Halo (franchise)|multimedia franchise]] that incorporates games, books, toys, and films.
''Halo'' is set in the twenty-sixth century, with the player assuming the role of the [[Master Chief (Halo)|Master Chief]], a [[cybernetics|cybernetically]] enhanced super-soldier. The player is accompanied by [[Cortana]], an [[artificial intelligence]] who occupies the Master Chief's neural interface. Players battle various aliens as they attempt to uncover the secrets of the [[eponym]]ous Halo, a ring-shaped [[artificial world]]. The game has been called "easy to learn",<ref name=dreamstation>{{cite web |date=September 13, 2003 | url=http://www.dreamstation.cc/reviews/reviews/halo-combat-evolved-review | title= ''Halo: Combat Evolved'' Review | publisher=DreamStation | accessdate=July 18, 2008 }}</ref> and has been praised for its "engaging story".<ref name=gamespyreview>{{cite web | author=Accardo, Sal | date=November 15, 2001| url=http://xbox.gamespy.com/xbox/halo-combat-evolved/558851p1.html| title=Gamespy: ''Halo'' |publisher=[[GameSpy]] | accessdate=September 2, 2006}}</ref>


More than six million copies had been sold worldwide by November 2005. A [[Video game remake|remaster]] of the game, ''[[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 alongside the original competitive multiplayer as part of ''[[Halo: The Master Chief Collection]]'' in 2014.
Many game magazines have praised ''Halo'' as one of the best<ref name="edgelist">{{cite web | url=http://www.next-gen.biz/features/edges-top-100-games-all-time | title=Edge's Top 100 games of all time | work=Next-Gen.biz|publisher=[[Edge (magazine)|Edge]]| date=July 2, 2007 | accessdate=September 3, 2007 }}</ref> and most important<ref name="gameprolist">{{cite web | url=http://www.gamepro.com/gamepro/international/games/features/110028.shtml | title=The 52 Most Important Video Games of All Time | work=[[GamePro]] | date=April 25, 2007 | accessdate=September 3, 2007 }}</ref> games of all time. The game's popularity has led to labels such as "''Halo'' clone"<ref name=joystiq>{{cite web | author=Ransom-Wiley, James | date=January 23, 2006 | url=http://www.joystiq.com/2006/01/23/joystiq-interview-peter-moore-ces/ | title=Joystiq Interview: Peter Moore @ CES |publisher=[[Joystiq]] | accessdate=September 7, 2006 }}</ref> and "''Halo'' killer", applied respectively to games either similar to or anticipated to be better than it.<ref name=amn>{{cite web | author=Sparks, Ryan | date=February 25, 2005 | url=http://xbox.kombo.com/article.php?artid=4254| title=Making a ''Halo'' Killer | publisher=Advanced Media Network | accessdate=September 7, 2006 }}</ref><ref>{{cite web|url=http://au.ps2.gamespy.com/playstation-2/killzone/562748p1.html|title=Gamespy: Killzone|publisher=[[Gamespy]]|date=November 2, 2004|accessdate=October 14, 2007|author=Tuttle, Will|quote='''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.}}</ref> 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]]<ref>{{cite journal|author=Tavares, José Pedro; Gil, Rui; Roque, Licino|date=April 15, 2005 |url=http://ir.lib.sfu.ca/retrieve/1620/e26b2f1eaba9ea18713eb00cb7df.doc|title=Player as Author: conjecturing online game creation modalities and infrastructure|accessdate=August 3, 2006 |format=DOC}}</ref> (the technique of using real-time 3D engines, often from video games, to create animated films). A [[Halo 2|sequel]] and [[Halo: Reach|prequel]] to the game have been released in 2004 and 2010 respectively and a remake of the game, ''[[Halo: Combat Evolved Anniversary]]'', is scheduled for release.


== Gameplay ==
== Gameplay ==
[[File:Halo - Combat Evolved (screencap).jpg|thumb|left|The [[Master Chief (Halo)|Master 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.|alt=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.]]
As a first-person shooter, ''Halo: Combat Evolved'' has a gameplay fundamentally similar to that of its peers, focusing on combat in a 3D environment, and taking place almost entirely from a character's eye view. The player can move around and look up, down, left or right.<ref name=faq>{{cite web | url=http://halo.bungie.org/faq/gameplay.html | title=Frequently Asked Questions about ''Halo'': Gameplay | publisher=[[Halo.Bungie.Org]] | accessdate= September 6, 2006 |archiveurl = http://web.archive.org/web/20020803082341/http://halo.bungie.org/faq/gameplay.html |archivedate = August 3, 2002|deadurl=yes}}</ref> The game features vehicles, ranging from armored jeeps and tanks to alien hovercraft and aircraft, many of which can be controlled by the player. The game switches to the [[Isometric projection|third-person perspective]] during vehicle use for pilots and mounted gun operators; passengers maintain a [[first person (video games)|first-person view]].<ref name="ignreview">{{cite web | author=Boulding, Aaron | date=November 9, 2001 | url= http://xbox.ign.com/articles/165/165922p1.html | title=Halo Review - Xbox Review|publisher=[[IGN]] | accessdate=August 31, 2006 }}</ref>
''Halo: Combat Evolved'' is a [[first-person shooter]] (FPS) game in which players primarily experience gameplay in a 3D environment from a [[first-person (video games)|first-person view]]. The player can move around and look up, down, left, or right.<ref name=faq /> 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 view|third-person perspective]] during vehicle use for pilots and mounted gun operators; passengers maintain a first-person view.<ref name="ign_review" /> The game's [[Heads-up display (video games)|heads-up display]] includes a "motion tracker" that registers moving allies, moving or firing enemies, and vehicles, in a certain radius of the player.<ref name="manual" />


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.<ref name="manual" /> When the shield is fully depleted, the player becomes highly vulnerable, and further damage reduces the [[health (gaming)|hit points]] of their health meter.<ref name="gamespy_review" /> 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.<ref name="manual" />
[[File:Halo.jpg|thumb|left|The [[Master Chief (Halo)|Master Chief]] fires his Assault Rifle at a pack of Grunts on the level "Halo". Ammo, health, and motion sensor displays are visible in the corners of the screen.]]
The player character is equipped with a damage-absorbing energy shield, in addition to [[hit point]]s. The shield's charge appears as a blue bar in the upper-right hand corner of the game's [[HUD (computer gaming)|heads-up display]]. When the shield is fully depleted, the player is highly vulnerable, and further damage is applied directly to the character's health level.<ref name="gamespyreview" /> Critically, the shield will recharge if no further damage is sustained for a brief period.<ref name=manual>{{cite book | year=2001| editor=[[Bungie]] | title=Halo: Combat Evolved Instruction Manual |url=http://www.bungie.net/images/games/halo/about/xbox_manual.pdf | publisher=[[Microsoft Game Studios]]}}</ref>


''Halo''<nowiki>'</nowiki>s arsenal consists of [[Weapons in science fiction|weapons from science fiction]]. The game has been praised for giving each weapon a unique purpose, thus making them useful in different scenarios.<ref name=gamespotreview>{{cite web| author=Fielder, Joe | date=November 9, 2001 | url=http://www.gamespot.com/xbox/action/halo/review.html | title=''Halo: Combat Evolved'' Xbox Review | publisher= [[GameSpot]] | accessdate= August 2, 2006 }}</ref> For example, plasma weapons need time to cool if fired too rapidly, but cannot be reloaded and must be discarded upon depletion of battery. In contrast, conventional firearms cannot overheat, but require reloading and ammunition. Players may carry only two weapons at once; thus, a strategy is required when using and selecting firearms.<ref name=gameplanet>{{cite web | date=October 16, 2002 | url=http://old.gameplanet.co.nz/mag.dyn/Reviews/2419.html|author=Mahoney, Thomas | title=Reviews - ''Halo''| publisher=[[Gameplanet (New Zealand)|Gameplanet]] | accessdate=September 6, 2006 }}</ref>
''Halo''<nowiki>'</nowiki>s arsenal consists primarily of [[Weapons in science fiction|science fiction weapons]]. The game has been praised for giving each weapon a unique purpose, thus making each useful in different scenarios.<ref name=gamespotreview /> For example, a charged plasma pistol shot can fully deplete an enemy's energy shield whilst the pistol is one of only two weapons that can instantly kill with a head shot, as long as the target lacks a shield.<ref>{{Cite book |last1=De Govia |first1=Mario |title=Halo: Combat Evolved, Prima's Official Strategy Guide |last2=Smith |first2=Brandon |last3=Waples |first3=Damien |publisher=Prima Games |year=2004 |isbn=0-7615-3744-9 |location=United States |pages=6 pp. 9 |language=en}}</ref> In contrast to the large weapon inventories of contemporary FPS games, ''Halo'' players may carry only two weapons at once, calling for players to make tactical decisions when managing firearms.<ref name="edge_review"/>


''Halo'' departs from traditional FPS conventions by not forcing the player character to holster their firearm before deploying [[grenades]] or melee-range [[blunt instrument]]s; instead, both attacks can be utilized while a gun is still equipped, supplanting or supplementing small-arms fire.<ref name="manual" /> All weapons may be [[Firearm as a blunt weapon|used to bludgeon enemies]],<ref name="manual" /> which allows the Master Chief to silently kill opponents without alerting other nearby enemies.<ref name=avault>{{cite web | author=Laidlaw, Mike| date=November 22, 2001 | url=http://www.avault.com/reviews/xbox/halo-xbox-review/ | title=''Halo'' Xbox review | publisher=[[Adrenaline Vault|The Adrenaline Vault]] | accessdate=September 2, 2006}}</ref> The Chief can also carry up to eight grenades at a time: four fragmentation and four plasma grenades each.<ref name=neoseeker>{{cite web|url=http://www.neoseeker.com/Games/Products/Xbox/halo/|title=''Halo'' (Xbox)|publisher=Neoseeker|accessdate=August 22, 2006}}</ref> Like the game's other weapons, the two types of grenades differ; the fragmentation grenade bounces and detonates quickly,<ref name=humanfaq>{{cite web | url=http://www.bungie.net/Games/Halo/page.aspx?section=Guides&subsection=WeaponsVehiclesPages&page=1 | archiveurl=http://web.archive.org/web/20041028151828/http://www.bungie.net/Games/Halo/page.aspx?section=Guides&subsection=WeaponsVehiclesPages&page=1 | archivedate=October 28, 2004 | title=Human Weapons Intro | publisher=[[Bungie]] | accessdate=September 8, 2006 }}</ref> whereas the plasma grenade adheres to targets before exploding, sometimes with [[black comedy|blackly comic]] results.<ref name=covenantfaq>{{cite web | url=http://www.bungie.net/Games/Halo/page.aspx?section=Guides&subsection=WeaponsVehiclesPages&page=2 | archiveurl=http://web.archive.org/web/20041028152416/http://www.bungie.net/Games/Halo/page.aspx?section=Guides&subsection=WeaponsVehiclesPages&page=2 | archivedate=October 28, 2004 | title=Covenant Weapons Intro | publisher=[[Bungie]] | accessdate=September 8, 2006 }}</ref>
''Halo'' departs from traditional FPS conventions by not forcing the player to holster their firearm before deploying [[grenades]] or melee-range [[blunt instrument]]s; instead, both attacks can be utilized while a gun is still equipped, supplementing small-arms fire.<ref name="manual" /> There are two different types of grenades; the [[Fragmentation (computing)|fragmentation]] grenade bounces and detonates quickly, whereas the plasma grenade adheres to targets before exploding.<ref name=humanfaq /><ref name=covenantfaq />


The game's main enemy force is the [[Covenant (Halo)|Covenant]], a group of alien species allied by belief in a common religion. Their forces include [[Elite (Halo)|Elites]], fierce warriors protected by recharging energy shields similar to the player's own; [[Grunt (Halo)|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 leader; [[Jackal (Halo)|Jackals]], who wear a highly durable energy shield on one arm and a plasma pistol on the other; and [[Hunter (Halo)|Hunters]], large, powerful creatures with thick armor plates that cover the majority of their bodies and a large assault cannon that fires explosive rounds of green plasma.<ref name=gamespotfaq /> A secondary enemy is the [[Flood (Halo)|Flood]], a [[parasitic]] alien life form that appears in several variants later in the game.<ref name=gamespotfaq2 /><!-- details about different weapons for each?--> Another enemy is the Sentinels, aerial robots designed by an extinct race called the [[Forerunner (Halo)|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.<ref name="gamespotfaq2" /><ref>{{cite book |last1=Patenaude |first1=Jeremy |title=Halo: the essential visual guide |date=2011 |publisher=Dorling Kindersley |location=London |isbn=978-1-4053-6587-1 |pages=167–168}}</ref>
=== Combatants ===
The game's main enemy force is the [[Covenant (Halo)|Covenant]], a group of alien species allied by belief in a common religion. Their forces include [[Elite (Halo)|Elite]]s, fierce warriors protected by recharging energy shields much like the player's own; [[Grunt (Halo)|Grunt]]s, which are short, cowardly creatures, usually led by Elites, and who often flee in terror instead of fighting unless an Elite is present; [[Jackal (Halo)|Jackal]]s, which wear highly durable energy shields on their arms; and [[Hunter (Halo)|Hunter]]s, large, powerful creatures with thick armor plates that cover the majority of their bodies.<ref name=gamespotfaq>{{cite web | date=October 17, 2003 | url=http://au.gamespot.com/features/6075824/p-34.html | title=Halo Game Guide - The Covenant |page=34| publisher=[[GameSpot]] | accessdate=September 8, 2006 }}</ref>


The player is often aided by [[United 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 or [[riding shotgun]] while the player is driving a vehicle.<ref name="gamespotreview" /> Marine AI and crew member AI are differentiated by their uniforms, but also act distinctly, the marines engaging aggressively while the crew members often cower or fire while retreating to cover. If the player kills too many of their teammates, they end up turning on the player and attacking them back.
A secondary enemy is the [[Flood (Halo)|Flood]], a [[parasitic]] alien life form that appears in three main variants.<ref name=gamespotfaq2>{{cite web | date=October 17, 2003 | url=http://au.gamespot.com/features/6075824/p-36.html |title=''Halo'' Game Guide - The Flood |page=36| publisher=[[GameSpot]] | accessdate=September 8, 2006 }}</ref> Infection Forms, the true form of the Flood, are fragile and do little damage individually, but often travel in swarms of several dozen. Combat Forms result from humans and Covenant Elites who have succumbed to the Infection Forms, and have hideously deformed bodies. Bloated Carrier Forms are the result of an aged or unused Combat Form and serve as incubators for new Infection Forms; when wounded or near a potential victim, they explode to damage other nearby life-forms and to release their spores, thus perpetuating the life cycle. Battling the Flood, Covenant and human forces are the Sentinels, robotic drones designed by an extinct race called the [[Forerunner (Halo)|Forerunner]]s. Sentinels lack durability, but use powerful beam weapons and are immune to infection by the Flood.<ref name="gamespotfaq2" />

The [[artificial intelligence]] in ''Halo'' has been favorably received.<ref name=teamxbox>{{cite web | author=Soboleski, Brent | date=November 9, 2001 | url=http://reviews.teamxbox.com/xbox/101/Halo/p1/ | title=''Halo'' Review (Xbox) | publisher=[[TeamXbox]]| accessdate=September 2, 2006 }}</ref> Enemies take cover and use suppressive fire and grenades.<ref name="gamespotreview" /> Some enemies retreat when their superiors are killed.<ref name=talkxbox>{{cite web | date=October 13, 2003 | url=http://www.talkxbox.com/review1.html | title=''Halo: Combat Evolved'' Xbox Review | publisher=TalkXbox | accessdate=September 6, 2006 | archiveurl = http://web.archive.org/web/20041212225211/http://www.talkxbox.com/review1.html| archivedate = December 12, 2004}}</ref> 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.<ref name="gamespotreview" />


=== Multiplayer ===
=== Multiplayer ===
As ''Halo'' was released before [[Xbox Live]], online [[multiplayer game|multiplayer games]] were not officially supported.<ref name=bungiefaq>{{cite web | url=http://www.bungie.net/Games/Halo/page.aspx?section=FAQInfo&subsection=FAQs&page=1 | archiveurl=http://web.archive.org/web/20060427084242/http://www.bungie.net/Games/Halo/page.aspx?section=FAQInfo&subsection=FAQs&page=1 | archivedate=April 27, 2006 | title=''Halo'' : FAQInfo : FAQs | publisher=[[Bungie]] | accessdate=September 7, 2006 }}</ref> The game instead uses local [[Ethernet]] or "[[system-link]]" that supports a maximum of 16 players. This setup was a first for a console game, but was often deemed impractical by critics.<ref name="gamespotreview" /><ref name="avault" /> As ''Halo'' lacks [[Computer game bot|artificially intelligent game bots]], [[LAN party|LAN parties]] are needed to reach the game's 16-player limit. In addition to five customizable competitive multiplayer modes, two players may co-operatively play through the game's campaign.<ref name="faq" /> ''Halo''<nowiki>'</nowiki>s multiplayer components were generally well-received by critics and is widely considered one of the best multiplayer games of all time.<ref name="ignreview" /><ref name=gamerevolution>{{cite web | author=Sanders, Shawn | url=http://www.gamerevolution.com/review/xbox/halo-combat-evolved | title=''Halo: Combat Evolved'' review for the XBOX | publisher=[[Game Revolution]] | date=November 1, 2001 | accessdate=September 2, 2006 }}</ref><ref name="edgereview">{{cite journal|magazine=[[Edge (magazine)|Edge]]|title=''Halo: Combat Evolved''|issue=105|pages= 1–3|date=August 2001|url=http://halo.bungie.org/pressscans/display.html?scan=edge.promomag}}</ref>
A [[split screen (computer graphics)|split screen]] mode allows two players to cooperatively play through ''Halo''{{'}}s campaign.<ref name="faq" /> The game also includes five competitive [[Multiplayer video game|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]].<ref name="faq" /> ''Halo'' lacks [[Computer game bot|artificially intelligent game bots]], and was released before the launch of the [[Xbox Live]] online multiplayer service; therefore [[LAN party|LAN parties]] are needed to reach the game's 16-player limit,<ref name=bungiefaq /> a setup that was a first for a console game, but was often deemed impractical by critics.<ref name="gamespotreview" /> Aside from this limitation, ''Halo''<nowiki>'</nowiki>s multiplayer components were generally well received, and it is widely considered one of the best multiplayer games of all time.<ref name="ign_review" /><ref name="edge_review" /><ref name=gamerevolution />


Although the Xbox version of ''Halo'' lacks official support for online multiplayer play, [[XLink Kai]], [[GameSpy]] and XBConnect's [[Tunneling protocol|packet tunnelling]] software provide unofficial ways around this limitation.<ref name="gamespy" /> 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.<ref name=ignreview4>{{cite web | author=Butts, Steve | date=September 27, 2003 | url=http://pc.ign.com/articles/451/451902p1.html | title=''Halo: Combat Evolved'' Review - PC Review | publisher=[[IGN]] | accessdate=September 7, 2006 }}</ref> However, co-operative play was removed from the ports because it would have required large amounts of recoding to implement.<ref name=eurogamer>{{cite web | author=Reed, Kristan | date=October 10, 2003 | url=http://www.eurogamer.net/article.php?article_id=53472 | title=''Halo: Combat Evolved'' Review - PC | publisher=[[Eurogamer]] | accessdate=September 7, 2006 }}</ref> On March 15, 2004, [[Gearbox Software]] released ''Halo: Custom Edition'' for Windows, which enabled players to use custom-made maps and [[mod (computer gaming)|game modifications]].<ref name=ign4>{{cite web | url=http://pc.ign.com/objects/692/692670.html | title= ''Halo: Custom Edition'' - PC | publisher=[[IGN]] | accessdate=September 2, 2006 }}</ref>
Although the Xbox version of ''Halo'' lacks official support for online multiplayer play, third-party [[Tunneling protocol|packet tunneling]] software provide unofficial ways around this limitation.<ref name="gamespy" /> The [[Microsoft Windows|Windows]] and [[Mac (computer)|Macintosh]] ports of ''Halo'' support online matches involving up to 16 players and include multiplayer maps, not in the original Xbox release.<ref name=ignreview4 /> However, co-operative play was removed from the ports because it would have required large amounts of recoding to implement.<ref name=eurogamer /> 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.<ref name="ign_gamespy_shutdown" /> A team of fans and Bungie employees announced they would produce a patch for the game to keep its multiplayer servers online.<ref name="eurog_bungie_patch" /> The patch was released on May 16, 2014.<ref name="rps_pc_patch" />


