After 12 Years, Halo is Adding the Flood into Firefight

Flood Firefight is being added in Halo 3: ODST for the first time in 12 years, with a new update to Halo: The Master Chief Collection for the launch of Season 8.

After twelve years, Halo has finally added the Flood into Firefight. In the patch notes for Season 8 of Halo MCC, 343 industries announced a few new additions to the game that would be coming in this round of new content. This includes a new map for Halo 3 ported directly from Halo Online that is inspired by the classic Halo 2 map Turf, some new armour sets for Halo 3 and helmets for Halo: Reach inspired by ancient history and mythological figures, and some new weapon and vehicle skins.

Among these announcements, however, was the detail that Halo 3: ODST’s Firefight mode will be getting an update to its customisation options, allowing for wave-by-wave editing of the Firefight experience in much the same way as Halo: Reach’s Firefight functions. This is great news for players, because it offers more customisability, but it also opens the door for some very interesting possibilities that, thankfully, MCC’s developers seem to have explored to their fullest extent.

Included with these patch notes were two pictures, one of which showed the loading screen for the Turf remake, called Icebox, and the other showed an example of a custom Halo 3: ODST Firefight game in which the player is fighting against two Flood Combat Forms. This is big news, because up until now only Covenant enemies have featured in Halo’s Firefight mode, and although fans have been asking for the Flood to be included in the mode for many years, fighting against the Flood in Firefight has never been possible without mods. Until the release of MCC Season 8, that is.

Another interesting idea that was alluded to, but not directly stated, by a 343 industries employee replying to fan messages is that Elites will also be added to the customisation options of Halo 3: ODST’s Firefight. This is also very interesting, because if this is true, it will be the first time that the Elites will be included as an enemy in Halo 3’s engine. In the original Halo 3, Elites are allied to the player, and in Halo 3: ODST, no living Elites appear in the Campaign or Firefight. This will open the door for completely new encounters in Firefight, and some have even suggested the idea of the Flood and the Covenant fighting each other during a Firefight game, which would add a completely new twist to this game mode.

With these new additions to Halo MCC, fans continually look to the future and speculate as to what new things could be added to MCC in the future. The implementation of Flood into Halo 3: ODST’s Firefight have had many fans hoping that the Flood will soon come to Halo: Reach’s Firefight, but unfortunately that is unlikely due to the fact that the Flood never appeared in Reach – Halo 3: ODST can have the Flood ported into it’s modes because it uses the same engine as Halo 3, which features the Flood. The fact that Halo: Reach never featured the Flood makes it unlikely that they will ever appear in the game, outside of mods of course.

However, there are a lot of things that are more realistic that have been suggested as potential future additions to MCC, both by fans and by the developers themselves, albeit in informal tweets or interviews. One idea that has been circulated is the possibility of adding more armour customisation to classic Halo 2’s Elites using assets from the campaign, for example allowing players to use the Ranger, Honour Guard, Arbiter, Councillor, Spec Ops Commander and Heretic Elite armours in multiplayer.

There are other possibilities that have been theorised by fans as potential additions that could be made to the games, for example adding armour from Halo 3 into Halo: Reach and Halo 4, adding new skulls into the campaigns, adding new armour and skins to Halo 2: Anniversary’s multiplayer mode, and adding more usable content into the classic Halo 2 multiplayer that makes use of assets that are featured in the code but not currently used, such as the Shadow or Prophet Throne.

Although it is inevitable that support for Halo: The Master Chief Collection will eventually end, the future for the collection seems bright as there is still a wealth of possibilities for new content to be added in the coming months, and the release of official modding tools for each Halo game by 343 industries further increases the possibility for modding and community-created content that we could see for MCC soon. We have already seen some fantastic community-created content, such as complete campaign mods for Halo 2. Despite the recent controversies surrounding Halo: Infinite, the future for Halo still seems positive.

Halo 2 Anniversary Mods – Custom Campaign Missions!

It isn’t just painting Daleks that has kept me occupied during lockdown – I have also been working on a huge range of campaign mods for the PC version of Halo 2 Anniversary, available on Steam. Since the start of June I have been regularly uploading these mods to the Halo: The Master Chief Collection Mod Nexus, and between then and the time of writing this post the mods have had over 4,800 combined downloads.

But what do these mods actually do? The answer varies from mission to mission. Initially the project began as a simple idea to implement one tiny change to Halo 2: I wanted more allied Grunts on Uprising. After downloading Assembly and fiddling around with several failed attempts, I finally figured out how to ensure that the 2 hapless Grunts that spawn to help the player at the start of the mission are now 4 hapless Grunts. Or 6 hapless Grunts. Or 8 hapless Grunts. Or 20 combat-ready Elite Majors dual-wielding Brute Plasma Rifles.

Since childhood I have been playing the same campaign missions over and over again – whether that is a testament to the game’s enduring replayability or my zealous obsession is up to you, but either way over time I have come to know the Halo 2 campaign missions very well, and this knowledge came in very handy when creating modded versions of each mission. Because the program breaks down the entities in the game into lists and assigns each entry on the list a number, all that is required is to figure out which number correlates to each entity from there the rest falls into place after 100 or so botched experiments.

I eventually had a stable build, which I dubbed ‘Uprising Evolved’ – simply because ‘Evolved’ was the first Halo-sounding word that popped into my head as I was naming the file. I have since realised that this is somewhat ironic, as the inclusion of the tagline ‘Combat Evolved’ on the original Halo was a decision made entirely due to marketing purposes. Nonetheless, this began a naming convention for my mods of the Arbiter missions in Halo 2.

