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Factions of Halo

The Halo video game and media franchise takes place in a fictional science fiction universe. In the distant past, a race known as the Forerunners fought the parasitic Flood. The Forerunners ultimately activate weapons of mass destruction, the Halo Array, in order to starve the Flood and stop the threat. By the 26th century, humanity, led by the United Nations Space Command (UNSC), is caught in a war with an alien coalition known as the Covenant. The Covenant worship the Forerunners as deities, mistakenly believing that the Halos are a tool of salvation, not destruction. The Flood, meanwhile, escape the confines of Halo and threaten to spread across the galaxy again.

A large portion of the series' success lies in the creation of a believable world, and Bungie reinforced the fictional factions the player interacts with via a lengthy design process with the release of each game. The overall design of each faction was slowly developed before the release of the first game in the series, Halo: Combat Evolved, and continually refined in later games' development. Reception of Halo's factions has generally been positive. The Covenant were praised by reviewers as exciting and challenging enemies, and later games featuring the Forerunner Prometheans as enemies were criticized as not living up to the same standard. Characters, weapons, and vehicles of all the factions have been released as toys or promotional materials.

Development

Throughout much of Bungie's development of Halo: Combat Evolved, very little concrete story details had been developed for the story campaign, and what enemies the player character would face. Writer Joseph Staten and other Bungie staff came up with the idea of a coalition of alien races, subsequently deciding that the faction would be motivated by religion.[1] Early in the game's development, environmental artist Paul Russel solidified the concept of three "schools" of Halo architecture for the main factions in the game – the humans of the United Nations Space Command (UNSC), the alien alliance of the Covenant, and the Forerunner structures on which most of the game takes place. For future humanity, the artists and developers settled on a functional, industrial look.[2]: 86  Art Director Marcus Lehto said that the artists examined current technology trends and tried to extrapolate what future technology would look like.[3] Designs were molded by the desire for building a realized and distinctive feel for the human ships and buildings, but also to make the areas fun to play in. For example, the design team wanted a cramped, claustrophobic feel for the human ship levels in Combat Evolved.[2]: 89  Ron Cobb's work on Aliens informed some of the design for a "lived in" appearance.[2]: 90  In comparison to the visions of dystopia common in many other science fiction works, the cities and buildings of Earth which were first shown in Halo 2 were clean and functional, with parks and attractive structures.[2]: 104  Character design for the UNSC was more straightforward, with uniforms based on existing military outfits, ranks, and insignia.[2]: 33  All aspects of the game were designed to feel believable and cultivate suspension of disbelief.[4]

For the Covenant, the team decided on "sleek and shiny", with reflective surfaces, organic shapes, and use of purples. According to art director Marcus Lehto, the principle designs for the faction came from environmental artist Paul Russel,[2]: 86  while concept artist Shi Kai Wang was instrumental in developing the look of the various races within the Covenant. Armor color was used to denote ranks of enemies.[1]

Like the character designs, Covenant technology, architecture, and design continually changed throughout development, occasionally for practical reasons as well as aesthetics.[2]: 98  According to Eric Arroyo, the Covenant cruiser Truth and Reconciliation, which plays a major role in Halo: Combat Evolved, was to be boarded by the player by a long ramp. However due to technical considerations of having a fully textured ship so close to the player, the designers came up with a "gravity lift", which allowed the ship to be farther away (thus not requiring as much processing power for detail) as well as adding a "visually interesting" component of Covenant technology.[2]: 100 

Weapons and vehicles

Due to Halo being a first-person shooter, significant emphasis was put into the design of the game's weaponry. The chief designer for human weapons was Robert McLees, who at the time of Combat Evolved's development was the only one at Bungie with knowledge of firearms. McLees wanted to make sure that the weapons looked "cool", but were also grounded by real-world physics and considerations.[2]: 111  The game designers also wanted items that would be recognizable to players, yet futuristic-looking enough to plausibly exist in Halo's 2552.[2]: 122  Occasionally, technical restraints forced design changes; the submachine gun introduced in Halo 2 originally featured a transparent magazine which allowed players to see the caseless ammo feed into the gun, but it proved too ambitious given the time and hardware available.[2]: 123 

Vehicles play an important role in the Halo games,[5][6] and so vehicles were also given a long development stage. The UNSC's vehicles were designed to be functional and utilitarian. Their use of wheels also led players to feel that they were more fun to drive.[2]: 135  The addition of the Mongoose ATV made headlines,[7][8] after being cut from Halo 2.[9] The original Warthog was considered a fan favorite.[10]

Paul Russel is considered the architect of the Forerunners' design.[11][12] In an interview, Russel stated that creating the Forerunners' "visual language" was a tough process which only came together "like five months away" from the game's completion; much of the design was finalized on a single level, "The Silent Cartographer", which features both exterior Forerunner structures as well as deep interior chasms.[2]: 94–5  Concept artist Eddie Smith is also credited with helping hone the Forerunners' direction, and said that he started work by reading the game's mission synopsis. "I knew what human and Covenant architecture looked like, so I tried to make the Forerunner concepts different", Smith said.[2]: 95  The result was a sleek angular design[13] which was distinct from the curves of the Covenant's architecture and the functional human designs. For Halo 2, designers wanted to refine and elaborate on the Forerunner design, without abandoning the style set by Russel; environment artist Frank Capezzuto found that looking at the Forerunner structures as sculptures rather than buildings helped to drive the designs for Halo 2.[2]: 96 

The art team also spent a large amount of time on Covenant weaponry, in order to make them suitably alien yet still recognizable to players.[2]: 125  At the same time, the designers wanted all aspects of Covenant technology, especially the vehicles, to act plausibly.[2]: 143  In contrast to human weapons firing projectiles, many of the Covenant's weaponry are depicted as firing plasma. A few of the Covenant's weapons are not plasma-based, including the Needler, which fires razor-sharp pink needles capable of homing at organic foes. A weapons expert noted parallels between the Needler and ancient Greek Amazons painting their daggers pink as a psychological weapon.[14] Bungie designed the majority of Covenant technology to mirror the aesthetic of the Elites; the exteriors are sleek and graceful, with a more angular and complex core underneath hinting at the Forerunner origins of the technology.[15]: 60 

Forerunners

 
Concept art by Eddie Smith for Forerunner structures in the game Halo 2, showing the Forerunners' angular architecture, an architecture style only they used and are known for.

The Forerunners were a powerful race that formed a galaxy-wide empire tens of thousands of years before the events of the main game.

According to the official backstory to the series, the Forerunners came to power after they successfully rebelled against their creators, the Precursors. To ensure that the Precursors will never again threaten their existence, the Forerunners exterminated them, except for one imprisoned which they called the Primordial.[16] At the height of their power the Forerunners formed a galaxy-wide empire for more than 100,000 years before the events of the main Halo story arc.[17] The Forerunners successfully usurped the Mantle – protection of all life in the galaxy – from the Precursors.

Much later, they were threatened by the parasitic Flood. The Forerunners took action, but the parasite was unstoppable. A group of Forerunners conceived a plan to stop the Flood once and for all, building an installation known as the Ark that created seven ring-shaped megastructures called "Halos". The Halo Array, when activated, would destroy all sentient life within range – depriving the Flood of its food.

After waiting as long as they could, and traveling the galaxy to collect species from planets, which would later be used to "re-seed" the galaxy, the Forerunners activated the Array and vanished. Although the parasite's spread across the galaxy was halted, the Forerunners paid a terrible price as they, and all sentient life capable of sustaining the Flood in the galaxy, were annihilated. The Covenant worship the Forerunners as deities and relentlessly search for Forerunner relics. The reason for the Forerunners' disappearance is revealed in Halo: Combat Evolved when the artificial intelligence Cortana enters one of the Halo's computer networks and learns the true purpose of the Halos. In the Halo: Fractures short story "Promises to Keep", it's revealed that the surviving Forerunners exiled themselves from the galaxy after reseeding life which took about a century.

