Halos Again Figures Halo Action Figures With Tanks and Ships

The Halo video game and media franchise takes place in a science fiction universe, where there are four major factions players run across or control. Halo 'due south story has 26th century humanity, led by the United Nations Space Command (UNSC), caught in a state of war with an conflicting coalition known every bit the Covenant. In the 2001 video game Halo: Gainsay Evolved, the UNSC send Pillar of Autumn discovers a mysterious ringworld known as "Halo". The massive installation was built past an enigmatic race known every bit the Forerunners, who have long since disappeared; the Covenant worship the Precursor as gods. During the course of the game, players discover that the Halos were congenital as a weapon of last resort against the Flood, an extragalactic parasite which is driven to swallow all sentient life. The Forerunners were forced to activate the Halo network, killing themselves and whatever potential Alluvion hosts, in an effort to starve the Flood to death. The Covenant leadership discovered Humans could interact with Precursor technology, and decide to destroy humanity in lodge to suppress this fact. The Flood, meanwhile, escape the confines of Halo and threaten to spread across the milky way once again.

A large portion of the serial' success lies in the creation of a believable earth, and Bungie reinforced the fictional factions the actor interacts via a lengthy design process with the release of each game. The overall blueprint of each faction was slowly developed before the release of the showtime game in the series, Halo: Combat Evolved, and continually refined in the later games' development.

Reception of Halo 's factions has by and large been positive. The Covenant were praised by reviewers as exciting and challenging enemies. Characters, weapons and vehicles of all the factions take been released as toys or promotional materials.

Contents

  • 1 Evolution
    • one.1 Weapons and vehicles
  • 2 Precursor
  • 3 Overflowing
  • 4 Covenant
  • five Un Space Command
  • six Cultural affect
    • six.ane Merchandise
    • 6.ii Critical reception
  • 7 Notes
  • eight References

Evolution

Early on in the video game Halo: Combat Evolved 's evolution, Bungie ecology artist Paul Russel solidified the concept of three "schools" of Halo architecture for the principal factions in the game—the humans of the United Nations Space Command (UNSC), the alien alliance of the Covenant, and the Forerunner structures on which nigh of the game takes identify. For future humanity, the artists and developers settled on a functional, industrial look.[1] Fine art Director Marcus Lehto said that the artists examined current applied science trends and tried to extrapolate what time to come technology would look like.[2] Designs were molded by the desire for building a realized and distinctive feel for the human ships and buildings, but too to make the areas fun to play in. For example, the design team wanted a cramped, claustrophobic feel for the human being ship levels in Combat Evolved.[3] Ron Cobb's work on Aliens informed some of the blueprint for a "lived in" appearance.[4] In comparison to the visions of dystopia common in many other science fiction works, the cities and buildings of Earth which were first shown in Halo 2 were clean and functional, with parks and attractive structures.[5] Character design for the UNSC was more than straightforward, with uniforms based on existing military outfits, ranks, and insignia.[6] All aspects of the game were designed to feel believable and cultivate interruption of disbelief.[7]

Weapons and vehicles

Due to Halo existence a first-person shooter, pregnant emphasis was put into the blueprint of human weaponry. The principal designer for human weapons was Robt McLees, who at the fourth dimension of Combat Evolved 's evolution was the simply staff fellow member at Bungie with knowledge of firearms;[8] McLees wanted to make sure that the weapons looked "cool", but were as well grounded by real-earth physics and considerations.[8] The game designers as well wanted items that would be recognizable to players, yet futuristic-looking enough to plausibly exist in Halo 's 2552.[9] In an interview, McLees noted that after man weapons had been vetted and the rough design worked out, "I went ahead and built the highest-res LOD (level of detail) – and this is where I get "bogged down" with all of the stuff that "nobody cares well-nigh" like correct barrel diameter, placement of safeties, sights, magazine release buttons, and making sure that the magazines are actually big plenty to hold all the bullets they're supposed to, that they would feed correctly and that the casings eject out of the correct side of the gun."[10] Occasionally, technical restraints forced pattern changes; the submachine gun introduced in Halo 2 originally featured a transparent magazine which immune players to run across the caseless ammo feed into the gun, but it proved too ambitious given the time and hardware available.[eleven]

