Halo – MCC Gets a PC Release and Reach DLC – Classic Halos FINALLY get a PC Release

In a stunning move, 343 industries have exceeded fans’ expectations two-fold by not only announcing that Halo: Reach will be added to MCC, a wild but popular fan request, but also announcing that the long-awaited PC release for MCC is imminent and, remarkably, the game will be available on Steam. This is perhaps the biggest piece of Halo gaming news since the announcement of Halo: Infinite, and fans are ecstatic.

This can only mean good things for the Halo community, as provided that 343 doesn’t make the same mistakes as they did with MCC’s Xbox One release back in 2014, the Halo community is going to grow with a new influx of PC players who are either newcomers to the franchise and are curious or nostalgic former fans, perhaps those who never bought an Xbox One and switched to either Playstation or PC, who will now take the opportunity to revisit the franchise.

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Xbox 360 Era Halo Games are coming to PC at last on the MCC –

Another important thing to note is that the release of MCC on PC will mark the first time that Halo 3, Halo 3: ODST, Halo: Reach, Halo: Combat Evolved Anniversary and Halo 4 will be released officially on the PC. In fact, a mainline Halo game hasn’t been released on PC since Halo 2 Vista in the mid 2000s, so this announcement is a big leap forward for Halo in the PC community. With the inclusion of the full classic multiplayer systems for all the Halo games, as well as Firefight, Spartan Ops, Forge, Theater, and not to mention the Campaigns for every classic Halo game, MCC in its current state is quite an impressive game in terms of content.

However, there are some technical conditions to this release regardless of what version of MCC you have – for console users, Reach’s Campaign and Firefight are premium DLC, whilst the multiplayer and forge are available for free. For PC users, each game in the MCC will release separately in chronological order – that is, starting with Reach, then CE, then 2, and so on. 343 industries have decided to release MCC on PC in this way to ensure that there are as few issues as possible with the release and to mitigate any immediate problems. Whilst this may frustrate some PC users who really want to play Halo 2 Anniversary or Halo 3 on PC, this is a good sign that 343 industries are have learned from the mistakes of the original release of MCC in 2014.

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More NEW Content for the MCC is Coming

To get involved in what is essentially the Beta for Halo MCC (starting with Halo: Reach) on PC, and the concurrent Beta for Halo: Reach on the console version of MCC, it is possible to sign up to the Halo Insider program via the Halo Waypoint site.

The PC release and the inclusion of Reach are not the only pieces of good news, however. 343 industries also confirmed in the same announcement that the long-awaited Custom Games Browser is also coming to MCC. This will allow players to search for live Custom Games and join them as they would a Social Matchmaking game. This makes it much easier for players to set up their own Custom Games with enough players to test a forge map, try out a wacky game mode, or just host their own matches on the classic maps or modes they love that don’t pop up as often in Matchmaking. This is already a feature of Halo 5: Guardians and it was perhaps the best thing added to the game since Jorge’s Chaingun, and it was able to give the game a dignified send off as its impressively long post-release life came to an end at last.

However, as bombastic and exciting as all this glamorous news is, let us not forget that this isn’t even the full extent of the work that 343 industries is doing on the Master Chief Collection. In fact, months before this update dropped, a previous update to MCC that added new Skulls to Halo: CE also came with a promise that more content is being created for the classic Halo games, particularly new game modifiers in the form of either Skulls from later Halo titles being created for their classic predecessors, or even brand new Skulls that are being developed and tested by 343 industries behind the scenes. Factor in the Halo: Reach release, and the fact that Halo is coming to PC, and this opens up some exciting new opportunities, particularly with the idea of Custom Skulls, an idea that several fans have put forward as a possible means 343 industries could use to bringing modding to MCC on PC. Speaking of which…

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Modding Halo MCC on PC Will be Possible – But Not on Release

Although not every fan would necessarily ask for it as a feature, the idea of including modding capability for Halo: MCC on PC has been thrown around. For one, we know that modding Halo on PC is hardly a new idea – mods have been created for Halo: CE (via the official Halo: Custom Edition), Halo 2 Vista (but only just) and even Halo 5: Forge for PC, and we have already covered a popular new mod that was recently released for Halo: CE on Sacred Icon before – known as Halo: SPV3, this incredible mod is a full conversion that adds features from many other games to the original Halo and expands the weapon sandbox, levels and enemy variety. Could this kind of content become available for all the games included in the MCC for PC in the future? Could we see a new renaissance of the Classic Halo portfolio thanks to the ability of the community to continuously create new content?

Given that games like Skyrim or Star Wars Battlefront II, both games that have been available for a considerable number of years, still have a massive playerbase thanks to the release of new mods, it could well be possible that the Halo community, which has suffered more than a few distinct schisms and crises since 343 industries took over the series, may finally come together once again in the way that the original release of the MCC back in 2014 was intended to.

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Halo MCC – Top 10 ‘Additional Skulls’ That We Want To See Added to MCC

In the most recent update to Halo: The Master Chief Collection, 343 industries did something unexpected, exciting and ridiculous – they added new skulls to Halo: Combat Evolved, supplementing the game with several skulls that expanded its already impressive array of skulls from Halo: Combat Evolved Anniversary that was released in 2011. Halo: CE now features several skulls that, until now, had only been present in Halo 2, like Anger and Ghost, and several more that are staples of the modern incarnations of Halo, such as Thunderstorm and Tough Luck. However, in the blog post accompanying this update, 343 industries suggested that not only will the other Halo titles in the MCC be receiving new Skulls in the future, but also that there will be brand new skulls added to the game that have never been seen before. Since then, fans have been speculating as to what these skulls might do, so here is a list of the Top 5 ‘Additional Skulls’ that fans want to see in Halo: MCC.

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#10 – Invincible Allies Skull

This one is fairly low on the list because, if it ever exists, it will more than likely be a 0x scoring skull, and rightly so – having invincible allies would make the game very easy, in a similar fashion to infinite ammo, but it cannot be denied that having invincible allies would also be hilarious and would open up opportunities for weird and wacky glitches as it would be possible to blast or whack allies into areas that they would usually not enter. This skull has been brought up several times in relation to Halo: CE, as Marine snipers would often teamkill their allies when firing a rapid sequence of shots at eye-level , if marines walked into their line of fire. This Skull might even open up entire new ways of playing levels – if your Marine allies could survive 343 Guilty Spark on Halo: CE, or your Grunt allies could survive Sacred Icon (the level this blog is named for) on Halo 2.

