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Bristol Bay is a location on the human Human colonies|colony of Concord, possibly a Wikipedia:Bay|bay along the edge of the Bristol Sea.
Sources
Category:Concord locations
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File:H4-MP-Longbow-MAC-01.jpg|thumb|250px|One of Longbow Station's mass drivers firing out over the Bristol Sea.
The Bristol Sea is a body of water in the northern region of the Human colonies|colony Concord. Longbow Station was located just off the coast of the Bristol Sea with its mass drivers reaching out over the sea.Halo 4: The Essential Visual Guide, ''page 209''
List of appearances
''Halo 4''
Sources
Category:Concord locations Category:Bodies of water
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File:H2A - British Isles, France, BeNeLux.png|class=blackbg|300px|thumb|Britain, seen in the center left with the lights of various cities shining at night. Britain is a region of formerly constituent parts of a defunct National government|nation.
The adjective for Britain is British. A distinct accent was known to come from Britain.
Overview File:MITHOM Scotland 02.png|thumb|250px|A snow covered Scotland.
Locations Wikipedia:Birmingham|Birmingham - One of the cities chosen to display Jake Courage's "Shooting a Hero" exhibit, demonstrating imagery of the Second Battle of New Mombasa. Wikipedia:Bristol|Bristol - One of the cities chosen to display Jake Courage's "Shooting a Hero" exhibit. Wikipedia:Cheshire|Cheshire - One of the cities chosen to display Jake Courage's "Shooting a Hero" exhibit. Wikipedia:Doncaster|Doncaster - One of the cities chosen to display Jake Courage's "Shooting a Hero" exhibit. Wikipedia:Kingston upon Hull|Hull - birthplace of Randall Aiken Wikipedia:Leeds|Leeds - One of the cities chosen to display Jake Courage's "Shooting a Hero" exhibit. London - Previously the capital of England and home to the Houses of Parliament, the site of a terror attack in the 22nd century and the location chosen for Halo: Saint's Testimony|Iona's trial. Wikipedia:Plymouth|Plymouth - One of the cities chosen to display Jake Courage's "Shooting a Hero" exhibit. Wikipedia:Portsmouth|Portsmouth - One of the cities chosen to display Jake Courage's "Shooting a Hero" exhibit. Wikipedia:Reading|Reading - One of the cities chosen to display Jake Courage's "Shooting a Hero" exhibit. Wikipedia:Romford|Romford - One of the cities chosen to display Jake Courage's "Shooting a Hero" exhibit. Wikipedia:Sheffield|Sheffield - One of the cities chosen to display Jake Courage's "Shooting a Hero" exhibit. Wikipedia:Wolverhampton|Wolverhampton - birthplace of Malcolm Geffen Scotland - Childhood home of Michael Baird
*Wikipedia:Iona|Iona - the island of which inspired the name of the AI Iona.
*Edinburgh - Location of The University of Edinburgh. Later one of the sites to display the "Shooting a Hero" exhibit.
**Edinburgh University - A renowned centre for teaching and research. Unharmed during the Battle of Earth, it was used for research on Forerunner artefacts and home to the Department of Xenoarchaeological Studies.
***Department of Xenoarchaeological Studies - Where Dr. William Iqbal and his colleagues were hired by ONI to study Forerunner relics discovered on various worlds including Earth and the Ancient humanity|Ancient Human ruins of Heian.
Randall Aiken Laurette Agryna Luther Mann Jake Courage Malcolm Geffen
History File:HINF London Skyline.png|250px|thumb|London under attack in the 26th century.
In the 18th and 19th-centuries, British colonies began to diverge from Britain itself, in one case leading to war. At some point, the British constructed a training and refueling base on Diego Garcia due to the island's position near India, Pakistan, Hong Kong, and Africa. During World War II, the British managed to crack a Germany|German code.''I love bees'', Axon Clips, Axon Clips Chapter 4|Chapter 4 - Herzog: "Enigma"
In the 22nd-century, the Houses of Parliament were destroyed in an act of domestic terrorism.
By the 26th-century, the Wikipedia:Iona|island of Iona, was part of the North Atlantic Protectorate. As well, the city|cities of London and Edinburgh were a part of the European Union.
During the Battle for Earth in the Human-Covenant War, London came under attack by Covenant forces.
Following the Human-Covenant War, a collection of photographs by Jake Courage toured Britain.
Government and society
Some form of nobility existed in Britain until at least the 25th or 26th-centuries, with Terrence Hood being a member. He would take the title of "Lord".
Gameplay
The southern coast of Britain as well as the nighttime city lights of London and other urban centers on the island can be seen on the levels ''The Armory'' and ''Cairo Station''.
''The Halo Experience Showcase'', a race in ''Wikipedia:Forza Horizon 4|Forza Horizon 4'', is set in Britain albeit with a Halo array|Halo ring in the sky.
List of appearances
''I love bees''
''Halo 2''
*''Halo 2: Anniversary''
''Believe''
''Halo: Evolutions''
*''From the Office of Dr. William Arthur Iqbal''
*''The Impossible Life and the Possible Death of Preston J. Cole''
*''Midnight in the Heart of Midlothian''
''Halo: Saint's Testimony''
''Halo: Point of Light''
Sources
Category:Earth
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Bro Hammer is an achievement in ''Halo: Combat Evolved Anniversary'' and ''Halo: The Master Chief Collection''.
Overview
In ''Halo: Combat Evolved Anniversary'', the achievement is awarded for completing any level cooperative play|cooperatively on Legendary difficulty. It is worth 50 Gamerscore. The achievement is represented by two Sangheili skulls over the Heroic difficulty shield.
In ''Halo: The Master Chief Collection'', the achievement is awarded for completing any level cooperative play|cooperatively on Legendary difficulty in any game. The achievement is worth 10 Gamerscore.
The Xbox achievement icon is the loading image of Nebula from ''Halo 2: Anniversary''.
Trivia Receiving this achievement also unlocks the "Standard Operating Brocedure" and "Brovershield" achievements if the player hasn't completed a level cooperatively on Normal or Heroic, respectively. The achievement is a reference to Carol Rawley's callsign, "Foehammer".
Category:Halo: Combat Evolved Anniversary achievements
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Broadside was the designation of one of the many Office of Naval Intelligence|ONI Remote contact team|remote contact teams (RCTs) attached to the during its expedition to Installation 00|the Ark.Halo: Hunters in the Dark, ''Page 3''
Overview
''Broadside'' was a squad classified as a remote contact team: an incredibly skilled team intended for high-risk combat and deployed into potentially hazardous or outright hostile environments. Its leader was Orbital Drop Shock Trooper|ODST Bobby Kodiak, callsign ''Broadside One''.Halo: Hunters in the Dark, ''Page 1'' ''Broadside'' fell under the operational command of the Office of Naval Intelligence and was attached to the ONI ship .
''Broadside'' took part in the first manned expedition to the Ark since Operation: BLIND FAITH. After all the automated probes sent by the UNSC to investigate the Ark suddenly went offline in November 2553, the ''Rubicon'', laden with large numbers of RCT (including ''Broadside'') and remote survey drones, was commissioned and dispatched from Luna in December 2553 to investigate.Halo: Hunters in the Dark, ''Page 48'' After several months' journey using state-of-the-art Forerunner Slipspace drive technology, the ''Rubicon'' arrived at the Ark and deployed its RCTs.
On the Ark's surface, ''Broadside'', like all the RCTs, faced adverse and unpredictable weather conditions due to the damaged sustained by the Installation's habitability sustainment systems.Eleventh Hour reports, ''Report 4'' While moving across the Ark's surface, ''Broadside'' became trapped in a sudden blizzard.Halo: Hunters in the Dark, ''Page 2'' During the blizzard, the team was surprised and massacred by a pack of chaefka. Only one member of the team, Kodiak, would survive the attack, killing one of the beasts with a pistol given him by his Frank Kodiak|brother. Grievously wounded, Kodiak was subsequently made prisoner by the Ark's monitor, 000 Tragic Solitude.Halo: Hunters in the Dark, ''Page 4''
List of appearances
''Halo: Hunters in the Dark''
Sources
Category:UNSC military units Category:Office of Naval Intelligence military units
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2 ST/Medusa missile#M6088 ST/MMP|Lock-on missiles
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The Broadsword is a heavy aerospace vehicle first seen in ''Halo 4''. It is a large, heavily armed space fighter that can only be piloted by one person.
Universe and lore
The F-41 Broadsword is a Misriah Armory designed space fighter.''Halo 4 Interactive Guide'' It had been in production since the mid-2530s, but only gained widespread use in the late Human-Covenant War. It was present for the Battle for Tribute, the 's commissioning,''Halo 4'', The Commissioning and was prominently used by John-117 during the New Phoenix Incident in 2557. It would continue in service all the way to The Reclamation in 2558.
Overview The Broadsword acts as the stereotypical, fast moving space fighter craft.
There are a few counterparts to the Broadsword. In ''Halo: Reach'', the Seraph and Space Banshee fill very similar roles on the Covenant side, while the Sabre is analogous to the Broadsword in that game. The Sabre and Seraph are usable vehicles that operate almost the same.
File:HaloReach - SeraphProfile.png|Seraph''Halo: Reach''
File:HReach-T27BansheeXMF.png|Space Banshee''Halo: Reach''
File:Sabre-class Starfighter.png|Sabre''Halo: Reach''
Gameplay File:H4-F41HUD.png|thumb|250px|A Broadsword being flown on Forge Island in ''Halo: The Master Chief Collection''.
The Broadsword is piloted in third-person with a unique Heads-up display. Weapon choice, amount of boost, and current shields are shown.
Campaign Similar to the Sabre in ''Halo: Reach'', the Broadsword was only available to use in one campaign mission in ''Halo 4'', Midnight.
Multiplayer Unusable Broadswords are background details in the ''Halo 4'' map Landfall.
Forge
When ''Halo 4'' was added to PC in Series 4: Reclaimer of ''Halo: The Master Chief Collection'' the Broadsword was able to be used in Forge on certain maps. It can be found in the "Vehicles (MCC)" category on the maps ''Forge Island'', ''Erosion'', ''Ravine'' and ''Impact''.
Advantages High damaging. Its weapons can destroy other vehicles and infantry quickly and effectively.
Disadvantages The Broadsword can only accelerate. This means it cannot stop and land anywhere at any point. It is only stopped when placed in Forge or scripted campaign sequences.
''Halo: Fleet Battles''
Flight slots: 1 (2)
Movement: 16" (16")
Damage track: 2 (3)
Systems loadout: None Weapons: vs. wing targets
*Range: Contact
*Dice: 2 (3)
Production notes The vehicle was later implemented alongside a number of Thorage|new items onto the Forge/Halo 4|Forge palettes of ''Forge Island'', ''Ravine'', ''Erosion'', and ''Impact'' for the ''Halo 4'' component of ''Halo: The Master Chief Collection''.
Gallery
File:H4-Concept-Broadsword-HUD.jpg|Initial digital concept art of the Broadsword's HUD. File:H4-Broadsword-HUD-Autocannon.jpg|The Broadsword's in-game HUD, with the autocannon selected. File:HFB-Lotsofstuff.jpg|Broadsword token and other tokens, miniatures, and dice in ''Halo: Fleet Battles''.
List of appearances
''Halo 4''
*''Spartan Ops''
''Halo: Fleet Battles''
''Halo 5: Guardians''
Sources
Category:Human vehicles|Sabre Category:Space vehicles|Sabre Category:Halo 4 vehicles|Broadsword
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The Broken Lady is a fictional character in Perdita's Story. She is a sideshow freak at the circus, along with the Glass Eater and the Electric Weasels.Perdita's Story, ''Chapter 1''
Physical Description She is described as having a voice that sounds like "glass tubes burning out." She wears tattered clothes. Her most defining characteristic is that parts of her body are disconnected, earning her the "broken" title.Perdita's Story, ''Chapter 5 "And with these words she limped and lurched back into the shadows, dragging parts behind her that should have come the first time."''
List of appearances
''i love bees''
Sources
Category:Fictional characters
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File:Enc22_Brokkr.png|thumb|300px|A Brokkr mechanism in the ''Halo Encyclopedia (2022 edition)''.
}}
The Brokkr Armor Mechanism is a 'Da Vinci' multi-axis assembly system produced by the Office of Naval Intelligence's Materials Group. Brokkr mechanisms are used to mount MJOLNIR Powered Assault Armor to Spartans' techsuits, as well as to remove it.
Overview File:HM-BROKKR.png|thumb|250px|A labelled diagram of the Brokkr mechanism in ''Halo Mythos''.
Brokkrs take the form of a multi-axis assembly, constructed in a fashion similar to Leonardo Da Vinci's Wikipedia:Vitruvian Man|Vitruvian Man illustration. The central Mark IX Cambered Gyro Mount contains handles and footholds for the Spartan to stand inside, with a backrest to lean on. The gyro ring is attached to the ceiling via way of a R7-F35 Raised Dual-Ring Mooring and a Reactive Spindle Canopy, resulting in the assembly being able to lean back while in use. In total, the mechanism is capable of holding the full mass of a Spartan supersoldier and their MJOLNIR Powered Assault Armor or Semi-Powered Infiltration armor.
To assemble and disassemble armour, the mechanism has two utility actuator arms mounted to the R7-F35 mooring, with powered multi-tools capable of grabbing and manipulating individual armour pieces. The base of the mechanism contains storage for MJOLNIR power packs.
Brokkrs are used to assist the Spartan deployments assigned to and ANVIL Station. A mechanism was also situated at the ONI facility at the Avery J. Johnson Academy of Military Science, and was used in the MIRAGE-class Mjolnir|MIRAGE IIC program.
Non-canon and dubious canon appearances
Brokkr Armor Mechanisms are used by Silver Team to quip their MJOLNIR armor.
Trivia In List of references to Norse mythology in Halo|Norse mythology, Wikipedia:Brokkr|Brokkr is the dwarven blacksmith who fashioned Thor's hammer, Mjolnir.
Gallery
File:H4-Concept-ArmorAssembler-Gauntlet.jpg|Brokkr concept art for the arm assembler for ''Halo 4''. File:H4-Concept-ArmorAssembler-Boot.jpg|Brokkr concept art for the foot assembler. File:H4SO_BROKKR_Concept.jpg|Brokkr concept art for ''Spartan Ops''. File:SpartanOpsArmor2.gif|Brokkr in action in ''Spartan Ops''. File:H5G_Warzone_ReadyRoom_Concept.jpg|Concept art for a "ready room" in the Warzone gamemode of ''Halo 5: Guardians''. File:Halo Online Secret Update.jpg|Brokkrs aboard ANVIL Station in an unreleased update for ''Halo Online''. File:HTV-Rizsuitup.png|Riz-028 using a Brokkr Armor Mechanism in ''Halo: The Television Series''. File:HTV-Vannak stance.jpg|Vannak-134 after using a Brokkr Armor Mechanism.
List of appearances
''Halo: Glasslands''
''Halo 4''
*''Spartan Ops''
''Halo: Initiation''
''Halo: Escalation''
''Halo Mythos''
''Halo: Tales from Slipspace''
*''Fireteam Majestic Poker Night''
''Halo: Retribution''
''Halo: Bad Blood''
''Halo: Official Spartan Field Manual''
''Halo: The Television Series''
*''Contact''
''Halo Infinite''
*''Season 03: Echoes Within''
Sources
See also Portable Spartan Support Module
Category:MJOLNIR armor Category:Human technology
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Bromageddon is an achievement in ''Halo 4''. It is awarded for completing the entire Campaign Cooperative play|co-operatively on Heroic or harder. The achievement is worth 40 Gamerscore. It is represented by two fists and a five-pointed star inside a nine-pointed star.
Trivia The achievement name is a play on the words "Brother" and "Armageddon".
Sources
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Bronchial surfactant is an enzyme used by humans for use in cryo chambers. The cryo-inhalant is specifically designed to coat and protect the lungs when entering cryonics|cryo-sleep, then be regurgitated and swallowed upon reawakening. The clear liquid replaces some vital bodily fluids, such as nutrients lost during deep sleep. A person using bronchial surfactant is theoretically able to sleep for extremely long periods of time, thus making it possible that it includes some sort of sedative. However, the exact specifications are not known. People have been observed in cryo-sleep for up to three weeks without using the fluid.
Most people didn't have a problem using the drug, but Jacob Keyes had a profound disgust for it, believing that no matter how the formula is changed, it always tasted like "lime-flavored mucus."Halo: The Fall of Reach, ''page 13''
List of appearances
''Halo: The Fall of Reach''
''Halo: Evolutions - Essential Tales of the Halo Universe''
*''Dirt''
''Halo 4: Forward Unto Dawn''
Sources
Category:Drugs
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|affiliation=Gao Republic
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The Bronto is a large disaster-response vehicle.
Overview Brontos are the size of small houses. They roll forward with steel tracks capable of maneuvering through muddy jungle environments with ease. The Gao Republic's Gao Ministry of the Environment|Ministry of the Environment maintains at least one Bronto for the purpose of responding to disasters. On 2553#December|December 14, 2553, a Bronto led a convoy carrying President of the Gao Republic|President Arlo Casille when it was Operation: RETRIBUTION|ambushed by two United Nations Space Command teams working in concert. A Wikipedia:Cyathea|cyathea tree fern was felled to cut the rest of the convoy off from the Bronto, which was permitted to escape as soon as it was evident a trap had ben sprung.''Halo: Retribution'', chapter 19, ''page 237''
Trivia
"Bronto" is a prefix commonly used in the names of large animals, such as Wikipedia:Brontosaurus|brontosaurus or Brontothere|brontotherium.
List of appearances
''Halo: Retribution''
Sources
Category:Vehicles
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Brontotheres are Wikipedia:Perissodactyla|perissodactyl Wikipedia:Mammalia|mammals native to Earth. They superficially resemble Wikipedia:Rhinoceros|rhinoceroses but are distinguished by marked differences in their toes and horns.
History
Brontotheres lived in east Africa as late as 97,445 BCE. They were among the creatures that were preserved as part of the Librarian's Conservation Measure.''Halo: Silentium'', ''String 2'' At one point during the Librarian's last days on Earth before the Great Purification|firing of the Halo Array, a two-meter high brontothere was one of the animals that approached her, nuzzling her hand.''Halo: Silentium'', ''String 37'' She surmised that they no longer had any fear since all the humans had been removed.
Production notes Outside of the Halo Universe|''Halo'' universe, brontotheres are believed to have gone Extinction|extinct around 33.9 million years ago, as opposed to still existing on Earth just around 100,000 years ago.
List of appearances
''Halo: Silentium''
Sources
Category:Animals
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The Bronze Star is a decoration awarded to members of the United Nations Space Command.Halo: Evolutions, "The Impossible Life and the Possible Death of Preston J. Cole", ''page 415'' The decoration is likely based off of a Wikipedia:Bronze Star Award|decoration of the same name once used by the military of the United States of America, a nation on Earth.
Notable recipients Captain Oliver Franks, at least one award Captain James Cutter, one award Ensign William Lovell, three awardsHalo: The Fall of Reach, ''page 185'' (2010)
Senior Chief Petty Officer Franklin Mendez, multiple awardsHalo: The Fall of Reach, ''page 95''
Master Chief Petty Officer John-117, multiple awardsHalo: The Fall of Reach, ''page 268''
List of appearances
''Halo: The Fall of Reach''
''Halo Wars: Genesis''
''Halo: Evolutions - Essential Tales of the Halo Universe''
*''The Impossible Life and the Possible Death of Preston J. Cole''
''Hunt the Truth''
Sources
Category:UNSC Decorations|Bronze Star
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Brooke is a human doctor and a co-worker of Lulu Hershey|Hershey, who would later become a nurse on the .
Sources
Category:Human civilians Category:Human characters
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Bropocalypse is an achievement in ''Halo 4''. It is awarded for completing any Campaign level Cooperative play|co-operatively on Heroic or harder. The achievement is worth 10 Gamerscore. It is represented by two fists on top of each other inside a nine-pointed star.
Trivia The achievement name is a play on the words "Brother" and "Apocalypse". The requirements of this achievement is exactly the same as "Brovershield" from ''Halo: Combat Evolved Anniversary''.
Sources
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Bros to the Close is an achievement in ''Halo 4'' and ''Halo: The Master Chief Collection''. It is awarded for making it through the fourth campaign level, ''Infinity (level)|Infinity'', without a preventable death of a UNSC Marine Corps|Marine, on Heroic or harder.In ''Halo 4'', the achievement is worth 20 Gamerscore and is represented by three fists touching each other to create a star in the centre. In ''Halo: The Master Chief Collection'', it is worth 10 Gamerscore and is represented on the Steam icon by an enclosed Marine CH252 helmet over two crossed swords, indicating the difficulty. In the Xbox art an image of the map Vertigo is used.
Method Even though this achievement may be accomplished on solo, it is highly recommended to attempt it on Cooperative Play. Bros to the Close requires the player to have six Marines alive before heading through the door that leads to the landing zone. It is also recommended to keep the Z-5080 Short-Range Spectrum Augmenter/Vision|Promethean Vision armor ability acquired earlier in the level, so one could count the number of Marines with ease. After the mid-level cutscene ends, the player will have two Marines with them. Arm the M395 Designated Marksman Rifle|DMR-wielding Marine with a Z-250 Directed Energy Engagement Weapon|Lightrifle, and move on. Once given the chance to pick up another Lightrifle, trade it with the second Marine, who is wielding an MA5D Individual Combat Weapon System|Assault rifle. Stay alert and take out any Prometheans in this order: Promethean Watcher|Watchers Promethean Knight|Knights Promethean Crawler|Crawlers.
At one point, Thomas Lasky|Commander Lasky will inform John-117 that there is a squad of Marines pinned down nearby. This squad is composed of four Marines: One of them is wielding a M6H Personal Defense Weapon System|Pistol, another wielding the DMR, and the last two are using Assault rifles. Immediately trade a Lightrifle with the Pistol-wielding Marine, followed by picking up a ARC-920|Railgun and trading it with the DMR-wielding Marine. When heading up to the hilltop, there will be a Promethean Knight who will teleport closer to the player. Use the M45 Tactical Shotgun|shotgun or Z-180 Close Combat Rifle|Scattershot if provided, but throwing a frag grenade near its teleportation destination suffices as well. If the grenade didn't kill the Knight, find cover and fire at the Watchers, who will be constructing Beam turret|Forerunner beam turrets. These turrets should be the second priority; the Watchers being the first. After eliminating the Watchers, destroy the turrets since these are the main threat to the Marines as well as the players themselves. Once the turrets are destroyed, return attention to the Knights. The Marines will usually take care of the Crawlers and assist in killing the Knights, but don't expect them to destroy the Knights by themselves.
After clearing the hilltop, arm the Marines with Lightrifles and Railguns, as this will increase the damage they inflict on the enemy. After uploading Cortana to the console, mount the turret on the middle. All the Prometheans will usually charge up the door and ignore the turret to the left. Once again, put the Watchers on first priority, followed by the Knights, and finally the Crawlers. Keep an eye on the motion tracker and watch for any Prometheans that get too close to the Marines. Eventually, the waves of Prometheans will run out, and the achievement notification will appear once the player heads for the door.
On Cooperative Play, it is recommended to have one player focus on the Watchers and turrets, while the other is tasked with eliminating Knights and watching for Marine deaths. During the hilltop section, have one player on the turret while the other stands on the right side of the hill to flank the enemy.
Sources
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File:Bros to the End!.png|thumb|The new medal for ''Halo: Reach''. Bros to the End is a Bungie.net multiplayer Medals|medal available in ''Halo: Reach''. It is earned by being saved by a teammate. It is represented by an Avenger medal with a blue-and-silver trim. The medal does not appear in-game and can only be viewed on Bungie.net.
On March 31, 2012 Bungie.net ceased updating ''Halo'' game stats and player records, transferring all record-keeping responsibilities to Halo Waypoint. As Bros to the End could only be viewed on the site, it is effectively no longer awarded.
Sources
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File:Broseidon.png|right
Broseidon is a multiplayer Medals|medal available in ''Halo: Reach''. It is earned by spawning in a teammate fifteen times without dying in. It is represented by a purple spawning icon on top of a silver six-pointed star.
Trivia The medal is likely a reference to the third panel of , which gave the pre-existing slang term "Broseidon" a resurgence in popularity while ''Reach'' was in development. Broseidon itself is a combination of the words "bro"(-ther, i.e., buddy) and Poseidon, the Greek god of the sea.
Sources
Category:Halo: Reach multiplayer medals
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Brothers Grim is an achievement in ''Halo Infinite''. It is unlocked by defeating Hyperius and Tovarus at the end of the mission ''Pelican Down (Halo Infinite level)|Pelican Down''. This achievement awards the player 10 Gamerscore.
Production notes The name of this achievement is a reference to the German literary duo Wikipedia:Brothers Grimm|Brothers Grimm.
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Brothers in Arms is a soundtrack in the ''Halo Legends: Original Soundtrack''. It is a remix of Brothers in Arms from the ''Halo: Original Soundtrack''.
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Brothers in Arms is the third track in ''Halo: Original Soundtrack''.
Overview The track opens with a synthetic drum beat; then, the melody of the piece begins on the flute. In the middle of the piece, the melody segues over to strings, who continue the piece's main motif an octave lower. They are shortly joined by a fanfare on synth organ. In the end, the drums fade out, allowing the strings and flute to slow the tempo and bring the piece in for its serene conclusion.
Appearances The soundtrack can be heard:
The ending is heard in the main menu of ''Halo: Combat Evolved''. In the opening and closing cinematics of the level ''The Pillar of Autumn (Halo: Combat Evolved level)|The Pillar of Autumn''. Twice during the level ''Halo (Halo: Combat Evolved level)|Halo''; once during the Covenant's last attempt to eliminate the first group of survivors, and again on the Covenant's attempt to kill the very last group of survivors. Four possible times during the level ''The Truth and Reconciliation'', once outside the ship, once in the shuttle bay if most, if not all, of the Marines are dead, once near the brig where Jacob Keyes is being held, and once in the ending cinematic.
Arrangements The track was arranged into the following:
The ending of this track was reorchestrated into the ending of ''Great Journey'' (from ''Finale (Halo 2)|Finale'') in the ''Halo 2: Original Soundtrack''.
''Follow Our Brothers'' in the ''Halo 3: Original Soundtrack''.
''Brothers in Arms (Halo Legends)|Brothers in Arms'' in the ''Halo Legends: Original Soundtrack''.
''Bravery, Brotherhood'' in the ''Halo: Combat Evolved Anniversary Original Soundtrack''.
Production notes The composition of ''Brothers in Arms'' began in early 2001 as ''Battle Sketch'', a piece played on piano by Martin O'Donnell. He later added the percussion and brass to the arrangement, alongside strings, a choir and woodwind instruments. O'Donnell continued to work on the piece in some form or another during the production of ''Halo 2'' and ''Halo 3'', ultimately recording the final rendition in 2007. Although the piece was known as ''Brother in Arms'' during production, it was included in ''Halo 3: Original Soundtrack'' under the title ''Follow Our Brothers''.
Sources
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The Brothers of Unending Ire are a clan of Jiralhanae, sworn to service within the Banished.
History
The Brothers of Unending Ire have been responsible for conducting raids on United Nations Space Command for at least around a decade between 2550 and 2560, led by Korth|Korth the Wrender. During this era, Captain Arthoc personally lead upwards of forty-eight raids on Human colonies|human colony worlds, with a particularly notable assault on Terceira that claimed the lives of three squads of Orbital Drop Shock Troopers.
More recently as of 2560, the Brothers of Unending Ire have pledged their allegiance to the Banished, to causes unknown to the Office of Naval Intelligence. Following this, Arthoc was promoted into the order of the Bloodstars, and all members of the Brothers were tagged by ONI intelligence as an extreme threat to all UNSC forces.
Organisation The Brothers of Unending Ire are divided into a number of subordinate units including at least two combat elements and their constituent packs. First combat element Second combat element
*Dratix Pack - led by Captain (Covenant)|Captain Arthoc
Korth|Korth the Wrender Captain Arthoc
List of appearances
''Halo Infinite''
Sources
Category:Jiralhanae clans Category:Banished military units
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Brovershield is an achievement in ''Halo: Combat Evolved Anniversary'' and ''Halo: The Master Chief Collection''.
Overview
In ''Halo: Combat Evolved Anniversary'', the achievement is awarded for completing any level Cooperative play|cooperatively on Heroic difficulty. The achievement is represented by two M41 rocket launchers over the difficulty shield in its icon. It is worth 20 gamerscore.
In ''Halo: The Master Chief Collection'', the achievement is awarded for completing any level Cooperative play|cooperatively on Heroic difficulty in any game. The Xbox achievement icon is the loading image of Awash from ''Halo 2: Anniversary''.
Trivia In both titles, if a player earns the Bro Hammer achievement without this achievement already earned, they will be unlocked together. This is also true for the achievement Standard Operating Brocedure. The achievement is a play on the word "Overshield".
Sources
Category:Halo: Combat Evolved Anniversary achievements Category:Halo: The Master Chief Collection achievements
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File:Bruce-Thomas.jpg|thumb|300px|Bruce Thomas in ''Making Halo 4: A Hero Awakens''.
Bruce Thomas (born May 17, 1961) is an American actor who performed the motion capture for John-117 in ''Halo 4'', ''Halo 5: Guardians'', and ''Halo Infinite''.Making Halo 4: A Hero Awakens He also voiced Catherine Halsey|Dr. Halsey's interrogator in the game's Prologue|introductory cutscene,Halo 4 credits|''Halo 4'' credits and Ari Rezneck in ''Hunt the Truth''. In ''Halo Infinite'', he also performed the motion capture for Atriox. Thomas is perhaps best known for playing Batman in a series of commercials for the OnStar Corporation, a role he reprised in the short-lived Wikipedia:Birds of Prey (TV series)|''Birds of Prey'' television series.
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Category:People
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The ''Brumal''-class mast is a kind of civilian transport ship employed by humanity. The function of the ''Brumal''-class is unclear, though they can be equipped with Shaw-Fujikawa Translight Engine|FTL drives for Slipstream space|slipspace travel. s may be attached to ''Brumal''-class masts and jettisoned from slipspace to emerge at their destinations.
Known masts Meridian 5 - used to deploy four ''Star Charter''-class ships including Meridian 5-Alpha to the Human colonies|colony world of Meridian.
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Category:Human ships
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|built=
|destroyed=
|population=Approx. 500
|notable=Battle of Meridian
|notable-title=Notable events
|governance=
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Brume-sur-Mer was a coastal human village on the Outer Colonies|Outer Colony of Meridian. It was close to the city of Port Moyne. The town was managed by the artificial intelligence Salome, and powered by a fusion reactor. Many of the houses in the town were constructed to look like old French chateaus from Earth, though as of 2548, many fell into disrepair.
Overview
A highway ran through the town. On one side of this highway was a beach with a motel, owned by the family of Victor Gallardo; while the opposite side was a neighborhood of houses, where Evelyn Rousseau lived. Near the town was a forest, protected from development and home to Sardans cats.
Snaking beneath the town was an old bomb shelter that had entrances near the center of town, and one main entrance elsewhere. Officially, it was constructed at the start of the Covenant war to protect rich tourists from a potential attack. However, rumors suggested it was older; an old Sundered Legion hideaway from the days of the Insurrection. A nearby Sundered Legion hanger contained a still-functional Prowler that helped save 70% of Brume-sur-Mer's population.
Locations Brume Beach Old Brume Rue Glycine Rue Camelia
"meeting hall"
"old bomb shelter"
History
Prior to the Human-Covenant War, wealthy individuals from across human space would travel as tourists to visit Brume-sur-Mer.
The town had a old bomb shelter that according to the official story was built at the start of the Human-Covenant War so rich tourists would be protected in the case of an attack, but rumors existed that it was older than that where it was used during the Insurrection by the rebels of the Sundered Legion.
In 2548 a concert was played at the old bomb shelter the city. The concert was interrupted by a power failure before restarting again.
Trivia Brume-sur-Mer translates literally to "Mist-On-Sea" in French.