Additionally, the Forerunners created battle constructs known as "Prometheans", robotic AIs armed with Forerunner weapons to defend areas such as the shield world of Requiem.

The Forerunners also created highly advanced AIs known as Contender-class AI which were numerous AI "minds" working in synchrony, thus giving it intellectual properties greater than any other AI. The Forerunners also created Sentinels which are machines designed for the defense, construction, and maintenance of Forerunner facilities. Sentinels are also used in Flood outbreaks since their "beam" is useful as it not only destroys dead combat forms, it disintegrates them to prevent reanimation.

Another invention of the Forerunners depicted in the games and novels are artificial planets known as shield worlds. First appearing in Halo: Ghosts of Onyx, shield worlds are constructs designed to act as bomb shelters from the Halo Array. Generally, they are made up of an outer terrestrial planet with the shield world contained inside in the form of a micro-Dyson sphere.

Halo Array

The Halo Array is a group of fictional megastructures and superweapons in the Halo science-fiction franchise, consisting of ringworlds known as Halos built by a structure known as the Ark. They are referred to as "Installations" by their artificial intelligence caretakers, and were created by an ancient race known as the Forerunners. The series' alien antagonists, the Covenant, refer to the Halos as the "Sacred Rings", believing them to form part of a greater religious prophecy known as "The Great Journey". In the games' stories, the Forerunners built the Halo Array to contain and study the Flood, an infectious alien parasite. The rings act together as a weapon of last resort; when fired, they kill all sentient life in the galaxy capable of falling prey to the Flood, thereby starving the parasite of its food. The battle to prevent their activation forms the crux of the plot progression for the first Halo trilogy of games.

While the Halos are ring-shaped megastructures similar to those in Larry Niven's novel Ringworld (1970), they are far smaller, with radii of 3,106.856 miles (5,000.000 km).[18] The Halos are closer in proportion to the Orbitals of Iain M. Banks in shape and design,[19][20] or to a Bishop Ring, an actual proposed space habitat first explained by Forrest Bishop. As seen in the games, Halo installations feature a metallic exterior but an inner surface filled with an atmosphere, water, plant life, and animal life.[21] What appears to be docking ports and windows dot the exterior surface, suggesting that a fraction of the ring structure itself is hollow and used for maintenance, living, and power generation.[22]

Before the title of the game that would become Halo: Combat Evolved was announced, while development was in its early stages, the megastructure on which the game took place was a massive, hollowed-out planet called "Solipsis". As ideas evolved, the planet became a Dyson Sphere, and then a Dyson Ring.[23] Some Bungie staffers felt the change to a ringworld was "ripping off Larry Niven", according to Bungie artist Paul Russel.[24] Bungie employee Frank O'Connor wrote in a post on Bungie that "the specific accusation that we swiped the idea of a ring-shaped planet wholesale is not accurate", explaining that Bungie used a ringworld because "it's cool and therefore the type of thing a Forerunner civilization would build."[25] The immense scale of the Dyson megastructures was shrunk for the Halos, as artist Mark Goldsworthy noted that they wanted players to be able to see the ring stretching into the sky and behold the scale of the ringworlds.[26]

Physicist Kevin Grazier calculated that a Halo constructed using conventional steel alloys and composed of 50% empty space would result in a total mass of 1.7x1017 kg.[22] The amount of material required to build such a ring would be akin to the total material available in the asteroid belt.[27]


Flood

The Flood (originally called the shaping sickness) is a parasite which is driven by a desire to infect, kill, or consume all sentient life it encounters. The Flood first appears in Halo: Combat Evolved, when the Covenant release some captured specimens from stasis on Installation 04; the parasite spreads and threatens to escape the ring, until the Master Chief destabilizes the installation with a massive explosion coming from the Pillar of Autumn. It is also later found in Halo 2 on Installation 05 along with the Gravemind, an enormous tentacled creature that acts as the parasite's central intelligence. In Halo 3, the Flood reaches the Halo Ark using the giant Covenant holy city High Charity. Master Chief then defeats the Flood once again by firing the incomplete replacement for Installation 04, which damages but does not destroy the Ark. The Gravemind, present on the replacement ring when it explodes from the strain, accepts defeat, but insists that it will only slow, not stop, the Flood.

In the Halo Wars 2 expansion pack Awakening the Nightmare, some of the Flood is revealed to have survived the firing of Installation 08 in the ruins of the Covenant holy city High Charity. Recognizing the danger, the Ark's defenses erected a containment shield around the ruins to successfully quarantine the surviving Flood inside the city. However, Banished forces, believing the Flood to just be another of the Covenant's lies, deactivate the Ark's defense systems and breach the containment shield, releasing the Flood upon the Ark once again. The Flood forms a Proto-Gravemind which grows quickly and becomes dangerously close to becoming a new Gravemind. However, the Banished reactivate the Ark's defenses and kill the Proto-Gravemind. With the Proto-Gravemind dead, the Banished and the Ark's Sentinels are able to contain the new Flood outbreak and seal off High Charity once again.

The Flood were added early in the game development stage of Halo: Combat Evolved, and life of Halo was specifically tailored to increasing the surprise of the Flood's sudden appearance, halfway through the first game. At one point, Halo featured large numbers of terrestrial dinosaur-like creatures, but Bungie felt the presence of other native species would dilute the impact of the Flood and removed them.[28]

United Nations Space Command

The United Nations Space Command (UNSC) is the main faction of future humanity and is the main protagonist of the original Halo trilogy. The UNSC was formed in the mid-2160s under the United Nations and would later become the military arm of the Unified Earth Government (UEG). According to Halo story architects Frank O'Conner and Robert McLees, during the 26th-century events of Halo, the UNSC exercises considerably more power than its civilian counterpart.[29]

Before the beginnings of the war with the Covenant, humanity was in turmoil, with the remote colonies fighting for independence from the UEG. To help quell the revolts, the UNSC commissioned the highly classified SPARTAN Project, responsible for the development of four generations of unique, highly trained infantry, collectively called Spartans, who operate in powered armor known as MJOLNIR. The Spartans undertook classified missions against rebels and insurrectionists. When the Covenant began destroying the outer colonies, these Spartans became humanity's best hope against the technological superiority of the Covenant.

 
The Warthog produced by Weta Workshop for use in live-action shorts

One of the UNSC's unclassified special forces units are the Orbital Drop Shock Troopers or ODSTs. They are also called 'Helljumpers' after their motto "Feet first into hell." They specialize in orbital combat insertions via Single-Occupant Exoatmospheric Insertion Vehicles (SOEIVs) jettisoned from ships in low orbit.[30] As characterized by author William C. Dietz in Halo: The Flood, the future corps shares thematic similarities to the present-day United States Army.[31]

The most important Special Force unit in the game is the SPARTAN project, more importantly, the second generation of Spartans within the project – a group of specially trained supersoldiers. John-117, the main playable character in the main trilogy, is one of the few known surviving Spartan-IIs. The UNSC has an army, which serves as a ground defensive force within the UNSC military.[29]

The UNSC also field various ground vehicles for combat; among these is a general purpose scout 'jeep' dubbed the "Warthog" or simply the "'Hog", a working replica of which was created by special effects company Weta Workshop for a series of shorts by director Neill Blomkamp.[32] This vehicle had fully functioning four-wheel steering, machine-gun, digital displays, and air-bags.[33]

The initialisation "UNSC" has occasionally been confused with the United Nations Security Council. For example, on May 24, 2012, a BBC news report on the UN used the Halo UNSC logo, as opposed to the United Nations Security Council logo, as a background image.[34]