#9 – Halo 2 Grunt Birthday Party Skull

This one is slightly less likely, but many now forget that in the original Halo 2, the Grunt Birthday Party Skull had a totally different effect to what it became in later Halo games. Originally, activating the skull caused all headshots to turn into plasma grenade explosions, so any time a projectile heads a character’s head – even if they are dead – it creates a plasma explosion. This skull’s effect was likely altered as it did make the game easy, as you could wipe out entire squadrons of Grunts or Flood with a single headshot, but the skull was still fun to use and, like the Grunt Funeral Skull that has somewhat continued its legacy, it can sometimes create lethal deathtraps for the player. If the Grunt Birthday Party Skull in its original form did ever return to MCC, it would likely be implemented under the name ‘Grunt Birthday Party (Classic)’, or perhaps even be given a completely new name. Either way, that feature is sitting dormant in the code of Halo 2: Anniversary and it needs to be released.

#8 – Universal Bandana

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This isn’t an idea for an original or returning Skull, but it is one of the most commonly requested ideas on Halo forums when fans are asked what Skulls they want to see implemented into Halo: MCC, and it is easy to see why. The Bandana Skull allows for exploration and exploitation opportunities in Halo: CE and Halo 2, but is not a feature for Halo 3, Halo 3: ODST or Halo: 4. As far as the hints that 343 industries have dropped in their blog posts are concerned, Universal Bandana will be implemented into Halo: MCC in due course, as it is likely that each game will be updated in separate updates.

#7 – Angry (SPV3)

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Those who haven’t played the excellent SPV3 mod for Halo: CE on the PC will likely not be aware of the Angry Skull, but it is an excellent idea that was implemented to SPV3 but would likely work on any and all Halo games. The Angry Skull turns all previously allied AI against you from the start of the level, meaning you not only have no allies at any time but also have vastly more enemies, and some sections of levels that would usually be a breeze become vicious gauntlets. If this Skull was ever implemented to Halo: MCC, parts like the first section of Crow’s Nest on Halo 3, that features almost 50 Marines, will add to the challenge, particularly if playing on Legendary with other Skulls on. This Skull would likely score around 1.3x, as it would drastically increase the difficulty of many levels.

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#6 – Combat Evolved Vehicle Armour

This Skull would essentially make all vehicles invincible, like they were in Halo: Combat Evolved. As in Halo: CE, this would not apply to certain vehicles like Banshees, Ghosts, Wraiths and likely other enemy vehicles, but would exist to give UNSC vehicles more versatility, especially on Legendary difficulty. This Skull would be non-scoring, likely having a 1x score, although a 0x score is possible. In other Halo titles this Skull would affect the Warthog, Scorpion, Mongoose and Mantis, and perhaps in Halo 2 Arbiter levels it would affect certain Ghosts, Spectres and Wraiths depending on which vehicles are intended for the player in each mission.

#5 – Bottomless Clip

As this feature exists as an option for Halo: Reach and Halo 4 in Forge and other modes, Bottomless Clip would surely not be a difficult feature to program into the campaign. After all, Bandana already gives players infinite ammo, and whilst this Skull would surely have a 0x score, it would make levels like The Storm and Tsavo Highway on Halo 3 a blast (literally). There would be other, practical uses of Bottomless Clip too in several of the Halo campaigns for the purposes of map exploration, boundary breaking, exploits and other shenanigans that Skulls are commonly associated with.

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#4 – Bang Bang

This Skull was from Halo: Combat Evolved Anniversary, but modders have since been able to access it and discover that the effect turns all weapon sounds into a voice recording of a man saying ‘Pew’. Whilst the idea is funny, the execution requires improvement, and if this Skull is to be added it should be on the condition that all weapons get their own individual voice clips that associate with that weapon, of people trying to imitate the weapon sounds of Halo, that would be pretty funny. Grenades would definitely just be someone going ‘Bang!’ though. Since the gameplay change is entirely aesthetic, this Skull would probably just have a 1x score.

#3 – Wuv Woo (Halo Wars)

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This Skull, which until now has only featured in Halo Wars, turns certain weapon projectiles into rainbow lasers with love hearts spewing from them, a sickening display which strikes fear into the hearts of all who see it. In Halo Wars, the Skull only works on Scarab beams, but for Halo: MCC, each type of weapon should have its own comical design – rainbows for Covenant weapons and confetti for UNSC weapons, perhaps? And in Halo 4 the Promethean weapons can fire multi-coloured blasts instead of their usual standard orange. Again, this Skull is aesthetic, so would likely score 1x.

#2 – Third Person

Based on a cut Skull for Halo 3: ODST, Halo: MCC should include a Skull that switches players to a third person perspective, like in Theater mode or when in a vehicle, at all times – meaning players will have to rely on the HUD more in a fashion similar to the original Star Wars: Battlefront. When combined with the Blind Skull, this Skull would open up great opportunities for making Machinimas, and would allow players to player the Halo games again in a whole new way.

Honorable Mentions:

  • Big Head Mode Skull (All enemies and allies have engorged craniums)
  • Halo 2 Black Eye Skull (Meleeing enemies gives you Overshields like in Halo 2)
  • Gamble Skull (You do more damage, but take more damage)
  • Reverse Assassins Skull (All allied NPCs are permanently cloaked)
  • Brawl Skull (Enemies favour charging melee attacks over ranged weapons)
  • Permanent Cloak (Halo CE/Halo 2) – The player is permanently cloaked
  • Overshields (Halo CE/Halo 2) – The player has recharging overshields

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#1 – VISR Skull

This simple but interesting idea for a Skull would essentially combine the ideas implemented into Halo 3: ODST and Halo: SPV3 by giving the player a night-vision mode instead of a flashlight for levels that are bathed in near-total darkness. Although this Skull would be fairly difficult to program, as it would require coding the VISR mode into all 4 mainline Halo games featured on the Master Chief Collection, but the end results would definitely be worth it. After all, the VISR mode was one of the best things about Halo 3: ODST, and bringing that over to the other Halo games would open up new styles of combat for each title, particularly in the Anniversary modes with their dynamic lighting.

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Top 10 Halo 2 Glitches

It is a well known fact within the Halo community that Halo 2 was rushed to release, and although the finished product is a great game, it wasn’t as polished as the developers would have liked, particularly in some areas of the campaign. This is great news for players, who in the time since the game’s release have found a multitude of ways of exploiting glitches in the game’s physics engine to explore outside the levels in the campaign, which the developers actually filled with Easter Eggs knowing that this would happen. Some of the glitches in Halo 2, however, are less to do with the lack of level boundaries and quirks with the physics engine and more to do with specific objects or enemies in particular levels that, to the uninitiated, may come across more like Easter Eggs – and for all intents and purposes they are, albeit unintentional ones.

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10 – Needler Sentinel – Quarantine Zone

The origins of this particular glitch are somewhat unclear – either Bungie originally intended for Sentinels to carry and use weapons other than their usual energy beams, or it was simply a one-off error with the coding of this particular Sentinel – but either way, in a particular room on the game’s eleventh level, the player encounters a massive firefight between Sentinels and Flood combat forms that can get pretty hectic. In the chaos, it can be hard to miss this one particular Sentinel that fires Covenant Needler rounds instead of the Sentinel Beam, and when it is destroyed, it drops a Needler. Interestingly, the Sentinel Enforcers do use a weapon similar to the Covenant Needler, but that weapon fires red shards instead of purple, and Sentinels are never seen wielding that weapon either. Bungie employees have given varying explanations for this, from an accidental ‘slip-of-the-mouse’ when the level was being coded to an entirely cut feature in which Sentinels would use their own version of the Needler on occasion – regardless, it is an interesting glitch.