List of appearances
''Halo: Battle Born''
''Halo: Meridian Divide''
Sources
Category:Meridian locations
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The Brunel system, referred to by the Covenant as the Narumad system,Halo: Glasslands, ''page 295'' is a planetary system located within the Milky Way galaxy, and is governed by the Unified Earth Government.Official Xbox Magazine: Halo - The 10th Anniversary ''Glasslands excerpt'' This system was invaded sometime during the Human-Covenant War, and one of its planets, New Llanelli, was glassed by the Covenant in 2530. It was likely named in honor of Wikipedia:Isambard Kingdom Brunel|Isambard Kingdom Brunel, a British engineer who revolutionized public transportation, modern engineering, and the architect for the Wikipedia:Great Western Railway|Great Western Railway.
List of appearances
''Halo: Glasslands''
''Halo: The Thursday War''
''Halo: Mortal Dictata''
''Halo: Tales from Slipspace''
*''Knight Takes Bishop''
Sources
Category:Planetary systems
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Brunus was a Jiralhanae stationed on the Covenant Empire|Covenant ship ''Valorous Salvation'' in 2552. He served as right hand to Jiralhanae Chieftain|Chieftain Parabum. Ceretus considered him one of the least intelligent Jiralhanae he had ever met.Halo: Evolutions - Essential Tales of the Halo Universe, "Stomping on the Heels of a Fuss", ''page 68''
Eventually Ceretus orchestrated a confrontation with Parabum which soon erupted into a brawl. Pandemonium reigned and many of the Jiralhanae were killed as they turned on each other. Brunus was either killed in the chaos or was killed by the United Nations Space Command|UNSC reinforcements which landed on Beta Gabriel soon after and eliminated all of the Jiralhanae survivors.
Trivia Brunus is one form of the latin word for "brown." It has also been a name or nickname for numerous individuals throughout history, notably wikipedia:Hugh IV of Lusignan|Hugh IV of Lusignan.
List of appearances
''Halo: Evolutions - Essential Tales of the Halo Universe''
*''Stomping on the Heels of a Fuss''
Sources
Category:Jiralhanae characters Category:Covenant military personnel
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Brutality is an achievement in ''Halo Infinite''. It is unlocked by killing an enemy with melee using a bladed weapon (including the Mangler, Veporokk Workshop Ravager, Sicatt Workshop shock rifle, and the Flaktura Workshop Skewer) in a matchmade game. This achievement awards the player 10 Gamerscore.
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File:H2 Weaponless Brute.jpg|thumb|A Brute without any weapon. The Brute Buddies glitches|glitch is an AI-related phenomenon that occurs in the ''Halo 2'' Campaign level the Great Journey. It may be related to ''Halo 3'''s "Friendly" Brutes glitch.
Walkthrough In the Great Journey, when you're escorting Sergeant Avery Junior Johnson|Johnson's Protos-pattern Scarab|Scarab in a Type-26 Ground Support Aircraft|Banshee, fly to the ground near the Control Room and wait for another Banshee to fly down to you, Naval boarding|hijack it. The Jiralhanae|Brute pilot will fall out and land on the ground, but he will not die.
Fly down and get close to the Brute, and he will calmly walk toward you and follow you wherever you go. Even though he is making berserker yells, he will not attack you. If you do the same with others, they, too, will follow youso you can have an entire pack of harmless Brutes follow you wherever you want. However, if you kill one of them, and another one sees you, he will go berserk and attack you.
Also, in the same area, when you see an overturned Zurdo-pattern Wraith|Wraith, get out of your Banshee. The Brute there will not attack nor have a weapon.
Explanation This glitch occurs because many brute pilots on the Great Journey are spawned without weapons. The brutes ''want'' to attack the player, but have no way of doing so, since they have no animations tied to meleeing with no weapons. This can be proven by the fact that weaponless brutes go berserk when you kill one of their pack. In addition, if you get a weaponless brute on top of a wraith you're piloting, he will board it and start hitting you.
See also Unresponsive enemies|Unresponsive Enemies
"Friendly" Brutes
Category:Glitches Category:Halo 2 glitches
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File:1210473952 Brutecaptain.jpg|thumb|300px|A Captain Major on Installation 00.
Gameplay Jiralhanae Captain Majors are most commonly seen sending Kig-Yar, Unggoy or lower-ranked Jiralhanae into the heat of battle, while they stay back and fire ceaselessly from long range with whatever they are armed with.
Their armor can take more damage than others, and with the Halo 3 skulls|Mythic or Tilt skulls activated, they can survive a Anskum-pattern plasma grenade|plasma grenade or Type-2 spike grenade|spike grenade stick (on higher difficulties). On higher difficulties, it takes two SRS99D-S2 AM sniper rifle|sniper rifle or Type-50 particle beam rifle|particle beam rifle shots to destroy their power armor and a third shot to the torso or head to kill them. In terms of strength, battlefield adaptability and rarity, Captain Majors are similar to Sangheili Sangheili Ultra|Ultras. Apparently they increase the morale of their troops (if one is killed, all nearby Unggoy will flee). They usually use Type-25 Brute shot|Brute shots, and when under attack will deploy their piece of equipment, usually a bubble shield. In ''Halo 3'' they can be seen commanding troops on the Deutoros-pattern Scarab|Scarab walkers.
Players facing a Jiralhanae Captain Major are advised to grenade the subordinates to death, then either long-range headshot or get up close and melee the Captain Major to death. Using long range weapons gives the player a chance to dodge the ceaseless fire from the Captain Major, and meleeing will cause the Jiralhanae to pause long enough for the player to kill him with additional melee attacks.
Jiralhanae Captain Majors often employ the use of a flare, deployable cover, or bubble shield. When the Jiralhanae deploys a bubble shield, the player is advised to seek close range weapons such as an M90 shotgun and assault the bubble shield. Do this by running as close to the Jiralhanae as possible so that they do not use their weapons against you. Instead they will try to melee you. If you are quick enough, you can dodge the Jiralhanae's melee and shoot/melee them in the back, or side.
When the Captain Major deploys a flare, the player is advised to either take cover until the Flare is burnt out, or to use the flare to their advantage, using their motion sensor to seek out enemies who are likewise blinded. If he deploys a deployable cover, although rarely, the player should use grenades, or long to short range weaponry to take it out.
Trivia On the ''Halo 3'' level The Ark (level)|The Ark you can see a Jiralhanae Captain Major, (but sometimes other Brute Captain ranks) urinating on a wall. When a Pod infector infects a Captain Major with its armor on, it will still become a Jiralhanae Minor combat form because of graphic limitations. When the Thunderstorm Skull is on in Sierra 117 (level)|Sierra 117 only, you'll see Jiralhanae Captain Majors instead of Jiralhanae Captain Ultras. Even on Easy, the first Jiralhanae the player comes across in ''Halo 3'' is a Jiralhanae Captain Major. Originally, the Captain Major in ''Halo 3'' was planned to have a deployable shield that would fan out from his gauntlets to protect him from enemy fire.
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Category:Gameplay guides
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Gameplay Captain Ultras are very strong opponents. They can take multiple hits from any non-explosive weapon to kill them. The best alternative to an explosive or powerful weapon for these hardy Jiralhanae warriors is the BR55HB battle rifle|battle rifle to the head, which allows the player to hit them from a distance and kill them with few shots. A single Anskum-pattern plasma grenade|plasma grenade can kill them along with a Type-2 spike grenade|spike grenade, provided they detonate nearby each other. Ultras are rare on lower difficulties but more common on Heroic and Legendary difficulties. The Type-25 plasma pistol's overcharge shot can come in handy as well to take out their shields. They are generally seen leading lesser Jiralhanae, Unggoy and Kig-Yar into battle.
Captain Ultras are armed with a wide assortment of weapons. Most often, they wield the Type-25 Brute shot. However, they also use Type-2 spike grenades, s, Paegaas Workshop Spikers, s, and s. Captain Ultras are sometimes equipped with Covenant equipment like a bubble shield, power drain, radar jammer or a flare. They occasionally use deployable covers for additional protection.
Trivia Despite possessing much stronger shields than the Brute Captain|Captain Regulars, and slightly stronger than the Brute Captain Major|Captain Majors, they are still a bit below those of a Sangheili Major: in fact, on the Normal difficulty, a single shot from a Sulok-pattern beam rifle|particle beam rifle will destroy the power armor of an Ultra, but won't completely drain the shield of a Major. Interestingly, neither a Captain Ultra, nor any other kind of Jiralhanae Captain, has ever been seen manning a Zurdo-pattern Wraith|Wraith or a Qavardu Workshop Prowler|Prowler. Also, the only way to make them drive a Barukaza Workshop Chopper|Chopper is to let yours be hijacked.
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Category:Gameplay guides
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The Jiralhanae Captain sports more defenses than the standard Jiralhanae and is therefore more difficult to engage, especially on higher difficulty settings. Their primary tactics are to bombard an enemy at range with the high-caliber explosive projectiles from the Brute shot and they also sport a ferocious melee attack at close range, making the options available to the player limited when encountering a Jiralhanae Captain.
Gameplay
The safest option is to use the Sulok-pattern beam rifle|beam rifle from long range, although it takes several headshots to penetrate the thick helmet and skull of the Jiralhanae Captain, although the player may choose to resort to the M6C magnum|magnum, Covenant carbine, or BR55HB battle rifle|battle rifle, those three weapons are effective against Jiralhanae Captains. At close range the Type-1 energy sword|energy sword and the shotgun are recommended. A preferable tactic when approaching any Jiralhanae Captain with a shotgun is to put a quick burst into their chest and quickly follow up with a beat-down to the face. This tactic can kill a Jiralhanae Captain (on any difficulty) with efficiency (strictly ''Halo 3'').
During the Great Schism, some Jiralhanae Captains even used M90 shotgun|human-made shotguns at times.Halo 2, campaign level, ''Uprising''
They are the only Jiralhanae that when killed can cause Unggoy to Suicide attack|go kamikaze.
Captain vs. Bodyguard In ''Halo 3'', Jiralhanae Captains and the common Jiralhanae Bodyguard look similar, (especially in dim lighting), but there are slight differences in their armor color. The Jiralhanae Captains have a violet tinge to the armor, but the Bodyguards have a more indigo color. Furthermore, Jiralhanae Captains power armor is more durable than that of Bodyguards. It can be difficult to tell in the heat of combat and due to the fact that the armor shape is identical for both.
In ''Halo Infinite'', Banished Captains will fire their Ravagers in an arc, allowing them to hit the player from far away and even when behind cover. Captains with Hydras or rocket launchers will fire straight at the player. Hydra-equipped captains will utilize the lock-on feature at higher difficulties. Captains have a jetpack that allows them maneuver around the battlefield and gain an elevated position over the player. Shooting the jetpack will destroy it. The Captain's helmet can absorb multiple shots before falling off, although it is still faster than relying on body shots.
Jiralhanae Captains within the Banished have been known to utilize Veporokk Workshop Ravagers, M41 SPNKRs, and MLRS-2 Hydras.
Sources
Category:Gameplay guides
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Brute Force is an achievement in ''Halo: Spartan Assault''. It is awarded when the player finish the objectives using only the Type-25 Grenade Launcher|Brute Shot, melee and grenades in Operation D: Captured Chance|Operation D, Mission 16: Escape from the Southern Fields|Mission 1. The achievement is worth 10 Gamerscore on Xbox 360 and Windows systems, and 20 Gamerscore on Xbox One. It is represented by a circle with the jaws of a Jiralhanae inside it.
Tips If the player wishes to use the Brute Shot, they must first acquire it by killing a Brute Shot-wielding Jiralhanae with either melee attacks or a grenade. It is recommended that the player kill the Grunts with melee attacks, as they are easily killed, instead of wasting Brute Shot ammo or grenades on them. The player can ignore many hostiles on the level, instead focus on the mission objective of destroying the two sets of doors.
Sources
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Brutes is the sixth track (Disc 1 Track 6) in ''Halo 3: Original Soundtrack'', and plays during the ''Halo 3'' campaign level ''Crow's Nest (level)|Crow's Nest''. It is composed of ''Brutes'' (0:00-0:35), ''Lost'' (0:35-2:29), ''Dream Again'' (2:29-3:59), and ''We're Done Here'' (3:59-5:07).
Overview
''Brutes'' (0:35) is a rearrangement of the climatic second section of ''Enough Dead Heroes'' (from ''Halo: Original Soundtrack''. The piece plays during the battle with the Jiralhanae in the Crow's Nest barracks.
''Lost'' (1:54) begins with quiet ambiance, when a new melody is introduced by a high synth/wind note, with percussion joining in. This melody is gradually replaced by dissonant string notes and choral voices, similar to ''Veins of Stone'' (from ''Sacred Icon Suite'' in ''Halo 2: Original Soundtrack''), albeit slower. The piece plays when John-117 takes the elevator outside the barracks, and during the ensuing fight against Jiralhanae Jumpers. ''Lost'' was reprised in ''Overcome'' (from the later track ''Behold a Pale Horse'').
''Dream Again'' (1:30) is a rearrangement of its namesake, ''Perchance to Dream'' (from ''Halo Original Soundtrack''), with louder synth notes and the addition of vocals. This gradually fades out. The piece plays in the service tunnel leading to the motor pool, where the John-117 encounters Unggoy on s.
''We're Done Here'' (1:08) features electronic sounds and muted percussion at a faster tempo. The electronic sounds plays a melody which has incorporated the Delta Halo Suite|"''Halo 2'' monk theme" from ''Delta Halo Suite''. High strings return and the piece ends. The piece plays while John-117 flees from Crow's Nest after arming the bomb, and is alluded by the name of the piece.
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Brynn Morad is a human medic who, while analyzing the Terrorist attack on Sedra City|terrorist attack on Sedra City by a Unidentified Sangheili Zealot (Sedra)|Zealot, was being covertly observed by Codename: FIXER and Codename: SURGEON.
Biography
List of appearances
''Halo: Nightfall''
Sources
Category:Human civilians Category:Human characters
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''BTS: Anniversary Campaign'' is a 343 Industries BTS|Behind-the-Scenes documentary video that offers a look at the developmental process of the remastered campaign experience featured within ''Halo: Combat Evolved Anniversary'', and was first released on Wikipedia:YouTube|YouTube and Halo Waypoint on 2011|October 17, 2011. It features exclusive interviews with both 343 Industries and Wikipedia:Saber Interactive|Saber Interactive employees.
Transcript Phil Spencer: " I remember sitting down in a conference room and watching this purple and blue First-person shooter|FPS game on console, and scratching my head wondering 'was this going to be it; was this going to be the game which defines Xbox?' And obviously, ten years later that proved to be the seminal moment for us, as the beginning of ''Halo series|Halo'' on the Xbox game."
File:Remastered Control room.jpg|thumb|280px|An example of the remastered cinematic seen within ''Halo: Combat Evolved Anniversary''. Bonnie Ross|Bonnie Ross Ziegler: "''Halo: Combat Evolved|Halo'' didn't just bring an FPS to the console; it also brought a story. That combination kind of established a new genre of FPS story expectations."
Frank O'Connor: "Halo did a lot of conventional storytelling through cinematics, and cool voice acting, and great music obviously. But I think some of the storytelling that happens in Halo for me is the storytelling that happens through the environment and sandbox."
Greg Hermann: "While you were hit with all of this great fiction which you could really delve into and learn about; you could just pick it up and play."
Chad Armstrong: "All of that kind of came together to make a game which was not necessarily completely different from what previous shooters had done; but got all of its individual formulas so excellently perfect that you had this incredible First-person shooter experience that I don't think anyone had come close to before."
Phil Spencer: "Halo was beginning of me playing console game with my friends and that's how I always think about it."
''The Halo: Combat Evolved Anniversary and BTS's'' logo appear.''
Chad Armstrong: "I think people have been asking for a remake of ''Halo 1'' since ''Halo 2'' was announced."
Frank O'Connor: "I like to go back all the way to when Xbox LIVE first came out. The demand for Halo 1 and to play as a Cooperative play|co-op over Xbox LIVE started. It built up over the years and over the years."
Chad Armstrong: "It was the perfect timing since tenth anniversary was coming up."
Dan Ayoub: "It occurred to us that there's this entire generation who never player the original game. If you're an eighteen year old gamer today, you were eight when Halo came out."
Frank O'Connor: "We did do diligence on a number of partners."
Bonnie Ross Ziegler: "The number one requirement was that it didn't impact gameplay at all."
Greg Hermann: "You have something that's just classic; something that's just magical. If you go and tinker with that, you're just going to lose that magic."
Frank O'Connor: "What we wanted was someone who could work with our existing physics and gameplay engine."
File:Halo CEA development.jpg|thumb|300px|A look at the development of Halo: Anniversary. Dan Ayoub: "Wikipedia: Saber Interactive|Saber popped up really quickly."
Chad Armstrong: "They were like 'Yeah, we can make this look like a current generation game and we can do while using the original Halo engine.'"
Andrey Iones: "The gameplay in Halo 1 is what we call 'deterministic', in other words, if you feed the engine the game will behave the same way. If you can apply this principle perfectly, you can have both mode work in sync."
Frank O'Connor: "Rather than simulate Halo 1's actual gameplay and actual physics; we're actually able to use them completely."
Andrey Iones: "So the M12 Force Application Vehicle|car is nice and shiny. The engine is very old, so we have to make sure that it all fits together. Unless, we would have to speed up the engine to make sure it works in today's world."
Frank O'Connor: "We've done some deliberate things. The Library (level)|The Library is now much easier to navigate. We've used light and textures to make it a little bit simpler."
Chad Armstrong: "The pillars are covered in Holograms one one side, they're more decorated on the other side. It actually seems to help people who are not familiar with The Library and figuring out where they're going."
Dennis Ries: "The Truth and Reconciliation (level)|The Truth and Reconciliation is one of the best examples. If you come to that first interaction, and then make your way to the cliff, and look up to see this unbelievable skybox. And so, having all of these updated game for me has made the game much more immersive."
David Ellis: "I remember when I first saw someone switch the graphics; I didn't know that was going to be a feature."
Greg Hermann: "In a lot of ways, it was a fine balancing act because we were running all of the original Halo animations. So it was the original Halo skeletons for those characters. It needed to be rebound into the updated meshes that we had brought over from ''Halo: Reach'' and ''Halo 3''. For example, the Sangheili|Elites had an elongated neck, so now they're a little more squat and compact."
File:AnniversaryEarlyChief.png|thumb|180px|An early illiteration of John-117's MJOLNIR Powered Assault Armor/Mark V|Mark-V for Halo: Anniversary. David Ellis: "Master Chief is iconic, so we have to make him look like a hero and make him look just right."
Dennis Ries: "MJOLNIR Powered Assault Armor/Mark V|Chief's armor, that was a tough process. We went back and forth on that for a long time."
Greg Hermann: "Originally, we were using the MJOLNIR Powered Assault Armor/Mark V|Mark-V armor that's built into the multiplayer compartment of ''Reach''. We just kept coming back and it just didn't look like Master Chief."
Frank O'Connor: "The first stuff we put at around Electronic Entertainment Expo|E3, ugh, I think the instant reaction was Chief looks wrong; his visor's too big, the color's all wrong."
David Ellis: "Some people thought we were doing it intentionally as retro. If you saw the original Chief from 1999-era, he had a very tall, matte-reflected helmet. He [the early Halo: Anniversary models of Chief's armor] actually looked similar to that."
Chad Armstrong: "The great thing about this group working on this project is that we're very, very passionate about getting this right."
Dennis Ries: "We worked on that for four months until we finally got a perfect Master Chief's armor."
File:AnniversaryCoop.png|thumb|300px|An image of two players emerging from the Cryo chamber|cryotubes in Cooperative play. Frank O'Connor: "One of the number one asks we got for Halo 1 remake was co-op over Xbox LIVE."
Greg Hermann: "The original Halo 1 campaign experience had already been designed for cooperative play. When you're getting out of the Cryo chamber|cryotube, there's actually two cryotubes for the cinematic."
Dan Ayoub: "It creates another challenge for us and everybody else,, but we obviously wanted to support that."
Andrey Iones: "The code-base was built ten years ago. So we'll have to figure out how this code-base is structured and designed."
David Ellis: "We had a lot of people work really long hours to make it happen; ultimately from scratch."
Dennis Ries: "It's pretty seamless. You'll go into the campaign lobby, and see your friends who are online playing the game, and you'll fire off an invite allowing them to join you."
Greg Hermann: "You'll play what was originally a slit-screen cooperative campaign experience, now across LIVE."
File:CEA Skulls.jpg|thumb|300px|Chad Armstrong discussing the variety of Skulls offered in Halo: Anniversary. Jeff Steitzer (as the announcer): "Skull on!"
Chad Armstrong: "Classicly, Skulls in Halo tend to effect affect the behavior of AI. The AI needs to support those behavioral changes."
Greg Hermann: "How do we include something which changes gameplay while one of our fundamental tenants is keep gameplay the same?"
Dan Ayoub: "Skulls are one of the tools we're giving the player if they do want to change their gameplay experience a little bit, they can do that."
David Ellis: "The benefit on this is that most of the skulls are new; you've never seen or played any of them before."
Chad Armstrong: "Like Halo: Combat Evolved Anniversary skulls#Malfunction skull|Malfunction which removes elements of the HUD when you respawn, Halo: Combat Evolved Anniversary skulls#Boom skull|Boom which makes explosions much more dangerous for the Covenant and the player. That and a combination of something like the Halo: Combat Evolved Anniversary skulls#Grunt Funeral skull|Grunt Funeral skull will make you become very afraid of Unggoy|Grunts."
Frank O'Connor: "There are a few features of the game which turned out better than expected, and Wikipedia:Stereoscopy|3D's probably is probably the number one; it was an unexpected bonus and I don't see 3D very well, but it really worked for me. For some reason, it just pops in Halo better than in other games and movies."
Dennis Ries: "Yeah, I'd say the feature that surprised me the most was Halo: Combat Evolved Anniversary#Kinect Integration|Kinnect."
Dan Ayoub: You have voice commands throughout the campaign; things like grenade, reload. At a point in the game were you're playing, you can analyze and you can almost capture items and move your cursor over and in the Library (feature)|Library, you can go in there and see the things you've caught and move the model around. And it gives you a bit of a break down of what those characters are."
Chad Armstrong: "For me when I think of Halo, I love looking around at the scope and the scale of things."
Dan Ayoub: "This is the game that started it all. People can really dive in and remember what it was like ten years ago and if you didn't play it ten years ago, you can see what it was like ten years ago."
Bonnie Ross Ziegler: "It's the quintessential walk down memory lane, only with better visuals."
Frank O'Connor: "Ultimately, the thing you learn is that it doesn't just look modern, it feels completely modern."
Dennis Ries: "A completely remaster campaign, great additional features like co-op over LIVE, Skulls, Terminal (Halo: Combat Evolved Anniversary)|Terminals, 3D, Kinnect and Multiplayer."
David Ellis: "Once you see it for yourself, it's really a pretty awesome experience."
Frank O'Connor: "There's a lot of stuff in their for $40. We're actually raveling in the fact that there's so much there and load of stuff for people who enjoy Halo."
David Ellis: "Definitely one of the best values you will find this holiday season by far."
''The video closes as it displays the game's title, the game's release date and the 343 Industries logo.''
Gallery
File:CEA Banshee model.jpg|The development of in-game models for ''Halo: Combat Evolved Anniversary''. File:CEA compare.jpg|Greg Hermann discussing the visuals in both in ''Halo: Combat Evolved'' and ''Halo: Anniversary''. File:Halo CE Anniversary John-117.jpg|John-117's design of MJOLNIR Powered Assault Armor/Mark V|Mark-V armor shown at Electronic Entertainment Expo|E3. File:Analyze Grunt.jpg|A player analyzes a Unggoy Minor|Grunt Minor.
Sources
Category:Video documentaries
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''BTS: Anniversary Multiplayer'' is a 343 Industries BTS|Behind-the-Scenes documentary video that offers a look at the developmental process of the multiplayer of ''Halo: Combat Evolved Anniversary''. It was first released on Wikipedia:YouTube|YouTube and Halo Waypoint on 2011|August 27, 2011. The video features exclusive interviews with 343 Industries employees explaining how and why they have chosen which specific maps should be remade for ''Halo: Anniversary'', as well as the development process for the maps themselves. Integration with ''Halo: Reachs multiplayer component is also discussed.
Transcript X BEGINNING OF TRANSMISSION
Max Hoberman: "There's always been an aspect of ''Halo: Combat Evolved|Halo 1'' multiplayer that was really strong, ''Halo 1'' had this incredibly diverse set of maps. It really was this focused experience. It had this beautiful simplicity."
David Ellis: "It's not often that a game addicts me like that, were I just have to keep playing."
Greg Hermann: "It was amazing for me to see our entire art team would just go down for entire evenings at a time, until 4 o'clock until 10 o'clock, to just play Halo multiplayer."
''The Halo: Combat Evolved Anniversary and BTS's'' logo appear.''
Dan Ayoub: "It wasn't that easy to just go through and say 'here are the maps that shipped with the original and this is what we're gonna do' because we wanted to do something bigger around the tenth anniversary."
Frank O'Connor: "We also had to think about the existing ''Halo: Reach|Reach'' player-base. And didn't want to fragment it."
Bill Fox: "Looking at it from the player's perspective in the current day, with the current abilities; how would I play this level and what do I think is missing?"
Frank O'Connor: "We look at maps from the Halo series in entire including ''Halo: CE'', Halo: Combat Evolved (PC port)|''Halo: Combat Evolved'' for PC and even ''Halo 2''; and we thought which of the maps are people's favorites that work well with the ''Reach'' engine and gameplay."
Chad Armstrong: "One of the things we came back to was we wanted people to take a look at the map and immediately think 'Oh yeah, I loved that map'!"
Adam Crist: "Beaver Creek was actually the map that started the discussion of are we going to enhance the map or are we just going to make pure remakes."
David Pout: "For each of the maps we're doing two modes, we're doing a classic mode which stays as true to the classic map layout as possible and we're doing a tweaked and refined mode."
Frank O'Connor: "Because you have things like Armor abilities#Sprint|sprint and Armor abilities#Jet Pack|jet pack, we took the opportunity to put in some new spaces and new routes, tunnels and areas so that you can keep the gameplay moving so that it's not such a dead end once you reach the end of the canyon."
David Ellis: "It's still a small map, but it feels bigger than it is."
Dan Ayoub: "You don't feel as isolated, you very much feel like your in a world that is alive and influx."
Adam Crist: "We want you to feel the pain of nostalgia every time you look at the map."
Frank O'Connor: "We chose Timberland because it was kind of an unsung classic."
Chad Armstrong: "Probably one of the best vehicle maps; we spent a lot of time in custom servers on Halo: Combat Evolved (PC port) playing Team Slayer on it."
Adam Crist: "The map itself is actually now 20% smaller that what it used to be."
David Pout: "On the art side, we've added a lot more tree cover; there's a big canopy of trees which makes the player space more interesting."
Bill Fox: "We'd like to think of this as Wikipedia: Central Park|Central Park, New York city; there's this beautiful landscape but right on the edge is a city off around them."
Frank O'Connor: "There's so many tight turns that there are lots of places for you to get hung up on and grenaded. Fun stuff happens.
Max Hoberman: "What other First-person shooter|FPS do you get to put colorful flowers and green grass on your map?"
Chad Armstrong: "Another example of a map that was grey walls all the way through."
David Ellis: "You feel like you're in a box with ramps."
Max Hoberman: "We wanted to make it feel like a prison by putting it a place which couldn't be accessed."
Adam Crist: "There's a lot of walls and windows; we've even added glass to the floor."
Chad Armstrong: "It's an interesting challenge to add navigation or even add new pathways that aren't dominated by Armor abilities#Jet Pack|jet packs on a purely vertical map. We've added bridges to change the flow of the map; we don't want to overdo it because if there's too much noise in a confined space then the map just gets frustrating to navigate."
Dan Ayoub: "The game play is still the same, but it makes you feel like you're in a much more dynamic world."
Bill Fox: "Damnation is a really good example of just purple walls, and that's what represented the Covenant Empire|Covenant theme."
Chad Armstrong: "We kind of left it to Certain Affinity to think about whether they cam give this map a context. I think they started in the room with the waterfalls."
Max Hoberman: "We really wanted to give people a sense that they are in this water-processing plant of this facility which had to deal with these natural elements."
David Ellis: "At the bottom of the waterfall, there used to be a space where you would have to jump through spaces, but now there is just a single walk-way."
Bill Fox: "You didn't realize it the first time you played it in the original, but now there's all these ledges and different opportunities to get around your opponent and flank them that weren't there before."
Adam Crist: "I think with our additions including Armor abilities#Jet Pack|jet packs so you don't fall to your death all of the time, the map has really changed a lot; just the general flow and it's a of fun to play."
David Ellis: This location we chose is kind of where the genesis of Firefight began.
Frank O'Connor: It's a place where you stop and you defend.
Dan Ayoub: Traditionally, Firefight you've never really had the Marines fighting with you, and that's something we were able to do and we thought, well if we could pull this off, this is going to be a nice new take on Firefight.
Adam Crist: Now it's you, your friends and some buddies, or if you're playing by yourself, now you actually have some help.
David Ellis: Honestly, there's nothing better than hopping online with a buddy, getting in a Warthog, and just killing some Grunts. That's fun.
Chad Armstrong: Normally with a title update what happens is you download the title update and your world is changed forever.
Frank O'Connor: Since we couldn't really give them the existing ''Halo: CE'' gameplay with an online component, this was the next best thing.
Dan Ayoub: A lot of the fun of ''Halo 1'' is being to use the M6D Personal Defense Weapon System|magnum again, and we wanted to allow you to use that in multiplayer.
David Ellis: We were able to replicate the look and feel of the ''Halo 1'' pistol with the standard pistol from ''Reach''. Three headshots, anywhere on the map you're going to take an enemy down.
Chad Armstrong: We've made sure that we can implement these changes on a gametype level, which means that we can have a version of Slayer that is exactly as it's always been and a version of Slayer with our title update changes.
David Ellis: We're going to be releasing Beta Hoppers before the launch of ''Halo: Anniversary'' and we're going to utilize all of the feedback we get from the millions of players that participate that will ultimately shape this title update.
Frank O'Connor: If people take away one thing from the ''Halo: Anniversary'' DLC, it's the realization that those old classic maps still feel really modern.
David Ellis: It's like a brand new map all over again once you get the armor abilities in there.
Dan Ayoub: The soul of all of all of these maps are still very present, and in fact in many ways they're enhanced now.
Frank O'Connor:''' Overall, the campaign and the multiplayer, it just hasn't aged in the way that we expected it to feel, and when I switch to Classic mode in campaign or when I play Beaver Creek in multiplayer it feels new and it still feels nostalgic, and that's a strange mixture of feelings.
HALO ANNIVERSARY 11.15.2011
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Category:Video documentaries Category:Anniversary Map Pack
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''BTS: Anniversary Music'' is a 343 Industries BTS|Behind-the-Scenes documentary video that offers a look at the developmental process of the remastered music of ''Halo: Combat Evolved Anniversary''. The video features exclusive interviews of Skywalker Sound and 343 Industries employees as they discuss the re-composition of the Halo: Original Soundtrack|original Halo soundtrack. It was first released on Wikipedia:YouTube|YouTube and Halo Waypoint on 2011|October 24, 2011.
Transcript Dan Ayoub: I think back to San Diego Comic-Con International|San Diego Comic-Con when we were doing a panel and we were just setting up, and you know that monk chanting started. The audience just went nuts. Sitting at the panel thinking like, "Yeah wow, we've got some really icon music on our hands." That music was very very key to a lot of the emotion of the game, and a lot of peoples' memories of the game.
Kristofor Mellroth: You see a still from it and you hear the music, or you hear the music and you see yourself playing the game back in that day. I didn't want to lose sight of that. I wanted the music to speak for itself and just give it the red carpet love letter and bring all the resources that we could bear to bringing it back.
HALO: COMBAT EVOLVED ANNIVERSARY BTS: MUSIC
Kristofor Mellroth: I really wanted to take what I had learned on ''Halo Legends|Legends'' and to work with a partner that I had just had great success with in Pyramind Studios|Pyramind and Paul Lipson. I started formulating my plan of how to approach it. ''Halo'' is really near and dear to my heart. Shipping the original audio as it was, when they were doing so much work on remastering the visuals, wasn't going to cut it.
