Editing Halo: Reach
From Halopedia, the Halo wiki
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
{{Title|''Halo: Reach''}} | {{Title|''Halo: Reach''}} | ||
{{ | {{Era|RW|FA}} | ||
{{Game | {{Game Infobox | ||
|name= ''Halo: Reach'' | |name= ''Halo: Reach'' | ||
|image= [[File:Halo Reach (Standard with ESRB).png|300px]] | |image= [[File:Halo Reach (Standard with ESRB).png|300px]] | ||
| | |developer= [[Bungie|Bungie LLC]] | ||
|publisher= [[Microsoft Game Studios]] | |publisher= [[Microsoft Game Studios]] | ||
|writer=[[Joseph Staten]] | |writer=[[Joseph Staten]] | ||
|composer=[[Martin O'Donnell]]<br>[[Michael Salvatori]] | |composer=[[Martin O'Donnell]]<br>[[Michael Salvatori]] | ||
Line 20: | Line 18: | ||
{{Quote|From the beginning, you know the end.|Game tagline<ref>[[Halo: Reach Announcement Trailer]]</ref>}} | {{Quote|From the beginning, you know the end.|Game tagline<ref>[[Halo: Reach Announcement Trailer]]</ref>}} | ||
'''''Halo: Reach''''' is a [[Wikipedia:First-person shooter|first-person shooter]] video game set in the [[Halo universe|''Halo'' universe]] and direct prequel to ''[[Halo: Combat Evolved]]'', depicting the [[Fall of Reach]]. It was developed by [[Bungie|Bungie, LLC.]] and published by [[Microsoft Game Studios]] for the Xbox 360 console.<ref>[http://halo.bungie.net/Projects/Reach/default.aspx '''Bungie.net''': ''Halo: Reach Project Page'']</ref><ref name="worth">[http://worthplaying.com/article/2009/9/16/interviews/68467/ '''Worthplaying.com''' - ''"Halo 3: ODST" Developer Interview'']</ref> It was announced by [[Joseph Staten|Joe Staten]] during Microsoft's Media Briefing at E3 2009; ''Reach'' was released on September 14, 2010 | '''''Halo: Reach''''' is a [[Wikipedia:First-person shooter|first-person shooter]] video game set in the [[Halo universe|''Halo'' universe]] and direct prequel to ''[[Halo: Combat Evolved]]'', depicting the [[Fall of Reach]]. It was developed by [[Bungie|Bungie, LLC.]] and published by [[Microsoft Game Studios]] for the Xbox 360 console.<ref>[http://halo.bungie.net/Projects/Reach/default.aspx '''Bungie.net''': ''Halo: Reach Project Page'']</ref><ref name="worth">[http://worthplaying.com/article/2009/9/16/interviews/68467/ '''Worthplaying.com''' - ''"Halo 3: ODST" Developer Interview'']</ref> It was announced by [[Joseph Staten|Joe Staten]] during Microsoft's Media Briefing at E3 2009; ''Reach'' was released on September 14, 2010 in [[Wikipedia:North America|North America]], [[Wikipedia:Europe|Europe]], [[Wikipedia:Australia|Australia]], and [[Wikipedia:Asia|Asia]] with the exclusion of [[Wikipedia:Japan|Japan]] whose release was a day later.<ref name="bnet">[http://halo.bungie.net/News/content.aspx?type=news&cid=26642 '''Bungie.net''': ''Halo: Reach Launches 09.14.2010!]''</ref> On [[2015|December 17, 2015]], ''Halo: Reach'' became available on the [[Xbox One]] via backwards compatibility.<ref name="bw compatibility"/> After several testing flights, it was added to ''[[Halo: The Master Chief Collection]]'' on December 3, 2019. | ||
Upon the first day of release, ''Reach'' grossed over $200 million, surpassing ''[[Halo 3]]''<nowiki>'</nowiki>s record of $170 million.<ref>[http://gameinformer.com/b/news/archive/2010/09/15/how-much-cash-did-halo-reach-bring-in-on-day-one.aspx '''Game Informer''': ''How Much Cash Did Halo Reach Bring In On Day One?'']</ref> | Upon the first day of release, ''Reach'' grossed over $200 million, surpassing ''[[Halo 3]]''<nowiki>'</nowiki>s record of $170 million.<ref>[http://gameinformer.com/b/news/archive/2010/09/15/how-much-cash-did-halo-reach-bring-in-on-day-one.aspx '''Game Informer''': ''How Much Cash Did Halo Reach Bring In On Day One?'']</ref> | ||
Line 41: | Line 39: | ||
===NOBLE Team=== | ===NOBLE Team=== | ||
[[File:HR NobleAndCivilians Concept.jpg|300px|thumb|Concept art showing NOBLE Team interacting with civilians and UNSC Army troopers.]] | [[File:HR NobleAndCivilians Concept.jpg|300px|right|thumb|Concept art showing NOBLE Team interacting with civilians and UNSC Army troopers.]] | ||
{{Main|NOBLE Team}} | {{Main|NOBLE Team}} | ||
The game follows NOBLE Team, a six-man special operations unit of one [[SPARTAN-II Program|SPARTAN-II]] and five [[SPARTAN-III Program|SPARTAN-III]] commandos. Serving under [[Special Warfare Command]], NOBLE Team's SPARTAN-IIIs are among the few that were deemed too valuable to be wasted on suicide missions and were subsequently assigned to serve in other special forces units. Stationed on Reach, NOBLE Team reports to [[Colonel]] [[Urban Holland]]. | The game follows NOBLE Team, a six-man special operations unit of one [[SPARTAN-II Program|SPARTAN-II]] and five [[SPARTAN-III Program|SPARTAN-III]] commandos. Serving under [[Special Warfare Command]], NOBLE Team's SPARTAN-IIIs are among the few that were deemed too valuable to be wasted on suicide missions and were subsequently assigned to serve in other special forces units. Stationed on Reach, NOBLE Team reports to [[Colonel]] [[Urban Holland]]. | ||
The player assumes the role of the team's latest member, [[SPARTAN-B312]] or "Noble Six", a SPARTAN-III from [[SPARTAN-III Beta Company|Beta Company]] with a mysterious past, assigned to the team as a replacement for its [[Thom-293|previous sixth member]]. Other members of the team include [[Carter-A259]], the leader; [[ | The player assumes the role of the team's latest member, [[SPARTAN-B312]] or "Noble Six", a SPARTAN-III from [[SPARTAN-III Beta Company|Beta Company]] with a mysterious past, assigned to the team as a replacement for its [[Thom-293|previous sixth member]]. Other members of the team include [[Carter-A259]], the leader; [[Kat-B320]], the intelligence specialist and Carter's second-in-command; [[Jorge-052]], an experienced heavy weapons specialist and only SPARTAN-II on the team; [[Emile-A239]], an audacious assault and close combat specialist; and [[Jun-A266]], the team's talkative sharpshooter. | ||
===Plot synopsis=== | ===Plot synopsis=== | ||
{{Spoiler/begin}} | {{Spoiler/begin}} | ||
[[File:Noble Briefing.png|thumb|250px|NOBLE Team being briefed prior to deployment.]] | [[File:Noble Briefing.png|thumb|250px|right|NOBLE Team being briefed prior to deployment.]] | ||
On [[2552#July|July 24, 2552]], [[SPARTAN-B312]], the player character, arrives at a UNSC outpost on Reach. It is here that the players are introduced to the main cast and given their first mission from NOBLE Team's [[commanding officer]], [[Colonel]] [[Urban Holland]]. The team is called in to investigate the sudden blackout of the [[Visegrád Relay|Visegrad Relay]], one of the planet's primary communications hubs. Expecting a confrontation with [[Insurrectionist]]s, the team lands in the remote rural area and proceeds to the relay. After interrogating a farmer and finding suspicious signs in the area, it is soon discovered that the loss of communications is the work of the [[Covenant]], as the team is engaged by Covenant ground forces. After they have made their way into the relay station, the team are attacked by the [[Devoted Sentries]], an [[Sangheili|Elite]] [[Sangheili Zealot|Zealot]] advance team, who were on a mission to steal information from the relay. After the team successfully secures the relay, Carter uses the damaged relay to contact Colonel Holland and explain the situation, leading to the declaration of the planetary emergency directive [[WINTER CONTINGENCY (protocol)|WINTER CONTINGENCY]]. | On [[2552#July|July 24, 2552]], [[SPARTAN-B312]], the player character, arrives at a UNSC outpost on Reach. It is here that the players are introduced to the main cast and given their first mission from NOBLE Team's [[commanding officer]], [[Colonel]] [[Urban Holland]]. The team is called in to investigate the sudden blackout of the [[Visegrád Relay|Visegrad Relay]], one of the planet's primary communications hubs. Expecting a confrontation with [[Insurrectionist]]s, the team lands in the remote rural area and proceeds to the relay. After interrogating a farmer and finding suspicious signs in the area, it is soon discovered that the loss of communications is the work of the [[Covenant]], as the team is engaged by Covenant ground forces. After they have made their way into the relay station, the team are attacked by the [[Devoted Sentries]], an [[Sangheili|Elite]] [[Sangheili Zealot|Zealot]] advance team, who were on a mission to steal information from the relay. After the team successfully secures the relay, Carter uses the damaged relay to contact Colonel Holland and explain the situation, leading to the declaration of the planetary emergency directive [[WINTER CONTINGENCY (protocol)|WINTER CONTINGENCY]]. | ||
[[File:Reach "The Battle Begins"-Elite.png|thumb|250px|left|NOBLE Team encountering Sangheili Zealots.]] | [[File:Reach "The Battle Begins"-Elite.png|thumb|250px|left|NOBLE Team encountering Sangheili Zealots.]] | ||
