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 – 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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How to Fix – Halo: Reach

Welcome to another article in our How to Fix series, a collection of features dedicated to outlining the main issues with the story of a film, game, TV show episode or book and suggesting ideas of how to effectively ‘fix’ it. As stated in previous installments of this series, the subject in question does not necessarily have to be something that is already bad – a prime example of a How to Fix article covering a title that is already of a decent standard is this one. Halo: Reach is without a doubt a legendary game. With a community that is still active to this day, and the recent announcement of a PC release that is likely to lengthen this game’s already impressive post-launch lifespan, the game is still a popular title even nearly ten years after its release. And yet, as popular and enduring as Bungie’s final Halo title is, there is still a lot about the story of the Campaign in particular that can be improved. So, how could Halo: Reach be fixed?

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Story and Campaign

Though epic in its scope and powerful in its delivery, Halo: Reach’s story does leave something to be desired by the end, especially after multiple playthroughs. The early story is gripping as it peppers multiple clues about Halsey and the Covenant through the various missions – the discovery of Halsey’s data in the first mission, to meeting Halsey herself, and then after that being chosen by Cortana to get her to the Pillar of Autumn so that the story of Halo: Combat Evolved can kick off. But there are many aspects to the story, particularly later on, that are unexplained, and plot threads left unanswered. Some of these are smaller, more nitpicky things such as ‘Why do Emile and Jorge hate each other?’ and ‘What was Carter and Kat’s prior history?’ that are never truly resolved as the various characters die before their stories can progress. Whilst this does add to the shock factor and warfare immersion initially, as it keeps the player on their toes and reminds them that warfare isn’t kind, but after multiple runs through the story you expect the deaths to come and yet there is still no way of expanding on the character’s backstory.

As for the campaign itself, the gameplay is almost perfect – there really isn’t much to fix here, as Halo: Reach has some of the largest and most intricate levels in all of the Bungie games, and despite not featuring any Flood or Forerunner enemies, the game still manages to make the levels feel varied as it features the most Covenant enemy varieties of any Halo game to date, even beating Halo 2. That being said, as with many later Halo games, your allies do not feel as useful in this game as they did in previous titles. Although your Noble squadmates feature in some levels as AI bots to help you through the mission, in a manner similar to that of the Arbiter in Halo 3, they are not exactly masters of aiming precisely on target – in fact, one might go so far as to say that the Noble team AI is almost totally pointless, and the Marines actually offer better support to the player in missions than their Spartan compatriots do. Not only that, but the AI driving for Noble Team seems to be particularly bad – an infamous example of this being Kat’s godawful attempts at keeping the Rocket Hog steady during the run on the AA Guns in Tip of the Spear, only to topple both herself and the player off a cliff.

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Multiplayer

Although Halo: Reach’s multiplayer is perhaps one of the most treasured of all the Halo games, and the recent announcement that it is coming to PC via the MCC has fans ecstatic, upon its initial release the game was met with a mixed reception from fans, who called it too far of a deviation from the classic Halo formula to be considered a ‘true’ Halo game. They were of course referring to the additions of armour abilities, specifically Sprint and Armour Lock, which were quite radical additions to the Halo sandbox at the time but, in hindsight nearly 10 years later, these pale in comparison to some of the additions that Halos 4 and 5 would go on to add, so by comparison it doesn’t look as bad – although the dreaded firefight-stalling pace-shattering Armour Lock still remains one of the games most controversial features.

As for the maps, there are plenty – although almost all are sourced from either the Campaign missions, or Forge World map variants. This is not necessarily an issue in itself – after all, Forge World is a really diverse map and, as previously discussed, the Campaign does involve a variety of different terrains and arenas, so the developers definitely had plenty to source from. The main problem with Reach’s maps is the lack of specialising particular maps for particular kinds of game – with the addition of Sprint, as well as Anti-Vehicle Armour Abilities such as Jetpack and Armour Lock, many of Reach’s maps moved away from map control and layout memorisation. This is further exacerbated by the inclusion of Loadouts, though these are not present in all game modes online, and in recent years the Reach multiplayer seems to have moved away from Loadouts and Armour Abilities and more towards emulating the classic Halo style in some game modes, suggesting that they have taken fan criticism to heart.