The mission ‘Sacred Icon’, modded to include Brute allies and more Grunts and Jackals

Over the month of June I created mods for every campaign mission in Halo 2, and I created a mod page for each campaign mission on the Nexus so I could upload several versions of each level. The regular versions of the mods added more allies to the mission and expanded the range of weapons and ranks that pre-existing allies have. Another feature of the mods was that each one had several variations – for example, The Arbiter included a Heretic Edition which allowed the player to play through the level as Heretic forces fighting the Covenant, and the modded Chief missions had variants that added Elite allies.

However, when Halo 3 was released on PC, disaster struck. 343 industries made changes to the Halo 2 level files, correcting bugs with the port that had existed since the first release of MCC on Xbox, including the infamous disappearance of dual-wielding in Halo 2 Anniversary. This update, whilst absolutely necessary for the long-term health of the MCC, also had the unfortunate side effect of breaking all the mods I had created up until that point, which included all of Halo 2’s campaign and the various sub-mods.

The mission ‘Regret’, modded to include ODSTs and more allied Marines

Since then, I have been rebuilding my mod portfolio from scratch, and although the current mods do not have as many variations as the original range, they are arguably more polished as I was able to learn from the mistakes that I had made when creating my first set of Halo 2 mods to ensure that the second wave are more stable. Although a future MCC update might render them all unusable, for now these Halo 2 mods are fully-functional and they can be found here. If you want to play through Halo 2’s campaign in a whole new way, all you have to do is download the file, make a backup of your Halo 2 mission files and copy the new ones over. All the instructions are included on the mod page, the installation process is quick and simple.

Since the release of Halo 3, I have also released modded versions of Sierra 117, The Storm and The Covenant, with more on the way. These mods add more allied Elites, who were tragically overlooked in the vanilla game, to make combat encounters more exciting. Across all of the mods currently released so far it is possible to play through Halo 2 with allied Elites on almost every mission, so for those who love to fight alongside the greatest warriors of the Covenant, these mods are for you.

Halo – How Many Species are in The Covenant?

Throughout the Halo games we, the players, gain a complex and deep insight into the Covenant military in all its forms, since they comprise the main bulk of the enemies fought in the Halo games, particularly the original trilogy. From the diminutive, cowardly Grunts to the easily angered Elites and every Jackal, Hunter and Drone in between, Halo fans basically know the Covenant warrior castes inside out.

However, despite interacting on the front lines with various Covenant troops, we are never shown or told in-game exactly how many species make up the Covenant. So today, we will be taking a look at all of the species that we know to be in the Covenant, be it military, leader or civilian.

Covenant Military

The primary races of the Covenant, as previously mentioned, are the military. Led by the Elites, the armed forces of the Covenant represent one of the most effective fighting forces in the Galaxy, not least due to its impeccable methods of species-based specialisation. In other words, every race of the Covenant that has a potential combat role to play is put to work in the military.

Elites

The classic Sangheili that we all know and love, the Elites form the backbone of the Covenant military hierarchy in the majority of Halo games. Not only do they use their influence to keep frightened Grunts or mischievous Jackals in line, but they also represent one of the most powerful soldiers on the field with powerful energy shield and the best Covenant weaponry.

Grunts

Like the Elites, the Grunts are probably the first thing that pops into your head when you think of ‘Covenant’. Known to the Elites as ‘Unggoy’, these diminutive, goblin-like creatures make up the vast majority of the Covenant military.
Despite their large numbers, Grunts are individually weak and cowardly, although they will stand and fight if being led by an Elite or other powerful commander.

Jackals

These avian aliens are somewhat unusual among the Covenant military in that they are not devout believers in the Covenant religion like the Elites, Brutes or Grunts. Instead, Jackals (or ‘Kig-Yar’) work solely for profit.
Protected by personal energy gauntlets, the standard Jackal infantry can present a challenge, particularly in groups, but by far the most lethal is the infamous Jackal Sniper.

Hunters

These gigantic titans always work in pairs, and each one is actually a hive-creature composed of hundreds of Lekgolo worms. When a Lekgolo colony reaches a certain size, it will split into two and form the bond-brothered Hunter pairs, known as the Mgalekgolo.
Since joining the Covenant, these behemoths have been outfitted with heavy armour, huge shields and a distinctive fuel rod cannon.

Brutes

Having only joined the Covenant relatively recently after almost wiping themselves out in constant civil war, the Brutes (or ‘Jiralhanae’) have a newfound fervor for the Covenant faith, although their hulking forms and obtuse personalities make them difficult to get on with.
The Brutes have a longstanding rivalry with the Elites, and this would erupt into a full-blown conflict during the Great Schism that ultimately shattered the Covenant Empire.

Drones

Flying insectoid creatures that live in hives and thrive on carrying out mechanical repairs, the Drones (known to the Elites as Yanme’e) are not particularly enamoured by the Covenant religion but have used the Covenant’s technological superiority to their advantage.
Having enhanced their flight capability and armed themselves with Covenant weapons, the s are one of the most dangerous races in the Covenant military.

Covenant Civilians

These races are key members of the Covenant Empire but, for one reason or another, they were deemed unworthy of combat duty and serve purely logistic or technical support roles. As such, they are rarely seen by humans, with some having gone the entire length of the 25 year Human-Covenant War without being seen by a single human.

Engineers

The first species on this list that occupy a purely non-combat role, the Engineers are life forms that were artificially created by the Forerunners during the waning days of their conflict with the Flood.
Known to the Covenant as Huragok, these createures care only for carrying out repairs and building new things. Engineers are docile and could even be considered cute, and many joined the UNSC after the downfall of the Covenant.