Two days later, on July 26, NOBLE Team is called in to [[Office of Naval Intelligence|ONI]] [[Sword Base]] near the [[Babd Catha Ice Shelf]]. As explained to the team by the [[Artificial intelligence|AI]] [[Auntie Dot]], Sword Base is under attack from a [[ | Two days later, on July 26, NOBLE Team is called in to [[Office of Naval Intelligence|ONI]] [[Sword Base]] near the [[Babd Catha Ice Shelf]]. As explained to the team by the [[Artificial intelligence|AI]] [[Auntie Dot]], Sword Base is under attack from a [[SDV-class heavy corvette|Covenant corvette]], but due to the sensitive nature of the facility, the use of [[orbital defense platform|orbital MAC rounds]] is prohibited. NOBLE Team clears the main courtyard of enemies, and is then sent on a mission to re-activate [[Farragut Station]], a communications station they can use to get into contact with command, and [[Airview Base]], where they need to activate [[M71 Anti-Aircraft Gun|an anti-air battery]] to clear the skies. The Spartans move into Sword Base and NOBLE Six assists [[Emile-A239|Emile]] in driving off several [[Type-52 Troop Carrier|Phantoms]] and [[Type-26 Ground Support Aircraft|Banshees]]. After the skies have been cleared, the UNSC sends in a pair of [[GA-TL1 Longsword|Longswords]] to push the corvette away from the base's immediate vicinity. The Covenant vessel begins to retreat, only to be shot out of the sky by an orbital strike. After the mission, NOBLE Team is debriefed by Dr. [[Catherine Halsey]], who inquires as to the death of [[Laszlo Sorvad|one of her scientists]], who was doing research at the relay. She says he mentioned a "latchkey" discovery and that the information was essential. Learning that he was killed by [[Sangheili Zealot|Zealot]]s, Halsey reprimands [[Carter-A259|Carter]] for not pursuing the leader, as the scientist's research was potentially important to [[Covenant religion|their religion]]. Fortunately, [[Kat-B320|Kat]] had stolen the data module off of the scientist, and hands it over to Halsey. | ||
Two and a half weeks later, NOBLE Six and [[Jun-A266|Jun]] are sent to perform a night reconnaissance mission to reconnoiter the Covenant "dark zone" in the [[Viery Territory]]. After stealthily eliminating guards at multiple outposts, The two Spartans meet up with a group of civilian militiamen, who guide them to a [[Ütközet hydroelectric power plant|hydro-plant]] further into the dark zone, where the team discovers a Covenant [[stealth pylon]]. After planting an explosive charge on the pylon, the team moves deeper into the dark zone, where they discover a massive Covenant invasion force. Kat then orders them back so they can prepare for the attack on the next day. | Two and a half weeks later, NOBLE Six and [[Jun-A266|Jun]] are sent to perform a night reconnaissance mission to reconnoiter the Covenant "dark zone" in the [[Viery Territory]]. After stealthily eliminating guards at multiple outposts, The two Spartans meet up with a group of civilian militiamen, who guide them to a [[Ütközet hydroelectric power plant|hydro-plant]] further into the dark zone, where the team discovers a Covenant [[stealth pylon]]. After planting an explosive charge on the pylon, the team moves deeper into the dark zone, where they discover a massive Covenant invasion force. Kat then orders them back so they can prepare for the attack on the next day. | ||
[[File:HR-TipOfTheSpear-Viery.png|thumb|250px|A satellite image of the troop deployments at Viery.]] | [[File:HR-TipOfTheSpear-Viery.png|thumb|250px|A satellite image of the troop deployments at Viery.]] | ||
In the morning of [[2552#August|August 12, 2552]], a massive UNSC [[Order of battle (Viery, Reach)|joint assault force]] is put together, with the objective of mounting a counterattack on the Covenant-occupied Viery Territory. As revealed by Auntie Dot in the mission briefing, the Covenant have infiltrated to the region in force, deploying ground forces and installations, including several massive [[ | In the morning of [[2552#August|August 12, 2552]], a massive UNSC [[Order of battle (Viery, Reach)|joint assault force]] is put together, with the objective of mounting a counterattack on the Covenant-occupied Viery Territory. As revealed by Auntie Dot in the mission briefing, the Covenant have infiltrated to the region in force, deploying ground forces and installations, including several massive [[Covenant spire|Covenant Spires]]. NOBLE Team's objective is to destroy one of these spires, designated [[Spire One]]. After pushing through Covenant forces and destroying several Covenant [[Type-38 Anti-Aircraft Cannon|anti-air batteries]], [[Jorge-052|Jorge]] and NOBLE Six deploy to the spire in a [[UH-144 Falcon|Falcon]]. However, the aircraft crashes after being disabled by the electromagnetic field created by the Spire's shield. After the crash, the pair proceed into the Spire, where it is revealed that the Spires actually contain [[teleporter]]s used to transport Covenant forces to the surface, linked to an unknown source. After proceeding to the Spire, NOBLE Six utilizes a [[gravity lift]] to reach the top, and disables the shield. [[SPARTAN-B312|Noble Six]] is flown away from the tower by a Falcon containing Carter and Jorge. {{UNSCShip|Grafton}}, a [[Paris-class heavy frigate|heavy frigate]], uses a [[Magnetic Accelerator Cannon|MAC]] round to demolish the spire. Seconds later, a [[CSO-class supercarrier|Covenant supercarrier]] uncloaks and fires on the ''Grafton'', completely destroying it. | ||
NOBLE Team contemplates how to destroy the Covenant supercarrier, ''[[Long Night of Solace]]'', as the UNSC no longer possess tactical nuclear devices on Reach. Instead, Kat proposes they use a [[Shaw-Fujikawa Translight Engine|slipspace drive]] as a makeshift bomb to destroy the ship. It also becomes apparent that Noble Six was a pilot in the top-secret [[Sabre Program]] at some point. Carter contacts Holland and the plan is approved. | NOBLE Team contemplates how to destroy the Covenant supercarrier, ''[[Long Night of Solace]]'', as the UNSC no longer possess tactical nuclear devices on Reach. Instead, Kat proposes they use a [[Shaw-Fujikawa Translight Engine|slipspace drive]] as a makeshift bomb to destroy the ship. It also becomes apparent that Noble Six was a pilot in the top-secret [[Sabre Program]] at some point. Carter contacts Holland and the plan is approved. | ||
On August 14, NOBLE Team arrives at the [[Sabre Program Launch/Research Range]], where Noble Six and Jorge commandeer a UNSC [[ | On August 14, NOBLE Team arrives at the [[Sabre Program Launch/Research Range]], where Noble Six and Jorge commandeer a UNSC [[YSS-1000 Sabre|YSS-1000 "Sabre"]], a recent development intended for Inner Colony orbital defense. They launch into the hostile space over Reach, where they protect a UNSC space station, [[Anchor 9]], until its defenses come back online. Next, they rendezvous with the {{UNSCShip|Savannah}}, which sacrifices its slipspace drive for the mission. They then board the Covenant corvette, ''[[Ardent Prayer]]'', and using its re-fueling course at the supercarrier as an excuse, get close enough to detonate the slipspace bomb and destroy the ''Long Night of Solace''. Unfortunately, the detonator for the makeshift bomb is damaged and Jorge is forced to manually detonate it, sacrificing himself to destroy the supercarrier. However, the victory is short lived: mere moments later, a massive Covenant fleet arrives, making the destruction of one supercarrier pointless. | ||
[[File:LNoS ends.jpg|thumb|left|200px|''Long Night of Solace'' is destroyed.]] | [[File:LNoS ends.jpg|thumb|left|200px|''Long Night of Solace'' is destroyed.]] | ||
Line 68: | Line 66: | ||
Noble Six is flung away from the corvette by Jorge, falling all the way down into Reach's atmosphere, saved by an [[M-Spec reentry pack]]. After landing, Six continues to the city of [[New Alexandria (location)|New Alexandria]], arriving there on August 23. Six then regroups with UNSC forces and assists in the evacuation of [[Traxus Tower]], where many civilians have taken refuge. After, Six helps [[UNSC Army]] troops to activate [[M95 Lance|anti-air missile batteries]], which damage a Covenant corvette, providing the time needed for the massive [[unidentified civilian transport craft|civilian transports]] to escape the city. Kat orders Noble Six to rejoin NOBLE Team, Noble Six meets Carter on a rooftop in New Alexandria. Kat orders Noble Six to assist in the destruction of several [[Covenant communications jammer]]s in the area, along with several other tasks, including protecting [[Edward Buck|Gunnery Sgt. Edward Buck]]'s Falcon as he is transported to the rest of his unit, defending different groups of Army soldiers around the city, and assisting in more civilian evacuation. Kat then calls on Noble Six to come to her aid in the evacuation of the [[Olympic Tower|Office of Naval Intelligence HQ]]. | Noble Six is flung away from the corvette by Jorge, falling all the way down into Reach's atmosphere, saved by an [[M-Spec reentry pack]]. After landing, Six continues to the city of [[New Alexandria (location)|New Alexandria]], arriving there on August 23. Six then regroups with UNSC forces and assists in the evacuation of [[Traxus Tower]], where many civilians have taken refuge. After, Six helps [[UNSC Army]] troops to activate [[M95 Lance|anti-air missile batteries]], which damage a Covenant corvette, providing the time needed for the massive [[unidentified civilian transport craft|civilian transports]] to escape the city. Kat orders Noble Six to rejoin NOBLE Team, Noble Six meets Carter on a rooftop in New Alexandria. Kat orders Noble Six to assist in the destruction of several [[Covenant communications jammer]]s in the area, along with several other tasks, including protecting [[Edward Buck|Gunnery Sgt. Edward Buck]]'s Falcon as he is transported to the rest of his unit, defending different groups of Army soldiers around the city, and assisting in more civilian evacuation. Kat then calls on Noble Six to come to her aid in the evacuation of the [[Olympic Tower|Office of Naval Intelligence HQ]]. | ||
