:Halo: Reach
{{Short description|2010 video game}}
{{Featured article}}
{{Use mdy dates|date=February 2023}}
{{Infobox video game
| image = Halo- Reach box art.png
| developer = Bungie
| publisher = Microsoft Game Studios
| writer = {{ubl|Joseph Staten|Peter O'Brien}}
| composer = {{ubl|Martin O'Donnell|Michael Salvatori}}
| series = Halo
| platforms = Xbox 360
| released = September 14, 2010
| genre = First-person shooter
| modes = Single-player, multiplayer
}}
Halo: Reach is a 2010 first-person shooter video game developed by Bungie and published by Microsoft Game Studios, originally for the Xbox 360. The sixth installment in the Halo series and a direct prequel to Halo: Combat Evolved, Reach was released worldwide in September 2010. The game takes place in the year 2552, where humanity is locked in a war with an alien theocracy known as the Covenant, which seeks to exterminate humanity. Players play as Noble Six, a member of an elite squad of supersoldiers, known as Noble Team, attempting to stage a defense of the human world known as Reach, which falls under Covenant attack.
After releasing Halo 3 in 2007, Bungie split into teams to develop two different games—what would become Halo 3: ODST and Reach. The developers decided to create a prequel to the original Halo game trilogy, freeing themselves from the obligation of addressing old story threads. As the game would take place on a human world doomed to be destroyed, they focused on making the environment a character unto itself. Longtime Halo composers Martin O'Donnell and Michael Salvatori returned to compose Reach{{'}}s music, aiming for a more somber sound to match the story.
Reach was announced at E3 2009 in Los Angeles, and the first in-engine trailer was shown at the 2009 Spike Video Game Awards. Players who purchased ODST were eligible to participate in a Reach multiplayer beta in May 2010; the beta allowed Bungie to gain player feedback for fixing bugs and making gameplay tweaks before shipping the final version. Microsoft gave Reach its biggest game marketing budget yet and created award-winning live-action commercials, action figures, and interactive media to promote the game.
The game grossed US$200 million on its launch day, setting a new record for the franchise. Reach sold well in most territories, moving more than three million units its first month in North America. Critical reception was positive; reviewers from publications such as GamePro, IGN, and Official Xbox Magazine called it the best Halo title yet. Critics generally praised the game's gameplay, graphics and sound, but the plot and characters were less positively received. Reach was Bungie's final Halo game; subsequent games have been overseen by Microsoft subsidiary 343 Industries, later known as Halo Studios. Halo: Reach was re-released as an add-on game for Halo: The Master Chief Collection in December 2019, for Windows and Xbox One.
Gameplay
File:Halo reach-lnos.png forces, flanked by members of Noble Team.]]
Halo: Reach is a first-person shooter in which players predominantly experience gameplay from a first-person perspective; the game perspective switches to third-person when using certain weapons, equipments, vehicles and when a player dies.Halo Manual:2–5 Gameplay is more similar to Halo: Combat Evolved than later games in the series.{{Cite web |last=Ransom-Wiley |first=James |title=Hands-on: Halo: Reach Multiplayer Beta |url=https://www.engadget.com/2010/04/21/halo-reach-multiplayer-beta-preview/ |access-date=April 29, 2019 |website=Engadget |date=April 21, 2010 |language=en |archive-date=April 22, 2019 |archive-url=https://web.archive.org/web/20190422185159/https://www.engadget.com/2010/04/21/halo-reach-multiplayer-beta-preview/ |url-status=live }} The player's heads-up display shows and tracks a player's current weapons, abilities, and health; it also contains a compass and a "motion tracker" that registers moving allies, enemies, and vehicles in a certain radius of the player. The HUD changes when the player pilots vehicles.{{Cite book |author=((Bungie)) |url=http://download.microsoft.com/download/D/3/D/D3D49D4D-0386-4B93-9FB5-22BDB4225A64/HaloReach_Manual_EN.pdf |title=Halo: Reach instruction manual |date=July 13, 2010 |publisher=Microsoft Game Studios |author-link=Bungie |archive-url=https://web.archive.org/web/20120904003548/http://download.microsoft.com/download/D/3/D/D3D49D4D-0386-4B93-9FB5-22BDB4225A64/HaloReach_Manual_EN.pdf |archive-date=September 4, 2012 |url-status=dead }}{{rp|2–5}}
In the game's campaign, which can be played alone or cooperatively, players assume the role of Noble Six, a supersoldier engaged in combat with the alien collective known as the Covenant. The Covenant come in eight distinct varieties with different ranks and classes for each type; for example, Elites are the leaders of a group, while Grunts are less intelligent and only dangerous in large groups.{{rp|11}} The player is equipped with a recharging energy shield that absorbs damage from weapons, fire and impacts. When the energy shield is depleted, the player loses health. When the player's health reaches zero, the character dies and the game reloads from a saved checkpoint. Health is replenished using health packs scattered throughout Reach{{'}}s levels.{{Cite web |last=Geddes |first=Ryan |date=April 21, 2010 |title=Halo: Reach Beta Hands-On |url=http://xbox360.ign.com/articles/108/1085085p2.html |url-status=live |archive-url=https://web.archive.org/web/20100513174949/http://xbox360.ign.com/articles/108/1085085p2.html |archive-date=May 13, 2010 |access-date=April 22, 2010 |publisher=IGN}} The campaign's encounters with enemies are typically large, open spaces with weapons caches, cover from enemy fire and strategic vantage points.{{Cite news |last=Cowen, Nick |date=February 25, 2009 |title=Halo Wars review |work=The Daily Telegraph |url=https://www.telegraph.co.uk/technology/video-games/4807513/Halo-Wars-review.html |archive-url=https://ghostarchive.org/archive/20220112/https://www.telegraph.co.uk/technology/video-games/4807513/Halo-Wars-review.html |archive-date=January 12, 2022 |url-access=subscription |url-status=live |access-date=March 14, 2009}}{{cbignore}} New to the Halo series are dogfight sequences set in space.{{Cite magazine |last=Mastrapa, Gus |date=September 12, 2010 |title=Review: Halo: Reach Is Just About Enough of a Good Thing |url=https://www.wired.com/gamelife/2010/09/review-halo-reach/ |url-status=live |magazine=Wired |archive-url=https://web.archive.org/web/20100915130435/http://www.wired.com/gamelife/2010/09/review-halo-reach/ |archive-date=September 15, 2010 |access-date=July 23, 2012}}
Reach features updated versions of old weapons, plus new weapons fulfilling various combat roles. In Halo 3, players can carry single-use equipment power-ups that offer temporary offensive or defensive advantages. This system of single-use equipment is replaced in Reach by reusable and persistent armor abilities that remain with a character until they are replaced by a different equipment. The abilities are sprint, which allows the player to move at an increased rate for several seconds; jetpack, which allows the player to fly for a limited time; active camouflage, which makes a player harder to see (the less the player moves, the more camouflaged they will be); hologram, which creates a facsimile of the player running towards a target point; drop shield, which creates a bubble that heals those inside and protects them from a limited amount of damage; and armor lock, which immobilizes the player, but grants invincibility for a brief period of time. When the player exits armor lock, they release a close range EMP, breaking nearby players' shields and pushing away movable objects. If a vehicle rams a player that is armor locking, the vehicle will sustain heavy damage.{{Cite web |last=Cajili |first=Adrian |date=June 2, 2010 |title=Halo Reach: Armour Abilities & Tips |url=http://techgeek.com.au/2010/06/02/halo-reach-armour-abilities-tips/ |access-date=April 24, 2019 |website=TechGeek |archive-date=April 24, 2019 |archive-url=https://web.archive.org/web/20190424181911/http://techgeek.com.au/2010/06/02/halo-reach-armour-abilities-tips/ |url-status=live }} When playing as Covenant Elites, players also have access to an evade armor ability which allows the player to quickly dash in any direction.
= Multiplayer =
Reach supports player-versus-player multiplayer through split-screen on a single Xbox, local networks (System Link), and the Xbox Live service before servers were shut down in January 2022.{{Cite web |author1=Brendan Lowry |date=2022-01-13 |title=Halo Xbox 360 servers have been shut down, ending an era |url=https://www.windowscentral.com/halo-xbox-360-servers-have-been-shut-down |access-date=2023-08-01 |website=Windows Central |language=en}} The game includes standard multiplayer modes such as "Slayer" and Capture The Flag, as well as game types new to the franchise. In "Headhunter", players drop skulls upon death, which other players can pick up and deposit at special zones for points. When players die, all their accumulated skulls are dropped. "Stockpile" has teams race to collect neutral flags, holding them at capture points every minute for points. "Generator Defense" pits three human supersoldiers, or Spartans, against three Covenant soldiers called Elites. The Elites' objective is to destroy three generators, while the Spartans defend the installation. After every round, the players switch roles. "Invasion" is a six versus six mode with three squads of two on each team. The game type matches Spartans against Elites; Elites vie for control of territories to disable a shield guarding a navigation core. Once the shield is disabled, they must transfer the core to a dropship; the Spartans must prevent this. As the game progresses, new vehicles and areas of the map become open. The gameplay for Spartans and Elites is similar, but not identical. Elites are larger, move faster, and can fully regenerate their health.{{Cite web |title=Hands-on: Halo: Reach Multiplayer Beta |url=https://www.engadget.com/2010/04/21/halo-reach-multiplayer-beta-preview/ |access-date=April 22, 2019 |website=Engadget |date=April 21, 2010 |language=en |archive-date=April 22, 2019 |archive-url=https://web.archive.org/web/20190422185159/https://www.engadget.com/2010/04/21/halo-reach-multiplayer-beta-preview/ |url-status=live }} Depending on the game mode the player chooses, Spartans and Elites have different default loadouts. However, if playing locally, the player can alter the loadouts for both Spartans and Elites to be whatever the player chooses in the settings menu.