== Plot ==
== Synopsis ==
=== Setting ===
=== Setting ===
{{see also|Factions of Halo|List of Halo characters}}
''Halo'' takes place in a science fiction universe created by Bungie Studios specifically for the game. According to the story, the overpopulation of Earth and the realization of [[faster-than-light]] travel have caused the human race to colonize other planets. A keystone of these efforts is the planet Reach, an interstellar naval yard and a hub of scientific and military activity.<ref name="manual" /> A secret military endeavor, dubbed the [[SPARTAN Project]], was established on Reach to create an army of biologically engineered, [[cyborg]] "super-soldiers". Twenty-seven years before the beginning of the game, a technologically advanced collective of alien races, [[Covenant (Halo)|the Covenant]], began to attack human settlements, declaring humanity an affront to their gods. The [[United Nations Space Command]] experienced a series of crushing defeats, and, although the super-soldiers of the SPARTAN-II Project fought effectively against the Covenant, they were unable to turn the tides of war.<ref name="manual" />
''Halo: Combat Evolved'' takes place in a 26th-century science fiction setting. [[Faster-than-light]] travel called slip-space<ref name="cea-manual" />{{rp|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 [[Factions of Halo#United Nations Space Command|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. [[Halo: Reach|In 2552, Covenant forces attack Reach]] and destroy the colony. The starship ''Pillar of Autumn'' escapes the planet with the Spartan [[Master Chief (Halo)|Master Chief Petty Officer John-117]] on board. The ship initiates a jump to slip-space, hoping to lead the enemy away from Earth.<ref name="manual" />{{rp|4–5}}


=== Plot ===
To prepare for a mission to discover the location of the Covenant's homeworld, SPARTAN-II soldiers were recalled to Reach for further augmentation. Two days before the mission was to begin, Covenant forces attacked Reach and destroyed the colony.<ref name="manual" /> A starship, the ''[[Pillar of Autumn]]'', survived the onslaught with the lead Spartan II, [[Master Chief (Halo)|Master Chief]], onboard. The ship initiated a random jump to slip space (similar to [[Hyperspace (science fiction)|hyperspace]]),<ref>{{cite video game|quote='''Keyes''': [sigh] We made a blind jump. How did they... / '''Cortana''': Get here first? Covenant ships have always been faster. As for tracking us all the way from ''Reach'', at light speed, my maneuvering options were limited.|title=Halo: Combat Evolved|developer=[[Bungie]]|publisher=[[Microsoft Game Studios]]|year=2001|platform=[[Xbox]]|level=The Pillar of Autumn}}</ref> hoping to lead the enemy away from Earth.<ref>{{cite video game|quote='''Sergeant Johnson''': Men, we led those dumb bugs out to the middle of nowhere to keep 'em from gettin' their filthy claws on Earth. But, we stumbled onto somethin' they're so hot for that they're scramblin' over each other to get it! Well, I don't care if it's God's own, personal anti-son-of-a-bitch machine, or a giant hula hoop, we're not gonna let them have it! What we ''will'' let them have is a belly full of lead, and a pool of their own blood to drown in! Am I right, Marines?|title=Halo: Combat Evolved|developer=[[Bungie]]|publisher=[[Microsoft Game Studios]]|year=2001|platform=[[Xbox]]}}</ref> The game starts with the ''Pillar of Autumn'' encountering Halo.<ref name=manual />
The game begins as the ''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''<nowiki/>'s captain, [[Characters of Halo#Jacob Keyes|Jacob Keyes]], entrusts the ship's [[artificial intelligence]] (AI) known as [[Cortana (Halo)|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 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 cruiser ''Truth and Reconciliation''. Keyes reveals that the Covenant call the ringworld "[[Factions of Halo#Halo Array|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.
The titular [[Halo (megastructure)|Halo]] is an enormous, ring-shaped artificial [[space habitat]]/[[planet]], which (according to Bungie Studios) has a diameter of ten thousand kilometers.<ref name=bungie>{{cite web | author=Errera, Claude | date=January 10, 2000|url=http://www.bungie.org/matt.interview.html | title= Interview with Matt Soell | publisher=[[Halo.Bungie.Org]]| accessdate=August 4, 2006}}</ref> Halo sits at a [[Lagrangian point|Lagrange point]] between a planet and its moon. [[Centrifugal force]] created by the rotation of the station provides the ring's gravity.<ref name=gravity>{{cite web | author=Perry, Douglass | date=May 11, 2000 | url=http://ps2.ign.com/articles/134/134552p1.html | title=Bungie's ambitious first-person shooter is coming... | publisher=[[IGN]] | accessdate=September 7, 2006 }}</ref>


Searching for the captain, Master Chief encounters a new enemy, the [[Parasitism|parasitic]] [[Flood (Halo)|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.
=== Characters ===
{{Main|Characters of Halo}}
The [[player character]] is [[Master Chief (Halo)|Master Chief Petty Officer John-117]],<ref name=john-117>{{cite web | url=http://www.haloplanet.com/halo/game/story/ | title=''Halo'' Story | work=Planet Halo |publisher = [[GameSpy]]| accessdate=September 7, 2006 }}</ref> one of the few (see ''[[Halo: The Fall of Reach]]'' and its sequels for more information) surviving super-soldiers of the SPARTAN-II project, and the main character of the story. Accompanying the Master Chief is the ''Pillar of Autumn''<nowiki>'</nowiki>s feminine artificial intelligence construct, [[Cortana]], who resides in a neural implant connected to his battle armor, codenamed MJOLNIR Mark V. The ''Pillar of Autumn''<nowiki>'</nowiki>s captain, [[List of Halo characters#Jacob Keyes|Jacob Keyes]], is also a major character. Playing a mainly antagonistic role in the game's events is [[343 Guilty Spark]], an eccentric artificial intelligence responsible for monitoring and maintaining Halo's systems.


To stop Halo's activation, Master Chief and Cortana decide to destroy the installation. Needing Keyes' neural implants to destroy the ''Autumn'' and Halo with it, Master Chief returns to the ''Truth 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 using ''Autumn''{{'}}s self-destruct, Master Chief and Cortana destabilize the ''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 a [[post-credits scene]], 343 Guilty Spark is seen floating in space, having survived the ring's destruction.
=== Story ===
The story is presented through an instruction manual, scripted events and conversations during the game, and in-game [[cut scene]]s. The game begins as the ''Pillar of Autumn'' exits slip-space near a mysterious ring-shaped space station, called "Halo" by the enemy of the game, The Covenant.<ref>{{cite video game|quote='''Keyes''': While the Covenant had us locked up in here, I overheard the guards talking about this ring world. They call it... Halo.|title=Halo: Combat Evolved|developer=[[Bungie]]|publisher=[[Microsoft Game Studios]]|year=2001|platform=[[Xbox]]|level=The Truth and Reconciliation}}</ref> A Covenant fleet attacks and heavily damages the ''Pillar of Autumn''. [[List of Halo characters#Jacob Keyes|Captain Keyes]] initiates "The Cole Protocol",<ref>{{cite video game|quote='''Keyes''': All right then, I'm initiating Cole Protocol article two. We're abandoning the ''Autumn''. That means you too, Cortana.|title=Halo: Combat Evolved|developer=[[Bungie]]|publisher=[[Microsoft Game Studios]]|year=2001|platform=[[Xbox]]|level=The Pillar of Autumn}}</ref> a procedure designed to prevent the Covenant from learning the location of Earth. While Keyes prepares to land the ship on Halo, the Master Chief and Cortana escape via an [[escape pod]], which crash lands on the ring. Cortana and the Chief are the only ones that survived the impact of the escape pod crash.


== Development ==
Keyes survives the ''Autumn''{{'}}s crash landing, but is captured by the Covenant.<ref>{{cite video game|quote='''Cortana''': Warning: I've picked up reports that the Covenant has located and secured the Pillar of Autumn's crash site. Good news is the Captain's still alive. The bad news is that the Covenant have captured all of the surviving men. Let's hurry and find the final lifeboat so we can link up with the rest of the survivors.|title=Halo: Combat Evolved|developer=[[Bungie]]|publisher=[[Microsoft Game Studios]]|year=2001|platform=[[Xbox]]}}</ref> In the second and third levels of the game, the Master Chief and Cortana gather human survivors and rescue Captain Keyes, who is imprisoned on the Covenant ship ''Truth and Reconciliation''. Once rescued, Keyes orders the Master Chief to beat the Covenant to Halo's control center and to discover its purpose.<ref>{{cite video game|quote='''Cortana''': According to the data in their networks, the ring has some kind of deep religious significance. If I'm analyzing this correctly, they believe that Halo is some kind of weapon — one with vast, unimaginable power. / '''Keyes''': And it's true. The Covenant kept saying that whoever controls Halo controls the fate of the universe. / '''Cortana''': Now I see! I have intercepted a number of messages about a Covenant search team scouting for a control room. I thought they were looking for the bridge of a cruiser that I damaged during the battle above the ring, but they must be looking for Halo's control room! / '''Keyes''': That's bad news. If Halo is a weapon, and the Covenant gain control of it, they'll use it against us and wipe out the entire human race. Chief, Cortana, I have a new mission for you. We need to beat the Covenant to Halo's control room. Marines, let's move.|title=Halo: Combat Evolved|developer=[[Bungie]]|publisher=[[Microsoft Game Studios]]|year=2001|platform=[[Xbox]]|level=The Truth and Reconciliation}}</ref> The Master Chief and Cortana travel to a map room called the Silent Cartographer, which leads them to the control room.<ref>{{cite video game|quote='''Cortana''': The Covenant believe that what they call the "Silent Cartographer" is somewhere under this island. The Cartographer is a map room that will lead us to Halo's control center.|title=Halo: Combat Evolved|developer=[[Bungie]]|publisher=[[Microsoft Game Studios]]|year=2001|platform=[[Xbox]]}}</ref> There, Cortana enters the systems and, discovering something urgent, suddenly sends the Master Chief to find Captain Keyes, while she stays behind.<ref>{{cite video game|quote='''Master Chief''': So, what sort of weapon is it? / '''Cortana''': What are you talking about? '''Master Chief''': Let's stay focused. Halo: how do we use it against the Covenant? / '''Cortana''': This ring isn't a cudgel, you barbarian. It's something else. Something much more important. The Covenant were right. This ring, it's Forerunner. Give me a second to access... yes, the Forerunners built this place, what they called a fortress world, in order to—Wait... No, that can't be! Oh, those Covenant fools! They must have known! There must have been signs! / '''Master Chief''': Slow down. You're losing me. / '''Cortana''': The Covenant... found something buried in this ring; something horrible. And now they're afraid. '''Master Chief''': Something buried? Where? / '''Cortana''': The Captain! We've got to stop the Captain! / '''Master Chief''': Keyes? What do we... / '''Cortana''': The weapons cache he's looking for is not really... We can't let him get inside! / '''Master Chief''': I don't understa—/ '''Cortana''': There's no time! Get out of here! Find Keyes. Stop him. Before it's too late!|title=Halo: Combat Evolved|developer=[[Bungie]]|publisher=[[Microsoft Game Studios]]|year=2001|platform=[[Xbox]]}}</ref> While searching for his commander, the Master Chief learns that the Covenant have accidentally released [[Flood (Halo)|the Flood]], a parasitic alien race capable of spreading itself by overwhelming and infesting other sentient life-forms. Keyes falls victim to them while looking for a cache of weapons. The release of the Flood prompts [[343 Guilty Spark]] to recruit the Master Chief in retrieving [[Halo (megastructure)|the Index]], a device that will activate Halo and prevent the Flood from spreading beyond the facility.


=== Early development ===
After the Master Chief retrieves and begins to use the Index, Cortana re-appears and warns him against the activation. She has discovered that Halo's defense system is a weapon designed to kill all sentient life in the galaxy, which the Flood need to spread.<ref>{{cite video game|quote='''Master Chief''': The Flood is spreading. If we activate Halo's defenses, we can wipe them out. / '''Cortana''': You have no idea how this ring works, do you? Why the Forerunners built it? Halo doesn't kill Flood; it kills their food. Humans, Covenant, whatever; we're all equally edible. The only way to stop the Flood is to starve them to death, and that's exactly what Halo is designed to do—wipe the galaxy clean of all sentient life. You don't believe me? Ask him!|title=Halo: Combat Evolved|developer=[[Bungie]]|publisher=[[Microsoft Game Studios]]|year=2001|platform=[[Xbox]]}}</ref> When confronted with this information, 343 Guilty Spark states that the installation technically only has a maximum radius of twenty-five thousand [[light-year]]s, but that its pulse would trigger other similar installations as well, killing all sentient life in the galaxy.<ref>{{cite video game|quote='''Master Chief''': Is it true? / '''343 Guilty Spark''': More or less. Technically, this installation's pulse has a maximum effective radius of twenty-five thousand light years, but once the others follow suit, this galaxy will be quite devoid of life, or any least any life with sufficient biomass to sustain the Flood... but you already knew that. I mean, how couldn't you?|title=Halo: Combat Evolved|developer=[[Bungie]]|publisher=[[Microsoft Game Studios]]|year=2001|platform=[[Xbox]]}}</ref>
[[File: First official halo screenshot.jpg|thumb|left|The first official promotional image for ''Halo'', depicting an early model of the protagonist which would eventually become [[Master Chief (Halo)|Master Chief]]]]
''Halo'' was conceived as an indirect successor to [[Bungie]]'s previous first-person shooter games, ''[[Marathon (video game)|Marathon]]'' and ''[[Marathon 2: Durandal]]''. After the 1995 release of ''Durandal'', Bungie considered ideas for their next game and wanted to try something other than a direct sequel.<ref name=xboxnation/> One of the ideas that the team began to develop was that of a first-person shooter game described by co-founder [[Jason Jones (programmer)|Jason Jones]] as "the natural extension of ''Marathon'', which would have turned out to be something along the lines of ''[[Quake (video game)|Quake]]''".<ref name=mythguide/> Concurrently, the team explored the concept of a [[List of vehicular combat games|vehicular combat game]] that featured tank battles in a futuristic setting,<ref name=xboxnation/> internally dubbed "The Giant Bloody War Game".<ref name=mythguide/> Jones started the design of a 3D engine that could generate [[Height mapping|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–to commit to the creation of "The Giant Bloody War Game".<ref name=xboxnation/><ref name=mythguide/> However, Jones struggled to implement a [[Physics simulations in video games|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.<ref name=xboxnation/>


Around this time, Bungie comprised around 15 people working in south [[Chicago]], [[Illinois]].<ref name="vice-untoldhistoryhalo" /> 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.<ref name=xboxnation/> A group of three Bungie staffers<ref name="bungie-bravenewworld"/>{{rp|7'02'{{'}}–7'05'{{'}}}} began to develop an RTS with a focus on science fiction, realistic physics simulations and three-dimensional terrain.<ref name=xboxnation/><ref name="vice-untoldhistoryhalo" /> Early versions used the ''Myth'' [[Game engine|engine]] and [[Isometric video game graphics|isometric perspective]].<ref name="bungie.net20" /> The project had the initial working title ''Armor'', but was changed for being "boring" and for the project's dramatic changes from what was first envisioned.<ref>{{cite web|url=http://forums.bungie.org/halo/archive.pl?read=10986|title=Re: Armor|website=[[Halo.Bungie.Org]]|date=December 9, 1999|access-date=November 18, 2021|archive-date=January 19, 2021|archive-url=https://web.archive.org/web/20210119074512/http://forums.bungie.org/halo/archive.pl?read=10986|url-status=live}}</ref> It was switched to ''Monkey Nuts'', then ''Blam!'' after Jones could not bring himself to tell his mother the original name.<ref name="artofhalo" />{{rp|ix}}<ref name="gamesradar-history of halo" />
While fighting the Flood, the Covenant, and Guilty Spark's Sentinels, the Master Chief and Cortana attempt to destroy Halo before 343 Guilty Spark activates it. Cortana discovers that the best way to destroy Halo is to cause the crashed ''Pillar of Autumn'' to self-destruct.<ref>{{cite video game|quote='''Cortana''': We can't let the monitor activate Halo! We have to stop him—we have to destroy Halo. According to my analysis of the available data, I believe the best course of action is somewhat risky. An explosion of sufficient size will help destabilize the ring and will cut through a number of primary systems. We need to trigger a detonation on a large scale, however. A starship's fusion reactors going critical would do the job. I'm going to search what's left of the Covenant battle net' and see if I can locate the ''Pillar of Autumn''<nowiki>'</nowiki>s crash site. If the ship's fusion reactors are still relatively intact, we can use them to destroy Halo.|title=Halo: Combat Evolved|developer=[[Bungie]]|publisher=[[Microsoft Game Studios]]|year=2001|platform=[[Xbox]]}}</ref> However, Captain Keyes' authorization is required to destroy the ship.<ref>{{cite video game|quote='''Cortana''': I've located the ''Pillar of Autumn''. She put down twelve hundred kilometers upspin. Energy readings show her fusion reactors are still powered up. The systems on the Pillar of Autumn have failsafes even I can't override without authorization from the Captain. We'll need to find him, or his neural implants, to start the fusion core detonation.|title=Halo: Combat Evolved|developer=[[Bungie]]|publisher=[[Microsoft Game Studios]]|year=2001|platform=[[Xbox]]}}</ref> By the time that they reach Keyes, he has been infected and turned into the [[Flood (Halo)|Flood]]. The Master Chief retrieves Keyes' neural implants directly from his brain, and Cortana activates the ''Autumn''<nowiki>'</nowiki>s self-destruct sequence. However, 343 Guilty Spark reappears and deactivates the countdown, discovering the record of human history in the process.<ref>{{cite video game|quote='''Cortana''': This won't take long ... There. That should give us enough time to make it to a lifeboat and put some distance between ourselves and Halo before the detonation. / '''343 Guilty Spark''': I'm afraid that's out of the question, really. / '''Cortana''': Oh, hell! / '''343 Guilty Spark''': Ridiculous—that you and a warship's AI with such a wealth of knowledge ... Weren't you worried it might be captured, or destroyed? / '''Cortana''': He's in my data arrays—a local tap. / '''343 Guilty Spark''': You can't imagine how exciting this is to have a record of all our lost time. Human history is it? Fascinating. / '''343 Guilty Spark''': Oh, how will I enjoy every moment of its categorization. To think that you would destroy this installation, as well as this record. I am shocked. Almost too shocked for words. / '''Cortana''': He stopped the self-destruct sequence!|title=Halo: Combat Evolved|developer=[[Bungie]]|publisher=[[Microsoft Game Studios]]|year=2001|platform=[[Xbox]]}}</ref> The Master Chief manually causes the ''Pillar of Autumn''<nowiki>'</nowiki>s fusion reactors to begin to melt down, and the Master Chief and Cortana narrowly escape the destruction of the ring via a fighter.