Once inside, NOBLE Team is reunited, in what Emile calls a "family reunion." Colonel Holland makes emergency contact to the team, ordering them to immediately re-deploy to Sword Base to destroy sensitive information. The communications are cut off, and Jun notes several Covenant vehicles leaving the area. Soon afterward, the Covenant begin to glass the city near the building, generating a massive shockwave NOBLE Team barely manages to avoid. The team takes an elevator down to the bottom level, where they run to an underground radiation bunker as Carter explains that they are to be redeployed to Sword Base to destroy all sensitive data. Just before they get inside, Kat is killed with a single shot from a [[ | Once inside, NOBLE Team is reunited, in what Emile calls a "family reunion." Colonel Holland makes emergency contact to the team, ordering them to immediately re-deploy to Sword Base to destroy sensitive information. The communications are cut off, and Jun notes several Covenant vehicles leaving the area. Soon afterward, the Covenant begin to glass the city near the building, generating a massive shockwave NOBLE Team barely manages to avoid. The team takes an elevator down to the bottom level, where they run to an underground radiation bunker as Carter explains that they are to be redeployed to Sword Base to destroy all sensitive data. Just before they get inside, Kat is killed with a single shot from a [[Type-31 Rifle|Needle Rifle]] to the back of her head. Three days later, the team exits the shelter, and a [[Pelican]] arrives to transport them to Sword Base. | ||
On August 29, Noble Six is deployed with a group of [[Orbital Drop Shock Trooper]]s in order to take out several Covenant anti-air towers around Sword Base, opening the defenses so the rest of NOBLE Team can be deployed to the base via Falcons. After fighting their way into Sword Base, NOBLE Team discovers the coordinates they were given to be empty, a last stand full of dead troopers. The coordinates are then revised by an unknown AI, and NOBLE Team moves into caves below Sword Base. NOBLE Team rides a cart down the tunnel, and discover that it was Dr. Halsey who ordered them back to the base, despite the existence of reports that she had died. As they descend down the elevator, a massive [[Babd Catha Forerunner complex|artifact]] built by an [[Forerunner|ancient civilization]] in the ice cavern is revealed. | On August 29, Noble Six is deployed with a group of [[Orbital Drop Shock Trooper]]s in order to take out several Covenant anti-air towers around Sword Base, opening the defenses so the rest of NOBLE Team can be deployed to the base via Falcons. After fighting their way into Sword Base, NOBLE Team discovers the coordinates they were given to be empty, a last stand full of dead troopers. The coordinates are then revised by an unknown AI, and NOBLE Team moves into caves below Sword Base. NOBLE Team rides a cart down the tunnel, and discover that it was Dr. Halsey who ordered them back to the base, despite the existence of reports that she had died. As they descend down the elevator, a massive [[Babd Catha Forerunner complex|artifact]] built by an [[Forerunner|ancient civilization]] in the ice cavern is revealed. | ||
Line 77: | Line 75: | ||
They make their way to a landing pad outside, where two Pelican dropships await. Jun is assigned by Carter to take one of the Pelicans to escort Dr. Halsey to [[CASTLE Base]], while the rest of the team deploys on the other dropship to the ship breaking yards. On the way, the Pelican piloted by Carter is damaged, forcing Emile and Noble Six to initiate a low level altitude aerial insertion and move towards the {{UNSCShip|Pillar of Autumn}}. | They make their way to a landing pad outside, where two Pelican dropships await. Jun is assigned by Carter to take one of the Pelicans to escort Dr. Halsey to [[CASTLE Base]], while the rest of the team deploys on the other dropship to the ship breaking yards. On the way, the Pelican piloted by Carter is damaged, forcing Emile and Noble Six to initiate a low level altitude aerial insertion and move towards the {{UNSCShip|Pillar of Autumn}}. | ||
[[File:Carter Death.jpg| | [[File:Carter Death.jpg|right|200px|thumb|Carter-A259 ramming his Pelican into a Scarab.]] | ||
The pair are blocked by a [[ | The pair are blocked by a [[Type-47B Scarab|Scarab]], but Carter arrives and sacrifices himself, piloting the Pelican in a kamikaze strike on the Scarab. Noble Six and Emile continue towards the ''Pillar of Autumn''. Once there, Emile mans a [[Mark 2488 Magnetic Accelerator Cannon|Mk. 2488 Onager MAC]], while Noble Six fights off masses of Covenant infantry. [[Jacob Keyes|Captain Jacob Keyes]] then arrives and receives the AI from Noble Six. Before the Captain can take off, a Covenant [[CCS-class battlecruiser|battlecruiser]] arrives, and prepares to fire on the Autumn. Meanwhile, a Covenant Phantom arrives on scene and dispatches the Devoted Sentries to Emile's location. Emile kills one with a shotgun, before being stabbed through the abdomen by another. The Marines on Keyes's dropship offer that Noble Six board the Pelican, but Six declines, as without cover from the MAC, the ''Pillar of Autumn'' couldn't escape. After fighting through the Zealots, Noble Six takes control of the cannon and defends the Pelican as it returns to the ''Autumn''. As the Covenant ship prepares to fire, Noble Six fires into its [[Energy projector|main weapon]], disabling the Cruiser as the ''Pillar of Autumn'' escapes from the planet. | ||
[[File:HaloReach - PoA.png|left|200px|thumb|The {{UNSCShip|Pillar of Autumn}} escapes Reach.]] | [[File:HaloReach - PoA.png|left|200px|thumb|The {{UNSCShip|Pillar of Autumn}} escapes Reach.]] | ||
Line 94: | Line 92: | ||
==Gameplay== | ==Gameplay== | ||
[[File:1INSURGENTWINTERCONTIGENCY.jpg|300px|thumb|A gameplay preview of NOBLE Team questioning a civilian.]] | [[File:1INSURGENTWINTERCONTIGENCY.jpg|300px|right|thumb|A gameplay preview of NOBLE Team questioning a civilian.]] | ||
''Halo: Reach'' features many new additions to the ''Halo'' sandbox while still retaining the core gameplay. The player damage system is similar to that of ''Halo: Combat Evolved'' and ''Halo 3: ODST''. The [[Heads-up display|HUD]] highlights environmental features and overlay information about them, and the [[motion tracker]] display is three-dimensional. ''Halo: Reach'' also introduces a refined [[equipment]] system known as "[[Armor abilities|Armor Abilities]]." Pieces of equipment can now be selected upon respawning (or picked up of the ground for certain gametypes and campaign); armor abilities are reusable with a recharge time between uses. A new [[assassination]] system is also featured, in which holding down the melee button will trigger a context-sensitive, third-person assassination animation. Simply hitting the melee button allows for the old-instant-kill assassination, now called beat-downs. Melee kills, which were called beat-downs, are now called pummels. | ''Halo: Reach'' features many new additions to the ''Halo'' sandbox while still retaining the core gameplay. The player damage system is similar to that of ''Halo: Combat Evolved'' and ''Halo 3: ODST''. The [[Heads-up display|HUD]] highlights environmental features and overlay information about them, and the [[motion tracker]] display is three-dimensional. ''Halo: Reach'' also introduces a refined [[equipment]] system known as "[[Armor abilities|Armor Abilities]]." Pieces of equipment can now be selected upon respawning (or picked up of the ground for certain gametypes and campaign); armor abilities are reusable with a recharge time between uses. A new [[assassination]] system is also featured, in which holding down the melee button will trigger a context-sensitive, third-person assassination animation. Simply hitting the melee button allows for the old-instant-kill assassination, now called beat-downs. Melee kills, which were called beat-downs, are now called pummels. | ||