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9 – Sergeant Johnson Drops Dead/Four Sergeant Johnsons – The Great Journey

This glitch is actually two (or perhaps even three) glitches at once, all in the same place on the same level, but they essentially amount to the same result. If the player can manage to maneuver a Covenant Spectre into the final room of the final level of Halo 2 – no small feat – one can actually use the vehicle in the final boss against the Brute Chieftain Tartarus, and can even convince Sergeant Johnson to climb aboard. As Halo 2 veterans will known, Johnson is crucial in the final fight against the Chieftain – he uses a Covenant sniper rifle to lower the creature’s shields, thereby allowing the player to deal the fatal blow. Due to a strange glitch in the design of the three-tiered arena, however, crouching on the lowest level will cause the player or any other character to drop dead instantly, because you technically intersect with the death barrier that prevents you from falling beneath the floating structure. If one can maneuver Johnson in the Spectre onto the bottom level and cause him to climb out, and because Johnson always crouches after exiting a vehicle, the normally invincible Sergeant will drop dead, allowing you to loot his weapon.

Also, using the same method of getting Johnson in the Spectre, the player can amass a small army of Johnsons since the game automatically spawns a new Johnson when the old one moves too far away from his sniping spot – undoubtedly to keep the battle fair in case Johnson somehow falls. With one Johnson on the powerful plasma turret and two Johnsons riding shotgun, plus another Johnson occupying the sniping spot, this glitch can seriously tip the balance of the boss fight in the player’s favor.

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8 – Bullying the Heretic Leader – The Arbiter

For those who played the first two Arbiter levels and thought “How is the Heretic Leader always one step ahead?” and aren’t quite satisfied with finally killing him at the conclusion of the level The Oracle, on the original version of Halo 2 for the Xbox it is actually possible to reach him early and essentially beat him up – you can toss grenades at him, throw him into a chasm, or even drop a Banshee on him, and yet he will simply refuse to die. For this to happen, you must equip an Energy Sword in the scene in which the Heretic Leader is visible through a window giving orders to his men and then climbing aboard a Banshee to escape your wrath once again. If you time it right, it is actually possible to use the sword’s lunge attack to clip straight through the window and hit the Heretic Leader directly. Now simply use a grenade to render his Banshee inoperable and he will just stand there, as if accepting his fate. It should be noted that doing this makes the level impossible to complete, and as previously mentioned this only works on the original Xbox version of Halo 2, so it might be more trouble than it is worth at this point. Still, a fun time-wasting glitch that is actually one of the few glitches in the game to be patched in later re-releases.

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7 – Exploring ‘Lake Regret’ – Delta Halo/Regret

Who doesn’t love exploring outside level boundaries? This particular glitch can allow players to not only explore outside the usual confines of the levels Delta Halo and Regret, but it also demonstrates the Master Chief’s less-well known ability to breathe underwater indefinitely, something that comes in very handy when walking across the bottom of a deep lake Pirates of the Caribbean-style. To accomplish this, one has to simply use a grenade to propel the player onto the hills around the final part of Delta Halo or the first part of Regret, and then simply walk around the lake to find a point in which it is possible to walk into the water. Falling into the lake is not a good idea, since fall damage will usually kill the player on contact, but another method that involves using a Ghost to climb the grassy verges around the level can speed things up a bit. (This is easier with the Sputnik Skull enabled that allows the player to propel themselves further with explosives). Once in the lake, the player is free to wander around, study the architecture of Regret’s temple that seems to float on the lake with the supports cutting off about 3 feet beneath the water’s surface, listen for the sound of invisible Whales, and find a large and ominous hole in the floor that seems to serve no real purpose whatsoever.

It should be noted that, although not included here, the well-known ‘Vacations’ that can be taken on almost every Halo 2 level (using similar methods to exploring Lake Regret) constitute their own ‘sub-category’ of fun and interesting glitches. In fact, that might be the subject of another article later down the line…

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6 – Knock the Prophet out of his Throne – Regret

Speaking of the Prophet of Regret, another fun glitch allows the player to temporarily remove the shriveled Covenant hierarch from the safety of his Gravity Throne. During the boss fight with him at the end of the level Regret, the throne must be boarded in order to injure the Prophet as his shields absorb anything the player can throw at him from overcharged Plasma-Pistol shots to both barrels of a Rocket Launcher. However, since Regret;s throne is treated like any other vehicle in order for the boarding mechanic to work, with enough explosive force the player can flip the throne over and, like all occupants of a flipped vehicle in Halo, Regret will be forcibly ejected. Interestingly, the Prophet will simply sit on the floor in the same position as if he were occupying his throne and then attack the player with a Plasma Pistol of all things. This alludes to the fact that in the Halo novels he and most other Prophets are depicted carrying at least one Plasma weapon as a sidearm, and the Prophet will actually drop this pistol upon death whether he is in or out of his throne. This glitch is tricky to pull off, and it is recommended that either the Scarab Skull or weapons like the Fuel Rod Gun or Needler are used since only these can create enough inertia to bounce Regret out of his seat.

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5 -Miranda in Space – Cairo Station

For those who are not convinced that Miranda Keyes is an unmitigated badass, this glitch confirms that Miranda Keyes can actually breathe in space. Using an Energy Sword on the level Cairo Station, it is possible to push Keyes (or Johnson, for that matter) past the point in the level in which they would usually leave the Chief and through an airlock, and as they are programmed to be invincible the repeated strikes will not kill them. By eventually pushing them into a section of the level that they are never supposed to enter, the player can actually push the naval officers into space, as the next section of the mission requires Chief to exit the station and fight Covenant EVA troopers. Though they need the player’s help to get through the level, Keyes and Johnson will attack enemies that are nearby and speak to the Chief, despite the fact that they are in a near-vacuum without any protection whatsoever. Oddly, they will de-spawn if the player attempts to push them back into the station later in the level, and nudging them off the station and into the vast abyss of space will cause them to drop like a rock, still adopting a combat-ready pose as they plummet into the Earth’s atmosphere.

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4 – Plasma Grenade Fountain – The Oracle

This is another glitch that exploits the Heretic Leader, specifically one of his holo-drones. At the start of the game’s seventh level, the player encounters a hologram of the Heretic Leader that taunts you and your allies before disappearing. However, in the game’s code, this hologram is treated as an enemy – and if you melee it with the Piñata Skull on in Halo 2: Anniversary, it will drop Plasma Grenades in abundance. Using the faster swing of the Energy Sword means that in the brief time the hologram is present the player can spawn dozens of grenades, and this can cause a massive explosion if they are all detonated at once.