Prophets

The figureheads of the Covenant religion as well as the political leaders of the Covenant Empire, the Prophets (or San’Shyuum) were once tall, athletic creatures capable of extraordinary feats of physical combat.
However, due to the loss of their homeworld before the Covenant was even formed, the Prophets today are feeble and rely on gravity belts or thrones in order to move around.
Following the destruction of High Charity and the downfall of the Covenant, very few of these enigmatic creatures remain.

Covenant Fringe

These races, although still Covenant Civilians, have their own sub-faction within the Covenant, in that they are races that have an alliance with or have tentatively joined the Covenant, but have no active role in either the military or the main logistic hubs of the Empire.

For example, many races of the Covenant Fringe live on the outskirts of Covenant space, light-years from even the most remote human settlement. As such, these species are even rarer than regular Covenant civilians, and because the Fringe has not been fully explored in any form of Halo media, even 343 industries aren’t certain exactly how many races the Fringe consists of. We do know of a few, however.

Yonhet

Yonhet are diminutive, humanoid creatures that have a particular knack for hunting down Forerunner relics. For this reason some were inducted into the Covenant to use as artifact retrieval specialists or scouts, but none were ever involved in combat. It wasn’t until after the war, when the Covenant was splintered, that the Yonhet emerged to find a role in the post-Covenant galaxy.

Sharquoi

Although their canon status was in limbo for over a decade, the elusive ‘Drinol’ – a cut race from Halo: CE and Halo 2 – has finally been confirmed to exist within the Halo universe, and they are assumed to be one of the members of the Fringe.
These giant creatures are used for their brute strength and are known to cause massive collateral damage, so were rarely seen even on the front line of the Covenant war.

Conclusion

So, with all the known Covenant races listed here, we can conclude that there are at least ten races in the Covenant at the height of its power. However, as previous stated, neither we as players nor the development team of Halo are sure exactly how many species the Covenant consists of.

The previously unknown Covenant Fringe are a relatively new concept that has not been explored properly in Halo games, books, TV shows or comics, so until we get a full outline of what species are in the Fringe, we will never know exactly how big the Covenant really was.

Still, even without the Fringe, the Covenant is still a large and diverse alliance of alien species, and although it inevitably ended in disaster, one cannot help but admire the fact that the Empire stood for so long despite being made up of so many opposing races. What the Covenant lacks in transparency, it makes up for in diversity.

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Halo – Top 10 Covenant Vehicles

From the iconic Ghost to the elusive Shadow, we rank the Top 10 Covenant Vehicles in Halo here at Sacred Icon

The Covenant have a lot of vehicles, and each and every one is unique in its own way, which is one of the things that makes Halo so fun to play. Since Halo: Combat Evolved players have been thrilled at the prospect of stealing an alien hovercraft, and inevitably driving it off a cliff. After all, driving a tank is all well and good, but driving an alien tank is better. As such, welcome to the Top 10 Covenant Vehicles in Halo, starting with:

#10 – Shadow

A Covenant transport vehicle that only features in one level of Halo 2, the Shadow is the ‘Bus’ of the Covenant, used to transport squads of soldiers around. The Shadows that players face in the Halo 2 level Metropolis are adapted for transporting Ghosts, and opportunistic players will destroy the Shadow’s cargo before it can be used. However, Shadows do feature a massive heavy plasma cannon for defence, so the task is not easy. The Shadow very nearly didn’t appear on this list, primarily due to the fact that it isn’t actually driveable by players, however the plasma cannon can be manned if the vehicle’s crew is killed, and those who do so will find that it can fire at a comically fast rate when operated by a human, making it quite a destructive tool if the chance to use it ever arises.

#9 – Chopper

A Brute scout and rapid attack vehicle that is as menacing as it is unsafe, the Chopper was born from a desire of the developers to give the Brutes more of an identity as a race, and as this is their primary vehicle, it embodies everything that the Brutes are known for. The massive front wheel that doubles as a ram is unwieldy and offers no protection to the driver but is a devastating weapon, capable of destroying a Warthog. The Chopper is a fun vehicle to drive, but it is monstrous in its appearance and would probably be the most uncomfortable vehicle to use for transport on this entire list.

#8 – Spirit

The original Covenant dropship featured in Halo: Combat Evolved, the Spirit is immediately recognisable for its tuning-fork shaped design, and was the Covenant’s mainline dropship before the Phantom became prominent. It is undoubtedly fast, able to clear entire valleys in seconds, but its unwieldy design makes it a less than ideal form of transport. Since the player cannot drive this vehicle, we never get the chance to see how this ship performs, but Captain Keyes is able to use deftly fly this ship and even use the prongs as battering rams to squash a pair of Hunters, which gives us enough of an idea of the capabilities of this vessel. However, with with only one plasma turret for defence, the Spirit doesn’t stand a chance of beating the Phantom.

#7 – Wraith

The Covenant’s main tank, the Wraith comes in several variants, the most common being the standard plasma mortar version. This weapon might seem an odd choice for a main battle tank, as the Human equivalent, the Scorpion, is arguably more effective with its direct and to-the-point 90mm cannon. But the Wraith’s weapon is not to be underestimated, as many inattentive players who fail to heed its characteristic hollow wail will be taken by surprise as fiery blue death rains down from the sky. Driving this vehicle is fun too, although the tank is very slow. Some variants come with a secondary gunner position to fend off boarders, and the infamous Anti-Air Wraith is a completely different variety altogether, featuring double Fuel Rod Cannons. Through a glitch players can drive this Wraith in the campaign of Halo 3 several times, and it proves incredibly effective.