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, this ''shouldn't'' be an RTS game," recalled Seropian. By mid-1998 the game had become a [[third-person shooter]].<ref name="vice-untoldhistoryhalo" />
=== Cast ===
* [[Jen Taylor]] as [[Cortana]]
* Pete Stacker as [[List of Halo characters#Jacob Keyes|Captain Keyes]]
* [[Tim Dadabo]] as [[List of Halo characters#343 Guilty Spark|343 Guilty Spark]]
* [[Steve Downes]] as [[Master Chief (Halo)|The Master Chief]]
* Tawnya Pettiford-Wates as Foe Hammer
* [[David Scully (actor)|David Scully]] as [[List of Halo characters#Avery Johnson|Sgt. Johnson]]
* Mike Madeoy as Pvt. Bisenti
* Mark Dias as Pvt. Mendoza
* Chris Wicklund as [[List of Halo characters#Wallace Jenkins|Pvt. Jenkins]]
* [[Andrew McKaige]] as Pvt. Chipps Dubbo


Peter Tamte, Bungie's then-executive vice president, used his contacts from his former position at [[Apple Inc.|Apple]] to get lead writer<ref>{{cite web| last=Lu| first=Cathy| title=Halo's Big Grunt| url=http://www.northwestern.edu/magazine/summer2006/feature/halo.html| date=July 1, 2006| work=Northwestern Magazine| access-date=November 18, 2021| archive-date=November 12, 2020| archive-url=https://web.archive.org/web/20201112020907/http://www.northwestern.edu/magazine/summer2006/feature/halo.html| url-status=live}}</ref> [[Joseph Staten]] and project lead<ref>{{cite video|url=https://www.youtube.com/watch?v=6eZ2yvWl9nQ|title=Halo - Macworld Unveiling|publisher=[[Bungie]]|website=[[YouTube]]|access-date=November 18, 2021|archive-date=November 19, 2021|archive-url=https://web.archive.org/web/20211119064945/https://www.youtube.com/watch?v=6eZ2yvWl9nQ|url-status=live}}</ref> Jason Jones an audience with CEO [[Steve Jobs]]. Jobs, impressed, agreed to debut the game to the world at the 1999 [[Macworld Conference & Expo]].<ref name="vice-untoldhistoryhalo" /> Anticipation built for the unknown Bungie game after favorable reviews from industry journalists under [[non-disclosure agreement]]s at [[Electronic Entertainment Expo]] 1999.<ref name="ignpreview" /><ref name="pcgamer-halo scoop" />
== Development ==

[[File:First official halo screenshot.jpg|thumb|right|The first official screenshot of ''Halo''.]]
Days before the Macworld announcement, ''Blam!'' still had no permanent title; possible names included ''The Santa Machine'', ''Solipsis'', ''The Crystal Palace'', ''Hard Vacuum'', ''Star Maker'', and ''Star Shield''.<ref name="ign-historyofhalo"/> 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."<ref name="vice-untoldhistoryhalo" /> On July 21, 1999, during the Macworld Conference & Expo, Jobs announced that ''Halo'' would be released for [[MacOS]] and [[Microsoft Windows|Windows]] simultaneously.<ref name=ignpreview />
On July 21, 1999, during the [[Macworld Conference & Expo]], [[Steve Jobs]] announced that ''Halo'' would be released for [[Mac OS]] and [[Microsoft Windows|Windows]] simultaneously.<ref name=ignpreview>{{cite web | author=Lopez, Vincent |date=July 21, 1999|url=http://pc.ign.com/articles/068/068975p1.html | title= Heavenly ''Halo'' Announced from Bungie |publisher=[[IGN]]| accessdate=August 31, 2006 }}</ref> Before this public announcement, game industry journalists under a non-disclosure agreement had previewed the game in a private showing during [[E3 (Electronic Entertainment Expo)|E3]] 1999,<ref name=pcgamer>{{cite journal|author=Morris, Daniel|title=Your first look at... ''Halo''|url=http://halo.bungie.org/pressscans/display.html?scan=pcgamerusoct99 |magazine=[[PC Gamer]]|date=October 1999|page=40}}</ref> and were reportedly amazed.<ref name="ignpreview" /><ref name="pcgamer" /> Bungie Studios later stated an even earlier development build of the game centered on [[real-time strategy]] and was "basically ''[[Myth (computer game)|Myth]]'' in a sci-fi universe."<ref name=bungie.net20>{{cite web | url=http://bungie.net/Inside/CustomPage.aspx?section=History&subsection=Main&page=6 |archiveurl=http://web.archive.org/web/20041012021413/http://www.bungie.net/Inside/CustomPage.aspx?section=History&subsection=Main&page=6 | archivedate=October 12, 2004 | title= Inside Bungie: History | publisher=[[Bungie]] | accessdate=June 19, 2006 }}</ref>

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 to [[guerrilla warfare]].<ref name=cgw /> At this point, Bungie promised an [[open world|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.<ref name="insidemacgames_1999">{{Cite web|last=Deniz|first=Tuncer|url=http://www.insidemacgames.com/features/99/jones/jones.shtml|archive-url=https://web.archive.org/web/20000815110240/http://www.insidemacgames.com/features/99/jones/jones.shtml|website=[[Inside Mac Games]]|archive-date=2000-08-15|title=Interview: Halo's Jason Jones|date=August 15, 2000}}</ref><ref name="pcgamer_1999-10-01">{{Cite magazine|author=Morris, Daniel|date=October 1999|url=|title=Scoop; Your first look at... Halo|magazine=[[PC Gamer]]|page=40}}</ref><ref name="nextgen_1999-11-01">{{Cite magazine|author=Staff|date=November 1999|title=Game Genres; Endangered Species|magazine=[[Next Generation (magazine)|Next Generation]]|pages=102–106}}</ref> These early versions featured ''Halo''-specific fauna, later dropped following design difficulties and the creatures' detraction from the surprise appearance of the Flood.<ref name=fauna /> The Master Chief was simply known as the cyborg. When ''Halo'' was shown at [[E3 2000|E3 in June 2000]], it was still a third-person shooter.<ref name="goldenjoystick-halo"/>

=== Move to Xbox ===
[[Bungie|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 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.<ref name="chicagoreader-myth" /> As a result, Bungie sold a share of the company and publishing rights to [[Take-Two Interactive]].<ref name="vice-untoldhistoryhalo" /> Still facing financial pressure, Peter 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 (console)|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 (video game)|Oni]]'' properties.<ref name="vice-untoldhistoryhalo" /> Jones and Seropian pitched the purchase to the rest of Bungie as the way they could shape the future of a new game console.<ref name="vice-untoldhistoryhalo" /> Microsoft announced its acquisition of Bungie on June 19, 2000.<ref name="microsoftpressrelease" /> ''Halo'' was now to be the tentpole launch game for the Xbox.<ref name="vice-untoldhistoryhalo" />

In less than a year, Bungie had to turn ''Halo'' from a loose collection of gameplay and plot 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.<ref name="egm-afterthoughts" /> 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.<ref name="vice-untoldhistoryhalo" />

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 Redmond campus|Microsoft campus]] in [[Redmond, Washington]], he was so busy he did not unpack his belongings for six months.<ref name="vice-untoldhistoryhalo" /> 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.<ref name="bungie-bravenewworld" /><!-- need timecode -->


To make the release date, Bungie made drastic cuts to the game's features and scope. The open-world plans were scrapped,<ref name="bungie-bravenewworld" />{{rp|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.<ref>{{cite video|url=https://www.youtube.com/watch?v=EwfnAM3dBrM|title=Halo Combat Evolved: Developer Commentary Playthrough (2007)【55:12】|website=[[YouTube]]|access-date=November 18, 2021|time=13:54|archive-date=November 18, 2021|archive-url=https://web.archive.org/web/20211118235636/https://www.youtube.com/watch?v=EwfnAM3dBrM|url-status=live}}</ref> 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.<ref name="vice-untoldhistoryhalo" /> Microsoft game writers Eric Trautmann and Brannon Boren performed last-minute rewrites to the script.<ref name="scifishow_trautmann">{{cite web|date=November 1, 2015|url=https://www.erictrautmann.us/audio/|title=The Science Fiction Show Podcast: Eric Trautmann|website=EricTrautmann.com|access-date=November 5, 2021|archive-date=November 5, 2021|archive-url=https://web.archive.org/web/20211105151947/https://www.erictrautmann.us/audio/|url-status=live}}</ref> 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''.<ref name="vice-untoldhistoryhalo" /><ref name="bungie-bravenewworld" /> Some personnel took to sleeping in the office for the last few months to make sure the game made its deadline.<ref name="artofhalo" />{{rp|ix–xi}}
At [[E3 (Electronic Entertainment Expo)|E3]] [[History of E3|2000]], the first trailer of ''Halo'' was well-received.<ref name=bluesnews>{{cite web | author=Heaslip, Stephen | date=June 15, 2000 | url=http://www.bluesnews.com/a/38 | title=Blue's News Best of E3 2000 | publisher=Blue's News | accessdate=September 5, 2006 }}</ref> The version shown there differed greatly from the one exhibited previously, marking the first major overhaul in the game's development.<ref name=halo.bungie.org2>{{cite web | url=http://halo.bungie.org/faq/media.html | title=Frequently Asked Questions about ''Halo'': Media | publisher=[[Halo.Bungie.Org]] | accessdate= September 7, 2006 |archiveurl = http://web.archive.org/web/20011109021304/http://halo.bungie.org/faq/media.html |archivedate = November 9, 2001|deadurl=yes}}</ref> 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]].<ref name=cgw>{{cite journal|author=Hiatt, Jesse|date=November 1999|title=Games That Will Change Gaming |url=http://halo.bungie.org/pressscans/display.html?scan=cgw1199|magazine=[[Computer Gaming World]]|accessdate=August 31, 2006}}</ref> This version of the game featured ''Halo''-specific fauna, which were later dropped because of design difficulties and the creatures' "detract[ion] from the surprise, drama and impact of the Flood."<ref name=fauna>{{cite web | url=http://www.bungie.net/News/TopStory.aspx?story=prexboxhistory040904 |archiveurl=http://web.archive.org/web/20041011112259/http://www.bungie.net/News/TopStory.aspx?story=prexboxhistory040904 | archivedate=October 11, 2004 | title= One Million Years B.X. (Before Xbox) | publisher=[[Bungie]] | accessdate=September 7, 2006 |date=April 9, 2004}}</ref>


===Design===
As rumors had predicted,<ref name=rumors>{{cite web | date= June 15, 2000 | url=http://pc.ign.com/articles/081/081018p1.html | title=Rumors, Rumors Everywhere, but None to Drink | publisher=[[IGN]]| accessdate=September 7, 2006 }}</ref> [[Microsoft]] announced on June 19, 2000 that it had acquired Bungie Studios.<ref name=microsoftpressrelease>{{cite web | date=June 19, 2000 | url=http://www.microsoft.com/presspass/press/2000/Jun00/BungiePR.mspx | title=Microsoft to Acquire Bungie Software | publisher=[[Microsoft]] | accessdate=August 22, 2006 }}</ref> ''Halo'' became an exclusive game for Microsoft's [[Xbox]] [[video game console]], and Bungie Studios rewrote the game's engine, heavily altering its presentation and turning it into a [[first-person shooter]].<ref name=gamecritics>{{cite web | author=Weir, Dale | date=April 14, 2001 | url=http://www.gamecritics.com/feature/preview/halo_xbox/page01.php | title=''Halo'' (Xbox) Preview | publisher=GameCritics.com | accessdate=September 5, 2006 }}</ref> 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,<ref name=gamestock>{{cite web | author= Lopez, Vincent | date=March 4, 2001 | url=http://xbox.ign.com/articles/098/098271p1.html | title=Playable ''Halo'' at GameStock | publisher= [[IGN]] | accessdate=September 5, 2006 }}</ref> critics had mixed reactions to its exhibition at E3 2001.<ref name=nextgen>{{cite journal|author=Toyama, Kevin| title=Holy ''Halo'' |url=http://halo.bungie.org/pressscans/display.html?scan=nextgen.0501|magazine=[[Next Generation Magazine]]|date=May 2001|page=1}}</ref><ref name=firingsquad>{{cite web | author=Wojnarowicz, Jakub; Colayco, Bob | date=May 18, 2001 | url=http://www.firingsquad.com/features/2001e3part1/ | title=2001 E3 Part 1 | publisher=FiringSquad | accessdate=September 5, 2006 }}</ref><ref name=gamepro>{{cite journal|author=Nihei, Wes | title=A World Apart | url=http://halo.bungie.org/pressscans/display.html?scan=gamepro.0501 | magazine=[[GamePro]] | date=May 1999 | page=42}}</ref> The game was released in North America simultaneously with the Xbox, on November 15, 2001;<ref name="metacritic" /> 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.<ref name="edge-2010">{{cite journal |editor=Mott, Tony |year=2010 |title=2001: A Space Odyssey |journal=[[Edge (magazine)|Edge]]|issue=215 |page=86 |quote='''Jaime Griesemer''': At the time, Microsoft marketing thought ''Halo'' was not a good name for a videogame brand. It wasn't descriptive like all the military games we were competing with. We told them ''Halo'' was the name. The compromise was they could add a subtitle. Everyone at Bungie hated it. But it turned out to be a very sticky label and has now entered the gaming lexicon… so I guess in hindsight it was a good compromise. But the real name of the game is just ''Halo''.}}</ref>
Bungie's social culture—and the rush to complete the game—meant that team members provided input and feedback across disciplines.<ref name="artofhalo"/>{{rp|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.<ref name="artofhalo"/>{{rp|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.<ref name="artofhalo"/>{{rp|5}} The aliens making up the Covenant began with varied exploratory designs that coalesced once each enemy's role in the gameplay was defined.<ref name="artofhalo"/>{{rp|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.<ref name="artofhalo"/>{{rp|76–77}} The UNSC's original curved look was made blockier to distinguish it from the Covenant;<ref name="goldenjoystick-halo"/> likewise human weapons remained projectile-based to provide a contrast to the Covenant's energy weapons,<ref name="vice-untoldhistoryhalo" /> and their vehicles based on animals, with the [[Warthog (Halo)|Warthog]] being inspired by Lehto's love of off-roading.<ref>{{cite web|archive-url=https://web.archive.org/web/20020207013618/http://www.bungie.net/perlbin/blam.pl?file=/site/1/news/stories/one_on_one_with_marcus_lehto.html|url=http://www.bungie.net/perlbin/blam.pl?file=/site/1/news/stories/one_on_one_with_marcus_lehto.html|title=One on One with Marcus Lehto|publisher=[[Bungie]]|date=January 22, 2002|archive-date=February 7, 2002|access-date=November 18, 2021}}</ref> The interiors of ''Pillar of Autumn'' drew significant influence from the production design of the film ''[[Aliens (film)|Aliens]]''.<ref name="artofhalo"/>{{rp|75}} Organic, curvilinear forms along with a color palette of greens and purples were used for the Covenant,<ref name="vice-untoldhistoryhalo" /> 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 being refined five months from the game's completion.<ref name="artofhalo"/>{{rp|79}}
On July 12, 2002, a ''Halo'' port for Windows was announced to be under development by [[Gearbox Software]].<ref name=ign2000>{{cite web | date=July 12, 2002 | url=http://pc.ign.com/articles/364/364726p1.html | title=''Halo'' Officially Official for the PC! | publisher=IGN | accessdate=September 20, 2006 }}</ref> Its showing at [[E3 2003]] was positively received by some critics,<ref name=gamespy3>{{cite web | author=Accardo, Sal |date=May 13, 2003 | url=http://archive.gamespy.com/e32003/preview/pc/1001750/ | title=''Halo'' (PC): The Very First Look | publisher=[[GameSpy]] | accessdate=September 20, 2006 }}</ref><ref name=halopcgamespotpreview>{{cite web | author=Parker, Sam | date=May 15, 2003 | url=http://www.gamespot.com/pc/action/halo/news.html?sid=6028228 | title=''Halo'' PC Hands-On | publisher=[[GameSpot]] | accessdate=September 20, 2006 }}</ref> with skepticism by others.<ref name=ign23>{{cite web | author=Sulic, Ivan | date=May 16, 2003 | url=http://pc.ign.com/articles/403/403470p1.html | title= E3 2003: ''Halo'' Hands-On | publisher=IGN | accessdate=September 20, 2006 }}</ref> It was released on September 30, 2003,<ref name="metacritic2">{{cite web
|url=http://www.metacritic.com/games/platforms/pc/halo
|title=''Halo: Combat Evolved'' for PC |publisher=[[Metacritic]]
|accessdate=August 22, 2006}}</ref> and included support for online multiplayer play and featured sharper graphics, but had compatibility issues that caused poor performance.<ref name="ignreview4" /><ref name=halopcreview>{{cite web | author=Kasavin, Greg | date=September 29, 2003 | url=http://www.gamespot.com/pc/action/halo/review.html | title=''Halo: Combat Evolved'' PC Review | publisher=[[GameSpot]] | accessdate=September 7, 2006 }}</ref> ''Halo'' was later released for [[Mac OS X]] on December 11, 2003.<ref name="gamespot">{{cite web
|url=http://www.gamespot.com/mac/action/halo/index.html
|title=''Halo: Combat Evolved'' Macintosh |publisher=[[Gamespot]]
|accessdate=August 22, 2006}}</ref> On December 4, 2007, the game became available for the [[Xbox 360]] via download from the [[Xbox Live Marketplace]] for 1200 [[Microsoft Points]].<ref>{{cite web|url=http://www.eurogamer.net/article.php?article_id=87475|title=Autumn 360 update dated|publisher=[[Eurogamer]]|date=November 13, 2007|accessdate=November 15, 2007|author=Purchese, Rob}}</ref>


=== Audio ===
=== Audio ===
{{Main|Halo Original Soundtrack}}
{{Main|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.<ref name=xbox.cominterview /><ref name="vice-untoldhistoryhalo"/> O'Donnell decided [[Gregorian chant]] would be appropriate, and performed the vocals alongside his composing partner [[Michael Salvatori]] and additional singers.<ref name="vice-untoldhistoryhalo"/> 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.<ref name="oxm183-interview"/> The music was recorded in Chicago<ref>{{cite web|archive-url=https://web.archive.org/web/20100521062234/http://halo.bungie.org/music_interviews/hbo_qanda_1999.html|url=http://halo.bungie.org/music_interviews/hbo_qanda_1999.html|title=TotalAudio Questions & Answers|archive-date=May 21, 2010|access-date=November 18, 2021|website=[[Halo.Bungie.Org]]}}</ref> and sent to New York for the show the same night the piece was finished.<ref name="halo.bungie.org-totalaudiointerview"/>
''Halo''<nowiki>'</nowiki>s soundtrack was created by [[Bungie Studios]]' audio director, [[Martin O'Donnell]], and received enthusiastic praise from many critics.<ref name="gamespyreview" /><ref name="ignreview" /><ref name="gamespotreview" /><ref name="gameplanet" /> O'Donnell has stated that his goal was to provide "a feeling of importance, weight, and sense of the 'ancient'."<ref name=xbox.cominterview>{{cite web | url=http://www.xbox.com/en-US/games/h/halo/themakers3.htm |title= Just the Right Sense of "Ancient" | work=Xbox.com|publisher=[[Microsoft]] | accessdate=September 6, 2006 |archiveurl = http://web.archive.org/web/20070301150741/http://www.xbox.com/en-US/games/h/halo/themakers3.htm <!-- Bot retrieved archive --> |archivedate = March 1, 2007}}</ref> 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)."<ref name=music4gamers>{{cite web | author=Marks, Aaron | date=December 2, 2002 | url=http://www.music4games.net/Features_Display.aspx?id=24 | title=The Use and Effectiveness of Audio in ''Halo'': Game Music Evolved | publisher=[[Music4Games]] | accessdate=September 6, 2006 |archiveurl=http://web.archive.org/web/20060619120737/http://www.music4games.net/Features_Display.aspx?id=24|archivedate=June 19, 2006}}</ref>


Shortly before Bungie was bought by Microsoft, O'Donnell joined Bungie as a staff member, while Salvatori remained at TotalAudio.{{citation needed|date=March 2019}} 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)."<ref name="music4gamers" />
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."<ref name="music4gamers" /> 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."<ref name=gdc>{{cite web | author=O'Donnell, Martin | authorlink=Martin O'Donnell | date=March 24, 2002 | url=http://halo.bungie.org/misc/gdc.2002.music/ | title=Producing Audio for ''Halo'' | publisher=[[Halo.Bungie.Org]] | accessdate=September 6, 2006 }}</ref>

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.<ref name="music4gamers" /> 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."<ref name="gdc" /> The cutscenes came so late that O'Donnell had to score them in only three days.<ref name="vice-untoldhistoryhalo" />
<!-- https://www.ign.com/articles/2016/03/23/how-the-beatles-influenced-the-halo-theme-song -->

==Release==
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.<ref name="vice-untoldhistoryhalo" /> 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,<ref name="vice-untoldhistoryhalo" /> a role which the game was never intended to fill.<ref name="gamasutra-edfriesinterview"/>

''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.<ref name="haloeffect-rearview"/>{{rp|16}} While a playable demonstration of the game at Gamestock 2001 was well-received,<ref name=gamestock /> critics had mixed reactions to its exhibition at [[E3 2001]],<ref name=nextgen /><ref name=firingsquad /><ref name=gamepro /> where the game was shown off in a very broken state, with poor [[frame rates]] and technical issues.<ref name="haloeffect-rearview"/>{{rp|17}}