The returning features of energy shielding and health bar are different from their predecessors. In ''Halo: Combat Evolved'' and ''Halo 3: ODST'', the health bar remains still when taking damage. In ''Halo: Reach'', it features sustainable damage in addition to the standard energy shield regeneration. When a player takes damage after the shield is down, the health bar would be reduced, but after a brief amount of time during shield regeneration, the health bar would also increase. The upper limit of regeneration depends on how much damage the player has taken as it would be split into 33%, 66%, or 100% health. Should the player take damage down to 50% health, for example, the player would only be able to recover up to 66% of health when the shield is regenerating. Any damage taken would recover depending on the remaining health. For full recovery, the player would need to take a [[health pack]] or use the Drop Shield armor ability. | The returning features of energy shielding and health bar are different from their predecessors. In ''Halo: Combat Evolved'' and ''Halo 3: ODST'', the health bar remains still when taking damage. In ''Halo: Reach'', it features sustainable damage in addition to the standard energy shield regeneration. When a player takes damage after the shield is down, the health bar would be reduced, but after a brief amount of time during shield regeneration, the health bar would also increase. The upper limit of regeneration depends on how much damage the player has taken as it would be split into 33%, 66%, or 100% health. Should the player take damage down to 50% health, for example, the player would only be able to recover up to 66% of health when the shield is regenerating. Any damage taken would recover depending on the remaining health. For full recovery, the player would need to take a [[health pack]] or use the Drop Shield armor ability. | ||
The weapon selection has been streamlined from that of ''Halo 3'', so that every weapon has a specific role. The number of different grenade types has also been reduced from that of ''Halo 3'', and [[ | The weapon selection has been streamlined from that of ''Halo 3'', so that every weapon has a specific role. The number of different grenade types has also been reduced from that of ''Halo 3'', and [[Type-3 Antipersonnel/Antimatériel Incendiary Grenade|incendiary grenades]] and [[Type-2 Antipersonnel Fragmentation Grenade|spike grenades]] did not return. Human weapons all hit more or less instantly after pulling the trigger, as opposed to the projectiles being affected by in-game physics. There is no longer dual-wielding available in ''Halo: Reach'', following the same path as ''Halo 3: ODST''. Compensating for this, the weapons that were known as dual weapons in ''Halo 3'' that are now in ''Halo: Reach'' became drastically stronger. The M6G Magnum, for example, is now almost as powerful as the M6D Pistol in ''Halo: CE'', and has an even higher rate of fire. | ||
Players are able to personalize their character's armor with a greater variety of customization options, and the appearance is consistent across campaign and multiplayer, unlike in ''Halo 3'' where it would only be seen during multiplayer matches. Like in ''Halo 3'', the armor permutations are only to be cosmetic and do not affect gameplay. The design of multiplayer models in ''Halo: Reach'' differs than those previously used in ''Halo 3''; players are limited to a SPARTAN multiplayer model but given the option of changing their character's gender. Players are given the option to play as an Elite multiplayer model, though only in specific gametypes such as Firefight Versus, Invasion and other Elite-specific gametypes. Both multiplayer models have different gameplay properties; the Elite multiplayer model is physically superior, has a fully recharging health and faster shield regeneration than their SPARTAN counterpart. Overall, their only disadvantage is their massive size which makes them slower and much more noticeable targets. | Players are able to personalize their character's armor with a greater variety of customization options, and the appearance is consistent across campaign and multiplayer, unlike in ''Halo 3'' where it would only be seen during multiplayer matches. Like in ''Halo 3'', the armor permutations are only to be cosmetic and do not affect gameplay. The design of multiplayer models in ''Halo: Reach'' differs than those previously used in ''Halo 3''; players are limited to a SPARTAN multiplayer model but given the option of changing their character's gender. Players are given the option to play as an Elite multiplayer model, though only in specific gametypes such as Firefight Versus, Invasion and other Elite-specific gametypes. Both multiplayer models have different gameplay properties; the Elite multiplayer model is physically superior, has a fully recharging health and faster shield regeneration than their SPARTAN counterpart. Overall, their only disadvantage is their massive size which makes them slower and much more noticeable targets. | ||
Line 138: | Line 136: | ||
*[[Powerhouse]] | *[[Powerhouse]] | ||
*[[Reflection]] | *[[Reflection]] | ||
*[[ | *[[Spire]] | ||
*[[Sword Base]] | *[[Sword Base]] | ||
*[[Zealot (map)|Zealot]] | *[[Zealot (map)|Zealot]] | ||
Line 180: | Line 178: | ||
===Appearance=== | ===Appearance=== | ||
====Armor Permutations==== | ====Armor Permutations==== | ||
{{ | {{main|Armor permutations (Halo: Reach)}} | ||
Armor Permutations return in ''Halo: Reach'' with far deeper customization options than ''Halo 3''. Players can purchase different armor sets with [[credits]] from '''The Armory'''. | Armor Permutations return in ''Halo: Reach'' with far deeper customization options than ''Halo 3''. Players can purchase different armor sets with [[credits]] from '''The Armory'''. | ||
{{Armor/Permutation/HR}} | {{Armor/Permutation/HR}} | ||
Line 208: | Line 206: | ||
==Appearances== | ==Appearances== | ||
{{Featurelist|secondcolumn=title-5 | {{Featurelist|secondcolumn=title-5 | ||
|title-1=Characters| | |title-1=Characters| | ||
===Human=== | |||
*[[Air Control]] {{1st}} | *[[Air Control]] {{1st}} | ||
*[[ATC 1]] | *[[ATC 1]] | ||
Line 219: | Line 216: | ||
*[[Buckman]] | *[[Buckman]] | ||
*[[Carter-A259]] | *[[Carter-A259]] | ||
*[[ | *[[Kat-B320]] | ||
*[[Catherine Halsey]] | *[[Catherine Halsey]] | ||
*[[Laszlo Sorvad]] {{1st}} | *[[Laszlo Sorvad]] {{1st}} | ||
Line 246: | Line 243: | ||
*[[7 Delta 19]] {{1st}} | *[[7 Delta 19]] {{1st}} | ||
===AI=== | |||
*[[Auntie Dot]] {{1st}} | *[[Auntie Dot]] {{1st}} | ||
*[[Cortana]] | *[[Cortana]] | ||
===Sangheili=== | |||
*[[Ardo 'Moretumee]] {{1st}} | *[[Ardo 'Moretumee]] {{1st}} | ||
Line 302: | Line 299: | ||
***[[Fleet of Particular Justice]] | ***[[Fleet of Particular Justice]] | ||
***[[Fleet of Valiant Prudence]] | ***[[Fleet of Valiant Prudence]] | ||
*[[Jotun Heavy Industries]] | *[[Jotun Heavy Industries]] | ||
*[[Traxus Heavy Industries]] | *[[Traxus Heavy Industries]] | ||
Line 330: | Line 326: | ||
****[[Air Combat Command]] {{1st}} | ****[[Air Combat Command]] {{1st}} | ||
****[[Air Mobility Express]] {{1st}} | ****[[Air Mobility Express]] {{1st}} | ||
*****[[AMX-4]] {{1st}} | ******[[AMX-4]] {{1st}} | ||
*****[[AMX-42]] {{1st}} | ******[[AMX-42]] {{1st}} | ||
***[[UNSC Marine Corps]] | ***[[UNSC Marine Corps]] | ||
****[[12th Marine Regiment]] {{1st}} | ****[[12th Marine Regiment]] {{1st}} | ||
Line 343: | Line 339: | ||
***[[UNSC Navy]] | ***[[UNSC Navy]] | ||
****[[Epsilon Eridani Fleet]] | ****[[Epsilon Eridani Fleet]] | ||
****[[ | ****[[Logistical Operations Command]] {{Mo}} | ||
****[[UNSC Special Forces|Naval Special Warfare Command]] | ****[[UNSC Special Forces|Naval Special Warfare Command]] | ||
*****[[SPARTAN-II program]] | *****[[SPARTAN-II program]] | ||
Line 356: | Line 352: | ||
*******[[Gauntlet Team]] {{Fm}} | *******[[Gauntlet Team]] {{Fm}} | ||
*******[[Red Team (SPARTAN-III)|Red Team]] {{Fm}} | *******[[Red Team (SPARTAN-III)|Red Team]] {{Fm}} | ||
****[[ | ****[[YSS-1000 Sabre|Sabre program]] {{1st}} | ||
|title-4=Locations| | |title-4=Locations| | ||
Line 399: | Line 395: | ||
**[[Operation: GUARDIAN LANCE]] {{Mo}} | **[[Operation: GUARDIAN LANCE]] {{Mo}} | ||
**[[Operation: TORPEDO]] {{Mo}} | **[[Operation: TORPEDO]] {{Mo}} | ||
**[[Battle of | **[[Battle of the Etran Harborage]] {{Im}} | ||
|title-6=Weapons| | |title-6=Weapons| | ||
Line 414: | Line 410: | ||
*[[M41 Vulcan]] | *[[M41 Vulcan]] | ||
*[[M41 rocket launcher]] | *[[M41 rocket launcher]] | ||
*[[ | *[[M45 shotgun]] {{1st}} | ||
*[[M460 | *[[M460 Automatic Grenade Launcher]] {{1st}} | ||
*[[M512 smooth-bore high-velocity cannon]] | *[[M512 smooth-bore high-velocity cannon]] | ||
*[[M6 Spartan Laser]] | *[[M6 Spartan Laser]] | ||
Line 448: | Line 444: | ||
*[[Energy dagger]] {{1st}} | *[[Energy dagger]] {{1st}} | ||
*[[Fuel rod cannon]] | *[[Fuel rod cannon]] | ||
*[[ | *[[Type-1 plasma grenade]] | ||
*[[Type-1 energy sword]] | |||
*[[Type-2 gravity hammer]] | |||