#6 – Spectre

The Covenant’s answer to the Warthog, the Spectre is a fast and nimble vehicle designed for rapid attack and scouting. Its design means that it can hold a driver, a main gunner and two passengers, one more than the Warthog can, meaning that if both riders are equipped with heavy weapons, the Spectre can pack quite a punch. Its E-brake and excellent hover systems mean that it is even capable of driving up walls, provided the angle isn’t too steep, which is a fun and unique feature. The only thing that really lets the Spectre down is its light armour, and the fact that it only ever appeared in one game.

Honourable Mention – Prowler

It is also worth mentioning the Prowler, the Brute answer to the Spectre that appears in Halo 3. This vehicle, like the Chopper, is designed to embody Brute design philosophy, so all the emphasis is on the front ram for maximum damage. Unlike the Spectre, the Prowler’s turret is at the front, meaning it does offer some protection for the driver from forward-facing attacks. However, the Prowler’s driver is dangerously exposed from all other angles, meaning the vehicle can be stranded with a well-placed sniper shot, leaving the exposed gunner as the next logical target.

#5 – Ghost

One of the Covenant’s most iconic vehicles, the Ghost is a common sight in Halo games, usually driven by an Elite but occasionally by Brutes, Grunts and the occasional opportunistic Marine. Fast and highly manoeuvrable, the Ghost is the perfect one-man scouting vehicle, and its broad front armour shields the driver from forward facing attacks. However, it is vulnerable to attacks from the side, and some models can be critically damaged by a single shot to the exposed turbine on the side. Regardless, the Ghost is a fun vehicle to drive that handles very well and features powerful armaments in its two front plasma cannons.

#4 – Banshee

Any veteran Halo player would recognise the tell-tale wail of the Banshee as it arcs down for an attack run, as this light air vehicle is the Covenant’s primary airborne attack craft and often escorts dropships or guards large Covenant targets from the air. Later Halo games feature vast aerial dogfights against Banshees, and Halo: Reach even introduced a space variant, meaning that wherever the Covenant is airborne, Banshees are likely involved. There have been many variants of the Banshee over the years, with some focusing on speed and manoeuvrability and some featuring heavy fuel rod bombs.

#3 – Revenant

This fast attack vehicle is the ultimate Covenant cruising machine. Essentially a Covenant sports car, the Revenant combines the speed and agility of the Ghost with the punch of a tank, featuring a ‘mini-Wraith’ medium plasma mortar that lacks the raw power of the Wraith’s heavier version but is more than capable of mopping up other light vehicles. The Revenant features room for a single passenger, half that of the Spectre, but the Revenant is arguably better armoured and gives the driver control of the main weapon.

#2 – Phantom

The Covenant’s primary dropship, the Phantom is an ideal flight machine that features multiple armaments of either plasma turrets or plasma cannons, is capable of flying in space, transports entire squads of soldiers into battle, and can either deploy its troops via gravity lift or, to save time, open the passenger compartment up and drop the troops directly onto the battlefield. The Phantom’s only weakness is the engine turbines, which can buckle under concentrated heavy weapons fire and in some games the dropships can be destroyed due to a chain reaction if enough damage is done to the propulsion systems. Sangheili Phantoms are even fitted with active camouflage, meaning they can go completely invisible at a moment’s notice.

#1 – Scarab

The ultimate ground assault vehicle, the Scarab is a behemoth four-legged walker that comes in several varieties, each more deadly than the last. The most common design is the one seen in Halo 3, Halo 3: ODST and Halo: Reach, which sports a huge rear-mounted anti-air gun and a main beam cannon capable of ripping through vehicles. This model can be destroyed, however, if enough damage is done to the leg joints and the vehicle is boarded, as enough firepower directed at the power core will cause an overload. However, the version seen in Halo 2 towers above its weaker counterpart, is completely indestructible and sports two heavy plasma cannons and a main beam emitter capable of tearing through buildings. Not only that, but it features a more enclosed main control room and space for transporting dozens of soldiers, making it the perfect vehicle for almost any terrain.

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Halo – Who Are Jul ‘Mdama’s Covenant?

The end of Halo 3 saw the death of the Prophet of Truth, the final destruction of the now Flood-infested capital city of High Charity and the apparent destruction of the Covenant as we knew it, with the remaining Elites making peace with humanity and the Human-Covenant war officially coming to a close. So why is it then that in Halo 4, Master Chief goes back to fighting Elites again? Didn’t the Elites leave the Covenant in Halo 2? How can the Covenant be back when it was destroyed in Halo 3? If you have ever found yourself asking these questions when playing 343 industries’ Halo games, then this crash course in post-war Covenant history will help fill answer these questions.

The Great Schism

Years of internal conflict followed the fracturing of the Covenant as the Brutes and Elites fought

The origins of Jul ‘Mdama’s Covenant lie in the Great Schism, an event triggered during the events of Halo 2 that fractured the Covenant Empire. In the chaos surrounding the discovery of Installation 05, the death of the Prophet of Regret and the release of the Flood, the Prophet of Truth enacted the first stage of his plan and replaced all the Sangheili (Elite) guards with Jiralhanae (Brutes). This angered the Elites to the extent that many left the Covenant, and the Arbiter assumed leadership over most of the Elite forces in the immediate area around Installation 05, as High Charity descended into civil war. The holy city’s defence fleet practically destroyed itself in open combat as the Elites and Brutes battled for dominance, and to make matters worse High Charity itself was infiltrated by the Flood and transformed into a dreaded hive.

