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Halo: Combat Evolved Anniversary
Developer(s)343 Industries (Campaign)
Saber Interactive (Campaign)
Certain Affinity (Multiplayer)
Bungie (Original)
Publisher(s)Microsoft Studios
Composer(s)Martin O'Donnell
Michael Salvatori
SeriesHalo
EngineSaber3D engine v.S3
Platform(s)Xbox 360
ReleaseNovember 15, 2011
Genre(s)First-person shooter
Mode(s)Single-player, multiplayer, cooperative

Halo: Combat Evolved Anniversary, also referred to as Halo: Anniversary or Halo: CEA, is a first-person shooter video game set in the Halo universe and is an enhanced remake of Halo: Combat Evolved. Microsoft announced the game alongside Halo 4 at the 2011 Electronic Entertainment Expo. The game reached gold status on October 15, 2011, and was released on November 15, the 10th anniversary of the original title's launch.

Halo: Combat Evolved Anniversary was developed through a partnership with development studios 343 Industries, Saber Interactive, and Certain Affinity. 343 Industries, the Halo series' franchise overseers, approached Saber Interactive to develop a remake of the game in time for its tenth anniversary. After considering remaking the game entirely or adapting and adding features to the PC version, Saber decided to overlay their game engine over the original graphics; a development tool to toggle between the old and new visuals became a game feature. Anniversary's updates to the original title include a complete visual overhaul; support for cooperative and multiplayer gameplay on the Xbox Live online service; new and remastered and sound effects and music; and extras such as achievements, multimedia terminals, and other hidden easter eggs. The game is the first in the series to include Kinect support.

Critical reception to Anniversary was generally positive. The updated graphics, sounds, and ability to toggle between the remastered and original visuals were praised. Complaints included technical glitches, faults with the original game's level design, and the implementation of the game's multiplayer offering.

Gameplay

Halo: Combat Evolved Anniversary's gameplay and plot are nearly identical to Halo: Combat Evolved, with new features. Players can switch between the original "classic" graphics or new graphics by pressing the Back button on the controller;[1] the original game's visuals are presented in high-definition, 16:9 widescreen as opposed to the original game's 480i resolution and 4:3 aspect ratio.[2]

Additions to the gameplay include Xbox Live achievements, online cooperative gameplay, and hidden content; these include terminals that provide new backstory and skulls that modify gameplay. The Anniversary edition also has subtitles available for in-game and combat dialogue. A new feature to this integration, released as an automatic update at launch, is a Xbox Kinect-only feature called the Library. When the voice command "analyze" is given, specific characters, vehicles and objects can be scanned and added to an index that provides additional information.[3][4][5] The remastered graphics are also available in stereoscopic 3D for compatible televisions.[6][7]

The original Combat Evolved did not have multiplayer except for local area networking via System Link. Anniversary allows two players to play through the campaign cooperatively on the same console or via Xbox Live. The game's multiplayer mode uses Halo: Reach's engine[8] and features seven remakes of Combat Evolved and Halo 2 maps. Anniversary also ships with a Firefight map, where players fight against waves of enemies with the assistance of friendly non-player characters or human players. The setting of the Firefight map is taken from a Combat Evolved campaign level.[9][10]

Development

Overview

A comparison of the original 2001 graphics (top) and 2011 graphics

After Microsoft acquired Bungie in 2000, Bungie developed the original Halo: Combat Evolved as a 2001 launch title for the Xbox. Bungie and Microsoft split in 2007, but the rights to Halo remained with the latter, which formed an internal division to oversee Halo franchise development.[11] 343 Industries, the internal division, approached Saber Interactive with a proposal to remake Combat Evolved for the game's tenth anniversary. Saber's Chief Operating Officer Andrey Iones recalled that the offer was "an opportunity we [could not] miss", as Saber had never before worked on a major game franchise and many team members were fans of Halo. Saber developed concept art to form visual ideas for the remake and then flew to Seattle, Washington, to meet with 343 Industries (343i).[12]