Covenant

The Covenant is a theocratic collection of alien races, existing as a massive empire for thousands of years. In many Halo video games, they fill an antagonistic role. The alliance worships an ancient alien race known as the Forerunners and search for their deities' relics. The novel Halo: Contact Harvest reveals that the Covenant's luminaries, devices which search for Forerunner relics, discovered a massive cache of the relics on a human colony, Harvest. The Forerunner artificial intelligence Mendicant Bias awakens and reveals to three Covenant politicians that the "relics" are in fact the humans themselves – Bias identifies them as descendants of his makers. Worried that the discovery of such a secret would destroy the Covenant, the High Prophet leadership instead directs the Covenant to destroy humanity and its United Nations Space Command (UNSC) as an affront to the deities. This leads to the search for Halo, an ancient weapon designed by the Forerunners to attempt to contain the Flood which was destroyed by the UNSC in Halo: Combat Evolved. In Halo 2, the Covenant splits apart in civil war when the Elites learn of their leaders' treachery; the Elites eventually ally with humanity to stop the rest of the Covenant from activating the Halos in an attempt to follow the Forerunners into liberation. In Halo 3, the Covenant is completely destroyed during the battle on the Ark by the joint forces of the Elites and the UNSC.[35][36]

Prior to the events of Halo 4, some of the Elites who had left the Covenant and fought against it,[37] form a new faction led by Jul 'Mdama. This smaller faction self proclaims to be a new "Covenant", existing as an entirely different organization.[38][39] Jul 'Mdama's faction serves as an antagonist against the UNSC and is defeated in Halo 5: Guardians.

 
Clockwise from left: a Covenant Hunter, Brute, Jackals, and Grunts as they appear in Halo 3 (2007).

Covenant society is depicted as a caste system composed of different species. Bungie's artists looked at live animals and films for inspiration; as a result, the species within the Covenant bear simian, reptilian, avian, and ursine characteristics.[2]: 51  Concept artist Shi Kai Wang focused on making each enemy seem appropriate to its role in gameplay.[40]: 47  The species within the Covenant include:

  • Elites (called Sangheili in the Covenant language) who stand nearly 8'6'' (2.6 m) and feature recharging personal shields. The Elites initially had simple mouths, which developed into pairs of split mandibles substituting for the lower jaws. Bungie concept artist Shi Kai Wang noted that project lead Jason Jones had been insistent on giving the Elites a tail.[2]: 37  While Wang thought it made the aliens look too animalistic, the idea was dropped due to practical considerations, including where the tail would go when the Elites were driving vehicles.[2]: 38  According to Paul Russel, when Bungie was bought by Microsoft and Halo was turned into an Xbox launch title, Microsoft took issue with the design of the Elites, as they felt that the Elites had a resemblance to cats that might alienate Japanese consumers.[12]
  • Grunts or Unggoy, are commonly depicted as basic foot soldiers and are used as a cannon fodder-like unit. Squat and cowardly fighters, Grunts panic and run if players kill their leaders.[41]
  • Jackals or Kig-Yar carry energy shields or ranged weaponry. In some cases, such as with the Jackals, the overall design was honed once the enemy's role was clearly defined.[2]: 28 
  • Hunters or Lekgolo are collectives of alien worms encased in tough armor.[42]: 4–5  Initial concepts were less humanoid-looking and softer than the final shape, with angular shields and razor-sharp spines.[2]: 33 
  • Prophets or San 'Shyuum serve as the supreme rulers of the Covenant, and were primarily designed by Shi Kai Wang and Eric Arroyo. Originally, the Prophets were built in a more unified way, with the gravity thrones they used for flotation and movement fused with the Prophet's organic structures. The characters were also designed to be feeble, yet sinister. The three Prophet Hierarchs were each individually designed.[2]: 55–56 
  • Brutes or Jiralhanae are even more physically imposing than the Elites, with their society organized around tribal chieftains. Inspired by the animators watching biker films, the Brutes incorporated simian and ursine elements while retaining an alien look. Wang's final concept for the creatures in Halo 2, replete with bandoliers and human skulls, was simplified for the game.[2]: 37–38  Brutes were meant to typify the abusive alien menace of the Covenant and in the words of design lead Jaime Griesemer, to serve as "barbarians in Rome".[43]

Other members of the Covenant include insectoid Drones (Yanme'e); the animators found the creatures challenging, as they had to be animated to walk, run, crawl, or fly on multiple surfaces. Old concept art from Combat Evolved was repurposed in influencing the Drone's final shape, which took cues from cockroaches, grasshoppers, and wasps.[2]: 55  Cut from Combat Evolved were floating support workers known as Engineers (Huragok),[2] actually constructed machines rather than organic creatures.[44] They later made appearances in Halo Wars and Halo 3: ODST, as well as various novels.

With subsequent games, the Covenant and their look were changed or refined to account for increased graphic hardware or gameplay needs. In Halo 3, the Brutes became the primary enemy, and they were heavily redesigned. Concept artists took inspiration from rhinoceroses and gorillas, and armored them with buckles and clothing to represent a different aesthetic look compared to the Covenant. Weaponry was designed to reflect the Brute's "souls" distilled to its purest form – conveyed by dangerous shapes, harsh colors, and objects that looked "dangerous to be around".[15]: 47  The more seasoned the Brute, the more ornate clothing and helmets; the armor was designed to convey a culture and tradition to the species, and emphasize their mass and power. Designs for Halo 3 took cues from ancient Greek Spartans.[15]: 22–25  Character animators recorded intended actions for the new Brutes in a padded room at Bungie. A new addition to the Brute artificial intelligence was a pack mentality; leader Brutes direct large-scale actions simultaneously, such as throwing grenades towards a player.[43]

Halo: Reach served as a prequel to Halo: Combat Evolved, and creative director Marcus Lehto pushed for the team to revamp the Covenant. The aliens' translated English was replaced with untranslated, guttural alien sounds, and their look and weaponry was redesigned. The goal was to make the Covenant intimidating and more alien to players.[45] Halo: Reach also featured a Jackel variant called a skirmisher that had two small shields on each of it's arms and dodged things easily. These new enemies later were included in Halo: Infinite.

The Covenant serve as one of a number of religious allusions in Halo. Their name refers to sacred agreements between the people of Israel and their God in Jewish and Christian tradition, and could be used to indicate the attitude of superiority complex the aliens have to the inferior and sacrilegious humans. The Covenant's ships bear names referring to elements of Judeo-Christian religion.[46] A review of religions and religious material in video games noted that the Covenant's invented religion had many similarities to those in similar games, and would likely be called a cult in the real world.[47] The thematic parallels of religious zealots fighting an American military metaphor was not lost on Microsoft's content review team, who forced a name change of the holy warrior "Dervish" to Arbiter before the release of Halo 2.[1][46] Theologian P.C.J.M. Paulissen notes that while on the surface the Halo games present a conflict between rational humans and religious alien fanaticism, the comparison is complicated by the technical superiority of the Covenant (they wield energy weapons compared to primitive human ballistics) and the games seem to reject the idea science and religion are rigidly disconnected.[46]

Banished

A mercenary organization that splintered off from the Covenant, the Banished, is led by the Brute known as Atriox.[48] They rose to power after Atriox led other disgruntled members of the Jiralhanae species to rebel against their Sangheili masters. The newly formed “Banished” started off as pirates, conducting surgical strikes against the Covenant and scavenging for resources and supplies. Composed of various alien mercenaries, Atriox welcomes competent members from all species into the Banished, including humans who have joined.[49][50] They first appear in Halo Wars 2, after they invade the Forerunner installation known as the Ark, later coming in conflict with the crew of the presumed-lost UNSC ship Spirit of Fire. The Banished subsequently appear in the novels Halo Shadows of Reach and Halo Divine Wind. The Banished return in Halo Infinite as an antagonist hostile to humanity's UNSC, under the command of the Brute War Chief Escharum.[51] Throughout the course of the game, the Master Chief battles the Banished across the surface of Halo Installation 07. The Banished seek to control Zeta Halo and ally themselves with the Harbinger who wishes to release her race, the Endless. The Master Chief succeeds in stopping the repair of the ring, killing Escharum and a number of other high-ranking Banished members as well as the Harbinger. However, it's revealed that Atriox, presumed dead early in the conflict, has survived and he locates the Endless.