*[[Type-25 Spiker]] | |||
*[[ | *[[Type-25 plasma pistol]] | ||
*[[Type-25 plasma rifle]] | |||
*[[Spiker]] | |||
*[[ | |||
*[[Plasma mortar#Type-26 35cm Directed-Energy Mortar|Type-26 Directed-Energy Mortar]] | *[[Plasma mortar#Type-26 35cm Directed-Energy Mortar|Type-26 Directed-Energy Mortar]] | ||
*[[Shade]] | *[[Type-26 Shade]] | ||
* | *[[Type-31 needle rifle]] {{1st}} | ||
*[[Type-33 fuel rod gun]] | |||
*[[ | *[[Type-33 Needler]] | ||
*[[Type-50 concussion rifle]] {{1st}} | |||
*[[Type-51 plasma repeater]] {{1st}} | |||
*[[Type-52 focus rifle]] {{1st}} | |||
*[[ | *[[Type-52 plasma cannon]] | ||
*[[Type-52 plasma launcher]] {{1st}} | |||
* | |||
* | |||
*[[ | |||
* | |||
;Unusable | ;Unusable | ||
Line 482: | Line 467: | ||
*[[Plasma cannon (starship)|Plasma cannon]] | *[[Plasma cannon (starship)|Plasma cannon]] | ||
*[[Pulse laser turret]] | *[[Pulse laser turret]] | ||
* | *[[Type-38 Tyrant]] {{1st}} | ||
* | *[[Unidentified Covenant bomb]] {{1st}} | ||
|title-7=Vehicles| | |title-7=Vehicles| | ||
Line 495: | Line 479: | ||
**[[M12R Rocket Warthog]] {{1st}} | **[[M12R Rocket Warthog]] {{1st}} | ||
*[[M274R Mongoose]] | *[[M274R Mongoose]] | ||
*[[ | *[[D77-TC pelican]] | ||
*[[M831 Troop Transport Warthog]] | *[[M831 Troop Transport Warthog]] | ||
*[[Forklift|S-2 Traxus Cargo Transporter]] | *[[Forklift|S-2 Traxus Cargo Transporter]] | ||
Line 502: | Line 486: | ||
**[[HuCiv HC1500]] | **[[HuCiv HC1500]] | ||
*[[UH-144 Falcon]] {{1st}} | *[[UH-144 Falcon]] {{1st}} | ||
*[[ | *[[YSS-1000 Sabre]] {{1st}} | ||
**''[[Bravo 029]]'' {{1st}} | **''[[Bravo 029]]'' {{1st}} | ||
**''[[Echo | **''[[Echo One]]'' {{1st}} | ||
**''[[Echo | **''[[Echo Two]]'' {{1st}} | ||
**''[[Echo | **''[[Echo Three]]'' {{1st}} | ||
**''[[Echo | **''[[Echo Four]]'' {{1st}} | ||
*[[ | |||
;Unusable | |||
*''[[Anchor 9]]'' {{1st}} | |||
**''[[Delta 15]]'' {{1st}} | **''[[Delta 15]]'' {{1st}} | ||
**''[[Whiskey 035]]'' {{1st}} | **''[[Whiskey 035]]'' {{1st}} | ||
Line 514: | Line 501: | ||
**''[[Whiskey 037]]'' {{1st}} | **''[[Whiskey 037]]'' {{1st}} | ||
**''[[Whiskey 039]]'' {{1st}} | **''[[Whiskey 039]]'' {{1st}} | ||
*{{Class|Halcyon|light cruiser}} | *{{Class|Halcyon|light cruiser}} | ||
**{{UNSCShip|Pillar of Autumn}} | **{{UNSCShip|Pillar of Autumn}} | ||
Line 528: | Line 512: | ||
**{{UNSCShip|Savannah}} {{1st}} | **{{UNSCShip|Savannah}} {{1st}} | ||
**{{UNSCShip|Saratoga}} {{1st}} | **{{UNSCShip|Saratoga}} {{1st}} | ||
*[[ | *[[Unidentified civilian transport craft]] {{1st}} | ||
**''[[6 Echo 2]]'' {{1st}} | **''[[6 Echo 2]]'' {{1st}} | ||
**''[[6 Echo 3]]'' {{1st}} | **''[[6 Echo 3]]'' {{1st}} | ||
Line 535: | Line 519: | ||
====Covenant==== | ====Covenant==== | ||
;Usable | ;Usable | ||
*[[ | *[[Type-476 Scarab]] | ||
*[[Type-27 Banshee]] | |||
*[[Banshee]] | *[[Type-32 Ghost]] | ||
*[[Type-52 Phantom]] | |||
*[[Ghost]] | |||
*[[Phantom]] | |||
;Unusable | ;Unusable | ||
*{{Class|CCS|battlecruiser}} | |||
*{{Class|CAS|assault carrier}} | |||
*{{Class|SDV|heavy corvette}} | |||
**''[[Ardent Prayer]]'' {{1st}} | |||
*{{Class|CSO|supercarrier}} | |||
**''[[Long Night of Solace]]'' {{1st}} | |||
*[[Covenant drop pod]] | *[[Covenant drop pod]] | ||
*[[Seraph]] | *[[Seraph]] | ||
** | **[[Morsam-pattern Seraph]] | ||
*[[Spirit]] | *[[Type-25 Spirit]] | ||
*[[Type-26 Banshee]] | |||
*[[Banshee]] | *[[Type-26 Wraith]] | ||
* | *[[Type-48 Renavent]] {{1st}} | ||
*[[ | **[[Phantom gunboat]] {{1st}} | ||
*[[Phantom]] | |||
===Forerunner=== | ===Forerunner=== | ||
Line 624: | Line 595: | ||
;Other | ;Other | ||
*[[Antigravity pack]] | *[[Antigravity pack]] | ||
*[[Covenant power module]] {{1st}} | *[[Covenant power module]] {{1st}} | ||
Line 631: | Line 600: | ||
*[[Covenant communication node]] | *[[Covenant communication node]] | ||
*[[Plasma battery|Covenant plasma battery]] | *[[Plasma battery|Covenant plasma battery]] | ||
*[[ | *[[Deployable lookout tower]] | ||
*[[Energy shielding]] | *[[Energy shielding]] | ||
**[[Sangheili personal energy shield]] | **[[Sangheili personal energy shield]] | ||
Line 643: | Line 612: | ||
*[[Signal flare]] | *[[Signal flare]] | ||
*[[TACPAD]] | *[[TACPAD]] | ||
*[[Armored matrix|The Package (armored matrix)]] {{1st}} | *[[Armored matrix|The Package (armored matrix)]] {{1st}} | ||
*[[Fusion | *[[Fusion core|UNSC fusion core]] | ||
*[[UNSC navigation core]] {{1st}} | *[[UNSC navigation core]] {{1st}} | ||
Line 652: | Line 619: | ||
*[[Triage]] | *[[Triage]] | ||
}} | }} | ||
==Development== | ==Development== | ||
{{Quote|Where there will be a full three-year cycle, it's got all-new tech, akin to the change from [[Halo 2]] to [[Halo 3]], not like [[Halo 3: ODST|ODST]], which was just built on top of the foundation.|Bungie Community Manager, [[Brian Jarrard]].}} | {{Quote|Where there will be a full three-year cycle, it's got all-new tech, akin to the change from [[Halo 2]] to [[Halo 3]], not like [[Halo 3: ODST|ODST]], which was just built on top of the foundation.|Bungie Community Manager, [[Brian Jarrard]].}} | ||
''Reach'' had been in development since the completion of ''[[Halo 3]]'', in the tradition of a full three-year cycle and used a completely new game engine created specifically for the game. It was confirmed in October 2009 that [[Martin O'Donnell]], Bungie's lead composer, had begun casting voice actors for ''Reach''.<ref>[http://halo.bungie.net/News/content.aspx?type=topnews&link=BWU_101609 '''Bungie.net''': ''Bungie Weekly Update 10/16/2009'']</ref><ref>[http://halo.bungie.net/News/content.aspx?type=topnews&link=BWU_102309 '''Bungie.net''': ''Bungie Weekly Update 10/23/2009'']</ref> In the early stages of development, the team at Bungie explored a number of ideas for the game's campaign and setting, including a potential ''Halo 4'', following up with the Master Chief's story post-''Halo 3''. Ultimately, the team at Bungie did not want pick up where they'd left off and all of the baggage that came with it, and instead elected to tell a prequel story. Like the previous release, ''Halo 3: ODST'', Reach was intended to be fully self-contained and accessible to newcomers to the series to make sure Bungie weren't starting new plot threads they wouldn't be finishing.{{Ref/Site | ''Reach'' had been in development since the completion of ''[[Halo 3]]'', in the tradition of a full three-year cycle and used a completely new game engine created specifically for the game. It was confirmed in October 2009 that [[Martin O'Donnell]], Bungie's lead composer, had begun casting voice actors for ''Reach''.<ref>[http://halo.bungie.net/News/content.aspx?type=topnews&link=BWU_101609 '''Bungie.net''': ''Bungie Weekly Update 10/16/2009'']</ref><ref>[http://halo.bungie.net/News/content.aspx?type=topnews&link=BWU_102309 '''Bungie.net''': ''Bungie Weekly Update 10/23/2009'']</ref> In the early stages of development, the team at Bungie explored a number of ideas for the game's campaign and setting, including a potential ''Halo 4'', following up with the Master Chief's story post-''Halo 3''. Ultimately, the team at Bungie did not want pick up where they'd left off and all of the baggage that came with it, and instead elected to tell a prequel story. Like the previous release, ''Halo 3: ODST'', Reach was intended to be fully self-contained and accessible to newcomers to the series to make sure Bungie weren't starting new plot threads they wouldn't be finishing.{{Ref/Site|URL=http://www.mtv.com/news/2461386/bungie-considered-halo-4-starring-master-chief-instead-of-reach-prequel/|SiteName=MTV|PageName=Bungie Considered "Halo 4," Starring Master Chief, Instead of Reach Prequel}} | ||
The [[Halo: Reach Multiplayer Beta]], used to gather information and tweak gameplay features in the game, ran from May 3 through May 20, 2010. The [[Zero-bug release]] milestone in ''Halo: Reach'''s development was reached on June 24, 2010,<ref>[http://www.nobleactual.com/post/733606058/final-stretch '''Noble Actual''': ''Final stretch'']</ref> and the game's audio, including soundtrack, voices and sound effects, was finished on July 15, 2010.<ref>[http://halo.bungie.net/News/content.aspx?type=topnews&cid=27328 '''Bungie.net''': ''Bungie Weekly Update: 07.16.10'']</ref> As of August 5, 2010, ''Halo: Reach'' has [[wikipedia:Software release life cycle#RTM|"gone gold"]], meaning all development of the game has been completed and mass manufacturing of the game has begun.<ref>[http://halo.bungie.net/News/content.aspx?type=topnews&link=BWU_080610 '''Bungie.net''': ''Bungie Weekly Update''' 08.06.10'']</ref> The game was released on September 14, 2010 as planned. Interestingly, there were 117 days between the end of the Beta and the release of the full game, referencing [[John-117|John 117]], the Master Chief. | The [[Halo: Reach Multiplayer Beta]], used to gather information and tweak gameplay features in the game, ran from May 3 through May 20, 2010. The [[Zero-bug release]] milestone in ''Halo: Reach'''s development was reached on June 24, 2010,<ref>[http://www.nobleactual.com/post/733606058/final-stretch '''Noble Actual''': ''Final stretch'']</ref> and the game's audio, including soundtrack, voices and sound effects, was finished on July 15, 2010.<ref>[http://halo.bungie.net/News/content.aspx?type=topnews&cid=27328 '''Bungie.net''': ''Bungie Weekly Update: 07.16.10'']</ref> As of August 5, 2010, ''Halo: Reach'' has [[wikipedia:Software release life cycle#RTM|"gone gold"]], meaning all development of the game has been completed and mass manufacturing of the game has begun.<ref>[http://halo.bungie.net/News/content.aspx?type=topnews&link=BWU_080610 '''Bungie.net''': ''Bungie Weekly Update''' 08.06.10'']</ref> The game was released on September 14, 2010 as planned. Interestingly, there were 117 days between the end of the Beta and the release of the full game, referencing [[John-117|John 117]], the Master Chief. | ||