343i wanted a complete remake of the original game by November 11, the date of Combat Evolved's release, giving Saber just over a year to complete the project.[12] The gameplay was to remain unchanged; while the original game had imbalanced elements, 343 Industries decided to preserve the game experience players remembered.[13] The visuals, meanwhile, would be updated along with added features like campaign skulls. Iones recalled that experimentation with the game was limited—redoing keyframed character animations was off-limits because redoing them could introduce gameplay bugs, and design choices like game balance had already been determined. Likewise, porting the PC version of the game back to the Xbox to add features would have constrained the amount of visual improvements Saber could make, as well as require significant time training artists to use the same production pipelines that were used for Combat Evolved. Saber decided to use the original engine for the gameplay and their own for the visuals, despite the compatibility problems this solution presented.[12] Development began under the codename Spark.[14] The game was completed and released to manufacturing ("gold") on October 15, 2011.[15][16][17]

Design

To solve the issues of transferring information from the original game's engine to the Saber engine, the developers looked at how they used the third-party Havok physics engine to handle object positioning, velocities and collisions. Saber created a proxy of every object in the Halo engine to transfer into the Saber engine, meaning that the game's original programming remained unchanged.[12] The game's ability to alternate between the legacy and remastered graphics engines in the campaign was made possible by the rendering engine developed by Saber Interactive. The technology allowed the developers to update Halo: Combat Evolved's visuals and preserve the original gameplay.[18] Originally, players would have chosen which graphical presentation to play from the main menu and been locked to that choice. The in-game toggle feature quickly became a talking point among the developers, who pushed for it to be available to other players.[19] Since the ability to switch between classic version and remastered version was provided to players, both engines were designed to work simultaneously to retain the spontaneity of game.[20] This approach caused several problems, including collision issues—because objects and environments in the original game were lower resolution with fewer polygons, higher-resolution visuals in the Saber engine could deviate from the original significantly. As the original game's geometry was used as the basis for collisions, in some cases characters could appear to walk through or above terrain, weapons could drop through the ground, and bullets would appear to be deflected by nothing. The sheer number of these issues, combined with the desire to keep the original gameplay intact, forced Saber to use a variety of approaches to fix the problems, including making tools for artists to visualize height differences and creating intermediate geometry. In some cases, the artists developed other ways of keeping to the same collision data while updating the visuals by changing the actual object—turning a blocky, low-polygon rock into an angular Forerunner structure avoided the collision issues.[12]

Where possible, the developers drew on or adapted assets from Halo 3 and Reach.[21] For elements that had no analogues, Microsoft sent art director Ben Cammarano to Saber's offices in St. Petersburg to oversee the redesign of the game's visuals.[21][12] Cammarano established four tenets of Halo—what Iones termed "heroic vistas, iconic imagery and characters, clean and vibrant aesthetics, and visceral action"—to guide Saber's artists. Since the original assets already existed, concept artists took screenshots from the original game and painted over new looks to show how environmental effects, improved lighting and new textures could change the look of the levels. Some of Saber's visual designs were considered too much of a departure from the original game—while the artists had changed the position of the Halo ringworld and nearby planets to make a more pleasing skybox, Microsoft insisted maintaining continuity with the universe was more important and vetoed the changes. Vocal fans pointed out other inconsistencies with the game's visuals in pre-release trailers and pictures that Saber ultimately changed—Iones pointed to the floor designs of the Forerunner structures, the assault rifle, and the look of the Chief as places fans had an impact.[12]

Saber doubted that they would be able to convert Combat Evolved's split-screen cooperative play to facilitate online play. Greg Hermann, a 343 Industries technical lead who had experience with Bungie technology, assisted Saber in development of a networking solution that would allow online co-op—since the original game would behave exactly the same given the same scenario and inputs, only player inputs needed to be synchronized between players' Xbox consoles.[12]

Because of their previous contributions to the series—Halo 2's Blastacular and Halo: Reach's Defiant map packs—Certain Affinity was approached by 343 Industries to streamline the multiplayer maps to take Halo: Reach's gameplay options into account. The multiplayer is powered by the Halo: Reach's engine.[22] 343 Industries director Frank O'Connor said that the decision to use Reach for the multiplayer was controversial, even within the studio. "In Halo's day, there was never a proper networking mode," O'Connor explained. "We couldn't roll back the technology; [recreating Halo's local area network multiplayer] just wouldn't have worked with things like latency and all other modern Xbox Live-related problems. So we would have had to build it from scratch, and it still wouldn't have been the experience [players] remember."[23] An additional consideration O'Connor mentioned was that producing a full replication of Combat Evolved's multiplayer would have divided the Halo playerbase and interrupted Reach's lifespan.[24] In choosing which seven Halo maps to remake, 343 Industries set a number of rules—the map couldn't have been previously remade for a 360-era Halo title, it had to work with Reach's gameplay sandbox, and it had to be a fan favorite.[23] The company retained the same art director between the campaign and multiplayer elements of Anniversary to make sure the two halves of the game looked visually cohesive.[21]