Alongside other multiplayer options is "firefight", where players take on increasingly difficult waves of foes in a game of survival. Players can customize the firefight options, including the number and types of enemies. Firefight versus allows a player-controlled Elite team to try to stop a Spartan team from scoring points. Game modes like generator defense are also playable in firefight.{{Cite web |last=Ramsay |first=Randolph |date=June 16, 2010 |title=Halo: Reach Firefight Mode Hands-On |url=http://e3.gamespot.com/story/6265966/halo-reach-firefight-mode-hands-on |url-status=dead |archive-url=https://web.archive.org/web/20100712012421/http://e3.gamespot.com/story/6265966/halo-reach-firefight-mode-hands-on |archive-date=July 12, 2010 |access-date=June 19, 2010 |publisher=GameSpot }}{{Cite web |last=Geddes |first=Ryan |date=June 15, 2010 |title=E3 2010: Firefight in Halo: Reach – Bigger & Better |url=http://xbox360.ign.com/articles/109/1098584p1.html |url-status=live |archive-url=https://web.archive.org/web/20100617212325/http://xbox360.ign.com/articles/109/1098584p1.html |archive-date=June 17, 2010 |access-date=June 19, 2010 |publisher=IGN}}{{Cite web |last=Brudvig |first=Erik |date=July 22, 2010 |title=SDCC 10: Halo: Reach Adds Versus Firefight |url=http://xbox360.ign.com/articles/110/1106753p1.html |url-status=live |archive-url=https://web.archive.org/web/20101204032445/http://xbox360.ign.com/articles/110/1106753p1.html |archive-date=December 4, 2010 |access-date=October 8, 2011 |publisher=IGN}}
Also included with Reach is "Forge", a level editor. Players can edit the default multiplayer maps and a large empty map known as "Forge World", adding or modifying spawn points, weapons and items. Objects may be phased into other objects, and can also be snapped to specific orientations.{{Cite web |last=Brudvig |first=Erik |date=July 22, 2010 |title=SDCC 10: Halo: Reach{{'}}s Huge Forge World |url=http://xbox360.ign.com/articles/110/1107237p1.html |url-status=live |archive-url=https://web.archive.org/web/20100730085742/http://xbox360.ign.com/articles/110/1107237p1.html |archive-date=July 30, 2010 |access-date=October 1, 2010 |publisher=IGN}} Other included features are the "theater", where players can watch saved films of their games and take screenshots and video clips for posterity, and the file share, where players can upload their screenshots, films, custom maps, and gametypes for public viewing.{{rp|20–24}}
Synopsis
= Setting and characters =
Reach takes place in a futuristic science fiction setting; the year is 2552, shortly before the events of the video game Halo: Combat Evolved,{{Cite magazine |date=February 2010 |title=Halo: Reach; Bungie's Astonishing Prequel Revealed |magazine=Game Informer |volume=1 |issue=202 |pages=54–61}} and during the events of the novel Halo: The Fall of Reach. Halo: Reach largely ignores the canon and timeline of events established in the novel, leading to several plot inconsistencies in the franchise.{{cite web |last1=Frushtick |first1=Russ |title=Bungie on the contradictions between 'Halo: Reach' and 'Halo: The Fall of Reach' novel |url=http://www.mtv.com/news/2461855/bungie-on-the-contradictions-between-halo-reach-and-halo-the-fall-of-reach-novel/ |website=MTV News |access-date=March 23, 2022 |archive-date=March 31, 2022 |archive-url=https://web.archive.org/web/20220331171910/https://www.mtv.com/news/2461855/bungie-on-the-contradictions-between-halo-reach-and-halo-the-fall-of-reach-novel/ |url-status=dead }} Humans, under the auspices of the United Nations Space Command (UNSC), have been waging a long war against a collective of alien races known as the Covenant. By the events of Reach, almost all of humanity's interstellar colonies have fallen. Reach itself is an Earth-like colony that serves as the UNSC's main military hub in the system of Epsilon Eridani. The colony is home to over 700 million civilians in addition to the military presence there.{{Cite web |title=Intel – Planet: Reach |url=http://www.bungie.net/projects/reach/article.aspx?ucc=intel&cid=24020 |url-status=dead |archive-url=https://web.archive.org/web/20100211173949/http://www.bungie.net/projects/reach/article.aspx?ucc=intel |archive-date=February 11, 2010 |access-date=April 27, 2010 |publisher=Bungie }}
The game follows the actions of "Noble Team", a UNSC special operations unit composed of elite supersoldiers known as Spartans.{{Cite web |last=Brudvig |first=Erik |date=December 13, 2009 |title=Halo: Reach Trailer Analysis |url=http://ie.xbox360.ign.com/articles/105/1054795p1.html |access-date=December 18, 2009 |publisher=IGN |archive-date=February 9, 2010 |archive-url=https://web.archive.org/web/20100209224218/http://ie.xbox360.ign.com/articles/105/1054795p1.html |url-status=live }} Players assume the role of a new addition to the team identified by the call sign Noble Six. Noble Team's leader is Carter-A259, a no-nonsense soldier. His second-in-command, Catherine-B320 (referred to by other team members as "Kat"), has a bionic arm; together, Carter and Kat are the only remaining original members of Noble Team. The other current members include heavy weapons specialist and surviving Spartan-II Jorge-052, assault specialist Emile-A239, and marksman Jun-A266.{{Cite magazine |last=Ryckert |first=Dan |date=January 25, 2010 |title=Halo: Reach Developer Commentary |url=https://gameinformer.com/b/features/archive/2010/01/25/halo-reach-dev-commentary.aspx |url-status=live |archive-url=https://web.archive.org/web/20100408120235/http://gameinformer.com/b/features/archive/2010/01/25/halo-reach-dev-commentary.aspx |archive-date=April 8, 2010 |access-date=January 26, 2010 |magazine=Game Informer}}{{Cite web |last=Ahearn, Nate |date=September 9, 2010 |title=Meet Halo: Reach's Noble Team |url=http://www.ign.com/articles/2010/09/09/meet-halo-reachs-noble-team |access-date=October 15, 2012 |publisher=IGN |archive-date=December 20, 2015 |archive-url=https://web.archive.org/web/20151220230420/http://www.ign.com/articles/2010/09/09/meet-halo-reachs-noble-team |url-status=live }}
= Plot =
Noble Six meets the rest of Noble Team, shortly before they are dispatched to investigate why a communications relay has gone offline. They discover Covenant forces have invaded Reach. The team is relocated to defend Sword Base, an Office of Naval Intelligence (ONI) installation, from a Covenant assault. After repelling the attack, Noble Team meets Catherine Halsey, a scientist and the mastermind behind the Spartan program and their MJOLNIR powered armor. Halsey enquires about Noble's engagement at the relay, suspecting that the Covenant were attempting to retrieve highly classified ONI data from the site.
Jun and Six discover an invasion force gathering on the planet. The UNSC launches an assault the next morning to repel the invasion. Noble Team assists the strike force, targeting key artillery stations and command posts. A cloaked Covenant supercarrier reveals itself; lacking a conventional weapon to destroy the carrier, Jorge and Six smuggle a slipspace engine onto a Covenant corvette en route to refuel at the carrier. With the timer damaged, Jorge drops Six out of the hangar of the corvette, remaining behind to detonate the engine manually and destroy the carrier. Another Covenant fleet arrives soon afterwards.
Back on the surface, Six assists with city defense and civilian evacuation and reunites with Noble Team, but Kat is killed by a Covenant sniper. Recalled to Sword Base for a scorched earth demolition mission, Noble Team is redirected underground by Halsey to an ancient alien artifact, which she believes is vital to winning the war against the Covenant. Noble Team is entrusted with transporting the artificial intelligence Cortana and her data on the artifact to the UNSC ship Pillar of Autumn, docked at a shipyard. Jun leaves the team to escort Halsey to safety.
En route to the Pillar of Autumn, Carter is wounded and sacrifices himself to allow Six and Emile to reach the shipyard. Emile uses a mass driver emplacement to defend the Autumn against enemies while Six gives Cortana to Autumn{{'}}s captain, Jacob Keyes. When Emile is killed, Six remains behind to operate the gun and ensure Autumn{{'}}s escape. Cortana, using the data from the alien artifact, leads the Autumn to a Halo ringworld, leading to the events of Halo: Combat Evolved. In a post-credits scene, Six fights a last stand against overwhelming Covenant forces. In 2589, Six's helmet remains on the grassy plains of a now-restored Reach. A narration by Halsey eulogizes Noble Team, who enabled humanity's victory over the Covenant.