Cultural impact

Merchandise

Halo has a variety of affiliated merchandise. A version of the strategy board game Risk was released based on Halo Wars with game pieces being modeled after the UNSC, Covenant, and Flood. A mix of human and Covenant vehicles and weapons were also featured in the Halo ActionClix tabletop game[52] and a series by McFarlane Toys.[53] Game journalists have even noted the similarities between the Warthog and the Hummer HX, which GM denies.[54] The merchandise includes several series of action figures. The first series of figures were created by Joyride Studios, and featured characters, weapons, and vehicles representing all of Halo's factions. The task of creating Halo 3's action figures fell to McFarlane Toys;[55] in an interview with Bungie, Todd McFarlane stated that the challenge of creating figures for a franchise was that designers had to accommodate and integrate both articulation and attention to detail, "without compromising one or the other too heavily".[56] A total of three series of figurines have since been produced, featuring UNSC, Flood, and Covenant forces.[57] Manufacturer Kotobukiya also produced "high-end statues" for Halo 3's debut.[58] Other merchandise based on the weapons of the Halo universe include die cast weapons replicas[59] and a set of Covenant weapons used for Laser tag.[60]

Critical reception

Halo's universe and the factions in it have been well-received, both from a storytelling point of view and from game play. Gamasutra lauded Halo's artificial intelligence. For example, Covenant or Flood forces never spawn in the same places when the player restarts from checkpoints, which gives the player "the sense that the [alien] creatures have things to do besides killing humans".[61] Bungie's goal of making characters behave realistically in the games[62] has led to the behavior of the Covenant, Flood, and Forerunner units being praised in each game of the series. A point of criticism has been the AI of allied UNSC characters; reviewers noted that in Halo 3, they were often more of a hindrance than help.[63][64]

The various factions that make up the Halo universe were each received differently. The Flood have been alternatively praised as terrifying foes, and lambasted as annoying zombie-like enemies; the literary adaptations of the Flood, particularly their representation in The Halo Graphic Novel, have been best received.[citation needed]