So by the time of Halo 3, the surviving Elites from High Charity and Installation 05 came to Earth in what few ships had survived, and this new fleet, dubbed the Fleet of Retribution, aided UNSC forces and would later form the backbone of the Swords of Sanghelios, the Arbiter’s new faction that opposed the Covenant. Following Halo 3, the Arbiter’s forces returned to Sanghelios and would establish themselves as a proper faction, amassing fleets and thousands of followers, mostly Sangheili who saw through the Prophet’s lies about the Great Journey. However, not all Elites saw it that way, and from as early as the first days of the Great Schism in Halo 2, Elite warlords in Covenant space took advantage of the fracturing of the Covenant and established their own tiny empires, often on colony worlds and former outposts. Considering the sheer size of the Covenant, this meant that there were now dozens of these factions, each sporting significant military assets usually comprised of the older and out-of-date domestic patrol fleets of the old regime.

The Rise of Jul ‘Mdama

The opportunistic ‘Didact’s Hand’, Jul ‘Mdama

So before Truth had even met his end, the Covenant itself had already fractured beyond repair as a result of his actions. The fragile relationship between many of the races of the once mighty empire dissolved, with Covenant space rapidly descending into a disorganised mess. With the fall of High Charity, the Covenant’s centralised capital city and primary control centre, coupled with the deaths of all three Hierarchs, communications between Covenant worlds began to break down. Some, like the Sangheili colony of Hesduros, were aware that the Covenant had fallen but were unaware as to the circumstances, whereas some colony worlds refused to believe that the Covenant had even fallen at all. Although these worlds were hardly equipped with state-of-the-art Covenant technology, they all each possessed a defence fleet, ground troops and other military assets. In theory, an opportunistic figurehead who was aware of everything going on behind the scenes could have easily taken control of the Covenant and there would have been little issues, minus the loss of High Charity.

A Hesduros-produced Elite Combat Harness was radically different to its Covenant counterpart

Unfortunately for the Covenant, however, this didn’t happen in time. Although, a leader would eventually emerge to reignite the flame of the original Covenant, albeit without the former empire’s unity and co-ordination. Jul ‘Mdama, a pragmatic Sangheili who disavowed the Covenant religion but still revered the Forerunner’s technological prowess, recognised humanity as the greatest potential threat to the Sangheili, as their rapid expansion would stunt Sangheili development. As such, he worked his way into extremist Covenant factions and began to advertise himself as the new Prophet, amassing followers with the promise of taking them to Forerunner technology. By swaying several colony worlds to his cause, including Hesduros, Jul ‘Mdama’s military assets rapidly expanded, to the extent that his followers and even some in the UNSC began to refer to his faction as simply ‘The Covenant’. Although they were using outdated or improvised equipment, armour and ships, the new Covenant was just as fanatical and driven as the original regime had been. This would only intensify when Jul’s forces found and finally gained access to the Forerunner Shield World of Requiem, as not only did they gain allies in the Prometheans, but they also increased their claim to the former Covenant faith when they allied themselves with the Didact.

Awakening

A CRS-class light cruiser from Halo 4

So, by the time of Halo 4, Jul ‘Mdama’s Covenant were not only a fairly large military force, but also a significant threat to humanity, despite their status as a ragtag Covenant splinter faction. as previously mentioned, the ships and technology used by Jul ‘Mdama’s Covenant were hardly up to the usual Covenant standard, but they were still capable. The bulk of their fleet was initially made up of CRS-class light cruisers, a diminutive ship formerly used for patrol duties that was a tiny cousin of the Covenant’s much larger mainline battleship, the CCS-class battlecruiser. As the supply of these ships began to dwindle, however, colony-based shipwrights began to manufacture new Sangheili warships based off old designs, such as the Sangheili Man O’ War and the gigantic Brigantine carrier. These ancient designs, upgraded with modern Covenant tech, began to slowly replace the old Covenant warships in the fleets of both Jul ‘Mdama’s Covenant and the Arbiter’s Swords of Sanghelios. Likewise, newer models of Ghost, Wraith, Phantom and Banshee began to replace the aged and rapidly dwindling Covenant vehicles. Many of Jul’s old Covenant ships amassed around Requiem for three years, attempting to gain access to the planet, when the UNSC Forward Unto Dawn, carrying the Master Chief, drifted into orbit.

And this is the start of Halo 4, Master Chief awakens following his four-year cryo-sleep to find he is in orbit around a Forerunner Shield World surrounded by Covenant ships, and immediately sets to work destroying one, demonstrating the weaker status of CRS-class cruisers compared to the CCS-class battlecruiser. It would seem, therefore, that ‘Mdama’s Covenant were significantly weaker then the previous Covenant had been, although that is not necessarily the case. Following the Didact’s attack on Earth at the end of Halo 4, Jul ‘Mdama’s Covenant became a primary target of the UNSC. After Halo 4, during the Spartan Ops missions, the UNSC Infinity returns to Requiem to deal with the considerable number of Covenant forces that remain there, and the following ‘Requiem Campaigns’ would later expand into a massive conflict for control of the Shield World. Unwilling to relinquish Requiem to humanity following the death of the Didact and the defection of Doctor Catherine Halsey to Jul’s cause, the Covenant destroy the Shield World and flee into space. Forming a unified fleet, Jul Mdama’s Covenant would fortify its presence on Sanghelios and other former Covenant worlds. However, a crippling blow would be dealt to Jul ‘Mdama’s faction soon after the destruction of Requiem, and it ties into the rise of Cortana’s faction of rogue AIs, the ‘Created’.