Vehicles play an of import office in the Halo games,[12] [thirteen] so vehicles were also given a long development stage. The UNSC's vehicles were designed past Marcus Lehto, Eric Approach, and Eddie Smith, and were designed to be functional and utilitarian.[14] Their use of wheels likewise led many players to experience that they were more fun to drive.[14] The improver of the Mongoose ATV made headlines,[15] [16] subsequently being cut from Halo 2.[17] The original Warthog was considered a fan favorite.[18]

Paul Russel is considered the architect of the Forerunner'southward design.[19] [20] In an interview, Russel stated that creating the Forerunner's "visual language" was a tough process which but came together "like v months away" from the game's completion;[21] much of the pattern was finalized on a single level, "The Silent Cartographer", which features both exterior Precursor structures besides as deep interior chasms.[22] Concept artist Eddie Smith is also credited with helping hone the Forerunner'south direction, and said that he started work by reading the game'southward mission synopsis. "I knew what human and Covenant compages looked like, so I tried to make the Precursor concepts different," Smith said.[22] The consequence was a sleek angular design[23] which was distinct from the curves of the Covenant's compages and the functional human designs. For Halo 2, designers wanted to refine and elaborate on the Forerunner design, without abandoning the style ready by Russel;[24] surroundings artist Frank Capezzuto found that looking at the Forerunner structures as sculptures rather than buildings helped to drive the designs for Halo 2.[24]

The Flood were added early in the game development stage of Halo: Combat Evolved, and life of Halo was specifically tailored to increasing the surprise of the Overflowing's sudden advent, halfway through the commencement game. At one indicate, Halo featured large numbers of terrestrial dinosaur-like creatures, merely Bungie felt the presence of other native species would dilute the touch of the Flood and removed them.[25]

Covenant engineering science, compages, and design continually changed throughout evolution, occasionally for applied reasons also as aesthetics; i piece of alien technology, a "gravity lift", was created then that a Covenant ship's low-resolution textures were not so obvious.[26] In comparison to the other factions, Covenant architecture is polish and organic, with the use of purple or blueish tones throughout.

Forerunner

The Forerunners are a long-lost species which are first cryptically mentioned in Halo: Combat Evolved. Lilliputian is revealed about the Forerunners in the games, merely some (notably, the Librarian) consider humanity to be nigh eligible every bit reclaimers of the Mantle; humanity is thus the just race which is allowed to retrieve the indices with which to actuate the Halo network.

According to the official backstory to the series, the Forerunners came to power later on they successfully rebelled against their creators - the Precursors. To ensure that the Precursors will never again threaten their existence, the Forerunners exterminated them, except for 1 imprisoned which they called The Primordial.[27] At the height of their power the Forerunners formed a milky way-wide empire for more than than 100,000 years before the events of the chief Halo story arc.[28] The Forerunners successfully usurped the Pall—protection of all life in the milky way—from the Precursors.

Much later, they were threatened past the parasitic Alluvion. The Forerunners took action, but the parasite was unstoppable. A group of Forerunners conceived a plan to stop the Alluvion in one case and for all, building an installation known as the Ark that created seven band-shaped megastructures called "Halos". The Halo Array, when activated, would destroy all sentient life within range—depriving the Flood of its food.

Subsequently waiting as long as they could, and traveling the galaxy to collect species from planets, which would subsequently exist used to "re-seed" the galaxy, the Forerunners activated the Assortment and vanished.[29] Although the parasite'south spread across the galaxy was halted, the Forerunners paid a terrible price as they, and all sentient life capable of sustaining the Flood in the galaxy, were annihilated. The Covenant worship the Forerunners equally deities and relentlessly search for Forerunner relics. The reason for the Forerunner's disappearance is revealed in Halo: Combat Evolved, when the artificial intelligence Cortana enters i of the Halo's computer networks and learns the true purpose of the Halos.

Flood

The Flood (originally called the shaping sickness) is a parasite which is driven past a desire to infect, impale or consume all sentient life it encounters. The Flood first appears in Halo: Combat Evolved, when the Covenant release some captured specimens from stasis on Installation 04; the parasite spreads and threatens to escape the ring, until the Master Chief destabilizes the installation with a massive explosion coming from the Pillar of Autumn. It is as well after found on Installation 05 along with the Gravemind, The Master Chief later encounters the Gravemind.