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Weapon and Vehicle Sandbox

Though there is no denying that Halo: Reach had a fantastic weapons sandbox, including a diverse variety of new weapons such as the Grenade Launcher, Focus Rifle, Concussion Rifle, Plasma Launcher and the legendary Target Locator, one of the essential elements missing from Reach’s weapons sandbox is specialisation – many of the weapons have counterparts that do a similar or, in some cases, the exact same job. Examples of this include the DMR and the Needle Rifle, both one-shot weapons capable of landing headshots and good for medium-long range aiming, the Plasma Rifle and the Spiker, both two-handed automatic Covenant weapons with a similar rate of fire, and the Concussion Rifle and Grenade Launcher, both of which are short-range explosive weapons for clearing out large areas. Some weapons do have special traits, such as the Needle Rifle’s supercombine and the Grenade Launcher’s EMP, but overall some more diversity in the weapons sandbox might have been better – the DMR is a solid rifle, but the Battle Rifle reigns supreme.

Speaking of notable absences from Reach, many previous Halo vehicles are absent from Reach’s sandbox, including the Chopper, Prowler, Spectre, Hornet and Elephant – and although there are some new vehicles, like the Revenant and the Falcon, overall Reach’s vehicles seems to be the only aspect of the game in which it feels like there is actually less content than there was before. This would begin a trend in Halo games up until Halo 5: Guardians in which the number of Covenant vehicles usable in the game is drastically reduced, which is a shame considering that they are among the most fun vehicles to drive. As always, the Banshee, Ghost and Wraith all feature, and Reach’s Banshee has the best handling of all the Bungie Banshees – but unfortunately, the addition of the limited boost feature for all three vehicles has significantly reduced their effectiveness. Overall, Reach’s vehicles are perhaps its game’s biggest shortcoming, but there are two particular vehicles of note in the game, ironically the two vehicles original to the game mentioned earlier, the Falcon and the Revenant. The Falcon is an instant fan-favourite, the ‘team troop carrier’ that was ideal for Capture the Flag getaways – although there should have been an option to turn on the pilot’s main weapon and the inner passenger seats for Custom Games. As for the Revenant, it is hilariously fun to drive and finds a sensible middle ground between the Ghost’s speed and the Wraith’s firepower. Plus, it has a passenger seat!

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Conclusion

All things considered, Halo: Reach is definitely one of the best Halo games in its own right, as it remains one of the most unique and creative Halo games in history and definitely a fitting sendoff for Bungie. The inclusion of Reach into MCC, and the concurrent and long-awaited release of Reach on PC, is definitely good news for fans. Overall, the issues that Reach experienced early on were mostly due to sudden and unexpected changes that fans weren’t happy with but, in hindsight, Reach seems far closer to the earlier Bungie games like Halo 3 now that the new pariah of the franchise, Halo 5: Guardians, has released. No prizes for guessing what the next Halo How To Fix will be about…

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Halo: Reach – Why Forge World is Actually the Best Halo Map Ever

Halo has a huge number of maps, many of which have become timeless classics. Fans who spent hours each evening duking it out in arenas like Hang ‘Em High, Blood Gulch, Lockout, Midship, High Ground and countless others will all agree that Halo has some of the best map design and optimisation in the FPS world. Alongside Call of Duty, Halo may have among the best oppurtunities for map strategy in the console FPS market. One thing that Halo has over Call of Duty, however, is the diverse variety of settings and locations that the maps are based around – from terristrial battlefields to some wacky off-the-wall mazes.