Second Fall

Jul ‘Mdama fight Spartan Locke in his final duel

By the time of Halo 5: Guardians, Cortana had taken over many of the AIs in the Galaxy, including the Prometheans. This sudden turn took Jul ‘Mdama completely by surprise, and his Covenant experienced a mini-Great Schism of its own when their forces were suddenly forced to fight both the UNSC and the Created. Taking advantage of this confusion, Doctor Catherine Halsey managed to contact the UNSC, betraying Jul ‘Mdama to them in exchange for recovery. By this time, Jul was on the planet Kamchatka, attempting to determine the purpose of a Forerunner communication node that activated, causing his Prometheans to turn on him. This led to a massive battle on the planet, during which SPARTAN Fireteam Osiris managed to fight their way to Halsey and assassinate Jul ‘Mdama in the process. And just like that, the head of the New Covenant was severed. By another stroke of extreme bad luck, the retreating Covenant fleet from Kamchatka was then destroyed by Blue Team, leaving a massive power vacuum in the faction formerly known as Jul ‘Mdama’s Covenant.

Following this, the remains of Jul’s Covenant rallied at the city of Sunaion on Sanghelios. Described by the Arbiter as the Covenant’s final stronghold on the planet, Sunaion had served as a bastion for the religion as much of the population of Sanghelios gradually swayed over to the Swords of Sanghelios. By this point, even before the death of Jul ‘Mdama, the Covenant had begun to splinter – one of the factions only CAS-class carriers was stolen by an Elite named Sali ‘Nyon and his forces who formed a whole new splinter faction, and as such the Covenant had truly descended from religious theocracy to deranged fanatical cult. By the time the Arbiter’s forces arrived at Sunaion, the Covenant had resorted to blaring loud transmissions through loudspeakers across the city, insisting on the supremacy of the Covenant faith as their fleet and army crumbled.

Aftermath

And thus ends the tale of Jul ‘Mdama’s Covenant. Whilst it seems fitting that the remains of the Covenant Empire would fight on to the bitter end, it may not be the end for the Covenant, as despite the death of Jul ‘Mdama, many faithful Covenant citizens still remain. Following the rise of Cortana’s Created at the end of Halo 5: Guardians, not much is known about the state of the Halo universe, although it is known that Cortana travelled to Balaho and managed to sway the Unggoy population to her cause, suggesting that she may continue where Jul ‘Mdama left off – as an opportunist who manipulates those who clung to the Covenant religion and fashions them into a military faction for power. Ultimately, Jul ‘Mdama’s Covenant proves the same enduring point that the Fall of the original Covenant did – that religious theocratic oligarchies are bad, especially when the leader happens to be a power-mad callous pragmatist willing to exploit the faith of their followers and achieve their goals regardless of the cost.

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Halo – Top 10 Covenant Ship Classes

One of the most instantly recognisable aspects of Halo besides Master Chief and the Halos themselves is the Covenant. The bright and ornate weapons, the multicoloured armour of the alien soldiers and particularly the sleek curved metallic purple aesthetic of the ships and technology that define the Covenant have become closely tied to Halo’s identity. Covenant ships, in particular, have become iconic staples of the franchise, as both terrifying adversaries and, in recent games, powerful occasional allies. Welcome to the Top Ten Covenant Ship Classes, starting with:

#10 – CRS-class Light Cruiser

A small and compact version of the familiar Covenant cruiser design, the CRS-class light cruiser is a tiny cousin of the CCS-class battlecruiser, the mainline Covenant warship during the war against mankind. Despite this, humans didn’t see much of the CRS-class during the war, as it was primarily used for patrol and support duties within the borders of Covenant space. It was only following the Great Schism and the fall of the Covenant, when opportunistic Sangheili and Jiralhanae warlords began pillaging former Covenant space for assets, that the CRS-class began to see widespread use as a mainline warship. Jul ‘Mdama’s Covenant Remnant faction in particular made use of this kind of ship in its fleet, meaning it was primarily seen during the events of Halo 4.

#9 – Sangheili Man O’ War

This tiny post-Covenant warship was used extensively by Covenant Remnant factions following the fall of the Covenant as the design dates back centuries. Due to a shortage of mainline Covenant ships after years of infighting, various Sangheili factions began to manufacture their own ships from traditional designs updated with modern technology. The result is a compact light warship that makes full use of Sangheili mastery of warship design coupled with the power of the reverse-engineered Forerunner technology of the Covenant, and at present the full capabilities of this warship have not been fully explored. The Arbiter used a fleet of them as escort ships during the Battle of Sunaion on Sanghelios, suggesting that they run rings around traditional Covenant warships due to their nimble mobility.

#8 – SDV-class Heavy Corvette

A small ship used primarily for escort duties, the most famous SDV-class heavy corvette to Halo players is the Ardent Prayer, the ship that Jorge-052 and Noble Six hijack and use to destroy the Supercarrier Long Night of Solace during Halo: Reach. During that mission we get a detailed look at the inside of an SDV-class with key areas like the main hangar, the bridge and the communications room being explored in-depth by Noble Six. The SDV-class also proves that it is more than capable of taking on and destroying a Human Frigate, as the UNSC Savannah meets an unfortunate end during ship-to-ship combat with the Ardent Prayer after a fierce fight. SDV-class Corvettes saw more use as a mainline warship after the war, as Covenant Remnant factions began to grow desperate and push escort craft into a more mainline role following the Great Schism.