Line 670: | Line 632: | ||
===Engine=== | ===Engine=== | ||
Bungie made use a completely redone version of the ''Halo'' engine for ''Halo: Reach'', with no component left untouched. | Bungie made use a completely redone version of the ''Halo'' engine for ''Halo: Reach'', with no component left untouched.<ref name="EDGE"/><ref name="GI"/><ref name="cvg">[http://www.computerandvideogames.com/article.php?id=261532 '''ComputerAndVideoGames''': ''Interview: Halo Reach'']</ref> | ||
The environments, while larger than in the previous games, are far more detailed. The graphical effects have been drastically improved, allowing for a new atmospheric effects system and more dynamic lighting for dramatic shadows and moving light sources in interiors. The engine was improved with "[[impostering]]" technology; this allows very cheap textures far away, and moving closer will make them improve. | The environments, while larger than in the previous games, are far more detailed. The graphical effects have been drastically improved, allowing for a new atmospheric effects system and more dynamic lighting for dramatic shadows and moving light sources in interiors. The engine was improved with "[[impostering]]" technology; this allows very cheap textures far away, and moving closer will make them improve.<ref name="cvg"/> This was proved with the map, [[Forge World]]. Rain and fogging effects are also improved. ''Halo: Reach'' also features a new animation system, which smoothly blends movement between standing, walking and running as well as jumps, grenade throws and firing. The facial animation system has been completely revamped, including motion capture. Weapon effects are amplified to be more powerful and visceral than before, giving them a more serious tone. Human weapons sound more powerful and emit smoke and showers of sparks. Plasma bolts now burn through material as they hit, and explosions throw clouds of dirt and debris around. | ||
''Halo: Reach'''s engine is able to support up to 40 active AI characters or 20 vehicles with AI characters on screen at once, twice as many as in ''Halo 3''. In addition, distant battles between AI characters follow automated behavior models, which convert into scripted behaviors as the player gets closer, and finally convert to full AI. | ''Halo: Reach'''s engine is able to support up to 40 active AI characters or 20 vehicles with AI characters on screen at once, twice as many as in ''Halo 3''. In addition, distant battles between AI characters follow automated behavior models, which convert into scripted behaviors as the player gets closer, and finally convert to full AI.<ref name="EDGE"/><ref name="GI"/> | ||
===Audio=== | ===Audio=== | ||
Line 680: | Line 642: | ||
A more serious and realistic approach has been taken in the audio design of ''Halo: Reach'' than in the previous ''Halo'' games. | A more serious and realistic approach has been taken in the audio design of ''Halo: Reach'' than in the previous ''Halo'' games. | ||
The music of ''Reach'' was referred to as being more somber and more visceral, as the plot is more character-driven than previous ''Halo'' titles and that it focuses on a planet known to have fallen.<ref name="audio">[http://gamevideos.1up.com/video/id/27382 '''GameVideos''': ''Halo Reach VGA Interview'']</ref> While stated before release that the ''Halo'' Theme would not appear in ''Reach'', | The music of ''Reach'' was referred to as being more somber and more visceral, as the plot is more character-driven than previous ''Halo'' titles and that it focuses on a planet known to have fallen.<ref name="audio">[http://gamevideos.1up.com/video/id/27382 '''GameVideos''': ''Halo Reach VGA Interview'']</ref> While stated before release that the ''Halo'' Theme would not appear in ''Reach'',<ref name="EDGE"/><ref name="GI"/> an orchestral re-imagining does indeed appear as the opening segment of the track [[Tip of the Spear (music)|Tip of the Spear]], while certain motifs are also present in several other tracks. | ||
The in-game effects such as weapon sounds have also been amplified to sound more powerful and realistic. In addition to various different audio filters for interiors and exteriors, the space environment in the level ''Long Night of Solace'' required an entirely new audio filter to make the environment feel more realistic.<ref>[http://www.gametrailers.com/episode/gametrailers-tv/102 '''GameTrailers TV''' — Episode 102]</ref> A significant improvement in the game's audio technology allows for more fluid transition between different layers of music; whereas the first Halo could barely manage more than two layers of music at once, ''Reach'' can run seven layers at once, coordinating which ones fade in and out based on relatively minor changes in the player's behavior. | The in-game effects such as weapon sounds have also been amplified to sound more powerful and realistic. In addition to various different audio filters for interiors and exteriors, the space environment in the level ''Long Night of Solace'' required an entirely new audio filter to make the environment feel more realistic.<ref>[http://www.gametrailers.com/episode/gametrailers-tv/102 '''GameTrailers TV''' — Episode 102]</ref> A significant improvement in the game's audio technology allows for more fluid transition between different layers of music; whereas the first Halo could barely manage more than two layers of music at once, ''Reach'' can run seven layers at once, coordinating which ones fade in and out based on relatively minor changes in the player's behavior.<ref name="popular"/> | ||
It was announced by Bungie that the [[Halo: Reach Original Soundtrack|''Halo: Reach'' Original Soundtrack]] would be released on September 28, 2010. | It was announced by Bungie that the [[Halo: Reach Original Soundtrack|''Halo: Reach'' Original Soundtrack]] would be released on September 28, 2010. | ||
==Matchmaking== | ==Matchmaking== | ||
''Halo: Reach''<nowiki />'s matchmaking allows players to compete with each other over the Xbox Live online service or System Link, for 16 players on the Xbox. The matchmaking system has been improved and redesigned from ''Halo 3''; instead of having experience and rank as two separate features, ''Halo: Reach'' combines these two into a credit system where the player is scored on how well they play in each individual performance, instead of a win/loss system. As players gain credits, they achieve higher [[Rank (Halo: Reach)|military rank]], and are able to buy [[ | ''Halo: Reach''<nowiki />'s matchmaking allows players to compete with each other over the Xbox Live online service or System Link, for 16 players on the Xbox. The matchmaking system has been improved and redesigned from ''Halo 3''; instead of having experience and rank as two separate features, ''Halo: Reach'' combines these two into a credit system where the player is scored on how well they play in each individual performance, instead of a win/loss system. As players gain credits, they achieve higher [[Rank (Halo: Reach)|military rank]], and are able to buy [[armor permutations (Halo: Reach)|armor permutations]] to customize their SPARTAN and Elites character model. A new matchmaking system called the [[Matchmaking#Halo: Reach|Arena]] is introduced for hardcore/competitive players where they play in month-long seasons and be put into divisions of either Onyx, Gold, Silver, Bronze or Iron, depending on how well they play. Along with this, Bungie announced that Campaign would also have matchmaking support.<ref>[http://halo.bungie.net/News/content.aspx?type=topnews&link=BWU_082010 '''Bungie.net''': ''Bungie Weekly Update 8/20/20'']</ref> Players are able to vote on which Campaign mission to play, similar to how voting works in competitive Matchmaking. On October 25, Bungie announced in the weekly update that Campaign Matchmaking has been released, and can now be accessed in the Co-op playlists along with Firefight Matchmaking and Score Attack.<ref>[http://halo.bungie.net/News/content.aspx?type=topnews&cid=28689 '''Bungie.net''': ''Bungie Weekly Update 9/17/10'']</ref> | ||