Since 343 Industries developed Halo 4 concurrently with the Anniversary edition, they decided to use Halo: Combat Evolved Anniversary to link the original trilogy's story with the Reclaimer Trilogy, using game mechanics similar to Halo 3's terminals, Halo 3: ODST's audio logs, and Halo: Reach's data pads.[25][26] While the other terminals were aimed at and enjoyed by serious Halo fiction fans, 343 Industries wanted to make Anniversary's terminals higher-budget, more impressive, and accessible to all players.[27]

Though Iones described Anniversary's one-year development cycle as a "very smooth ride", some production issues that were not discovered until late in development contributed to bugs and other problems. Saber relied on a partially automated tool to render the game's cinematics, but did not do a thorough vetting of the results until after the game reached alpha in the release cycle. As a result, the developers realized that their addition of motion capture animation and lipsync caused serious audio synching issues and animation bugs,[12] some of which remained in the final game.[citation needed]

Audio

The developers refreshed Combat Evolved's music and sound effects along with the visuals. Senior Audio Director Kristopher Mellroth worked on the sound.[28]

Halo: Combat Evolved Anniversary retains some of the original audio from Halo: Combat Evolved, though it is remastered to sound clearer, allowing it to work seamlessly in 5.1 surround sound. For this high-definition remake of the soundtrack, 343 partnered with Pyramind Studios to remake the original game soundtrack, using the Skywalker Symphony Orchestra and the Chanticleer vocal ensemble.[29] The score was adapted and re-orchestrated by Paul Lipson, Lennie Moore, Tom Salta, and Brian Trifon. All non-vocal audio for the game was re-recorded by Skywalker Sound.[30] The soundtrack was released digitally and in two physical formats; a two-disc CD edition and a vinyl record edition, limited to 2000 units. The vinyl edition contains 16 tracks on two sides and comes with a code to download the rest of the Anniversary soundtrack digitally.[31] The compact disc edition contains thirty-nine tracks and was released on November 15, 2011.[32]

Halo: Combat Evolved Anniversary Original Soundtrack CD 1
No.TitleLength
1."Random Slipspace Trajectory"3:39
2."Bravery, Brotherhood"1:26
3."Installation 04"4:20
4."An End of Dying"2:46
5."Pale Rider"1:31
6."Yawning Chasm"1:01
7."A Private Service"1:13
8."Rock in a Hard Place"1:17
9."Flotsam, Jetsam"2:49
10."Captain, My Captain"0:56
11."Suite Fall"4:19
12."Demons and Heretics"1:30
13."Exfiltration"1:05
14."Honest Negotiation Suite"8:48
15."Unless You Mean to Shoot"2:29
16."Infiltration"1:48
17."Strung"1:49
Halo: Combat Evolved Anniversary Original Soundtrack CD 2
No.TitleLength
1."Still, Moving"1:59
2."Lions and Tigers and…"1:38
3."Between Beams"0:56
4."Paranoid Illusion"0:51
5."Xenoarchaeology"1:45
6."Choreographite"1:43
7."In the Substance of it"1:17
8."How to Get Ahead in War"1:50
9."Unreliable Exploration"1:12
10."Dewy Decimate"6:16
11."First Step"2:12
12."Arborea Above"1:27
13."Bad Dream"1:37
14."Cloaked in Blackness"3:39
15."Strident"0:59
16."To Sleep"1:01
17."Marathon Sprint"2:02
18."Fragments"1:46
19."Heretic Machine"1:35
20."Unfortunate Discovery"1:45
21."Heliopause"0:39
22."Didactic Principal"1:48
Halo: Combat Evolved Anniversary Original Soundtrack Vinyl Side A
No.TitleLength
1."Random Slipspace Trajectory"3:39
2."Installation 04"4:20
3."Bravery, Brotherhood"1:27
4."An End of Dying"2:46
5."Pale Rider"1:31
6."Yawning Chasm"1:01
7."A Private Service"1:13
8."Suite Fall"4:19
9."Rock in a Hard Place"1:17
Halo: Combat Evolved Anniversary Original Soundtrack Vinyl Side B
No.TitleLength
1."Honest Negotiation Suite"8:48
2."Flotsam, Jetsam"2:49
3."Demons and Heretics"1:30
4."Exfiltration"1:05
5."Unless You Mean to Shoot"2:29
6."Captain, My Captain"0:56
7."Strung"1:49