Paul Lipson: And this was the challenge. We wanted to maintain our reverence and DNA of the original score, but we did need to extend.
Kristofor Mellroth: What we wanted to do was enhance what was there and bring it to life with modern production techniques and vast increased resources over the original.
Paul Lipson: A lot of choices out there but I was proponent of Skywalker Sound|Skywalker. They have tailored everything to the pursuit of capturing an orchestra.
Leslie Ann Jones: Skywalker is a great place to record, first of all because we have a fantastic staff, but also the room is a wonderful-sounding room that can be tuned to accommodate any kind of music.
Paul Lipson: To me it just represents the absolute state of the art, and it's a perfect partnership for ''Halo Anniversary''.
Kristofor Mellroth: If you like the way music is spotted in the original at a particular point, it's going to be the exact same piece, it's just going to be done with a 75-piece orchestra at Skywalker Sound.
Leslie Ann Jones: The guys did a great job on re-orchestrating the original work.
Paul Lipson: There was no pre-existing MIDI audio files to work with, and all we had was literally the original in-game file. We had to meticulously listen and transcribe every note.
Kristofor Mellroth: You're starting from something that's already finished. And something that's iconic. Something that's beloved.
Paul Lipson: There's a lot of things that are exact, and there's a lot of things that are adaptations in the spirit of the original.
Kristofor Mellroth: Sythesis was all done on gear that was available in 2000/2001. We actually have a couple of guys on the team who are encyclopaedic in their knowledge of old gear. They've been able to go back in, listen to what's there, find the exact synth, the exact patch, tune it to exactly how it sounds and then re-perform if for this.
Leslie Ann Jones: The power of an orchestra and the way scores are being composed now has really raised the level of expectation, because it's much more of a real tangible, visceral experience than it was in the past.
Frank O'Connor: At the heart of the music and at the heart of the story is Martin O'Donnell|Marty O'Donnell's original creation and it's very respectful of that but yet it still sounds new.
Dan Ayoub: You do have the option in the menu to just play the game to that original soundtrack, so if you do want to hear that music exactly the same as it was ten years ago you can still do that.
Paul Lipson: We've got fans making this music, which means that when we are adapting this music we're doing it from the standpoint of we play it and we've been playing if for years, and we're just going to apply our sensibility as both a fan and as artists.
''Halo Theme begins to play. Original footage of John-117 entering the Control Room. Graphics switch to remastered version.''
HALO: ANNIVERSARY 11.15.2011
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Category:Video documentaries
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The BTS: Anniversary Terminals offers a BTS|behind-the-scenes look at the developmental process of the Terminal (Halo: Combat Evolved Anniversary)|terminals featured within ''Halo: Combat Evolved Anniversary'', and was first released on Wikipedia:YouTube|YouTube and Halo Waypoint on Oct 24, 2011. It features exclusive interviews with both 343 Industries and the motion design group at Sequence.
Transcript File:Forerunner Terminals Glyphs.jpg|thumb|250px|The Forerunner terminal's gemetric patterns fading aways to display a series of Forerunner symbols|Forerunner glyphs and numbers. File:Spark Terminal BTS.jpg|thumb|250px|04-343 Guilty Spark|343 Guilty Spark
04-343 Guilty Spark|343 Guilty Spark: "We have much to discuss, humans. I've been away far too long. You have been away far too long."
''Simultaneously, a Forerunner terminal appears; the geometric patterns on its glass surface gradually vanish and begins to show the following text:.''
[044657.04.21.22.34.36]
''The Halo: Combat Evolved Anniversary logo is presented.''
Dan Ayoub: "What we wanted to do with the Terminal (Halo: Combat Evolved Anniversary)|Terminals in ''Halo: Combat Evolved Anniversary|Anniversary'' is evolve them a little bit."
Frank O'Connor: "But we also wanted to add some fiction because that was the only thing that we weren't really touching."
Chad Armstrong: "They've been done a couple of times, in a couple of different ways, so far. Terminal (Halo 3)|Animated text in ''Halo 3'', Audio log (Halo 3: ODST)|audio file with slideshow presentations as they were done in ''Halo 3: ODST|ODST''."
''Footage of Halo 3 Terminals and Halo 3: ODST audio log (Halo 3: ODST)|audio logs are simultaneously presented.''
Dennis Ries: "We wanted to make sure that we could do them in a unique way. And so we worked with the Sequence|Sequence Group to do more than just a motion comic. It really is more like an animated short."
''The Sequence logo is presented.''
343 Guilty Spark: Warning! By order of Ecumene Council..."
''A brief snippet of the Terminal (Halo: Combat Evolved Anniversary)#Terminal 1|first Terminal within the campaign is shown.''
Chad Armstrong: "We kind of settled on this story that talks a bit about 343 Guilty Spark."
Ian Kirby: "Guilty Spark in the game, is this character you don't really get to know too well. He's there and you form a bond with him, but at the same time, you don't know his story. You don't know his back-story. That's been the fun thing. It's like: 'What the hell's he been doing for a 100,000 years?'"
''Footage of Halo 3 cut-scenes featuring 343 Guilty Spark and of Terminal footage are shown.''
Chad Armstrong: "Other than what he says aloud, we don't understand what he's thinking. This was kind of an opportunity to explore that."
Kevin Grace: "We just did the voice over with 'Guilty Spark', with Tim Dadabo. At one point in the session, he just said that he thought these scripts were really cool, 'cause he was able to learn some things about Guilty Spark, about him, that he had never known before in all of his time with the all of the games, before. And that to me was a pretty good sign that we're putting together some interesting new stories, that we're adding some cool new dimensions to the universe."
''Footage of Tim Dadabo rehearsing the voice-work 343 Guilty Spark is briefly shown along footage of the Halo: Combat Evolved Anniversary terminals teaser.''
File:Terminal W.I.P (1).jpg|thumb|200px|A 'Work-in-progress' design of a clip featuring the Monitor|Monitors of each Halo Array|Halo Installation gathering in unison. File:Final Asset (1).jpg|thumb|200px|The final design of the clip. David Ellis: "It also runs parallel to the Halo: Combat Evolved|original events. So it doesn't change them in anyway, but it will help you to have greater context, a great understanding, and hopefully greater appreciation of why you're in Installation 04|this place and what you're doing."
Greg Hermann: "We tried to get them to fit very naturally within the existing spaces, rather than create new 'out of the way' places for the Terminals to exist."
''Footage of The Pillar of Autumn (Halo: Combat Evolved level)|Pillar of Autumn and the location of the first terminal in said level is shown.''
Frank O'Connor: "Even if you're not familiar with Halo series|Halo, and perhaps especially if you're not familiar with Halo, this will give you some insight into the history of our universe and some of the characters that are involved in it."
''Terminal footage is presented.''
343 Guilty Spark: "All preparations are complete for my installation."
Dan Sioui: "There'a just so much that's been established."
Ian Kirby: "It's actually worked out so well for us to build upon that and work with it."
Bonnie Ross Ziegler: "We thought it would be an interesting opportunity to help tie the story in. So with the Terminals, you'll get a couple sneak-peaks of some things that we're thinking for Halo 4."
343 Guilty Spark: "And through it, the familiar shape awaits. Halo. Home."
''Footage of Installation 04 is presented within a purple haze. The 343 Industries logo is then presented as the video finishes.''
Gallery
File:Terminal W.I.P (2).jpg|A 'Work-in-progress' design of a clip featuring 03-049 Abject Testament|Abject Testament moving through a hall filled with Forerunner Lifeworkers. File:Final Asset (2).jpg|The final design of the clip. File:Tim Dadabo reccording.jpg|Tim Dadabo reccording 04-343 Guilty Spark|343 Guilty Spark's dialogue. File:Terminal location Autumn.jpg|The Terminal (Halo: Combat Evolved Anniversary)|Terminal located in ''The Pillar of Autumn (Halo: Combat Evolved level)|The Pillar of Autumn''.
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BTS: Defiant Map Pack is a 343 Industries BTS|Behind-the-Scenes documentary video that discusses the development of the Defiant Map Pack for ''Halo: Reach''. It was the first BTS to be released.
Transcript Frank O'Connor: "This map pack in some ways is one of our first full direct Halo game projects."
Dan Ayoub: "We started thinking about what do we want to do for map packs, when do we want to do them."
Frank O'Connor: "We definitely wanted to pay full service to the universe created in ''Halo: Reach|Reach''."
Max Hoberman: One big consideration when we were working was, how do we fit this to the fiction?
Dave Prout: All these maps are unique, from the story standpoint, of being places that are snapshots around the ''Reach'' universe as Reach is falling.
David Ellis: You're constantly confronted with the fact that there's this beautiful place, but it's not going to be there forever.
HALO: REACH
BEHIND THE SCENES: DEFIANT MULTIPLAYER MAP PACK
Frank O'Connor: Coming up with a sort of spectrum for a map pack is a really is a really straightforward business at a very high level. You just say, "What do we already have, and what do we need to kind of flesh things out?"
Max Hoberman: Everyone on the right side is working on super top-secret stuff I can't talk about, and then everyone over here is also working on super secret stuff that I can't talk about.
Max Hoberman: Certain Affinity, we're an independent developer down here in Austin, Texas. We're about fifty people now.
Dan Ayoub: That team has a lot of experience with the engine, a lot of experience with ''Halo''. Incredible Halo fans obviously because so many of them have been involved in the games before.
Max Hoberman: On ''Halo: Combat Evolved|Halo 1'' I ended up doing the user interface. ''Halo 2'' I shifted to development. ''Halo 3'' I was multiplayer online lead.
William Fox: So right from the get-go we worked really closely with the publishing team at 343 Industries|343 to identify maps that would make sense in the context of Reach.
Dan Ayoub: It was great because CA was crazy passionate, like these guys just showed up with a huge list, and it was more a quest of "Okay, well we can only make so many of these, so you know let's get to ones that we think kind of fit the fiction, fit the flow.
William Fox: There was a lot of exploration and a lot of collaboration between the two groups.
Max Hoberman: One idea that came to mind was "Wouldn't it be awesome to have a multiplayer map that you can see the planet getting glassed below you?"
Frank O'Connor: Condemned takes place high above Reach on a space station somewhat decimated by a Covenant attack.
Adam Crist: When we started Condemned we wanted to make a map that was really fun for close range, but still had some long range sniping stuff in it.
Max Hoberman: We were looking at Lockout, specifically. What are some of the characteristics about Lockout that we think are so fun and how can we take some of those and do them in a completely new map? Something that really pulls infantry together in a really tight environment?
Adam Crist: It is a circular map. How do we prevent people from just getting in this habit of going in a circle and never meeting each other?
Max Hoberman: The low-grav center, which we experimented with a couple different ideas on. Sort of this one spot where no matter where you are on the map you can always get to the action quickly or you can always get across the map quickly.
Ted Fitzgerald: It does change your gameplay style and things you need to do. You're kind of a sitting duck when you're sitting out there in low gravity, floating around.
Max Hoberman: Well I remember at one point there was a giant energy beam that would come down and if you were standing on that center platform at the wrong time you'd get blasted to smithereens.
Adam Crist: It was just encouraging people not to go into the center of the map, which is the exact opposite of what we wanted to do, so we just removed it.
Dave Prout: The earlier stages of the art pass were dark and much more creepy. If it's dark and industrial, it's really easy to get lost. So over the course of development we decided to brighten the space more.
Dan Mod: To make it still retain a lot of the character we'd originally wanted but to make it work.
Max Hoberman: On a really tight map like Condemned, it's critical that the player's able to orient themselves.
Adam Crist: It actually came down to a lot of art coming in and helping us out and doing color-coded rooms.
Dan Mod: In the common room there's actually a big hologram establishing where it's been damaged and been abandoned.
Dave Ancira: Thinking about it like a facility you would be in, you know what kind of signage would be around that would help you navigate an airport or a hospital or a military base.
Dave Prout: One of the effects that we iterated on the most was the shield door effect. We couldn't make it look like a shield from any other shield effect that you have in ''Halo'' because that would communicate a certain functionality. We had to design a new one, and we went through probably four or five different iterations. Some were way too strong and way too distorted, because people want to be able to stand and shoot through the reactor core, so we couldn't do anything that would really obstruct the view.
David Ellis: It's gonna be really fun when people play it the first time and they think they can go their old camping routine at the shield door, and they just get a sticky grenade right in the face and they're gonna drop.
Dave Prout: At the end I feel like we have a map which has a lot of mood in each of the spaces and really feels unique, not just in and of itself but to the rest of all of maps that are in the ''Halo'' franchise.
Max Hoberman: We're looking at the story and the fiction and we really want all of our maps to be set in very distinct locales.
Frank O'Connor: Highlands is a military training preserve where certainly Spartans did some training.
David Ellis: We have the guard tower in the middle, judging the War Games.
Adam Crist: The Pelican crash-landed. It had a bunch of SPARTAN-II's on it. The Covenant are coming in and glassing the entire planet.
Dave Prout: The lighting for Highlands was really based around the idea of a forest fire. The closest thing we could come up with to glassing, nearby glassing.
Dave Ancira: In some of the original concepts that we did we were really going for a more of an abandoned training facility. We had vines growing up the buildings and lots of overgrown foliage.
David Ellis: Originally the waterfall that comes down through the middle of the map flowed over and actually kind of hid the gully where the Ghost is in there.
Dave Ancira: While it's very interesting to do that kind of work it doesn't really line up with the Halo aesthetic.
Adam Crist: Sometimes it's really good to just go back to a really simple shape and just get players meeting as fast as possible.
Max Hoberman: From the ground up we wanted to make a giant expanse with bases in it and vehicles in it.
Adam Crist: What's the flow of the vehicles going to be? How are they going to move across the map? And on top of that, how are the infantry going to move?
Ted Fitzgerald: We made it big because we wanted it to be very vehicle-focused.
David Ellis: One of the reasons I think it works well as objective is you have so many different options how to get from point A to point B.
Max Hoberman: It's a weird hybrid of Blood Gulch-style map kind of as a foundation but mixed with these much more complex infantry spaces, and these tighter spaces and all this verticality.
David Ellis: But also having a variety of different locations that you can kind of hide and sneak and kind of make your way through the map and hopefully find the other person before they see you in the sights.
Frank O'Connor: Definitely speaks to the ''Halo'' of yore.
Frank O'Connor: The new expanded Firefight support meant that we definitely wanted to put in another Firefight map.
Dave Prout: Unearthed is a really dusty, dry, arid environment.
Frank O'Connor: Reach is an industrial world and its main purpose is a kind of military-industrial outpost at the far reaches of human space.
David Ellis: It's quiet. You can see the tire tracks on the ground where there's been human activity, but it's gone. It's a ghost town. It's a ghost world.
Frank O'Connor: So you're seeing this huge open-cast mining facility with these kind of step plateaus where the minerals are being extracted from the ground.
Adam Crist: The complex itself is built right next to a meteor impact so it made unearthing the titanium really easy. Creating a Firefight map is a very different experience we have to account for all these different types of AI of all different sizes, of all different movement types.
Dan Mod: Phantoms come in and supply the enemies to the outer perimeter.
Adam Crist: Hunters are almost two times the size of a player. When you go to put a door in, can this giant Hunter fit through it? We really wanted to make a map that would allow people to jetpack from multiple levels. We wanted people to be able to armor lock in hallways and block the AI, get them to have to move and do different things.
William Fox: We cater to a wide variety of play styles. If you want to do close-quarters combat, there's opportunity for that in there. If you want to just get in a vehicle and run havoc and run over you know forty, fifty, sixty Grunts, then you can.
David Ellis: They want more vehicle combat in Firefight because that just adds a different dynamic than just being a Spartan on foot.
Dan Mod: There's an inherent like oval racetrack and we have Warthogs, so put two and two together, you can run laps through the map, so there's a little lane through the structure, and then under the bridge and then back around. You can load up with your buddies, get a rocket launcher riding shotgun, and then run laps and just rack 'em up.
David Ellis: Just balling through tons of Covenant. It adds this kind of exclamation point on the excitement, fun that is Firefight.
Dave Ancira: I hope when players first play Unearthed that they take a look around and just feel inspired and in awe of the grand scale of things, because it's a huge map.
William Fox: Unearthed is the calm before the storm. Highlands is the storm itself, you know with all of the Covenant ships and the glassing that's happening right there on your doorstep. And then with Condemned, at the very end, watching it all kind of go up in flames.
Dan Ayoub: This is really something being created by 343 and CA, and just being created by a bunch of diehard Halo fans.
Frank O'Connor: This is our whole business, this is all we're doing from now on is Halo games and Halo support and Halo maps. We have resources, we have people and we're going to through those people and those resources and that talent and that effort to the Halo franchise, and it's a huge responsibility. People should understand that we understand that and we respect that and we're going to do everything that we can.
Dan Ayoub: The community is huge for us in helping us shape what it is that we do next. The more vocal the community is, the more they tell us what they like, the more we can make sure that we try to give them that experience.
Sources
Category:Video documentaries Category:Defiant Map Pack
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The BTS: Halo Waypoint is a BTS|behind-the-scenes look at the development and features of Halo Waypoint. It was first released on YouTube and Halo Waypoint on December 17, 2011. The video features exclusive interviews with 343 Industries staff.
Transcript X BEGINNING OF TRANSMISSION
David McMahon: "One of the great things about the Halo universe is how deep it is. And Halo Waypoint|Waypoint exposes a lot of that."
Jessica Shea: "You log-in and its your character, it's your helmet, it's you; it's you and your stuff. It's that unified experience."
CJ Saretto: "We tried to make it easier for users to actually find the different things that they're interested in and find the connections between them."
Kyle Pointer: "I'm really excited about finding new ways to customize and personalize the experiences even deeper."
Jerry Hook: "And now as we look across devices and into new titles, both the number of users and the franchise is growing as well."
Doug Hebenthal: "It's really exiting for the Halo universe because this is a place were we can do all things Halo."
''The video's title is presented.''
Doug Hebenthal: "Say 2008, we started having conversations about how do we have a presence across all devices. When we first launched Waypoint it was primarily a web product and a console product. Eventually we brought on a Wikipedia:Windows Phone|Windows Phone app which focused on comparison of you friends, kind of like your pocket companion for how you're doing in Halo. The crescendo is this year, where on November 15 we released stats, and fiction and all your Halo career across all of our screens."
File:Waypoint Android and IOS.jpg|thumb|250px|Halo Waypoint on the Wikipedia:iOS|iOS and the Wikipedia: Android (operating system)|Android. CJ Saretto: "Now we're just releasing the Wikipedia:iOS|iOS and the Wikipedia: Android (operating system)|Android versions."
Justin Harrison: "Now you get can to Waypoint on the web from any phone, from any slate, from any tablet, from any mobile device."
David McMahon: "It's really important for us that a lot of the designs carried across from mobile, to web, to console."
Kyle Pointer: "So there's three major things that we wanted to put forward. One was a presence of yourself."
Jessica Shea: "You are the star."
David McMahon: "Your online persona shines throughout all of the different screens."
Kyle Pointer: "Two was still highlighting the content, really letting the fans take hold of some of that immediately."
CJ Saretto: "So that's clear the things that are actually Canon|Halo canon, and then the things that the community has contributed. Things like Red vs Blue."
Kyle Pointer: "And finally with some of the news and social feeds."
File:Edible Jphn and Thel cookies.jpg|thumb|250px|John-117 and Thel 'Vadam themed cookies. These display the opportunity for Halo fans to share their creations across Halo Waypoint. Jessica Shea: "We now have a submit news button. So if you make something, whether it's Machinima, a montage, or cookies in the shape of John-117|Master Chief's helmet. There are people on that website who will absolutely love it."
David McMahon: "When you come into Waypoint on the console, what you're gonna see is a thing we call the wonder-wall. And on the wonder-wall, we really try to highlight some of the key things our fans are interested in. Things like latest videos, latest galleries, your player cards, your friend's player cards, links directly into the universe."
CJ Saretto: "Tell me about the characters, tell me about the factions, the weapons, all of these things."
David McMahon: "It's a place where on one screen, you can really get access to all the content that's available within Halo Waypoint."
Justin Harrison: "We think that it's easier to find and understand this information than it has ever been before. You can now view your stats on one page where you can easily pivot based on game type, based on map, based on difficulty."
CJ Saretto: "And then, the Halo career itself consolidates all the Achievement|achievements across every Halo game that has existed on Xbox 360.
Doug Hebenthal: "You're looking at over twenty Wikipedia:Terabyte|terabytes worth of data, stats, data-tracking and over two hundred twenty hours worth of videos. That's a lot of information we're trying to process."
CJ Saretto: "A large feature we built this time around was custom challenges for ''Halo: Reach''."
Humberto Castenda: "We thought what if we gave the users the ability to create their own challenges."
CJ Saretto: "Then you can invite up to seven of your friends to attempt to complete that challenge with you.
Doug Hebenthal: "See who can complete the challenge first. Kill 100 Unggoy|Grunts before I do. Let's see how that works."
Humberto Castenda: "The more difficult a challenge, the more Credit|credits they can earn."
File:Atlas Ridgeline.jpg|thumb|250px|Ridgeline as viewed in the Atlas app. Doug Hebenthal: "Halo is a great example of a place where I can have an experience inside of my console. But we didn't really have a connection to my other devices in real-time. So we thought of this notion of Atlas."
CJ Saretto: "Atlas started as a map app. We thought it would be extremely cool if the map app was actually connected to the game."
Mark Vayman: "Your Xbox sends a heartbeat, telling us what you're doing at that point in the game."
Justin Harrison: "You can see where all of your team mates are. We'll put the current game score, who's on what team; you can see where all of the weapons and vehicles are on in real-time on Custom game.
Humberto Castenda: "We're super excited about how people are going to use it. Is it to combine their forces and focus on a strategy, or are they going to have a companion sitting next to them. Sort of a co-driver."
Justin Harrison: "And it's just the beginning of what we're doing with this technology."
David McMahon: "One of the important things about this release for us is that it gives us a solid foundation for Waypoint moving forward."
File:Terminal unlock.jpg|thumb|150px|A player unlocking a Terminal (Halo: Combat Evolved Anniversary)|Terminal on Halo Waypoint. Doug Hebenthal: "We did a really cool thing with Halo: Anniversary where we had unlockables, you went to a certain place in the game you got to unlock a video and eventually got a bonus video. That's just scratching the surface of the types of things we can do to reward players who participate in the franchise."
Jerry Hook: "It is very exciting to have Waypoint a part of all of our user's device ecosystem. And as the franchise looks at doing more incredible multiplayer experiences we're going to be right there with them."
Humberto Castaneda: "To make sure that Waypoint is integrally tied to your gameplay experience."
CJ Saretto: "Waypoint is the hub of all things Halo. It's the universe, your career, your community, and extending your gameplay."
Doug Hebenthal: "It's about your experience inside of the Halo universe."
Gallery
File:Halo cakes.jpg|Halo series|Halo themed cupcakes. These are another example of user-generated content on Halo Waypoint. File:Mobile, Web and Console.jpg|Halo Waypoint across all available devices. File:Waypoint browse.jpg|A player browsing Halo Waypoint. File:CJ Caretto Waypoint.jpg|CJ Saretto discussing the features of Halo Waypoint.
Sources
Category:Video documentaries
|
|gender=Male
|height=
|mass=
|hair=
|eyes=Amber
|affiliation=*Covenant Jovus' clan Banished
|rank=Jiralhanae Captain Ultra|Captain Ultra
|sn=
|notable=
}}
Buca is a Jiralhanae Jiralhanae Captain Ultra|Captain Ultra who served under warlord Jiralhanae Chieftain|Chieftain Jovus, as his devoted legend-keeper.
Biography Buca became part of Jovus' Pack|warpack and eventually came to serve at the old Chieftain's side. After the end of the Human-Covenant War, Jovus and his Jovus' clan|pack resorted to raiding and pillaging human military outposts.
During an assault on Braden Station, a UNSC repair and resupply facility, Jovus found the station's commanding officer and then had Buca present him to the human. Buca relayed Jovus' infamous legend but left the human unexpectedly bemused. Upon inquiring, Buca shared that the soldier had been frightened by the thought that Jovus was actually the legendary warlord, Atriox. This greatly enraged Jovus who killed the human and then commanded his pack to destroy the entire facility. When Jovus asked what had Atriox done to deserve a bigger reputation, Buca informed him of Atriox's past exploits. Wanting to test his might in a fight, Jovus ordered his crew to track down Atriox.
Once the warpack located Atriox on Karava, they arrived and encountered members of the Banished on the planet's surface. After a brief and violent clash between both sides erupted, Buca helped a wounded Jovus to his feet as they came into direct contact with Atriox himself. Atriox notified Jovus that he had no intention of killing him and revealed that some within Jovus' own pack had previously contacted him, expressing hope that they could potentially ally with the Banished. When Jovus asked who had contacted him, Buca came forward, telling Jovus that he was a great warrior who should align himself with Atriox. Although presented with the opportunity to join the Banished, Jovus instead ignored the offer and unexpectedly charged forward to attack Atriox. When Jovus was quickly struck and killed by Atriox's gravity mace, ''Chainbreaker'', a bewildered Buca pondered why Jovus would attack knowing that he was severely outmatched and weakened. Atriox then informed Buca that the old Jiralhanae did not wish to have his life spared, as he traditionally believed that he and his warpack could only respect Atriox if he was the strongest and dominant leader. Atriox announces that he would not view strength as a threat, not when he would put to good use for the Banished. Eventually, Buca and the rest of remaining Jiralhanae of Jovus' pack then rallied to Atriox' side and joined the Banished shortly afterward.
Gallery
File:Hroa5 karava.png|Buca and Jovus land on Karava. File:Hroa5 sprint.png|Jovus and his pack seek cover. File:Hroa5 battle.jpg|Buca and Jovus fight against the Banished. File:Hroa5 brute bros.png|Buca aids Jovus to his feet. File:Hroa5 offer.png|Atriox offers Jovus a place among his faction. File:Hroa5 bro down.png|Jovus pushes Buca aside and charges at Atriox.
List of appearances
''Halo: Rise of Atriox''
Notes
Sources
Category:Jiralhanae characters
|
BUCCANEER-class Mjolnir is armor compatible with MJOLNIR Powered Assault Armor (GEN2)|MJOLNIR Powered Assault Armor [GEN2].
Overview
Buccaneer helmets use off-the-shelf components, but the casing is custom made. It is also compatible with military VISRs, employing ingenious hacks to bypass licensing locks.
The suit was discovered heavily damaged, and with forensic analysis of the remains of codename BUCCANEER, indicate it is a functional, and crude, MJOLNIR variant.
In-game information
Buccaneer was first introduced as an Armor customization (Halo 5: Guardians)|armor set in ''Halo 5: Guardians''. The Buccaneer set has two alternate skin designs; Tyr and Illyri.
{| class"width: 75%;"
! style="width: 15%"|Helmet
! style="width: 70%"|Description
! style="width: 15%"|Unlock requirements
|- align="center"
|File:REQ Card - Buccaneer.png|100pxBuccaneer (helmet)
|align="left"|BUCCANEER helmets use off-the-shelf components, but the casing is custom made. The HUD is also compatible with military VISRs, employing ingenious hacks to bypass licensing locks.
|align="left"|Uncommon List of REQ cards|REQ card
|- align="center"
|File:REQ Card - Buccaneer TYR.png|100pxBuccaneer Tyr (helmet skin)
|align="left"|BUCCANEER helmets use off-the-shelf components, but the casing is custom made. The HUD is also compatible with military VISRs, employing ingenious hacks to bypass licensing locks.
|align="left"|Rare List of REQ cards|REQ card
|- align="center"
|File:H5G REQ Helmets Buccaneer Illyri Ultra Rare.png|100pxBuccaneer Illyri (helmet skin)
|align="left"|BUCCANEER helmets use off-the-shelf components, but the casing is custom made. The HUD is also compatible with military VISRs, employing ingenious hacks to bypass licensing locks.
|align="left"|Ultra Rare List of REQ cards|REQ card
|- align="center"
|File:REQ Card - Armor Buccaneer.png|100pxBuccaneer (body)
|align="left"|Though heavily damaged, forensic analysis of remains codenamed BUCCANEER indicate it is a functional - if crude - MJOLNIR variant.
|align="left"|Uncommon List of REQ cards|REQ card
|- align="center"
|File:REQ Card - Armor Buccaneer Tyr.png|100pxBuccaneer Tyr (body skin)
|align="left"|Though heavily damaged, forensic analysis of remains codenamed BUCCANEER indicate it is a functional - if crude - MJOLNIR variant.
|align="left"|Rare List of REQ cards|REQ card
|- align="center"
|File:REQ Card - Armor Buccaneer Illyri.png|100pxBuccaneer Illyri (body skin)
|align="left"|Though heavily damaged, forensic analysis of remains codenamed BUCCANEER indicate it is a functional - if crude - MJOLNIR variant.
|align="left"|Ultra Rare List of REQ cards|REQ card
|}
Trivia The name Buccaneer is a reference to pirates, who in the 17th century, would attack Spanish ships. Tyr is a Germanic god, sometimes said to be the son of Odin. Illyri refers to a group of Indo-European tribes of the Roman era, famous for their piracy during the height of the Roman Republic.
Gallery
File:Buccaneer renders.png|Renders of the armor. File:Veta_SPI.png|Veta Lopis holding a Buccaneer-like Semi-Powered Infiltration armor|SPI helmet.
File:H5-Waypoint-Buccaneer.png|Default skin File:H5-Waypoint-Buccaneer-TYR.png|Tyr skin File:H5-Waypoint-Buccaneer-ILLYRI.png|Illyri skin
List of appearances
''Halo 5: Guardians''
''Halo: Official Spartan Field Manual''
Sources
Category:MJOLNIR armor Category:Halo 5: Guardians multiplayer armor permutations
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Edward Buck|Edward Malcolm Buck grew up with his family in Karnak, Lombard on Draco III.Halo: New Blood, ''Chapter 2''
History Edward Buck and his young sister, Lucy, were born to working-class parents on Draco III. Edward was born on 2510|August 22, 2510 at Draco Mercy in Draco III's capital city, New Albany.Halo: New Blood, ''page 91'' (Google Play edition) Buck spent much of his life in the family's hometown of Karnak. Growing up, he never cared too much for school and spent most of his teenage summers apprenticing with his uncle Lou as a fisherman on Draco's Gold Sea. After a long day at sea attempting to catch naeori|octowhales, his Uncle Lou would take him to Leeward's dive bar for some List of food and drinks|seafood chowder. When Buck turned eighteen in 2528, three years after the start of the Human-Covenant War|Covenant War, he enlisted in the UNSC Marine Corps. The night before he had to report to the UNSC for the first time, his father and uncle Lou threw him a going away party at Leeward's.
At some point prior to 2545, Buck's father was killed in a traffic accident.Halo: New Blood, ''page 17'' (Google Play edition) In 2545, after an extended period of Cryo chamber|cryosleep during a slipstream space jump between Mars and Hardscrabble, Buck learned of the Covenant Battle of Draco III|attack on his homeworld. When the Covenant invaded the planet, starving Kig-Yar and Unggoy slaughtered of all its citizens, including Buck's family and relatives. He regretted being unable to participate in the battle and then resolved to transfer to the Orbital Drop Shock Troopers.
Members Buck's mother - A former UNSC Marine who retired to raise her two children. Buck's father - A dockworker and devoted family man. He passed away in a traffic accident prior to the Covenant's assault on their homeworld. Uncle Lou - A fisherman. Lucy Buck - Edward Buck's younger sister. The last time time Edward saw his kid sister, she was married with a man of Asian descent and had two children, both girls.
*Cyan - Lucy's daughter and Edward Buck's niece.
*Cho - Lucy's daughter and Edward Buck's niece.
*Xu - Lucy's third child and son. Xu was the youngest and last addition to the Buck family. Edward Buck never had the opportunity to meet his new nephew. Edward Malcolm Buck - A Spartan-IV supersoldier and former Orbital Drop Shock Trooper. Veronica Dare - Wife of Edward Malcolm Buck as of 2559.
