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.

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!