Development
File:Halo Reach-e3 2009 trailer.jpg announcement]]
= Design =
After Halo 3, development studio Bungie created an internal team to work on Peter Jackson's planned Halo game, Halo Chronicles. The game was eventually canceled and the team began working on a standalone expansion project—Halo 3: ODST—while another team, led by creative director Marcus Lehto and design lead Christian Allen,{{Cite web |last=Nguyen |first=Thierry |date=February 5, 2010 |title=Halo Reach: What We Know So Far |url=http://www.1up.com/previews/halo-reach |url-status=dead |archive-url=https://web.archive.org/web/20110629031359/http://www.1up.com/previews/halo-reach |archive-date=June 29, 2011 |access-date=March 16, 2011 |publisher=1UP.com }} worked on Reach.{{Cite web |last=Totilo |first=Stephen |date=September 8, 2009 |title=How and why Halo 3: ODST was made in 14 months |url=http://kotaku.com/5354944/how-and-why-halo-3-odst-was-made-in-14-months |url-status=dead |archive-url=https://web.archive.org/web/20110716133140/http://kotaku.com/5354944/how-and-why-halo-3-odst-was-made-in-14-months |archive-date=July 16, 2011 |access-date=September 9, 2009 |publisher=Kotaku}} The team considered many different concepts and approaches to the game; among the rejected ideas was a sequel to Halo 3.{{Cite web |last=Frushtick |first=Russ |date=June 25, 2010 |title=Bungie Considered 'Halo 4,' Starring Master Chief, Instead Of 'Reach' Prequel |url=http://multiplayerblog.mtv.com/2010/06/25/bungie-considered-halo-4-starring-master-chief-instead-of-reach-prequel/ |url-status=dead |archive-url=https://web.archive.org/web/20110711220011/http://multiplayerblog.mtv.com/2010/06/25/bungie-considered-halo-4-starring-master-chief-instead-of-reach-prequel |archive-date=July 11, 2011 |access-date=May 30, 2011 |publisher=MTV }} The team eventually settled on a prequel to the first Halo game in brainstorming sessions. It would take place on the planet Reach, during a pivotal time in the war. "Reach, as a fictional planet, was just a great candidate [to] play around with. It's such a rich world, with such a great fiction surrounding it," said Lehto. "We were like: 'Okay, that's it. We've just got a lot of things we can do there so we can build an immense story with it.'"{{Cite web |last=Ingham |first=Tim |date=February 23, 2010 |title=Xbox Interview: Halo Reach Pt. 1 |url=http://www.computerandvideogames.com/article.php?id=236131 |archive-url=https://web.archive.org/web/20100227083830/http://www.computerandvideogames.com/article.php?id=236131 |archive-date=February 27, 2010 |access-date=February 24, 2010 |website=Computer and Video Games}} No longer burdened with continuing the story threads of the Halo trilogy, Bungie used Reach to introduce new characters and settings.{{Cite news |last=Snider |first=Mike |date=September 11, 2010 |title='Halo: Reach' Q&A: Bungie's Marcus Lehto and 343's Frank O'Connor |work=USA Today |url=http://content.usatoday.com/communities/gamehunters/post/2010/09/halo-reach-qa-bungies-marcus-lehto-and-343s-frank-oconnor-/1 |url-status=live |access-date=October 2, 2010 |archive-url=https://web.archive.org/web/20100919103117/http://content.usatoday.com/communities/gamehunters/post/2010/09/halo-reach-qa-bungies-marcus-lehto-and-343s-frank-oconnor-/1 |archive-date=September 19, 2010}} As Reach ends with the destruction of the titular planet, Bungie wanted to be sure players still felt a sense of accomplishment and success. "It is a challenge overall to ensure the player feels they're doing the right thing all the way to the end," said Lehto.{{Cite magazine |last=Edge Staff |date=January 21, 2010 |title=Halo: Reach – Tales of the Fall |url=http://www.next-gen.biz/features/halo-reach-tales-fall |url-status=dead |archive-url=https://web.archive.org/web/20100125035045/http://www.edge-online.com/features/halo-reach-tales-of-the-fall |archive-date=January 25, 2010 |access-date=January 22, 2010 |magazine=Edge }}{{Cite web |last1=Jarrard |first1=Brian |last2=Osborne |first2=Eric |last3=Smith |first3=Luke |date=January 27, 2010 |title=Bungie Podcast: 01/27/10 |url=http://downloads.bungie.net/podcasts/Bungie_Podcast_12710.mp3 |archive-url=https://web.archive.org/web/20110425013909/http://downloads.bungie.net/podcasts/Bungie_Podcast_12710.mp3 |archive-date=April 25, 2011 |access-date=January 30, 2010 |publisher=Bungie |format=MP3}}
Lehto recalled that making a character-driven story was a great challenge—players would come to know more about them as they progressed through the campaign, but the Spartan characters also had to behave intelligently.{{Cite web |last=Staff |date=February 12, 2010 |title=Halo Reach Video Interview |url=http://xbox360.ign.com/dor/objects/14276699/halo-project/videos/haloreach_inv_x10_021210.html |access-date=January 22, 2012 |publisher=IGN |archive-date=May 7, 2010 |archive-url=https://web.archive.org/web/20100507115003/http://xbox360.ign.com/dor/objects/14276699/halo-project/videos/haloreach_inv_x10_021210.html |url-status=live }} The Halo games consistently featured protagonists that were silent during gameplay sequences. Community manager Brian Jarrard pushed for allowing players to choose a female Noble Six and have the cinematics and dialogue change accordingly.{{Cite web |last=Dudley |first=Brier |date=August 4, 2010 |title="Halo: Reach" Q&A: On women, war & red shirts |url=http://seattletimes.nwsource.com/html/technologybrierdudleysblog/2012530872_halo_reach_qa_on_women_war_red.html |url-status=live |archive-url=https://web.archive.org/web/20101208001541/http://seattletimes.nwsource.com/html/technologybrierdudleysblog/2012530872_halo_reach_qa_on_women_war_red.html |archive-date=December 8, 2010 |access-date=December 28, 2010 |website=The Seattle Times}} The post-credit game sequence was the subject of intense discussion; some at Bungie wanted to remove it. Executive producer Joe Tung noted, "the 'survive' component ... felt great to us. We definitely talked about different versions of how that was happening and different versions of ending [the game] cinematically, but I think the way that it ultimately ended up is just a really well-paced, significant and emotionally impactful ending."{{Cite web |last=John |first=Tracey |date=September 21, 2010 |title=Bungie Explains Halo: Reach{{'}}s Ending |url=http://www.1up.com/news/bungie-explains-halo-reach-ending |url-status=dead |archive-url=https://web.archive.org/web/20111225080231/http://www.1up.com/news/bungie-explains-halo-reach-ending |archive-date=December 25, 2011 |access-date=May 30, 2011 |publisher=1UP.com }}
The developers originally intended to port existing Halo 3 assets to Reach and update them. For Halo 3, Bungie had been forced to shrink parts of the game to fit the game engine's constraints, but wanted to make Reach look better than its predecessors. "The more we started looking into this, the more we found that realistically we could rebuild each asset from scratch with a huge increase in quality without significantly investing more time," said Bungie 3D artist Scott Shepherd.{{Cite web |last=Sketch |date=January 26, 2010 |title=Halo: Reach – 3D Art Evolved |url=http://www.bungie.net/news/content.aspx?type=topnews&cid=24541 |url-status=dead |archive-url=https://web.archive.org/web/20100703134035/http://www.bungie.net/News/content.aspx?type=topnews&cid=24541 |archive-date=July 3, 2010 |access-date=July 25, 2010 |publisher=Bungie }} Texture resolution and polygon counts for models increased; the Reach assault rifle is constructed of more polygons than an entire Marine character from Halo 3. The prequel concept also gave the art team an opportunity to redesign key enemies, weapons, and elements of the series. Artists found inspiration in the original concept art for Halo: Combat Evolved; the shape for the redesigned Covenant Grunts came from a sketch that concept artist Shi Kai Wang created ten years earlier.{{Cite web |last=Leigh |first=Violet |year=2001 |title=Shi Kai Wang, Bungie Artist |url=http://www.xbox.com/en-US/games/h/halo/themakers2.htm |archive-url=https://web.archive.org/web/20070228224524/http://www.xbox.com/en-US/games/h/halo/themakers2.htm |archive-date=February 28, 2007 |access-date=October 6, 2012 |website=Xbox.com}}
The developers redesigned the game engine, the software that handles rendering and much of gameplay.{{Cite web |last=Osborne |first=Eric |title=Halo: Reach ViDoc 1 – Once More Unto The Breach |url=http://www.bungie.net/News/content.aspx?type=topnews&link=HaloReach_ViDoc |url-status=dead |archive-url=https://web.archive.org/web/20100215025840/http://www.bungie.net/News/content.aspx?type=topnews&link=HaloReach_ViDoc |archive-date=February 15, 2010 |access-date=February 12, 2010 |publisher=Bungie }} Bungie hired an expert in motion capture to develop more realistic character animations. Building a motion capture studio in-house saved Bungie time as motion capture data could be applied to the game models the same day it was shot.{{Cite web |last=Osborne |first=Eric |date=February 18, 2010 |title=All the Right Moves |url=http://www.bungie.net/News/content.aspx?type=topnews&link=Spandex |url-status=dead |archive-url=https://web.archive.org/web/20120507201534/http://www.bungie.net/News/content.aspx?type=topnews&link=Spandex |archive-date=May 7, 2012 |access-date=September 17, 2012 |publisher=Bungie }} The developers sought to increase replay value by focusing on improving artificial intelligence.{{Cite web |last=Ivan |first=Tom |date=January 22, 2010 |title=Halo: Reach "Bending The Xbox As Far As It'll Bend" |url=http://www.edge-online.com/news/halo-reach-%E2%80%9Cbending-the-xbox-as-far-as-itll-bend%E2%80%9D |access-date=January 23, 2010 |website=Edge |archive-date=January 25, 2010 |archive-url=https://web.archive.org/web/20100125133547/http://www.edge-online.com/news/halo-reach-%E2%80%9Cbending-the-xbox-as-far-as-itll-bend%E2%80%9D%26date%3D2010-01-22 |url-status=live }} Rather than scripting enemy encounters, they focused on a more open world or sandbox approach to battles.