Covenant

The Covenant is a theocratic drove of alien races. In many Halo video games, they fill an antagonistic role. The alliance worships an ancient alien race known every bit the Forerunners and search for their gods' relics. The novel Halo: Contact Harvest reveals that the Covenant's luminaries, devices which search for Precursor relics, discovered a massive cache of the relics on a homo colony, Harvest. The Forerunner artificial intelligence Mendicant Bias awakens and reveals to three Covenant politicians that the "relics" are in fact the humans themselves—Bias identifies them equally descendants of his makers. Worried that the discovery of such a undercover would destroy the Covenant, the leadership instead directs the Covenant to destroy humanity as an affront to the gods. This leads to the search for Halo, an ancient weapon designed by the Forerunners to attempt to comprise the flood. In Halo 2, the Covenant splits autonomously in civil war when the Elites learn of their leaders' treachery; the Elites eventually marry with humanity to stop the rest of the Covenant from activating the Halos in an endeavour to follow the Forerunners into godhood.

United nations Space Control

The United Nations Infinite Command (UNSC) is the chief faction of future humanity. The UNSC is the armed services arm of the Unified Earth Government (UEG). According to Halo story architects Frank O'Conner and Robt McLees, during the 26th-century events of Halo, the UNSC exercises considerably more power than its civilian analogue.[30]

Before the ancestry of the state of war with the Covenant, humanity was in turmoil, with the remote colonies fighting for independence from the UEG. To help quell the revolts, the UNSC commissioned the highly classified Spartan Project, responsible for the development of four generations of unique special forcefulness infantry, collectively called Spartans, who operate in performance-enhancing armor known as MJOLNIR. The Spartans undertook classified missions confronting rebels and insurrectionists. When the Covenant began destroying the outer colonies, these Spartans became humanity's best promise against the technological superiority of the Covenant.

The Warthog produced by Weta Workshop for use in live-action shorts

1 of the UNSC'due south unclassified special forces units are the Orbital Driblet Stupor Troopers or ODSTs. They are also called Helljumpers afterward their motto "Feet outset into hell." They specialize in orbital combat insertions via Unmarried-Occupant Exoatmospheric Insertion Vehicles (SOEIVs) jettisoned from ships in low orbit. The 105th Marine Expeditionary Unit of measurement (SOC) are labeled as the 'Helljumpers'.[31] Every bit characterized by author William C. Dietz in Halo: The Inundation, the futurity corps shares thematic similarities to the nowadays-solar day Usa Marines.[32] The most of import Special Force unit in the game is the SPARTAN project, more importantly, the second generation of Spartans inside the project – a grouping of specially trained supersoldiers. The main playable graphic symbol in the main trilogy, John 117, is 1 of the few known surviving Spartan IIs. The UNSC also has an ground forces, which serves as a footing defensive force within the UNSC military along with the UNSC Air Force. The UNSC Navy and Marine Corps are mainly responsible for infinite combat.[xxx]

The UNSC too field various ground vehicles for combat; among these is a general purpose picket 'jeep' dubbed the "Warthog" or simply the "'Hog", a existent working replica of which was created by special effects company Weta Workshop for a series of shorts by director Neill Blomkamp.[33] This vehicle had fully functioning 4-wheel steering, motorcar-gun, digital displays, and air-bags.[34]

The initialisation "UNSC" has occasionally been confused with the United Nations Security Quango. For example, on 24 May 2012, a BBC news report on the Un used the Halo UNSC logo, as opposed to the United Nations Security Quango logo, as a background epitome.[35]

Cultural bear on

Merchandise

Halo has a variety of affiliated merchandise. A version of the strategy lath game Take a chance was released based on Halo Wars with game pieces being modeled after the UNSC, Covenant, and Alluvion. A mix of human and Covenant vehicles and weapons were also featured in the Halo ActionClix tabletop game[36] and a series by McFarlane Toys.[37] Game journalists have even noted the similarities between the Warthog and the Hummer HX, which GM denies.[38] The trade includes several series of action figures. The first series of figures were created by Joyride Studios, and featured characters, weapons, and vehicles representing all of Halo 'south factions. The task of creating Halo three 's action figures fell to McFarlane Toys;[39] in an interview with Bungie.net, Todd McFarlane stated that the claiming of creating figures for a franchise was that designers had to adapt and integrate both articulation and attending to detail, "without compromising i or the other too heavily".[twoscore] A full of three series of figurines accept since been produced, featuring UNSC, Flood, and Covenant forces.[41] Manufacturer Kotobukiya also produced "high-end statues" for Halo 3 's debut.[42] Other merchandise based on the weapons of the Halo universe include die cast weapons replicas[43] and a set of Covenant weapons used for Light amplification by stimulated emission of radiation tag.[44]