Notes

  1. ^ a b c Haske, Steven (May 30, 2017). "The Complete, Untold History of Halo". Vice. Vice Media. from the original on March 15, 2018. Retrieved March 27, 2018.
  2. ^ a b c d e f g h i j k l m n o p q r s t u v w x y z Trautmann, Eric (2004). The Art of Halo. New York: Del Ray Books. ISBN 0-345-47586-0.
  3. ^ Marks, Peter (January 22, 2002). . Bungie. Archived from the original on November 8, 2003.
  4. ^ . Xbox.com. Microsoft. Archived from the original on June 2, 2009. Retrieved April 1, 2008.
  5. ^ Tuttle, Will (November 1, 2004). "Interview - Halo 2: Vehicles (Xbox)". GameSpy. Retrieved May 12, 2008.
  6. ^ Boulding, Aaron (November 1, 2001). . IGN. Archived from the original on March 10, 2018. Retrieved November 5, 2007.
  7. ^ Purchese, Rob (January 12, 2007). "Halo 3 Mongoose details". Eurogamer. Retrieved August 6, 2013.
  8. ^ Kotaku - Revealed: Halo 3's Mongoose December 27, 2007, at the Wayback Machine
  9. ^ Ransom-Wiley, James (October 27, 2006). "Halo 3 info leaked: new weapons, vehicles, features & Collector's Edition detailed". Joystiq. Retrieved August 6, 2013.
  10. ^ Vicious Sid (January 11, 2007). . GamePro. Archived from the original on January 18, 2007. Retrieved August 27, 2008.
  11. ^ Smith, Luke (March 25, 2008). . Bungie. Archived from the original on December 5, 2019. Retrieved April 5, 2008.
  12. ^ a b Armstrong, Chad; Brian Jarrard, Luke Smith (August 21, 2008). (Podcast). Kirkland, Washington: Bungie. Archived from the original (MP3) on February 3, 2009. Retrieved August 27, 2008.
  13. ^ Smith, Luke (November 20, 2006). . 1UP.com. Archived from the original on February 3, 2012. Retrieved April 1, 2008.
  14. ^ Samoon, Evan (July 2008). "Gun Show: A real military expert takes aim at videogame weaponry to reveal the good, the bad, and the just plain silly". Electronic Gaming Monthly. Vol. 1, no. 230. p. 49.
  15. ^ a b c Boroumand, Shaida, ed. (2008). The Art of Halo 3. Random House. ISBN 978-07615-6072-2.
  16. ^ Bungie (2007). Halo 3 Limited Edition Bestiarum.
  17. ^ Staten, Joseph; Wu, Louis (August 1, 2006). "HBO interview with Staten". Halo.Bungie.Org. Retrieved January 1, 2007.
  18. ^ Grazier (2006), 39–40.
  19. ^ Cuddy, Luke (June 7, 2011). Halo and Philosophy: Intellect Evolved. Open Court. ISBN 978-0812697186. [...] Banks put out the Culture series of books, which envisions a slightly smaller structure called an "orbital" -- probably closer to the Halo structures [...]
  20. ^ Sones, Benjamin E. (July 14, 2000). . Computer Games Online. Archived from the original on April 8, 2005. Retrieved April 13, 2013. we don't want people to think this is the game of Niven's Ringworld, simply because it takes place on a ring-shaped artificial world... you'd be surprised how often people assume this. ... structurally it's more similar to the 'orbitals' in Iain M. Banks' Culture novels.
  21. ^ Hiatt (1999), 94–96.
  22. ^ a b Grazier (2006), 41.
  23. ^ McLaughlin (2007), 1.
  24. ^ Jarrard, et al (2008).
  25. ^ Perry (2006), 6.
  26. ^ Robinson (2011), 40.
  27. ^ Grazier (2006), 42.
  28. ^ Bungie (February 10, 2006). Bungie. Archived from the original on February 10, 2006.
  29. ^ a b Halo Story Page (August 5, 2008). "Frank O'Connor/Robt McLees Interview - August 2008". Halo.Bungie.Org. Retrieved August 6, 2008.
  30. ^ Dietz (2003), 77.
  31. ^ "Interview with William C. Dietz". Halo.Bungie.Org. June 7, 2008. p. 1.
  32. ^ O'Connor, Frank (July 20, 2007). . Bungie. Archived from the original on December 5, 2019. Retrieved March 10, 2009.
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  34. ^ Alleyne, Richard (May 29, 2012). "BBC mistake computer game logo for United Nations Security Council symbol". The Daily Telegraph. Retrieved August 6, 2013.
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factions, halo, halo, video, game, media, franchise, takes, place, fictional, science, fiction, universe, distant, past, race, known, forerunners, fought, parasitic, flood, forerunners, ultimately, activate, weapons, mass, destruction, halo, array, order, star. The Halo video game and media franchise takes place in a fictional science fiction universe In the distant past a race known as the Forerunners fought the parasitic Flood The Forerunners ultimately activate weapons of mass destruction the Halo Array in order to starve the Flood and stop the threat By the 26th century humanity led by the United Nations Space Command UNSC is caught in a war with an alien coalition known as the Covenant The Covenant worship the Forerunners as deities mistakenly believing that the Halos are a tool of salvation not destruction The Flood meanwhile escape the confines of Halo and threaten to spread across the galaxy again A large portion of the series success lies in the creation of a believable world and Bungie reinforced the fictional factions the player interacts with via a lengthy design process with the release of each game The overall design of each faction was slowly developed before the release of the first game in the series Halo Combat Evolved and continually refined in later games development Reception of Halo s factions has generally been positive The Covenant were praised by reviewers as exciting and challenging enemies and later games featuring the Forerunner Prometheans as enemies were criticized as not living up to the same standard Characters weapons and vehicles of all the factions have been released as toys or promotional materials Contents 1 Development 1 1 Weapons and vehicles 2 Forerunners 2 1 Halo Array 3 Flood 4 United Nations Space Command 5 Covenant 6 Banished 7 Cultural impact 7 1 Merchandise 7 2 Critical reception 8 NotesDevelopment EditThroughout much of Bungie s development of Halo Combat Evolved very little concrete story details had been developed for the story campaign and what enemies the player character would face Writer Joseph Staten and other Bungie staff came up with the idea of a coalition of alien races subsequently deciding that the faction would be motivated by religion 1 Early in the game s development environmental artist Paul Russel solidified the concept of three schools of Halo architecture for the main factions in the game the humans of the United Nations Space Command UNSC the alien alliance of the Covenant and the Forerunner structures on which most of the game takes place For future humanity the artists and developers settled on a functional industrial look 2 86 Art Director Marcus Lehto said that the artists examined current technology trends and tried to extrapolate what future technology would look like 3 Designs were molded by the desire for building a realized and distinctive feel for the human ships and buildings but also to make the areas fun to play in For example the design team wanted a cramped claustrophobic feel for the human ship levels in Combat Evolved 2 89 Ron Cobb s work on Aliens informed some of the design for a lived in appearance 2 90 In comparison to the visions of dystopia common in many other science fiction works the cities and buildings of Earth which were first shown in Halo 2 were clean and functional with parks and attractive structures 2 104 Character design for the UNSC was more straightforward with uniforms based on existing military outfits ranks and insignia 2 33 All aspects of the game were designed to feel believable and cultivate suspension of disbelief 4 For the Covenant the team decided on sleek and shiny with reflective surfaces organic shapes and use of purples According to art director Marcus Lehto the principle designs for the faction came from environmental artist Paul Russel 2 86 while concept artist Shi Kai Wang was instrumental in developing the look of the various races within the Covenant Armor color was used to denote ranks of enemies 1 Like the character designs Covenant technology architecture and design continually changed throughout development occasionally for practical reasons as well as aesthetics 2 98 According to Eric Arroyo the Covenant cruiser Truth and Reconciliation which plays a major role in Halo Combat Evolved was to be boarded by the player by a long ramp However due to technical considerations of having a fully textured ship so close to the player the designers came up with a gravity lift which allowed the ship to be farther away thus not requiring as much processing power for detail as well as adding a visually interesting component of Covenant technology 2 100 Weapons and vehicles Edit Due to Halo being a first person shooter significant emphasis was put into the design of the game s weaponry The chief designer for human weapons was Robert McLees who at the time of Combat Evolved s development was the only one at Bungie with knowledge of firearms McLees wanted to make sure that the weapons looked cool but were also grounded by real world physics and considerations 2 111 The game designers also wanted items that would be recognizable to players yet futuristic looking enough to plausibly exist in Halo s 2552 2 122 Occasionally technical restraints forced design changes the submachine gun introduced in Halo 2 originally featured a transparent magazine which allowed players to see the caseless ammo feed into the gun but it proved too ambitious given the time and hardware available 2 123 Vehicles play an important role in the Halo games 5 6 and so vehicles were also given a long development stage The UNSC s vehicles were designed to be functional and utilitarian Their use of wheels also led players to feel that they were more fun to drive 2 135 The addition of the Mongoose ATV made headlines 7 8 after being cut from Halo 2 9 The original Warthog was considered a fan favorite 10 Paul Russel is considered the architect of the Forerunners design 11 12 In an interview Russel stated that creating the Forerunners visual language was a tough process which only came together like five months away from the game s completion much of the design was finalized on a single level The Silent Cartographer which features both exterior Forerunner structures as well as deep interior chasms 2 94 5 Concept artist Eddie Smith is also credited with helping hone the Forerunners direction and said that he started work by reading the game s mission synopsis I knew what human and Covenant architecture looked like so I tried to make the Forerunner concepts different Smith said 2 95 The result was a sleek angular design 13 which was distinct from the curves of the Covenant s architecture and the functional human designs For Halo 2 designers wanted to refine and elaborate on the Forerunner