= Audio =
Martin O'Donnell scored Reach with additional music by Michael Salvatori. O'Donnell wrote "somber, more visceral" music since the plot is character-driven and focuses on a planet that is already known—in the Halo fictional universe—to have fallen.{{Cite web |last=Ellis |first=David |date=December 14, 2009 |title=Halo Reach VGA Interview |url=http://gamevideos.1up.com/video/id/27382 |url-status=dead |archive-url=https://web.archive.org/web/20110201103753/http://gamevideos.1up.com/video/id/27382 |archive-date=February 1, 2011 |access-date=December 15, 2009 |publisher=1UP.com }} The first music he wrote for Reach was played for the game's world premiere, and he used it as a starting piece to develop further themes.{{Cite magazine |last=Vore |first=Bryan |date=January 22, 2010 |title=An In-Depth Q&A With Marty O'Donnell |url=https://gameinformer.com/b/features/archive/2010/01/22/an-in-depth-q-and-a-with-marty-o-donnell.aspx |access-date=January 22, 2010 |magazine=Game Informer |archive-date=August 11, 2019 |archive-url=https://web.archive.org/web/20190811203221/https://www.gameinformer.com/b/features/archive/2010/01/22/an-in-depth-q-and-a-with-marty-o-donnell.aspx |url-status=live }} O'Donnell began work on Reach while ODST, for which he also wrote the music, was still in production, but did not begin composing until August 2009. Past Halo collaborators Salvatori, C. Paul Johnson, and Stan LePard assisted O'Donnell. Both Reach and ODST don't have the Gregorian chant. With Reach, he did not give them strictly divided responsibilities. "I decided this time to come up with some themes, tempos, keys, and other basic starting points for musical ideas," explained O'Donnell. "I shared these with all the other composers and just asked them to take off if they felt inspired by any of that material." The works-in-progress they came up with were either retouched by O'Donnell or sent back to be finished by their composer.{{Cite web |last=Van Zelfden |first=Alex |date=September 18, 2010 |title=Behind the Music of Halo: Reach |url=http://www.1up.com/do/feature?pager.offset=0&cId=3181347 |url-status=dead |archive-url=https://web.archive.org/web/20121017012834/http://www.1up.com/do/feature?pager.offset=0&cId=3181347 |archive-date=October 17, 2012 |access-date=October 2, 2010 |publisher=1UP.com |pages=1–2 }}
In previous Halo titles, sections of music overlap and change depending on player action. Reach{{'}}s system of interactive audio was much more complex, featuring the ability to combine up to seven layers of instrumentation compared to Combat Evolved{{'}}s two.{{Cite web |last=Sofge |first=Erik |date=September 9, 2010 |title=How Halo: Reach Perfected Video Game Audio |url=http://www.popularmechanics.com/technology/digital/gaming/how-halo-reach-perfected-video-game-audio |url-status=live |archive-url=https://web.archive.org/web/20110403131928/http://www.popularmechanics.com/technology/digital/gaming/how-halo-reach-perfected-video-game-audio |archive-date=April 3, 2011 |access-date=April 25, 2011 |website=Popular Mechanics}} The developers also expanded the sound effect system. Every interacting object in Reach produces two sounds for respective objects; for example, a Warthog vehicle that hits an armored Covenant soldier produces a crunching metal noise based on the two colliding elements.{{Cite web |last=Clayman |first=David |date=March 12, 2010 |title=GDC 10: Bungie's Big Bangs |url=http://xbox360.ign.com/articles/107/1077125p1.html |access-date=May 30, 2011 |publisher=IGN |archive-date=December 4, 2010 |archive-url=https://web.archive.org/web/20101204033612/http://xbox360.ign.com/articles/107/1077125p1.html |url-status=live }} The interaction between objects and terrain was demonstrated in an in-game environment that O'Donnell called "the stripey room" after the bands of alternating colors on the objects and environment.
= Multiplayer beta =
Reach{{'}}s multiplayer beta was open to owners of Halo 3: ODST. More than three million copies of ODST were sold by November 2009.{{Cite web |last=Reilly |first=Jim |date=November 14, 2009 |title=Halo 3: ODST Continues Its Sales Dominance |url=http://au.xbox360.ign.com/articles/104/1045085p1.html |access-date=November 14, 2009 |publisher=IGN |archive-date=July 13, 2011 |archive-url=https://web.archive.org/web/20110713004606/http://au.xbox360.ign.com/articles/104/1045085p1.html |url-status=live }} Bungie estimated between two and three million players for the upcoming Reach beta, compared to the 800,000 that participated in Halo 3{{'}}s trial.{{Cite web |last=Nutt, Christian |date=June 25, 2010 |title=Halo Reach; The Beta Story |url=http://www.gamasutra.com/view/feature/5875/halo_reach__the_beta_story.php |access-date=October 16, 2012 |publisher=Gamasutra |archive-date=May 12, 2012 |archive-url=https://web.archive.org/web/20120512043724/http://www.gamasutra.com/view/feature/5875/halo_reach__the_beta_story.php |url-status=dead }} Development schedules forced Bungie to release a six-week-old beta, fraught with bugs and issues already addressed in newer builds. Though concerned that these issues might tarnish the game's image, Jarrard noted that they had little choice but to ship it as it was and communicate with players concerning the fixes.
More than 2.7 million players participated in the beta, which lasted from May 3 to 20.{{Cite web |last=Peckham |first=Matt |date=May 24, 2010 |title=Halo: Reach Locks In September Launch |url=http://www.pcworld.com/article/197016/halo_reach_locks_in_september_launch.html |access-date=May 26, 2010 |website=PC World |archive-date=May 27, 2010 |archive-url=https://web.archive.org/web/20100527053032/http://www.pcworld.com/article/197016/halo_reach_locks_in_september_launch.html |url-status=live }} The game was rolled out from an internal group of Bungie and Microsoft employees, with the total number of players in the thousands. When the beta went public, more than a million played the first day, causing back-end servers to struggle to handle the traffic. While the engineering team had overestimated server load, bugs in server clusters caused game uploads to become backed up, slowing matchmaking until the underlying issues could be fixed. Jarrard noted that the 16 million total hours of play time and large-scale rollout of the beta was vital to seeing how Reach would perform.{{Cite magazine |last=Chiang |first=Oliver |date=June 27, 2010 |title=Halo Reach – Lessons from the Beta |url=http://www.gamepro.com/article/features/215665/halo-reach-lessons-from-the-beta/ |archive-url=https://web.archive.org/web/20100701080634/http://www.gamepro.com/article/features/215665/halo-reach-lessons-from-the-beta/ |archive-date=July 1, 2010 |access-date=June 28, 2010 |magazine=GamePro}}{{Cite web |last=Brudvig |first=Erik |date=May 25, 2010 |title=Halo: Reach Post-beta Interview |url=http://xbox360.ign.com/articles/109/1092622p1.html |access-date=June 28, 2010 |publisher=IGN |archive-date=May 28, 2010 |archive-url=https://web.archive.org/web/20100528190103/http://xbox360.ign.com/articles/109/1092622p1.html |url-status=live }}
Bungie used the beta to fix mistakes, glitches, and balance issues within gameplay elements.{{Cite magazine |last=McCaffrey |first=Ryan |date=May 14, 2010 |title=KOXM Ep. 212 |url=http://oxmpodcast.podbean.com/2010/05/14/koxm-episode-212/ |archive-url=https://web.archive.org/web/20100522114052/http://oxmpodcast.podbean.com/2010/05/14/koxm-episode-212/ |archive-date=May 22, 2010 |access-date=May 14, 2010 |magazine=Official Xbox Magazine}} "We needed our fans to provide feedback," said Lehto, adding that having a large audience to "hammer" on the game allowed them to gather useful feedback to mold the finished product.{{Cite web |date=May 25, 2010 |title=Millions reach for 'Halo' |url=http://www.smh.com.au/digital-life/games/millions-reach-for-halo-20100525-w8jy.html |access-date=June 9, 2010 |website=Sydney Morning Herald |archive-date=May 28, 2010 |archive-url=https://web.archive.org/web/20100528163458/http://www.smh.com.au/digital-life/games/millions-reach-for-halo-20100525-w8jy.html |url-status=live }} The game automatically collected statistics such as upload and matchmaking speeds, as well as game preferences; sorting out what Jarrard called "the more subjective anecdotal feedback" from emails, notes, and forums proved more difficult. The Reach beta generated over 360,000 forum posts on Bungie's community forums. Bungie created official threads for groups of issues to manage the high volume of feedback; "We tried to give people a little bit more of a direct avenue to give that feedback and to make our lives easier. It was definitely a lot to assess and digest," said Jarrard. Certain feedback from the players did not correlate with the statistical data obtained from the matches during the beta. Chris Carney, the lead designer for the multiplayer mode, recalled vocal dissatisfaction with the pistol early in the beta; by the end of the beta, the weapon was responsible for most of the kills coming from newly included weapons in the game. Bungie deployed special test matches to eliminate lurking variables, balance gameplay, and make other informed changes.{{Cite web |last=Nutt |first=Christian |date=June 25, 2010 |title=Halo: Reach – The Beta Story |url=http://www.gamasutra.com/view/feature/5875/halo_reach__the_beta_story.php?page=3 |url-status=dead |archive-url=https://web.archive.org/web/20100708153507/http://www.gamasutra.com/view/feature/5875/halo_reach__the_beta_story.php |archive-date=July 8, 2010 |access-date=April 30, 2011 |publisher=Gamasutra}}