Even within Microsoft, ''Halo'' was divisive.<ref name="gamasutra-edfriesinterview"/> 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.<ref name="vice-untoldhistoryhalo" /><ref name="edge-2010" /> Fries recalled analysts had suggested that ''Halo'' had the "wrong" color palette compared to competing console games; Fries never showed the results to Bungie.<ref name="gamasutra-edfriesinterview"/>

The game was released in North America simultaneously with the Xbox, on November 15, 2001.<!-- demo silent cartographer -->

''[[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.<ref name=xbox.com2 /> The novel was nearly killed halfway to completion; Nylund credits Trautmann with saving it.<ref name="nylund-unsung hero"/> ''The Fall of Reach'' became a ''[[Publishers Weekly]]'' bestseller with almost two hundred thousand copies sold.<ref name=xbox.com3 /> The game itself would be novelized with ''[[Halo: The Flood]]'', written by [[William C. Dietz]] and released in 2003.<ref name=gamingage />

On July 12, 2002, a ''Halo'' port for Windows was announced to be under development by [[Gearbox Software]].<ref name=ign2000 /> Its showing at [[E3 2003]] was positively received by some critics,<ref name=gamespy3 /><ref name=halopcgamespotpreview /> with skepticism by others.<ref name=ign23 /> It was released on September 30, 2003,<ref name="metacritic_pc" /> and included support for online multiplayer play and featured sharper graphics, but had [[Program optimization|optimization]] issues that caused poor performance.<ref name="ignreview4" /><ref name=halopcreview /> ''Halo'' was later released for Mac OS X on December 11, 2003.<ref name="gamespot" /> On December 4, 2007, the game became available for the [[Xbox 360]] via download from the [[Xbox Live Marketplace]].<ref name="euro_update" />

===Sales===
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;<ref name="vice-untoldhistoryhalo" /> during the two months following ''Halo''{{'}}s release, the game sold alongside more than fifty percent of Xbox consoles.<ref name=wired3 /> One million units had been sold roughly five months after release, a faster pace than that of any previous [[history of video game consoles (sixth generation)|sixth-generation console]] game.<ref name=pressrelease /> The game sold three million copies worldwide by July 2003,<ref name=gamespotnews /> and four million by January 2004.<ref name=gamepro50 /> By July 2006, its Xbox version had sold 4.2&nbsp;million copies and earned $170&nbsp;million in the United States alone, while its computer version sold 670,000 copies and earned $22.2&nbsp;million.<ref name=edgesales>{{cite magazine|archive-url=https://web.archive.org/web/20121017165955/http://www.edge-online.com/features/top-100-pc-games-21st-century/ |url=http://www.edge-online.com/features/top-100-pc-games-21st-century/ |title=The Top 100 PC Games of the 21st Century| author=''Edge'' Staff | date=August 25, 2006 |magazine=[[Edge (magazine)|Edge]] |archive-date=October 17, 2012 }}</ref> ''[[Next Generation (magazine)|Next Generation]]'' ranked it as the second highest-selling game launched for the [[PlayStation 2]], [[Xbox (console)|Xbox]] or [[GameCube]] between January 2000 and July 2006 in the United States.<ref name=nextgensales2>{{cite web|archive-url=https://web.archive.org/web/20071028115051/http://www.next-gen.biz/index2.php?option=com_content&task=view&id=3537&Itemid=2&pop=1&page=1 |url=http://www.next-gen.biz/index2.php?option=com_content&task=view&id=3537&Itemid=2&pop=1&page=1 |title=The Top 100 Games of the 21st Century|author1=Campbell, Colin |author2=Keiser, Joe | date=July 29, 2006 |work=[[Next Generation (magazine)|Next Generation]] |archive-date=October 28, 2007 }}</ref>


== Reception ==
== Reception ==
{{Video game reviews
{{VG Reviews
| MC = Xbox: 97/100<ref name="metacritic_xbox" /><br />PC: 83/100<ref name="metacritic_pc" />
|Fam = 32/40
| Allgame = {{Rating|4|5}}<ref name="allgamereview">{{cite web| url = http://www.allgame.com/game.php?id=27626&tab=review| title = Halo: Combat Evolved - Review| author = Licata, Jonathan| publisher = [[AllGame]]| access-date =April 6, 2017|archive-url=https://web.archive.org/web/20141114170350/http://www.allgame.com/game.php?id=27626&tab=review|archive-date=November 14, 2014}}</ref>
|IGN = 9.7/10<ref name="ignreview"/><br />Editor's Choice,<br />Game of the Year 2001
| Edge = 10/10<ref name="edge_review" />
|GI = 9.5/10<ref name=gi>{{cite web | url=http://www.gameinformer.com/Games/Review/200111/R03.0805.1634.24132.htm?CS_pid=210001|title=''Halo'': The Xbox Essential | publisher=[[Game Informer]] | author=McNamara, Andy |archiveurl=http://web.archive.org/web/20071011045908/http://gameinformer.com/Games/Review/200111/R03.0805.1634.24132.htm?CS_pid=210001|archivedate=October 11, 2007 | accessdate=September 26, 2006 }}</ref>
| EuroG = 8/10<ref name="eurogamer_review" />
|EGM = 10/10<br />Platinum Award,<br />Game of the Year
| Fam = 33/40<ref name="Famitsu">{{cite web|title= ヘイロー|publisher=[[Famitsu]] |url=https://www.famitsu.com/games/t/2349/|lang=JA|archive-url=https://web.archive.org/web/20240114134841/https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=2349&redirect=no|archive-date=January 14, 2024}}</ref>
|GSpy = 85/100<ref name="gamespyreview" />
|GSpot = 9.7/10.<ref name="gamespotreview" /><br />Editor's Choice
| GI = 9.5/10<ref name=gi />
| GSpy = 80/100<ref name="gamespy_review" />
|Edge = 10/10
| GSpot = 9.7/10<ref name="gamespotreview" />
|compilation = yes
| IGN = 9.7/10<ref name="ign_review"/>
|
|GR = Xbox: 95.58% (based on 90 reviews)<ref name=gamerankings>{{cite web | title=''Halo: Combat Evolved'' for Xbox | url=http://www.gamerankings.com/htmlpages2/472132.asp |publisher=[[GameRankings]]| accessdate=March 3, 2011 }}</ref>
| OXM = 9.5/10<ref name="oxm-review">{{Cite magazine |title=Halo: Combat Evolved - WORLD EXCLUSIVE REVIEW! |url=https://archive.org/details/OXM_2001_12-web/page/n25/mode/1up |magazine=[[Official Xbox Magazine]] |last=Whitta |first=Gary |publisher=[[Future plc]] |issue=1 |pages=84–91 |access-date=October 22, 2021|author-link=Gary Whitta }}</ref>
| NGen = {{Rating|5|5}}<ref name="NGv5n1"/>
PC: 86% (based on 62 reviews)<ref>{{cite web|url=http://www.gamerankings.com/pc/291594-halo-combat-evolved/index.html|title=''Halo: Combat Evolved'' for PC|accessdate=July 27, 2010 |publisher=[[GameRankings]]}}</ref>
|MC = Xbox: 97% (based on 68 reviews)<ref name="metacritic" />
PC: 83% (based on 40 reviews)<ref>{{cite web|url=http://www.metacritic.com/games/platforms/pc/halo?q=Halo|title=''Halo: Combat Evolved'' for PC Reviews|publisher=[[Metacritic]]|accessdate=November 21, 2008}}</ref>
|
|award1 = 2002 [[Game Developers Choice Awards]]: Excellence in Audio
|award2 = 5th Annual [[Interactive Achievement Awards]]: Console and Overall Game of the Year,<br />Console Action / Adventure, Visual Engineering
|award3 = 2000 [[Game Critics Awards]]: Best Action Game
}}
}}
On its release ''Halo'' broke sales records; by April 8, 2002, one million units had been sold: this pace was faster than that of any previous [[history of video game consoles (sixth generation)|sixth-generation console]] game.<ref name=pressrelease>{{cite web |date=April 8, 2002 | url=http://www.microsoft.com/presspass/press/2002/apr02/04-08halomillionpr.mspx| title=''Halo: Combat Evolved'' for Xbox Tops 1 Million Mark In Record Time| publisher=[[Microsoft]] | accessdate=September 1, 2006 }}</ref> During the two months following ''Halo''<nowiki>'</nowiki>s release, the game sold alongside more than fifty percent of Xbox consoles.<ref name=wired3>{{cite web | author=Patrizio, Andy | date=January 9, 2002 | url=http://www.wired.com/science/discoveries/news/2002/01/49600 | title=Xbox Assault Only Starting | publisher=[[Wired News|Wired]] | accessdate=September 27, 2006 }}</ref> ''Halo''<nowiki>'</nowiki>s retail price remained at [[United States dollar|US$]]49.99 until November 30, 2003.<ref name=gamespotnews2>{{cite web | author=Thorsen, Tor |date=November 20, 2003|url=http://www.gamespot.com/xbox/action/halo/news.html?sid=6084021&mode=news | title=''Halo'' price nearly halved | publisher=[[GameSpot]]| accessdate=September 1, 2006 }}</ref> By July 14, 2003, the game had sold three million copies worldwide,<ref name=gamespotnews>{{cite web | author=Parker, Sam | date=July 14, 2003 | url=http://www.gamespot.com/xbox/action/halo/news.html?sid=6071658&mode=news | title=''Halo'' reaches 3 million | publisher=[[GameSpot]] | accessdate=September 1, 2006 }}</ref> and by January 28, 2004, it had reached four million copies.<ref name=gamepro50>{{cite web| date=January 28, 2004 | url=http://www.gamepro.com/article/news/33151/halo-sells-over-four-million-for-xbox/ |title=''Halo'' Sells Over Four Million for Xbox | publisher=[[GamePro]] | accessdate=September 1, 2006 }}</ref> As of November 9, 2005, ''Halo'' has sold over five million copies worldwide.<ref name="anniversary" />


''Halo'' was critically acclaimed and received an overall score of 97% on [[Metacritic]].<ref name="metacritic" /> ''[[Electronic Gaming Monthly]]'' observed, "This game has me totally mesmerized ... [It] engages your intellect on a whole different level", and of its multiplayer, "''[[GoldenEye 007 (1997 video game)|GoldenEye 007]]'' was the multiplayer standard for console first-person shooters... It has been surpassed," awarding the game a perfect score.<ref name="egmreview" /> [[GameSpot]] claimed that "''Halo''<nowiki>'</nowiki>s single-player game is worth picking up an Xbox for alone", commenting, "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."<ref name="gamespotreview" /> [[IGN]] remarked similarly, calling ''Halo'' a "can't miss, no-brainer, sure thing, five star, triple A game."<ref name="ignreview" /> ''[[Edge (magazine)|Edge]]'' called it "the most important launch game for any console, ever", and awarded it a 10 out of 10 score, only the fourth such rating in the magazine's first eight years of publishing.<ref name="edgereview" /> The game received numerous [[Game of the Year]] awards, including those of the [[Academy of Interactive Arts & Sciences]],<ref name="autogenerated1">{{cite web | date= February 28, 2002 | url=http://www.interactive.org/awards/2002_5th_awards.asp | title=2002 5th Annual Interactive Achievement Awards | publisher=[[The Academy of Interactive Arts & Sciences]] | accessdate=September 1, 2006 }}</ref> ''Electronic Gaming Monthly'', ''Edge'', and IGN.<ref name=xbox.com>{{cite web | url=http://www.xbox.com/en-US/games/h/halo/awards.htm | title= ''Halo: Combat Evolved'' - Awards | work=Xbox.com |publisher=[[Microsoft]]| accessdate=September 1, 2006 |archiveurl = http://web.archive.org/web/20061210190117/http://www.xbox.com/en-US/games/h/halo/awards.htm <!-- Bot retrieved archive --> |archivedate = December 10, 2006}}</ref> The [[British Academy of Film and Television Arts]] awarded ''Halo'' "Best Console Game", and ''[[Rolling Stone]]'' presented it with their "Best Original Soundtrack" award. According to Xbox.com, the game received a total of 48 awards.<ref name="xbox.com" /> Among the specific aspects that reviewers praised were the balance of weapons, the role of drivable vehicles,<ref name="gamespot" /><ref name="ignreview" /> and the artificial intelligence of enemies.<ref name="gamespot" /><ref name="edgereview" />
''Halo'' received widespread critical acclaim, with a 97 out of 100 on review aggregator [[Metacritic]], based on reviews from 68 professional critics.<ref name="metacritic_xbox" /> [[Ste Curran]]'s review for ''[[Edge (magazine)|Edge]]'' praised the game as "the most important launch game for any console, ever" and commented, "''[[GoldenEye 007 (1997 video game)|GoldenEye]]'' was the standard for multiplayer console combat. It has been surpassed."<ref name="edge_review" /> [[GameSpot]] claimed that "''Halo''<nowiki>'</nowiki>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."<ref name="gamespotreview" /> [[IGN]] remarked similarly, calling ''Halo'' a "can't miss, no-brainer, sure thing, five star, triple A game."<ref name="ign_review" /> [[Gary Whitta]] of ''[[Official Xbox Magazine]]'' calling ''Halo'' as "a stunning achievement."<ref name="oxm-review" /> [[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".<ref name="allgamereview" /> Among the specific aspects that reviewers praised were the balance of weapons, the role of drivable vehicles,<ref name="gamespot" /><ref name="ign_review" /> and the artificial intelligence of enemies.<ref name="gamespot" /><ref name="edge_review" />


The Xbox version of ''Halo'' received more than 40 awards,<ref name="xbox.com" /> including numerous [[List of Game of the Year awards|Game of the Year]] awards, including from [[Academy of Interactive Arts & Sciences|AIAS]],<ref name="autogenerated1" /> ''[[Electronic Gaming Monthly|EGM]]'', ''Edge'', and ''[[IGN]]''.<ref name=xbox.com /> ''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.<ref name=bestworst2001>{{cite web | archive-url=https://web.archive.org/web/20020803185618/http://gamespot.com/gamespot/features/video/bestof_2001/ | url=http://gamespot.com/gamespot/features/video/bestof_2001/ | title=''GameSpot''{{'}}s Best and Worst Video Games of 2001 | author=''GameSpot VG'' Staff | date=February 23, 2002 | work=[[GameSpot]] | archive-date=August 3, 2002 }}</ref> 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 ''[[EP Daily|The Electric Playground]]''{{'}}s 2001 "Best Console Shooter" award,<ref name=blister2001>{{cite web | archive-url=https://web.archive.org/web/20030713062025/http://www.elecplay.com/feature.html?id=8152&page=5 | url=http://www.elecplay.com/feature.html?id=8152&page=5 | title=Blister Awards 2001 | author=Staff | date=January 25, 2002 | archive-date=July 13, 2003 | work=[[EP Daily|The Electric Playground]] }}</ref> the "11th Annual [[GamePro]] Readers' Choice Awards" for "Best Combat Game of The Year",{{efn|The Xbox Version of ''Halo'' won the awards which voted by the general public, over the [[Unreal Tournament]] ([[Epic Games]]/[[Infogrames Entertainment, SA|Infogrames]]), [[Quake III Arena|Quake III: Revolution]] ([[Activision]]/[[Electronic Arts|EA]]/[[Squaresoft]]), and the PlayStation 2 Version of [[Half-Life (video game)|Half-Life]] ([[Vivendi Universal Games|Vivendi]]-[[Universal Pictures|Universal]]).}}<ref>{{cite magazine|title=11th Annual Gamepro Readers' Choice Awards|magazine=[[GamePro]]|issue=161|publisher=[[International Data Group]]|date=February 2002|pages=44–45}}</ref><ref>{{cite magazine|title=Readers' Choice: Your Best of 2001|magazine=[[GamePro]]|issue=166|publisher=[[International Data Group]]|date=July 2002|pages=42–43}}</ref> and [[Golden Joystick Awards]] for "Xbox Game of the Year" in 2002.{{efn|The 2002 Golden Joystick Awards was hosted by [[Jonathan Ross]] of ''[[Friday Night with Jonathan Ross]]'' and ''[[Japanorama]]''.}}<ref>{{cite web |title=2002 Golden Joystick Awards Wrap-Up |url=https://www.gamezone.com/originals/2002-golden-joystick-awards-wrap-up/ |website=GameZone |author=Kombo |date=May 4, 2012 |access-date=13 December 2022 |archive-date=December 13, 2022 |archive-url=https://web.archive.org/web/20221213051708/https://www.gamezone.com/originals/2002-golden-joystick-awards-wrap-up/ |url-status=live }}</ref> as well as [[VGX (award show)|Spike Video Game Awards]] for "Best PC Game" in 2003.<ref>"Spike TV honors digital women, Ray Liotta in video game awards", ''The Victoria Advocate'', December 4, 2003.</ref>
Although ''Halo''{{'}}s overall reception was largely positive, the game received some criticism for its level design. IGN wrote that "the middle third of the game basically has ... the same level over again."<ref name="ignreview" /> [[GameSpy]] gave ''Halo'' a considerably lower (albeit still positive) rating than other reviewers, later placing the game tenth on its "Top 25 Most Overrated Games of All Time" list. The site stated that the levels often "degenerated into recycling the same areas over and over until you were bored to tears" and were one of the few reviewers to complain about the lack of online multiplayer play, though [[Xbox Live]] had not yet been launched and GameSpy offered its ''Tunnel'' service to enable SystemLink games over the Internet.<ref name=gamespy>{{cite web| date=September 15, 2003 | url=http://archive.gamespy.com/articles/september03/25overrated/index17.shtml|title=Top 25 Most Overrated Games of All Time|publisher=[[GameSpy]] | accessdate=June 26, 2006 }}</ref> Noting the level design as a problem, an article on Game Studies.org stated that the game still "triumphs in understanding the anatomy of the FPS," and is "not so much about 'combat evolved' as the subtitle suggests, but about 'genre evolved'."<ref name=gamestudies>{{cite journal | author=Järvinen, Aki | url=http://www.gamestudies.org/0102/jarvinen/ | title=''Halo'' and the Anatomy of the FPS | journal=Game Studies|volume=2|issue=1|date=July 2002| accessdate=September 4, 2006 }}</ref>


''Halo: Combat Evolved'' won four awards at the [[5th Annual Interactive Achievement Awards]] (now known as the [[D.I.C.E. Awards]]): "[[D.I.C.E. Award for Game of the Year|Game of the Year]]", "Console Game of the Year", "[[D.I.C.E. Award for Action Game of the Year|Console Action/Adventure Game of the Year]]", and "[[D.I.C.E. Award for Outstanding Technical Achievement|Outstanding Achievement in Visual Engineering]]"; it also received nominations for "Outstanding Innovation in Console Gaming", "[[D.I.C.E. Award for Outstanding Achievement in Game Design|Outstanding Achievement in Game Design]]", "[[D.I.C.E. Award for Outstanding Technical Achievement|Outstanding Achievement in Game Play Engineering]]", and "[[D.I.C.E. Award for Outstanding Achievement in Art Direction|Outstanding Achievement in Art Direction]]"<ref>{{cite web |title=Halo: Combat Evolved 5th Annual Interactive Achievement Awards |url=https://www.interactive.org/games/video_game_details.asp?idAward=2002&idGame=344 |website=[[Academy of Interactive Arts and Sciences|AIAS]] |access-date=3 July 2023}}</ref>
''Halo''<nowiki>'</nowiki>s PC port garnered mixed reactions and received a score of 83% on Metacritic.<ref name="metacritic2" /> GameSpot stated that it was "still an incredible action game ... [and] a true classic", awarding it 9.0 out of 10.<ref name="halopcreview" /> 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."<ref name="ignreview4" /> [[Eurogamer]] called the game "a missed opportunity", but stated that the online multiplayer component was "a massive draw ... for ''Halo'' veterans".<ref name="eurogamer" />