List of appearances
''Halo: New Blood''
Notes
Sources
Category:Families
|
File:HR Medal Buck Wild!.png|right Buck Wild is a spree medal in ''Halo: Reach'' Multiplayer, Campaign and Firefight. It is awarded for killing fifteen enemies with a M45 shotgun|shotgun without dying.
Melees with the shotgun do not count toward the medal.
It is represented by a silver six-pointed star with three purple shotgun shells in the middle.
Category:Medals
|
File:H5G-Bucksmile.png|thumb|300px|SPARTAN-IV Edward Malcolm Buck, formerly an Orbital Drop Shock Trooper. Buck may refer to the following:
''Halo'' universe Edward Buck - A main character in the Halo universe|''Halo'' series. Buck family - Edward Buck's family. Buckman - A United Nations Space Command|UNSC UNSC Marine Corps|Marine Commissioned officer|officer. Buckmesh - A strong material.
Gameplay
ODST (NPC) - Allied NPCs in ''Halo 2'', ''Halo 3'', and ''Halo 3: ODST''. ODST (player character) - The playable characters of ''Halo 3: ODST'', including Buck. Spartan (co-op) - The characters of ''Halo 5: Guardians'' with unique traits that can be either player controlled or non-player characters, including Buck.
Buck Wild - A spree medal in ''Halo: Reach''.
|
First Lieutenant Buckman was a United Nations Space Command|UNSC UNSC Marine Corps|Marine Commissioned officer|officer stationed on Reach in 2552.Halo: First Strike, ''page 22''
Biography During the Fall of Reach, Buckman shared command of Charlie Company with First Lieutenant Jake Chapman, commanding the sub-unit Gamma 5. On August 30, Buckman and Chapman ordered a carpet bombing by numerous GA-TL1 Longsword|Longswords to eliminate the Covenant forces attacking Orbital Defense Generator Facility A-331|ODG A-331. The attack was poorly targeted, leaving a large part of the company dead. After the incident, only four members remained at Generator A-331, while Buckman and parts of Gamma 5 proceeded to defend Orbital Defense Generator Facility A-412|ODG A-412.
After A-412 was overrun as well, Buckman and Gamma 5 regrouped with Gamma 1. Beta-Red|Beta Red bought them some time by stalling a massive Covenant ground force. Buckman and Gamma 5, along with Chapman and Gamma 1, retreated and headed for a temporary evac station.Halo: Reach, ''Boardwalk radio conversation'' Just then, three Covenant cruisers appeared over them, headed towards Beta Red's position. The was called in to perform a MAC strike on the cruisers, despite Beta Red, Gamma 1 and Gamma 5 being in the splash zone. Though the status of the rest of their units is unknown, Chapman and Buckman survived the blast.Halo: Reach, ''Reflection radio conversation''
List of appearances
''Halo: First Strike''
''Halo: Reach''
Sources
Category:Human characters Category:UNSC Marine Corps officers
|
Buckmesh is a strong material used to create rope. Most humans would be unable to break it, but James James, a ORION Project|Spartan-I, was able to tear through it.http://transmit.ilovebees.com/outbound/beg_for_death.wav
Sources
Category:Materials
|
File:Buelterman_Carney_Cotton_&_Hayward_Inc..png|250px|right Buelterman Carney Cotton & Hayward, Inc. is a human corporation. They were responsible for either constructing or maintaining Zanzibar Municipal Turbine 7 for East African Protectorate|EAP's Wind Power Station 7 on Earth.''Halo 3'', multiplayer map Last Resort
Trivia The company's name is a reference to the Bungie environment artists Mike Buelterman, Chris Carney, Steve Cotton and Justin Hayward.
List of appearances
''Halo 3''
Sources
Category:Human businesses
|
The Buffalo Breaker Yards is a derelict shipyard just outside wikipedia:Abilene, Texas|Abilene, Texas, United Republic of North America|URNA. It was the testing site of multiple MJOLNIR Powered Assault Armor (GEN2) variants manufactured by Naphtali Contractor Corporation.Halo 4: The Essential Visual Guide ''- Page 146, 149, 151, 159, 172, 176''
Suits tested AIR ASSAULT-class Mjolnir COMMANDO-class Mjolnir EOD-class Mjolnir OPERATOR-class Mjolnir ORBITAL-class Mjolnir STALKER-class Mjolnir
Sources
Category:United States Category:Earth
|
Buffer fields are energy fields which allow manipulation of gravity in a variety of ways.Halo: Cryptum, ''page 304'' The Forerunners developed various applications for them, including keeping ships aloft in a planetary atmosphere,Halo: Cryptum, ''page 93'' inertial dampening aboard starships,Halo: Cryptum, ''page 114'' as well as generation of artificial gravity. It was said that anti-gravity buffer fields generated a sensation of pressure in the air.
List of appearances
''Halo: Cryptum''
Sources
Category:Gravity technology
|
The Bug Off medal is awarded in the ''Halo: Spartan Assault'' Halo: Spartan Assault co-op missions|Flood missions for using the Overshield to prevent infection. It is represented by the Overshield symbol on a blue shield.
An infection occurs when a large Pod infector latches on to the player's back. Once this occurs, the player is unable to use their armor ability. To earn this medal the player must activate their Overshield then allow a large infection form to touch them; this will cause the infection form to pop rather than latch on, and the player will receive the medal.
|
Builder Security was a Forerunner military organization. They conducted security and combat matters for the Builder rate; in many cases, they effectively served as the Faber|Master Builder's private army.Halo: Primordium, ''pages 191-192'' After the Ur-Didact went into exile for the first time, Builder Security almost entirely supplanted the Warrior-Servant rate, with most former Warrior-Servants joining their ranks after their own rate was diminished.Halo: Silentium, ''String 3'' However, many former Warriors retained their loyalties to their original rate.Halo: Silentium, ''page 212''
History After the exile of the Ur-Didact|Didact, many Warrior-Servants and Prometheans began to enlist in Builder Security, greatly reducing the Warrior-Servants' prominence as a rate and diminishing their influence. Many of the Warrior-Servants from Nomdagro left the planet to join Builder Security.Halo: Silentium, ''String 4''
As the Librarian was transporting individuals from each species in the galaxy to the Arks, as a part of the Conservation Measure, Builder Security was responsible for escorting.Halo: Cryptum, ''pages 186-186'' After Faber tested out Installation 07 on Charum Hakkor, the Primordial escaped captivity. Builder Security recaptured the being and transported it to the installation.Halo: Cryptum, ''page 326'' When the Librarian and Builder Security came to Janjur Qom to collect San'Shyuum individuals, the San'Shyuum correctly surmised that the Librarian's visit could only mean that their lives were in jeopardy and began to rebel. Builder Security used hundreds of war machines and Seeker (armor)|seekers against the San'Shyuum rebels.Halo: Cryptum, ''page 192'' During the battle, Builder Security captured the Ur-Didact|Didact.Halo: Cryptum, ''page 210'' A Builder Security fleet descended on the planet to destroy San'Shyuum defenses and cities. Soon, the Master Builder Faber used Installation 07 to suppress the rebellion on Janjur Qom.Halo: Cryptum, ''page 275'' Viewing this act as contrary to the Mantle, the Lifeworkers and Warrior-Servants on the installation began to rebel against the Builders and a battle between the Lifeworkers, Builder Security, and the installation's subverted AI began.Halo: Primordium, ''page 305''
During the Battle of the Capital, Faber and high-ranking members of Builder Security fled the Capital system in six second-order fast frigates. Before the frigates could leave the system, Faber and his security killed all crew aboard the frigates.Halo: Silentium, ''String 5'' After the Battle of the Capital, many believed that Faber had been killed. However, he was fighting against the Flood for many years with Builder Security and disgraced Warrior-Servants in isolated regions of the ecumene. The Builder Security had formed a makeshift fleet of damaged vessels for Faber to lead. After coming across the Ur-Didact on a damaged Forerunner cruiser, Faber, along with his Builder Security and Warrior-Servant forces, returned to the center of the ecumene with the Didact.Halo: Silentium, ''pages 191-195''
In the final years of the war, the IsoDidact went on to assume command of Orion complex Defense Operations, leading combined forces reconstituted from both Warrior-Servants and Builder Security.Halo: Silentium, ''String 22'' During the Battle of the greater Ark, remaining Builder Security commanders, the IsoDidact, and Faber met in the chambers of the greater Ark's Cartographer. The IsoDidact and Faber took command of the Builder Security forces during the battle.Halo: Silentium, ''String 29'' Builder Security was in charge of the greater Ark's operations during the battle. The battle ended with the deaths of most of the Builder Security and its commanders.Halo: Silentium, ''String 33'' It is likely that Builder Security was dissolved after the firing of the Halo Array.
Organization Builder Security was under the command of Master Builder Faber and often served as his personal military force. Originally, Builder Security only consisted of Forerunners that were a part of the Builder rate. However, Warrior-Servants that abandoned their rate began to enlist in Builder Security after the first exile of the Ur-Didact. The Master Builder would occasionally have dissenting voices removed by his loyal Builder Security forces.Halo: Silentium, ''pages 90-91'' The father of Maker-of-Moons, for example, was executed by Builder Security for intervening at the trial of his daughter.
Personnel Builder Security consisted of Forerunner Builders and eventually disgraced Warrior-Servants:
The Examiner - Formerly a Warrior-Servant, became a Builder Security commander Bitterness-of-the-Vanquished - Formerly a Warrior-Servant, became a Builder Security commander Sharp-by-Striking - Formerly a Warrior-Servant, joined Builder Security
Equipment Builder Security was a full-fledged military force with formidable equipment, including Seeker (armor)|seeker combat craft.Halo: Cryptum, ''page 195'' They used hundreds of s and s to their own fleet, typically to protect high-ranking individuals or larger vessels. Builder Security also used war machines. When Builder Security took part in defense of large-scale evacuations of Forerunner planets, they often made use of the Z-180 Close Combat Rifle in close quarter combat against the Flood.Halo 4: The Essential Visual Guide, ''page 98'' During the final years of the Forerunner-Flood war, Master Builder Faber recommissioned the production of armiger constructs to support the ranks of Builder Security forces.
List of appearances
''Halo: Cryptum''
''Halo: Primordium''
''Halo: Silentium''
''Halo Mythos''
Sources
Category:Forerunner military units
|
Builder ships were large Forerunner vessels commanded by the Builders. A single, massive Builder ship was at the center of the fleet spiral sent to retrieve the Didact on Earth|Erde-Tyrene.Halo: Cryptum, ''page 93''
List of appearances
''Halo: Cryptum''
Sources
Category:Forerunner ship classes
|
The Builders, referred to in some formal contexts as the Builder Corps,Halo: Cryptum, ''page 296'' were the highest rate of the Forerunners, considered to be the most powerful in terms of intelligence, wealth, and political power.''Halo: Cryptum'', forward jacket description As their name suggests, the Builders were responsible for designing and constructing the majority of the Forerunners' advanced technology, including ships, weapons and the myriad of technologically advanced structures and objects seen throughout the Milky Way|Milky Way galaxy, most notably the Halo Array. The chief of the Builder rate and all its guilds was known as the Master Builder.Halo: Cryptum, ''page 124'' The last Forerunner to hold this title was Faber.
Overview File:HTMCC-H4 Terminals Faber.png|250px|thumb|left|Faber, the last Master Builder. In an archetypal sense, many Builders demonstrated an economically motivated and ambitious mentality, marked by a constant pursuit for more wealth and power.Halo: Silentium, ''page 78'' Certain Builder families, such as that of Bornstellar Makes Eternal Lasting, were so wealthy they could own entire planets for their personal use. Bornstellar's homeworld|One such world was covered in megascale architecture that served as a testament to their owners' engineering skill and power.Halo: Cryptum, ''pages 227-228''
Builders were drawn to the Forerunners' ancient past, with some believing that Forerunners had long earlier possessed superior technologies and sought to recreate this past greatness with their technological achievements.Halo: Silentium, ''pages 59-60'' Such beliefs were also the basis of elements in the rituals of the secret societies that existed within the Builder rate; these rituals had traces of the Forerunners' past beyond their recorded history, including symbols based upon the designs of ten-million-year-old warships which had otherwise been long forgotten.Halo: Silentium, ''page 115'' As Manipulars, Builders memorized the names of their ancestors, going back millions of years; these would be recited as part of a prayer meant to be spoken when faced with certain death.Halo: Silentium, ''page 274''
The Builders' gained and maintained their prominence via technological innovations, such as the production of new weapons during major conflicts,Halo: Silentium, ''pages 33-34'' though some Builders resorted to clandestine scheming and political machinations to achieve their goals. This aspect of the Builder rate became particularly notorious after Faber gained control of the Ecumene Council|Old Council and ruthlessly eliminated all of his opposition in positions of power, his corruption encompassing even the legal Juridical rate.Halo: Silentium, ''page 29'' Faber's rule also marked a difficult time for Builders who were not part of his cabal, and especially those who openly disagreed with his policies. The Master Builder was not beyond having dissenting voices removed by his loyal Builder Security forces, or formally prosecuted by the corrupt Juridicals.Halo: Silentium, ''page 90-91''
At the height of their power, Builders held a monopoly on the accepted facts about Precursors' neural physics technology. In lectures mandatory to the other rates, including Lifeworkers, Builders dogmatically asserted that the star roads and other constructs were in fact fully inanimate despite their curious self-adjusting capabilities.Halo: Silentium, ''page 114''
Builder Security was an organization of Builders who conducted security and combat matters. Many members of Builder Security were former Warrior-Servants who migrated into the Builder rate after the Warrior rate was diminished in the wake of Faber's takeover of the Old Council and the Ur-Didact|Didact's exile.Halo: Silentium, ''String 3''
Builder forms were generally tall and slender and were considered more refined and sophisticated in appearance than Warrior-Servants.Halo: Cryptum, ''page 206'' Consistent with their elevated position, Builders wore the most ostentatious style of Forerunner personal armor|armor of all rates; even the armor of a Builder Manipular was more opulent in design than that of a Promethean.Halo: Cryptum, ''pages 81-82''
History File:TerminalArkArray.jpg|thumb|left|250px|The Halo Array, the most well-known of the Builders' many creations. Builders achieved their power early in Forerunner history. The Builders, along with Warrior-Servant|Warriors, played a part in the early suppression of Forerunner-Precursor war|the truth about the relationship between the Forerunners and the Precursors. Over a 1,100,000 BCE|million years before the emergence of the Flood, after a Rate#Theoreticals|Theoretical known as Boundless persisted in her studies of this aspect of the Forerunners' past, Boundless was silenced and the Theoretical rate was forcibly absorbed into the Builders.Halo: Silentium, ''pages 67-68''
During one of the Forerunners' civil wars over 500,000 years before the Forerunner-Flood war, the Builders purged the other rates of their ancient rituals while retaining their own.Halo: Silentium, ''page 119'' The Builders' power continued to accumulate during the millennium-long human-Forerunner wars, as they supplied the weapons. Toward the end of the wars, the Builders kept producing more weapons and ships than were ultimately necessary, further consolidating their political power and gradually transforming the attitudes of the Old Council itself. The Forerunners' ancient ways of understanding and enlightenment gave way for a more aggressive and ruthless general mentality, which also contributed to humanity's harsh punishment after the conclusion of the wars.
Following the end of the wars, the Builders, led by Master Builder Faber, designed a new form of superweapon known as Halo Array|Halo in preparation for the Flood's inevitable return. This plan was opposed by the Ur-Didact|Didact and the Prometheans, who instead proposed the construction of numerous shield worlds as a strategy to combat the Flood. The Prometheans lost this political conflict after several millennia, leaving the Master Builder effectively in total control of the Council and making him the most powerful Forerunner in the ecumene. While Faber lost his status for several years near the end of the Flood war, he would be restored in command by the remains of the New Council in the endgame of the conflict, not long before he met his end during the Flood's Battle of the greater Ark|attack on the greater Ark.
Known Builders Master Builder Faber Phylarch of Builders Bornstellar's family
*Bornstellar Makes Eternal Lasting (Formerly)
*Bornstellar's father
*Bornstellar's mother
*Bornstellar's sister Dawn-over-Fields Keeper-of-Tools Maker's family
*Maker-of-Moons
*Maker's father Growth-Through-Trial-Of-Change's family
*Growth-Through-Trial-Of-Change (Formerly)
A former Theoretical residing on Keth Sidon that possessed a solid copy of Boundless's workHalo: Silentium, ''page 67''
Keeper-of-Stone-Songs
Gallery
File:H4 Builder Concept.png|Concept art of a Builder from ''Halo 4''. Note the four arms. File:HM Builder Concept.png|Concept art of a Builder from ''Halo Mythos''.
List of appearances
''Halo 3''
*''Bestiarum''
''Halo: Cryptum''
''Halo: Primordium''
''Halo 4''
*''Terminal (Halo 4)|Terminals''
''Halo: Silentium''
''Rebirth''
''Halo: Fleet Battles''
''Halo: Last Light''
''Halo 5: Guardians''
''Halo Mythos''
''Halo: Fractures''
*''Promises to Keep''
''Halo: Retribution''
''Halo: Renegades''
''Halo: Point of Light''
Sources
Category:Builders|
Category:Forerunner rates
|
Builder's Legacy is the eighth track included in the second disc of the ''Halo 2: Anniversary Original Soundtrack''. It is the remastered version of from ''Ancient Machine'' from the ''Halo 2: Original Soundtrack''.
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Building 41 is a red-levelMedia:ILB_A_plan.ogg|ILB_A_plan.ogg secured building in Chawla Base. Its only entrance is a set of heavy steel doors, similar to a bank vault.Media:ILB_Building_forty_one.ogg|ILB_Building_forty_one.ogg It contains a clean room lab, used in 2552 by Standish|Major Standish's men to study the Deep-space artifact|Deep-Space Artifact. In order to prevent corrosion and electrical arcing, the lab was filled with argon, forcing the scientists to wear vacuum suit|vacsuits.Media:ILB Argon.ogg|ILB_Argon.ogg In October 2552 the members of Team Jersey infiltrated the building and its lab in order to deactivate the artifact. Upon completing their mission the Durga used a M808B Main Battle Tank|Scorpion tank to blow a hole in the building's walls, allowing all of the members of Team Jersey to escape, with the exception of Rani Sobeck, who was apprehended.
Locations Clean room Clean room observation bay Vacsuit locker - Attached to clean room airlock. People in the observation bay cannot see into it.
Personnel Tech Specialist R. Carmi Private Dorkin
List of appearances
''i love bees''
Sources
Category:I Love Bees Category:UNSC buildings
|
''Bulk Discount'', freighter identification code BDX-008814530,Halo: Contact Harvest, ''page 175'' was a freighter in the United Nations Space Command|UNSC UNSC commercial fleet|commercial fleet.
Background The ''Bulk Discount'' was used as a trap by Lieutenant Commander Jilan al-Cygni, with the help from Staff Sergeants Avery Junior Johnson|Avery Johnson and Nolan Byrne.
While al-Cygni originally believed Insurrectionists were attacking cargo freighters around Harvest.Halo: Contact Harvest, ''page 123'' and had laid her trap with them in mind, it was actually the work of the crew of ''Minor Transgression'', a Covenant exploration vessel.
On January 16, 2525, al-Cygni, Johnson, and Byrne appropriated ''Bulk Discount'' from Sif, and with al-Cygni's sloop ''Walk of Shame'' docked underneath initiated a Slipspace jump to Madrigal. Minutes later both ships exited Slipspace, ''Walk of Shame'' disengaged and disappeared from radar contact, and ''Bulk Discount'' began transmitting a fake SOS to lure the raiders into attacking. The SOS was picked up by Sif, who verified the transmission was false (the message referenced a nonexistent captain).Halo: Contact Harvest, ''page 175-176''
Shortly afterward, ''Minor Transgression'' arrived and attacked ''Bulk Discount'', using Pulse laser turret|lasers to pierce the freighter's hull and vent its atmosphere to kill any humans on board without harming the relic they sought. When the Jackal complement entered the freighter, they discovered they had accidentally disabled the artificial gravity. Johnson and Byrne, clad in vacuum suits and had therefore survived the loss of atmosphere (and, therefore, presumably still giving the Covenant vessel's Luminary a signal that "relics" has survived the assault as well) subsequently ambushed and killed three Jackals, Zhar (Kig-yar)|Zhar among them.Halo: Contact Harvest, ''page 124-131''
List of appearances
''Halo: Contact Harvest''
Sources
Category:Freighters|Bulk Discount Category:UNSC ships|Bulk Discount
|
The Bulldog is a human Weapon class#Shotgun|shotgun first introduced in ''Halo Infinite''. Only effective in close ranges, it fires a spread of projectiles in a wide angle, which deal substantial Damage types#Kinetic|kinetic damage if most or all of the projectiles land. However, due to being pump-action, the time between shots is fairly high.
Universe and lore
Manufactured by Misriah Armory at their Eos Chasma facility, the CQS48 Bulldog is a pump-action shotgun in service with the United Nations Space Command armed forces. Unlike the more common M45 shotgun|M45 and M90 shotgun|M90 shotgun lines, it fires 12-gauge shells from a detachable rotary magazine that can hold up to 7 total shells, allowing for faster reloading at the cost of smaller calibre ammunition. The weapon usually features a gunmetal grey finish, with bright orange accents and lettering.
File:HINF CQS48 Bulldog Render.png|link=CQS48 Bulldog|CQS48 Bulldog
Overview The Bulldog is a powerful pickup weapon first introduced in ''Halo Infinite'' as a successor to the Shotgun. It appears in both campaign and multiplayer, though is relatively rare in both due to its power. The Bulldog is a powerhouse in close quarters, able to kill an enemy Spartan in multiplayer with just two shots, but due to its massive spread, is entirely useless at longer ranges.
In ''Halo Infinite''s campaign, the Bulldog is unlocked for acquisition at any Forward Operating Base|FOB once the player earns at least 600 Valor by completing objectives in the game's Wikipedia:Open world|open world. Once unlocked, it can be requisitioned for free at any FOB station at no extra cost.
Meanwhile, in multiplayer, the Bulldog is a pickup weapon that can be found in certain weapon pads, typically located in neutral areas towards the centre of the map. Whether or not the Bulldog spawns is up to chance, as its weapon pads may offer a Heatwave instead, depending on the random weapon pad configuration generated at the start of the match.
Convergence Bulldog
The Convergence Bulldog is an improved version of the Bulldog shotgun, featured in the ''Halo Infinite'' campaign. It has a 12-shell magazine, and fires in a tighter spread pattern than the standard Bulldog, making shots more accurate and allowing for more damage per shot. It is unlocked at 2,400 Valor.
Throughout the ''Halo'' franchise, there have been several weapons similar in role to the Bulldog.
Of these, the most similar is the Shotgun, a similar human weapon first introduced in ''Halo: Combat Evolved'', and featured in most games since. As with the Bulldog, it is a pump-action, close-range weapon which fires a number of projectiles in a spread, which deal significant damage. Originally, the Shotgun had 12 shells per magazine, nearly double that of the Bulldog, but from ''Halo 3'' onwards this was halved, to 6; one less than the Bulldog. The Shotgun was generally more powerful than the Bulldog, able to kill enemy players in multiplayer with just one shot. However, to compensate, it also had an even slower rate of fire.
On the Covenant side, a number of weapons beg comparison with the Bulldog. First are the Energy Sword and Gravity hammer (fiction)|gravity hammer, which are melee weapons comparable to the Bulldog due to also being only effective in close ranges. Beyond these, however, there is also the Mauler featured in ''Halo 3'' and ''Halo 3: ODST''. The Mauler is a relatively slow-firing handheld shotgun. Like the Bulldog, it is only effective in close range, and requires two shots to kill an enemy Spartan in multiplayer. It was most effective when paired with a melee; the initial shot would lower the enemy's shields, then the melee could finish them off. However, it could also be Dual wielding|dual-wielded, unlike the Bulldog.
Finally, the Forerunners have three counterparts: the Boltshot, Scattershot and Heatwave. The Boltshot was a Promethean pistol with multiple firing modes. Of particular note is the ''Halo 4'' iteration, which featured a firing mode where the weapon would charge up and release a shotgun-like blast, highly effective in close ranges. This blast was powerful enough to instantly kill an enemy player in multiplayer, but cost half of the Boltshot's magazine. The Scattershot was a more traditional shotgun, featuring a 5-round magazine, with each shot being very powerful - enough to kill most enemies in a single hit. Its main distinguishing feature was the fact that its projectiles would ricochet off surfaces multiple times if they didn't impact an enemy. The Heatwave, introduced in ''Halo Infinite'' as a successor to the Scattershot, was broadly similar, but featured an increased 8-round magazine, at the cost of being less powerful; like the Bulldog, it requires two shots to kill an enemy player in multiplayer. Like the Scattershot, the Heatwave's rounds ricochet off of surfaces they impact, but unlike the Scattershot, the player has the ability to decide the spread pattern the Heatwave's projectiles will fire in, toggling between either a vertical or horizontal configuration.
File:H5G-Render-Shotgun.png|link=Shotgun|Shotgun File:H5G-EnergySword.png|link=Energy Sword|Energy Sword File:H5 Gravity Hammer.png|link=Gravity Hammer|Gravity hammer (fiction)|gravity hammer File:H3-BruteMauler.png|link=Mauler|Mauler File:H5G-Z110.png|link=Boltshot|Boltshot File:H5G-Z180.png|link=Scattershot|Scattershot File:HINF Heatwave.png|link=Heatwave|Heatwave
Gameplay
The following table summarises the Bulldog's stats in ''Halo Infinite'':
Deals a lot of damage per shot Has a relatively large magazine
Massive spread makes it useless at long ranges Fairly slow rate of fire; time between shots is relatively long
Very effective in tight, close-quarter environments Can be combined with a melee to kill enemies quicker Completely useless when fired from longer ranges; close the distance first, or use a different weapon Sometimes useful for defending zones in objective modes, as enemies are forced to come into the zone to capture it
Skins and cosmetics
In ''Halo Infinite'', the Bulldog can be outfitted with various Weapon customization|weapon coatings to customise its appearance.
Medals The following medals are exclusive to the Bulldog, or to the shotgun weapon class in ''Halo Infinite''. Other, less specific medals, can also be earned with the Bulldog, but the ones listed are only those that are unique to shotguns or to the Bulldog itself.
{| class="wikitable"
!Icon
!Name
!Game
!Unlock requirements
| |File:HINF Medal Scattergunner.png|50px
|Scattergunner
|''Halo Infinite''
|Kill 5 enemies with shotguns
| |File:HINF Medal StreetSweeper.png|50px
|Street Sweeper
|''Halo Infinite''
|Kill an enemy with a CQS48 Bulldog as a vehicle passenger
|}
Production notes In the 2020#July|July 2020 Halo Infinite Campaign Gameplay Premiere|''Halo Infinite'' Campaign Gameplay Premiere, the Bulldog featured a 10-round magazine. However, by 2021 (real world)#July|July 2021, the ammo count had been reduced to 7 in Halo Infinite Multiplayer Tech Preview|''Halo Infinite'' Multiplayer Tech Preview, and remained at that size for the final release.
Gallery
File:HINF Concept BulldogExploration.jpg|Initial concept exploration of the CQS48 Bulldog for ''Halo Infinite''. File:HINF Concept Bulldog.jpg|Finalized concept art of the Bulldog.
File:HINF CQS48Bulldog Crop.png|An early render of the Bulldog. File:HINF Pre-Release Bulldog Render.png|Another render of the Bulldog.
File:HInf HUD Cqs48 bulldog.png|HUD Icon of the Bulldog.|The Bulldog HUD Icon in ''Halo Infinite''.
File:HINF CGP Bulldog Firing.png|First-person view of the Bulldog firing in ''Halo Infinite''s campaign. File:HINF XGS 2020 CQS48 model.png|The Bulldog dropped on the ground in campaign. File:HINF-CQS48ready.jpg|A player wielding the Bulldog on Live Fire. File:HINF Bulldog Firing.png|The Bulldog being fired on Highpower. File:HINF Bulldog Reload.png|A player reloading the weapon. File:HINF Conservatory Berserkers.png|The Bulldog being fired at Brute Berserkers in Conservatory.
List of appearances
''Halo Infinite''
Sources
Category:Human weapons (gameplay)
Category:Magazine reloaded weapons Category:Pump-action weapons Category:Halo Infinite weapons Category:Pickup weapons
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The Bulldogs were a joint UNSC Navy|Navy-UNSC Marine Corps|Marine Corps unit attached to during the investigation of the Forerunner shield world Requiem. They were led by Peters|Chief Petty Officer Peters. When ''Infinity'' crash-landed inside the shield world in 2557|July 2557, the Bulldogs were sent into the surrounding swamps for reconnaissance and later to assist nearby Marines. They were eventually killed by Promethean constructs.Halo 4, campaign level ''Infinity (Halo 4 level)|Infinity''
Chief Petty Officer Peters' leadership of the Bulldogs suggests that they were a UNSC Special Forces|Naval Special Warfare unit.
List of appearances
''Halo 4''
Sources
Category:UNSC Marine Corps units
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|HI-ZoomLevels=1.40x
|HI-ShotsPerTriggerPull=6
|HI-MagSize=7
|HI-ReserveAmmo=14
|HI-ReloadSpeed=
|HI-EquipSpeed=
|HI-RecoveryTime=
|HI-HeadshotsToKill=
|HI-ShotsToKill=
|HI-HeadshotsToBreakShields=
|HI-ShotsToBreakShields=
|HI-RedReticleRange=
|HI-RedReticleRangeZ1=
|HI-RedReticleRangeZ2=
}}
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The bullet hole glitch is a texture glitches|glitch that occurs in ''Halo: Combat Evolved'' and ''Halo: Combat Evolved (PC port)|''Halo: Combat Evolved'' for PC''. It results in bullet holes in walls that are inexplicably stained with human blood.
Walkthrough
Fire a bullet from a :Category:Human weapons|human weapon nearly parallel to any surface that will leave a bullet hole (i.e. a wall or hard ground, not dirt or ice). At the point where the bullet hits, there will be a mysterious splotch of human blood.
Exit a level's boundaries by means of wall hacking. That is, make the game move Master Chief past a wall of some kind, such as by performing an exiting movement (with a Mamua'uda-pattern Shade|Shade, for instance). Then, shoot any corner or edge of an object's surface with a human weapon, and the blood should appear in the bullet holes.
External links
Category:Halo: Combat Evolved glitches
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Bullet Sponge is a ''Halo 4'' achievement added with the Majestic Map Pack. It was unlocked when a player, in Majestic DLC matchmaking, earned the 'Close Call' medal twice during one match.
Following the shutdown of Xbox 360 ''Halo'' online services on January 13, 2022, this achievement is no longer attainable.
Sources
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File:Bulletin board compare.jpg|thumb|333px|The Bulletin Board on the ''Autumn's'' bridge in both ''Halo Combat Evolved'' and ''Halo: Combat Evolved Anniversary|Anniversary''.
On the The Pillar of Autumn (Halo: Combat Evolved level)|first level of ''Halo: Combat Evolved'', a bulletin board can be found in three locations on the . One adjacent to the bridge's entrance, once more in the mess hall, and the last behind a pillar in one of the ship's corridors.Halo: Combat Evolved There are two unique versions of the bulletin board featured within ''Halo: Combat Evolved'' and in its 2011 ''Halo: Combat Evolved Anniversary|Anniversary'' edition.
Overview
File:PoAPoster.jpg|left|thumb|220px|The original version. Some of the seven messages on the bulletin boards look plausible, some are just silly, and still others are hidden :Category:Easter eggs|Easter eggs.
There are actually more bulletin boards on the ''Pillar of Autumn'', one being found on the mission, ''The Maw'', where there is a shattered board right through the cafeteria alongside two health pack|medical packs and an empty M90 Close Assault Weapon System|shotgun, but the first is the only one with legible messages.
One post on the board says: "Missing: Calico Cat: Answers to Jonesy" This is a reference to ''Alien'' and ''Aliens'', two movies that ''Halo universe|Halo'' draws inspiration from, to include the banter of a UNSC Marine Corps|Marine soldier. Jones, sometimes called Jonesy, was a Calico cat in the series and was a survivor of the first movie, along with Ripley.