Release
Reach was released on September 14, 2010 in 25 countries. Tens of thousands of stores signed up for midnight launch events; sponsored events took place in London, Oslo, Stockholm, and New York.{{Cite news |date=September 14, 2010 |title='Halo: Reach' video game invasion begins |work=Sydney Morning Herald |url=http://www.smh.com.au/digital-life/games/halo-reach-video-game-invasion-begins-20100914-159pc.html |url-status=live |access-date=October 2, 2010 |archive-url=https://web.archive.org/web/20100917082836/http://www.smh.com.au/digital-life/games/halo-reach-video-game-invasion-begins-20100914-159pc.html |archive-date=September 17, 2010}}{{Cite journal |last=Mastrapa |first=Gus |date=May 24, 2010 |title=Halo: Reach Drops Sept. 14 |url=https://www.wired.com/gamelife/2010/05/halo-reach-release-date/ |url-status=live |journal=Wired |archive-url=https://web.archive.org/web/20100526184733/http://www.wired.com/gamelife/2010/05/halo-reach-release-date/ |archive-date=May 26, 2010 |access-date=May 25, 2010}} Three editions were sold. The standard edition consisted of the game and its manual. The limited edition featured an artifact bag with story information, different packaging, and an exclusive set of in-game Elite armor. The "legendary edition" contained all the materials from the limited edition, a different packaging, two hours of developer commentary on the game's cutscenes, an in-game Spartan armor effect, and a {{convert|10|lb|kg|adj=on}} statue created by McFarlane Toys.{{Cite web |last=Molina |first=Brett |date=April 22, 2010 |title=Collector's editions of 'Halo: Reach' unveiled |url=http://content.usatoday.com/communities/gamehunters/post/2010/04/collectors-editions-of-halo-reach-unveiled/1 |access-date=April 22, 2010 |website=USA Today |archive-date=April 26, 2010 |archive-url=https://web.archive.org/web/20100426142926/http://content.usatoday.com/communities/gamehunters/post/2010/04/collectors-editions-of-halo-reach-unveiled/1 |url-status=live }} North American players who purchased a first run copy of the game (in-store near launch day or pre-ordered) received an in-game Spartan "recon" helmet customization; players in other regions could earn it only by pre-ordering.{{Cite web |last=Albanesius |first=Chloe |date=May 24, 2010 |title='Halo: Reach' Hits Stores Sept. 14 |url=https://www.pcmag.com/article2/0,2817,2364136,00.asp |access-date=May 27, 2010 |website=PC Magazine |archive-date=May 27, 2010 |archive-url=https://web.archive.org/web/20100527031348/http://www.pcmag.com/article2/0,2817,2364136,00.asp |url-status=live }} Reach also came bundled with a limited edition Xbox 360 Slim that sports Halo-themed sounds and finish and two controllers.{{Cite magazine |last=Kohler |first=Chris |date=July 22, 2010 |title=New Halo: Reach Xbox to Sport 360 Design, Custom Sound |url=https://www.wired.com/gamelife/2010/07/halo-reach-xbox-360/ |magazine=Wired |access-date=May 30, 2011 |archive-date=October 16, 2011 |archive-url=https://web.archive.org/web/20111016161617/http://www.wired.com/gamelife/2010/07/halo-reach-xbox-360/ |url-status=live }}
Microsoft later listed Reach as an Xbox Live Marketplace download on August 12, 2010, at a price of 99999 Microsoft Points (~US$1250).{{Cite web |last=Yoon |first=Andrew |date=August 16, 2010 |title=Halo Reach listed at $1250 on Xbox Live Marketplace (and why you can't buy it) |url=http://www.joystiq.com/2010/08/16/halo-reach-listed-at-1250-on-xbox-live-marketplace-and-why-you/ |access-date=August 24, 2010 |publisher=Joystiq |archive-date=January 4, 2011 |archive-url=https://web.archive.org/web/20110104134312/http://www.joystiq.com/2010/08/16/halo-reach-listed-at-1250-on-xbox-live-marketplace-and-why-you/ |url-status=live }} A spokesperson confirmed the download was for media review purposes, and that there were no plans to distribute the game to the public through Games on Demand. Four days later, hackers managed to access, download, and distribute the game online;{{Cite web |last=Ingham |first=Tim |date=August 21, 2010 |title=Halo: Reach – full game leaked online |url=http://www.computerandvideogames.com/article.php?id=261200 |archive-url=https://web.archive.org/web/20100823025756/http://www.computerandvideogames.com/article.php?id=261200 |archive-date=August 23, 2010 |access-date=August 24, 2010 |website=Computer and Video Games}}{{Cite web |last=Staff Writers |date=August 24, 2010 |title=Halo: Reach ending posted on YouTube after review version hacked, shared |url=http://www.news.com.au/technology/hale-reach-ending-posted-on-youtube-after-review-version-hacked-shared/story-e6frfro0-1225909213041 |access-date=August 24, 2010 |publisher=news.com.au |archive-date=August 25, 2010 |archive-url=https://web.archive.org/web/20100825082531/http://www.news.com.au/technology/hale-reach-ending-posted-on-youtube-after-review-version-hacked-shared/story-e6frfro0-1225909213041 |url-status=dead }} Microsoft stated they were investigating the matter.{{Cite web |last=Reilly |first=Jim |date=August 20, 2010 |title=Microsoft Investigating Halo: Reach Leak |url=http://uk.xbox360.ign.com/articles/111/1114826p1.html |access-date=August 24, 2010 |publisher=IGN |archive-date=August 23, 2010 |archive-url=https://web.archive.org/web/20100823090752/http://uk.xbox360.ign.com/articles/111/1114826p1.html |url-status=live }} Halo 2, Halo 3, and ODST were similarly leaked ahead of their planned release.{{Cite web |last=Reilly |first=Jim |date=August 23, 2010 |title=The History of Halo Leaks |url=http://xbox360.ign.com/articles/111/1115272p1.html |access-date=April 30, 2011 |publisher=IGN |archive-date=December 4, 2010 |archive-url=https://web.archive.org/web/20101204033036/http://xbox360.ign.com/articles/111/1115272p1.html |url-status=live }} Bungie released a demo on May 24, 2011, featuring a single player level from the game's story mode, a multiplayer competitive map, and a cooperative firefight mission.{{Cite web |last=V |first=Alex |date=May 24, 2011 |title=Halo: Reach demo released |url=http://www.newgamenetwork.com/news/2742/halo-reach-demo-released/ |access-date=May 24, 2011 |publisher=New Game Network |archive-date=June 5, 2011 |archive-url=https://web.archive.org/web/20110605174209/http://www.newgamenetwork.com/news/2742/halo-reach-demo-released/ |url-status=live }}
Halo: Reach was released for Windows and Xbox One as part of Halo: The Master Chief Collection on December 3, 2019.{{Cite web |last=Boudreau |first=Ian |date=November 14, 2019 |title=Halo: Reach launches December 3 on PC |url=https://www.pcgamer.com/halo-reach-launches-december-3-on-pc/ |access-date=November 14, 2019 |website=PC Gamer |archive-date=November 14, 2019 |archive-url=https://web.archive.org/web/20191114212223/https://www.pcgamer.com/halo-reach-launches-december-3-on-pc/ |url-status=live }}{{Cite web |last=McWhertor, Michael |date=March 12, 2019 |title=Halo: Reach coming to The Master Chief Collection |url=https://www.polygon.com/2019/3/12/18262421/halo-reach-master-chief-collection-xbox-one |access-date=March 13, 2019 |website=Polygon |archive-date=March 12, 2019 |archive-url=https://web.archive.org/web/20190312220613/https://www.polygon.com/2019/3/12/18262421/halo-reach-master-chief-collection-xbox-one |url-status=live }}
= Marketing =
According to Jarrard, the team decided to have much more "grandiose" marketing for Reach than that of ODST.{{Cite web |last=Dudley |first=Brier |date=April 19, 2010 |title=Big beta world for Bungie game |url=http://seattletimes.nwsource.com/html/businesstechnology/2011649386_brier20.html |access-date=May 3, 2010 |website=The Seattle Times |archive-date=April 23, 2010 |archive-url=https://web.archive.org/web/20100423133950/http://seattletimes.nwsource.com/html/businesstechnology/2011649386_brier20.html |url-status=live }} Microsoft gave Reach its largest game marketing budget at the time, surpassing the scale and $6.5 million cost of Halo 3{{'}}s award-winning marketing. Marketers focused their efforts on connecting with consumers via universal themes, rather than outdoing Halo 3{{'}}s push.{{Cite web |last=Patel |first=Kunur |date=August 23, 2010 |title='Halo' Reaches Out With Biggest Campaign Yet |url=http://adage.com/article?article_id=145496 |url-status=live |archive-url=https://archive.today/20130116145431/http://adage.com/article?article_id=145496 |archive-date=January 16, 2013 |access-date=August 24, 2010 |website=Advertising Age}} Interpublic Group of Companies' AgencyTwoFifteen handled strategy and video development for the marketing push, while AKQA developed interactive components. The agencies were involved with Halo 3{{'}}s marketing. The advertisers' brief was simple: "Remember Reach. Focus on the heroes, not the victims. Expand our audience beyond Halo fanboys."{{Cite web |last=Diaz |first=Ann-Christine |date=August 24, 2010 |title=Behind the Work: Remember Reach |url=http://creativity-online.com/news/behind-the-work-remember-reach/145535 |url-status=dead |archive-url=https://web.archive.org/web/20111002045453/http://creativity-online.com/news/behind-the-work-remember-reach/145535 |archive-date=October 2, 2011 |access-date=October 2, 2010 |website=Creativity }}