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3 – Permanent Invisibility – Chief Levels

In the original Halo 2 for the Xbox, Skulls had to be found and activated in levels on Legendary, and the effects of the skulls only lasted until the console was switched off. This was done because, at the time, there was no menu option to activate and deactivate Skulls, they were merely included by the developers as wacky Easter Eggs. As a result of this, acquiring the Envy Skull in the original Halo 2 and using it just as a checkpoint passes, saving and exiting, and then restarting the Xbox and loading up the level will cause the Chief to be permanently invisible. This works because the Envy Skull trades Chief’s flashlight for Arbiter’s active camouflage, a feature that he can never acquire in regular gameplay, but only for the time in which the Envy Skull is activated. Because switching off the Xbox deactivates the Skull, saving and exiting a level while Chief is still invisible means that, after the Skull is deactivated, the game cannot revert him back to normal visibility and the player will be able to sneak up on unsuspecting enemies and eliminate them at their leisure. This glitch is most useful on Legendary, but it can only be used in levels in which Chief is the playable character.

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2 – Cortana’s Scary Face – The Great Journey

This glitch is a result of the feature in Halo 2: Anniversary that allows players to switch back and forth between the classic graphics and the updated, remastered graphics created by 343 Industries and Blur Studios. At the conclusion of the final cutscene of Halo 2 when Cortana accepts Gravemind’s offer of answering his many questions about Humankind and the Covenant, switching from new graphics to classic graphics at the last second of the cutscene after it cuts to black will present the player with this abomination – clearly Cortana’s rampancy is taking its toll. This is caused in part by the fact that the remastered cutscene is longer than the classic cutscene was, and so switching back shows the player the models after the cutscene has technically already finished, and is also due to the fact that the camera has panned inside Cortana’s head, leaving only her eye visible. Hilariously, this glitch is also accompanied by the spooky final few notes of the Halo 2 Soundtrack’s Epilogue.

 

Honorable Mention – The ‘Ghosts’ of Halo

This phenomenon caused quite a stir when it was first discovered in the early days of Halo 2 on Xbox Live. According to legend, players on maps such as Lockout on Xbox Live began reporting sightings of strange characters that resembled other players but lacked a gamertag, movement animations or a place on the scoreboard – these ‘Ghosts’ would reportedly kill players by sliding around the map and tossing grenades in all directions, and in certain cases they were apparently un-killable. Various explanations for this odd occurrence were suggested throughout the fanbase such as the ‘Ghosts’ being a result of a glitchy network connection, but other more ludicrous theories sprung up such as the idea that Bungie employees had programmed bots into the game, that Microsoft were spying on players or that the maps were legitimately haunted. Ultimately, confirmed sightings of the so-called ‘Ghosts’ that haunt various multiplayer maps of Halo have been scarce since Xbox Live has improved, which would suggest that the phenomenon was a result of little more than a bug in Xbox Live or a dodgy network connection, or that the entire thing was a hoax. Either way, the ‘Ghosts’ of Halo are still regarded among the game’s most infamous glitches.

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1 – The Honour Guard Councilor – Gravemind

Halo 2 had numerous boss battles in the game, ranging from our old friend the Heretic Leader to the Brute Chieftain Tartarus, but one boss fight in the game was actually created by accident as a result of a glitch in the game’s code. The final enemy of the mission Gravemind is an Elite with a unique set of armor that changes each time the level is played – sometimes the Elite will have an Honor Guard helmet, a Councilor helmet, or even no helmet at all – but the armor will always be white with the gold and black spurs of the Honor Guard. This mini-boss with unique randomised armor is actually the result of the game trying to spawn an Elite Zealot that was coded with the wrong tags, causing the Elite to spawn with widely varying armor and much higher shield strength. Strangely, the Elite can sometimes spawn with the face of Rtas ‘Vadum, an ally to the Arbiter throughout the Halo 2 and Halo 3 campaigns, and sometimes the Elite spawns with a strange and unique helmet that was coded into the game but never allocated to any characters. This visually unique accidental mini-boss is arguably the best example of how good some of the glitches in Halo 2 actually are – although the game is riddled with bugs like these, it doesn’t negatively impact the gameplay, and instead serves to make the game that bit more interesting.

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Halo – What makes the ‘Classic’ art style of Halo: Infinite so important?

My recent article on how Halo: Infinite could save the Halo franchise talked briefly about how the new Halo game seems to be adopted the ‘Classic’ art style from the original Halo trilogy, and how this represents a significant shift in the direction for the 343 Industries and how this could mean a brighter future for the franchise. But what is it about the ‘Classic’ art style that is so important to Halo, and why should 343 Industries pursue this art style rather than their own take on the games that they have been developing for the past few years? The answer comes in several parts, the first being:

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The Classic Halo Art Style Didn’t Need Changing

This is the primary reason why Halo fans were embittered by 343 industries’ sudden change of the look and feel of the universe between Halo: Reach and Halo 4. For many, the change came as a disappointing shock, similarly to if the new Star Wars movies had decided to totally change how Darth Vader, Lightsabers, Star Destroyers and Gungans looked between Return of the Jedi and The Force Awakens. It is important to note that Halo fans were never against the inclusion of new things into the universe – even the unbalanced and bullet-spongey Prometheans from Halo 4 were effectively inducted into the Halo universe, particularly thanks to their overhaul in Halo 5: Guardians, and all the new weapons that 343i have introduced have been fairly well-received, like the SAW and Forerunner weapons like the Light Rifle and the Scattershot – the problem is that 343i decided that the art style needed changing regardless of whether or not fans wanted it, and suddenly all the iconic things in the game we had all come to love the designs for – such as the shotgun, the Scorpion tank, the Banshee and even the Grunts looked totally different to how we all remembered them, breaking the immersion to a degree.

As such, the radical change to the art style – such changing Chief’s armour during the time he was in cryo, changing the look of the Elites, and remodeling all of the Covenant and UNSC weapons and vehicles – was met with resistance by many players, and for many the look and feel of the games was never the same. The ironic thing about this is that, when pushed to recreate Bungie’s art style in the Anniversary versions of Halo: Combat Evolved and Halo 2, 343i actually did a really good job. Both Halo: CE Anniversary and Halo 2: Anniversary look and feel fantastic and, most importantly, authentic. 343i managed to recapture the nostalgia of the Bungie games despite them being totally remastered, so why not recapture that same magic in their newer, original games?