#7 – CPV-class Heavy Destroyer

This distinctive Covenant vessel was a medium-sized destroyer used for ship-to-ship combat and the arduous planet-glassing process that often following Covenant military victories. As such, they became a common target for UNSC firepower and thousands of these ships met their end during the war, though their heavy armour and deadly weapons meant that many went down with several kills to their name. Though they are not seen as commonly during the main Halo games, as infantry tended to see more of the carrier class ships like the CAS that were focused on troop deployment, the CPV-class Heavy Destroyer would have been a common sight for UNSC Navy personnel in space battles, and they were almost as feared as the CCS-class battlecruiser.

#6 – Sangheili Brigantine

An ancient, massive class of carrier used by the Sangheili during their early pre-Covenant years, the Brigantine design was re-purposed following the fall of the Covenant to serve as a replacement for the increasingly rare CAS-class Carrier. Ironically, the Bringantine is actually larger and more powerful than its Covenant-era predecessor, and as the Elites have built the new ships to modern specifications, including Covenant technology, the Brigantine is a powerful ship to contend with. Luckily for humanity, it would seem that most of these ships currently belong to the Swords of Sanghelios under the command of the Arbiter, although Cortana’s Created may be manufacturing more of these ships for their new Covenant Remnant allies.

#5 – Sangheili Carrack

This large capital ship was once a mainline of pre-Covenant Sangheili fleets, but fell out of use as a warship following the War of Beginnings and would later serve as merchant ships. In modern times, the Carrack design has been reclaimed by ex-Covenant warlords for their fleets, so it is seeing widespread use for the first time in centuries, albeit a version upgraded with modern technology. Unlike modern Covenant ships, older Sangheili ships tended to be single-purpose, but the Carrack is an example of a multi-purpose ship that serves as both a carrier and a cruiser. This is likely the main design of post-Covenant warship that players will encounter in Halo: Infinite, although depending on how much time has passed since the events of Halo 5, things may have changed.

#4 – Sangheili Blockade Runner

Of all the ancient Sangheili ship design that have been resurrected by post-Covenant Sangheili factions, the Blockade Runner is perhaps the one that most closely resembles the later Covenant-era warships, suggesting that this is the ship that would go on to most heavily inspire the shipwrights of the Covenant. The model of Sangheili Blockade Runner seen in the games is the Hekar Taa-pattern design, a versatile corvette with powerful armaments that is known for its fast and aerodynamic design. The Swords of Sanghelios made extensive use of this design of ship around the time of Halo 5: Guardians.

#3 – CSO-class Supercarrier

A behemoth of a Covenant carrier, the CSO-class is perhaps most famous for its role in the Fall of Reach, as the supercarrier Long Night of Solace was only destroyed at the cost of Jorge, several Sabres and a UNSC Frigate, and dozens more appeared through Slipspace immediately following this, signalling imminent doom for the forces on the planet below. Visually, this class of supercarrier resembles an up-scaled version of the more commonly seen CAS-class carriers, although it dwarfs the vast majority of other Covenant ships as this gigantic capital ship is capable of transporting entire occupation forces single-handed, meaning a fleet of them is more than capable of taking on an entire solar system of enemy defences. The only downside to the CSO-class is, perhaps, its unwieldiness – and the fact that it presents such a massive target means that it is vulnerable to sneak attacks like the one Noble team executed against the Long Night of Solace.

#2 – CAS-class Carrier

The most common type of carrier seen during the Human-Covenant war, the CAS-class carrier struck fear into the hearts of any Human for decades, as the sight of these ships in the sky usually signalled imminent death. The bulk of Covenant infantry were transported via CAS-class carriers, so they often presented a valuable target for the UNSC. Perhaps the most famous ship of this class is the Shadow of Intent, a carrier that was stolen from the Brutes by none other than Shipmaster Rtas ‘Vadum and used as his flagship for the waning days of the Human-Covenant war, transporting Human forces to the Ark and evacuating all Human and Elite forces once the battle was over. After the war, the CAS=class carrier was a sought-after asset, as so many had been destroyed during the Great Schism that they were now exceedingly rare.

#1 – CCS-class Battlecruiser

The mainline Covenant warship for much of its existence, the CCS-class battlecruiser was a formidable warship capable of taking on almost any UNSC ship single-handed and prevailing. These ships were designed to be multipurpose vessels for both space combat and planetary occupation, so they were fast, heavily armed and able to transport hundreds of ground troops. Though many were used during the Human-Covenant war to devastate Human fleets, they were a rare sight after the Covenant’s fall. During the events of Halo: Combat Evolved, two missions are primarily set in the belly of the CCS-class cruiser Truth and Reconciliation, presenting a unique opportunity to explore the interior of this iconic Covenant vessel. Overall, though it may not be as massive as the CSO-class or as sought-after as a CAS-class, the CCS-class battlecruiser is undoubtedly the go-to Covenant warship for its speed, versatility and powerful weapons. Sadly, it is likely that no more of these ships will be seen in future Halo games, as the Great Schism saw many destroyed. However, this ship will always be what fans immediately think of when people think of ‘Covenant Warships’.