The multiplayer mode features standard multiplayer gametypes such as [[Slayer]], [[Capture the Flag]] and [[King of the Hill]], as well as reintroducing [[Race]], a gametype that was once made exclusive only to ''[[Halo: Combat Evolved]]''. [[Firefight]] mode, a cooperative gameplay mode that was made present in ''[[Halo 3: ODST]]'', is featured in ''Halo: Reach'' with much more customizable features, from the skulls that turn on every round to the very enemies the player will face every wave, as well as having Matchmaking support. ''Halo: Reach'' also introduces new gametypes to multiplayer such as [[Invasion]], [[Stockpile]], and [[Headhunter (game variant)|Headhunter]]. | The multiplayer mode features standard multiplayer gametypes such as [[Slayer]], [[Capture the Flag]] and [[King of the Hill]], as well as reintroducing [[Race]], a gametype that was once made exclusive only to ''[[Halo: Combat Evolved]]''. [[Firefight]] mode, a cooperative gameplay mode that was made present in ''[[Halo 3: ODST]]'', is featured in ''Halo: Reach'' with much more customizable features, from the skulls that turn on every round to the very enemies the player will face every wave, as well as having Matchmaking support. ''Halo: Reach'' also introduces new gametypes to multiplayer such as [[Invasion]], [[Stockpile]], and [[Headhunter (game variant)|Headhunter]]. | ||
The character models in ''Halo: Reach'' differs significantly than their previous architecture in ''Halo 3''; both character models are now composed of different hitboxes and have different gameplay properties. The Elite character models are formidably larger, and physically superior, having faster shield regeneration and the ability to regain health fully over time than their SPARTAN counterpart. SPARTANs are smaller and weaker than their Elite counterpart and would only regain health to thirds over time unless they pick up a health pack. For these balancing issues, only specific gametypes in matchmaking allow SPARTANs and Elites to face each other in team-based games. | The character models in ''Halo: Reach'' differs significantly than their previous architecture in ''Halo 3''; both character models are now composed of different [[Collision Hull|hitboxes]] and have different gameplay properties. The Elite character models are formidably larger, and physically superior, having faster shield regeneration and the ability to regain health fully over time than their SPARTAN counterpart. SPARTANs are smaller and weaker than their Elite counterpart and would only regain health to thirds over time unless they pick up a health pack. For these balancing issues, only specific gametypes in matchmaking allow SPARTANs and Elites to face each other in team-based games. | ||
==Marketing promotions<!-- and Release -->== | ==Marketing promotions<!-- and Release -->== | ||
Line 757: | Line 719: | ||
====Remember Reach==== | ====Remember Reach==== | ||
{{Main|Remember Reach| | {{Main|Remember Reach|Remember Reach Webfilm|Patrol|New Life|Spaceport (Remember Reach)|Deliver Hope}} | ||
An advertising campaign titled ''Remember Reach'' was launched on August 17, 2010. The campaign includes the website rememberreach.com, as well as several live-action shorts.<ref>[http://www.rememberreach.com/ '''www.rememberreach.com''']</ref> | An advertising campaign titled ''Remember Reach'' was launched on August 17, 2010. The campaign includes the website rememberreach.com, as well as several live-action shorts.<ref>[http://www.rememberreach.com/ '''www.rememberreach.com''']</ref> | ||
===Merchandise and promotions=== | ===Merchandise and promotions=== | ||
{{Halo: Reach | {{Halo: Reach Versions}} | ||
{{clear}} | {{clear}} | ||
''Halo: Reach'' was released in three different versions. The Standard Edition comes with the game disc and manual. The Limited Edition is cased in an ONI "black box" and includes an exclusive Sangheili armor set for use in multiplayer modes and an artifact bag containing [[Catherine Halsey|Dr. Halsey]]'s [[dr. Halsey's personal journal|personal journal]] and other classified documents and effects that unravel long-held secrets of the ''Halo'' universe. The Legendary Edition contains everything from the Limited Edition along with extra SPARTAN armor effect for use in the game, along with an exclusive hand-painted and numbered NOBLE Team statue by [[McFarlane Toys]] in UNSC-themed custom packaging. Those in North America who purchased ''Halo: Reach'' on launch day received a new variation of the coveted [[MJOLNIR Powered Assault Armor/Mark VI/R variant|MJOLNIR Recon Armor]]. Recon was also available to any who pre-ordered the game.<ref>[http://halo.bungie.net/News/content.aspx?type=news&cid=26642 '''Bungie.net''': ''Halo: Reach Launches 09.14.2010! '']</ref> As a bonus, the [[Armor_accessories/UA#UA.2FMulti-Threat_.5BW.5D|UA/Multi-Threat [W]]] armor was given to customers who pre-ordered the game at GameStop. | ''Halo: Reach'' was released in three different versions. The Standard Edition comes with the game disc and manual. The Limited Edition is cased in an ONI "black box" and includes an exclusive Sangheili armor set for use in multiplayer modes and an artifact bag containing [[Catherine Halsey|Dr. Halsey]]'s [[dr. Halsey's personal journal|personal journal]] and other classified documents and effects that unravel long-held secrets of the ''Halo'' universe. The Legendary Edition contains everything from the Limited Edition along with extra SPARTAN armor effect for use in the game, along with an exclusive hand-painted and numbered NOBLE Team statue by [[McFarlane Toys]] in UNSC-themed custom packaging. Those in North America who purchased ''Halo: Reach'' on launch day received a new variation of the coveted [[MJOLNIR Powered Assault Armor/Mark VI/R variant|MJOLNIR Recon Armor]]. Recon was also available to any who pre-ordered the game.<ref>[http://halo.bungie.net/News/content.aspx?type=news&cid=26642 '''Bungie.net''': ''Halo: Reach Launches 09.14.2010! '']</ref> As a bonus, the [[Armor_accessories/UA#UA.2FMulti-Threat_.5BW.5D|UA/Multi-Threat [W]]] armor was given to customers who pre-ordered the game at GameStop. | ||
Line 777: | Line 739: | ||
===Re-releases=== | ===Re-releases=== | ||
*'''2013''' - Re-released as a part of the Halo Origins Bundle, which also included ''[[Halo: Combat Evolved Anniversary]]''.<ref>http://www.bestbuy.com/site/halo-origins-bundle-xbox-360/3101005.p?id=1219087370856&skuId=3101005&ref=25&loc=SHP&srccode=cii_45538312&cpncode=26-300353605-2</ref> | *'''2013''' - Re-released as a part of the Halo Origins Bundle, which also included ''[[Halo: Combat Evolved Anniversary]]''.<ref>http://www.bestbuy.com/site/halo-origins-bundle-xbox-360/3101005.p?id=1219087370856&skuId=3101005&ref=25&loc=SHP&srccode=cii_45538312&cpncode=26-300353605-2</ref> | ||
*'''2019''' - Re-released in ''[[Halo: The Master Chief Collection]]'' for Xbox One and PC, all Multiplayer activities | *'''2019''' - Re-released in ''[[Halo: The Master Chief Collection]]'' for Xbox One and PC, all Multiplayer activities inluded in base-game.<ref>https://www.express.co.uk/entertainment/gaming/1212647/Halo-Reach-MCC-release-PC-Xbox-On-Microsoft-free-update</ref> | ||
==Soundtrack== | ==Soundtrack== | ||
Line 784: | Line 746: | ||
==Release and reception== | ==Release and reception== | ||
{{ | {{HR Review}} | ||
''Halo: Reach'' was released to critical and commercial success. 1Up praised the campaign, calling it "''a grand re-telling of the Battle of Thermopylae, but portrayed from a gritty, ground-level perspective across multiple missions like Band of Brothers, and all done with typical Halo flourish.''<ref>[http://www.1up.com/do/reviewPage?cId=3181331 '''1Up''': ''Halo: Reach Review'']</ref> IGN noted that though the past games had repetitive landscapes and complicated plots, ''Reach'' was an altogether different matter.<ref>[http://xbox360.ign.com/articles/111/1117228p1.html '''IGN''': ''Halo: Reach Review'']</ref> Gamepro stated "''the only thing missing from this impressive entry is a number “4” in the title, because for all intents and purposes, Reach feels like the next big thing in the Halo franchise''".<ref>[http://review.techworld.com/games/3239674/halo-reach-review/?view=verdict&intcmp=rv-ia-tb-4 '''Gamepro''': ''Halo: Reach review'']</ref> | ''Halo: Reach'' was released to critical and commercial success. 1Up praised the campaign, calling it "''a grand re-telling of the Battle of Thermopylae, but portrayed from a gritty, ground-level perspective across multiple missions like Band of Brothers, and all done with typical Halo flourish.''<ref>[http://www.1up.com/do/reviewPage?cId=3181331 '''1Up''': ''Halo: Reach Review'']</ref> IGN noted that though the past games had repetitive landscapes and complicated plots, ''Reach'' was an altogether different matter.<ref>[http://xbox360.ign.com/articles/111/1117228p1.html '''IGN''': ''Halo: Reach Review'']</ref> Gamepro stated "''the only thing missing from this impressive entry is a number “4” in the title, because for all intents and purposes, Reach feels like the next big thing in the Halo franchise''".<ref>[http://review.techworld.com/games/3239674/halo-reach-review/?view=verdict&intcmp=rv-ia-tb-4 '''Gamepro''': ''Halo: Reach review'']</ref> | ||