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Halo’s identity, and how it can keep it

Another crucial reason why Halo’s art style is so important is that Halo had, and perhaps still has, a definitive and unique identity as a game – it is more than just a simple sci-fi shooter, as any Halo fan knows, and how the game looks and feels is important to contributing to this. Halo: Combat Evolved‘s first few levels depict a human ship in the midst of combat against strange aliens, a desperate escape to a mysterious alien ringworld, and a sense of shock and awe as the environment of the Halo ring unfolds before the player. The mind-boggling potential of having the entire ring seemingly at your fingertips, traversing the vast environments of an even more vast alien landscape, that is still remarkably familiar. Part of the charm of the original Halo game is things that regular players might not even consider at first – things like finding the beam emitter towers in the canyon near the start of the second level, and experiencing the blend of wide, open and natural environments and angular, metallic Forerunner structures, that perfectly illustrates how Halo defines itself as a game that is both about the familiar and the alien being forced together.

As the more iconic Halo games begin to drift further and further back in time, it is imperative that the newer Halos attempt to recapture that magic of the original and the sense of ancient, mysterious wonder that comes with it. Halo: MCC tried its best to repackage the original games for newer players, but unfortunately its less-than-ideal launch meant that this didn’t reach as many players as it could have done. In light of this, it has never been more important that 343 industries look over their art style and focus to better cater to Halo fans, old and new, in the modern age.

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‘Classic’ Halo is just Halo

The overall issue of the ‘new vs old’ debate with the art style of Halo boils down to how the game feels for those who play it. Clearly in recent years Halo fans have been less-than-optimistic about 343 Industries’ handling of the franchise, and in many ways the loss of the old art style in the newer games is a major factor contributing to this. Thanks to the clear decision to recapture the old art style in Halo: Infinite, it looks like Halo is back on track to recapturing the old nostalgia, mystery and magic that the original offered to millions of players back in the 2000s, and offering just as much to new players in the 2010s and going into the 2020s.

So that’s my thoughts on why the original art style of Halo is so important, and how Halo: Infinite is taking steps to redeem the franchise. If you enjoyed then be sure to leave a like, and you can follow Sacred Icon here or on Facebook for more content like this.

In the meantime, look down below for more of my Halo-related content!

 

 

Halo – Ranking ALL the Halo Games

Eventually, it had to be done. A comprehensive ranking of every Halo game, so that’s Halo: Combat Evolved, Halo 2, Halo 3, Halo 3: ODST, Halo: Reach, Halo 4 and Halo 5: Guardians. Not included are Halo Wars and Halo Wars 2, because comparing strategy games with first person shooters is ultimately pointless. So, to begin:

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7 – Halo 4

I can’t express how hard it is to actually rank Halo 4 as the lowest. I compare ranking Halo games to ranking Doctors from Doctor Who, in that they’re all good in their own way so picking a worst one essentially comes down to picking what everyone else considers the worst one. In ranking the Doctors, this means that Colin Baker usually comes last, and when ranking Halo games, it’s Halo 4. Why? Well, because Halo 4 seemed like the biggest missed opportunity in Halo history. It was a decent game in it’s own right, and the multiplayer was prematurely killed off by rapid release of various DLC until the release of The Master Chief Collection, but what really brought Halo 4 down was the campaign. The story was ultimately quite good if you bothered to read the multitude of deep-lore novels (which the average player does not) but without the added understanding of the in-game terminals and a very acute knowledge of the Halo expanded universe the story was baffling to most players, with the Didact appearing as ‘just some guy’ instead of the threatening villain he was supposed to be. Added to this is Cortana’s death, which in the narrative of the game is a beautiful and emotional ending to a fairly moving (if nonsensical) sci-fi story, but in the wider context of the Halo universe seemed like a cheap ploy to make 343i’s first game somewhat memorable. Added to that is the music, art and sound design radically changing from the previous game, again to make 343i’s games seem more distinct from Bungie’s games, when it really didn’t need to. Why does everything suddenly look totally different from how it did at the end of Halo 3? The Anniversary games showed us that it is possible to update graphics without changing the overall look of a game, so why was this sudden and unexpected change necessary? If anything it only served to distance Bungie fans even more from 343i’s games, which is ultimately what it came down to with Halo 4 – it split the userbase between new and old fans, with a growing number of Halo players backing the ‘it was better how it was’ camp rather than accepting 343i’s takeover of the franchise.

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6 – Halo 3: ODST

If you haven’t already, be sure to find some way of checking out Firefly, a fantastic Space-Western orientated series that aired on Fox between 2002-2003, it’s an absolutely fantastic show even accounting for the fact that because it was unfairly cancelled the last few episodes of the first season were never made. Some of the cast of Firefly later worked on a game called Halo 3: ODST, including star Nathan Fillion. Like all the Halo games, Halo 3: ODST had an engaging story, interesting characters and a swath of fun gameplay. The problem with Halo 3: ODST is that it is just too short. The campaign consists of Halo’s first (and until now, only) open-world experience, as you awaken in an enemy occupied city and try to figure out what happened to your squadmates by finding and activating certain ‘memories’ related to them, that take the form of flashbacks to your squadmates prior missions in the city. These flashbacks are essentially the levels of the game, but there are not many of them and they are often short compared to normal Halo levels. For some context, in Halo: The Master Chief Collection the par time is used to determine how quickly a Halo level should be finished in, even for someone who isn’t speed-running. Normally, a par time in The MCC is about 10-15 minutes, but many of the Halo 3: ODST levels would struggle to hit 5 minutes. Added to that is the lack of multiplayer, and although ODST does contain the debut of the Firefight mode, Halo: Reach did this much better without sacrificing a multiplayer mode.

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5 – Halo 5: Guardians

The most recent 343i-made Halo game was not without its fair share of controversy – from microtransactions to updates that really just added in the bits of the game that were missing on release, Halo 5 somewhat divided the Halo community. But, in many ways, it also somewhat united it too, since it added features into a Halo game that the community had never seen before, such as a Custom Games File Browser that allows players to search for player-made games online, and the most advanced Forge system to date that also got its own port on PC. The campaign is what really let this game down, with a story that didn’t live up to the hype that the trailers whipped up around the game, and characters that barely meet the standards for being described as ‘paper-thin’. Other than Buck, who had received development in Halo 3: ODST, practically every squad member – even Master Chief’s Blue Team from the novels – felt under-developed and underused. Overall, if it weren’t for a pretty decent multiplayer (once all the updates were released) and a fancy new engine (that apparently got split-screen removed) Halo 5: Guardians would hardly be worth considering. But with such a strong potential for community-driven direction and a platform for user-created content, Halo 5: Guardians has pushed 343 industries further in the right direction for what to do next with the franchise.