Release

Halo: Combat Evolved Anniversary was announced to the public with a trailer on June 6, 2011, at Microsoft's annual E3 global media briefing, which closed with the teaser trailer for Halo 4. Those who pre-ordered the game would receive a code to download John-117's Mark V MJOLNIR armor for their Xbox Live avatars. Pre-ordering the game also gave access an exclusive Grunt Funeral skull, which causes Unggoy to explode like plasma grenades when killed.[33] During the Halo Universe panel at the 2011 San Diego Comic-Con, a short trailer showcasing the animation used in the terminals with a narration by 343 Guilty Spark was shown to the fans.[34] Microsoft launched the Halo Living Monument, consisting of a live-action short and video and a website to celebrate the ten years of completion of original Halo.[35][36]

Among the tie-ins for the marketing, Pizza Hut ran a Halo: Combat Evolved Anniversary promotion in the United Kingdom from November 7 to December 19, 2011. During the promotional period anyone who ordered a Halo-branded pizza received two free days of Xbox Live Gold membership.[37]

Reception

Halo: Combat Evolved Anniversary received generally positive reviews. On aggregate review website Metacritic, the game has a weighted score of 82 out of 100, based on 73 reviews from critics.[39] On GameRankings, the game has an overall score of 81.8% based on reviews from 51 critics.[38] The staff of Official Xbox Magazine praised the developers for preserving the original gameplay, avoiding "revisionist horrors" and Star Wars re-release moments.[48] Brandon Justice of Electronic Gaming Monthly wrote that for fans of the series, "[Anniversary] is one of the best pieces of fanservice our industry has ever produced, and you need to go buy it.[49]

Reviewers disagreed on how the core gameplay of Combat Evolved, unaltered in Anniversary, had aged over ten years. Writing for GameSpot, editor Chris Watters opined that "the fundamental mechanics of the game have aged well", with responsive controls and challenging enemies;[50] PALGN writer Adam Guetti agreed, praising "rock solid" controls and tight gameplay.[51] IGN's Steven Hopper felt that the level design was dated, with repetitious environments making it easy for players to lose their bearings, and that vehicles handled poorly.[40] Giant Bomb's Brad Shoemaker wrote that while the best aspects of the game remained, other aspects—such as the level design and fighting the Flood—were no less frustrating after ten years;[52] Digital Spy's Matthew Reynolds echoed the sentiment, praising the game for presenting situations unsurpassed in later titles while faulting irregular checkpoints with increasing frustration.[53]

The remastered visuals were positively received; reviewers such as Martin and The Escapist's Russ Pitts singled out the graphics switch ability for praise.[54][55] The Guardian's Steve Boxer called the feature "utterly fascinating—a bit like like archaeology on your console," and said that the visual overhaul improved areas where the original game engine was weak, such as rendering outdoor areas.[47] While praising most of the updates, Watters singled out the Flood as enemies he thought the original game envisioned better; "the simplicity of the classic look feels more sinister and alien," he wrote.[50] Hamza Aziz of Destructoid enjoyed the visual updates despite the poor lip synch animation that came with it.[56]

Critics had split opinions on Anniversary's additional features. The stereoscopic 3D effect was alternatively praised or dismissed; Miller wrote that the feature "doesn't add anything to the experience",[57] while Aziz complemented the feature as "fantastic", considering its utilization in Anniversary as more subtle and pleasing than other games. Aziz also complimented the narrative terminals, although he panned the Kinect voice command support as slower than pressing buttons.[56]

Reynolds agreed with 343 Industries' choice to use Reach for Anniversary's multiplayer, writing that the map pack offered "a smart way of reintroducing players back into the game," as well as praising Halo' combat for offering an alternative to contemporary military shooters.[53]

The game was nominated in the "Best Shooter" category at the 2012 Golden Joystick Awards but lost to Battlefield 3.[58]

References

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