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Halo 3 Multiplayer – Top 5 Halo 3 Maps

Halo 3’s multiplayer  is one of the most fondly remembered of all the classic Halo games, and the recently news that it will finally be coming to PC after over 10 years has many fans excited. In light of the recent announcement of Halo: The Master Chief Collection on PC, we’re counting down the Top 5 Maps in Halo 3 Multiplayer – discounting remakes, for now…

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#5 – Narrows

This map usually leads to games that are best described as hilariously frantic. Considering the fact that many players will stick to the upper level of Narrow’s ‘bridge’, the actual play-space of this map is actually quite small. As a result it is best suited for small arena-style games, but usually ends up being used for 4v4 matches. Whether or not this is a good thing depends on your point of view – on the one hand, Narrow’s multiple paths can lead to some interesting strategies with 4 players on a team, including a two-pronged assault on the opposite side using the gravity cannons and the lower bridge to take the enemy by surprise. However, if both teams are disorganised matches can end up with both teams just mincing each other in a war of attrition (usually involving frag grenades). Overall, if you’re using it for the right kind of game, Narrows is easily one of the best maps in the game – small but packed with potential. The map design is reminiscent of Gephyrophobia, a Halo: CE PC map involving a huge bridge over a cavernous chasm, although Narrows is a far more downsized affair that involves no vehicles. Then again, adding a Banshee to the map might make things interesting…

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#4 – Sandtrap

Speaking of vehicle maps, none of them hold a candle to Sandtrap, a map designed with vehicles in mind. The most memorable and exciting feature of this map is the Elephants, gigantic UNSC transport vehicles that serve as drive-able mobile bases that can make for some creative and interesting matches. Players have also created entire gametypes around the Elephants, such as a Pirate game in which both teams are disallowed from touching the sand and must use the Elephants as makeshift boarding vessels. However, Sandtrap has much more to it than just these vehicles – almost every vehicle in the game can be featured on this map (depending on settings) and the huge size makes for some hectic gameplay. The ring design makes races a common social gametype for this map, and even if vehicular combat isn’t your style, the semi-submerged Forerunner ruins in the map make excellent hiding spots. Inquisitive players who delve deeper into the ruins may find themselves rewarded with better power weapons, the Sniper Rifle being a particularly deadly example.

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#3 – Guardian

This is perhaps one of the most popular maps in Halo 3, simply because of its versatility. Being set in a strange arena-shaped structure suspended among humongous trees in a Forerunner forest, the map has a very distinct identity both in terms of its aesthetic and its gameplay. This map is very reminiscent of previous Halo arena maps such as Lockout and Wizard, and like all good Halo maps it has excellent vertical movement options. The Gravity Hammer placed at the very bottom-centre of the map is usually the thing that players rush for when a game starts, making for some intense combat in the confined lower area of the map. Another spot that seems to attract frantic fights is the area around the gravity lift, as well as the central arena – a combination of a Shotgun and Needler nearby often leads to teams trying to wrestle control of that area early on. As for the visual design of the map, you couldn’t ask for a better setting – the forest harks back to several iconic levels from Halo: CE and Halo 2, and the bright grey Forerunner structures break up the greens and browns of the various trees.

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#2 – The Pit

A classic Halo arena, The Pit is relatively simple in its aesthetic, being set not on an ancient Forerunner facility but instead in a simple military training ground on a human planet – but it is also surprisingly complex in its actual level design. What at first appears to be a simple setup disguises an intricate maze of power positions and weapon placements, and experienced players know the best areas of the map to defend or set up an ambush. Due to its various tight corridors that surround an open exposed playspace, the map is particularly good for free-for-all matches or games with particularly large teams – Halo is known for its hectic firefights over power weapons, and The Pit is a great map for this. Overall, as arenas go, The Pit has a bit of everything – wide open spaces, tight enclosed corridors, hidden power weapons and some great opportunities for intense firefights.

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Honourable Mention – High Ground

A favourite for objective or assault-style games involving one team attacking and the other defending, High Ground is set in an abandoned UNSC base near the coastline, and the fact that the facility has clearly seen action in the past opens up some creative strategies for assaulting the base, as a full-frontal assault on the main gate is usually not the best way to go – that is, at least, until you can get it open. The primary objective of attacking teams, whatever the gamemode happens to be, is always to open the main gate – this creates a kind of multi-tiered style of gameplay in which, if the defenders fail the first objective of defending the gate control console, they all fall back further into the base to concentrate on defending the objective. As good a map as High Ground is for Objective games, it features here as an honorable mention as it is not the best choice for standard team or free-for-all Slayer games, but is still a fantastic map in its own right.

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#1 – Valhalla

Regardless of which map took the top spot, there will inevitably be people who disagree. After all, each individual Halo fan will have their own opinion of which maps are best based on their personal experience, their playstyle, and even their favourite aesthetic. However, few can argue that, objectively, Valhalla is a truly astounding map. There are plenty of excellent maps in Halo 3 that invoke similar gameplay ideas – maps like Standoff and Sandbox, to name a couple – but although they are both excellent, they both fall just short of topping Valhalla. Combining the best elements of almost every aspect of Halo’s multiplayer at the time, this perfectly blends vehicular combat, oppurtunities for map control, power weapon positioning and team-based combat. With the classic trope of two bases, one canyon, Valhalla harks back to two of the most popular Halo maps of all time – Blood Gulch and its Halo 2 remake, Coagulation – but at the same time takes a completely new spin on the layout – it is considerably smaller in scale compared to Blood Gulch, but the more varied terrain and map topography allows players on foot a better chance, and the addition of the man cannons on the bases cuts down map travel time and improves the pacing of objective-based games. Speaking of which, Valhalla is a classic objective map – the telltale sign of truly great map design in Halo is when a map is perfectly suited for both Slayer and Objective gametypes, and Valhalla is one of the most popular maps in the game for both categories. By staying true to the classic Halo map design philosophy but tweaking the transportation system of the map from teleporters to man cannons, the Bungie managed to create a perfect balance of the vehicle combat from Blood Gulch and the intense run-and-gun firefights of Beaver Creek within Valhalla’s map design and it stands as a suitable middle ground between these two gamemode-tailored maps. At the end of the day, nothing beats the simple but effective map design of two opposing bases in a canyon, one red, one blue.

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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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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.

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