''[[Next Generation (magazine)|Next Generation]]'' reviewed the [[Xbox (console)|Xbox]] 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."<ref name="NGv5n1">{{cite magazine|title=Next Gen's Ultimate Xbox Review Guide|magazine=[[Next Generation (magazine)|Next Generation]]|volume=5|issue=1|publisher=[[Future US|Imagine Media]]|date=January 2002|page=25}}</ref>
=== Legacy ===
According to [[Gamespot]], ''Halo''{{'}}s "numerous subtle innovations have been borrowed by countless other games since."<ref name=bestlaunchgames>{{cite web |url=http://www.gamespot.com/features/6134761/index.html | title=Best Launch Titles | publisher=[[GameSpot]] | accessdate=September 7, 2006 }}</ref> The game is often cited as the main reason for the Xbox's success,<ref name=theage>{{cite web | author=Hill, Jason | date=November 4, 2004 | url=http://www.theage.com.au/news/Livewire/Xbox-wears-a-Halo-of-success/2004/11/03/1099362207594.html | title=Xbox wears a ''Halo'' of success | work=[[The Age]] | accessdate=September 19, 2006 }}</ref> and it began what is commonly regarded as the system's flagship franchise.<ref name=cnet>{{cite web | date=August 2, 2006 | url=http://reviews.cnet.com/4520-9020_7-6556686-1.html | title=Xbox 360 games we can't wait to play | publisher=[[CNET]] | accessdate= September 7, 2006 |archiveurl=http://web.archive.org/web/20070823045817/http://reviews.cnet.com/4520-9020_7-6556686-1.html |archivedate=August 23, 2007}}</ref> Game designer [[Vox Day]] credited the game with using science-fiction environments to follow ''[[Half-Life (series)|Half-Life]]'' in eschewing static levels and a similarity to [[dungeon crawl]]s, which the FPS genre inherited from ''[[Akalabeth]]''. Day further wrote that ''Halo'' spurred a sustained trend of many other FPS console games.<ref name="vox">{{cite book|author=Day, Vox|authorlink=Vox Day|chapter=''Halo'' and the High Art of Games|title=Halo Effect: An Unauthorized Look at the Most Successful Video Game of All Time|editor=Yeffeth, Glenn (ed.)|publisher=[[BenBella Books]]|location=[[Dallas, Texas]]|year=2006|pages=160–161}}</ref> On July 29, 2006, using criteria including revenue, average review scores, commentary, spin-offs and other elements, ''Halo'' was estimated as the second to top game of the twenty-first century, behind ''[[Grand Theft Auto: Vice City]]''.<ref name=nextgen.biz>{{cite web | author= Campbell, Colin; Keiser, Joe | date=July 29, 2006 | url=http://www.next-gen.biz/features/top-100-games-21st-century | title= The Top 100 Games of the 21st Century | work=Next-Gen.biz | publisher=[[Edge (magazine)|Edge]] | accessdate=September 18, 2006 | page=11}}</ref> The game's popularity sparked the usage of terms like "''Halo'' clone"<ref name=voodooextreme>{{cite web | author=Howarth, Robert | date=May 20, 2006 | url=http://ve3d.ign.com/articles/features/5128/VE3D-Best-of-E3-2006-Awards | title=VE3D Best of E3 2006 Awards |work=Voodoo Extreme |publisher=[[IGN]]| accessdate=September 7, 2006 }}</ref><ref name=xboxgamezone>{{cite web | author=Bedigian, Louis | date=May 28, 2003 | url=http://xbox.gamezone.com/gzreviews/r19468.htm | title=''Brute Force'' - XB - Review | publisher=[[GameZone]] | accessdate=September 7, 2006 }}</ref><ref name=eurogamer5>{{cite web | author=Gibson, Ellie | date=November 14, 2005 | url=http://www.eurogamer.net/article.php?article_id=61679 | title=Rare on Revolution controller | publisher=[[Eurogamer]] | accessdate=September 7, 2006 }}</ref> and "''Halo'' killer".<ref name="amn" /> The ''Halo'' engine has been used for the game ''[[Stubbs the Zombie in Rebel Without a Pulse]]''.<ref name=gamespy100>{{cite web | author=Van Autrijve, Rainier | date=October 29, 2004 | url=http://xbox.gamespy.com/xbox/stubbs-the-zombie-in-rebel-without-a-pulse/561824p1.html | title=''Rebel Without a Pulse'' Announced | publisher=[[GameSpy]] | accessdate=September 7, 2006 }}</ref>


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."<ref name="gamespy_review" /> 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."<ref name=gamestudies /> [[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."<ref name="eurogamer_review" /> ''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;<ref name="gamespy_review" /> in 2003 GameSpy included ''Halo'' in a list of "Top 25 Most Overrated Games of All Time."<ref name=gamespy />
''Halo'' has been featured at both [[Major League Gaming]] and the [[World Cyber Games]].<ref name=gamespot10>{{cite web | author=Olsen, Jennifer | date=October 7, 2004 | url=http://www.gamespot.com/xbox/action/halo/news.html?sid=6109868&mode=news | title=The pomp before the stomp: The World Cyber Games kicks off | publisher=[[GameSpot]] | accessdate=September 7, 2006 }}</ref><ref name=gamespot11>{{cite web | author=Calvert, Justin | date=September 10, 2003 | url=http://www.gamespot.com/xbox/action/halo/news.html?sid=6074860&mode=news | title=$10,000 in prize money for first MLG event | publisher=[[GameSpot]] | accessdate=September 7, 2006 }}</ref> In [[machinima]], the game was used as the basis for the popular ''[[Red vs. Blue]]''. The game's sequel, ''[[Halo 2]]'', made [[United States dollars|US$]]125 million with unit sales of 2.38 million on the first day of its release,<ref name=msnbc>{{cite web | date=November 10, 2004 | url=http://www.msnbc.msn.com/id/6456214/ | title=<nowiki>'</nowiki>Halo 2<nowiki>'</nowiki> reports $125 million in first-day sales | work=[[MSNBC]] | accessdate=September 7, 2006 }}</ref> earning it the distinction of the fastest-selling United States media product in history.<ref name=gameindustry.biz>{{cite web | author=Fahey, Rob | date=November 11, 2004 | url=http://www.gamesindustry.biz/content_page.php?aid=5436 | title=''Halo 2'' US sales top $125; UK retail celebrates successful launch | work=GamesIndustry.biz | publisher=[[Eurogamer]] | accessdate=September 7, 2006 }}</ref> 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.<ref>{{cite web |url=http://www.gamepro.com/article/news/136548/halo-3-shatters-retail-record-sells-170m-in-24-hrs/ |title=''Halo 3'' shatters retail record; sells $170M in 24 hrs |accessdate=September 27, 2007 |author=Snow, Blake |publisher=[[GamePro]] |date=September 26, 2007}}</ref>


''Halo''<nowiki>'</nowiki>s PC port received generally favorable reviews, garnering a score of 83% on Metacritic.<ref name="metacritic_pc" /> GameSpot stated that it was "still an incredible action game ... [and] a true classic," awarding it 9.0 out of 10.<ref name="halopcreview" /> 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."<ref name="ignreview4" /> Eurogamer called the game "a missed opportunity," but stated that the online multiplayer component was "a massive draw ... for ''Halo'' veterans."<ref name="eurogamer" /> The PC Port of ''Halo'' was heavily criticised for having poor performance issues even on a [[Athlon 64]] or [[Pentium 4#Northwood (Extreme Edition)|Pentium 4 Extreme Edition]]-Based High-end PC at that time.<ref name="halopcreview" /><ref name="ignreview4" />
== Adaptations ==
{{See|List of Halo media}}
The story surrounding ''Halo: Combat Evolved'' has been adapted into novels, the first of which was ''[[Halo: The Fall of Reach]]'', a [[prequel]]. Published in October 2001, this novel was written by [[Eric S. Nylund|Eric Nylund]], who reportedly completed it in seven weeks.<ref name=xbox.com2>{{cite web | author=Longdale, Holly | url=http://www.xbox.com/en-US/games/h/halo/spotlight.htm | title=Game Worlds in Written Words | work=Xbox.com | publisher=[[Microsoft]]| accessdate=September 2, 2006 |archiveurl = http://web.archive.org/web/20070228202019/http://www.xbox.com/en-US/games/h/halo/spotlight.htm <!-- Bot retrieved archive --> |archivedate = February 28, 2007}}</ref> The novel became a ''[[Publishers Weekly]]'' bestseller with almost two hundred thousand copies sold.<ref name=xbox.com3>{{cite web | author=Greene, Marty|url=http://www.xbox.com/en-US/games/h/halo2/spotlight2.htm | title=''First Strike'' Author Eric Nylund Q&A | work=Xbox.com |publisher=[[Microsoft]]| accessdate=September 2, 2006 |archiveurl = http://web.archive.org/web/20060821171442/http://www.xbox.com/en-US/games/h/halo2/spotlight2.htm <!-- Bot retrieved archive --> |archivedate = August 21, 2006}}</ref> 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.<ref name=gamingage>{{cite web | author=Klepek, Patrick | date=May 5, 2003 | url=http://www.gaming-age.com/news/2003/5/2-15 | title= ''Halo'' novel cracks bestseller | publisher=Gaming-Age | accessdate=September 2, 2006 }}</ref> Nylund returned to write the third novel, ''[[Halo: First Strike]]'', which takes place between the events of ''Halo: Combat Evolved'' and those of ''Halo 2''. Written in 16 weeks,<ref name="xbox.com3" /> it was published in December 2003.<ref name=randomhouse>{{cite web | url=http://www.randomhouse.com/catalog/display.pperl?isbn=9780345467812 | title=''Halo: First Strike'' by Eric Nylund | publisher=[[Random House]] | accessdate=September 2, 2006 |archiveurl=http://web.archive.org/web/20060223084440/http://www.randomhouse.com/catalog/display.pperl?isbn=9780345467812 |archivedate=February 23, 2006}}</ref> Later novels, ''[[Halo: Ghosts of Onyx]]'' (written by Nylund and released on October 31, 2006)<ref name=amazon>{{cite web | url=http://www.amazon.com/dp/0765315688 | title= Amazon.com: ''Ghosts of Onyx'' (Halo) | publisher=[[Amazon.com]] | accessdate=March 26, 2007 }}</ref> and ''[[Halo: Contact Harvest]]'' by [[Joseph Staten]] further extended the ''Halo'' storyline. More recently, a collection of new stories in ''[[Halo: Evolutions]]'' and [[Greg Bear]]'s first book of his Forerunner series ''[[Halo: Cryptum]]'' was released continuing to flesh out the stories. Two additional books: [[Karen Traviss]]'s ''[[Halo: Glasslands]]'', the first in a new Post-Halo 3 series and Greg Bear's Book 2 of his Forerunner series entitled ''[[Halo: Primordium]]'' will be released in the future.


''Halo'' has been praised [[List of video games considered the best|as one of the greatest video games of all time]],<ref name="edge_list" /><ref name="gamepro_list" /> and was ranked by [[IGN]] as the fourth-best first-person shooter made.<ref name="ign_rank" /> In 2017, [[The Strong National Museum of Play]] inducted ''Halo'' to its [[World Video Game Hall of Fame]].<ref>{{cite web |title=Halo: Combat Evolved |url=https://www.museumofplay.org/games/halo-combat-evolved/ |website=[[The Strong National Museum of Play]] |publisher=[[The Strong]] |access-date=6 May 2022 |archive-date=May 6, 2022 |archive-url=https://web.archive.org/web/20220506140450/https://www.museumofplay.org/games/halo-combat-evolved/ |url-status=live }}</ref>
Another adaptation is ''[[The Halo Graphic Novel]]'', a collection of four [[short story|short stories]] released by [[Marvel Comics]] in July 2006.<ref name=igncomic>{{cite web | url=http://comics.ign.com/objects/818/818453.html | title= ''Halo Graphic Novel'' - Comics | publisher=[[IGN]] | accessdate=September 2, 2006 }}</ref> It was written and illustrated by Lee Hammock, [[Jay Faerber]], [[Tsutomu Nihei]], Brett Lewis, [[Simon Bisley]], Ed Lee and [[Jean Giraud]]. [[Bungie Studios]] regards ''Halo''<nowiki>'</nowiki>s adaptations as [[canon (fiction)|canon]].<ref name=joestaten>{{cite web |date=October 2004 |url=http://halostory.bungie.org/staten102204.html | title=Joe Staten Interview | publisher=[[Halo.Bungie.Org]] | accessdate=August 6, 2006 }}</ref> Marvel subsequently released the four-issue miniseries ''[[Halo: Uprising]]'', which was written by [[Brian Michael Bendis]] and illustrated by [[Alex Maleev]], which premiered in August 2007. ''[[Halo Wars: Genesis]]'', a supplemental graphic novel featuring art by [[Graeme Devine]] and [[Eric Nylund]], was included with ''Halo Wars: Limited Edition'' in March 2009. Marvel then published ''[[Halo: Helljumper]]'', a five-issue miniseries written by [[Peter David]] and illustrated by Eric Nguyen, which premiered in July 2009. Additionally ''[[Halo: Blood Line]]'' and ''[[Halo: Fall of Reach]]'' were released, the latter being a comic retelling of the novel ''Halo: The Fall of Reach'' premiered in 2010 and 2011 respectively.


== Legacy ==
=== ''Halo: Combat Evolved Anniversary'' ===
''Halo'' is credited with modernizing the FPS genre.<ref name="retrogamer-makingof"/> According to GameSpot, ''Halo''{{'}}s "numerous subtle innovations have been borrowed by countless other games since".<ref name=bestlaunchgames /> The game is often cited as the main reason for the Xbox's success,<ref name=theage /> and it began what is commonly regarded as the system's flagship franchise.<ref name=cnet /> In July 2006, [[Next Generation Magazine|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]]''.<ref name=nextgen.biz /> The game's popularity sparked the usage of terms such as "''Halo'' clone"<ref name=voodooextreme /><ref name=xboxgamezone /><ref name=eurogamer5 /> and "''Halo'' killer",<ref name="gamespy_killzone" /> applied to games either similar to or anticipated to be better than it.<ref name="joystiq_moore" /> The ''Halo'' engine has been used for the game ''[[Stubbs the Zombie in Rebel Without a Pulse]]''.<ref name=gamespy100 />

''Halo'' has been featured at both [[Major League Gaming]] and the [[World Cyber Games]].<ref name=gamespot10 /><ref name=gamespot11 /> The game's sequel, ''[[Halo 2]]'', made [[United States dollars|US$]]125 million with unit sales of 2.38&nbsp;million on the first day of its release,<ref name=msnbc /> earning it the distinction of the fastest-selling United States media product in history.<ref name=gameindustry.biz /> Three years later, ''[[Halo 3]]'' shattered that record with the biggest opening day in entertainment history, taking in US$170&nbsp;million in its first 24 hours.<ref name="gamepro_halo3_records" />

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).<ref name="summit_journal" />

=== ''Halo: Custom Edition'' ===
On March 15, 2004, [[Gearbox Software]] released '''''Halo: Custom Edition''''' for Windows, which enabled players to use custom-made maps and [[mod (computer gaming)|game modifications]] via the ''Halo'' Editing Kit developed by Bungie.<ref name=ign4 /> ''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.<ref name=ign4/>

=== Remaster ===
{{Main|Halo: Combat Evolved Anniversary}}
{{Main|Halo: Combat Evolved Anniversary}}
During the Microsoft press conference at the [[E3 2011|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.<ref name=remk /> The remastered version of the original game includes online multiplayer and cooperative play functionality.<ref name="usa_today_halo_trilogy" /> The remaster is also the first ''Halo'' game to include [[Kinect]] support.<ref name="cvg_cea_kinect" /> The game is a mix of two [[game engine]]s—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.<ref name="vg247_cea_engine" /> 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]]''.<ref name="eurog_mcc" /><ref name="polygon" /><ref>{{cite web |url= https://www.polygon.com/2020/3/3/21163312/halo-1-combat-evolved-windows-pc-release-343-industries |title= Halo: Combat Evolved is now on PC |first= Nicole |last= Carpenter |date= March 4, 2020 |access-date= March 4, 2020 |work= [[Polygon (website)|Polygon]] |archive-date= March 4, 2020 |archive-url= https://web.archive.org/web/20200304022026/https://www.polygon.com/2020/3/3/21163312/halo-1-combat-evolved-windows-pc-release-343-industries |url-status= live }}</ref>
[[File:Halo Anniversary.jpg|250px|thumb|right|Halo Combat Evolved Anniversary boxart]]


The ''Anniversary'' version of the game is the version featured in ''The Master Chief Collection'' for Xbox One. The single-player game 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.<ref>{{cite news |url=https://www.eurogamer.net/digitalfoundry-2014-what-works-and-what-doesnt-in-halo-the-master-chief-collection |title=What works - and what doesn't - in Halo: The Master Chief Collection |newspaper=Eurogamer.net |date=November 11, 2014 }}</ref> 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.
During the [[Microsoft]] press conference at the [[E3 2011|2011 E3 Expo]], it was revealed that ''Halo: Combat Evolved'' will be remade by [[343 Industries]], [[Saber Interactive]], and [[Certain Affinity]] with in-house game engine and released for the [[Xbox 360]] on November 15, 2011. The remake will also include achievements, Terminals, and Skulls. The release date marks the 10th anniversary of the original game's release.<ref name=remk>{{cite web | author=Davison, Pete | date=June 6, 2011 | url=http://www.gamepro.com/article/news/219999/e3-halo-anniversary-coming-november-15/ | title=E3: ''Halo Anniversary'' Coming November 15 | publisher=[[GamePro]] | accessdate=June 6, 2011 }}</ref> The remastered version of the original game will include online multiplayer and cooperative play functionality.<ref>{{cite news|author=Sniker, Mike|date=June 7, 2011|url=http://www.usatoday.com/tech/gaming/2011-06-06-Halo-trilogy_n.htm|title=At E3: Something old, new for <nowiki>'</nowiki>Halo<nowiki>'</nowiki> gamers|work=[[USA Today]]|accessdate=June 8, 2011}}</ref> It was also confirmed that the remake will feature [[Kinect]] support, making it the first ''Halo'' game to include [[Kinect]] support.<ref>{{cite web |url=http://www.computerandvideogames.com/308057/halo-ce-anniversary-has-kinect-support/ |title=''Halo: CE Anniversary'' has Kinect support |date=June 20, 2011 |publisher=[[ComputerAndVideoGames.com|CVG]] |author=Pakinkis, Tom |accessdate=June 20, 2011}}</ref> The game is a mix of two [[game engine]]s - the original Halo engine created by Bungie which provides gameplay and a new engine created by 343 and Saber which is responsible for improved graphics - and the players will be able to switch between the improved and classic modes of the game at any time.<ref>{{cite web|title=Halo Anniversary to run two engines side by side|date=June 10, 2011|author=Hillier, Brenna |url=http://www.vg247.com/2011/06/10/halo-anniversary-to-run-two-engines-side-by-side/|publisher=[[VG247]]|accessdate=August 23, 2011}}</ref> The game will also be the first in the series to support 3D televisions; however, this will only be available in the improved mode within the game.<ref>{{cite web|title=Microsoft Bringing 3D Mode To Halo: Combat Evolved Anniversary|date=August 28, 2011|author=Willington, Ray |url=http://hothardware.com/News/Microsoft-Bringing-3D-Mode-To-Halo-Combat-Evolved-Anniversary/|publisher=[[HotHardware]]|accessdate=August 28, 2011}}</ref>

== Notes ==
{{Notelist}}


== References ==
== References ==
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{{Reflist|colwidth=30em}}
{{Reflist|refs=
<!-- break -->
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<ref name="artofhalo">{{cite book |last= Trautmann|first=Eric|title=The Art of Halo|year= 2004|publisher= Del Ray Publishing|location=New York |isbn=0-345-47586-0}}</ref>

<ref name="autogenerated1">{{cite web | date=February 28, 2002 | url=http://www.interactive.org/awards/2002_5th_awards.asp | title=2002 5th Annual Interactive Achievement Awards | publisher=[[The Academy of Interactive Arts & Sciences]] | access-date=September 1, 2006 | archive-date=June 29, 2016 | archive-url=https://web.archive.org/web/20160629131730/http://www.interactive.org/awards/2002_5th_awards.asp | url-status=live }}</ref>