design without abandoning the style set by Russel environment artist Frank Capezzuto found that looking at the Forerunner structures as sculptures rather than buildings helped to drive the designs for Halo 2 2 96 The art team also spent a large amount of time on Covenant weaponry in order to make them suitably alien yet still recognizable to players 2 125 At the same time the designers wanted all aspects of Covenant technology especially the vehicles to act plausibly 2 143 In contrast to human weapons firing projectiles many of the Covenant s weaponry are depicted as firing plasma A few of the Covenant s weapons are not plasma based including the Needler which fires razor sharp pink needles capable of homing at organic foes A weapons expert noted parallels between the Needler and ancient Greek Amazons painting their daggers pink as a psychological weapon 14 Bungie designed the majority of Covenant technology to mirror the aesthetic of the Elites the exteriors are sleek and graceful with a more angular and complex core underneath hinting at the Forerunner origins of the technology 15 60 Forerunners Edit Concept art by Eddie Smith for Forerunner structures in the game Halo 2 showing the Forerunners angular architecture an architecture style only they used and are known for The Forerunners were a powerful race that formed a galaxy wide empire tens of thousands of years before the events of the main game According to the official backstory to the series the Forerunners came to power after they successfully rebelled against their creators the Precursors To ensure that the Precursors will never again threaten their existence the Forerunners exterminated them except for one imprisoned which they called the Primordial 16 At the height of their power the Forerunners formed a galaxy wide empire for more than 100 000 years before the events of the main Halo story arc 17 The Forerunners successfully usurped the Mantle protection of all life in the galaxy from the Precursors Much later they were threatened by the parasitic Flood The Forerunners took action but the parasite was unstoppable A group of Forerunners conceived a plan to stop the Flood once and for all building an installation known as the Ark that created seven ring shaped megastructures called Halos The Halo Array when activated would destroy all sentient life within range depriving the Flood of its food After waiting as long as they could and traveling the galaxy to collect species from planets which would later be used to re seed the galaxy the Forerunners activated the Array and vanished Although the parasite s spread across the galaxy was halted the Forerunners paid a terrible price as they and all sentient life capable of sustaining the Flood in the galaxy were annihilated The Covenant worship the Forerunners as deities and relentlessly search for Forerunner relics The reason for the Forerunners disappearance is revealed in Halo Combat Evolved when the artificial intelligence Cortana enters one of the Halo s computer networks and learns the true purpose of the Halos In the Halo Fractures short story Promises to Keep it s revealed that the surviving Forerunners exiled themselves from the galaxy after reseeding life which took about a century Additionally the Forerunners created battle constructs known as Prometheans robotic AIs armed with Forerunner weapons to defend areas such as the shield world of Requiem The Forerunners also created highly advanced AIs known as Contender class AI which were numerous AI minds working in synchrony thus giving it intellectual properties greater than any other AI The Forerunners also created Sentinels which are machines designed for the defense construction and maintenance of Forerunner facilities Sentinels are also used in Flood outbreaks since their beam is useful as it not only destroys dead combat forms it disintegrates them to prevent reanimation Another invention of the Forerunners depicted in the games and novels are artificial planets known as shield worlds First appearing in Halo Ghosts of Onyx shield worlds are constructs designed to act as bomb shelters from the Halo Array Generally they are made up of an outer terrestrial planet with the shield world contained inside in the form of a micro Dyson sphere Halo Array Edit The Halo Array is a group of fictional megastructures and superweapons in the Halo science fiction franchise consisting of ringworlds known as Halos built by a structure known as the Ark They are referred to as Installations by their artificial intelligence caretakers and were created by an ancient race known as the Forerunners The series alien antagonists the Covenant refer to the Halos as the Sacred Rings believing them to form part of a greater religious prophecy known as The Great Journey In the games stories the Forerunners built the Halo Array to contain and study the Flood an infectious alien parasite The rings act together as a weapon of last resort when fired they kill all sentient life in the galaxy capable of falling prey to the Flood thereby starving the parasite of its food The battle to prevent their activation forms the crux of the plot progression for the first Halo trilogy of games While the Halos are ring shaped megastructures similar to those in Larry Niven s novel Ringworld 1970 they are far smaller with radii of 3 106 856 miles 5 000 000 km 18 The Halos are closer in proportion to the Orbitals of Iain M Banks in shape and design 19 20 or to a Bishop Ring an actual proposed space habitat first explained by Forrest Bishop As seen in the games Halo installations feature a metallic exterior but an inner surface filled with an atmosphere water plant life and animal life 21 What appears to be docking ports and windows dot the exterior surface suggesting that a fraction of the ring structure itself is hollow and used for maintenance living and power generation 22 Before the title of the game that would become Halo Combat Evolved was announced while development was in its early stages the megastructure on which the game took place was a massive hollowed out planet called Solipsis As ideas evolved the planet became a Dyson Sphere and then a Dyson Ring 23 Some Bungie staffers felt the change to a ringworld was ripping off Larry Niven according to Bungie artist Paul Russel 24 Bungie employee Frank O Connor wrote in a post on Bungie that the specific accusation that we swiped the idea of a ring shaped planet wholesale is not accurate explaining that Bungie used a ringworld because it s cool and therefore the type of thing a Forerunner civilization would build 25 The immense scale of the Dyson megastructures was shrunk for the Halos as artist Mark Goldsworthy noted that they wanted players to be able to see the ring stretching into the sky and behold the scale of the ringworlds 26 Physicist Kevin Grazier calculated that a Halo constructed using conventional steel alloys and composed of 50 empty space would result in a total mass of 1 7x1017 kg 22 The amount of material required to build such a ring would be akin to the total material available in the asteroid belt 27 Flood EditMain article Flood Halo The Flood originally called the shaping sickness is a parasite which is driven by a desire to infect kill or consume all sentient life it encounters The Flood first appears in Halo Combat Evolved when the Covenant release some captured specimens from stasis on Installation 04 the parasite spreads and threatens to escape the ring until the Master Chief destabilizes the installation with a massive explosion coming from the Pillar of Autumn It is also later found in Halo 2 on Installation 05 along with the Gravemind an enormous tentacled creature that acts as the parasite s central intelligence In Halo 3 the Flood reaches the Halo Ark using the giant Covenant holy city High Charity Master Chief then defeats the Flood once again by firing the incomplete replacement for Installation 04 which damages but does not destroy the Ark The Gravemind present on the replacement ring when it explodes from the strain accepts defeat but insists that it will only slow not stop the Flood In the Halo Wars 2 expansion pack Awakening the Nightmare some of the Flood is revealed to have survived the firing of Installation 08 in the ruins of the Covenant holy city High Charity Recognizing the danger the Ark s defenses erected a containment shield around the ruins to successfully quarantine the surviving Flood inside the city However Banished forces believing the Flood to just be another of the Covenant s lies deactivate the Ark s defense systems and breach the containment shield releasing the Flood upon the Ark once again The Flood forms a Proto Gravemind which grows quickly and becomes dangerously close to becoming a new Gravemind However the Banished reactivate the Ark s defenses and kill the Proto Gravemind With the Proto Gravemind dead the Banished and the Ark s Sentinels are able to contain the new Flood outbreak and seal off High Charity once again The Flood were added early in the game development stage of Halo Combat Evolved and life of Halo was specifically tailored to increasing the surprise of the Flood s sudden appearance halfway through the first game At one point Halo featured large numbers of terrestrial dinosaur like creatures but Bungie felt the presence of other native species would dilute the impact of the Flood and removed them 28 United Nations Space Command EditThe United Nations Space Command UNSC is the main faction of future humanity and is the main protagonist of the original Halo trilogy The UNSC was formed in the mid 2160s under the United Nations and would later become the military arm of the Unified Earth Government UEG According to Halo story architects Frank O Conner and Robert McLees during the 26th century events of Halo the UNSC exercises considerably more power than its civilian counterpart 29 Before the beginnings of the war with the Covenant humanity was in turmoil with the remote colonies fighting for independence from the UEG To help quell the revolts the UNSC commissioned the highly classified SPARTAN Project responsible for the development of four generations of unique highly trained infantry collectively called Spartans who operate in powered armor known as MJOLNIR The Spartans undertook classified missions against rebels and insurrectionists When the Covenant began destroying the outer colonies these Spartans became humanity s best hope against the technological superiority of the Covenant The Warthog produced by Weta Workshop for use in live action shorts One of