Many reviewers praised the enhanced graphics and audio, calling them "top-notch". Some reviewers noted that large amounts of action on-screen occasionally resulted in frame rate slowdowns and that the friendly non-player character artificial intelligence was less advanced than that of enemies, especially while driving. | Many reviewers praised the enhanced graphics and audio, calling them "top-notch". Some reviewers noted that large amounts of action on-screen occasionally resulted in frame rate slowdowns and that the friendly non-player character artificial intelligence was less advanced than that of enemies, especially while driving. | ||
However, the game was criticized by certain members of the online ''Halo'' community, namely that it conflicts with the previously established canon in the novel ''Halo: The Fall of Reach''. These members argued that since the game has too many inconsistencies with the novel, it should not be considered canon. Even though Bungie had already stated that "the game's events supersede anything else",<ref>[http://multiplayerblog.mtv.com/2010/09/14/bungie-on-the-contradictions-between-halo-reach-and-halo-the-fall-of-reach-novel/ '''MTV Multiplayer''': ''Bungie On The Contradictions Between 'Halo: Reach' And 'Halo: The Fall Of Reach' Novel'']</ref> a website, named "Halo: Reach is not canon.net", dedicated to such criticism was launched, and the site became a source for debating across the internet.<ref>[http://haloreach. | However, the game was criticized by certain members of the online ''Halo'' community, namely that it conflicts with the previously established canon in the novel ''Halo: The Fall of Reach''. These members argued that since the game has too many inconsistencies with the novel, it should not be considered canon. Even though Bungie had already stated that "the game's events supersede anything else",<ref>[http://multiplayerblog.mtv.com/2010/09/14/bungie-on-the-contradictions-between-halo-reach-and-halo-the-fall-of-reach-novel/ '''MTV Multiplayer''': ''Bungie On The Contradictions Between 'Halo: Reach' And 'Halo: The Fall Of Reach' Novel'']</ref> a website, named "Halo: Reach is not canon.net", dedicated to such criticism was launched, and the site became a source for debating across the internet.<ref>[http://haloreach.isnotcanon.net '''HRINC''': ''Halo Reach Is Not Canon'']</ref> However, most of the inconsistencies are later explained in the ''[[Halo: The Essential Visual Guide]]'', Dr. Halsey's personal journal included in the game's limited edition, the 2011 edition of the ''[[Halo Encyclopedia]]'', and the [[Data Drop]]s released on Halo Waypoint. | ||
Microsoft listed ''Reach'' as an Xbox Live Marketplace download on August 12, 2010, at a price of 99999 Microsoft Points (~US$1250); 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; Microsoft claimed to be actively investigating the matter. | Microsoft listed ''Reach'' as an Xbox Live Marketplace download on August 12, 2010, at a price of 99999 Microsoft Points (~US$1250); 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; Microsoft claimed to be actively investigating the matter. | ||
Line 798: | Line 760: | ||
*On the project page for ''Reach'', located in the "Multimedia" section, the soundtracks to a couple of Reach trailers, "[[Winter Contingency (music)|Lone Wolf]]" and "[[Both Ways (remix)|Uphill, Both Ways]]" by Martin O'Donnell, are available for download for free from [[Bungie.net]]. | *On the project page for ''Reach'', located in the "Multimedia" section, the soundtracks to a couple of Reach trailers, "[[Winter Contingency (music)|Lone Wolf]]" and "[[Both Ways (remix)|Uphill, Both Ways]]" by Martin O'Donnell, are available for download for free from [[Bungie.net]]. | ||
*''Halo: Reach's'' original achievement set has 49 achievements, which is a reference to Bungie's love of the number [[seven]], since seven times seven is 49.<ref>[http://halo.bungie.net/News/content.aspx?type=topnews&link=BWU_070910 '''Bungie.net''': ''Bungie Weekly Update 07.09.10'']</ref> | *''Halo: Reach's'' original achievement set has 49 achievements, which is a reference to Bungie's love of the number [[seven]], since seven times seven is 49.<ref>[http://halo.bungie.net/News/content.aspx?type=topnews&link=BWU_070910 '''Bungie.net''': ''Bungie Weekly Update 07.09.10'']</ref> | ||
**Currently, ''Halo: Reach'' has 59 achievements, with '''7''' achievements added during the release of the Noble Map Pack on November 30, 2010 | **Currently, ''Halo: Reach'' has 59 achievements, with '''7''' achievements added during the release of the Noble Map Pack on November 30, 2010 and '''3''' added with the release of the Defiant Map Pack on March 15, 2011. This could still be a reference to '''7''' (5 + 9 = 14, 14 / 2 = 7) | ||
*All of the Campaign achievement titles, along with many of the others, are quotations from the ''[[Halo]]'' games and books. | *All of the Campaign achievement titles, along with many of the others, are quotations from the ''[[Halo]]'' games and books. | ||
*The game's release date, [[2552#September|September 14]], is the same day when Earth's [[Orbital defense platform|Orbital Defense Platforms]] were activated in 2552.<ref>'''Halo: First Strike''', ''page 104''</ref> | *The game's release date, [[2552#September|September 14]], is the same day when Earth's [[Orbital defense platform|Orbital Defense Platforms]] were activated in 2552.<ref>'''Halo: First Strike''', ''page 104''</ref> | ||
Line 809: | Line 771: | ||
</gallery> | </gallery> | ||
===Box | ===Box Art=== | ||
<gallery> | <gallery> | ||
File:HaloReach-GameCover.jpg|Box art for ''Halo: Reach''. | File:HaloReach-GameCover.jpg|Box art for ''Halo: Reach''. | ||
</gallery> | </gallery> | ||
Line 822: | Line 783: | ||
File:HR Spartan Engagement Concept 3.jpg | File:HR Spartan Engagement Concept 3.jpg | ||
File:HR Spartan Engagement Concept 4.jpg | File:HR Spartan Engagement Concept 4.jpg | ||
File:HR_EliteHunting_Concept.jpg|A Sangheili attacks two UNSC infantrymen. | File:HR_EliteHunting_Concept.jpg|A Sangheili attacks two UNSC infantrymen. | ||
File:HR_WinterContingency_Landscape_Concept_1.jpg|Landscape of Reach. | File:HR_WinterContingency_Landscape_Concept_1.jpg|Landscape of Reach. | ||
File:HR_WinterContingency_Landscape_Concept_2.jpg|Landscape. | File:HR_WinterContingency_Landscape_Concept_2.jpg|Landscape. | ||
File:HR_VisegradBridge_Concept.jpg|A bridge leading over a canyon. | File:HR_VisegradBridge_Concept.jpg|A bridge leading over a canyon. | ||
File:HR_EliteExecution_Concept.png|A battle between Sangheili and SPARTANs. | |||
File:HR_NobleTeam_Concept_1.jpg|NOBLE Team in combat position. | File:HR_NobleTeam_Concept_1.jpg|NOBLE Team in combat position. | ||
File:HR_UNSCBase_Concept.jpg|A UNSC facility. | File:HR_UNSCBase_Concept.jpg|A UNSC facility. | ||
Line 839: | Line 800: | ||
File:HR_Spartan_Concept_5.jpg|Concept art for Spartans. | File:HR_Spartan_Concept_5.jpg|Concept art for Spartans. | ||
File:HR_Spartan_Concept_6.jpg|Concept art for Spartans. | File:HR_Spartan_Concept_6.jpg|Concept art for Spartans. | ||
</gallery> | </gallery> | ||
===Screenshots=== | ===Screenshots=== | ||
<gallery> | <gallery> | ||
File:REACHnebula.PNG|A nebula in the game's opening cinematic. | File:REACHnebula.PNG|A nebula in the game's opening cinematic. | ||
File:HR Pre-release Nightfall.jpg|An Army Trooper and Noble Six killing Covenant. | |||
File:Halo- Reach - Noble Team Battle.jpg|NOBLE Team in a battle with the Covenant. | |||
File:Reach Orbit.png|Reach, seen from orbit. | File:Reach Orbit.png|Reach, seen from orbit. | ||
File: | File:Reach glassed.png|Reach being [[Glassing|glassed]] by the Covenant. | ||
File:Reach-m10 evironment.jpg|Landscape on the level [[Winter Contingency]]. | File:Reach-m10 evironment.jpg|Landscape on the level [[Winter Contingency]]. | ||
File:HaloReach - Frigates.png|A large battle on [[Tip of the Spear]]. | File:HaloReach - Frigates.png|A large battle on [[Tip of the Spear]]. | ||
File:Reach E310 Firefight Beachhead04.jpg|Firefight on [[Beachhead (Halo: Reach map)|Beachhead]]. | File:Reach E310 Firefight Beachhead04.jpg|Firefight on [[Beachhead (Halo: Reach map)|Beachhead]]. | ||
File:Gallery pic 3450 0 30040.jpg|A multiplayer match on [[ | File:Gallery pic 3450 0 30040.jpg|A multiplayer match on [[Spire]]. | ||
File:HR - Screenshot 06.jpg|Pre-release screenshot of the Winter Contingency level. | |||
</gallery> | </gallery> | ||
==Sources== | ==Sources== | ||
{{Ref/Sources|3}} | {{Ref/Sources|3}} | ||
== | ==Links== | ||
===Internal=== | ===Internal=== | ||
*''[[Halo: The Fall of Reach]]'' | *''[[Halo: The Fall of Reach]]'' | ||
Line 884: | Line 833: | ||
{{Navbox/Media/Games}} | {{Navbox/Media/Games}} | ||
[[Category:Halo: Reach| ]] | [[Category:Halo: Reach| ]] | ||
[[Category:Canon]] | [[Category:Canon]] | ||