<ref name=bungiefaq>{{cite web | url=http://www.bungie.net/Games/Halo/page.aspx?section=FAQInfo&subsection=FAQs&page=1 | archive-url=https://web.archive.org/web/20060427084242/http://www.bungie.net/Games/Halo/page.aspx?section=FAQInfo&subsection=FAQs&page=1 | archive-date=April 27, 2006 | title=''Halo'' : FAQInfo: FAQs | publisher=[[Bungie]] | access-date=September 7, 2006 }}</ref>

<ref name=bungie.net20>{{cite web | url=http://bungie.net/Inside/CustomPage.aspx?section=History&subsection=Main&page=6 |archive-url=https://web.archive.org/web/20041012021413/http://www.bungie.net/Inside/CustomPage.aspx?section=History&subsection=Main&page=6 | archive-date=October 12, 2004 | title= Inside Bungie: History | publisher=[[Bungie]] | access-date=June 19, 2006 }}</ref>

<ref name="bungie-bravenewworld">{{cite AV media |author=Bungie |date=August 4, 2011 |url=https://www.youtube.com/watch?v=OtG6--4r_qk |title=O Brave New World |publisher=Youtube |access-date=July 14, 2019 |archive-url=https://web.archive.org/web/20220819204021/https://www.youtube.com/watch?v=OtG6--4r_qk |archive-date=August 19, 2022 }}</ref>

<ref name=bestlaunchgames>{{cite web|url=http://www.gamespot.com/features/6134761/index.html |title=Best Launch Titles |website=[[GameSpot]] |access-date=September 7, 2006 |archive-url=https://web.archive.org/web/20051221160222/http://www.gamespot.com/features/6134761/index.html |archive-date=December 21, 2005 }}</ref>

<ref name="chicagoreader-myth">{{cite news | url=http://www.chicagoreader.com/chicago/monsters-in-a-box/Content?oid=901762 | title=Monsters in a Box | newspaper=[[Chicago Reader]] | last=Mahin | first=Bill | date=March 23, 2000 | access-date=March 19, 2016
|url-status=live|archive-url=https://web.archive.org/web/20150923234846/https://www.chicagoreader.com/chicago/monsters-in-a-box/Content?oid=901762|archive-date=September 23, 2015}}</ref>

<ref name="cea-manual">{{cite web |year=2011 |title=Halo: Combat Evolved Anniversary Instruction Manual |url=http://download.microsoft.com/download/f/9/9/f99ab8f0-5191-4edd-b312-7a9b9e4784fa/haloanniversary_mnl_en-us.pdf|website=[[Microsoft Game Studios]]|access-date=June 23, 2019|archive-date=June 9, 2019|archive-url=https://web.archive.org/web/20190609150947/http://download.microsoft.com/download/F/9/9/F99AB8F0-5191-4EDD-B312-7A9B9E4784FA/HaloAnniversary_MNL_EN-US.pdf|url-status=unfit}}</ref>

<ref name=cnet>{{cite web | date=August 2, 2006 | url=http://reviews.cnet.com/4520-9020_7-6556686-1.html | title=Xbox 360 games we can't wait to play | website=[[CNET]] | access-date= September 7, 2006 |archive-url=https://web.archive.org/web/20070823045817/http://reviews.cnet.com/4520-9020_7-6556686-1.html |archive-date=August 23, 2007}}</ref>

<ref name=cgw>{{cite magazine|author=Hiatt, Jesse|date=November 1999|title=Games That Will Change Gaming|url=http://halo.bungie.org/pressscans/display.html?scan=cgw1199|magazine=[[Computer Gaming World]]|access-date=August 31, 2006|archive-date=October 21, 2011|archive-url=https://web.archive.org/web/20111021062437/http://halo.bungie.org/pressscans/display.html?scan=cgw1199|url-status=live}}</ref>

<ref name="cvg_cea_kinect">{{cite web |url=http://www.computerandvideogames.com/308057/halo-ce-anniversary-has-kinect-support/ |title=''Halo: CE Anniversary'' has Kinect support |date=June 20, 2011 |publisher=[[ComputerAndVideoGames.com|CVG]] |author=Pakinkis, Tom |access-date=June 20, 2011 |archive-date=June 21, 2011 |archive-url=https://web.archive.org/web/20110621223711/http://www.computerandvideogames.com/308057/halo-ce-anniversary-has-kinect-support/ |url-status=live }}</ref>

<ref name=covenantfaq>{{cite web | url=http://www.bungie.net/Games/Halo/page.aspx?section=Guides&subsection=WeaponsVehiclesPages&page=2 | archive-url=https://web.archive.org/web/20041028152416/http://www.bungie.net/Games/Halo/page.aspx?section=Guides&subsection=WeaponsVehiclesPages&page=2 | archive-date=October 28, 2004 | title=Covenant Weapons Intro | publisher=[[Bungie]] | access-date=September 8, 2006 }}</ref>

<ref name="eu_aus_launch">{{cite web|url=http://news.microsoft.com/2002/03/14/xbox-goes-global-with-european-and-australian-launches/ |title=Xbox Goes Global With European and Australian Launches |work=news.microsoft.com |publisher=[[Microsoft]] |date=March 14, 2002 |access-date=May 20, 2015 |archive-url=https://web.archive.org/web/20151017231355/http://news.microsoft.com/2002/03/14/xbox-goes-global-with-european-and-australian-launches/ |archive-date=October 17, 2015 |url-status=live }}</ref>

<ref name="edge_review">{{cite magazine | magazine=[[Edge (magazine)|Edge]] | title=Halo: Combat Evolved review | issue=105 | date=November 29, 2001 | url=http://www.edge-online.com/review/halo-review/ | publisher=[[Future plc|Future Publishing]] | archive-url=https://web.archive.org/web/20141014154037/http://www.edge-online.com/review/halo-review/ | archive-date=October 14, 2014 }}</ref>
<ref name="gamespy_review">{{cite web |last=Accardo |first=Sal |date=November 15, 2001 |url=http://xbox.gamespy.com/xbox/halo-combat-evolved/558851p1.html |title=Gamespy: Halo |work=[[GameSpy]] |publisher=[[Ziff Davis]] |access-date=July 25, 2012 |page=1 |archive-url=https://web.archive.org/web/20131030165254/http://xbox.gamespy.com/xbox/halo-combat-evolved/558851p1.html |archive-date=October 30, 2013 }}</ref><!-- archive page 2, 3, 4 -->

<ref name="eurog_mcc">{{cite web|url=http://www.eurogamer.net/articles/2014-06-12-halo-the-master-chief-collection-is-pure-fan-service |title=Halo: The Master Chief Collection is pure fan service |work=[[Eurogamer]] |publisher=Gamer Network |first=Wesley |last=Yin-Poole |date=June 12, 2014 |access-date=May 20, 2015 |archive-url=https://web.archive.org/web/20150612071527/http://www.eurogamer.net/articles/2014-06-12-halo-the-master-chief-collection-is-pure-fan-service |archive-date=June 12, 2015 |url-status=live }}</ref>

<ref name="eurogamer_review">{{cite web|url=http://www.eurogamer.net/articles/r_halo_x |title=Halo Review |work=[[Eurogamer]] |publisher=Gamer Network |first=John |last=Bye |date=March 13, 2002 |access-date=December 3, 2011 |archive-url=https://web.archive.org/web/20150519050311/http://www.eurogamer.net/articles/r_halo_x |archive-date=May 19, 2015 |url-status=live }}</ref>

<ref name="edge_list">{{cite magazine | url=http://www.edge-online.com/features/edges-top-100-games-all-time/10 | title=Edge's Top 100 games of all time | magazine=[[Edge (magazine)|Edge]] | publisher=[[Future plc|Future Publishing]] | date=July 2, 2007 | access-date=September 28, 2012 | page=10 | archive-url=https://web.archive.org/web/20121018205115/http://www.edge-online.com/features/edges-top-100-games-all-time/10/ | archive-date=October 18, 2012 }}</ref>

<ref name="edge-2010">{{cite magazine |editor=Mott, Tony |year=2010 |title=2001: A Space Odyssey |magazine=[[Edge (magazine)|Edge]]|issue=215 |page=86 |quote='''Jaime Griesemer''': At the time, Microsoft marketing thought ''Halo'' was not a good name for a videogame brand. It wasn't descriptive like all the military games we were competing with. We told them ''Halo'' was the name. The compromise was they could add a subtitle. Everyone at Bungie hated it. But it turned out to be a very sticky label and has now entered the gaming lexicon... so I guess in hindsight it was a good compromise. But the real name of the game is just ''Halo''.}}</ref>

<ref name=eurogamer>{{cite web | author=Reed, Kristan | date=October 10, 2003 | url=http://www.eurogamer.net/article.php?article_id=53472 | title=''Halo: Combat Evolved'' Review - PC | website=[[Eurogamer]] | access-date=September 7, 2006 | archive-date=September 3, 2017 | archive-url=https://web.archive.org/web/20170903182353/https://www.eurogamer.net/articles/r_halo_pc | url-status=live }}</ref>

<ref name="eurog_bungie_patch">{{cite web|author=Miller, Arthur|date=May 12, 2014|url=http://www.eurogamer.net/articles/2014-05-12-bungie-to-update-halo-pc-with-server-fix|title=Home News Halo: Combat Evolved PC Bungie to update Halo PC with server fix|work=[[Eurogamer]]|publisher=Gamer Network|access-date=May 12, 2014|archive-date=May 13, 2014|archive-url=https://web.archive.org/web/20140513002036/http://www.eurogamer.net/articles/2014-05-12-bungie-to-update-halo-pc-with-server-fix|url-status=live}}</ref>

<ref name="egm-afterthoughts">{{cite magazine|author=Staff|title=Afterthoughts: Halo|magazine=[[Electronic Gaming Monthly]]|date=February 2002|issue=151|issn=1058-918X|pages=52–54}}</ref>

<ref name=eurogamer5>{{cite web | author=Gibson, Ellie | date=November 14, 2005 | url=http://www.eurogamer.net/article.php?article_id=61679 | title=Rare on Revolution controller | website=[[Eurogamer]] | access-date=September 7, 2006 | archive-date=May 1, 2006 | archive-url=https://web.archive.org/web/20060501230329/http://www.eurogamer.net/article.php?article_id=61679 | url-status=live }}</ref>

<ref name="euro_update">{{cite web|url=http://www.eurogamer.net/article.php?article_id=87475|archive-url=https://archive.today/20120630005119/http://www.eurogamer.net/article.php?article_id=87475|archive-date=June 30, 2012|title=Autumn 360 update dated|website=[[Eurogamer]]|date=November 13, 2007|access-date=November 15, 2007|author=Purchese, Rob}}</ref>

<ref name=faq>{{cite web |url=http://halo.bungie.org/faq/gameplay.html |title=Frequently Asked Questions about ''Halo'': Gameplay |publisher=[[Halo.Bungie.Org]] |access-date= September 6, 2006 |archive-url = https://web.archive.org/web/20020803082341/http://halo.bungie.org/faq/gameplay.html |archive-date = August 3, 2002}}</ref>

<ref name=fauna>{{cite web | url=http://www.bungie.net/News/TopStory.aspx?story=prexboxhistory040904 |archive-url=https://web.archive.org/web/20041011112259/http://www.bungie.net/News/TopStory.aspx?story=prexboxhistory040904 | archive-date=October 11, 2004 | title= One Million Years B.X. (Before Xbox) | publisher=[[Bungie]] | access-date=September 7, 2006 |date=April 9, 2004}}</ref>

<ref name=firingsquad>{{cite web|author1=Wojnarowicz, Jakub |author2=Colayco, Bob |date=May 18, 2001 |url=http://www.firingsquad.com/features/2001e3part1/ |title=2001 E3 Part 1 |publisher=FiringSquad |access-date=September 5, 2006 |archive-url=https://web.archive.org/web/20061016234304/http://www.firingsquad.com/features/2001e3part1/ |archive-date=October 16, 2006 }}</ref>

<ref name="gamasutra-edfriesinterview">{{cite web|author=Alexander, Leigh|date=August 14, 2009|url=https://www.gamasutra.com/view/news/115775/Interview_Former_Microsoft_Exec_Fries_Talks_Xboxs_Genesis.php|title=Interview: Former Microsoft Exec Fries Talks Xbox's Genesis|work=[[Gamasutra]]|publisher=UBM Technology Group|access-date=September 6, 2019|archive-date=January 12, 2020|archive-url=https://web.archive.org/web/20200112235824/https://www.gamasutra.com/view/news/115775/Interview_Former_Microsoft_Exec_Fries_Talks_Xboxs_Genesis.php|url-status=live}}</ref>

<ref name="gamespot">{{cite web|url=http://www.gamespot.com/mac/action/halo/index.html |title=''Halo: Combat Evolved'' Macintosh |website=[[GameSpot]] |access-date=August 22, 2006 |archive-url=https://web.archive.org/web/20061020185712/http://www.gamespot.com/mac/action/halo/index.html |archive-date=October 20, 2006 }}</ref>

<ref name=gamepro>{{cite magazine | author=Nihei, Wes | title=A World Apart | url=http://halo.bungie.org/pressscans/display.html?scan=gamepro.0501 | magazine=[[GamePro]] | date=May 1999 | page=42 | access-date=September 27, 2007 | archive-date=October 11, 2007 | archive-url=https://web.archive.org/web/20071011062025/http://halo.bungie.org/pressscans/display.html?scan=gamepro.0501 | url-status=live }}</ref>

<ref name="gamepro_list">{{cite magazine | url=http://www.gamepro.com/gamepro/international/games/features/110028.shtml | title=The 52 Most Important Video Games of All Time | magazine=[[GamePro]] | date=April 25, 2007 | access-date=September 3, 2007 |archive-url=https://web.archive.org/web/20070520142756/http://www.gamepro.com/gamepro/international/games/features/110028.shtml | archive-date=May 20, 2007 }}</ref>

<ref name=gamespotfaq>{{cite web|date=October 17, 2003 |url=http://au.gamespot.com/features/6075824/p-34.html |title=Halo Game Guide - The Covenant |page=34 |website=[[GameSpot]] |access-date=September 8, 2006 |archive-url=https://web.archive.org/web/20070929225255/http://au.gamespot.com/features/6075824/p-34.html |archive-date=September 29, 2007 }}</ref>

<ref name=gamespotfaq2>{{cite web|date=October 17, 2003 |url=http://au.gamespot.com/features/6075824/p-36.html |title=''Halo'' Game Guide - The Flood |page=36 |website=[[GameSpot]] |access-date=September 8, 2006 |archive-url=https://web.archive.org/web/20070926212434/http://au.gamespot.com/features/6075824/p-36.html |archive-date=September 26, 2007 }}</ref>

<ref name=gamespotreview>{{cite web | author=Fielder, Joe | date=November 9, 2001 | url=http://www.gamespot.com/reviews/halo-review/1900-2823816/ | title=''Halo: Combat Evolved'' Xbox Review | website=[[GameSpot]] | access-date=January 19, 2014 | archive-date=January 26, 2014 | archive-url=https://web.archive.org/web/20140126121430/http://www.gamespot.com/reviews/halo-review/1900-2823816/ | url-status=live }}</ref>

<ref name=gdc>{{cite web | author=O'Donnell, Martin | author-link=Martin O'Donnell | date=March 24, 2002 | url=http://halo.bungie.org/misc/gdc.2002.music/ | title=Producing Audio for ''Halo'' | publisher=[[Halo.Bungie.Org]] | access-date=September 6, 2006 | archive-date=June 1, 2006 | archive-url=https://web.archive.org/web/20060601080834/http://halo.bungie.org/misc/gdc.2002.music/ | url-status=live }}</ref>

<ref name=gi>{{cite magazine | url=http://www.gameinformer.com/Games/Review/200111/R03.0805.1634.24132.htm?CS_pid=210001|title=''Halo'': The Xbox Essential | magazine=[[Game Informer]] | author=McNamara, Andy |archive-url=https://web.archive.org/web/20071011045908/http://gameinformer.com/Games/Review/200111/R03.0805.1634.24132.htm?CS_pid=210001|archive-date=October 11, 2007 | access-date=September 26, 2006 }}</ref>

<ref name=gamespy3>{{cite web | author=Accardo, Sal | date=May 13, 2003 | url=http://pc.gamespy.com/pc/halo-combat-evolved/5870p1.html | title=''Halo: Combat Evolved'': The Very First Look | publisher=[[GameSpy]] | access-date=September 20, 2006 | archive-date=February 6, 2006 | archive-url=https://web.archive.org/web/20060206112240/http://pc.gamespy.com/pc/halo-combat-evolved/5870p1.html | url-status=live }}</ref>

<ref name=gamestock>{{cite web | author=Lopez, Vincent | date=March 4, 2001 | url=http://xbox.ign.com/articles/098/098271p1.html | title=Playable ''Halo'' at GameStock | website=IGN | access-date=September 5, 2006 | archive-date=September 13, 2006 | archive-url=https://web.archive.org/web/20060913143224/http://xbox.ign.com/articles/098/098271p1.html }}</ref>

<ref name="gamespy_killzone">{{cite web | url=http://au.ps2.gamespy.com/playstation-2/killzone/562748p1.html | title=Gamespy: Killzone | work=[[GameSpy]] | publisher=[[Ziff Davis]] | date=November 2, 2004 | access-date=October 14, 2007 | last=Tuttle | first=Will|quote='''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. | page=1 | archive-url=https://web.archive.org/web/20150509171555/http://au.ps2.gamespy.com/playstation-2/killzone/562748p1.html | archive-date=May 9, 2015 | url-status=live}}</ref>

<ref name=gamerevolution>{{cite web | author=Sanders, Shawn | url=http://www.gamerevolution.com/review/xbox/halo-combat-evolved | title=''Halo: Combat Evolved'' review for the XBOX | publisher=[[Game Revolution]] | date=November 1, 2001 | access-date=September 2, 2006 | archive-url=https://web.archive.org/web/20120927041942/http://www.gamerevolution.com/review/halo-combat-evolved | archive-date=September 27, 2012 }}</ref>

<ref name=gamespotnews>{{cite web|author=Parker, Sam |date=July 14, 2003 |url=http://www.gamespot.com/xbox/action/halo/news.html?sid=6071658&mode=news |title=''Halo'' reaches 3 million |website=[[GameSpot]] |access-date=September 1, 2006 |archive-url=https://web.archive.org/web/20070929160607/http://www.gamespot.com/xbox/action/halo/news.html?sid=6071658&mode=news |archive-date=September 29, 2007 }}</ref>

<ref name=gamepro50>{{cite magazine| date=January 28, 2004 | url=http://www.gamepro.com/article/news/33151/halo-sells-over-four-million-for-xbox/ |title=''Halo'' Sells Over Four Million for Xbox | magazine=[[GamePro]] | access-date=September 1, 2006 |archive-url=https://web.archive.org/web/20081206144055/http://www.gamepro.com/article/news/33151/halo-sells-over-four-million-for-xbox/|archive-date=December 6, 2008}}</ref>

<ref name=gamestudies>{{cite journal | author=Järvinen, Aki | url=http://www.gamestudies.org/0102/jarvinen/ | title=''Halo'' and the Anatomy of the FPS | journal=Game Studies | volume=2 | issue=1 | date=July 2002 | access-date=September 4, 2006 | archive-date=September 3, 2006 | archive-url=https://web.archive.org/web/20060903071410/http://www.gamestudies.org/0102/jarvinen/ | url-status=live }}</ref>

<ref name=gamespy>{{cite web|date=September 15, 2003 |url=http://archive.gamespy.com/articles/september03/25overrated/index17.shtml |title=Top 25 Most Overrated Games of All Time |publisher=[[GameSpy]] |access-date=June 26, 2006 |archive-url=https://web.archive.org/web/20060622142425/http://archive.gamespy.com/articles/september03/25overrated/index17.shtml |archive-date=June 22, 2006 }}</ref>

<ref name=gamespy100>{{cite web|author=Van Autrijve, Rainier |date=October 29, 2004 |url=http://xbox.gamespy.com/xbox/stubbs-the-zombie-in-rebel-without-a-pulse/561824p1.html |title=''Rebel Without a Pulse'' Announced |publisher=[[GameSpy]] |access-date=September 7, 2006 |archive-url=https://web.archive.org/web/20060507230902/http://xbox.gamespy.com/xbox/stubbs-the-zombie-in-rebel-without-a-pulse/561824p1.html |archive-date=May 7, 2006 }}</ref>