the UNSC s unclassified special forces units are the Orbital Drop Shock Troopers or ODSTs They are also called Helljumpers after their motto Feet first into hell They specialize in orbital combat insertions via Single Occupant Exoatmospheric Insertion Vehicles SOEIVs jettisoned from ships in low orbit 30 As characterized by author William C Dietz in Halo The Flood the future corps shares thematic similarities to the present day United States Army 31 The most important Special Force unit in the game is the SPARTAN project more importantly the second generation of Spartans within the project a group of specially trained supersoldiers John 117 the main playable character in the main trilogy is one of the few known surviving Spartan IIs The UNSC has an army which serves as a ground defensive force within the UNSC military 29 The UNSC also field various ground vehicles for combat among these is a general purpose scout jeep dubbed the Warthog or simply the Hog a working replica of which was created by special effects company Weta Workshop for a series of shorts by director Neill Blomkamp 32 This vehicle had fully functioning four wheel steering machine gun digital displays and air bags 33 The initialisation UNSC has occasionally been confused with the United Nations Security Council For example on May 24 2012 a BBC news report on the UN used the Halo UNSC logo as opposed to the United Nations Security Council logo as a background image 34 Covenant EditThe Covenant is a theocratic collection of alien races existing as a massive empire for thousands of years In many Halo video games they fill an antagonistic role The alliance worships an ancient alien race known as the Forerunners and search for their deities relics The novel Halo Contact Harvest reveals that the Covenant s luminaries devices which search for Forerunner relics discovered a massive cache of the relics on a human colony Harvest The Forerunner artificial intelligence Mendicant Bias awakens and reveals to three Covenant politicians that the relics are in fact the humans themselves Bias identifies them as descendants of his makers Worried that the discovery of such a secret would destroy the Covenant the High Prophet leadership instead directs the Covenant to destroy humanity and its United Nations Space Command UNSC as an affront to the deities This leads to the search for Halo an ancient weapon designed by the Forerunners to attempt to contain the Flood which was destroyed by the UNSC in Halo Combat Evolved In Halo 2 the Covenant splits apart in civil war when the Elites learn of their leaders treachery the Elites eventually ally with humanity to stop the rest of the Covenant from activating the Halos in an attempt to follow the Forerunners into liberation In Halo 3 the Covenant is completely destroyed during the battle on the Ark by the joint forces of the Elites and the UNSC 35 36 Prior to the events of Halo 4 some of the Elites who had left the Covenant and fought against it 37 form a new faction led by Jul Mdama This smaller faction self proclaims to be a new Covenant existing as an entirely different organization 38 39 Jul Mdama s faction serves as an antagonist against the UNSC and is defeated in Halo 5 Guardians Clockwise from left a Covenant Hunter Brute Jackals and Grunts as they appear in Halo 3 2007 Covenant society is depicted as a caste system composed of different species Bungie s artists looked at live animals and films for inspiration as a result the species within the Covenant bear simian reptilian avian and ursine characteristics 2 51 Concept artist Shi Kai Wang focused on making each enemy seem appropriate to its role in gameplay 40 47 The species within the Covenant include Elites called Sangheili in the Covenant language who stand nearly 8 6 2 6 m and feature recharging personal shields The Elites initially had simple mouths which developed into pairs of split mandibles substituting for the lower jaws Bungie concept artist Shi Kai Wang noted that project lead Jason Jones had been insistent on giving the Elites a tail 2 37 While Wang thought it made the aliens look too animalistic the idea was dropped due to practical considerations including where the tail would go when the Elites were driving vehicles 2 38 According to Paul Russel when Bungie was bought by Microsoft and Halo was turned into an Xbox launch title Microsoft took issue with the design of the Elites as they felt that the Elites had a resemblance to cats that might alienate Japanese consumers 12 Grunts or Unggoy are commonly depicted as basic foot soldiers and are used as a cannon fodder like unit Squat and cowardly fighters Grunts panic and run if players kill their leaders 41 Jackals or Kig Yar carry energy shields or ranged weaponry In some cases such as with the Jackals the overall design was honed once the enemy s role was clearly defined 2 28 Hunters or Lekgolo are collectives of alien worms encased in tough armor 42 4 5 Initial concepts were less humanoid looking and softer than the final shape with angular shields and razor sharp spines 2 33 Prophets or San Shyuum serve as the supreme rulers of the Covenant and were primarily designed by Shi Kai Wang and Eric Arroyo Originally the Prophets were built in a more unified way with the gravity thrones they used for flotation and movement fused with the Prophet s organic structures The characters were also designed to be feeble yet sinister The three Prophet Hierarchs were each individually designed 2 55 56 Brutes or Jiralhanae are even more physically imposing than the Elites with their society organized around tribal chieftains Inspired by the animators watching biker films the Brutes incorporated simian and ursine elements while retaining an alien look Wang s final concept for the creatures in Halo 2 replete with bandoliers and human skulls was simplified for the game 2 37 38 Brutes were meant to typify the abusive alien menace of the Covenant and in the words of design lead Jaime Griesemer to serve as barbarians in Rome 43 Other members of the Covenant include insectoid Drones Yanme e the animators found the creatures challenging as they had to be animated to walk run crawl or fly on multiple surfaces Old concept art from Combat Evolved was repurposed in influencing the Drone s final shape which took cues from cockroaches grasshoppers and wasps 2 55 Cut from Combat Evolved were floating support workers known as Engineers Huragok 2 actually constructed machines rather than organic creatures 44 They later made appearances in Halo Wars and Halo 3 ODST as well as various novels With subsequent games the Covenant and their look were changed or refined to account for increased graphic hardware or gameplay needs In Halo 3 the Brutes became the primary enemy and they were heavily redesigned Concept artists took inspiration from rhinoceroses and gorillas and armored them with buckles and clothing to represent a different aesthetic look compared to the Covenant Weaponry was designed to reflect the Brute s souls distilled to its purest form conveyed by dangerous shapes harsh colors and objects that looked dangerous to be around 15 47 The more seasoned the Brute the more ornate clothing and helmets the armor was designed to convey a culture and tradition to the species and emphasize their mass and power Designs for Halo 3 took cues from ancient Greek Spartans 15 22 25 Character animators recorded intended actions for the new Brutes in a padded room at Bungie A new addition to the Brute artificial intelligence was a pack mentality leader Brutes direct large scale actions simultaneously such as throwing grenades towards a player 43 Halo Reach served as a prequel to Halo Combat Evolved and creative director Marcus Lehto pushed for the team to revamp the Covenant The aliens translated English was replaced with untranslated guttural alien sounds and their look and weaponry was redesigned The goal was to make the Covenant intimidating and more alien to players 45 Halo Reach also featured a Jackel variant called a skirmisher that had two small shields on each of it s arms and dodged things easily These new enemies later were included in Halo Infinite The Covenant serve as one of a number of religious allusions in Halo Their name refers to sacred agreements between the people of Israel and their God in Jewish and Christian tradition and could be used to indicate the attitude of superiority complex the aliens have to the inferior and sacrilegious humans The Covenant s ships bear names referring to elements of Judeo Christian religion 46 A review of religions and religious material in video games noted that the Covenant s invented religion had many similarities to those in similar games and would likely be called a cult in the real world 47 The thematic parallels of religious zealots fighting an American military metaphor was not lost on Microsoft s content review team who forced a name change of the holy warrior Dervish to Arbiter before the release of Halo 2 1 46 Theologian P C J M Paulissen notes that while on the surface the Halo games present a conflict between rational humans and religious alien fanaticism the comparison is complicated by the technical superiority of the Covenant they wield energy weapons compared to primitive human ballistics and the games seem to reject the idea science and religion are rigidly disconnected 46 Banished EditA mercenary organization that splintered off from the Covenant the Banished is led by the Brute known as Atriox 48 They rose to power after Atriox led other disgruntled members of the Jiralhanae species to rebel against their Sangheili masters The newly formed Banished started off as pirates conducting surgical strikes against the Covenant and scavenging for resources and supplies Composed of various alien mercenaries Atriox welcomes competent members from all species into the Banished including humans who have joined 49 50 They first appear in Halo Wars 2 after they invade the Forerunner installation known as the Ark later coming in conflict with the crew of the presumed lost UNSC ship Spirit of Fire The Banished subsequently appear in the novels Halo Shadows of Reach and Halo Divine Wind The Banished return in Halo Infinite as an antagonist hostile to humanity s UNSC under the command of the Brute War Chief Escharum 51 Throughout the course of the game the Master Chief battles the Banished across the surface of Halo Installation 07 The Banished seek to control Zeta Halo and ally themselves with the Harbinger who wishes to release her race the Endless The Master Chief succeeds in