There is a picture of Earth from the Moon with the caption "Fight for Her" on it. This is likely a propaganda piece that was disseminated by the United Nations Space Command|UNSC. It also shows Africa, which may be a reference or foreshadowing to where the Ark's portal is hidden.
There is also a note reading:
''For Sale:''
''Pentium XI 33 GF''
''Chicago Office''
''Colony Ship''
''*Seven|7 Speed Manual transmission.''
''
''Hyde Park Condo''
''Integrity''
This is a reference to Bungie being bought by Microsoft. It mentions the location of Bungie's old office, as well as referencing a stage in Marathon, entitled Colony Ship for Sale: Cheap.
There is a sign that says: "Marines keep it clean! Clean your area, toss your filth, put away your trash." The term "Keep it Clean" would later become the catchphrase of a ''Halo 3: ODST'' character, the Superintendent, and is the name of a keep It Clean (Trailer)|trailer for the game.
Another says: "Duty roster Pillar Of Autumn" with some illegible writing which is supposedly the duty roster.
One says: "Marines scooters are for squirts, no scooters on deck."
Another reads: "Attention marines, callbacks for South Pacific" and the rest is cut off by a keyboardish item. It is likely that this is a reference to the musical, ''wikipedia:South Pacific (musical)|South Pacific''.
File:Exctracted_Halo_CEA_Billboard.png|thumb|220px|The version featured within ''Halo: Combat Evolved Anniversary''.
Appearing within the same location as ''Halo: Combat Evolved'', the board features new messages, new Easter eggs, a technologically upgraded appearance, and new references to ''Halo'' media. The board features a bar with the options "File, Edit, Object, Window, Help."
One of the posts parallels the original version of the board's notice alerting that Jonesy is missing with a "cat found" poster referencing in which the "cat" in the notice's photo is clearly an Wikipedia:Opossum|opossum. The handwritten poster reads:
''Cat Found!!!
''Light tan w/ black and grey
''Fe-male
''No collar
''Not very friendly, I think she might be scared
''Not house broken either :(
''Found on 75th
''If she's yours, call Dan 714-''[redacted]
Next to this post is a notice asking, "Have you seen my goose? He is missing. Reward offered." This is another reference to Jonesy. In the picture, the goose has laid a golden egg.
Another one of the posts displayed on the board includes a distinct reference to Requiem, which was first seen within ''Halo 3'''s ending and later featured more heavily in ''Halo 4''. The poster advertises "Sneak Preview Night" to a new film called ''Dark Planetoid Rising'' - "Seven|7pm Friday, Aft Theater [No reserved seats]" - a reference to . The poster for the advertisement is a direct screenshot of the Legendary planet.
If one look even closer, an image of the Wikipedia: Internet Meme|Internet meme can be seen to the bottom-left.
A notice below that displays a promotion for a band called ''Fist of the Unicorn'':
''Special encore performance by ship's band
''Fist of the Unicorn''
''Featuring: Specialist|SPC Van Kalletta on lead guitarz
''(and replacement drummer Private First Class|PFC Dimitrov)
''Rockin' your Eridanus off
''Main Hangar
''Saturday 1600 hours''
The Defiant Map Pack's promotional image can be seen within the top-right corner, declaring "Defy the Covenant", in parallel to the original propaganda poster.
Beneath that a small poster advertises:
''Work 4 Hire
''any job
''2 weeks
''[Is easy]
The final poster is an order to the crew.
''NOTICE
''To All Crew Members:
''>>All unit VTARS must be submitted for final approval by Seven|0700 every Tuesday.
''Units in VTAR noncompliance will be subjected to additional review by .
''Major (UNSC)|Maj. Cammarano
''This notice will serve as your final reminder.
Sources
See also Luminateboard
Category:Halo: Combat Evolved Easter eggs Category:Halo: Combat Evolved Anniversary Easter eggs
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ODST Air Assault units, often known as Bullfrogs, are combat teams of the Orbital Drop Shock Troopers ODST Special Purpose Forces|Special Purpose Forces equipped and trained for the tactical use of Series 8 jetpacks. Members of these units are specialized in three-dimensional combat in dense urban and rugged natural environments, using aerial vectors to tactical advantage.
Overview ODST Air Assault units were developed in response to the challenges presented by operations in both the dense, vertically integrated urban environments and rugged frontier terrains of the Inner Colonies|Inner and Outer Colonies|Outer human colonies|Colonies. The Bullfrogs' specialized equipment and training allow them to traverse these difficult spaces with ease, using three-dimensional tactics to gain a combat advantage over enemy forces. Deploying from Single Occupant Exoatmospheric Insertion Vehicle|insertion pods or Pelican|dropships, units of Bullfrogs are equipped with jump-jet packs which enable quick, thruster-assisted travel through difficult terrains of metal, rock, and vegetation. Bullfrog tactical doctrines uses these jet packs to execute series of bounding jumps, called "bounces", to clear buildings and terrain features in order to "cut off enemy troops, disengage to move behind cover, and quickly secure objectives". Sustained flight using jet packs is also possible, although slow, clumsy, and not tactically useful.
The Bullfrogs are part of the ODSTs' Special Purpose Forces, units of troopers whose additional training and equipment prepare them for unique and challenging combat scenarios. Bullfrog combat teams have been known to deploy with four or eight members. Like all ODST officers, ODST Air Assault team leaders are highly proficient, leading by example and through personal bravery. Committed to defeating the Covenant and protecting humanity, they accept the dangerous nature of their mission. They are usually veterans, who strengthen their already formidable Bullfrog units with their resolve and firepower.
In 2552, ODST Air Assault units were deployed during the Fall of Reach to conduct raids and direct action strikes against unsuspecting Covenant forces from the skies. During the battle, Bullfrogs skirmished with Covenant forces in the mountains outside Manassas. They also helped to protect civilians in New Alexandria (location)|New Alexandria. During the Siege of New Alexandria|evacuation of that city, one unit of Bullfrogs helped SPARTAN-B312 to clear the New Alexandria cargo port and secure an executive landing pad at Traxus Tower.
Production notes Though the ODST as a whole are heavily inspired by the Wikipedia:Mobile Infantry (Starship Troopers)|Mobile Infantry from wikipedia:Robert Heinlein|Robert Heinlein's novel ''wikipedia:Starship Troopers|Starship Troopers'', the Bullfrogs show particularly strong influence through their extensive use of jetpacks. The Bullfrogs even refer to the use of jetpacks as "bouncing", a term used in the same context in the book. Despite being trained in the use of jetpacks, the Bullfrogs in ''Halo: Reach'' will never use their jetpacks except when programmed to do so in specific locations. Because of this, it is common for a player to have lost several members of their fireteam to falling by the end of the mission. Similarly, they often jump into large groups of Covenant forces and are quickly killed.
Gallery
File:HR Six&Bullfrogs.jpg|Two Bullfrogs joined by Noble Six at the New Alexandria cargo port. File:HR Bullfrog&Brute.jpg|A Bullfrog fighting a Jiralhanae Minor. File:HTMCC-HR BullfrogTeam 2.png|Two Bullfrogs prepare to enter combat. File:BullfrogCombat.jpg|Bullfrogs in combat. File:HTMCC-HR BullfrogTeam 3.png|A unit of Bullfrogs traversing the New Alexandria cargo port. File:Reach 1840061 Full.jpg|Two Bullfrogs traversing the buildings of New Alexandria. File:HR ODSTSalutes.jpg|Two Bullfrogs at the executive landing pad of Traxus Tower. File:BullfrogODST.jpg|A Bullfrog guarding a landing zone in New Alexandria. File:ODST Air Assault unit.jpg|An ODST Air Assault "Bullfrogs" unit in ''Halo: Ground Command''.
List of appearances
''Halo: Reach''
''Halo: Ground Command''
Sources
Category:Orbital Drop Shock Trooper units
|
}}
The Bullseye Pack is the fourth Downloadable content Map Packs|map pack for ''Halo 4''. It includes two new maps, a new armor set, ten new achievements, and bonus content if the player has also played ''Halo: Spartan Assault''. It was released on 2013|August 20, 2013, for $5.99 USD by itself or included as a part of the Champions Bundle.
The maps found in the Bullseye Pack were later featured in the ''Halo 4'' component of ''Halo: The Master Chief Collection|The Master Chief Collection'' alongside all other map, though the Ricochet armor and exclusive skins were not, eventually making their way into the game as part of Seasons Series 7: Elite|7 and Series 4: Reclaimer|4, respectively.
Content
Pitfall - A remake of ''Halo 3''s The Pit. Vertigo - An asymmetrical map featuring a switch on each base that depletes the shields of all players in range when destroyed.
RICOCHET-class Mjolnir - Inspired by wikipedia:American football|American football uniforms.
Ricochet
Owners of the Bullseye Pack who also unlock the Halo Waypoint Classified#Draetheus V Archive|Flying Colors archive in Halo Waypoint's Classified section will unlock the following in ''Halo 4'':
DMR Striped STP Weapon skins (Halo 4)|skin Air Assault Vision VISN Armor customization (Halo 4)|skin C.I.O. Rush RUSH skin Determined stance
Achievements Protect This House - - In matchmaking, assassinate the ball carrier within five meters of your own goal in Ricochet. Hat Trick - - In matchmaking, score three times in one round of Ricochet. From Downtown - - In matchmaking, score by throwing the ball from 30 meters in Ricochet. Repeat Survivor - - In matchmaking, survive three explosions in a row with the Survivor package. Can't Catch Me - - In matchmaking, score a goal in Ricochet while taking damage with Resistor active. Just a Scratch - - In matchmaking, recover full shields from low health with both Resistor and Recharge active. Pitchin' a Tent - - In matchmaking, effective camp in one location without dying for a full 60 seconds. One Man Army - - In matchmaking, get 4 consecutive with the Rocket Launcher without dying. Shocking - - In Bullseye DLC matchmaking, activate both electrical surges systems during a match on Vertigo. Got it! - - In Bullseye DLC matchmaking, acquire the Rocket Launcher at the start of a match on Pitfall.
Sources
Category:Halo 4 DLC
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File:H3 Medal Bulltrue.png|200px|right
Bulltrue is a medals|medal in ''Halo 3'', ''Halo: Reach'', ''Halo 4'', ''Halo 5: Guardians'', and ''Halo Infinite'' multiplayer that is awarded when a player kills another player who is in the act of an Type-1 energy sword|Energy Sword lunge. The lunge does not necessarily have to be directed at the player who receives the medal; the swordsman can be in the act of lunging at any player. In ''Halo 3'' and ''Reach'' it is represented by a brown diamond with a silver outline and a bull's head in the center. In ''Halo 4'' the bull's head is atop a blue circle and grey cross. In ''Halo 5: Guardians'', the bull's head is on top of a brown octagon.
The medal is accompanied with the message, "Bulltrue!".
Tips A Bulltrue is most easily achieved with dual Type-52 Mauler|Maulers, a shotgun, or a Z-180 Scattershot|Scattershot. If lucky, an MA5 series|assault rifle, dual-wielded M7 SMG|SMG, or M6 series|magnums would work, if the enemy dies right as the lunge occurs.
It is actually a very challenging medal to attain, unless playing Grifball or against inexperienced players. This medal is slightly easier to obtain as a Juggernaut, as increased shielding and damage resistance lead to a non-one-hit-kill with the sword. A popular yet difficult way to obtain this medal is to hit the sword user with a sniper headshot at close range.
Another way to receive this medal is to play Infection or Flood (gametype)|Flood.
Trivia In the ''Halo 3 Beta'' the medal was simply a red star because the Energy Sword wasn't supposed to be found in the Beta's Custom Games and variants. Prior to the shutdown of Xbox 360 ''Halo'' online services on January 13, 2022, earning this medal in a ''Halo 3'' Mythic Map Pack|Mythic map matchmade game would unlock with the ... Get the Horns achievement. Earning the medal ''Halo: Reach'' matchmaking unlocked the Emile-A239|Emile's helmet avatar award.
Gallery
File:Bulltrue.gif|The ''Halo 3'' version. File:Bulltrue!.png|The ''Halo: Reach'' version. File:H4 - Bulltrue.png|The ''Halo 4'' version. File:Halo5bulltrue.png|The ''Halo 5: Guardians'' version. File:HINF Medal Bulltrue.png|The ''Halo Infinite'' version.
Category:Medals
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|executive=
|legislative=
|judicial=
|branch=
|main=Zomar, Teash
|anthem=
|language=Jiralhanae#Language|Jiralhanae language
|script=
|religion=
|techlevel=
|notable=
|formed=
|dissolved=
|affiliation=Banished
}}
The Bulwark of Bone are a Jiralhanae clan once under the leadership of Chieftain En'Geddon. The clan was initially independent before serving as a mercenary clan within the Banished. History After En'Geddon rebelled against the Covenant alongside Atriox, Decimus, and several other Jiralhanae to start the Banished during Algolis Invasion in early 2549, he returned to his clan in the great city of Zomar. He rallied his clan to follow under his leadership and became a Chieftain. Leading his clan, now calling themselves the Bulwark of Bone, he linked up with Atriox again and merged them into his campaign. The Bulwark of Bone would pillage dozens of UEG colonies for loot, notably Seaford and Vuryonos, leaving them crippled.
The Bulkwark of Bone participated in the Battle for Zeta Halo, where their leader En'Geddon, a founding member of the Banished, was killed by the John-117|Master Chief.
List of appearances
''Halo Infinite''
Notes
Sources
Category:Jiralhanae clans Category:Mercenary groups Category:Banished military units
|
"Bumblebee" is a class of lifeboat shuttles operated by the UNSC Navy, alongside Lacewing-IIs and Queen Bees.
Summary Bumblebees are types of lifeboats used by the UNSC for short-range personnel transfers, ship hull surveys, and emergency evacuations, such as when ships are in danger of destruction. Individual Bumblebees are identified with three letters from the Phonetic alphabet, followed by one or two numbers (for example, ''Lima Foxtrot Alpha 19'', ''Papa Tango Delta Zero Nine'', or ''Whiskey Tango Foxtrot One''). The Bumblebees feature a pilot-operated guiding system similar to that of SKT-13 shuttlecraft|SKT-13 and SKT-21 shuttlecraft|SKT-21 shuttlecrafts. Bumblebees' classifications depend on their endurance; for example, the SKT-9 Bumblebee is rated Class 3 for medium endurance.
Types SKT-9 Bumblebee: A Class 3, sixth-generation lifeboat generally used by UNSC cruisers. SKT-29 Bumblebee: Lifeboats used by the . Class-5 Bumblebee: A type of lifeboat used by the .
File:Bumblebee.png|The SKT-9 Bumblebee File:HINF-Bumblebee.png|An SKT-29 Bumblebee
Gallery
File:HTMCC-HCE BumblebeeMarines.png|Marines onboard an SKT-9 Bumblebee in ''Halo: Combat Evolved''. File:HCE SKT-9 Bumblebee Air Brakes.jpg|An SKT-9 Bumblebee with its airbrakes deployed in ''Halo: Combat Evolved''. File:BumblebeeAnniversary.png|An SKT-9 Bumblebee entering atmosphere in ''Halo: Combat Evolved Anniversary''. File:HTMCC-HCEA BumblebeeLFA43.png|An SKT-9 Bumblebee on the surface of Installation 04 in ''Halo: Combat Evolved Anniversary''. File:HINF Concept Dead Marine with Escape Pod.jpg|''Halo Infinite'' concept art of an SKT-29 Bumblebee on the surface of Installation 07. File:HINF BumbleeTrail.png|An SKT-29 Bumblebee and the trail it left behind on the surface of Installation 07 in ''Halo Infinite''. File:HTV Bumblebee.jpg|An unidentified class of the Bumblebee in ''Halo: The Television Series''. File:HTV Bumblebee Rear.jpg|Rear view of the Bumblebee in ''Halo: The Television Series''. File:HTV-Emergence-Bumblee Pod.png|A Bumblebee being used for short-range personnel transfer from in ''Halo: The Television Series''.
List of appearances
''Halo: The Fall of Reach''
''Halo: Combat Evolved''
''Halo: The Flood''
*''Halo: The Flood#2010 bonus content|Adjunct''
''Halo: Ghosts of Onyx''
''Halo: Evolutions - Essential Tales of the Halo Universe''
''Halo: Combat Evolved Anniversary''
''Halo Mythos''
''Halo: Official Spartan Field Manual''
''Halo: Envoy''
''Halo Infinite''
''Halo: The Television Series''
*''Emergence''
Sources
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File:H3 Armor Spartan Body Bungie.png|thumb|350px|The Bungie Armor at the Appearance screen.
}}
The Bungie Armor (also known as the Flaming Head or Legacy in ''Halo: The Master Chief Collection'') is an Armor customization (Halo 3)|armor permutation in ''Halo 3'' only available to Bungie|Bungie Studios employees (and Bungie members on 7/7/10).
Overview The Bungie Armor is visually identical to the EOD-class Mjolnir|EOD armor's chest piece, save for its fire effect and the absence of the EOD Armor's lights near the shoulders and center. However, it is unique in providing a fire visual effect to the player's head, which can be seen even if the player is equipped with active camouflage. Due to the permutation being classed as a chest plate, this means the flames can be employed with any combination of helmet or shoulders. The armor is a possible reference to Bungie's love of flaming ninjas, a recurring joke throughout the studio.
In-game information
The Bungie Armor Armor customization (Halo 3)|armor permutation is a special unlock in ''Halo 3''. As its name suggests, the Bungie Armor was created as an exclusive unlock for members of the Bungie Studios development team. As such, there is no way to use it in ''Halo 3'' without the use of modding or being a developer. Only two exceptions to this policy are known to exist, one being Nathan Fillion (voice actor for Reynolds in ''Halo 3'' and Edward Buck in ''Halo 3: ODST'', ''Halo: Reach'' and ''Halo 5: Guardians'') and the other being Pope rex, the winner of the Sarkathlon 4 event. When Frank O'Connor left the studio to work for 343 Industries, Bungie stated in response to questions about O'Connor's flaming head that ''"The flame has been extinguished."''
Due to this exclusivity, the armor was often used in site banners on Bungie.net as a perk of joining the Bungie team, with the phrases ''"Get hired, get fire"'' and ''"Game with Flame"''. Notably, the armor was available for use by the ''Halo 3'' community for one day on Bungie Day 2010. During this event, all players also had the Bungie nameplate applied, as the two were linked. Due to the armor's exclusivity, it bears some resemblance to the similarly-elusive RECON-class Mjolnir|Recon armor, which until the launch of ''Halo 3: ODST'' was only unlocked via personal selection from Bungie.
The Bungie Armor's legacy extended into ''Halo: Reach'' thanks to the addition of the new armor effects category of customisation. At launch, the orange flames were available to anyone who purchased the Halo: Reach Legendary Edition|''Halo: Reach'' Legendary Edition, while Bungie reserved a similar effect - named Eternal - for themselves. Unlike the Legendary effect's orange flames, Eternal's are blue. The Headhunter (game variant)|Headhunter gametype similarly references the Bungie Armor, with its emphasis on flaming skulls.
{| class"width: 75%;"
! style="width: 15%"|Chest
! style="width: 55%"|Description
! style="width: 15%"|Unlock requirements (''Halo 3'')
! style="width: 15%"|Unlock requirements (''Halo: MCC'')
|- align="center"
|rowspan=2|File:HTMCC H3 Bungie Menu Render.png|100pxBungie Armor
|align="left"|Chest: Forged in the flames of passion and perseverance. Go forth and represent.
|rowspan=2|Given by Bungie or work at Bungie.
|rowspan=2|Unlocked by default.
|- align="center"
|align="left"|MCC: Forged in the flames of passion and perseverance.
|}
In the initial launch of ''Halo: The Master Chief Collection'', the armor was known by the name Flaming Head and was only useable as the Bungie Armor chest piece, with the helmet and shoulders being MJOLNIR Powered Assault Armor/Mark VI|Mark VI. As ''The Master Chief Collection'' provides all players all unlocks immediately, this marks the first time the Bungie Armor has been useable for non-Bungie employees (outside of Bungie Day 2010) without the use of modding.
In the updated ''Halo 3'' customisation available following the game's launch on PC, the specific Bungie chestplate is called Legacy. During the game's Flight testing, the armor retained the original name of Bungie.
Gallery
File:H3 HighGround Flaming Recon.jpg|A picture of the Armor Permutation. File:H3_Bungie_Camo.jpg|The one drawback of Bungie Armor. File:H3 Assembly Flaming Recon.jpg|Flaming Recon on Assembly. File:H3 Valhalla BungieDay.jpg|The armor permutation next to the Bungie Day Valhalla wall Easter egg. File:HR Eternal Inheritors.jpg|The analogous version of the armor in ''Halo: Reach'', consisting of the formerly employee-only Armor Effect#Eternal|Eternal armor effect and the PILOT-class Mjolnir#Halo: Reach|Haunted helmet. File:H3 PC BungieArmor.png|The Bungie Armor and flame effect applied to a ''Halo 3'' Spartan in the ''Unreal Engine 4'' menu of ''Halo: The Master Chief Collection''.
Sources
Category:Halo 3
Category:MJOLNIR armor Category:Bungie Category:Halo 3 multiplayer armor permutations
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File:Seventhday.jpg|thumb|A Bungie Day promotional image for the first Bungie Day
Bungie Day, which occurs on July 7, is a holiday created by Bungie|Bungie Studios to celebrate their long-standing infatuation with the number seven. The date, when shortened, is 7/7. Bungie Day was originally meant to happen on dates where the month, day, and year are all composed of ones and sevens, but has since opted to celebrate it every July 7.
Celebration File:H3 Valhalla BungieDay.jpg|thumb|250px|A player stood next to the Bungie Day Valhalla wall Easter egg|Easter egg on Valhalla in ''Halo 3''. Bungie celebrated the first Bungie Day on July 7, 2007. They celebrated in a number of different ways, mostly for the benefit of the public. Since the day fell on a Saturday, it is likely that most Bungie employees were not actually working in the office that day. Coincidentally, many calendars show Saturday as the seventh day of the week, with Sunday as the first.
The 2007 Bungie Day was celebrated on Bungie.net in the form of a post detailing newly announced material for the then upcoming Halo 3, including an online multiplayer battle, 3-D movie/screenshots of the recently revealed MJOLNIR Powered Assault Armor/C variant|CQB Armor, and the MJOLNIR Powered Assault Armor/V variant|EVA Armor along with canon information about their background and development. Background information on the Barukaza Workshop Chopper|Brute Chopper vehicle was also included.
2007: Xbox LIVE|Xbox Live also saw some celebration from Bungie Studios in the form of free downloadable content from the Xbox Live Marketplace. All new gamer pics and a new dashboard theme (titled ''Bungie Day 2007 Theme'' and ''Bungie Day 2007 Picture Pack'') were available to download (free of charge) until 0900 (GSM) the following Sunday. In addition, the Halo 2 Blastacular Pack, originally a download that cost $4.00, became permanently free. It was also announced that the maps included in Blastacular Pack (Desolation and Tombstone) would be fully added to the Matchmaking system for Halo 2 in the coming weeks (at this time, there were still a few matchmaking playlists that did not include these maps).
2008: Bungie released free gamer pictures and a dashboard theme which were only available during Bungie Day, the free downloadable Halo 3 map Cold Storage was released and the price of the Legendary Map Pack was reduced from 800 Microsoft Points to 600 Microsoft Points. There was also a special playlist added dubbed "Icy Treats", that was a seven player free for all only on Cold Storage with a variety of different game types.
2009: Bungie launched a version of the 7 on the 7th where players were able to get MJOLNIR Powered Assault Armor/Mark VI/R variant|Recon. The playlist was a 4v4 game on community made maps. The playlist was called "Bungie vs World". Bungie was on for a full twenty-four hours and if you played with them and won, your team won Recon armor. Recon was additionally given away for random accomplishments (This information can be found ). This information was stated in the Bungie podcast released on 6/24/2009 and a post made hours before the playlist began (1 am PDT).
2010: Rooster Teeth Productions, with guidance from Bungie, released a ''Red vs Blue'' Red vs. Blue Halo: Reach PSA: Deja View|public service announcement (PSA) exclusively showcasing the ''Halo: Reach'' Hemorrhage|remake of classic multiplayer level Blood Gulch. The video also features a new armor ability; the Holography|Hologram, a new variant of the M12R Light Anti-Armor Vehicle|Warthog, and teases the new immensely large playable area outside the confines of the main canyon of Blood Gulch (Forge World). Bungie also gave every ''Halo 3'' player their highly coveted Bungie Armor for the day.
2011: Bungie gave the previously employee-exclusive Eternal armor effect and the Bungie nameplate to everyone who unlocked it on Bungie.net. There was also a massive daily jackpot, which was worth 30000 cR. Those who didn't win the jackpot automatically got 777 cR. Finally, Bungie did another round of Bungie vs World|Bungie vs. the World, in which teams winning by more than 20 points were given a steak.
2020: While not an official Bungie day celebration, July 7, 2020 was the date chosen by 343 Industries to announce the release date of ''Halo 3'' for Windows and Steam release.
Trivia Bungie Day is a reference to Bungie's favourite number, Seven|7. The original Bungie Day was on July 7, 2007 - or 07/07/07.
Gallery
File:Bungie Day 2007 Gamerpics.png|Gamerpics from the ''Bungie Day 2007 Picture Pack''. File:Bungie Day 2008 Gamerpics.png|Gamerpics from the ''Bungie Day 2008 Picture Pack''.
External links
(Outlining Bungie Day 08)
Category:Multiplayer Category:Bungie Category:Real-world events
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Bungie Favorites is a weekly updated list of in-game Screenshots, Films and Clips, Gametypes, and Maps that Bungie and the Halo 3 community recognizes as noteworthy usually this is due to the number of downloads it has acquired. Everything shown in the Bungie Favorites has been created by people who play Halo 3. Bungie updates this list every Friday and it is accessible by pausing Halo 3 in the Main Menu or any of the lobbies as the first option. Bungie Favorites is only accessible through Xbox LIVE|Xbox Live, and online at .
Highest Possible The best of the best are considered to be in Bungie Favorites. Screenshots are among the most popular type of File in Favorites. Until recently individual players were given Bungie Favorites for their Files. But Bungie gave groups on Bungie.net the ability to send in Files that get put to the Favorites. Many groups on Bungie are themed, so they sent in files for their theme. For example; The first group sent in pictures of Out-of-map-Campaign-levels.
Presenting a Problem Because groups were able to post favorites, individual users were unable to get their content to be recognized. Many complained on the of Bungie.net.
Cheating for Recon There have recently been many rumors about MJOLNIR Powered Assault Armor/Mark VI/R variant|Recon having things to do with a certain person/s being on Bungie favorites. This is, contrary to popular belief, in no way true. Some people on Bungie Favourites do have MJOLNIR Powered Assault Armor/Mark VI/R variant|Recon armor but this is because the item they have given positively contributed to the community of Bungie, but this is Bungie regularly state, they will only give the honor of recon to people who have contributed "awesomely" to the Bungie/Halo community or to finish the Vidmaster Challenges.
Sources
Category:Bungie Category:Xbox Live Category:Halo 3
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File:Bungie MW.png|thumb|Bungie Motor Works' logo. Bungie Motor Works is an engineering firm in the 2500|26th century. It was involved with the manufacturing of the Hog, the civilian variant of the M12 Force Application Vehicle|M12 "Warthog" Force Application Vehicle.Halo 2, campaign level ''Metropolis''
Production notes The company is named after Bungie, the creators of the ''Halo'' series, and is featured as an Easter egg in ''Halo 2''. The logo is exactly the same as that of the real life company, just with added text underneath. The logo can be found on the level ''Metropolis'' in the large open area in front of the Mtangulizi Kampuni building where the Marines of A Company have their command post. To the right of the large Tterrab Industries sign, the street is cut off by a blast door. Over the street there is a traffic sign displaying the status of the city's various sections. Behind this traffic sign, there is a billboard advertising the Hog; the Bungie Motor Works logo can be seen on the lower left-hand corner of this advertisement. Although the same billboard texture appears on the multiplayer map ''Headlong'', the Bungie Motor Works logo is obscured by the frame. The Easter egg does not appear in the Halo 2: Anniversary|''Anniversary'' version of the game. Bungie Motor Works shares its initialism with Wikipedia:BMW|Bayerische Motoren Werke AG (BMW), one of the most prominent real-world automobile manufacturers.
Gallery
File:H2 - BMW_sign_front.jpg|The sign behind which the Easter egg is found. File:H2 - hidden_BMW.jpg|The Bungie Motor Works logo on the billboard.
List of appearances
''Halo 2''
Sources
Category:Human businesses Category:Defense contractors
|
On this page, above each episode title there are links for downloading the show. Also you can head to where you can download the past podcasts as well any new ones as they are released. The Bungie Podcast is hosted by Brian Jarrard and Luke Smith, is mixed and mastered by Steve Lopez, and is produced by Tom Gioconda and Chris Gossett. It was formerly hosted by Frank O'Connor.
List of episodes
Show Date: September 22, 2006
Run Time 55:00
The first episode of the show featured Frank O'Connor and Brian Jarrard, also known as Ske7ch, in a fairly formatted and planned out show. Guest stars included Jay Weinland and a man named Bob, who read the Bungie Whambulance.
The very first Bungie podcast featuring news and insights into Halo 2 for Windows Vista, Halo 3 and future Halo 2 Xbox Live matchmaking updates. In addition we have an interview with Audio Lead Jay Weinland and the return of the Bungie "Whambulance" reader mail segment. - From Bungie.net
Show Date: July 11, 2007
Run Time 35:36
The second episode again featured Frank O'Connor and Ske7ch, the regular hosts, but they were also joined by Luke Smith, who has gone on to become the third regular host of the show. They were joined by their guest, Lars Bakken, and they talked about multiplayer, as well as E3 2007.
After nearly a year (who really is to blame?), the Bungie Podcast has left the nest and spread its wings. Instead of a bird, it's a fierce dragon and the below download is your seat on the fire-breathing winged beast's back. Joining me this week in the studio are podcast veterans Brian Jarrard and Frank O'Connor, with special guest star Multiplayer Designer Lars Bakken rounding out the four-part harmony. We talk about some of the studio's preparations for E3, Bungie's Technical Lead Chris Butcher stops in for a few minutes and finally, a very special guest phones in to the Bungie Teen Support Line. All of this and more on the Bungie Podcast. - From Bungie.net
Show Date: July 23, 2007
Run Time 1:07:40
The third episode of the Bungie Podcast featured the main three hosts, as well as Bungie writer Joseph Staten, who became the guest after Paul Bertone, the lead Campaign Designer for Halo 3 didn't show up. The show was released after E3 2007, and so Frank and Ske7ch talked about doing demos for press people at E3, while everyone talked about Joe going to Comicon the following weekend.
Joseph Staten, the man of many alien voices joins Brian, Frankie and I in this week's episode of The Bungie Podcast. Joseph fields some of your questions, we drop a few informational pieces of Halo 3-related chum into the water and recap what Joseph calls "the greatest saved film ever" and I call "bug-infused BS" in grisly detail. - From Bungie.net
Show Date: August 1, 2007
Run Time 49:19
The fourth show, which pushed the show into being 'hilariously regular', featured Jamie Evans, the Test Manager, talking about testers working on Halo 3. They noted that the number of people working on the game is a huge amount, and that testing games is not as easy as it sounds.
Somehow, we pried a supremely busy Jamie Evans away from overseeing the fleet of testers running Halo 3 through the ringer and tricked him into chatting with Ske7ch, Frankie and I on the latest episode of the Bungie Podcast. We take a few of your questions and talk about the latest news -- on this episode of the Bungie Podcast. - From Bungie.net
Show Date: August 10, 2007
Run Time 1:03:19
The fifth show featured Dan Miller, or DMiller, talking about Campaign Mission Design. In this show, the name of the second mission of the game was revealed to be 'Crows Nest'. It was also revealed that Dan Miller was the designer for the second and final missions of the game. Also, Ske7ch wasn't present in this episode, because he was doing promotional events.