Critical reception

Halo 'south universe and the factions in it have been well-received, both from a storytelling point of view and from game play. Gamasutra lauded Halo 's artificial intelligence. For example, Covenant or Flood forces never spawn in the aforementioned places when the histrion restarts from checkpoints, which gives the histrion "the sense that the [alien] creatures accept things to do too killing humans".[45] Bungie'south goal of making characters behave realistically in the games[46] has led to the beliefs of the Covenant, Flood, and Forerunner units beingness praised in each game of the serial. A indicate of criticism has been the AI of allied UNSC characters; reviewers noted that in Halo iii, they were oftentimes more of a hindrance than aid.[47] [48]

The various factions that make up the Halo universe were each received differently. The Flood take been alternatively praised equally terrifying foes, and lambasted as abrasive zombie-like enemies; the literary adaptations of the Overflowing, particularly their representation in The Halo Graphic Novel, take been best received.

Notes

  1. Trautmann (2004), 86.
  2. Marks, Peter (2002-01-22). "Marcus Lehto on Halo's Art". Bungie.net. Archived from the original on 2003-xi-08.<templatestyles src="Module:Commendation/CS1/styles.css"></templatestyles>
  3. Trautmann (2004), 89.
  4. Trautmann (2004), 90.
  5. Trautmann (2004), 104.
  6. Trautmann (2004), 33.
  7. "Reality Held in Suspense". Xbox.com. Microsoft. Archived from the original on 2010-01-09. Retrieved 2008-04-01 .<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles>
  8. 8.0 8.1 Trautmann (2004), 111.
  9. Trautmann (2004), 122.
  10. Staff (2002-02-13). "Robert McLees Interviewed By You!". Bungie.net. Archived from the original on 2003-06-08.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles>
  11. Trautmann (2004), 123.
  12. Tuttle, Will (2004-eleven-01). "Interview - Halo 2: Vehicles (Xbox)". GameSpy. Retrieved 2008-05-12 .<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles>
  13. Boulding, Aaron (2001-11-01). "'Halo' Review". IGN. Retrieved 2007-11-05 .<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles>
  14. 14.0 xiv.1 Trautmann (2004), 135.
  15. Purchese, Rob (2007-01-12). "Halo three Mongoose details". Eurogamer . Retrieved 2013-08-06 .<templatestyles src="Module:Commendation/CS1/styles.css"></templatestyles>
  16. Kotaku - Revealed: Halo 3'due south Mongoose [ dead link ]
  17. Ransom-Wiley, James (2006-ten-27). "Halo three info leaked: new weapons, vehicles, features & Collector's Edition detailed". Joystiq . Retrieved 2013-08-06 .<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles>
  18. "Vicious Sid" (2007-01-11). "Bungie talks up new Halo 3 vehicle "Mongoose"". GamePro. Archived from the original on 2007-01-18. Retrieved 2008-08-27 .<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles>
  19. Smith, Luke (2008-03-25). "Legendary Map: Blackout". Bungie.net. Retrieved 2008-04-05 .<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles>
  20. Armstrong, Chad; Brian Jarrard, Luke Smith (2008-08-21). Bungie Podcast: With Paul Russel and Jerome Simpson (MP3) (Podcast). Kirkland, Washington: Bungie. Retrieved 2008-08-27 .<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles>
  21. The Art of Halo: "Environments", pg. 94.
  22. 22.0 22.1 The Fine art of Halo: "Environments", pg. 95.
  23. Smith, Luke (2006-11-20). "Previews: Halo 3". 1UP.com. Retrieved 2008-04-01 .<templatestyles src="Module:Commendation/CS1/styles.css"></templatestyles>
  24. 24.0 24.i The Art of Halo: "Environments", pg. 96.
  25. Bungie (2006-02-10). "1 Million Years B.Ten." Bungie.net. Archived from the original on 2006-02-10.<templatestyles src="Module:Commendation/CS1/styles.css"></templatestyles>
  26. The Art of Halo: "Environments", pg. 100.
  27. Bungie (2007). Halo 3 Limited Edition Bestiarum.
  28. Staten, Joseph; Wu, Louis (2006-08-01). "HBO interview with Staten". Halo.Bungie.Org. Retrieved 2007-01-01 . CS1 maint: multiple names: authors list (link)<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles>