The title of this piece may come as a surprise to most fans – at the end of the day, compared to the professionally-built multiplayer maps in the game, Forge World cannot compare – in its default state it is practically useless for most gametypes, and its vast size makes it a poor choice for local multiplayer. However, the clue to Forge World’s success is in the name, as this map was created with one particular purpose in mind – it is the ultimate Forge environment. At the time of release, Forge World had the biggest selection of Forge items of any Halo map, and the fact that Halo: Reach’s Forge system expanded and improved on Halo 3’s Forge in almost every conceivable way, it isn’t hard to see why Forge World was one of the most anticipated features of the game in the run-up to Halo: Reach’s release.

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The iconic Blood Gulch remade in Forge World’s Canyon

And, unusually for the modern gaming world, it actually lived up to the hype. Since it was released Forge World has become one of the most popular maps of all time, and fans have used the tools available in Halo: Reach’s Forge to create some extraordinary creations. But it is not just the expansive Forge options that make Forge World great – after all, Bungie could have simply released a blank sandbox that allowed players to build whatever they want in a large space. But Bungie aren’t known for cutting corners and would often go the extra mile, and that is exactly what they did with Forge World. At the time of release it was the largest Halo map to date, so large that the developers were able to re-create several sizeable maps from classic Halo games within the space of Forge World itself, such as Blood Gulch, Ascension and Sanctuary, all made using the various natural features of the map, and the Forge budget is the largest of any map in Halo 3 or Reach with 10,000 credits – for a sense of how big that is, most Halo 3 Forge maps barely surpassed 1,000.

The fact that so many classic maps have been remade in Forge World illustrates how versatile the map is, and betrays the fact that a lot of the map’s natural terrain and topography is either inspired or directly recreated from the environments of classic Halo maps. For example, the ‘Canyon’ section of Forge World is very similar to Coagulation, and the aptly-named ‘Pillar’ rock formation in the ocean is what forms the basis of Ascension (and its remake). Perhaps the most efficient and creative use of space in the map is the Collosseum, a large hangar-sized indoor arena embedded in a cliff-face, and the fact that the grassy area on top is the perfect size for either sports-based minigames or remaking many of Halo 2’s arena maps.

Forge World Island
Forge World’s Island, the location of many popular Forge maps

These are just a few of the possible locations to Forge on the map – others include ‘The Island’, an assymetrical playspace surrounded by water that includes a cave system, a mountain and several rocky paths for vehicular play – and that is just the basic layout, before any Forging has even been done. With some creativity and imaginative level design, fans can use the prexisting structures to make some truly incredible creations, such as using the Canyon as the crash site for a spaceship or building structures around the Waterfalls to create a suspended arena surrounded by flowing water. This is all made much easier due to the fact that Forge World was the first Forge map to allow players access to the elusive ‘Structures’ section, allowing them build their own buildings, bases and even entire arenas when previously all players could do in Forge was edit weapon and vehicle placements. This opened up a huge variety of gameplay sub-types with Forge, such as creating artwork, playing a Forge 1v1 with a friend or even creating intricate minigames and mazes.

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Forge World’s beautiful skybox is yet another reason why this map is so memorable

Needless to say, many of these features have gone on to be included in later Forge versions, and it has to be said that both Halo 4 and Halo 5: Guardians have Forge modes that expand massively on the features of Halo: Reach. For example, Halo 4 added dynamic lighting to Forge, meaning that the structures you create will actually cast shadows, and Halo 5: Guardians completely reworked the Forge tool to make it much more developer-focused, adding scripts and all sorts of features that have taken map-making to a whole new level. However, the Forge frenzy that began with Halo 3 was truly actualised in Halo: Reach, and the one map that stands out from all the others when any fan thinks of Forge is, of course, Forge World. It does somewhat beg the question of why, with all the new features and upgrades that 343i have added to Forge, they haven’t remade Forge World itself for the new generation of Halo players. 343i have released some Forge sandboxes in the past, such as Forge Island, several blank sandboxes and some smaller Forge arenas in Halo 5, but none of these have ever truly lived up to the variety, creativity and diversity of options presented by Forge World itself.

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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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