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4 – Halo: Reach

The controversial younger cousin of the Bungie games, Halo: Reach has the dubious honor of being the final Bungie game of the series and is therefore seen by many fans as a turning point in the franchise. Despite the inclusion of several questionable additions such as Armor Lock, Halo: Reach stands out as a shooter that has maintained its population for nearly ten years and experienced a renaissance following the release of its backwards-compatibility on the Xbox One. One of the best aspects of Halo: Reach is the campaign, which tells a relatively simple story but in a way that draws the player close to one particular team of Spartan soldiers among hundreds, and depicts their fate with startling stone-cold sincerity as characters that it is easy to feel close to are killed off one by one. Add to this a vast variety of interesting levels that often use in-game events to embellish the melancholy story with visceral detail, such as the destruction of the civilian transport in the level ‘Exodus’ or the annihilation of the frigate Savannah in the level ‘Long Night of Solace’ that add to the sense of helplessness as the player watches the tragic events play out. A lingering standout feature of Halo: Reach is its multiplayer, which served as the epitome of community involvement for the Bungie era, as the heavily modified Forge mode allowed for more intricate map creation. Also, the variety of gamemodes and the ability to customise the character’s armor allowed for a vast freedom that few Halo games before or since ever offered the player.

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3 – Halo: Combat Evolved

The game that started it all cannot be underestimated, even nearly 20 years after its initial release. The story is intricately woven throughout the campaign levels that are specifically designed to invoke a feeling of wonder and intrigue as the game takes the player on a journey through an ancient and mysterious fortress-world that combines stark, metallic structures and caverns with rolling hills, tall forests, snowy valleys and festering swamps. The campaign is structured so that as the locations advance, so to do the difficulty levels of the enemies, ensuring that a smooth learning curve guides the player through the variety of levels and enemy types. Add to this the incredible music, that served as the inspiration for many tracks on Halo soundtracks afterward, and perfectly sets the tone of every level with a provocative soundtrack that enhances the alien-ness of the setting. The only real drawback to Halo: Combat Evolved is the multiplayer, which was designed for system link and is woefully unbalanced, meaning that online play via The Master Chief Collection is largely pointless. Whilst the MCC does a great job of transitioning the game to the next generation, the best way to experience Halo: Combat Evolved is in its original form, on an original Xbox, and preferably with the original Duke controller that gave everyone RSI.

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2 – Halo 3

Halo 3 is considered by many to be the definitive Halo experience, and it has definitely earned that title. This game delivered the immense hype that built up prior to its release in 2007, and it rounded off the story of the original Halo trilogy with dignity. The multiplayer was and still is stellar, with a wide variety of maps and modes and even an inclusion of a rudimentary Forge mode, since this game was the initial debut of the mapmaking system that Halo: Reach would eventual expand greatly upon. The greatest thing about Halo 3 is how all the elements come together, both from a production and marketing perspective but also from an in-game story perspective, since this game sees the Master Chief and the Humans in the UNSC side with the Arbiter and the Elites of the former Covenant, which has now been taken over by the Prophet of Truth and his Brutes. The campaign picks up where Halo 2 left off and although it doesn’t quite meet the level and enemy variety that Halo 2 did, Halo 3 still delivers an action-packed campaign in which almost every level is definitive, apart from that one we all hate.

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1 – Halo 2

Halo is indeed a great series, and Halo 2 is what made it so. Aside from being the biggest video game of all time on its release, Halo 2 gave the first person shooter genre its big break on consoles, with the inclusion of a revolutionary online and matchmaking system that allowed players from all over the world to battle each other online on Xbox almost instantly, and also a ranking system that introduced a competitive side to online play that drove gameplay hours up. Halo 2 also had a much more cinematic campaign experience, with a story that built on what had already been established in Halo: Combat Evolved and pushed Halo further into the grounds of high-concept science fiction whilst keeping the gameplay fun and refreshing. An overhaul of the health system from Halo: Combat Evolved made the gameplay more fast-paced, and Halo 2 saw the inclusion of the most diverse and varied selection of enemies yet, from the Heretics with their Grunt-Needler army, the Sentinels with their massive Enforcers, the Flood with their newfound ability to drive vehicles and the debut of the Brutes who play a vital role in the story. Halo 2 also saw the surprise inclusion of the Arbiter as a playable single-player character, with his own story that runs in tandem to Master Chief’s throughout the game and offers a new insight into the Covenant and their society. Overall, although the game itself has been dwarfed by subsequent releases, the impact of the release of Halo 2 on the gaming market at the time was great, and to this day it remains the greatest Halo game.

Top Ten Sci-Fi Spaceships

The Science-Fiction genre is replete with examples of iconic spaceships, often used as transports and even mobile homes for the characters in science fiction. As such, the ship almost becomes a character in itself, developing its own quirks and technicalities that give it its personality. But the question remains – which ship is the best? For this list we will be judging based on how useful the ship would be, and the extent of its powers. To begin:

10 – Red Dwarf – Red Dwarf

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Despite being a slow, unwieldy, ancient mining ship that is peppered with meteorite impacts, Red Dwarf always pulls though and provides a home for its disparate band of occupants. Also, it comes packaged with Holly, the transgender eighth generation ‘hologrammic’ computer with an IQ that supposedly exceeds 6,000. Depending on the day, Holly might be sane or totally senile, and the ship seems to attract trouble on a near-daily basis. Don’t look forward to speedy travel with the Dwarf, however, since it trundles along at a snail’s pace. You do, however, get Starbug, but its up to you whether or not that’s a good thing.

9 – High Charity – Halo

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The Covenant Holy City-ship of High Charity serves as the cultural, political and military headquarters of the alliance, and mobilises the Covenant assault force against Humanity.  The best thing about High Charity is its environments, which you explore during the Halo 2 levels Gravemind and High Charity. The curved purple interiors and modular architectural design demonstrate the alien nature of the Covenant, and in terms of power it boasts a slipspace drive for instant transportation and a vast array of destructive weapons, with docking structures that can contain and transport hundreds of capital ships. So whether you like strolling through botanical gardens or invading planets with huge fleets of warships, High Charity is for you.

8 – Thunderbird 3 – Thunderbirds

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The ultimate classic rocket design, Thunderbird 3 might not have weapons but it is extraordinarily fast – able to make it halfway around the world in a matter of minutes, in some cases. Overall, the red rocket tops any other rocket-type ship in sci-fi, and the best part about it is that you might even get Tracy Island thrown in, as well as the ability to travel to and dock with Thunderbird 5, an orbital space station. Designed to launch as an SSTO (single-stage-to-orbit) rocket, the ship can be re-used unlike contemporary rockets used by NASA, and it even runs on the same fuel,

7 – Ebon Hawk – Star Wars: Knights of the Old Republic

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The spiritual predecessor to the Millenium Falcon, the Ebon Hawk serves as the home for the traveling circus cast of Star Wars: Knights of the Old Republic. This ship was constructed over 1,000 years before the Falcon, so it isn’t as fast but it does seem to be more heavily armoured. However, featuring dual engines, the Ebon Hawk was certainly fast for its era, and could certainly hold its own against more powerful ships like the Leviathan. After all, this was Darth Revan’s ship for a reason.