  29. "The Halo Universe 101". Xbox.com. Microsoft. Retrieved 2009-09-26 .<templatestyles src="Module:Commendation/CS1/styles.css"></templatestyles>
  30. thirty.0 30.1 Halo Story Page (2008-08-05). "Frank O'Connor/Robt McLees Interview - August 2008". Halo.Bungie.Org. Retrieved 2008-08-06 .<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles>
  31. Dietz (2003), 77.
  32. "Interview with William C. Dietz". Halo.Bungie.Org. 2008-06-07. p. ane.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles>
  33. O'Connor, Frank (2007-07-20). "Bungie Weekly Update: 7/20/07". Bungie.net. Retrieved 2009-03-x .<templatestyles src="Module:Commendation/CS1/styles.css"></templatestyles>
  34. "Featured Projects: Halo 3 Short Films". Weta Workshop. 2007.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles>
  35. Alleyne, Richard (2012-05-29). "BBC mistake estimator game logo for Un Security Council symbol". The Daily Telegraph . Retrieved 2013-08-06 .<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles>
  36. GTtv (2007-03-06). "Halo ActionClix NYC Comic-Con 07 Interview". GameTrailers. Retrieved 2007-11-fifteen .<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles>
  37. Game Informer - McFarlane Toys To Unleash Halo Activity Figures, Vehicles past Jeff Cork [ expressionless link ]
  38. Kotaku - Hummer Designers Deny Halo Influence On New Concept Truck [ dead link ]
  39. Burg, Dustin (2007-06-18). "Fanboylicious! McFarlane to create Halo 3 figurines". Joystiq. Retrieved 2008-04-13 .<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles>
  40. Smith, Luke (2008-03-10). "Action Effigy Party". Bungie.net. Retrieved 2008-04-01 .<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles>
  41. Todd McFarlane Productions (2008-04-xi). "'Halo 3' Series 3 Photography Update". Spawn.com. Retrieved 2008-04-15 .<templatestyles src="Module:Commendation/CS1/styles.css"></templatestyles>
  42. Plunkett, Luke (2007-02-07). "Kotobukiya Working On Halo Figures". Kotaku. Retrieved 2008-04-xiii .<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> [ dead link ]
  43. Swilinski, Alex (2007-07-20). "Halo 3 Replica Mini Weapons". Joystiq. Retrieved 2008-04-01 .<templatestyles src="Module:Commendation/CS1/styles.css"></templatestyles>
  44. Wilson, Mark (2007-06-25). "Halo iii Covenant Replicas, No Ammo, Plenty of Estrus". Kotaku. Retrieved 2008-04-xiv .<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> [ dead link ]
  45. Tapper (2003-12-03). "Flexibly and Extensibly Providing a Diverseness of AI Opponents' Behaviors". Gamasutra. Retrieved 2008-04-14 .<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles>
  46. Valdes, Robert (2004). "The Artificial Intelligence of Halo ii". HowStuffWorks. Retrieved 2008-04-13 .<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles>
  47. Goldstein, Hilary (2007-09-20). "Halo 3 Review". IGN. Retrieved 2008-04-13 .<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles>
  48. Gerstmann, Jeff (2007-09-23). "Halo three for Xbox 360 Review". Gamespot. Retrieved 2008-03-12 .<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles>

References

  • Nylund, Eric (2001). Halo: The Fall of Reach. New York: Ballantine Books. ISBN0-345-45132-5.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles>
  • Trautmann, Eric (2004). The Fine art of Halo. New York: Del Ray Publishing. ISBN0-345-47586-0.<templatestyles src="Module:Commendation/CS1/styles.css"></templatestyles>
  • Nylund, Eric (2003). Halo: First Strike. New York: Ballantine Books. ISBN0-345-46781-7.<templatestyles src="Module:Commendation/CS1/styles.css"></templatestyles>
  • Dietz, William (2003). Halo: The Flood. New York: Ballantine Books. ISBN0-345-45921-0.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles>
  • Nylund, Eric (2006). Halo: Ghosts of Onyx. New York: Tom Doherty Associates. ISBN0-7653-1568-8.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles>
  • Staten, Joseph (2007). Halo: Contact Harvest. New York: Tor Books. ISBN0-7653-1569-six.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles>

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