On this week's episode of the Bungie Podcast, Mission Designer Dan Miller joins Frankie and Luke in the crow's nest studio. With Sketch away on business, Dan Miller has to step it up . He does. - From Bungie.net
Show Date: August 16, 2007
Run Time 1:02:34
In the sixth episode of the show, Luke Smith and Ske7ch hosted while Frankie was out of the office, and they had Damian Isla, AI lead on Halo 3, as their special guest. The three of them talked about AI in Halo 3, specifically how much smarter and fun it was to fight against as well as the impact that equipment had on the AI programming and scripting.
The "If, then" show: AI Programmer Damian Isla is welcomed aboard this week's Bungie Podcast. On this week's show, Damian explains how the AI in Halo 3 works, how Equipment changed his job and how Halo 3's AI has changed from Halo 2 to Halo 3. - From Bungie.net
Show Date: August 28, 2007
Run Time 42:21
The seventh episode of the show again featured all three hosts, this time with two special guests. Lars Bakken returned to co-host for the second time, alongside Tyson Green, another multiplayer designer. The group of five talked about Forge, Halo 3's multiplayer map editor, discussing how fun it was, how easy it was to use, and what kind of impact it had on game play, as well as how the Halo 3 multiplayer community would potentially use Forge to create completely unforeseeable content for the game.
This week's (we fudged the "weekly release" a little bit) episode of the Bungie Studios Podcast has Lars Bakken and Tyson Green join Frankie and Luke in the studio for a frank discussion on Forge, Halo 3's multiplayer customization tool. - From Bungie.net
Show Date: September 4, 2007 (Released September 11, 2007)
Run Time 58:08
The eighth episode of the Bungie Podcast featured Paul Bertone, the Campaign Design Lead who skipped out on being the guest in the third episode of the Podcast. They talked about the Campaign mode of the game, and how it was no longer a single player experience, it was much more of a Campaign mode that could be played with up to four players at once. They also talked about Campaign Scoring, and the impact that that made on personal bragging rights.
The travel-delayed eighth episode of the Bungie Studios Podcast is finally available for download. This week's show, in addition to a faux-hawk bet involving the National Football League, welcomes the long-awaited appearance of Campaign Mission Design Lead, Paul Bertone. - From Bungie.net
Show Date: September 20, 2007
Run Time 1:47:39
Released on September 20, 2007, just five days before the release of Halo 3, this nearly two hour long episode was highlighted by a visit from Martin O'Donnell|Marty O'Donnell to talk about the Halo 3: Original Soundtrack. Joe Staten stopped by again to talk about his book Halo: Contact Harvest and Chris Gossett, the Web Development Lead, stopped by to talk about the upcoming changes to Bungie.net. It is also the one year anniversary of the podcast, although it isn't mentioned on the actual show.
"While we don't acknowledge it on the show, this Podcast is actually the year anniversary of the Bungie Podcast. To unknowingly commemorate that feat, Marty O'Donnell, Joe Staten and Web Dev Lead Chris Gossett take a turn on the mic. Chris talks extensively about the new Bungie.net and its robust feature set. Marty talks about the Halo 3: Original Soundtrack|Halo 3 Soundtrack and Joe Staten catches us up on his book "Contact Harvest" and what he was doing in New Zealand last week.
Because it's the last show before Halo 3 launches, we made it super long, nearly two hours of chatter this weekjust think, that's two hours closer to actually buying Halo 3. - From Bungie.net
Show Date: October 8, 2007
Run Time 53:19
The tenth episode of the Bungie Podcast, the first episode to be released after the release of Halo 3, featured the main hosts of the show as well as the Executive Producer of Bungie Studios, Jonty Barnes. Throughout the course of the hour, the four men talked about Halo 3 ranks, as well as Jonty's past in the video game industry, which included work at Lionhead Studios and Bullfrog Studios before that. Also, the group continued the feature now called the NFL Minute, in which they talk about that week's football action. This version of the NFL Minute was unique in the fact that during its course they proceeded to make fun of Jonty, who is British, and his faithfulness to English 'football', known in the states as soccer.
"What makes a good producer? What does being a producer entail? Frank obviously has his take on it, but when we ask veteran producer and one of Bungie's leaders, Jonty Barnes he has a different take than our Scottish treat. With Paul Bertone off the grid in meetings, Jonty fills in (sort of) in a very special, and ne'er to be repeated version of the NFL Minute.
Special note: This show was recorded well before the announcement regarding Bungie Studios and our relationship with Microsoft. We'll talk about that on an upcoming show! - From Bungie.net
Show Date: October 23, 2007
Run Time 1:16:47
The eleventh episode of the Bungie Podcast guest starred Bungie's David Dunn|Dave Dunn, who told all about events in Bungie History from ten years ago to today. In it, Alexander Seropian|Alex Seropian is bashed, Chris Carney is mocked, and many other interesting stories are told, but overall, the Halo 3 news was very minimal, if non-existent. Paul Bertone did return to host the NFL Minute. During that, the results of Luke Smith's and Bertone's first match of Smith's 'Beat The Designer' Challenge were discussed.
"This episode of the Bungie Studios Podcast includes a mountain of guests, and by mountain we mean 2. It's the last pre-Sketch and Frankie on vacation show, and the two of them go out with a long one. Environment Artist Lead Dave Dunn joins the crew and spins a whole mess of tales from some of Bungie's history. Podcast semi-regular Paul Bertone joins the fellas in the show waning moments to talk football and talk about beating me into a pulp in Campaign Scoring. - From Bungie.net
Show Date: December 6, 2007
Run Time 50:55
The twelfth episode of the Bungie Podcast was released after a lengthy delay and featured Chris Barrett, another one of Bungie's art directors. He talked at length with the three main hosts about how he got his job at Bungie, which was through creating multiplayer maps for Myth II, and then they spent a great deal of time talking about the (then) recently announced and released downloadable content maps.
Long has it been, friends! Vacations have come and went (for Brian and Frankie) and the crew finally reconvened with special guest Christopher Barrett to talk about Halo 3's Heroic Map Pack, how he started at Bungie, what he's worked on and what's been canned. - From Bungie.net
Show Date: December 12, 2007
Run Time 1:05:34
The thirteenth episode of the Bungie Podcast featured Frank and Luke talking to Martin O'Donnell|Marty O'Donnell for an hour. They talked about the recent release of the Halo 3: Original Soundtrack, as well as the early days of Bungie, including Marty's time as a contractor working on Myth and Myth II with Jason Jones and Alex Seropian before the sale to Microsoft. He also talks about how Microsoft bought Bungie ten days after Marty was officially hired as part of the Bungie team. They also touch briefly on audio setups and how the original Xbox was the only last generation console to feature real-time 5.1 Dolby Digital Decoding. In addition, Marty brings up the fact that he still possesses the audio files from the cutscenes for the originally planned ending for Halo 2. They announce a preliminary plan to have a special Podcast in which the files will be aired.
Without Sketch's wit and inquiring mind, the Podcast ship stayed afloat thanks to water wings and the smooth sonic tones of Bungie Audio Lead Marty O'Donnell. Marty talks a bit about his own Bungie origin story in addition to providing some detailed memories about Bungie in the Windy City. - From Bungie.net
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Show Date: January 18, 2008
Run Time 57:11
The fourteenth episode of the podcast featured long-awaited guest Harold Ryan, formerly a Test Manager at Microsoft Game Studios and currently the Studio Manager of Bungie Studios. They talked about the differences between operating under Microsoft and free from Microsoft's rule, as well as the future of Bungie Studios as a whole, although few details were revealed. They also talked about Harold's past Everquest addiction and his love for MMORPG's. There was also a slight discussion about Frank's creation of a World of Warcraft character named "Man Chowder" who was banned for breaking the game before he had gotten past Level One.
After a while, Harold got back to work and Paul Bertone was once again welcomed onto the Podcast where they discussed Luke's hairdo, which was done up in such a way as to pay up for a bet made on the eighth episode of the show. They also talked at length about sports, specifically playoff football, before the show finally ended just under an hour after it began.
Bungie's equivalent of Xerxes, Studio Manager Harold Ryan, joins Sketch, Frank and Luke on this episode of the Bungie Podcast. He talks about his lengthy career in games, all manners of games he likes (he's a recovering EQ addict) and what may or may not be in store for Halo 3's future. - From Bungie.net
Show Date: February 4, 2008
Run Time: 44:37
The fifteenth episode of the podcast featured Christian Allen, a new hire at Bungie, who is the Design Lead on their next game. He is not working on any sort of DLC, he is actually working on their next, completely original game. Throughout the forty-five minute show, the boys talk about Christian's start in the video game industry, which spread from his days in the military and then his interest in modding Rainbow Six. The boys also talk about the annual Winter Pentathlon and the events that the studio participates in, including Pictionary, Dance Dance Revolution, Rock Band (for which you can be awarded 'Flair' points), and the teams annual Halo tournament. They briefly talk about the NFL, all of them saying that they wish for the New England Patriots not to win the Super Bowl (This was recorded ''before'' the Super Bowl) and also they talk about Christian's football watching habits, which include standing in the corner and not paying attention.
Christian Allen, a recently hired Lead Designer at Bungie, gets in bed with the threesome for a memory-filled jaunt through his path into the game industry. - From Bungie.net
Show Date: February 19, 2008
Run Time: 55:46
The sixteenth episode of the show featured 'the guys' (Frank, Luke, and Ske7ch) as well as Luke Timmins (aka Froman), an engineer at Bungie who's nickname stems from the movie wikipedia:Ferris Buellers Day Off|Ferris Buellers Day Off. 'Camp Froman' on Zanzibar is named after Luke, who spent time camping there with the sniper rifle during testing for Halo 2. During the course of the hour the boys talk about problems with Halo 3 multiplayer and bandwidth issues and the sort of bending and universe alteration that comes about from lag. Luke T. also touches on how non-glorious network programming is compared to other types of programming going on that studio, and he also mentions jobs and says that Bungie is ''always'' looking for engineers. They also talk about Luke T.'s checkered past and his run in with the law concerning hacking and looking at confidential information.
"The "other" (and by "other," I mean the older, smarter and better at Halo version of) Luke sits in for a raucous and rated-M for Mature version of the Bungie Podcast. Luke Timmins, an engineer at Bungie (specifically, he works on Networking code), talks about his seedy past, how he fought the law (and the law won) and how to get a job as an Engineer at Bungie. - From Bungie.net
Show Date: March 21, 2008
Run Time - 1:32:37
Forward thinking Engineering Lead Chris Butcher joins Frank, Luke and Brian on this futuristic episode of the Bungie Podcast. After a fake commercial break, Microsoft's Major Nelson takes his place in the line of Luke's barrage of question gunfire. - From Bungie.net
Show Date: April 11, 2008
Run Time - 58:11
Designer Lars Bakken joins Sketch, Luke and Frankie for the first segment to talk about the Legendary DLC and new hire/old friend Chad Armstrong|Shishka joins the troublemakers for the second segment. - From Bungie.net
Show Date: July 7, 2008
Run Time - 1:31:30
Celebrate Bungie day with the sounds of babes. Well, not really babes, but how about enjoying the sweet sweet sounds of a whole mess of special guests on the return of the Bungie Podcast. - From Bungie.net
Show Date: October 21, 2008
Run Time - 1:20:49
Bungie's Paul Russel, one of the Environment Artists responsible for shaping a key component of Halo's aesthetic - Forerunner structures - joins the cast of the Bungie Podcast. - From Bungie.net
Show Date: October 31, 2008
Run Time - 1:23:08
The first episode after the release of the Halo 3: ODST trailer. Features Jim McQuillan and Joseph Staten, the director of the trailer and the writer for the game (respectively). Also, Marty O'Donnell stops by to talk about the music for the trailer.
It's a Recon-focused double dip. The first show looks at the Halo 3: Recon trailers with the director, Jim McQuillan and the writer (and podcast regularish) Joseph Staten. Marty O'Donnell joins later to talk about the brand new Prepare to Drop song and more about the possibilities for music in Halo 3: Recon. Extra special thanks to Claude and Smallbits for hosting this episode of the Podcast. - From Bungie.net
Show Date: October 31, 2008
Run Time - 1:04:01
This episode was recorded before E3 2008 and the planned release of the Halo 3: Recon teaser. Joseph Staten talks about the trailer, and there is a lot of discussion about Halo 3 competitions within the office.
Show Date: January 9, 2009
Run Time - 1:49:37
A Year in Review, the Bungie Way. We bring back a bunch of folks who appeared on the Bungie Podcast during the oh-eight. It's a revolving door full of men on this episode of the Bungie Podcast.A Year in Review, the Bungie Way. We bring back a bunch of folks who appeared on the Bungie Podcast during the oh-eight. - From Bungie.net
Show Date: April 1, 2009
Run Time - 1:18:27
Concept Artist Dorje Bellbrook graces the Bungie Podcast for the first time to talk about artful skyboxes and artistic inspirations, and Dan Miller drops in to talk about life, love, and the Mythic Map Pack. Shishka stops by to close out the show with some Matchmaking love. - From Bungie.net
Show Date: June 2, 2009
Rune Time - 1:03:26
Prepared to drop just in time for E3 week, Joe Staten, Paul Bertone, Lars Bakken, and Dan Miller stop by to provide an intelligence briefing on Halo 3: ODST and the all new Firefight. - From Bungie.net
Show Date: June 24, 2009
Run Time - 1:17:44
The Bungie E3 away team gets cozy and discusses the E3 2009 Post Conference Carnage and Playlist Maestro Shishka drops in to unveil some of our Bungie Day plans for Matchmaking. - From Bungie.net
Show Date: July 7, 2009
Run Time - 1:14:24
It's Bungie Day! Nathan Fillion drops into the podcast booth with Marty, Joe, and Brian and the Wolf stops in for the first time to talk some Bungie Pro Video shop. Oh, and there's some new Halo 3: ODST music. - From Bungie.net
Show Date: September 3, 2009
Run Time - 1:02:36
Curtis Creamer and a near endless parade of Bungie all star artists and designers stop in to answer a round of questions about all things Halo 3: ODST and wax philosophical about flatulent metaphors. Warning: Explicit Lyrics. Mature audiences only. - From Bungie.net
Show Date: December 18, 2009
Run Time - 2:02:57
Halo: Reach Creative Director Marcus Lehto drops the development and historical knowledge, Marty sounds off on the music, and Sketch, Luke, and Urk ask half a dozen Bungie dudes to review their 2009. It's big, it's long, it's the last Bungie Podcast in 2009. Warning: Explicit Lyrics. Get out your ID before steeping up to the door. - From Bungie.net
Show Date: January 27, 2010
Run Time - 0:55:51
Executive Producer Joseph Tung and Sandbox Specialist Sage Merrill step into the recording booth to sound off on Halo: Reach's development process, weapon loadout, and gameplay sandbox. Also up for discussion: blazers, beards, and Luke's busy weekends. - From Bungie.net
Show Date: March 3, 2010
Run Time - 0:46:52
Bungie's Audio Lead, Jay Weinland drops in on the Podcast to talk about the audio improvements for Reach and the process of bringing real and hyper real audio to life. Oh, and we whine and moan about the selection of drinks on offer in the Bungie kitchen. Because we're babies. - From Bungie.net
Show Date: March 29, 2010
Run Time - 1:16:38
Multiplayer designer Chris Carney settles into our studio to cough up all the details about Reach's multiplayer direction and Sandbox Lead Sage Merrill has a sit in our hot seat to tackle twenty questions designed to dig into Reach's deadly upgrades. - From Bungie.net
Show Date: April 19, 2010
Run Time - 1:29:49
Derek Carroll talks about the rules that run the game, Dave Candland interfaces with his fans, and Luke "Froman" Timmins answers all the right questions about Reach's under-the-hood upgrades. - From Bungie.net
Show Date: June 3, 2010
Run Time - 1:17:58
Lukems bails, leaving Sketch and Urk in the lurch with designers Christoper P, Carney, Josh Hamrick, and Bungie.net Ultra Overlord, Chris Gossett. Talkin' 'bout all the Halo: Reach Beta Postgame Carnage. - From Bungie.net
Category:Bungie Category:Podcasts
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Bungie Pro is a 6-month subscription service that can be purchased over Xbox LIVE|Xbox Live for 320 Microsoft points. Bungie Pro enhances a ''Halo 3'' player's File Share, increasing its capacity from six slots and 25MB to twenty-four slots and 250MB. It was confirmed on one of Bungie.net's Weekly Update that Halo: Reach will include Halo 3's File Share system including Bungie Pro.
Background As previously stated, a Bungie Pro subscription increases the capacity of a player's File Share. The size increase lasts until the subscription expires. Upon expiration, a player's File Share reverts to normal only if their extra slots are all unused. If a player continues to use their extra storage space after their subscription expires, then their File Share will not be reverted until they reduce it to meet the limitations of a normal Share, ''but'' the player will not be able to upload new content until their subscription is renewed or their Share is reverted.
Bungie description A Bungie.net news post describing the service relied primarily on a description written by Roger Wolfson, "a super genius working on all manners of Database and information tracking for Bungie Studios". That description, with some unnecessary content removed, has been reproduced below.
Termination Bungie stated that as of September 15, 2011, Bungie Pro will no longer be available for purchase. Those with subscriptions that end after the termination date will get to keep their Bungie Pro features, the 24 slots and nameplate, forever. Render minutes are no longer available as Bungie turned all ''Halo: Reach'' support over to 343 Industries.
Sources
Category:Bungie
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The Bungie ViDoc: ''O Brave New World'' is the last ''Halo''-related and longest ViDoc made by Bungie. It was released on Wikipedia:YouTube|YouTube on August 3, 2011. It runs for 55:08, and summarizes Bungie's history and future, as well as ''Halos creation. Though mostly new footage, it also contains parts from other ViDocs, as well as videos recorded during the early days of Bungie.
Transcript
''The Bungie logo is presented.''
Luke Timmins: "In many ways, it's one of the best things that ever happened to Bungie, right?"
Wikipedia:Adam Sessler|Adam Sessler: "What I really like about this whole Bungie relationship with Wikipedia:Activision|Activision is that I never saw it coming."
Wikipedia:Jerry Holkins|Jerry Holkins: "The idea that Bungie would make ''Halo series|Halo'' for a million years was inconceivable."
Eric Osborne: "In a lot of ways, we're starting over."
Wikipedia:Geoff Keighley|Geoff Keighley: "I can't wait to see where Bungie is going to take us next. I know it's going to be ambitious, I know it's going to be something exciting. I just want find some details on it."
Luke Timmins: Being an underdog, and having something to prove and remembering we're not the top dog any more is a great thing to happen to us.
Curtis Creamer: "We're out on our own in the wilderness again and we have to fight to bring every customer along with us."
Joseph Staten: "We've gone from a totally as sure as a thing can get with ''Halo'', to tackling a challenge which is even bigger than ''Halo'' with no real guarantee of success."
Martin O'Donnell: "There has to be some scare dangling over the edge of the cliff and hope that the world we are weaving will hold us."
"I love being the underdog."
Jason Jones: "It does bring back the early days. We have this great idea and we don't really understand it. Its going to be fun to figure it out."
''A group of pixels form together in a similar way to Wikipedia:Gnop!|Gnop! which later transfigure into a timeline which moves between 1991, 1992, 1993, 1994, 1995, 1995, 1997/1998, 2001, 2001, 2004, 2007, 2009 and 2010 simultaneously while showing brief snippets of games Bungie developed in those specific years.''
Bungie 20th Anniversary
O Brave New World
Alexander Seropian: "My senior in college was taking an artifical intelligence class, and Jason was in that class. He had a way cooler computer than I had, which really pissed me off. So... you know, so we just got to talking and tried partnering up."
Martin O'Donnell: It was clear, right from the get-go that Alex was the business guy, Jason was the creative guy."
Jason Jones: "I was working on a game and Alex was trying to start a company."
''Alexander Seropian is seen in a car, which is driving down the streets of Chicago.''
Alexander Seropian: "So here we are in down town Chicago. This is the classy part of town. The original Bungie was not here. For that, we've got to go south."
"We occupied the second floor, so we got broken into a couple of times."
"There was that crack house behind the building."
Robert McLees: "I was employee number five. We were in one room... Well, a room and a half. Everybody did everything."
Jason Jones: "We ended up with ''Pathways''."
"''Wikipedia:Pathways into Darkness|Pathways into Darkness'' was our first successful game. It had made a profit."
''Gameplay of ''Pathways'' is presented.''
Alexander Seropian: "Then came ''Marathon'', which was a real big hit for us."
Marathon'' gameplay is presented.''
Claude Errera: "''Marathon'' was the first shooter which had verticality to it."
Geoff Keighley: "It had that Sci-Fi sensibility. Mac gaming didn't really exist for me before ''Marathon''."
Lorraine McLees: "''Marathon'' made me dizzy!"
"I remember being amazed at this world that Bungie had created."
Alexander Seropian: "We were bound by this comradery. It was our lives; 24/7. It was kind of like being in a band."
Martin O'Donnell: "But the project that we were working on which was called ''Wikipedia:Myth (series)|Myth'', which I though was really interesting."
Alexander Seropian: One of the most significant things that we had done with ''Myth'' was we developed it for both the Mac and the PC at the same time."
Geoff Keighley: "It was interesting how Bungie was able to nail both first-person shooters for the Mac and move to the other big genre which was strategy games for the PC, and then nail that with ''Myth''."
Claude Errera: "''Myths the first time that Real-time strategy didn't have micro managing built into it."
Myth ''gameplay is presented.''
Wikipedia:Mike Krahulik|Mike Krahulik: "''Myth'' was a revolution. It was an RTS which got rid of all of the RTS bullshit."
Lorraine McLees: "You use the terrain to your advantage. Which isn't something that a lot of games did at the time."
Martin O'Donnell: "I definitely did not think Bungie was going to last. It didn't seem like they had a real plan for the future."
Jason Jones: "We had the advantage twenty years ago of being really stupid. I mean young, but young is stupid. In that mind set, like, anything is possible. So you just get started and figure out what is hard on the way."
Dave Dunn: "The first time I meet Jason, he said 'Why are you okay with building environments the way you're building environments?', and I said 'Why would I not be okay? Like I have some choice?' and he said 'Yeah, absolutely!'. That sorta gave me a hint that is to 'Ah okay, so that is what our culture is about'."
Alexander Seropian: I think it all starts with the idea that we were our own customer and that anyone else who going to play our games, we were in their shoes."
Dave Dunn: "A big moment in Bungie, I think one that stands out to me, more than anything elses, is the ''Wikipedia:Myth II: Soulblighter|Myth II'' installer bug."
Jerry Holkins: "That installer bug that would remove your computer. You try to uninstall the game, it was just a scorched earth policy, like...'"
Mike Krahulik: "'Well, you don't like ''Myth''?'
Jerry Holkins: "'Fuck you!'"
Mike Krahulik: "'We're taking your machine!'"
Martin O'Donnell: "There was five hundred thousands units that were boxed, shrink wrapped and everything else."
Dave Dunn: "Alex decided to do the right thing and recalled all of the copies."
Martin O'Donnell: "It was just horrible. They had to reprint all the discs."
Dave Dunn: "Everyone in the office was just stuffing new CDs into boxes of ''Myth II''."
Shi Kai Wang: "That caused the company a good chunk of money."
Martin O'Donnell: "It was at least a million-dollar mistake."
Dave Dunn: "A mistep like that is going to put you in some serious jeopardy."
File:HalocombatEvolved.jpg|thumb|''Halo: Combat Evolved''
''The timeline appears at 2000, with an image of John-117 beside it. It is followed by footage of ''Halo: Combat Evolved''. The footage stops as the ''Halo'' logo appears.''
Marcus R. Lehto: "It started off with just three of us. We were at that time making what we thought was gonna turn out to be a ''Myth''-type clone, with a Sci-Fi skin on it."
Martin O'Donnell: "They were doing "Blam!", which was the codename for this other game they were working on."
Jason Jones: "We had a huge map for a continuous RPG and before that we had an RTS."
Shi Kai Wang: "We had no idea what the game was going to be, I had no idea. I was just there to do concepts."
Marcus Lehto: "It was pretty generic Sci-Fi. You had your typical military forces, tanks, jeeps, that kind of things and some armored guys."
Jason Jones: "We did a lot of thinking about what it meant to be an action game. And could an action game be a Real-time strategy game? And the answer was no."
Shi Kai Wang: *We want a Sci-Fi character, a guy in a suit who can go from Earth to space and we don't have to worry about him changing clothes. And we just needed him to look like a Space marine."
Marcus Lehto: "Oh god, what do we call him? Something like the super soldier."
Shi Kai Wang: "And then, you know, we started moving the camera closer and closer to the character."
Marcus Lehto: "What if we put ourselves in this character, what if we became that character?"
Eric Osborne: "Those are the moments where things start to come together. It's Marcus saying 'No, no, we're going first-person because this is more fun'."
Shi Kai Wang: "I don't think we could have captured as much of the audience had we stayed in Third-person."
Eric Osborne: "Those are the ideas and decisions which really change the course of the game and the company."
Martin O'Donnell: "Suddenly we had this opportunity to tell a little piece of a story. I remember Joe coming to me and saying 'Ancient, epic, alien'. So he just gave me those three words and I though okay, well I'll just try combining something that does that. I came up with the pounding drums, Cellos, monks, alien voice and showed it to the guys on Monday morning and then they got on a plane to go to New York and show it at Mac World the next day.."
Alexander Seropian: "Which really went over, big."
''Footage of the'' Pre-Xbox Halo ''from the Mac World is present.''
Geoff Keighley: "They were making games for the Mac which you know was still a small and stall-based at the time. But you know, Bungie was into pretty ambitious games and to fund games of that calibre is not easy to do."
Wikipedia:Ed Fries|Ed Fries: "One day, my phone rings; telling me that Bungie is in financial trouble and that their talking to some people about potentially being acquired."
Alexander Seropian: "It was going to be really important for Microsoft to have games for the Xbox. That is what would make or break it. So you know, we call up at Fries and said 'Maybe we should talk'."
Ed Fries: "That was a great call to get, it was definitely a time were I was open to that kind of a conversation and had money to spend and desperately needed content for this new platform that was going to be showing up in less than two years."
Marcus R. Lehto: "We knew that there were some financial struggles at that time. There was some strange dudes in black suits walking around the office, weeks prior to that and so we knew something was going on."
Chris Barrett: "I had been there for something like a couple of months and then I get called into Alex's office and he's like 'So, we might be moving to Seattle' and I was like 'Oh god, you know I just signed a lease!'.
Ed Fries: "This was a group that while I respected their talent because I had seen their previous games. I mean, I probably would have been interested in them just for the team. But that fact that they had this ''Halo'' thing that they were trying to figure out was a plus."
Jordan Weisman: "Ed came into me one day and said that 'I want you to go talk to Jason and Alex and tell them its all going to be okay once we buy them."
Joseph Staten: "Greed, fair and simple. Cashed it in, sold our souls, came out here. I mean if you're going to sell your souls, Seattle's a pretty nice place to do it."
Adam Sessler: "Back in the 90s, Microsoft had an evil empire like quality to them, and the idea that they were going to Microsoft was 'Oh no! They're selling out!'."
Shi Kai Wang: "That turning point of us going from PC games to Console was gigantic and it was a giant gamble."
Geoff Keighley: "Bungie, I think presented a great opportunity for them, but I think it was incredibly risk worthy too."
Harold Ryan: "One of the main polls for the team to move into Microsoft was to be a part of creating the Xbox and a game that really used it."
Chris Butcher: "Jason said it best, I think; he said that 'Microsoft has built the biggest cannon in the world and they're pointing it right at Wikipedia: Sony|Sony and that we can be a bullet in that canon, and we can make a really big impact on the course of the game history'."
Alexander Seropian: "We got very excited about the opportunity to define and a platform and to define a franchise would be important to the platform."
Shi Kai Wang: "Everybody in the office was pissed off because we like being independent and, you know kind of like a 'Fuck the man!' sort of thing and now we got to the console and now we're like 'Hey there, man'! and we're like shaking his hands, *laughs*. Instead of raising our fists up."
Chris Butcher: "It was exciting, as well as terrifying."
Ed Fries: "I had this nice spot in this building picked out for them in this building and thought they would love it and they hated it. You know, it was a typical Microsoft office which the Microsoft people think are great. The Bungie guys looked at me and said 'This looks awful! This is the exact opposite of what we want. You know, we want a big open space' and just mow down all of these walls of this section."
"People just couldn't fathom being at Microsoft."
Jordan Weisman: "I remember Ed complaining that even he didn't have a key to get into the Bungie area."
Geoff Keighley: "The challenge that I think ''Halo'' faces is that it was trying to do a first-person shooter on a console platform."
Ed Fries: "One of the biggest challenges was making a shooter that felt right and worked right on a controller."
Mike Krahulik: "Yeah, I mean originally, you had to struggle with it really being the first FPS that we were trying to get into on a console...
Jerry Holkins: "On a controller..."
Mike Krahulik: "...With the duke. It was huge. Coming from PC First-person shooters, it just really felt... er..."
Jerry Holkins: "Different."
Mike Krahulik: "Different!"
Marcus R. Lehto: "The reality of actually shipping on a console, it was a lot of pressure there. And we didn't have anything running on that console, at all."
Chris Butcher: "When I joined, the AI for ''Halo'' was about three source files and the big block comments at the top that were just Jason's log of him frantically trying to get something, anything, up and running. Jaime Griesemer and myself, we just sat and worked on two signature encounters, one was the beach on ''The Silent Cartographer'', which was the classic kind of wave advancing encounter and the other one was the classic defensive encounter. We really only had one shot at it because we weren't going to have time to go back and scrap the AI system. So we just knew we had to get it right."
Marcus R. Lehto: "We had a lot of content to build, gameplay experience to create. So all of these grand ideas we had of this huge open world experience quickly dissipated."
Claude Errera: "Bungie has always had a way of figuring out what is important in a particular game style and throwing away the extreme stuff."
Pete Parsons: "I think there were a small group of people who felt like ''Halo'' would be the defining game of the Xbox."
Curtis Creamer: "There were a lot of other games which were getting a lot more attention than Halo. Wikipedia: Malice (2004 video game)|Malice, Wikipedia: Oddworld: Munch's Oddysee|Munch's Oddysee, racing game."
Shi Kai Wang: "I think they put a lot of bets on this game called Wikipedia: Azurik: Rise of Perathia|Azurik. I'm not sure if anybody remembers that."
Curtis Creamer: "Master Chief was certainly a part of it, but he wasn't 'the guy'."
Jordan Weisman: "It wasn't pre-ordained that it was going to be Halo. Halo earned that right, you know, by being one of the best titles in development at the time."
Dave Dunn: "On ''Halo'', one of the moments that always sticks out in my mind was once we actually got B30 up and running and you could play it."
Curtis Creamer: "There's something simple as driving the M12 Force Application Vehicle|Warthog on B30, which was fun. That was a defining game experience that brought me in."
Luke Timmins: "They brought me in. So here's a proto-type Xbox, here's a proto-type controller and here's this game called ''Halo''. And he said 'You know Bungie?', and I'm like 'Who, Mac gaming are you fucking joking?'. He gives it to me and I'm like 'Oh wow, this is fucking amazing!' and all it was, was the B30, running around on the beach and just shoot stuff. I was like 'This is fantastic!'."
Chris Butcher: "There was such an energising moment. I was like 'Oh, this is what we're actually making!' and all of a sudden, the team just got attraction and it kicked in and started going at high-gear."
Dave Dunn: "At that time, there was three teams. The ''Halo'' team, still the ''Phoenix'' team and then there was the ''Wikipedia:Oni (video game)|Oni'' team."
Shi Kai Wang: "They owe it all to the ''Oni'' team because before we came up from San Jose, they had no multiplayer, so the multiplayer designer and multiplayer programmer came from the ''Oni'' team."
Oni ''gameplay is presented.''
Curtis Creamer: "Getting closer and closer to the deadline for ''Halo'', each one of those teams started getting absorbed into the Halo team because there was just no way we were going to make it."
Harold Ryan: "We almost cut multiplayer out of it a few days before we had to ship the build because it wasn't really working that well. You know, we were having arguments about how many people can actually connect a box together. Maybe people in college dorms can do it, but who's really going to carry a TV to their friend's house?"
Pete Parsons: "Everyone was pushing to keep multiplayer in but none of us knew just what it would mean."
Chris Butcher: "That was the first time I had a team which was moving inexorably towards something."