The advertising campaign commenced in April 2010 with the live-action short "Birth of a Spartan". A series of online videos highlighting a day in the life of average Reach citizens before the Covenant invade, began on August 23, followed by TV spots on August 29.{{Cite web |last=Bass, Dina |date=August 26, 2010 |title=The Halo Effect of Microsoft's Halo |url=http://www.businessweek.com/magazine/content/10_36/b4193032898394.htm |url-status=dead |archive-url=https://web.archive.org/web/20110416054252/http://www.businessweek.com/magazine/content/10_36/b4193032898394.htm |archive-date=April 16, 2011 |access-date=September 19, 2012 |website=Business Week}} The series concluded in late August with another short, "Deliver Hope".{{Cite magazine |last=Narcisse, Evan |date=August 26, 2010 |title=Halo: Reach Comes Alive with New "Deliver Hope" Trailer |url=https://techland.time.com/2010/08/26/halo-reach-comes-alive-with-new-deliver-reach-trailer/ |magazine=Time |access-date=July 22, 2012 |archive-date=August 13, 2014 |archive-url=https://web.archive.org/web/20140813165847/http://techland.time.com/2010/08/26/halo-reach-comes-alive-with-new-deliver-reach-trailer/ |url-status=live }} As part of the promotions, Microsoft created an interactive light sculpture; users logged onto a website where they could direct a KUKA industrial robot to plot pinpricks of light; over 54,000 points created a monument to Noble Team that faded unless more points were plotted.{{Cite magazine |last=Kohler, Chris |date=August 20, 2010 |title=Video: Giant Robot Arm Powers Innovative Halo: Reach Light Sculpture |url=https://www.wired.com/gamelife/2010/08/remember-reach/ |magazine=Wired |access-date=July 22, 2012 |archive-date=July 4, 2012 |archive-url=https://web.archive.org/web/20120704193809/http://www.wired.com/gamelife/2010/08/remember-reach/ |url-status=live }} Reach{{'}}s marketing won several industry distinctions, among them thirteen medals from the MI6 Game Marketing Conference Awards.{{Cite web |last=Rose |first=Mike |date=April 8, 2011 |title=Halo: Reach, Assassin's Creed Brotherhood Advertising Wins Big At MI6 Awards |url=http://www.gamasutra.com/view/news/34007/Halo_Reach_Assassins_Creed_Brotherhood_Advertising_Wins_Big_At_MI6_Awards.php |access-date=May 30, 2011 |publisher=Gamasutra |archive-date=May 8, 2011 |archive-url=https://web.archive.org/web/20110508232351/http://www.gamasutra.com/view/news/34007/Halo_Reach_Assassins_Creed_Brotherhood_Advertising_Wins_Big_At_MI6_Awards.php |url-status=dead }}
Several lines of tie-in merchandise were launched. McFarlane, who had produced toys for Halo 3, created a line of five-inch action figures,{{Cite web |last=Eckstein |first=Eric |date=July 6, 2010 |title=A First Look at the Halo: Reach Action Figures Coming this September |url=http://g4tv.com/thefeed/blog/post/706051/A-First-Look-at-the-Halo-Reach-Action-Figures-Coming-this-September.html |archive-url=https://web.archive.org/web/20130709233327/http://g4tv.com/thefeed/blog/post/706051/A-First-Look-at-the-Halo-Reach-Action-Figures-Coming-this-September.html |archive-date=July 9, 2013 |access-date=July 7, 2010 |website=G4}} while Square Enix's Play Arts toy label created additional figures.{{Cite web |date=July 22, 2010 |title=Square Enix Products Announces Halo: Reach Action Figures |url=http://xbox360.ign.com/articles/110/1107815p1.html |access-date=April 30, 2011 |publisher=IGN |archive-date=December 4, 2010 |archive-url=https://web.archive.org/web/20101204040505/http://xbox360.ign.com/articles/110/1107815p1.html |url-status=live }}
= Sales =
Reach made $200 million in first-day sales, a record for the franchise. Its strong sales suggested to analysts that core titles in the holiday season could reverse sluggish video game sales in 2010.{{Cite web |last=Graft |first=Kris |date=September 16, 2010 |title=Analyst: Halo Reach Sales Bode Well For Core Gamer Market |url=http://gamasutra.com/view/news/30466/Analyst_Halo_Reach__Sales_Bode_Well_For_Core_Gamer_Market.php |url-status=dead |archive-url=https://web.archive.org/web/20100920081149/http://www.gamasutra.com/view/news/30466/Analyst_Halo_Reach__Sales_Bode_Well_For_Core_Gamer_Market.php |archive-date=September 20, 2010 |access-date=September 29, 2010 |publisher=Gamasutra}} In its first sixteen days the game sold $350 million worth of merchandise.{{Cite web |last=Takahashi |first=Dean |date=October 28, 2010 |title=Halo: Reach sold $350M in 16 days |url=https://venturebeat.com/2010/10/28/halo-reach-sold-350m-in-16-days/ |access-date=May 30, 2011 |publisher=VentureBeat |archive-date=March 14, 2011 |archive-url=https://web.archive.org/web/20110314202500/http://venturebeat.com/2010/10/28/halo-reach-sold-350m-in-16-days/ |url-status=live }} Reach premiered at the top of Xbox 360 and multi-platform charts in most territories.{{Cite web |last=Cowan |first=Danny |date=September 17, 2010 |title=Saling The World: Halo: Reach, Professor Layton Debut as Top Sellers |url=http://gamasutra.com/view/news/30477/Saling_The_World_Halo_Reach_Professor_Layton_Debut_as_Top_Sellers.php |url-status=dead |archive-url=https://web.archive.org/web/20100924063108/http://www.gamasutra.com/view/news/30477/Saling_The_World_Halo_Reach_Professor_Layton_Debut_as_Top_Sellers.php |archive-date=September 24, 2010 |access-date=September 29, 2010 |publisher=Gamasutra}} Figures from the NPD Group estimated that Reach sold 3.3 million units in North America, making it the third game for its console generation (Xbox 360, PS3, Wii) to sell more than three million units during the first month of its release (alongside Halo 3 and Modern Warfare 2).{{Cite web |last=Ivan |first=Tom |date=October 14, 2010 |title=NPD: Halo: Reach sells 3.3 million in September |url=http://www.computerandvideogames.com/article.php?id=269845 |archive-url=https://web.archive.org/web/20101017062102/http://www.computerandvideogames.com/article.php?id=269845 |archive-date=October 17, 2010 |access-date=November 5, 2010 |website=Computer and Video Games}} Halo: Reach became the third bestselling game of 2010 in North America, behind Call of Duty: Black Ops and Madden NFL 11.{{Cite news |last=Graser |first=Mark |date=January 14, 2011 |title=Vidgames Lame '10 |page=5 |work=Daily Variety}} It sold 4.7 million units by September 2011.{{Cite web |last=Orland, Kyle |date=November 8, 2011 |title=Black Ops Leads 2010–2011 U.S. Sales With 15M Units = |url=http://www.gamasutra.com/view/news/38447/Black_Ops_Leads_20102011_US_Sales_With_15M_Units.php |url-status=dead |archive-url=https://web.archive.org/web/20111202195603/http://www.gamasutra.com/view/news/38447/Black_Ops_Leads_20102011_US_Sales_With_15M_Units.php |archive-date=December 2, 2011 |access-date=December 2, 2011 |publisher=Gamasutra}}
In the United Kingdom, Reach{{'}}s opening week was the fifth-best launch in the territory, beating Halo 3{{'}}s debut by 20,000 units and ODST{{'}}s by 200,000 units.{{Cite web |last=Curtis |first=Tom |date=September 20, 2010 |title=Halo: Reach, Sports Champions Top UK Sales Charts |url=http://gamasutra.com/view/news/30506/Halo_Reach_Sports_Champions_Top_UK_Sales_Charts.php |url-status=dead |archive-url=https://web.archive.org/web/20101014005334/http://www.gamasutra.com/view/news/30506/Halo_Reach_Sports_Champions_Top_UK_Sales_Charts.php |archive-date=October 14, 2010 |access-date=September 29, 2010 |publisher=Gamasutra}} In its second week on the UK charts Reach was the second bestselling title, displaced by the racing game F1 2010.{{Cite web |last=Curtis |first=Tom |date=September 27, 2010 |title=Codemasters' F1 2010 Tops UK Charts, Halo: Reach Sales Decline |url=http://www.gamasutra.com/view/news/30627/Codemasters_F1_2010_Tops_Uk_Charts_Halo_Reach_Sales_Decline.php |url-status=dead |archive-url=https://web.archive.org/web/20100929113343/http://www.gamasutra.com/view/news/30627/Codemasters_F1_2010_Tops_UK_Charts_Halo_Reach_Sales_Decline.php |archive-date=September 29, 2010 |access-date=September 29, 2010 |publisher=Gamasutra}} Reach continued to hold the top place in North America.{{Cite web |last=Cowan |first=Danny |date=September 24, 2010 |title=Saling The World: Halo: Reach, Civilization V Top U.S. Charts |url=http://www.gamasutra.com/view/news/30597/Saling_The_World_Halo_Reach_Civilization_V_Top_US_Charts.php |url-status=dead |archive-url=https://web.archive.org/web/20100930052734/http://gamasutra.com/view/news/30597/Saling_The_World_Halo_Reach_Civilization_V_Top_US_Charts.php |archive-date=September 30, 2010 |publisher=Gamasutra}}{{Cite web |last=Peckham |first=Matt |date=September 24, 2010 |title=If Halo: Reach Was Second, What's First on Xbox LIVE? |url=http://www.pcworld.com/article/206139/if_halo_reach_was_second_whats_first_on_xbox_live.html?tk=hp_new |url-status=live |archive-url=https://web.archive.org/web/20101001012223/http://www.pcworld.com/article/206139/if_halo_reach_was_second_whats_first_on_xbox_live.html?tk=hp_new |archive-date=October 1, 2010 |website=PC World}} In Japan, the game debuted at first place with 44,413 units, but fared poorly in the long-term (as have other Halo games). This showing was above ODST{{'}}s sales of 29,734 in the comparable timeframe, but below Halo 3{{'}}s 61,143.{{Cite web |last=Feit |first=Daniel |date=September 23, 2010 |title=Halo Reach Comes Up Short in Japan |url=http://www.1up.com/news/halo-reach-short-japan |url-status=dead |archive-url=https://web.archive.org/web/20111225082025/http://www.1up.com/news/halo-reach-short-japan |archive-date=December 25, 2011 |access-date=October 2, 2010 |publisher=1UP.com}} Reach dropped out of the top 20 best selling titles entirely its second week.{{Cite web |last=Robinson |first=Andy |date=October 1, 2010 |title=Halo Reach nosedives in Japan chart |url=http://www.computerandvideogames.com/article.php?id=267449 |url-status=live |archive-url=https://web.archive.org/web/20101003105510/http://www.computerandvideogames.com/article.php?id=267449 |archive-date=October 3, 2010 |access-date=October 1, 2010 |website=Computer and Video Games}}{{Cite web |last=Reilly |first=Jim |date=October 14, 2010 |title=Halo: Reach Tops 3 Million in Sales |url=http://xbox360.ign.com/articles/112/1128131p1.html |access-date=October 14, 2010 |publisher=IGN |archive-date=October 16, 2010 |archive-url=https://web.archive.org/web/20101016232359/http://xbox360.ign.com/articles/112/1128131p1.html |url-status=live }}