6 – Serenity Firefly

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Similar to the Ebon Hawk, Serenity is a freighter primarily, designed to haul cargo from planet to planet. Thanks to heavy modifications, however, she serves as the vessel of Mal Reynolds and his crew, a band of vagrants and smugglers who partake in various illegal activities. The ship was described by Firefly creator Joss Whedon as the ‘tenth character’ of the series, and she has character indeed – fans have likened Serenity to freighters like the Millenium Falcon. The biggest strength of Firefly-class ships is their durability and ease of repair, and Serenity is no exception.

5 – USS Enterprise-D – Star Trek: The Next Generation

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The USS Enterprise is a fantastic ship in its own right, but the USS Enterprise-D surpasses it in almost every conceivable way. For one, it is essentially just a more powerful version of the original Enterprise, and it also has much more advanced technology aboard like the Holodeck and the Saucer Separation. Not only that, but the ship is also more luxurious, with more space and better living conditions – the original Enterprise was built with practicality in mind, with dull grey bulkheads and no inch of space wasted, whereas the Enterprise-D has a warm beige interior design with the occasional appearance of wood paneling. With the addition of the crew, particularly Data, the Enterprise-D is equipped to deal with any obstacle, whilst also providing a comfortable environment.

4 – Millenium Falcon – Star Wars

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Allegedly the fastest piece of junk in the Galaxy, the Millenium Falcon is certainly a go-to starship if speed is a priority. Han Solo boasts in A New Hope that the Falcon ‘made the Kessel run in less than 12 parsecs’, which sounds like he made it up on the spot but will undoubtedly be extrapolated to the Nth degree in the upcoming Solo Movie, but the general jist of what he is saying stands – the Falcon is a fast ship. Able to outrun any Imperial starship, this unassuming-looking freighter has gone on to become one of the most famous ships in the Galaxy, and aided in the destruction of not one but two Death Stars. The only real downside of the Millenium Falcon is its amenities – it is essentially a grotty smuggling vessel, with very few forms of entertainment to pass the time during the long hyperspace jumps (unless you count a dodgy holographic chess set and a flying ball.) The ship would be handy in a pinch, but for long-distance travel the Falcon falls short of the best ‘conventional’ starship in Sci-Fi, which is:

3 – USS Voyager – Star Trek: Voyager

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The Intrepid-class starship won the top spot for Top 10 Federation Starship Classes, and the most famous ship of its class is at least half of the reason why. The exploits of the USS Voyager top any starship of this dimensional plane, and its already advanced and reliable design is augmented by many modifications that the crew picked up during the ship’s time in the Delta Quadrant, including some Borg technology and a massively improved warp drive. With the Voyager also comes the Delta Flyer, a greatly upgraded and improved redesign of the standard Federation Shuttlecraft for ship-to-surface transport or even ship-to-ship dogfights, an innovation that other Federation starships lack. Despite the greater focus on tactical systems and speed, the Voyager still features the entertainment systems available on the Enterprise like the Holodeck, and is sleeker, faster and comes with a holographic medic.

2 – Heart of Gold – Hitchhiker’s Guide to the Galaxy

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The Heart of Gold is powered by the Infinite Improbability Drive, a wonderful new method of crossing interstellar distances in a mere nothingth of a second, without all that tedious mucking about in hyperspace. This incredible propulsion system temporarily launches the ship through every part of conceivable space simultaneously, and the only payoff is a temporary bout of extremely high improbability, which can cause hallucinations, out-of-body experiences, or a complete rewrite of the ships entire internal environment at a molecular level. Known effects have included the creation, and spontaneous upending, of a million-gallon vat of custard, marrying Michael Saunders, the transformation of a pair of guided nuclear missiles into a whale and a bowl of petunias, and transforming one of its crew into a penguin.

1 – The TARDIS – Doctor Who

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The TARDIS may not look like much of a spaceship, but its abilities exceed all of the other ships on this list combined. Capable of traveling anywhere in time and space, the TARDIS can quite literally take its crew anywhere in any time period, and even other dimensions under the right conditions. If that were not enough, the ship is dimensionally transcendental, meaning the interior exists in a separate dimension to the exterior, creating the illusion that it is bigger on the inside, and the interior of the TARDIS is so vast that after over 2,000 years of owning the ship the Doctor has still not managed to fully map the floor plan. The TARDIS is alive, in a sense, and can alter and reshape its interior to suit the needs of its occupants, as well as allowing for a huge amount of internal systems such as a karaoke bar, a cinema, a library and a swimming pool, all of which occasionally move, change, or in rare cases fuse (causing the swimming pool to sometimes appear in the library). The ship is shielded to the extent that Dalek missiles – of which less than 10 are needed to eradicate a planet – don’t even scratch the blue box. Undoubtedly, no other spaceship in Sci-Fi even comes close to beating the TARDIS.

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And that’s our list of the Top 10 Sci-Fi spaceships. If you enjoyed, be sure to leave a like, and you can follow us and like us on Facebook for more content like this. If you have your own list of Top 10 Sci-Fi spaceships, be sure to leave it down in the comments below!

 

Top 10 Best Halo Easter Eggs

So I’ve already covered the topic of Creepiest Halo Easter Eggs, Funny Halo Skulls and Hardest Halo Skulls, so it seems only fair that I also rank the funniest and/or coolest Easter Eggs in the Halo Series to round this theme to a close. For this list I will not be including Skulls, since I have covered those already, and none of the Easter Eggs that appeared in my Top 10 Creepiest Easter Eggs list will be appearing here either. So, coming in at number 10:

10 – Windows Phone – Halo 3

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The wall-mounted phones in Halo 3 have tiny Windows logos on them, a nostalgic callback to the era in which this game was released. This is one of several computing-related references in Halo 3, another being the fact that the UNSC computers offline with a modern-day blue screen of death. Just a small but relatively interesting detail that shows the dedication to making the world seem real.

9 – Excalibur – Halo 2

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This Easter Egg is tucked away in the top floor of a destroyed building in the Halo 2 level Outskirts. What makes this interesting is that it is located outside of the level boundaries, meaning that the developers must have known that players would manipulate the game mechanics in ways that would allow them to leave the level boundaries, and yet rather than filling every corner of every level with invisible walls or death timers, Bungie instead filled the outside areas of their levels with secrets to find. This Energy Sword serves as a reward for players who manipulate the game mechanics, as well as seeing one of the infamous ‘Rex’ symbols written in rocks and blood (shotgun shells in the anniversary version). This sword can also be used to implement a glitch that gives you an invisible Energy Sword with infinite ammo in the next level, so it is a useful Egg to find.

8 – Notice Board – Halo: Combat Evolved Anniversary

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The Pillar of Autumn’s notice board in the original version of Halo: Combat Evolved was already full of in-jokes, references or gags such as a note claiming to have lost Alien‘s cat ‘Jonesey’, but the Anniversary version steps this up a notch. The ‘Cat Found!!!’ notice is clearly a reference to the Jonesey post on the original notice board, and the Spartans on the ‘Defy the Covenant’ poster are wearing Halo: Reach-era armour, further solidifying the link between Reach and Halo: Combat Evolved. There is even a trollface next to a blatant advert for Halo 4 which, at that time, had not been released, so in a way this notice board looks both to the past and to the future.