Luke Timmins: "The awesome thing was watching the game being built."
Shi Kai Wang: "I probably wouldn't have made the Covenant guys so colorful. But that was a request from Jason. Shinier, brighter, more color and i'm like 'Dude, you're fucking nuts, man!'. This things like a rainbow, it's horrible. Obviously, it worked. He knows it from gameplay perspective what makes games tick."
Jen Taylor: "I think I auditioned with a British dialect and then I auditioned with just a vaguely Spanishy, Frenchy, German sounds *laughs*. And I can't remember if it was Marty who said 'Just do your own voice, get in your lower register and give that to us.'"
Geoff Keighley: "''Halo'' was incredibly unique because there wasn't anything like it. It was sort of a perfect storm of music and art and universe design."
Chris Anderson: "You could see that someone had created a really thought through a world. The greatest stories and especially in the Sci-Fi realm are coherent visions. Continuity comes from an underlying vision that shines through."
Jason Jones: "''Halo'' was an action game which put you in this world were you could be the most powerful actor in this rich physical simulation. It gave you this ability to become competent and show your competence to your friends competitively or cooperatively."
Luke Timmins: "I never forget this, I get like this headshot on Zack and I'm like 'Sit the fuck down!' and there's like applause and I turn around and there's a group of people who were watching and before I know it, we had this fucking line. And people were, like, coming in and playing there ten minutes of Slayer and just getting back in line."
Adam Sessler: "Multiplayer and Halo just go hand-in-hand."
Luke Timmins: "Now they get it, the Multiplayer was the thing."
File:Halotwo.jpg|thumb|''Halo 2''
''The timeline appears at 2004, with a clip from the Halo 2 announcement trailer. It is followed by the rest of the announcement trailer. The ''Halo 2'' logo is then presented.''
Chris Butcher: "The story of ''Halo 2'' is kind of like a three act tragedy."
Jordan Weisman: "In ''Halo 2'', they really wanted take a step up in terms of depth of the universe. That Joe and Jason had created this really rich universe that you could get across purely in even the tools that they had at their disposal."
Chris Butcher: "The first act, we are all optimistic and naive and saying 'This game is going to be 72 times more fun than ''Halo 1''!' because we've got all of these great weapons and vehicles and environments. We're just going to jam as much stuff as we can."
Curtis Creamer: "There was a lot of new technology that was being researched."
Pete Parsons: "And we had to throw out a lot of stuff that we had wanted to do."
Chris Butcher: "We had wrote this graphics engine that was totally unsuited for the Xbox. We had these ideas for levels that just really didn't make sense for the Halo engine or any other kind of shooter engine."
Dave Dunn: "We really wanted to do a game where we felt every mission, every environment is going to feel totally unique."
Chris Butcher: We let our ambition lead us into some very, very scary places."
Curtis Butcher: "Multiplayer for ''Halo 2'' was really a gigantic thrust for what we wanted to give ''Halo'', that we couldn't in ''Halo 1''."
Harold Ryan: "Our goal was to create the virtual couch."
Chris Butcher: "''Halo 1s multiplayer was done by three or four people tops in six months. ''Halo 2s multiplayer was a massive advancement. That kind of resource crunch really caused a lot of tensions on the single player side of things because now all of a sudden, we're trying to create multiplayer environments which have to look as good as the Campaign|singleplayer side of the game."
Zach Russell: "I remember that time we got sixteen boxes all working together and understand that there wasn't a bunch of maps to go and play now. We just got sixteen boxes and we kind of ran around and they didn't crash."
Curtis Creamer: "We absolutely loved playing multiplayer. I mean, everybody in the studio is play testing these maps everyday."
Luke Timmins: "'Holy shit, I'm totally shooting you in the head right now' and it's amazing."
Chris Butcher: "In many ways, ''Halo 2'' was the title that was the breakout title for Xbox LIVE.
Harold Ryan: "The Xbox team, we co-developed with them. We helped them design and develop what they called the tsunami feature set which was a lot of the new LIVE matchmaking multiplayer features. We built our own friends list; which you can now do friends and friends parties over on Xbox LIVE dash. But we built it in ''Halo 2'' first.
Ed Fries: "The console world kind of pushed back, and said, 'Those aren't console-y things to do. You guys don't get it.' But, we really did get it, because we have already seen that these successful on the PC. You know, we had seen the multiplayer plays features.
Zach Russel: "That Halo 2 E3 Demo|first time he Boarding (gameplay mechanic)|jumps on, the crowd just, you know, goes into this really loud cheering."
Jason Jones: "I mean, just wow. It will give you chills. Sitting there."
Geoff Keighly: "It's something you really don't see very often in Electronic Entertainment Expo|E3 in the middle of the demo, you will just like, 'Fuck yea, that's awesome'."
Chris Butcher: "And then, on ''Halo 2'', Alex had left the company and go back to Chicago. And Jason has left the project to work on ''Pheonix''. So without Alex and Jason, the ''Halo 2'' team was led by a committee, who kind of went through the second act, where we were really trying to deliver something that was just impossible. We kind of found ourselves standing there, after E3 2003, kind of looking around and saying, 'Well okay, we can't possible build this game'."
Martin O'Donnell: "We were showing something at E3 that was going to be in the game. It's not in the game."
Jason Jones: "It was very clear at the time the future of the studio was with ''Halo 2''. And if ''Halo 2'' failed, then the studio was going to be a very different, less fun place to be in."
Ed Fries: "They were going to go back and rework things. Jason was getting more involved. And, uh, then they came back and told me it was basically going to be a year slip.
Jason Jones: "The fucking devil himself and stood up and told us we will never ship it and 'fuck you', and rammed us pitfall up our asses."
Pete Parsons: "''Halo 2 ''is, y'know, not what we want it to be right now."
Martin O'Donnell: "How do we topple what we did before, and even if we'd say, too tired to topple what we did before, but the pressure's there, I think we put it on each other."
Pete Parsons: "The disaster's flaming turd of failure would be uh, probably the right way to say it."
Jason Jones: "We have the whole climax of the game planned on Earth, and we're not doing it. And that... and that sucks."
Joseph Staten: "Before ''Halo 2'', we could fail in silence and in misery, but no one really knew when we were failing, and that's something like in ''Halo 2'' where everybody knew we cut the missions in the end. We walked off our third act. We failed spectacularly in public as far as the story is concerned."
Geoff Keighley: "Yeah, they literally did have to cut off sort of the end of the game."
Domenic Koeplin: "There's the big knife and we were just chopping sometimes."
Geoff Keighley: "And they must have been heartbreaking, I'm sure the guys at Bungie."
Domenic Koeplin: "It's a trade-off. We can't develop forever, or else there would never be a game."
Jason Jones: "Our nuts, like, fell in the fire and, like, they weren't totally burnt when we picked them up. Like, we kind of made it in the end, you know. I, uh, still work."
CJ Cowan: "As much as a death mark ''Halo 2'' was, we got to the end of it, and... there's a bunch of scenes there that are exciting and.. and really fed the rest of the trilogy."
Jason Jones: "The difference between entertainment that's successful and entertainment that's forgotten is only how people react to it. So no matter how successful we were in ''Halo 2'', doesn't matter how hard we worked, and... and they don't give a shit if it took you two seconds or six years and twenty gallons of blood."
Pete Parsons: "I looked at the bug count and realized we were going to make it. We were actually going to ship this game. And, uh, I think that was probably one of the proudest moments for me, because it had been so hard.
Eric Osborne: "The biggest legacy Bungie has had is in the community."
''Footage of people playing'' Halo ''together in LAN parties are shown.''
Pete Parsons: "All of us were caught by surprise just to see that how it became a cultural phenomenon in its own way. We see people gathering in basements and having LAN games."
David "" Moore: "We have competitive people. We have people who like to play for fun. We have campaign people. Multiplayer people. Firefight people. Doesn't matter how far, how hard is the game, we do it, 'cause we love it."
"We have people here from Sweden, we have people from every corner from the country, and that's not a hardship that's part of it."
John "Nof" Farrell: "I pick people up I have never met before, and I drive them here from the airport. It's crazy! I mean, I never met them, but somehow we share this bond. We've been friends, and they only existed as characters on that chatroom screen."
Cameron Pinard: "You have people here who didn't ever start with ''Halo''. They started with ''Myth'' or ''Marathon'' and you know, they've carried through this whole time and it's incredible."
Kieth "Kete" Hernandez: "Bungie's always showed a love for its community; they're here right now."
Claude Errera: "They're not just a gaming company, there's an interpersonal relationship between the millions of fans that Bungie has and employees."
David Candland: "Any time we get together and have a LAN party like this, you see that interaction, you see people joking around together and it's fantastic."
Claude Errera: "To me, it's become more about the community than the games. A huge chunk of my life has been this game, and this company, and... and the fans of this game. Twenty years from now, when I'm not playing games at all anymore, ''maybe'', this is the stuff I'll remember."
Miguel Chavez|Miguel "Mig" Chavez: "We were kinda in-on the ground floor, seeing this group of guys from Chicago, seeing them slowly working their way up, and not forget us."
Daniel "Finn" Barbour: "I've been spending that much time invested into the game, it is nice to hear people listen and responses to it."
Dan Miller: "I remember hearing feedback from people when I start working at Bungie, and I was like 'Are you kidding me? Like, you guys actually listen to your community?' and they're like, 'That's how we've always kind of done things'."
Jen Taylor: "I went to E3, and signed autographs. ''That'' blew my mind. There were so many people in line and excited about... this game."
Geoff Keighley: "Bungie has done an amazing job, I think, y'know, speaking to its community on an ongoing basis."
Chris Anderson: "I think that, because they are obsessive in what is this world, who are these people, that you could get a community forming that would do derivative fanbase work. And my favorite of this are, umm, ''Red vs. Blue'' series."
''Clips of'' Red vs. Blue ''is present.''
Wikipedia:Burnie Burns|Burnie Burns: "The fact that ''Red vs. Blue'' even exist, is a testament to what Bungie does for their community."
Wikipedia:Geoff Ramsey|Geoff Ramsey: "Absolutely."
Burnie Burns: "Is there anyone else that'd, you know, bam! Cease & desist. Hey look, Geoff, I've got the mail!"
Geoff Ramsey: "'Let's move to Mexico'!"
''Fan-made material, screenshots and videos, are shown.''
'Chris Butcher: "Where we are today with the community, you could capture it all, and bumble it up, and say, 'This is what we are all experiencing together.' Developers and players."
Curtis Creamer: "They do things with ''Halo'' that we've never expected. There were all kinds of people, y'know, having contest about how high you can blow the M12 Force Application Vehicle|Warthog up, if you've gotten enough Anskum-pattern plasma grenade|plasma grenades."
''Video of'' Warthog jumping ''is shown.''
Eric Osborne: "Randall Glass' ''Warthog Jump'' video really resonate with the community because he was doing something really cool inside the game with the physics engine, and the Warthog. And people were inspired by that."
Curtis Creamer: "Getting places in the map we've never seen before. Creating art in Forge."
Joseph Staten: "And when you realize the impact our work have on people, and such a broad group of people, it's really surprising."
''More fan-made material is shown.''
Jordan Weisman: "Because of the community nature of the storytelling, right? They find the pieces and tell it to each other. And so they're the story tellers rather than just consuming a story."
Eric Osborne: "People live it and brief it. And that breeds real community. Not just inside of the game, but people that create lifelong friendships. People get married in Bungie games, and I think that's pretty incredible.
File:Halo threes.jpg|thumb|''Halo 3''
''The timeline appears at 2007, with a clip of the Halo 3 Announcement Trailer. The Halo 3 logo is then presented.''
Shi Kai Wang: "All I've got to say is that we're on ''Halo 3'', right now. That's all."
Marcus R. Lehto: "We wanted to create something that stood out from the crowd a little bit.
CJ Cowan: "It was really important to us to end with a high note with ''Halo 3''."
Curtis Creamer: "''Halo 3'' was gonna be the end of the trilogy. We knew we had to do it better than we did in ''Halo 2''. So it was gonna be a focus conservative effort throughout to make sure that ''Halo 3'' was the jewel on the crown."
Geoff Keighley: "I still remember the first ''Halo 3'' reveal trailer, Master Chief kind of walking through that smoke, I think what really dazzled people in that trailer was the Halo 3 Engine|engine. A really powerful moment, I think, is to realize that, er, this world of ''Halo'' was going to be taken to the next level."
CJ Cowan: "We are shipping on a Xbox 360|new box, we've got all this new tech, kind of rewriting the engine, we've got higher def... Everybody was fighting over all this new memory, all the new process and power, where was it gonna go, for the graphics or for the AI."
Luke Timmins: "I remember that it was one of my most nervous, like, 'Are we gonna able to do it? Are we actually going to finish it?'"
Curtis Creamer: "It was one of the top risk on ''Halo 3'' that we are gonna cut co-op again because we cannot get it to work."
''Footage of Bungie employees having trouble during ''Halo 3s development is shown.''
Dave Dunn: "We had a lot of influences of new people. They were super excited to work on a ''Halo'' game. So that actually carries you."
Hao Chen: "If we do something cool, then the artists would go out of their way to try to use it. Seeing all this water popping up and down, y'know, in every level, that really makes me, uh, very happy. So that's gotta be one of my favorites moments."
Chris Barrett: "The way that the lighting came together, seeing the skies on the 360 for the first time, sketching out those ideas and watching it step-by-step coming out of vision, and then finally seeing it on TV for the first time. I was going through that process which was amazing."
CJ Cowan: "We went through a full year of pre-production on this project. So when we moved to ''Halo 3'', when we moved to the new Xbox, we can do close-ups, we can do solid facial animations. What is gonna happen to the Chief. What is gonna happen to Cortana."
Paul Bertone: "Cortana plays a huge role in the fiction of this game. We didn't want people to forget about her, we actually see her fighting for her existence. It was just a really powerful idea for us."
Joseph Staten: "If it was just a straight 'Now go find her, here's a map.' People wouldn't care. The characters to their environment, their story in every level. People really do believe we are a community of story tellers. That's extremely exciting we've made that evolution."
Luke Timmins': "''Halo 3'' seem to me is the next step for ''Halo 2'' in my point of view. We added Forge, File Share, Theater|Saved Films and co-op."
Stephen Scott|Steve Scott: "We added Saved Films in ''Halo 3'', and the gamers out there can pause and stop really study the explosion and rotate at the camera, and really look at the work. "
Chris Butcher: "That was a real time direct connection to our community."
''Clips of'' Halo 3 ''launch are present.''
Pete Parsons: "It was probably the moment in ''Halo 3'' launch where I realized that 'Well, this is as big as anything can get'."
''Shows footage of fans during'' Halo 3 ''launch, ranging from fans reaction during the event to Spike TV interview.''
Adam Sessler: "I remember being in Manhattan, where the big launch was occurring. It was absolute ''Candemonium''! Bungie turned it into this seminal, world-wide, cultural event! You might not see people playing games because they are practicing at their own home, but everybody is doing it."
Chris Butcher: "Back when Bungie was founded. You know, Jason, Alex and their friends. The culture of Bungie was pretty simple. It was just a bunch of college kids who wanted drink beer and eat pizza and do amazing cool stuff in their basements."
Eric Osborne: "It's such an important cultural ideal here that the studio owns what it creates."
Pete Parsons: "Independence was going to be the only thing that was going to be able to allow us to do what we what to do."
Harold Ryan: "In the end, I think, the transition was good for Bungie. The journey through Microsoft, being able to integrate on the Xbox..."
Jason Jones: "We're a different studio, and a more potent studio, and we're going to do things that we never could have done."
Harold Ryan: "The deal was essentially we make a couple more ''Halo'' games, we leave ''Halo'' with Microsoft and we can split amicably. So, I mean ultimately the price of our freedom was to... to leave our baby behind. To move from being ''Halo'' developers to ''Halo'' fans."
Curtis Creamer: "Having to leave ''Halo'' behind because we left Microsoft, it's kind of a high price, but that's the price of the next thing you're going to give birth to."
David Candland: "That's going to be a seminal moment in this studio."
CJ Cowan: "Harold had promised Microsoft we had two more ''Halo'' games, and ''Reach'' was only one of them. What can we do in one year with the engine we've already built, not a whole lot of engineers, just a handful of artists. What can we do in a year to get a game out the door? Harold looked at us and said, 'Make it happen.'"
File:Halo three ow dee ess tee.jpg||thumb|''Halo 3: ODST''
Curtis Creamer: "''ODST'' was a lot of fun, because it was a smaller team. It got back to, you know feeling a little bit like what that Halo 1 experience was."
Paul Bertrone: "We wanted to try something we'd never done before, breaking the mold of what people expect from ''Halo''."
CJ Cowan: "Even faced with making a game in a year, we couldn't just kick something out. We wanted to make it different, we wanted to tell an interesting story in a new way. Early on, film noire was mentioned, detective story was mentioned. Putting that twist and telling a small story inside the universe just coalesced super quick."
Paul Bertrone: "Very early on we latched onto the concept of the nighttime city. It was always more about the silence and the mood and the ambiance."
Martin O'Donnell: "I did brand new music for ''ODST'', 'cause it was such a different mood. It was not at all the big space opera, it was the one-day, one-night story, film noire, rainy, wet, wonderful atmosphere. For me it meant, this should all be new music. I was kind of hoping it wouldn't end up being six hours of new music, but it ended up being about six hours of new composed music."
Mike Krahulik: "''ODST'' is the best single-player."
Jerry Holkins: "''ODST'' is beyond a shadow of a doubt the best ''Halo'' campaign in existence.
Mike Krahulik: "It's the only one worth playing."
Jerry Holkins: "I have told Joe Staten this. I have taken Joe Staten by the shoulders, and shaken him in this fashion. It was the best one Bungie has kicked out, in my opinion, in terms of single-player campaign."
Joseph Staten: "Everyone will agree, that not only should games have stories, have great stories, but that we're all in charge of telling it."
Nathan Fillion (as Edward Buck): "The FNG. The Rookie. Not exactly green. No ODST is. If I didn't think he could do the job I wouldn't have him on my six. He doesn't say much but I don't care, I just need him to listen."
Lars Bakken: "With Firefight we knew we could take these intense experiences and kind of expand them out into a co-op flavored game type. Firefight really came from the idea of the gravity room in Halo 1. It's where you go up in Truth and Reconciliation into the ship. That room has multiple entrances in, and these Elites start coming to attack you and they come out of different doors. What's it like to be trapped in a place and have to defend it from never-ending enemies that continually get harder? We knew it was going to be big but we didn't know that fans would react to it the way they did, but it was, those were definitely good times."
Martin O'Donnell: "''ODST'' was the beginning, it was the first one that we did that was not as Microsoft employees, we were Bungie employees at that moment, and that was really exciting."
Nathan Fillion (as Edward Buck): The Covenant have found Earth. They own New Mombasa. Anyone that could've driven them off is dead, or gone. I'd say that makes for desperate times. Me and my team... guess we're the desperate measures."
File:Halo reech.jpg|thumb|''Halo: Reach''
''The timeline appears at 2010, with a clip of various gamplay snippets and cutscenes from Halo: Reach's campaign. The ''Halo: Reach'' logo is then presented.''
Joseph Tung: "Reach was just perfect, it was the perfect fit for all of the ideas we were talking about in the early days. Doing something with a little bit of a harder edge than Halo 3. You know, bringing back the scariness and the alien-ness of the Covenant. All of those sort of dovetailed perfectly with ''Reach''."
Zach Russell: "I think ''Halo: Reach'' was the game we were trying to make from the beginning."
Geoff Keighly: "''Reach'' is... having so much to it. The campaign, and the co-op and the DLC, and the Firefight, I mean there's just so many elements to these games now."
Marcus Lehto: "We have this opportunity to look at the entire franchise, and we were like 'Okay, it's now our time, to close out Bungie's contribution to the ''Halo'' universe. How are we going to do that in a way that does justice to this big thing that we created?'"
Lars Bakken: "We were able to pick up the notepad and say, 'Oh man, look at these fifteen things we crossed out, we just couldn't do. Let's start there, and let's see what else we can do as well on top of that.'"
Zach Russell: "Having a rich online experience, a rich set of services that we'd written ourselves, bringing deeper immersion to our campaign or our cinematics."
Marcus Lehto: "Mo-cap became integral into all of our gameplay animation systems. If you look back on the whole series, our animation system actually had pretty much been the same. We hit this point where we just said to ourselves, 'I think it's time now to take animation into that next generational leap.'"
Rajeev Nattam: "We had to figure out how to create high-res models. Approaching the art from a whole different point of view. Like with ''Reach'' it was, 'Let's make it much grungier and dirtier, like these guys have been in the shit."
Marcus Lehto: "We wanted to pull the helmets off all the Spartans, and we wanted to get to know each one of those Spartans up close and personal. It needed to be human."
Rajeev Nattam: "Really make sure they conveyed that emotion, you see that literally on their faces."
Geoff Keighly: "''Reach'' was the ultimate ''Halo'' game."
Joseph Tung: "The biggest ''Halo'' game we had ever made, the most exciting ''Halo'' game we had ever made. It was absolutely liberating to no longer be tied to the story lines from ''Halo 1'', ''2'' and ''3'', to sort of know that we were making a stand-alone."
Tyson Green: "I don't think you can make a good game these days without taking into account all elements of it."
Chris Carney: "What else can we do with ''Halo'' that we haven't done yet? Firefight, Invasion, Armor abilities, even the ability to sprint in a map started changing really fundamentally how the game played. And then with Firefight and Invasion really seeing what could we do with this game that we loved so much, what direction could we push it in where we were excited to play it."
Marcus Lehto: "God bless Steve Cotton for ''Forge World'', he's like given the task, 'Hey let's build the ultimate Forge experience.' Which at that time was ''much smaller''. Before you knew it we had this incredible space. Steve was like, he believed in it, and he was so excited about it, and you couldn't help it to like look at it and go 'God, I believe in that too.'"
Geoff Keighly: "I think anyone that played ''Reach'' and was a fan of ''Halo'', I think felt a sense of completion. I look at that final sequence with you know the helmet sitting there shattered and the world around it. It reminded of that first moment when I saw ''Halo'' at E3."
William O'Brien|Bill O' Brien: "I was more proud of ''Reach'' than I was of any game I've ever worked on."
Joseph Staten: "With ''ODST'', with ''Reach'', in ways that we haven't revealed yet, we absolutely learned important things from all of those games."
''Varios clips from the launch of ''Halo: Reach'' as well as ''Reach'' gameplay are shown.''
Marcus Lehto: "The last ten years have been a whirlwind of creative construction of an amazing universe, building huge teams, nearly burning out a couple times, and ultimately leading to something like ''Halo: Reach'' that to me was all of the right things put together, like that was a great way to end the ''Halo'' series, that was the perfect way to do it."
Ed Fries: "There was always a culture of reflection in not being satisfied with something just being okay with feeling like it has to be great."
Eric Osborne: "In the end of each production, they've drawn on the white board a plane that's on fire, and then the analogy was you've gotta land, right? Like, this sucker gotta land sooner or later, but you've also got to think about what's most vital to the experience. If you hold on to everything in the back of the plane, all your dreams, all your hopes, all your aspirations, you're gonna blow up. So you've gotta eventually get light and land that sucker."
Pete Parsons: "There's a lot of great stuff that was almost cut. The M45 Tactical Shotgun|shotgun was almost cut. But... y'know, good is never good enough for Bungie."
Mike Zak: "Everybody cares. Everybody sits in the same... big pit, we're all in it together, it's good to know."
Zach Russell: "When people here are really critical and it's hard to impress them. Yet, the best part is how much fun is it to work with them."
Roger Wolfson: "We've joked about it like a three ring circus; sometimes the spotlight shifts around. Everything is really active at all times."
Chris Butcher: "As we get better at doing things, we also keep biting off more, more, and more, meaning we are always on the verge of tackling something too big and falling on our faces."
Eric Osborne: "There's always this moment where everything just comes together, just coalesces. The effects guys goes like 'Here's what I've been working for 18 months:' and bam! It just all self-assembles as if it's a sentient being."
Nathan Fillion: "There's a reason I'm loyal. I didn't know I was a first-person-shooter until I player ''Halo''. I put my faith in Bungie."
Martin O'Donnell: "No matter what, that's who Bungie is. We always make what we want to make. We're gonna make it a game we want to play."
Nathan Fillion: "I've been there. I've seen the noses on the grindstones. I know what's going on. I know that they're working hard. I know that they are passionate."
Martin O'Donnell: "I wanted to make sure that fans know that we did ''Halo'' because we wanted to do ''Halo''. We did ''ODST'' because we wanted to do ''ODST''. We did ''Reach'' because we wanted to do ''Reach''. But now we want to do something brand new, now we want to do something different."
Zach Russell: "I can't wait to share with the fans what we're working on."
Eric Osborne: "We are moving on. We're building something new, something totally different."
CJ Cowan: "Looking forward, everything needs to be invented, everything is created from scratch. There are no characters that are returning because all the characters are new. It's... really exciting to be part of such a big team working on something brand new."
Geoff Keighley: "Bungie's next project is obviously incredible ambitious and incredibly exciting. You know, a new world, a new universe, there's a scale to what Bungie wants to do, which people have not seen before."
Joseph Staten: "If you're responsible for not just telling an isolated story, but for building a universe that at some point, is gonna become more the fans than ours, it's gonna take a life of its own."
Eric Osborne: "We don't know what the future holds. We need to push past that self-doubt and that fear."
Martin O'Donnell:"If it's not scary, then it's not gonna be good."
File:Bungie's new game.jpg|thumb|Brief look at Bungie's next project. Shi Kai Wang: "We have other ideas. We have other, y'know, worlds we want to create."
Chris Barrett: "We want to build a universe where any crazy shit could happen."
Curtis Creamer: "We've got all that experience making really big games, so we know what we're aiming for, it's just not gonna be that much bigger."
Jason Jones: "One reason why the new people studio is to reaching players ways we haven't before."
Luke Timmins: "That's it. That's gonna be fun. Clear the fucking table."
Joseph Tung: "I believe that it absolutely will be a game changer in the way that ''Halo'' was a game changer."
CJ Cowan: "We didn't even know how big ''Halo'' was gonna get. How could anything be bigger than ''Halo''. We'll find out."
''The sun sets on a snowy landscape, and it changes into a symbol. A space aura fades in, and a message from Bungie appears:''
Wikipedia:Chris Anderson (writer)|Chris Anderson
Daniel Barbour
Miguel Chavez
Bruce Chianese
Claude Errera
Wikipedia:Ed Fries|Ed Fries
Laura Karpman
Wikipedia:Geoff Keighley|Geoff Keighley
Geoff Levin
Susan Lusty
Wikipedia:Penny Arcade (webcomic)|Penny Arcade
Wikipedia:Jerry Holkins|Jerry Holkins
Wikipedia:Mike Krahulik|Mike Krahulik
Rooster Teeth'''
Burnie Burns
Geoff Ramsey
Nico Andy-Rowland
Michael Salvatori
Alex Seropian
Wikipedia:Adam Sessler|Adam Sessler
Wikipedia:Spike (TV channel)|Spike TV
Jen Taylor
Wikipedia:Jordan Weisman|Jordan Weisman
Over the past twenty years, Bungie games have been built by a talented group of extraordinary people who refused to kill and each each other in the process, even when times were tough.
Out studio continues to thrive due in large part to the wealth of generosity, support, and understanding provided by our friends and family, and our success is owed completely to our uncompromising community of fans.
Thank you for the past twenty years. We can't wait to show you what's next.
See you starside.
}}
''Video ends with the shining logo of Bungie's next game, Destiny, and the phrase "Per Audacia Ad Astra" fades in.''
Gallery
File:Operation Desert Storm.jpg|''Wikipedia:Operation: Desert Storm (video game)|Operation: Desert Storm''
File:Minotaur.jpg|''Wikipedia:Minotaur: The Labyrinths of Crete|Minotaur: The Labyrinths of Crete''
File:Pathways into Darkness.jpg|''Wikipedia:Pathways into Darkness|Pathways into Darkness''
File:Marathons.jpg|''Marathon''
File:Marathon 2 Durandal.jpg|''Marathon#Marathon 2: Durandal|Marathon 2: Durandal''
File:Marathon Infinity.jpg|''Marathon#Marathon Infinity|Marathon: Infinity''
File:Myth The fallen Lords.jpg|''Wikipedia:Myth (series)|Myth: The Fallen Lords''
File:Myth II Soulblighter.jpg|''Wikipedia:Myth II: Soulblighter|Myth II: Soulblighter''
File:Ownee.jpg|''Wikipedia:Oni (video game)|Oni''
File:New2 Game develpment.jpg|A brief look at the development of Bungie's next project. File:See you starside.jpg|The closing caption of the vidoc.
Sources
Notes
Category:Video documentaries
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Bungie vs World was a temporary Halo 3 playlist that appeared on 07/07/2009, replacing the 7 on the 7th playlist for that month. It involved Bungie Teams playing the playlist, and any team that beat them in the playlist would be given MJOLNIR Powered Assault Armor/Mark VI/R variant|Recon Armor. In the playlist, you played on 35 community-made maps, all of which were either variants of Sandbox, or Foundry. One of the Foundry variants, named Colonnade, appeared a lot more frequently than many other maps in the playlist, and seeing as it wasn't a particularly popular map, this wasn't taken too kindly, but this is most likely due to there being many more Sandbox variants than Foundry variants.
Maps
Actuality-Break Colonnade Regicide
Retribution Apex Backdraft Borderline Breakdown Chimera Conduction Cryptic Fate Eighty Grit Elysium Emperor Fortress Gauntlet Haven
1Z9 Courtyard Lotus Neosho Pantheon Paranoia Pivotal Ravinia Reminiscent Renovation Requiem Salvation Sand Towers Stonehedge Subversive Synapse Tartarus Topple Tribal War Workplace Bravo
Gametypes Multi Flag BRs Team BRs
1 Flag CTF Team Slayer
Sources
Category:Playlists
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File:Weeklywhatsupdatelogo.gif|thumb|Official "Bungie Weekly What's Update" banner. The Bungie Weekly Update is a weekly posting on Bungie.net that gives fans a look into the current events and projects of Bungie. The updates were formerly written by Frank O'Connor, and in some cases, Kevin Paul when O'Connor was absent. After O'Connor left Bungie to work on 343 Industries, Eric Osborne|Eric "urk" Osborne replaced him as the writer.
History On 2004 (real world)|January 16, 2004, Frank O'Connor began a series of weekly reports on the progress of ''Halo 2'', known as ''Frankie's Bungie Update''. After the release of ''Halo 2'', he continued making reports on the general state of things at Bungie under the name ''Bungie Weekly What's Update'', which was later shortened to ''Bungie Weekly Update''.
After ''Halo: Ghosts of Onyx'' and the ''Halo Graphic Novel'' were announced, the Bungie Weekly update included previews of the material as well as interviews with Eric Nylund and the various artists behind the HGN.
The weekly update continued after ''Halo 3'' was announced, and Frankie would give detailed updates on how the construction of the game was going, including graphics, sound, and other details. The same task was later carried out by urk with ''Halo 3: ODST'' and ''Halo: Reach''. ''Halo'' community news in Bungie Weekly Updates were discontinued after Bungie Day 2011|7/7/2011 as Bungie moved on to their new IP. In June 2011, 343 Industries began publishing a weekly Halo Bulletin, which fills a role similar to the Bungie Weekly Update, serving as a weekly, official writeup of ''Halo''-related news.
Contents The Bungie Weekly Update includes numerous interesting and informative features, such as images, interviews, and extended monologues by Frankie on various projects and ideas for upcoming Bungie products. It also often features new details of things added to Bungie's online store, and updates on Xbox LIVE|Xbox Live.
One of the fan favorite sections is the "whaaaambulance" section which is featured occasionally. The section is illustrated by a Multiplayer Spartan driving a M12 Force Application Vehicle|Warthog with a red cross on it, resembling a modern ambulance. The section includes emails and letters from people who have been blocked from Xbox Live for modding or cheating in multiplayer games. The people often admit they are cheating or make an excuse for their actions, and so Frankie makes fun of every letter in a public way.
Included with most updates is a fairly bad drawing of the John-117|Master Chief, with eyes and a mouth drawn on the outside of his helmet. This character is known as Mister Chief.
