From the Library: covers, censuses, and editions, documented. Browse the Library →
SOJ Halo 3 · The History
← Back to the Library

The History of Halo 3

Finish the Fight, on a $40 million stage.

Halo 3 (Xbox 360, 2007) closed the trilogy Bungie had never planned, adding the Forge map editor and saved films that turned players into builders and directors. Microsoft spent $40 million marketing it; the game grossed $170 million in its first day, sold more than 14.5 million copies, and was the best-selling game of 2007 in the United States. In Japan, it did something no Xbox 360 exclusive had done: it debuted at number one.

THE MAKING

A calmer studio, a bigger stage

Halo 2 was meant to end the story; its development difficulties cut the final act and left the cliffhanger, so Bungie began Halo 3 shortly after Halo 2 shipped, viewing it as a chance to do right by fans. The start was leaderless: Jason Jones took a sabbatical, writer Joseph Staten stepped away after conflicts, and the story was drafted by committee before composer Martin O'Donnell, fresh from the film Serenity, insisted that characters should die to raise the stakes. Staten returned to edit the result.

Compared with Halo 2, staff recalled the production as much smoother, with time to prototype and playtest properly. Designer Max Hoberman spent a year restoring the online systems to parity with Halo 2 on the new console before new features could start. The game was announced with a real-time trailer at E3 2006, and its multiplayer, plus saved films and file sharing, was beta tested by more than 800,000 players who reached it through the game Crackdown.

The marketing aimed past the faithful: a $40 million campaign, an alternate reality game called Iris, and the Believe campaign of dioramas and veteran testimonials, built to sell consoles as much as discs.

THE DESIGN

Forge, films, and four Chiefs

The campaign completes the war against the Covenant and the Flood, and for the first time co-operative play gives each player a distinct soldier: the Master Chief, the Arbiter, and two named Elites. Campaign scoring, hidden skulls that modify the game, and deployable equipment, bubble shields, flares, shield drains, widened the sandbox the series was known for.

The additions that outlasted the campaign are the creative tools. Forge lets players enter a multiplayer map and rearrange its weapons, vehicles, and objects in real time, within a budget. Saved films record whole matches for replay from any angle, and a file share system let players upload films, screenshots, and custom variants to Bungie's website for anyone to download. Reviewers singled out exactly these features: the game treated its players as authors, not only as shooters.

THE EDITIONS

Three boxes, one helmet
Launch Editions · 2007
Standard, Limited (metal case, bonus disc, hardcover Bestiarum), and Legendary, which packaged the discs inside a scale replica of the Master Chief's helmet. Some Limited cases scratched discs; Microsoft ran a replacement program.
Original · 2007
Xbox 360: North America and Australia September 25, 2007; Europe September 26; Japan September 27, where it topped the chart.
Japan Budget Line
Japan kept the game in print for years: a Platinum Collection edition in February 2009 and a further New Price reissue in 2013, documented on the Library's Halo in Japan page.
The Collection · 2014
The Master Chief Collection brought Halo 3 to Xbox One at 1080p and 60 frames per second; the Windows version followed on July 14, 2020.

THE RECEPTION

Acclaim, with the dissent kept
Metacritic · 94
Well received across the board, with Forge and the multiplayer offerings singled out as the strong features.
Edge and Eurogamer · 10 / 10
Perfect scores from both British outlets; GameSpot followed at 9.5 and Game Informer at 9.75.
Famitsu · 37 / 40
Japan's panel rated it the best FPS in the Japanese console market, per the Library's Halo in Japan page, and Japanese buyers put it at number one in its first week.
The Dissent
Some reviewers criticised single-player aspects, especially the plot and the campaign layout, even while praising everything around them.

First-day sales reached $170 million in the United States, breaking Halo 2's record, and passed $300 million worldwide in the first week; more than a million people played on Xbox Live in the first twenty hours, then the biggest day in the service's history. Advertising Age reported that film executives blamed the launch for a 27 percent dip in that week's box office against the previous year.

THE LEGACY

The end Bungie chose

Halo 3 was the last Halo Bungie had agreed to make before regaining its independence, and the studio treated it as a farewell: the trilogy's story closes, the memorial scene plays, and the Chief goes back into cryosleep with the line "Wake me when you need me." The franchise passed to 343 Industries, which continued it with Halo 4 in 2012. The original trilogy's shape, three games across two consoles, with the covers converging from a Japanese visor to a shared painting, is the shelf this gallery documents.

THE GAME ON THE SHELF

Halo 3 · Xbox 360
Halo 3 American Xbox 360 box art
American box art · 2007
Finish the Fight: Forge, saved films, and 14.5 million copies.
The GalleryThe History of Halo 2Halo in Japan
MORE FROM THE HALO ARCHIVE →
One shelf of eighty-two in the Library. Browse them all →

THE FIRST WORD

New pages and new pieces, first.