= Downloadable content =
Reach supports additional downloadable content (DLC). Bungie released the game's first DLC, dubbed the "Noble Map Pack", on November 30, 2010;{{Cite web |last=Coby |first=Alex Sassoon |date=October 14, 2010 |title=Halo Reaching for Noble map pack |url=http://www.gamespot.com/articles/halo-reaching-for-noble-map-pack/1100-6281906/ |access-date=November 20, 2010 |website=GameSpot |publisher=CBS Interactive |archive-date=September 26, 2015 |archive-url=https://web.archive.org/web/20150926201214/http://www.gamespot.com/articles/halo-reaching-for-noble-map-pack/1100-6281906/ |url-status=live }} this map pack contains three maps, unique in that they are not based on Reach campaign levels.{{Cite web |last=Gies |first=Arthur |date=November 22, 2010 |title=Halo: Reach Noble Map Pack Preview |url=http://xbox360.ign.com/articles/113/1135975p1.html |access-date=November 23, 2010 |publisher=IGN |archive-date=November 26, 2010 |archive-url=https://web.archive.org/web/20101126082010/http://xbox360.ign.com/articles/113/1135975p1.html |url-status=live }} Microsoft partnered with Certain Affinity, which had worked on Halo 2 maps,{{Cite web |last=O'Connor |first=Frank |date=March 30, 2007 |title=New Halo 2 Maps Revealed! |url=http://www.bungie.net/news/content.aspx?type=topnews&link=certainaffinitymaps |url-status=dead |archive-url=https://web.archive.org/web/20110522103801/http://www.bungie.net/News/content.aspx?type=topnews&link=certainaffinitymaps |archive-date=May 22, 2011 |access-date=February 15, 2011 |publisher=Bungie }} to produce the second, "Defiant Map Pack",{{Cite web |last=Robinson |first=Andy |date=February 14, 2011 |title=Halo Reach Defiant map DLC announced |url=http://www.computerandvideogames.com/288768/news/halo-reach-defiant-map-dlc-announced/ |archive-url=https://web.archive.org/web/20110217151916/http://www.computerandvideogames.com/288768/news/halo-reach-defiant-map-dlc-announced/ |archive-date=February 17, 2011 |access-date=February 15, 2011 |website=Computer and Video Games}} made available for download on March 15, 2011.{{Cite web |last=Magrino |first=Tom |date=February 24, 2011 |title=Halo: Reach Defiant Map Pack Drops March 15 |url=http://www.gamespot.com/xbox360/action/haloreachdefiantmappack/news/6300767/halo-reach-defiant-map-pack-drops-march-15 |url-status=live |archive-url=https://web.archive.org/web/20111005173755/http://www.gamespot.com/xbox360/action/haloreachdefiantmappack/news/6300767/halo-reach-defiant-map-pack-drops-march-15 |archive-date=October 5, 2011 |access-date=October 5, 2011 |publisher=GameSpot}}
A "title update" was released by 343 Industries for Reach that modified game mechanics such as bullet spread and melee damage. The update also contained playlists for Halo: Combat Evolved Anniversary.{{Cite web |last=Lynch |first=Casey |date=August 26, 2011 |title=Why You Should Care About Halo: Reach{{'}}s Title Update |url=http://xbox360.ign.com/articles/119/1190886p1.html |url-status=live |archive-url=https://web.archive.org/web/20111005173755/http://www.gamespot.com/xbox360/action/haloreachdefiantmappack/news/6300767/halo-reach-defiant-map-pack-drops-march-15 |archive-date=October 5, 2011 |access-date=October 5, 2011 |publisher=IGN}} Purchasers of anniversary edition received a voucher to download the game's seven multiplayer maps directly into Reach, the map pack was also made available to purchase via the Xbox Live Marketplace.{{Cite web |last=Mitchell |first=Richard |date=June 7, 2011 |title=Halo: Combat Evolved Anniversary preview: Combat revolved |url=http://www.joystiq.com/2011/06/07/halo-combat-evolved-anniversary-preview-combat-revolved/ |access-date=June 13, 2011 |publisher=Joystiq |archive-date=January 28, 2015 |archive-url=https://web.archive.org/web/20150128170813/http://www.joystiq.com/2011/06/07/halo-combat-evolved-anniversary-preview-combat-revolved/ |url-status=live }}{{Cite web |title=Halo:Reach |url=http://marketplace.xbox.com/en-GB/Product/Halo-Reach/66acd000-77fe-1000-9115-d8024d53085b?nosplash=1 |access-date=September 4, 2012 |publisher=Microsoft |archive-date=June 21, 2012 |archive-url=https://web.archive.org/web/20120621203211/http://marketplace.xbox.com/en-GB/Product/Halo-Reach/66acd000-77fe-1000-9115-d8024d53085b?nosplash=1 |url-status=live }}
Reception
{{Video game reviews
| MC = 91/100{{Cite web |title=Halo: Reach |url=https://www.metacritic.com/game/halo-reach/critic-reviews/?platform=xbox-360 |access-date=October 5, 2011 |publisher=Metacritic |archive-date=April 15, 2012 |archive-url=https://web.archive.org/web/20120415175911/http://www.metacritic.com/game/xbox-360/halo-reach |url-status=live }}
| EuroG = 9/10{{Cite web |last=Welsh |first=Oli |date=September 12, 2010 |title=Halo: Reach |url=http://www.eurogamer.net/articles/2010-09-12-halo-reach-review |access-date=September 12, 2010 |publisher=Eurogamer |archive-date=September 15, 2010 |archive-url=https://web.archive.org/web/20100915034645/http://www.eurogamer.net/articles/2010-09-12-halo-reach-review |url-status=live }}
| GameRev = A{{Cite web |last=Morse |first=Blake |date=September 11, 2010 |title=Halo: Reach Review |url=http://www.gamerevolution.com/review/xbox360/halo-reach |url-status=dead |archive-url=https://web.archive.org/web/20120924120529/http://www.gamerevolution.com/review/halo-reach |archive-date=September 24, 2012 |access-date=September 12, 2010 |publisher=Game Revolution }}
| GT = 9.3/10{{Cite web |date=September 12, 2010 |title=Halo: Reach |url=http://www.gametrailers.com/gamereview.php?id=11394 |access-date=September 12, 2010 |website=GameTrailers |publisher=Defy Media |archive-date=January 1, 2012 |archive-url=https://web.archive.org/web/20120101104323/http://www.gametrailers.com/gamereview.php?id=11394 |url-status=dead }}
| rev1 = The Guardian
| rev2 = The Daily Telegraph
}}
Halo: Reach received critical acclaim upon its release. On aggregating review website Metacritic, it holds an average of 91/100. Critics such as 1UP.com's Thierry Nguyen, the staff of Edge, GamePro{{'}}s Matt Cabral, and others considered Reach the best Halo title yet.{{Cite web |last=Nguyen |first=Thierry |date=September 11, 2010 |title=Halo: Reach Review |url=http://www.1up.com/do/reviewPage?pager.offset=0&cId=3181331&p=4 |url-status=dead |archive-url=https://web.archive.org/web/20121017013831/http://www.1up.com/do/reviewPage?pager.offset=0&cId=3181331&p=4 |archive-date=October 17, 2012 |access-date=September 12, 2010 |publisher=1UP.com}}{{Cite web |date=September 17, 2010 |title=Halo: Reach Review |url=http://www.next-gen.biz/reviews/halo-reach-review |url-status=dead |archive-url=https://web.archive.org/web/20100918054952/http://www.next-gen.biz/features/halo-reach-review |archive-date=September 18, 2010 |website=Edge |pages=1–2}}{{Cite magazine |last=Cabral |first=Matt |date=September 11, 2010 |title=Halo: Reach |url=http://www.gamepro.com/article/reviews/216483/halo-reach/ |archive-url=https://web.archive.org/web/20100914135748/http://www.gamepro.com/article/reviews/216483/halo-reach/ |archive-date=September 14, 2010 |access-date=September 12, 2010 |magazine=GamePro}} Reviewers noted there were few major changes to the Halo formula; IGN's Erik Brudvig wrote that Reach was not "another rehash", though franchise veterans would feel immediately at home with the game.{{Cite web |last=Brudvig |first=Erik |date=September 11, 2010 |title=Halo: Reach Review |url=http://xbox360.ign.com/articles/111/1117228p1.html |access-date=September 12, 2010 |publisher=IGN |archive-date=September 5, 2010 |archive-url=https://web.archive.org/web/20100905001646/http://xbox360.ign.com/articles/111/1117228p1.html |url-status=live }}
Nguyen, Tom Hoggins of The Daily Telegraph, and others wrote that Reach took the best elements from previous games and combined them in Bungie's final entry. Hoggins noted that this approach made Reach "a blistering, breathless crescendo to a decade's worth of work", but also that it was unlikely to convert non-Halo fans.{{Cite news |last=Hoggins |first=Tom |date=September 12, 2010 |title=Halo Reach video game review |work=The Daily Telegraph |url=https://www.telegraph.co.uk/technology/video-games/7994988/Halo-Reach-video-game-review.html |archive-url=https://ghostarchive.org/archive/20220112/https://www.telegraph.co.uk/technology/video-games/7994988/Halo-Reach-video-game-review.html |archive-date=January 12, 2022 |url-access=subscription |url-status=live |access-date=September 12, 2010}}{{cbignore}} The Daily Mirror{{'}}s Kevin Lynch praised Bungie for introducing new gameplay mechanics like jetpacks without ruining the title's learning curve or game balance.
