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The History of Halo: Combat Evolved

The Mac strategy game that became the Xbox.

Halo: Combat Evolved (Xbox, 2001) began as a real-time strategy game for home computers, was unveiled by Steve Jobs, and was rebuilt as a first-person shooter in about nine months after Microsoft bought its studio. It launched the Xbox on November 15, 2001, sold more than six million copies, and set the template console shooters still follow: a recharging shield, two weapons at a time, and vehicles you drive yourself.

THE MAKING

Bungie, 1997 to 2001

Development began in 1997 at Bungie in Chicago, as a science fiction real-time strategy game built on three-dimensional terrain. Experimenting with camera control, the team kept moving the view closer to individual units until, by mid-1998, the game had become a third-person shooter. On July 21, 1999, Bungie unveiled it at the Macworld Conference, with Steve Jobs announcing a simultaneous Mac and Windows release.

Money changed the plan. After a costly product recall hurt the studio, Bungie looked for a buyer, and Microsoft, assembling the launch line for its first console, acquired the company on June 19, 2000. Halo was now the Xbox's tentpole title, and Bungie had roughly nine months to finish it. Designer Jason Jones pushed the perspective from third person to first person; designer Jaime Griesemer wrote aim and movement assistance so the game would play well on a gamepad, then a rare thing for a shooter.

The cuts were drastic. The open-world plans were scrapped, one level was replaced by a cutscene, and the online multiplayer was dropped entirely because Xbox Live was not ready; the local multiplayer that shipped was rebuilt from scratch four months before release. Even the title was a compromise: Bungie refused to rename the game, so Microsoft's marketers added the subtitle Combat Evolved to make it sound like the military games it would sit beside.

THE DESIGN

Shields, two weapons, and a chant

The rules Halo set are now genre furniture. The Master Chief's energy shield recharges when he stays out of fire, so retreat became a tactic instead of a death sentence. Players carry only two weapons, which turns every pickup into a decision. Grenades and melee work without holstering the gun. And the world is full of vehicles, from the Warthog jeep to alien hovercraft, all drivable, with the camera pulling back to third person when you climb in.

Composer Martin O'Donnell, working with Michael Salvatori, scored the Macworld debut in a rush: told the music should feel ancient and mysterious, he chose Gregorian chant and sang on the theme himself. For the game he built loops that could be disassembled and recombined so the music could follow the fighting instead of sitting on top of it, and he used silence as an instrument, holding music back so its return would land.

Local multiplayer carried the game between campaign sessions: split screen for two, and up to sixteen players by linking four Xbox consoles, a first for a console game, impractical and beloved in equal measure.

THE EDITIONS

One launch, a long tail
Original · 2001
Xbox: North America November 15, 2001, alongside the console; PAL regions March 14, 2002. Japan followed on April 25, 2002, a story the Library tells on its Halo in Japan page.
PC and Mac · 2003
Gearbox Software ported the game to Windows (September 30, 2003) with online multiplayer and new maps; MacSoft brought it to Mac OS X that December. Co-operative play did not survive the move.
Anniversary · 2011
343 Industries remastered the campaign for Xbox 360 ten years on, with a graphics toggle between the new rendering and the 2001 original.
The Collection · 2014
The Master Chief Collection reunited the original multiplayer with the remaster on Xbox One, and reached Windows in 2019.

THE RECEPTION

Acclaim, with the dissent kept
Metacritic · 97
The Xbox average across 68 critics, among the highest scores the aggregator has ever recorded for a launch title.
Edge · 10 / 10
Ste Curran called it "the most important launch game for any console, ever," and wrote that GoldenEye's standard for console multiplayer had been surpassed.
GameSpot and IGN · 9.7
GameSpot: the single-player game alone was worth picking up an Xbox for. IGN called it a can't miss, five star, triple A game.
The Dissent
GameSpy scored it 80 and later listed it among overrated games; IGN itself flagged the middle third's repeated level architecture. Eurogamer gave an 8.

The commercial record matched the reviews. In the two months after launch, Halo sold alongside more than half of all Xbox consoles; it passed one million copies in about five months, three million by July 2003, and more than six million by November 2005, the second best-selling game on the platform. Its world expanded immediately: Eric Nylund's prequel novel The Fall of Reach, written in seven weeks and published weeks before the game, became a Publishers Weekly bestseller.

THE JAPAN THREAD

The Library's spine for this lane

Japan is where this game's collector story lives, and the Library documents it on its own pages rather than repeating it here: the late arrival on a console that sold under half a million machines, the Famitsu 33/40 (scored 9, 8, 7, 9), the third best seller standing on the platform, and a Japanese box that shares nothing with the American painting but the name. Start with How was Halo released in Japan? and the covers compared.

THE GAME ON THE SHELF

Halo: Combat Evolved · Xbox
Halo Combat Evolved American Xbox box art
American box art · 2001
Bungie's 2001 launch game, the ring, and a 97 on Metacritic.
The GalleryThe History of Halo 2Halo in Japan
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THE FIRST WORD

New pages and new pieces, first.