<ref name=gamespot10>{{cite web|author=Olsen, Jennifer |date=October 7, 2004 |url=http://www.gamespot.com/xbox/action/halo/news.html?sid=6109868&mode=news |title=The pomp before the stomp: The World Cyber Games kicks off |website=[[GameSpot]] |access-date=September 7, 2006 |archive-url=https://web.archive.org/web/20070930014722/http://www.gamespot.com/xbox/action/halo/news.html?sid=6109868&mode=news |archive-date=September 30, 2007 }}</ref>

<ref name=gamespot11>{{cite web | author=Calvert, Justin | date=September 10, 2003 | url=http://www.gamespot.com/articles/10000-in-prize-money-for-first-mlg-event/1100-6074860/ | title=$10,000 in prize money for first MLG event | website=[[GameSpot]] | access-date=September 7, 2006 | archive-date=March 22, 2014 | archive-url=https://web.archive.org/web/20140322154509/http://www.gamespot.com/articles/10000-in-prize-money-for-first-mlg-event/1100-6074860/ | url-status=live }}</ref>

<ref name=gameindustry.biz>{{cite web | author=Fahey, Rob | date=November 11, 2004 | url=http://www.gamesindustry.biz/articles/halo-2-us-sales-top-125-million-uk-retail-celebrates-successful-launch | title=''Halo 2'' US sales top $125 million; UK retail celebrates successful launch | work=GamesIndustry.biz | publisher=[[Eurogamer]] | access-date=September 7, 2006 | archive-date=December 3, 2008 | archive-url=https://web.archive.org/web/20081203002843/http://www.gamesindustry.biz/articles/halo-2-us-sales-top-125-million-uk-retail-celebrates-successful-launch | url-status=live }}</ref>

<ref name="gamepro_halo3_records">{{cite magazine |url=http://www.gamepro.com/article/news/136548/halo-3-shatters-retail-record-sells-170m-in-24-hrs/ |title=''Halo 3'' shatters retail record; sells $170M in 24 hrs |access-date=September 27, 2007 |author=Snow, Blake |magazine=[[GamePro]] |date=September 26, 2007|archive-url=https://web.archive.org/web/20081206003930/http://www.gamepro.com/article/news/136548/halo-3-shatters-retail-record-sells-170m-in-24-hrs/|archive-date=December 6, 2008}}</ref>

<ref name=gamingage>{{cite web|author=Klepek, Patrick |date=May 5, 2003 |url=http://www.gaming-age.com/news/2003/5/2-15 |title=''Halo'' novel cracks bestseller |publisher=Gaming-Age |access-date=September 2, 2006 |archive-url=https://web.archive.org/web/20050426111227/http://www.gaming-age.com/news/2003/5/2-15 |archive-date=April 26, 2005 }}</ref>

<ref name="goldenjoystick-halo">{{cite book|editor=Castle, Matthew|year=2015|title=Golden Joystick Presents... Halo|publisher=Future Publishing|url=http://msgfocus.com/files/amf_future_publishing/project_721/GR_Free_EBooks/Halo_Ultimate_Guide.pdf|access-date=March 3, 2019|archive-date=June 26, 2021|archive-url=https://web.archive.org/web/20210626130131/http://msgfocus.com/files/amf_future_publishing/project_721/GR_Free_EBooks/Halo_Ultimate_Guide.pdf|url-status=live}}</ref>

<ref name="gamesradar-history of halo">{{cite web |author=Staff|date=October 8, 2007|url=http://www.gamesradar.com/f/the-history-of-halo/a-2007100812649684036 |title=The History of Halo; How two students went from Pong clones to the biggest game of all time |website=[[GamesRadar]] |pages=1–4 |access-date=October 9, 2009 |archive-url=https://web.archive.org/web/20081123041945/http://www.gamesradar.com/f/the-history-of-halo/a-2007100812649684036 |archive-date=November 23, 2008 }}</ref>

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<ref name="haloeffect-rearview">{{cite book|author=Gillen, Kieron|year=2006|editor-first=Glenn|editor-last=Yeffeth|chapter=Planetary Objects In the Rear View Mirror|title=Halo Effect: An Unauthorized Look at the Most Successful Video Game of All Time|publisher=BenBella Books|isbn=1-933771-11-9|chapter-url-access=registration|chapter-url=https://archive.org/details/haloeffectunauth0000unse|url-access=registration|url=https://archive.org/details/haloeffectunauth0000unse}}</ref>

<ref name="halo.bungie.org-totalaudiointerview">{{cite web|url=http://nikon.bungie.org/music.html|title=TotalAudio Questions & Answers|publisher=[[Halo.Bungie.Org]]|access-date=January 30, 2008|archive-date=August 11, 2019|archive-url=https://web.archive.org/web/20190811195927/http://nikon.bungie.org/music.html|url-status=live}}</ref>

<ref name=humanfaq>{{cite web | url=http://www.bungie.net/Games/Halo/page.aspx?section=Guides&subsection=WeaponsVehiclesPages&page=1 | archive-url=https://web.archive.org/web/20041028151828/http://www.bungie.net/Games/Halo/page.aspx?section=Guides&subsection=WeaponsVehiclesPages&page=1 | archive-date=October 28, 2004 | title=Human Weapons Intro | publisher=[[Bungie]] | access-date=September 8, 2006 }}</ref>

<ref name=halopcreview>{{cite web|author=Kasavin, Greg |date=September 29, 2003 |url=http://www.gamespot.com/pc/action/halo/review.html |title=''Halo: Combat Evolved'' PC Review |website=[[GameSpot]] |access-date=September 7, 2006 |archive-url=https://web.archive.org/web/20061023072805/http://www.gamespot.com/pc/action/halo/review.html |archive-date=October 23, 2006 }}</ref>

<ref name=halopcgamespotpreview>{{cite web|author=Parker, Sam |date=May 15, 2003 |url=http://www.gamespot.com/pc/action/halo/news.html?sid=6028228 |title=''Halo'' PC Hands-On |website=[[GameSpot]] |access-date=September 20, 2006 |archive-url=https://web.archive.org/web/20060928015112/http://www.gamespot.com/pc/action/halo/news.html?sid=6028228 |archive-date=September 28, 2006 }}</ref>

<ref name=ign2000>{{cite web | date=July 12, 2002 | url=http://pc.ign.com/articles/364/364726p1.html | title=''Halo'' Officially Official for the PC! | website=IGN | access-date=September 20, 2006 | archive-date=June 13, 2011 | archive-url=https://web.archive.org/web/20110613045848/http://pc.ign.com/articles/364/364726p1.html }}</ref>

<ref name=ign23>{{cite web | author=Sulic, Ivan | date=May 16, 2003 | url=http://pc.ign.com/articles/403/403470p1.html | title=E3 2003: ''Halo'' Hands-On | website=IGN | access-date=September 20, 2006 | archive-date=December 11, 2006 | archive-url=https://web.archive.org/web/20061211124420/http://pc.ign.com/articles/403/403470p1.html }}</ref>

<ref name="ign_gamespy_shutdown">{{cite web|author=Dyer, Mitch|date=April 3, 2014|url=http://www.ign.com/articles/2014/04/03/gamespy-multiplayer-shutting-down-hundreds-of-games-at-risk|title=GAMESPY MULTIPLAYER SHUTTING DOWN, HUNDREDS OF GAMES AT RISK|work=[[IGN]]|publisher=Ziff Davis|access-date=May 12, 2014|archive-date=May 12, 2014|archive-url=https://web.archive.org/web/20140512043624/http://www.ign.com/articles/2014/04/03/gamespy-multiplayer-shutting-down-hundreds-of-games-at-risk|url-status=live}}</ref>

<ref name=ign4>{{cite web | url=http://pc.ign.com/objects/692/692670.html | title=''Halo: Custom Edition'' - PC | website=IGN | access-date=September 2, 2006 | archive-date=November 27, 2004 | archive-url=https://web.archive.org/web/20041127050923/http://pc.ign.com/objects/692/692670.html }}</ref>

<ref name=ignpreview>{{cite web | author=Lopez, Vincent | date=July 21, 1999 | url=http://pc.ign.com/articles/068/068975p1.html | title=Heavenly ''Halo'' Announced from Bungie | website=IGN | access-date=August 31, 2006 | archive-date=August 7, 2011 | archive-url=https://web.archive.org/web/20110807074453/http://pc.ign.com/articles/068/068975p1.html }}</ref>

<ref name=ignreview4>{{cite web | author=Butts, Steve | date=September 27, 2003 | url=http://pc.ign.com/articles/451/451902p1.html | title=''Halo: Combat Evolved'' Review - PC Review | website=IGN | access-date=September 7, 2006 | archive-date=November 8, 2006 | archive-url=https://web.archive.org/web/20061108004438/http://pc.ign.com/articles/451/451902p1.html }}</ref>

<ref name="joystiq_moore">{{cite web | last=Ransom-Wiley | first=James | date=January 23, 2006 | url=http://www.joystiq.com/2006/01/23/joystiq-interview-peter-moore-ces/ | title=Joystiq Interview: Peter Moore @ CES | work=[[Joystiq]] | publisher=[[AOL]] | access-date=September 7, 2006 | archive-url=https://web.archive.org/web/20150128024300/http://www.joystiq.com/2006/01/23/joystiq-interview-peter-moore-ces/ | archive-date=January 28, 2015 }}</ref>

<!-- <ref name="ign_halo_360">{{cite web|url=http://uk.ign.com/articles/2007/11/30/fall-update-details |title=Fall Update Details |work=[[IGN]] |publisher=[[Ziff Davis]] |first=Nate |last=Ahearn |date=November 30, 2007 |access-date=May 20, 2015 |page=1 |archive-url=https://web.archive.org/web/20150929060418/http://www.ign.com/articles/2007/11/30/fall-update-details |archive-date=September 29, 2015 |url-status=live }}</ref>-->

<ref name="ign_rank">{{cite web |url=http://ign.com/top/shooters/4 |title=Halo: Combat Evolved -#4 Top Shooters |work=[[IGN]] |publisher=[[Ziff Davis]] |date=September 13, 2013 |access-date=February 23, 2014 |page=4 |archive-url=https://web.archive.org/web/20150716050610/http://www.ign.com/top/shooters/4 |archive-date=July 16, 2015 }}</ref>

<ref name="ign_review">{{cite web |last=Boulding |first=Aaron |date=November 9, 2001 |url=http://uk.ign.com/articles/2001/11/10/halo-review |title=Halo Review |work=[[IGN]] |publisher=[[Ziff Davis]] |access-date=May 20, 2015 |page=1 |archive-url=https://web.archive.org/web/20150502102021/http://www.ign.com/articles/2001/11/10/halo-review |archive-date=May 2, 2015 }}</ref><!-- archive page 2 -->

<ref name="ign-historyofhalo">{{cite web|author=McLaughlin, Rus|date=2007-09-20|url=http://retro.ign.com/articles/821/821618p1.html|title=IGN Presents The History of Halo|website=[[IGN]]|access-date=2008-11-01|pages=1–3|archive-date=May 15, 2012|archive-url=https://web.archive.org/web/20120515003712/http://retro.ign.com/articles/821/821618p1.html|url-status=live}}</ref>

<ref name="manual">{{cite book|year=2001|editor=[[Bungie]]|title=Halo: Combat Evolved Instruction Manual|url=http://www.bungie.net/images/games/halo/about/xbox_manual.pdf|publisher=[[Microsoft Game Studios]]|access-date=June 23, 2011|archive-date=December 15, 2011|archive-url=https://web.archive.org/web/20111215154249/http://www.bungie.net/images/games/halo/about/xbox_manual.pdf}}</ref>

<ref name=microsoftpressrelease>{{cite web|date=June 19, 2000 |url=http://www.microsoft.com/presspass/press/2000/Jun00/BungiePR.mspx |title=Microsoft to Acquire Bungie Software |publisher=[[Microsoft]] |access-date=August 22, 2006 |archive-url=https://web.archive.org/web/20060501214618/http://www.microsoft.com/presspass/press/2000/Jun00/BungiePR.mspx |archive-date=May 1, 2006 }}</ref>

<ref name="metacritic_xbox">{{cite web|url=https://www.metacritic.com/game/halo-combat-evolved/critic-reviews/?platform=xbox |title=Halo: Combat Evolved for Xbox Reviews |work=[[Metacritic]] |publisher=[[CBS Interactive]] |access-date=June 22, 2011 |archive-url=https://web.archive.org/web/20150511085008/http://www.metacritic.com/game/xbox/halo-combat-evolved |archive-date=May 11, 2015 |url-status=live }}</ref>

<ref name="metacritic_pc">{{cite web|url=http://www.metacritic.com/games/platforms/pc/halo |title=Halo: Combat Evolved for PC Reviews |work=[[Metacritic]] |publisher=[[CBS Interactive]] |access-date=August 22, 2006 |archive-url=https://web.archive.org/web/20150626070552/http://www.metacritic.com/game/pc/halo-combat-evolved |archive-date=June 26, 2015 |url-status=live }}</ref>

<ref name=music4gamers>{{cite web | author=Marks, Aaron | date=December 2, 2002 | url=http://www.music4games.net/Features_Display.aspx?id=24 | title=The Use and Effectiveness of Audio in ''Halo'': Game Music Evolved | publisher=[[Music4Games]] | access-date=September 6, 2006 |archive-url=https://web.archive.org/web/20060619120737/http://www.music4games.net/Features_Display.aspx?id=24|archive-date=June 19, 2006}}</ref>

<ref name=msnbc>{{cite web | date=November 10, 2004 | url=https://www.nbcnews.com/id/wbna6456214 | title='Halo 2' reports $125 million in first-day sales | work=NBC News | access-date=September 7, 2006 | archive-date=November 21, 2013 | archive-url=https://web.archive.org/web/20131121115124/http://www.nbcnews.com/id/6456214/ | url-status=live }}</ref>

<ref name=mythguide>{{cite book|author=Farkas, Bart|chapter=12: The Making of ''Myth''|title=Myth: The Fallen Lords: Strategies & Secrets|editor1-last=Brodnitz|editor1-first=Dan|editor2-last=Adams|editor2-first=Maureen|editor3-last=Auer|editor3-first=Lisa|editor4-last=Loucks|editor4-first=Jonathan|publisher=[[Wiley (publisher)#Brands and partnerships|Cybex]]|location=[[Alameda, California]]|year=1999|pages=261–271}}</ref>

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<ref name="nylund-unsung hero">{{cite web|author=Nylund, Eric|date=October 2, 2015|url=http://ericnylund.com/?p=1256|title=Unsung Hero of the HALO Franchise|website=EricNylund.com|access-date=April 12, 2023|archive-date=August 3, 2016|archive-url=https://web.archive.org/web/20160803022643/http://ericnylund.com/?p=1256/|url-status=live}}</ref>

<ref name=nextgen>{{cite journal|author=Toyama, Kevin|title=Holy ''Halo''|url=http://halo.bungie.org/pressscans/display.html?scan=nextgen.0501|journal=[[Next Generation Magazine]]|date=May 2001|page=1|access-date=September 27, 2007|archive-date=October 11, 2007|archive-url=https://web.archive.org/web/20071011053604/http://halo.bungie.org/pressscans/display.html?scan=nextgen.0501|url-status=live}}</ref>

<ref name=nextgen.biz>{{cite web | author1=Campbell, Colin | author2=Keiser, Joe | date=July 29, 2006 | url=http://www.edge-online.com/features/top-100-games-21st-century/ | title=The Top 100 Games of the 21st Century | work=Next-Gen.biz | publisher=[[Future US]] | access-date=December 3, 2011 | page=11 | archive-date=April 18, 2012 | archive-url=https://web.archive.org/web/20120418225219/http://www.edge-online.com/features/top-100-games-21st-century | url-status=live }}</ref>

<ref name="oxm183-interview">{{cite magazine|author1=Amrich, Dan |first2=Ryan |last2=McCaffrey |date=September 25, 2009 |url=http://oxmpodcast.podbean.com/2009/09/25/koxm-episode-183/ |title=KOXM Episode 183 |magazine=[[Official Xbox Magazine]] |access-date=September 28, 2009 |archive-url=https://web.archive.org/web/20091001221741/http://oxmpodcast.podbean.com/2009/09/25/koxm-episode-183/ |archive-date=October 1, 2009 }}—interview segment from 0:22:15–1:02:00.</ref>

<ref name=pressrelease>{{cite web|date=April 8, 2002 |url=http://www.microsoft.com/presspass/press/2002/apr02/04-08halomillionpr.mspx |title=''Halo: Combat Evolved'' for Xbox Tops 1 Million Mark In Record Time |publisher=[[Microsoft]] |access-date=September 1, 2006 |archive-url=https://web.archive.org/web/20080106211440/http://www.microsoft.com/presspass/press/2002/apr02/04-08halomillionpr.mspx |archive-date=January 6, 2008 }}</ref>

<ref name="pcgamer-halo scoop">{{cite journal|author=Morris, Daniel|title=Your first look at... ''Halo''|journal=[[PC Gamer]]|date=October 1999|page=40}}<!-- http://halo.bungie.org/pressscans/display.html?scan=pcgamerusoct99 --></ref>

<ref name=polygon>{{cite web|url=https://www.polygon.com/2019/3/12/18261738/halo-master-chief-collection-pc-windows-steam|title=Halo: The Master Chief Collection coming to PC|author=Polygon|website=[[Polygon (website)|Polygon]]|date=March 12, 2019|access-date=March 23, 2019|archive-date=October 26, 2019|archive-url=https://web.archive.org/web/20191026163508/https://www.polygon.com/2019/3/12/18261738/halo-master-chief-collection-pc-windows-steam|url-status=live}}</ref>

<ref name="rps_pc_patch">{{cite web|url=http://www.rockpapershotgun.com/2014/05/19/halo-pc-patch-gamespy/|title=Is It Bungie You're Looking For? Halo Patch Drops GameSpy|last=O'Connor|first=Alice|date=May 19, 2014|publisher=[[Rock, Paper, Shotgun]]|access-date=May 19, 2014|archive-url=https://web.archive.org/web/20140519211941/http://www.rockpapershotgun.com/2014/05/19/halo-pc-patch-gamespy/|archive-date=May 19, 2014}}</ref>

<ref name="retrogamer-makingof">{{cite web|author=Staff|date=March 23, 2015|url=https://www.retrogamer.net/retro_games00/the-making-of-halo-combat-evolved/|title=The Making of Halo: Combat Evolved|work=[[Retro Gamer]]|publisher=Imagine Publishing|url-status=live|access-date=January 2, 2019|archive-url=https://web.archive.org/web/20160530225152/https://www.retrogamer.net/retro_games00/the-making-of-halo-combat-evolved/|archive-date=May 30, 2016}}</ref>

<ref name=remk>{{cite magazine | author=Davison, Pete | date=June 6, 2011 | url=http://www.gamepro.com/article/news/219999/e3-halo-anniversary-coming-november-15/ | title=E3: ''Halo Anniversary'' Coming November 15 | magazine=[[GamePro]] | access-date=June 6, 2011 | archive-url=https://web.archive.org/web/20111202051157/http://www.gamepro.com/article/news/219999/e3-halo-anniversary-coming-november-15/ | archive-date=December 2, 2011 | df=mdy-all }}</ref>

<ref name="summit_journal">{{cite CiteSeerX |last1=Tavares |first1=José Pedro |last2=Gil |first2=Rui |last3=Roque |first3=Licino |date=April 15, 2005 |title=Player as Author: conjecturing online game creation modalities and infrastructure |citeseerx=10.1.1.132.6927 }}</ref>

<!-- <ref name=teamxbox>{{cite web|author=Soboleski, Brent |date=November 9, 2001 |url=http://reviews.teamxbox.com/xbox/101/Halo/p1/ |title=''Halo'' Review (Xbox) |publisher=[[TeamXbox]] |access-date=September 2, 2006 |archive-url=https://web.archive.org/web/20060328162606/http://reviews.teamxbox.com/xbox/101/Halo/p1/ |archive-date=March 28, 2006 }}</ref> unused -->