stopping the repair of the ring killing Escharum and a number of other high ranking Banished members as well as the Harbinger However it s revealed that Atriox presumed dead early in the conflict has survived and he locates the Endless Cultural impact EditMerchandise Edit Halo has a variety of affiliated merchandise A version of the strategy board game Risk was released based on Halo Wars with game pieces being modeled after the UNSC Covenant and Flood A mix of human and Covenant vehicles and weapons were also featured in the Halo ActionClix tabletop game 52 and a series by McFarlane Toys 53 Game journalists have even noted the similarities between the Warthog and the Hummer HX which GM denies 54 The merchandise includes several series of action figures The first series of figures were created by Joyride Studios and featured characters weapons and vehicles representing all of Halo s factions The task of creating Halo 3 s action figures fell to McFarlane Toys 55 in an interview with Bungie Todd McFarlane stated that the challenge of creating figures for a franchise was that designers had to accommodate and integrate both articulation and attention to detail without compromising one or the other too heavily 56 A total of three series of figurines have since been produced featuring UNSC Flood and Covenant forces 57 Manufacturer Kotobukiya also produced high end statues for Halo 3 s debut 58 Other merchandise based on the weapons of the Halo universe include die cast weapons replicas 59 and a set of Covenant weapons used for Laser tag 60 Critical reception Edit Halo s universe and the factions in it have been well received both from a storytelling point of view and from game play Gamasutra lauded Halo s artificial intelligence For example Covenant or Flood forces never spawn in the same places when the player restarts from checkpoints which gives the player the sense that the alien creatures have things to do besides killing humans 61 Bungie s goal of making characters behave realistically in the games 62 has led to the behavior of the Covenant Flood and Forerunner units being praised in each game of the series A point of criticism has been the AI of allied UNSC characters reviewers noted that in Halo 3 they were often more of a hindrance than help 63 64 The various factions that make up the Halo universe were each received differently The Flood have been alternatively praised as terrifying foes and lambasted as annoying zombie like enemies the literary adaptations of the Flood particularly their representation in The Halo Graphic Novel have been best received citation needed Notes Edit a b c Haske Steven May 30 2017 The Complete Untold History of Halo Vice Vice Media Archived from the original on March 15 2018 Retrieved March 27 2018 a b c d e f g h i j k l m n o p q r s t u v w x y z Trautmann Eric 2004 The Art of Halo New York Del Ray Books ISBN 0 345 47586 0 Marks Peter January 22 2002 Marcus Lehto on Halo s Art Bungie Archived from the original on November 8 2003 Reality Held in Suspense Xbox com Microsoft Archived from the original on June 2 2009 Retrieved April 1 2008 Tuttle Will November 1 2004 Interview Halo 2 Vehicles Xbox GameSpy Retrieved May 12 2008 Boulding Aaron November 1 2001 Halo Review IGN Archived from the original on March 10 2018 Retrieved November 5 2007 Purchese Rob January 12 2007 Halo 3 Mongoose details Eurogamer Retrieved August 6 2013 Kotaku Revealed Halo 3 s Mongoose Archived December 27 2007 at the Wayback Machine Ransom Wiley James October 27 2006 Halo 3 info leaked new weapons vehicles features amp Collector s Edition detailed Joystiq Retrieved August 6 2013 Vicious Sid January 11 2007 Bungie talks up new Halo 3 vehicle Mongoose GamePro Archived from the original on January 18 2007 Retrieved August 27 2008 Smith Luke March 25 2008 Legendary Map Blackout Bungie Archived from the original on December 5 2019 Retrieved April 5 2008 a b Armstrong Chad Brian Jarrard Luke Smith August 21 2008 Bungie Podcast With Paul Russel and Jerome Simpson Podcast Kirkland Washington Bungie Archived from the original MP3 on February 3 2009 Retrieved August 27 2008 Smith Luke November 20 2006 Previews Halo 3 1UP com Archived from the original on February 3 2012 Retrieved April 1 2008 Samoon Evan July 2008 Gun Show A real military expert takes aim at videogame weaponry to reveal the good the bad and the just plain silly Electronic Gaming Monthly Vol 1 no 230 p 49 a b c Boroumand Shaida ed 2008 The Art of Halo 3 Random House ISBN 978 07615 6072 2 Bungie 2007 Halo 3 Limited Edition Bestiarum Staten Joseph Wu Louis August 1 2006 HBO interview with Staten Halo Bungie Org Retrieved January 1 2007 Grazier 2006 39 40 Cuddy Luke June 7 2011 Halo and Philosophy Intellect Evolved Open Court ISBN 978 0812697186 Banks put out the Culture series of books which envisions a slightly smaller structure called an orbital probably closer to the Halo structures Sones Benjamin E July 14 2000 Bungie dreams of rings and things part 2 Computer Games Online Archived from the original on April 8 2005 Retrieved April 13 2013 we don t want people to think this is the game of Niven s Ringworld simply because it takes place on a ring shaped artificial world you d be surprised how often people assume this structurally it s more similar to the orbitals in Iain M Banks Culture novels Hiatt 1999 94 96 a b Grazier 2006 41 McLaughlin 2007 1 Jarrard et al 2008 Perry 2006 6 Robinson 2011 40 Grazier 2006 42 Bungie February 10 2006 One Million Years B X Bungie Archived from the original on February 10 2006 a b Halo Story Page August 5 2008 Frank O Connor Robt McLees Interview August 2008 Halo Bungie Org Retrieved August 6 2008 Dietz 2003 77 Interview with William C Dietz Halo Bungie Org June 7 2008 p 1 O Connor Frank July 20 2007 Bungie Weekly Update 7 20 07 Bungie Archived from the original on December 5 2019 Retrieved March 10 2009 Featured Projects Halo 3 Short Films Weta Workshop 2007 Archived from the original on September 13 2013 Alleyne Richard May 29 2012 BBC mistake computer game logo for United Nations Security Council symbol The Daily Telegraph Retrieved August 6 2013 Bungie Halo 3 Cortana But you did it Truth and the Covenant The Flood It s Finished Halo Waypoint Covenant July 8 2020 DISSOLUTION 2552 CE Halo Waypoint Xbox com Microsoft Like the rest of the Sangheili the surviving Councilors were not completely unified in their opinions on how to proceed following the Great Schism While some did take up the Arbiter s cause many others had become enamored with the idea of bringing the Covenant empire under complete Sangheili rule quickly scrambling to grab power wherever they could Some of these eventually served under Jul Mdama Halo Escalation 155 Zef Trahl What does it mean to be Covenant A hundred warlords claim they rule the Covenant but each of them leads only a small faction April 23 2014 United States Dark Horse Comics 9781616559076 Halo Escalation v3 Summary between Commander Sarah Palmer s Spartans and Jul Mdama s New Covenant is just beginning December 24 2014 United States Dark Horse Comics 9781616557591 Robinson Martin ed 2011 The Great Journey Halo The Art of Building Worlds Titan Books ISBN 978 08576 8562 9 Boulding Aaron November 9 2001 Halo Combat Evolved Review IGN Archived from the original on August 21 2012 Retrieved February 19 2009 Bungie 2004 Halo 2 Instruction Manual Microsoft Game Studios a b ViDoc Et Tu Brute Bungie December 2006 Retrieved February 15 2009 Huragok Species Halo Waypoint Retrieved October 21 2021 Sofge Erik October 2010 The Halo Effect Popular Mechanics 187 10 88 a b c Paulissen P C J M 2018 The Dark of the Covenant Christian Imagery Fundamentalism and the Relationship between Science and Religion in the Halo Video Game Series Religions 9 4 126 doi 10 3390 rel9040126 Bainbridge William Wilma Alice Bainbridge September 2007 Electronic Game Research Methodologies Studying Religious Implications Review of Religious Research 49 1 41 a href Template Cite journal html title Template Cite journal cite journal a CS1 maint multiple names authors list link HALO WARS 2 Halo Official Site June 13 2016 Retrieved March 5 2017 Halo Wars 2 introduces a new menacing villain to the Halo universe Atriox the leader of a violent mercenary force known as The Banished permanent dead link Peters Kenneth Phegley Kiel September 25 2018 HALO Official Spartan Field Manual United States of America Scholastic p 161 ISBN 9781338253634 In theory all who can aid Atriox s ambition and will bend the knee are welcome from human to hunter but their violence and conditions of service limit recruitment opportunities Denning Troy October 19 2021 Halo Divine Wind United States of America Titan Books ISBN 978 1803360140 Goslin Austen June 24 2020 Halo Infinite teaser suggests The Banished enemies Polygon Retrieved June 25 2020 GTtv March 6 2007 Halo ActionClix NYC Comic Con 07 Interview GameTrailers Retrieved November 15 2007 Game Informer McFarlane Toys To Unleash Halo Action Figures Vehicles by Jeff Cork Archived June 21 2007 at the Wayback Machine Kotaku Hummer Designers Deny Halo Influence On New Concept Truck Archived April 30 2008 at the Wayback Machine Burg Dustin June 18 2007 Fanboylicious McFarlane to create Halo 3 figurines Joystiq Retrieved April 13 2008 Smith Luke March 10 2008 Action Figure Party Bungie Archived from the original on December 5 2019 Retrieved April 1 2008 Todd McFarlane Productions April 11 2008 Halo 3 Series 3 Photography Update Spawn com Archived from the original on April 15 2008 Retrieved April 15 2008 Plunkett Luke February 7 2007 Kotobukiya Working On Halo Figures Kotaku Archived from the original on December 8 2007 Retrieved April 13 2008 Swilinski Alex July 20 2007 Halo 3 Replica Mini Weapons Joystiq Retrieved April 1 2008 Wilson Mark June 25 2007 Halo 3 Covenant Replicas No Ammo Plenty of Heat Kotaku Archived from the original on December 8 2007 Retrieved April 14 2008 Tapper December 3 2003 Flexibly and Extensibly Providing a Variety of AI Opponents Behaviors Gamasutra Retrieved April 14 2008 Valdes Robert 2004 The Artificial Intelligence of Halo 2 HowStuffWorks Retrieved April 13 2008 Goldstein Hilary September 20 2007 Halo 3 Review IGN Retrieved April 13 2008 Gerstmann Jeff September 23 2007 Halo 3 for Xbox 360 Review GameSpot Archived from the original on August 6 2013 Retrieved March 12 2008 Retrieved from https en wikipedia org w index php title Factions of Halo amp oldid 1126405423 Halo Array, wikipedia, wiki, book, books, library,

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