7 – Red vs Blue Marines – Halo 3

 

 

This one crops up a lot because it doesn’t take much to find – simply go further along to a corner near the start of the Halo 3 level Crow’s Nest when the game prompts you to turn left, and you will encounter a door with a Marine standing outside. What proceeds is a humourous argument between the Marine outside and another Marine, presumably just inside the door, over the password needed to get in. What makes this even better is the fact that the voices are done by various members of the Red vs Blue cast, and the conversation changes depending on the difficulty.

6 – Football – Halo 2

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This one takes some effort but is really fun if you can pull it off with two people. The football itself can be located at the very top of a damaged skyscraper in the Halo 2 level Metropolis, which continues Halo 2’s theme of placing fun and interesting secrets and hard-to-reach areas. Using various Skull combinations, the players can then push the ball with explosives out of its corner and down into the play-space of the road itself, and with two Ghosts this can make a game of giant football in the streets, if you can overcome the strange physics of the ball.

5 -Siege of Madrigal – Bungie Games

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This Easter Egg is brilliant because it recurs throughout the franchise, and when activated it plays a piece of music called Siege of Madrigal from one of Bungie’s older games, Marathon. To activate it in Halo: Combat Evolved, one must fly a Banshee up to the peak of the control room tower in the level Assault on the Control Room and park in a very specific spot (to the right of the second-highest rung, to be precise.) The tune can be found in almost every Halo game, usually located in a very specific but hard-to-reach location, and can be heard here.

4 – Flyable Pelican/Phantom – Halo: Reach

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It had long been a dream of Halo fans to actually get a chance to fly the iconic dropships of either the UNSC or the Covenant, but Halo: Reach finally made it possible, albeit in the form of a very glitchy Easter Egg. Bungie knew that fans had always wanted to fly a Pelican because the vast majority of the few mods that exist for Halo generally are mods that allow the player to fly the Pelican, and although they implemented a form of air-vehicle in Halo 3 with the Hornet and again with Halo: Reach’s Falcon, they knew that before they left the franchise for good they would have to provide some form of closure to fans, and so enters New Alexandria, an air level in Halo: Reach that primarily uses the Falcon, but with the flip of a secret switch and a quick flight through a giant ring-shaped building and your Falcon is magically transformed into a very unstable Pelican. Phantoms can also be driven if you manage to complete the same method with a Banshee, although that is even more unstable with no collision detection at all.

3 – Club Errera – Halo: Reach

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Oddly enough, this next Easter Egg is actually from the same level as the previous one, but that is no real surprise since Halo: Reach’s New Alexandria is jam-packed with fan-service Easter Eggs, since it was Bungie’s last massive open level in the series. The basic story behind Club Errera is simple – in the game as normal, you pass through a nightclub during your mission to destroy Covenant Radar Jammers, but if you manage to find and activate a secret switch before coming into the Club, all of the Covenant will be either dancing, Dj-ing or waiting at the bar, and the Hunters act as bouncers guarding the door. Overall, it is a surreal experience, and you can even change the music with different switches, one of which is a remix of a track from the Halo 2 Soundtrack.

2 – Scarab Gun – Halo 2

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This unassuming-looking Plasma Rifle floating above a conveniently placed danger sign atop a skyscraper (that requires sacrificing an arm and a leg to get to) is actually the key to ultimate power. There are few examples of Easter Eggs as sandbox-altering as secret weapons, but this is the obvious exception. This weapon, although looking visually identical to a Plasma Rifle, is actually a placeholder for the Scarab’s main weapon used semi-regularly throughout the level Metropolis in Halo 2. Using a Banshee, (which requires a tedious and complicated method to even obtain in the first place) the player must fly up to the very top of a specific building in New Mombasa, the player can find and acquire this weapon, which allows them to shoot Scarab beams to their heart’s content. Unfortunately, this weapon is extremely hard to use since it can often kill the player due to the insanely high splash damage, and a single tap of the trigger can instantly kill the player. In the Anniversary version of Halo 2, a whole Skull was created to turn every weapon in the game into a Scarab weapon, (that thankfully turns off scoring) so now even casual players can experience the power.

Honorable Mention – Secret Talking Grunts, Halo: CE, Halo 2 and Halo 3

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This single Honorable Mention is in fact three separate Easter Eggs, all involving secret Grunts with specific lines of funny dialogue. The first is the ‘Thirsty Grunt’, who can be found during the final run of the last level of Halo: Combat Evolved. When approached, he expresses his hope that the ‘food nipple’ is waiting for him at the starship, clearly ignorant of his impending doom. The next, ‘Cowardly Grunt’, can be found in the Halo 2 mission Uprising, during which the player is actually allied with this Grunt since you play as the Arbiter. However, this Grunt will refuse to fight, and instead pitifully cowers in the corner whilst assuring the Arbiter that he will stay behind to make sure nobody sneaks up on him. The final Grunt is aptly named the ‘Final Grunt’, since he is the final grunt you encounter in Halo 3, although he is occasionally called the ‘Jerk-Store Grunt’ since he rants and raves to the Chief, claiming that ‘the Jerk Store called, and they’re all out of you’ as well as berating the Chief for having a troubled past and claiming that he is high on gas. Wow.

1 – Terminals, Data Files and Audio Logs – All Halo Games

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This could be considered cheating since I’m incorporating a vast array of separate Easter Eggs into this one entry, but they are essentially the same thing – hidden lore elements that are buried in the game and left for the player to find. This process began in Halo 3 with the ‘Terminals’, Forerunner (or sometimes Covenant) devices that could be accessed to read/hear small snippets of information about the wider story of the game and its context. This continued with Halo 3 ODST’s atmospheric audio logs, Halo: Reach’s data files and continued well into the 343 era with fully rendered mini-movies being hidden throughout Halo 4, Halo: Combat Evolved Anniversary and Halo 2 Anniversary, and a huge swath of fully voiced audio logs for Halo 5: Guardians, which is one of the few things worth praising about the game. What makes this such a great Easter Egg is that it is the perfect way of making players want to learn more about the wider lore of the games, as by hiding it away and including an element of challenge to find them with achievements encourages players with a sense of accomplishment or desire for 100% completion to scour the levels searching for clues and piecing together the wider lore that explains the origin of the Forerunners, the Halos, the Covenant, the Flood and countless other aspects of Halo lore.

So that’s my list of Top 10 Best Halo Easter Eggs, I hope you enjoyed and if you did then please be sure to leave a like, and remember to like us on Facebook or follow us on WordPress for more content like this, and look down below for more Halo related content!