Frankie often made fun of Martin O'Donnell in the videos.
Trivia Prior to the announcement of ''Halo 3'', Frank O'Connor hinted that the game they were working on was not ''Halo 3'' but rather ''Pimps at Sea'', a pirate game Bungie used to "announce" every Bungie's April Fools Jokes|April Fools' Day. On the Bungie Weekly Update, Frankie made a subtle nod to Halopedia|this very website in the caption of an image of Jen Taylor recording Cortana lines in studio saying "''Jen Taylor, actually recording Cortana dialog for Halo 3. Add it to your Wikis now!''"
Sources
External links
- Archive
- HBO Archive
Category:Bungie Weekly Updates|
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This is the Bungie Weekly Update for January 20, 2001, written by Matt Soell.
Bungie Update Wow! Over a month since the last written Halo Update. It's nice to get back into the swing of these.
As I type these words the Second Annual Bungie Pentathlon has drawn to a close. The Halo team took first, followed closely by the Phoenix team in second, and the Oni and Sin-O-MatiXXX/Online Coalition tying for third. As soon as the collective Bungie Blood Alcohol Level dips a bit, everyone will head over to the celebratory dinner. So now seems like the perfect time to write up a Halo Update. Unfortunately there's not much to talk about this week, but hey...sometimes it's just a slow week. This week has largely been a cleanup week; the programmers fixed bugs in the engine and editor for the artists, and the artists took advantage of the fixes to get things done. If any of it was earthshaking I'd report it here. Much of it is labor-intensive, detail-oriented stuff. Work continues on unit variations. It's a different alien unit this week, with a nifty energy shield. Matt Segur started work on Halo's scripting system. Chucky performed some sort of bizarre coding miracle that allowed vehicles to navigate indoors, which they were not able to do previously. He demonstrated this to me by driving the jeep into a building, down several flights of stairs, and ultimately into a portion of the level known as The Shaft. Watching the sucker flip and spin as it plummeted to the bottom made my day.
Category:Bungie Weekly Updates
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This is the Bungie Weekly Update for January 26, 2001, written by Matt Soell.
Bungie Update Welcome to yet another installment of the weekly Halo Update. This week has been a difficult one for myself and the Online Team: apart from our usual responsibilities and pressing deadlines, this week we had to circumvent countless technical/legal/moral roadblocks to get the Bungie Store running, endure Mordia's blues harp after a broken pipe Poseidon Adventure destroyed his home, and deal with the ever-increasing heartache of the missing Soffish. Nevertheless, I managed to stagger over to the Halo team's room and beat the following nuggets out of them:
More programming cleanup work; this week it's structure-importing bugs. Jason made significant changes to the structure of the scenario tag; Mat plugged this into the editor and, in his words, fixed all of Jason's bugs. Bernie as usual is upping the graphical beauty capabilities of the Halo engine. He's testing the fog effects (very realistic and used only for atmosphere, not to hide draw-in like other games), working on particle systems, transparent shaders, water effects, and doing some preliminary work on mirrors - but these are not just ordinary mirrors. The jeep revision is almost done. Marcus upped the res of the model itself - the wheels have more sides so they look rounder, the steering wheel no longer looks like blam and there's a lovely new chain gun (sketched out by Rob, modeled by Marcus) on top. There are new poses for many of the aliens - a more aggressive combat pose and an alternate sleeping pose. The Halo programmers have a small white board in their area. Written on the board are the names of all the programmers. Any time one of them breaks something in the code and does not tell the others, that programmer earns a letter. In essence they are playing a variant of the game horse although the word they are spelling out letter by letter is much cruder than horse. I believe one of them is up to K now. I'm not entirely sure what happens to the anyone who completes the entire word, but if the word itself is any indication, it won't be pretty. Matt the Agitator (no, not me) has a star by his name on the white board. It has nothing to do with coding and everything to do with what we at Bungie call sack.
Category:Bungie Weekly Updates
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This is the Bungie Weekly Update for February 2, 2001, written by Matt Soell.
Bungie Update What better day than Groundhog Day to pull some fuzzy wiggling Halo info nuggets from the earth and hold them up for the world to see?
The programmers got a development kit update and have spent most of the week making sure their old stuff still works. Chucky has been working on controller issues, and as John said All of the hidden little things we're doing to make sure you can play Halo with a console controller in such a way that the experience doesn't suck are already working. Matt has revised the particle system so Shiek can really get going on the particle effects. I got to see the wood-impact effect (bullet + speed + wood = splinters flying through the air and bouncing off the floor) and it was quite nice, though probably not the most spectacular application of the particle system you'll see in the final game. Jason has spent most of the week working on the long-term schedule for the team. He also mentioned that he's reading Churchill's account of his WWI experiences. Significant clue to possible themes in the Halo story, or just a red herring?
Work on the map editor continues, with more bugs being squashed and a new paint feature added. Encounters are very easy to set up now, which means it's also getting easier to find and fix bugs in the AI. Waves work now. They're not perfect yet but still very sexy. Too sexy for Joe, who made all sorts of lewd comments about how watching the waves made him feel.
Category:Bungie Weekly Updates
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This is the Bungie Weekly Update for February 09, 2001, written by Matt Soell.
Bungie Update
...And on the ninth day he said Let there be another Halo Update. And it was good.
The first and biggest story this week involves the size of the Halo team. Suddenly it's much bigger than it used to be. After the Oni team moved up to Redmond the Halo team filled some gaps by cannibalizing a few Oni folks. They've worked out so well that the Halo team asked the remaining Oni team members to help out - and they accepted. The resulting Dream Team, as Alex termed it, will work together on Halo until it's complete; at that point the Oni team will separate and go back to working on their new project. Everyone here is thrilled - the Halo team gets to distribute some of their crushing workload to the more-than-capable hands of the Oni guys, and the Oni guys in turn get to show off their skills in the context of the Halo world. A bug fix this week doubled our rendering speed. All the models for our first-playable mission are now imported. Material types in structures work now (meaning that when you shoot a given surface, the appropriate debris - wood splinters, dirt and grass, stone fragments, whatever - appears). The artists are tweaking interiors, moving vertices around and placing light sources. We should have holograms working soon. The team is tweaking the shaders, looking for a balance between realism and graphical flashiness. Jaime showed me what he called the coolest tree ever in a videogame. He wasn't exaggerating. You guys will know what I mean when you play the game and walk up right next to a tree. The team is working on new missions with a design goal of scaring the crap out of the player whenever possible.
Category:Bungie Weekly Updates
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This is the Bungie Weekly Update for February 16, 2001, written by Matt Soell.
Bungie Update This morning the Seattle region saw its first substantial snowfall in several years. Up to ten inches in some areas, if you believe the Seattle Times. The collective response to a little snow in this land of gas-guzzling four-wheel-drive SUVs fitted with ski racks was to scream like little girls and hide in the basement. The schools are closed, the parking lots half-empty, and the Microsoft hallways almost bereft of life. But did a few paltry inches of snow prevent Bungie from showing up to do the requisite day's worth of ass-kicking? Hell no. Thus, in the Bungie spirit of standing tall and strong while our so-called peers wuss out with muttered excuses, I begin this week's Halo update.
Shadows work now, though they're not finished. The shadow of a tree (yes, The Coolest Tree Ever In A Videogame) swaying in the wind, for example, isn't quite right. Should be fixed soon. The transparent water shader is in, and while that isn't finished either it looks beautiful already. One of the planned improvements is depth fogging. Collision models have permutations now. This means that character models with permutations - a different head shape or longer arms, for example - will react appropriately when shot. The Jeep kicks up dirt again. It'll kick up other sorts of debris as appropriate, though that code isn't in yet. Those of you who've expressed a concern will be happy to hear that we're testing lens flares. Controller support is 90% there. We've started working on the HUD. After much debate the team came up with a design that everyone likes. Matt got contrails working again. Holograms mostly work - there's still some debugging to be done. Shiek showed me a hologram of a structure floating in midair, which cast soft, glowing lines on the ground and walls of the room as it spun. Sweet. The chain gun for the Jeep is now fully textured. Rob is working on a new gun intended for fodder-type opponents; the geometry is almost done and texturing should be another couple of days. The script for Halo's single-player campaign is about 30% done. (Don't confuse this with the story itself, which is more-or-less finished at this point, and should completely satisfy those of you who like Bungie games for the story.)
Chucky got the super-hi-res screenshot code working. I can't imagine what we'll use it for. ;)
Category:Bungie Weekly Updates
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This is the Bungie Weekly Update for February 24, 2001, written by Matt Soell.
Bungie Update I have nothing to complain about this week so I'll launch right into the update.
Our minimalist HUD now works in the game, and looks quite nice to boot. There's an acceleration mask on the chain gun now, so as you drive the jeep around the gun and the chain of bullets feeding into it bobble around realistically. Brake lights and headlights work again. Stars twinkle. :)
The Online Team got the basic UI prototype up and running. Woohoo Online Team!
Stephen is working on reload and recoil animations for the assault rifle. Marcus has the player hopping into the jeep in a realistic way again. Lots and lots of bug fixes. Bernie is still working on mirrors. Jaime is working on a new infiltration mission. The Banshee is back in the game, though its controls need tweaking; Jaime will take care of that next week. The interior of the covenant ship we're working on now is huge; a massive structure of curvy, shiny metal and these enormous docking bays for dropships. The mighty Chris Butcher is beautifying the AI. He's revised and expanded Jason's AI plan, which was pretty extensive and impressive to begin with. Jason is spending a lot of time ducking behind various objects to show Butcher how he wants the AI to behave. That's his excuse, anyway. The AI is already much more intelligent than it used to be, surrounding the player from multiple elevations, picking the best spot from which to fire at you, and generally making your life unpleasant.
Category:Bungie Weekly Updates
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This is the Bungie Weekly Update of March 2, 2001, written by Matt Soell.
Bungie Update Neither snow nor rain nor major earthquake stays the humble Community Guy from his appointed Halo Update.
Lots of bug fixes on the programming side this week, getting the game ready for Gamestock. We've got friendly fire logic for the AI so they don't kill each other any more. The Banshee now changes colors as it takes off. It's a neat effect. Rob is redoing the casings for the chain gun. The Online Team met with Michael and Hardy to discuss multiplayer game types. It was a nice long meeting with a lot of good ideas thrown around. Hardy has more good ideas for multiplayer game types than any one man has a right to. We'll see how many of them we can make work. He's mocking up multiplayer levels right now and it's really fun says he. Michael has networking up and limping and is trying to fix the broken stuff. Reflection works now. I saw a hologram reflecting off a glass floor situated above The Shaft. Spiffy. The Mighty Chris Butcher advanced in his quest to make the AI rock by getting the Bobs to operate the jeep's chain gun. There's nothing quite like driving the jeep through a building with an AI Marcus behind you tearing through anyone in your way with the chain gun...rushing out the door and jumping the jeep off a ledge while Marcus and the chain gun face the opposite direction, blasting away at your pursuers...I don't know what to say except it gives you a warm fuzzy feeling inside. Jason Jones absolutely refuses to ride a limo to Gamestock.
Category:Bungie Weekly Updates
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This is the Bungie Weekly Update of March 9, 2001, written by Matt Soell.
Bungie Update No time this week to think up any introductory comments. Straight to the meat we go.
Our framerate got another boost this week. Marcus is working on blood decals. We've got melee attacks in for several weapons. It's quite fun to drive the jeep up to a building's front door and let Marcus distract the Covenant forces with the chain gun while you sneak in a side door, creep up behind them and slam the butt of your assault rifle into the back of their heads. Marcus and Chris Lee are working on a new mission, the first big exterior mission you'll play in the game. Sparks fly if you accidentally scrape a wall with the jeep. Rob is upping the resolution on one of the Covenant weapons yet again. He hopes to start working on a hand grenade soon. We now have force feedback in the controller when you fire your own weapon or get hit by someone else's. Chucky did some tweaking to the Jeep physics. In addition to the generally improved control, you can see the suspension working again. And if there's an AI manning the chain gun when you catch air in the jeep, he'll respond appropriately. Even cyborgs take a little falling damage now and then. The Mighty Chris Butcher has the AI communicating target info to other AIs now; as a result they're getting much craftier about finding ways to sneak up on you. Marty's written some new Halo music for Gamestock next week. It fits together nicely with the old Halo music everyone knows, with little nods here and there to some of the great film soundtrack composers - in keeping with Marty's aim to connect music with the game's action in a very cinematic way. I visited the studio this morning while Marty and his assistant Jay tweaked the mix to shake the Gamestock audience properly. All your bass are belong to Marty.
Category:Bungie Weekly Updates
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This is the Bungie Weekly Update of March 16, 2001, written by Matt Soell.
Bungie Update Well, not much to talk about this week. No sir. Howzabout we just skip to the interesting bits?
Passengers in the jeep now take damage when shot. Things other than bipeds (like bullets) now collide properly with two-sided surfaces (like glass). Chris Hughes is adding some nice detail to the Marine head permutations. The Mighty Chris Butcher continues to improve the AI. It now looks at interesting things: rather than just staring straight ahead and running through it's idle animation, AI units will look around at their friends, or other units walking around, or nearby machinery control panels. The AI also behaves differently based on their awareness of their vulnerability. For example, the grunts tend to travel in packs, and run away pretty quickly once you start blowing holes in them. But they'll dig in and make a nuisance of themselves if there's a Covenant Elite nearby. Likewise, if you then kill that Elite, they'll lose their nerve and run for cover. When demonstrating this to me, Chris noted that one of the grunts was obstinately firing at me even though all his buddies had bailed; this was because the grunt was positioned in such a way that he couldn't see the freshly ventilated Elite corpse lying nearby, even when he popped up to take a shot. Fleeing grunts will eventually verbalize important information to help their buddies avoid those unfortunate situations. Eric's working on a swamp level, texturing trees and remodeling various things. He showed me what looked like a small clump of swamp vegetation with thick stalks. He then pointed to a small arch formed by a curling root at the bottom and said To give you an idea of the scale, you'll be able to stand under there. The plants are actually massive trees that tower hundreds of feet above you. There are alien mushrooms that are just as tall as you. Shiek showed me the blood-spurting animation for a Covenant race you haven't seen yet. Nail 'em in the right place and you get a nice satisfying jet of vital fluids. And gas. Marcus got the lovely gorgeous waterfalls working again and placed a couple of them on the first mission you play after you land on Halo. Of course that will be at dusk and you might be distracted by the enormous structures firing huge bolts of plasma over to the other side of the ring. Hardy and Michael continue their march forward to conquer Xbox multiplayer. We got the first round of cutscene storyboards back from Lee Wilson, who's done storyboards for The Fifth Element, among other films. The stuff he's done for us looks really nice - the introductions to the cyborg and other key characters are handled expertly.
Category:Bungie Weekly Updates
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This is the Bungie Weekly Update of March 23, 2001, written by Matt Soell.
Bungie Update They say that Halo Update is a bad mother Shut your mouth!
I'm just talking 'bout the Halo Update. I can dig it.
Chucky has made great strides toward getting breakable surfaces in the game. Aiming works better; you can no longer target enemies hiding behind objects, but you can target enemies in moving vehicles. There's a snazzy new muzzle flash for the pistol and new ammo casings for pistol rounds. If you were to look at the back of a pistol casing in midair, you'd be able to read the words on the back of it, and see that the firing pin hits slightly off-center. AI characters now have a chance of firing their weapon during a death spasm. The Covenant Elite only seek cover if you do, making them, in Rick's words, more Terminator-esque. Did some more work on the model and environment shaders. Chucky took on a horde of grunts with a pistol and tried to get rid of them all with headshots. He lost. Mat is modifying the editor to be of greater use to the Sin-O-MatiXXX team. Speaking of which, there's a new member of the Sin-O-MatiXXX team: Adam Crockett. He's currently modeling the exterior of the Pillar of Autumn. The team is also currently working on bringing Cortana to life.
Category:Bungie Weekly Updates
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This is the Bungie Weekly Update of March 30, 2001, written by Matt Soell.
Bungie Update Interestingly, a bunch of people emailed and posted in regards to my comment last week that I wasn't sure how much longer these Halo Updates would be interesting...and only one or two of them said Yeah, Matt, shut the hell up why don't you? Everyone else seems to like them, so I guess I'll continue for the forseeable future.
More interestingly...
Paul Russell is modeling the Pillar of Autumn's bridge. AI just keeps getting better. The Covenant will search in packs and retreat in squads. They search different locations and will concentrate their attentions in the areas they think you were headed to. Eventually different races will use different searching methods. The AI is working so well at this point that Jaime is having a blast building encounters, including some large ones. Jason put every weapon in the game. Some are still prototypes - unfinished art, etc. - but the team is now able to start testing, tweaking and balancing the weapons in earnest. Dying units will drop their weapons. Matt Segur continues to chug away on the scripting system. Covenant Elites now have a shield, which already looks decent and will look even better after Shiek works his magic on it. New Guy: Derek Moore. Job: Artist. Working on: multiplayer. Mat Noguchi made it possible to record movement macros in the editor. In other words, you can record anything a unit or vehicle does and then replay those movements or actions any time you want. Should come in handy. Bernie created what Jaime calls the umbra effect: if there are trees between you and the sun, you'll see sun beams shining realistically through the leaves and branches. VERY impressive. Bernie also created the Active Camouflage effect, a watery transparency effect that works gloriously. Grenades are in.
Category:Bungie Weekly Updates
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This is the Bungie Weekly Update for April 6, 2001, written by Matt Soell.
Bungie Update I've spent the last three minutes sitting at my desk trying to devise a clever intro to this week's Halo Update. So much for my endless flow of creativity and wit.
Actual Halo Update material? That's another story:
Lots of work is being done to make pathfinding work better. Matt's new scripting system is in the game now, though it's not complete. The Mighty Chris Butcher has taught the AI about short bursts, long bursts, wide sprays and tight streams of weapon fire, and when each is appropriate. The AI also has difficulty levels now; turning up the difficulty will give you the expected result of more enemies who are smarter and tougher to kill. AI units can now turn their heads in the appropriate direction to yell or acknowledge orders. Lots of updates and revisions to the multiplayer design doc and user interface. We've modeled a human escape pod, with the seats facing the rear (just like real military transports) and lockers that actually open. Just like the bullets, you can read the stenciling on the grenades. Eric is working on a gun turret, and showed me the utterly awesome Covenant dropship model. The sides open up to spill out the Covenant troops in its guts, and an empty space in the middle holds smaller craft in a stasis field. As I began typing these words, Jason, Alex, Joseph, Michael, and a few Microsoft people filed into the Sin-O-MatiXXX video editing room and shut the door. Shortly thereafter we heard the telltale, high-pitched screams of a terrified Joe Staten. I approached with my video camera, hoping to score some good blackmail footage. Alas, all I saw was the group crowded around a TV, engrossed in a 4-player capture the flag game.
Category:Bungie Weekly Updates
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This is the Bungie Weekly Update for April 13, 2001, written by Matt Soell.
Bungie Update The Halo Update rolls on for another lucky week.
Apart from mapping and shaders, most of the Pillar of Autumn's interior is finished - everything but airlocks and doors. We got the escape pod to fly this week, though it'll probably only be used in cinematics. John calls it the Bumblebee and that's an apt name, given its bulbous nature. Screen flashes (when the grenades explode) work now. The amount of dialog the various characters have at their disposal grows daily. Chucky continues pounding away at the pathfinding code. Mat fixed 90% of the bugs in the editor's cinematic-recording mode, plus all the bugs in the code written by Jason and Matt. Where would we be without him?
The Mighty Chris Butcher retains his AI SackMaster crown for another week. There's a race you haven't seen yet who carry a rechargeable shield, and what they'll do when they see you is deploy in packs with their shields activated, and as you deplete their shields they'll retreat behind something and wait for them to recharge again. The net effect is a force of enemies who are tough to dispatch because the weak ones are constantly dropping back to recharge, then running back to relieve their weakened fellows. Multiplayer is getting better; post-game scoring is in this week, and various tweaks and adjustments make it more fun to play. One of our many rough multiplayer maps is currently titled Beaver Creek - not that you should read too much into that. Teleporters work, though they're not placed on any maps yet. You can actually grenade hop in Halo, though I don't think you'll ever need to and I doubt you'll ever want to. We have dropships docked in a much larger Covenant ship now. Very impressive. And speaking of big ships, the full-scale Pillar of Autumn exterior model is a full freakin' kilometer long.
Category:Bungie Weekly Updates
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This is the Bungie Weekly Update for April 20, 2001, written by Marty O'Donnell.
Bungie Update Weddings, weddings, and weddings. Seems like everyone's getting married. The shower my wife threw for Lorraine went well, and we wish them all the best. (But come on, Rob, I cut my mullet, maybe it's time for the goatee to go-bye). The Mighty Chris Butcher was asked to stop playing CounterStrike and actually start working on Halo. His reply maybe next week. Chucky has figured out three entirely new shapes that he can make with the Rubik's Snake. Unfortunately they all look like straight lines. Matt Soell is working hard on casting for Pimps at Sea. That's the last time I let him use my casting couch. Jason has done some absolutely brilliant work on bandana physics. Of course it's not actually in the game, but looks great on his head. Mat Noguchi finally figured out how to select only the red ones from my Mike & Ikes jar. Hardy believes that my Mike & Ikes jar is the source of all viral infections at Bungie. To prevent the spread of disease I have started irradiating my Mike & Ikes. The sound and music department (please welcome Jay Weinland) is so far ahead of schedule that we have already finished work on our fourth Xbox title. Because of Joe's absence, the soccer team was severely defeated last night 12 to 2. Matt Segur wondered why all the sound was so soft and realized he had his headphones plugged in the wrong jack (oh wait that was Jason, sorry Matt). The AI controlling the Pillar of Autumn was working so well that it actually picked up Bill Gates (for what he thought was just a tour of Redmond) and made a jump to the other side of the galaxy. Now we have to build a new one that isn't as smart.
Category:Bungie Weekly Updates
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This is the Bungie Weekly Update for April 26, 2001, originally posted at Halo.Bungie.Org, written by Matt Soell.
Bungie Update Welcome to another fantabulous Halo Update, brought to you by the good people of bungie.org, where the tru7h is sometimes hidden in plain sight.
E3 is scant weeks away and as you might imagine the pressure is on to complete as much stuff as possible before the show. Lots of little details to fix, and that's reflected in this update. There are some big things being added as well, but they're secret. :)
Shiek is working on control panels for Covenant machinery. The motion sensor works. Decal animation is in. Among other things, this allows Marines to spray blood when they find themselves on the wrong side of a moving bullet. We have a Cortana model. Speaking of models, Adam is doing some nice work on facial expressions. Rob is working on different LOD models for all weapons. On the sound tip, we've got ambient external sounds in the game, and Marty has begun writing and recording more in-game music. We've got placeholder combat dialog in the game; there's nothing quite so satisfying as accidentally tossing a grenade at a Marine's feet and hearing him scream as his flailing body sails past you. All cutscene storyboards are finalized. We may be adding a second multiplayer artist to the team shortly. The Mighty Chris Butcher has given the AI a knowledge model. This means, for example, that if you're a traitorous turncoat who picks off a Marine when no one's looking, when the other Marines discover the body they'll go looking for the slain Marine's killer without knowing that it's you. Of course, if someone were to SEE you doing this, the Marines' reaction would change appropriately. The first mission is getting a little bigger, with massive underground areas and major outdoor encounters set in what we would call disaster areas on Earth.
Category:Bungie Weekly Updates
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This is the Bungie Weekly Update of May 4, 2001, written by Matt Soell.
Bungie Update Boy, E3 sure is close. Here's a short list of some of the things that happened this week, plus a few observations.
Lots of tiny bug fixes and modifications. Vehicles no longer roll forever, guys who've been killed on the jeep no longer float in mid-air, that sort of thing. Some levels have been re-imported for speed and visibility improvements. The Pelican and the Covenant dropship are working in-game, and now have ground effects (i.e. when taking off they displace lots of dust, etc.)
Much work has been done to make the game faster in general. Our framerates have improved considerably, a change in the bitmap storage format allows the hardware to access that data more quickly, and thanks to some Bernie Magic we're now able to dump many more people on-screen. Bernie is also working on energy shaders for a plasma effect (already in the game and looking very good, though Bernie says they'll look much better in the end), another pass on the volumetric shader and a brand-new shader for the HUD. Chucky made some major improvements in the auto-aiming. We now have multiple-colored cyborgs for net games, making it much easier to figure out who's who. The hot pink cyborg is called Chucky by some. When you shoot objects on the ground, they spin. Marty and Jay have been recording lots of voice actors this week. I sat in on the Cortana recording sessions and shot some video, which will probably find its way out sooner or later. A Halo Moment: tossing a grenade at a fully-shielded Covenant Elite (whose shields protect them from grenade damage), exchanging fire with it as it flies through the air, then seeing it die from falling damage when it lands. Another Halo Moment: grenading the Warthog and watching it cartwheel through the air before landing right-side-up, with driver and passenger dead but gunner miraculously alive. One of the human crew models wears an oddly familiar green jumpsuit.
Category:Bungie Weekly Updates
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This is the Bungie Weekly Update of May 11, 2001, written by Matt Soell.
Bungie Update This is going to be one of those painfully brief Updates. The team has put in an enormous amount of effort this week, but most of it was bug fixes and playability tweaks. There won't be a Halo Update next week as we'll be in Los Angeles for E3. Of course, we'll also be at the Bungie FanFest next Wednesday, and who knows what will happen then? If you're in the area, be sure to check it out - see www.bungie.net or http://bs.bungie.org for details. And keep an eye out for the HaloMobile.
We got the Marines, Warthogs and dropships to play nicely together this week. In particular, the dropship no longer drops Warthogs on hapless marines. The AI is now aware of vehicles; that is to say, if you roll up in the Warthog the Marines are smart enough to hop in. The Covenant Elite are significantly more bad-assed than they have been in the past. You want to make sure you take them out quickly and completely. Wounding them just pisses them off. We got a lot more sound in the game, including some context-sensitive music and roughly 1400 separate dialog tags. You can hurt people by slamming vehicles into them. Now you no longer need a friendly Marine manning the chain gun to make the Warthog a dangerous weapon. Rob beautified many things, and Shiek piled in a slew of new effects, including a lovely plasma grenade effect. There was a LOT of multiplayer testing this week. And it was a LOT of fun.
Category:Bungie Weekly Updates
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This is the Bungie Weekly Update of May 25, 2001, written by Matt Soell.
Bungie Update No rest for Bungie. Here's a taste of what's happening:
We now have team-specific versions of all multiplayer games. We're also introducing a bunch of multiplayer options (unlimited grenades, motion tracker off, limited number of lives, player with ball runs faster instead of slower, and a bunch more) so people can set up games under all sorts of interesting, challenging, amusing conditions. Speaking of multiplayer, Chris Carney is the latest addition to the team, designing new multiplayer maps. Several new weapons were added to the build this week. Rob gave me a quick history of the sniper rifle to explain why the one in Halo is approximately six feet long. Rob also has the skull model mostly done. He's building the teeth in his spare time. Shiek, Mr. Sexy Graphical Effects himself, has inserted several new ones into the game, including a lovely condensation effect and some nifty fire. Grenades now light up their surroundings when they detonate. The artists are playing with fog and silhouettes to maximize the creepiness of certain levels and encounters. Though as Marcus pointed out, the real fun comes when Marty starts adding sound to those levels. The Mighty Chris Butcher is doing stuff so mighty it must remain secret for now. The only thing he's done lately that I'm allowed to comment on is allowing designers to specify AI behavior in scripts. Joseph is working out more cutscenes, while Marty has taken to locking himself in his studio for hours at a time. Adam is working on some wounded Marines. You'll meet them along the way and might get some information or ammo from them. Shades of another Bungie game...
Category:Bungie Weekly Updates
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This the Bungie Weekly Update of June 1, 2001, written by Matt Soell.
Bungie Update Both Peter and Jason celebrated a birthday today, which only added to the chaos, but I'm taking a breather from the non-stop party that is Halo's Development Cycle to bring you these teasing tidbits of trivia:
Stephen is reworking the flamethrower animation and working out animations for one of the other weapons added last week. Chucky has beaten the pathfinding code into a nearly-final state. Matt Segur did lots of sound stuff for Marty and Jay. Marty and Jay, thrilled with their new powers, spent the week placing ambient sounds and looping music tracks - new music, as yet unheard outside the Bungie offices. They also have Doppler shifts working. Cortana has these nifty light patterns that ripple over her body. The Mighty Chris Butcher has done the work necessary for AIs to fight in midair. He's also created a bunch of tools for Jaime to use when populating the human ship and assigning behaviors to its inhabitants. Jaime is halfway done with the training level. John is busy dealing with some control issues and working with the Sin-O-MatiXXX team to get a final list of all the mission-specific cutscenes. Bernie put in a new lens flare that I have not seen but have heard wondrous things about. Detail objects are back in the game. The tank is back in, too.
Category:Bungie Weekly Updates
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This the Bungie Weekly Update of June 9, 2001, written by Matt Soell.
Bungie Update Busy week, long hours. Here's some of what we've accomplished:
A buzzword-happy Marty placed more scripted, context-sensitive, interactive music in the game. Matt Segur has the beginnings of precipitation effects in the game. Presently we have no snow art, so when we test it shell casings rain from the sky. Bernie's doing more work on detail objects. The Mighty Chris Butcher is giving Halo's AI the capacity know when it's in a battle it can't win (for example, when it's being fired upon by an enemy out of its range, or when you've mowed down thirty of its friends with a chain gun). As a result, encounters are more challenging, and much more fun. Shiek did some more explosion effects, and also worked on getting the control room (from the first Halo demo back in '99) back in the game. He's also tweaking the plasma pistol and plasma rifle so you can tell the difference between their projectiles. The skull model is done but not properly textured yet. Two more missions are quickly approaching playable status, and the artists are refining some existing areas, like the mazelike corridors of the Covenant ship and the swamp - adding dense undergrowth, stuff dangling from trees, that sort of thing. Craig Mullins sent in some of his beautiful matte paintings. An interesting tidbit: the six-point type Rob wanted to use for the flamethrower's trigger was illegible in English, so you'll see that button labeled in Chinese - which is perfectly legible as long as you can read Chinese. There's a rocket launcher in the game as well.
Category:Bungie Weekly Updates
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This is the Bungie Weekly Update of June 15, 2001, written by Matt Soell.
Bungie Update The turret is in the game now and works extremely well, unless you make the mistake of aiming it at the ground - at which point the turret becomes more of a vehicle than a weapon. Marty saw, and more importantly heard, a demo of the real-time Dolby Digital 5.1 sound capabilities in the Xbox, and was very impressed and eager to get it working in Halo. He and Jay are busy recording alien speech this week. According to Joe, the finished game will have seven or eight thousand distinct lines of combat dialog (that doesn't include speech outside of combat, such as the dialog in cutscenes), which works out to roughly 160 phrases per AI unit. On the programming side, we've made obstacle-avoidance and time-scale fixes (I'll leave it to you to guess why time might speed up or slow down during gameplay), fixed a long-standing importer bug that was mangling our collision models, and fixed the collision functions that caused items like grenades to disappear or fall through two-sided surfaces. The Mighty Chris Butcher convinced AI characters to give you a yelled warning when they toss grenades, and gave them the brains to dive out of the way when a vehicle tries to run them down. Mat added starting profiles, so you can start an individual mission with different stuff (new weapons, almost no health, that sort of thing). Soon he'll be adding all the cool sniper-rifle HUD stuff that Diamond Dave Candland has designed. Mat's also doing some more work on detail objects, the woefully vague phrase we apply to rocks, blades of grass, and other things that add visual detail to the landscape. Michael's fixed some multiplayer bugs - the active camouflage effect no longer works when you're carrying the flag, for example, and the flag can no longer be blown off the map. Michael also mentioned that he has a lot of time left to pack features and options into the multiplayer mode. He seems to be enjoying his job. The flamethrower is working in the game and looks good when it's spewing flaming death, though Marcus promises it will look even better when he's done with it. Likewise, the rocket launcher looks a little more detailed than it did last week. I was particularly touched by the SPNKr logo stenciled on the rocket tube.
Category:Bungie Weekly Updates
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