<ref name=theage>{{cite web | author=Hill, Jason | date=November 4, 2004 | url=http://www.theage.com.au/news/Livewire/Xbox-wears-a-Halo-of-success/2004/11/03/1099362207594.html | title=Xbox wears a ''Halo'' of success | work=[[The Age]] | access-date=September 19, 2006 | archive-date=December 4, 2007 | archive-url=https://web.archive.org/web/20071204183513/http://www.theage.com.au/news/Livewire/Xbox-wears-a-Halo-of-success/2004/11/03/1099362207594.html | url-status=live }}</ref>

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<ref name="usa_today_halo_trilogy">{{cite news|author=Snider, Mike|date=June 7, 2011|url=https://www.usatoday.com/tech/gaming/2011-06-06-Halo-trilogy_n.htm|title=At E3: Something old, new for 'Halo' gamers|work=[[USA Today]]|access-date=June 8, 2011|archive-date=June 9, 2011|archive-url=https://web.archive.org/web/20110609051045/http://www.usatoday.com/tech/gaming/2011-06-06-Halo-trilogy_n.htm|url-status=live}}</ref>

<ref name="vice-untoldhistoryhalo">{{cite web|author=Haske, Steven|date=May 30, 2017|url=https://waypoint.vice.com/en_us/article/xwqjg3/the-complete-untold-history-of-halo-an-oral-history|title=The Complete, Untold History of Halo|work=[[Vice (magazine)|Vice]]|publisher=Vice Media|url-status=live|access-date=March 27, 2018|archive-url=https://web.archive.org/web/20180315011247/https://waypoint.vice.com/en_us/article/xwqjg3/the-complete-untold-history-of-halo-an-oral-history|archive-date=March 15, 2018}}</ref>

<ref name="vg247_cea_engine">{{cite web|title=Halo Anniversary to run two engines side by side|date=June 10, 2011|author=Hillier, Brenna|url=http://www.vg247.com/2011/06/10/halo-anniversary-to-run-two-engines-side-by-side/|website=[[VG247]]|access-date=August 23, 2011|archive-date=May 8, 2013|archive-url=https://web.archive.org/web/20130508141747/http://www.vg247.com/2011/06/10/halo-anniversary-to-run-two-engines-side-by-side/|url-status=live}}</ref>

<ref name=voodooextreme>{{cite web|author=Howarth, Robert |date=May 20, 2006 |url=http://ve3d.ign.com/articles/features/5128/VE3D-Best-of-E3-2006-Awards |title=VE3D Best of E3 2006 Awards |work=Voodoo Extreme |publisher=IGN |access-date=September 7, 2006 |archive-url=https://web.archive.org/web/20070815164157/http://ve3d.ign.com/articles/features/5128/VE3D-Best-of-E3-2006-Awards |archive-date=August 15, 2007 }}</ref>

<ref name=wired3>{{cite magazine|author=Patrizio, Andy |date=January 9, 2002 |url=https://www.wired.com/science/discoveries/news/2002/01/49600 |title=Xbox Assault Only Starting |magazine=[[Wired News|Wired]] |access-date=September 27, 2006 |archive-url=https://web.archive.org/web/20081216142548/http://www.wired.com/science/discoveries/news/2002/01/49600 |archive-date=December 16, 2008 }}</ref>

<ref name=xboxgamezone>{{cite web|author=Bedigian, Louis |date=May 28, 2003 |url=http://xbox.gamezone.com/gzreviews/r19468.htm |title=''Brute Force'' - XB - Review |publisher=GameZone |access-date=September 7, 2006 |archive-url=https://web.archive.org/web/20071011104157/http://xbox.gamezone.com/gzreviews/r19468.htm |archive-date=October 11, 2007 }}</ref>

<ref name=xbox.cominterview>{{cite web | url=http://www.xbox.com/en-US/games/h/halo/themakers3.htm |title= Just the Right Sense of "Ancient" | work=Xbox.com|publisher=[[Microsoft]] | access-date=September 6, 2006 |archive-url = https://web.archive.org/web/20070301150741/http://www.xbox.com/en-US/games/h/halo/themakers3.htm |archive-date = March 1, 2007}}</ref>

<ref name=xbox.com>{{cite web | url=http://www.xbox.com/en-US/games/h/halo/awards.htm | title= ''Halo: Combat Evolved'' - Awards | work=Xbox.com |publisher=[[Microsoft]]| access-date=September 1, 2006 |archive-url = https://web.archive.org/web/20061210190117/http://www.xbox.com/en-US/games/h/halo/awards.htm |archive-date = December 10, 2006}}</ref>

<ref name=xbox.com2>{{cite web | author=Longdale, Holly | url=http://www.xbox.com/en-US/games/h/halo/spotlight.htm | title=Game Worlds in Written Words | work=Xbox.com | publisher=[[Microsoft]]| access-date=September 2, 2006 |archive-url = https://web.archive.org/web/20070228202019/http://www.xbox.com/en-US/games/h/halo/spotlight.htm |archive-date = February 28, 2007}}</ref>

<ref name=xbox.com3>{{cite web | author=Greene, Marty|url=http://www.xbox.com/en-US/games/h/halo2/spotlight2.htm | title=''First Strike'' Author Eric Nylund Q&A | work=Xbox.com |publisher=[[Microsoft]]| access-date=September 2, 2006 |archive-url = https://web.archive.org/web/20060821171442/http://www.xbox.com/en-US/games/h/halo2/spotlight2.htm |archive-date = August 21, 2006}}</ref>

<ref name=xboxnation>{{cite journal|author=Cox, Simon|title=H1; How Combat Evolved: The making of the first ''Halo''|journal=[[Xbox Nation]]|date=November 2004|pages=70–77}}</ref>

}}
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== External links ==
== External links ==
{{wikiquote|Halo#Halo: Combat Evolved|''Halo: Combat Evolved''}}
{{wikiquote|Halo: Combat Evolved|''Halo: Combat Evolved''}}
{{commons category}}
* {{Official website|http://www.halo.xbox.com}}
* [http://www.bungie.net/Projects/Halo/ ''Halo''] at [[Bungie|Bungie.net]]
* {{official website|http://halo.bungie.net/projects/Halo/|''Halo: Combat Evolved'' at Bungie}}
* [http://www.halo.xbox.com/en-us/intel/titles/halocombatevolved ''Halo''] at [[Xbox|Xbox.com]]
* {{official website|https://www.halowaypoint.com/en-us/games/halo-combat-evolved/xbox|''Halo: Combat Evolved'' at Halo Waypoint}}
*[https://www.Halopedia.org/Halo:_Combat_Evolved ''Halo: Combat Evolved'' at Halopedia]
* {{IMDb title|tt0309654}}


{{Portal bar|Video games|Speculative fiction}}
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{{Halo}}
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{{DEFAULTSORT:Halo 1}}
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[[Category:2001 video games]]
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Latest revision as of 13:40, 18 September 2024

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
Developer(s)Bungie[a]
Publisher(s)Microsoft Game Studios[b]
Director(s)Jason Jones
Writer(s)Joseph Staten
Composer(s)
SeriesHalo
Platform(s)
Release
November 15, 2001
  • Xbox
    Windows
    Mac OS X
    Xbox 360
    • WW: December 4, 2007
Genre(s)First-person shooter
Mode(s)Single-player, multiplayer

Halo: Combat Evolved is a 2001 first-person shooter video game developed by Bungie and published by Microsoft Game Studios for the Xbox. It was released as a launch game for Microsoft's Xbox video game console on November 15, 2001. The game was ported to Microsoft Windows and Mac OS X in 2003. It 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 Halo 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.

More than six million copies had been sold worldwide by November 2005. A remaster of the game, 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 alongside the original competitive multiplayer as part of Halo: The Master Chief Collection 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 Master 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 a first-person shooter (FPS) game in which players primarily experience gameplay in a 3D environment from a first-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 a third-person perspective during vehicle use for pilots and mounted gun operators; passengers maintain a first-person view.[8] 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.[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 the hit 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]

Halo's arsenal consists primarily of science fiction weapons. The game has been praised for giving each weapon a unique purpose, thus making each useful in different scenarios.[11] For example, a charged plasma pistol shot can fully deplete an enemy's energy shield whilst the pistol is one of only two weapons that can instantly kill with a head shot, as long as the target lacks a shield.[12] In contrast to the large weapon inventories of contemporary FPS games, Halo players may carry only two weapons at once, calling for players to make tactical decisions when managing firearms.[13]

Halo departs from traditional FPS conventions by not forcing the player to holster their firearm before deploying grenades or melee-range blunt instruments; instead, both attacks can be utilized while a gun is still equipped, supplementing small-arms fire.[9] There are two different types of grenades; the fragmentation grenade bounces and detonates quickly, whereas the plasma grenade adheres to targets before exploding.[14][15]

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 leader; Jackals, who wear a highly durable energy shield on one arm and a plasma pistol on the other; and Hunters, large, powerful creatures with thick armor plates that cover the majority of their bodies and a large assault cannon that fires explosive rounds of green plasma.[16] A secondary enemy is the Flood, a parasitic alien life form that appears in several variants later in the game.[17] Another enemy is the 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.[17][18]

The player is often aided by United 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 or riding shotgun while the player is driving a vehicle.[11] Marine AI and crew member AI are differentiated by their uniforms, but also act distinctly, the marines engaging aggressively while the crew members often cower or fire while retreating to cover. If the player kills too many of their teammates, they end up turning on the player and attacking them back.

Multiplayer

[edit]

A split screen mode allows two players to cooperatively play through Halo's campaign.[7] 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.[7] 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,[19] a setup that was a first for a console game, but was often deemed impractical by critics.[11] 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][13][20]

Although the Xbox version of Halo lacks official support for online multiplayer play, third-party packet tunneling software provide unofficial ways around this limitation.[21] 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.[22] However, co-operative play was removed from the ports because it would have required large amounts of recoding to implement.[23] 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.[24] A team of fans and Bungie employees announced they would produce a patch for the game to keep its multiplayer servers online.[25] The patch was released on May 16, 2014.[26]

Synopsis

[edit]

Setting

[edit]

Halo: Combat Evolved takes place in a 26th-century science fiction setting. Faster-than-light travel called slip-space[27]: 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.[9]: 4–5 

Plot

[edit]

The game begins as the 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 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 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 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, 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 implants to destroy the Autumn and Halo with it, Master Chief returns to the Truth 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 using Autumn's self-destruct, Master Chief and Cortana destabilize the 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 a post-credits scene, 343 Guilty Spark is seen floating in space, having survived the ring's destruction.

Development

[edit]

Early development

[edit]
The first official promotional image for Halo, depicting an early model of the protagonist which would eventually become Master Chief

Halo was conceived as an indirect successor to Bungie's previous first-person shooter games, Marathon and Marathon 2: Durandal. After the 1995 release of Durandal, Bungie considered ideas for their next game and wanted to try something other than a direct sequel.[28] One of the ideas that the team 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".[29] Concurrently, the team explored the concept of a vehicular combat game that featured tank battles in a futuristic setting,[28] internally dubbed "The Giant Bloody War Game".[29] 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–to commit to the creation of "The Giant Bloody War Game".[28][29] 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.[28]

Around this time, Bungie comprised around 15 people working in south Chicago, Illinois.[30] 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.[28] A group of three Bungie staffers[31]: 7'02''–7'05'' began to develop an RTS with a focus on science fiction, realistic physics simulations and three-dimensional terrain.[28][30] Early versions used the Myth engine and isometric perspective.[32] The project had the initial working title Armor, but was changed for being "boring" and for the project's dramatic changes from what was first envisioned.[33] It was switched to Monkey Nuts, then Blam! after Jones could not bring himself to tell his mother the original name.[34]: ix [35]

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, this shouldn't be an RTS game," recalled Seropian. By mid-1998 the game had become a third-person shooter.[30]

Peter Tamte, Bungie's then-executive vice president, used his contacts from his former position at Apple to get lead writer[36] Joseph Staten and project lead[37] Jason Jones an audience with CEO Steve Jobs. Jobs, impressed, agreed to debut the game to the world at the 1999 Macworld Conference & Expo.[30] Anticipation built for the unknown Bungie game after favorable reviews from industry journalists under non-disclosure agreements at Electronic Entertainment Expo 1999.[38][39]

Days before the Macworld announcement, Blam! still had no permanent title; possible names included The Santa Machine, Solipsis, The Crystal Palace, Hard Vacuum, Star Maker, and Star Shield.[40] 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."[30] On July 21, 1999, during the Macworld Conference & Expo, Jobs announced that Halo would be released for MacOS and Windows simultaneously.[38]

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 to guerrilla warfare.[41] 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.[42][43][44] These early versions featured Halo-specific fauna, later dropped following design difficulties and the creatures' detraction from the surprise appearance of the Flood.[45] 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.[46]

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 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.[47] As a result, Bungie sold a share of the company and publishing rights to Take-Two Interactive.[30] Still facing financial pressure, Peter 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.[30] Jones and Seropian pitched the purchase to the rest of Bungie as the way they could shape the future of a new game console.[30] Microsoft announced its acquisition of Bungie on June 19, 2000.[48] Halo was now to be the tentpole launch game for the Xbox.[30]

In less than a year, Bungie had to turn Halo from a loose collection of gameplay and plot 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.[49] 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.[30]

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.[30] 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.[31]

To make the release date, Bungie made drastic cuts to the game's features and scope. The open-world plans were scrapped,[31]: 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.[50] 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.[30] Microsoft game writers Eric Trautmann and Brannon Boren performed last-minute rewrites to the script.[51] 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.[30][31] Some personnel took to sleeping in the office for the last few months to make sure the game made its deadline.[34]: ix–xi 

Design

[edit]

Bungie's social culture—and the rush to complete the game—meant that team members provided input and feedback across disciplines.[34]: 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.[34]: 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.[34]: 5  The aliens making up the Covenant began with varied exploratory designs that coalesced once each enemy's role in the gameplay was defined.[34]: 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.[34]: 76–77  The UNSC's original curved look was made blockier to distinguish it from the Covenant;[46] likewise human weapons remained projectile-based to provide a contrast to the Covenant's energy weapons,[30] and their vehicles based on animals, with the Warthog being inspired by Lehto's love of off-roading.[52] The interiors of Pillar of Autumn drew significant influence from the production design of the film Aliens.[34]: 75  Organic, curvilinear forms along with a color palette of greens and purples were used for the Covenant,[30] 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 being refined five months from the game's completion.[34]: 79 

Audio

[edit]

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.[53][30] O'Donnell decided Gregorian chant would be appropriate, and performed the vocals alongside his composing partner Michael Salvatori and additional singers.[30] 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.[54] The music was recorded in Chicago[55] and sent to New York for the show the same night the piece was finished.[56]

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)."[57]

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.[57] 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."[58] The cutscenes came so late that O'Donnell had to score them in only three days.[30]

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.[30] 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,[30] a role which the game was never intended to fill.[59]

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.[60]: 16  While a playable demonstration of the game at Gamestock 2001 was well-received,[61] critics had mixed reactions to its exhibition at E3 2001,[62][63][64] where the game was shown off in a very broken state, with poor frame rates and technical issues.[60]: 17 

Even within Microsoft, Halo was divisive.[59] 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.[30][65] Fries recalled analysts had suggested that Halo had the "wrong" color palette compared to competing console games; Fries never showed the results to Bungie.[59]

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.[66] The novel was nearly killed halfway to completion; Nylund credits Trautmann with saving it.[67] The Fall of Reach became a Publishers Weekly bestseller with almost two hundred thousand copies sold.[68] The game itself would be novelized with Halo: The Flood, written by William C. Dietz and released in 2003.[69]

On July 12, 2002, a Halo port for Windows was announced to be under development by Gearbox Software.[70] Its showing at E3 2003 was positively received by some critics,[71][72] with skepticism by others.[73] It was released on September 30, 2003,[74] and included support for online multiplayer play and featured sharper graphics, but had optimization issues that caused poor performance.[22][75] Halo was later released for Mac OS X on December 11, 2003.[6] On December 4, 2007, the game became available for the Xbox 360 via download from the Xbox Live Marketplace.[76]

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;[30] during the two months following Halo's release, the game sold alongside more than fifty percent of Xbox consoles.[77] One million units had been sold roughly five months after release, a faster pace than that of any previous sixth-generation console game.[78] The game sold three million copies worldwide by July 2003,[79] and four million by January 2004.[80] 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.[81] 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 the United States.[82]

Reception

[edit]

Halo received widespread critical acclaim, with a 97 out of 100 on review aggregator Metacritic, based on reviews from 68 professional critics.[83] 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."[13] 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."[11] IGN remarked similarly, calling Halo a "can't miss, no-brainer, sure thing, five star, triple A game."[8] Gary Whitta of Official Xbox Magazine calling Halo as "a stunning achievement."[88] 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".[84] 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][13]

The Xbox version of Halo received more than 40 awards,[90] including numerous Game of the Year awards, including from AIAS,[91] EGM, Edge, and IGN.[90] 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.[92] 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,[93] the "11th Annual GamePro Readers' Choice Awards" for "Best Combat Game of The Year",[c][94][95] and Golden Joystick Awards for "Xbox Game of the Year" in 2002.[d][96] as well as Spike Video Game Awards for "Best PC Game" in 2003.[97]

Halo: Combat Evolved won four awards at the 5th Annual Interactive Achievement Awards (now known as the D.I.C.E. Awards): "Game of the Year", "Console Game of the Year", "Console Action/Adventure Game of the Year", and "Outstanding Achievement in Visual Engineering"; it also received nominations for "Outstanding Innovation in Console Gaming", "Outstanding Achievement in Game Design", "Outstanding Achievement in Game Play Engineering", and "Outstanding Achievement in Art Direction"[98]

Next Generation reviewed the Xbox 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."[89]

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."[10] 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."[99] 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."[85] 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;[10] in 2003 GameSpy included Halo in a list of "Top 25 Most Overrated Games of All Time."[21]

Halo's PC port received generally favorable reviews, garnering a score of 83% on Metacritic.[74] GameSpot stated that it was "still an incredible action game ... [and] a true classic," awarding it 9.0 out of 10.[75] 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."[22] Eurogamer called the game "a missed opportunity," but stated that the online multiplayer component was "a massive draw ... for Halo veterans."[23] The PC Port of Halo was heavily criticised for having poor performance issues even on a Athlon 64 or Pentium 4 Extreme Edition-Based High-end PC at that time.[75][22]

Halo has been praised as one of the greatest video games of all time,[100][101] and was ranked by IGN as the fourth-best first-person shooter made.[102] In 2017, The Strong National Museum of Play inducted Halo to its World Video Game Hall of Fame.[103]

Legacy

[edit]

Halo is credited with modernizing the FPS genre.[104] According to GameSpot, Halo's "numerous subtle innovations have been borrowed by countless other games since".[105] The game is often cited as the main reason for the Xbox's success,[106] and it began what is commonly regarded as the system's flagship franchise.[107] 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.[108] The game's popularity sparked the usage of terms such as "Halo clone"[109][110][111] and "Halo killer",[112] applied to games either similar to or anticipated to be better than it.[113] The Halo engine has been used for the game Stubbs the Zombie in Rebel Without a Pulse.[114]

Halo has been featured at both Major League Gaming and the World Cyber Games.[115][116] The game's sequel, Halo 2, made US$125 million with unit sales of 2.38 million on the first day of its release,[117] earning it the distinction of the fastest-selling United States media product in history.[118] 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.[119]

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).[120]

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.[121] 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.[121]

Remaster

[edit]

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.[122] The remastered version of the original game includes online multiplayer and cooperative play functionality.[123] The remaster is also the first Halo game to include Kinect support.[124] 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 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.[125] 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.[126][127][128]

The Anniversary version of the game is the version featured in The Master Chief Collection for Xbox One. The single-player game 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.[129] 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.

Notes

[edit]
  1. ^ The Windows version was ported by Gearbox Software, while the Mac OS X version was ported by Westlake Interactive.
  2. ^ The Mac OS X version was published by MacSoft.
  3. ^ The Xbox Version of Halo won the awards which voted by the general public, over the Unreal Tournament (Epic Games/Infogrames), Quake III: Revolution (Activision/EA/Squaresoft), and the PlayStation 2 Version of Half-Life (Vivendi-Universal).
  4. ^ The 2002 Golden Joystick Awards was hosted by Jonathan Ross of Friday Night with Jonathan Ross and Japanorama.

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