Brudvig praised the campaign for avoiding the "repetitive landscapes and circuitous, difficult to follow plots" of past Halo titles. GameSpot's Chris Watters and others felt the artificial intelligence of friendly non-player characters was less advanced than that of enemies, especially while driving.{{Cite web |last=Watters |first=Chris |date=September 13, 2010 |title=Halo: Reach Review |url=http://www.gamespot.com/xbox360/action/haloreach/review.html |access-date=December 10, 2010 |publisher=GameSpot |archive-date=November 29, 2010 |archive-url=https://web.archive.org/web/20101129162903/http://www.gamespot.com/xbox360/action/haloreach/review.html |url-status=live }} Steve Boxer wrote for The Guardian that Reach{{'}}s story made previous entries feel "amateurish";{{Cite news |last=Boxer |first=Steve |date=September 12, 2010 |title=Halo: Reach for Xbox 360 {{!}} Game Review |work=The Guardian |url=https://www.theguardian.com/technology/gamesblog/2010/sep/12/halo-reach-xbox-360-game-review |access-date=September 12, 2010 |archive-date=December 27, 2014 |archive-url=https://web.archive.org/web/20141227102746/http://www.theguardian.com/technology/gamesblog/2010/sep/12/halo-reach-xbox-360-game-review |url-status=live }} Nguyen felt that whereas previous Halo titles had become mired in inconsistencies and Star Trek-like technobabble, Reach told a broader and more accessible story. Despite this, he contended, the game suffered from archetypal characters with which players spent little time: "I almost forgot that Noble Four (Emile) even existed for a big chunk of the campaign, as I rarely saw him." Wired{{'}}s Gus Mastrapa unfavorably compared Noble Team to the marines of Aliens, writing that most of the characters were unmemorable and one-dimensional. Nguyen also faulted the game for occasional lapses in exposition, but summed these up as "minor quibbles" compared to the improvements. In contrast, GamesRadar's Charlie Baratt opined that Reach{{'}}s campaign was better than ODST{{'}}s, but lacked the "franchise-changing potential" it promised.{{Cite web |last=Baratt |first=Charlie |title=Halo: Reach super review |url=http://www.gamesradar.com/xbox360/halo-reach/review/halo-reach-super-review/a-2010091011301903044/g-2009060110582402047 |access-date=September 12, 2010 |publisher=GamesRadar |archive-date=September 24, 2010 |archive-url=https://web.archive.org/web/20100924110541/http://www.gamesradar.com/xbox360/halo-reach/review/halo-reach-super-review/a-2010091011301903044/g-2009060110582402047 |url-status=live }} Lynch judged that while Bungie still had not learned to create a perfect story, "[Reach] does expertly set up bombastic scene after scene".
Ben Kuchera of Ars Technica enjoyed the multiplayer component of Reach for its scope—"no matter how you play, you will find something to like."{{Cite web |last=Kuchera |first=Ben |date=September 12, 2010 |title=The few, the proud, the fallen: Ars reviews Halo: Reach |url=https://arstechnica.com/gaming/2010/09/halo-reach-review/ |access-date=December 10, 2010 |website=Ars Technica |publisher=Condé Nast |pages=1–3 |archive-date=October 18, 2012 |archive-url=https://web.archive.org/web/20121018103648/http://arstechnica.com/gaming/2010/09/halo-reach-review/ |url-status=live }} Reviewers lauded the many customization options available to players: Watters and Kuchera praised the concept of psych profiles to hone more agreeable teammate selections, but questioned its effectiveness; G4 considered Reach{{'}}s Forge World more expansive and impressive than Halo 3{{'}}s Forge offerings;{{Cite web |last=Kelly |first=Kevin |title=Halo: Reach – Xbox 360 |url=http://g4tv.com/games/xbox-360/61984/halo-reach/review/ |archive-url=https://web.archive.org/web/20101102224013/http://g4tv.com/games/xbox-360/61984/halo-reach/review/ |archive-date=November 2, 2010 |access-date=September 12, 2010 |publisher=G4TV}} and Lynch wrote that the sheer quantity of multiplayer options would give the game a long life cycle for players.{{Cite news |last=Lynch, Kevin |date=December 9, 2010 |title=Review: Halo: Reach |work=Daily Mirror |url=https://www.mirror.co.uk/news/technology/2010/09/12/review-halo-reach-115875-22556169/ |url-status=live |access-date=July 22, 2012 |archive-url=https://web.archive.org/web/20110403123721/http://www.mirror.co.uk/news/technology/2010/09/12/review-halo-reach-115875-22556169/ |archive-date=April 3, 2011}}
Critics considered the audio-visual components a marked advance over Halo 3 and ODST{{'}}s. The New Zealand Herald{{'}}s Troy Rawhiti-Forbes wrote that with the improved graphics and animation, "[Reach] looks just like a big-budget Hollywood project."{{Cite news |last=Rawhiti-Forbes |first=Troy |date=September 12, 2010 |title=Halo: Reach – first among prequels |work=The New Zealand Herald |url=http://www.nzherald.co.nz/entertainment/news/article.cfm?c_id=1501119&objectid=10672910 |access-date=December 10, 2010 |archive-date=November 7, 2010 |archive-url=https://web.archive.org/web/20101107190713/http://www.nzherald.co.nz/entertainment/news/article.cfm?c_id=1501119&objectid=10672910 |url-status=live }} Official Xbox Magazine acknowledged better graphics in other games, but praised Reach for "eye-catching beauty and breathless scope", noting that the inclusion of wildlife and civilians heightened the impression of a planet under siege.{{Cite web |date=September 12, 2010 |title=Halo: Reach Review |url=http://www.oxm.co.uk/article.php?id=22214 |access-date=September 13, 2010 |website=Official Xbox Magazine UK |archive-date=April 15, 2012 |archive-url=https://web.archive.org/web/20120415061859/http://www.oxm.co.uk/22214/reviews/halo-reach-review/ |url-status=dead }} Martin Robinson of IGN UK appreciated O'Donnell's moody score and the redone sound effects, writing that the new weapons "feel like they're about to tear your hands off".{{Cite web |last=Robinson |first=Martin |date=September 11, 2010 |title=Halo: Reach UK Review |url=http://xbox360.ign.com/articles/111/1119630p1.html |access-date=September 12, 2010 |publisher=IGN |archive-date=September 14, 2010 |archive-url=https://web.archive.org/web/20100914090144/http://xbox360.ign.com/articles/111/1119630p1.html |url-status=live }}
= Accolades =
{{reflist|group=nb}}
References
{{Reflist}}
External links
- {{Official website|http://halo.bungie.net/projects/reach/default.aspx|Halo: Reach at Bungie}}
- {{Official website|https://www.halowaypoint.com/en-us/games/halo-reach|Halo: Reach at Halo Waypoint}}
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