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{{Status|Gameplay}} | {{Status|Gameplay}} | ||
{{Wikipedia|Multiplayer video game}} | {{Wikipedia|Multiplayer video game}} | ||
[[File:H5G - Dispatch 6.jpg|thumb|300px|Players in ''[[Halo 5: Guardians]]'' fighting on the map [[Dispatch]].]] | [[File:H5G - Dispatch 6.jpg|thumb|right|300px|Players in ''[[Halo 5: Guardians]]'' fighting on the map [[Dispatch]].]] | ||
{{Quote|Two men enter. The better man leaves. The lesser man is respawning. And that's ''Halo''.|[[Luke Smith]]}} | {{Quote|Two men enter. The better man leaves. The lesser man is respawning. And that's ''Halo''.|[[Luke Smith]]}} | ||
'''Multiplayer''' is a feature of a video game allowing more than one person to play a game at the same time in a non-[[campaign]] setting. Multiplayer can be conducted using [[split-screen]] (with the exception of ''[[Halo 5: Guardians]]''), [[System Link]], or [[Xbox Live|online]]. In the ''[[Halo series|Halo]]'' games, multiplayer has been regarded as a core element | '''Multiplayer''' is a feature of a video game allowing more than one person to play a game at the same time in a non-[[campaign]] setting. Multiplayer can be conducted using [[split-screen]] (with the exception of ''[[Halo 5: Guardians]]''), [[System Link]], or [[Xbox Live|online]]. In the ''[[Halo series|Halo]]'' games, multiplayer has been regarded as a core element to the game's design and an important part of the success of the ''Halo'' franchise. | ||
Since ''[[Halo 4]]'', multiplayer has been integrated into the [[Halo universe|''Halo'' series]] canon as a [[SPARTAN programs|Spartan]] training simulation known as [[War Games]]. | Since ''[[Halo 4]]'', multiplayer has been integrated into the [[Halo universe|''Halo'' series]] canon as a [[SPARTAN programs|Spartan]] training simulation known as [[War Games]].<ref>[https://www.halowaypoint.com/en-us/forums/db05ce78845f4120b062c50816008e5d/topics/canon-fodder-3-21-15-marching-on/bbac6734-f6bb-449e-8c79-0098a02c7884/posts?page=2#post23 '''Halo Waypoint''': ''Canon Fodder 3-21-15'']</ref> | ||
== Background == | == Background == | ||
Multiplayer matches in ''Halo'' tend to focus on the completion of an objective, with the objective in question being determined by the [[gametype]] being used. Players use [[weapons]], [[equipment]], and [[vehicles]] to advance toward the objective while inhibiting their opponents' progress. These items are commonly used, as one might expect, to score kills. Scoring kills can be helpful even in non-[[Wikipedia:deathmatch (gaming)|deathmatch]] games, as a killed opponent will often respawn away from their objective and without their preferred weapons. | Multiplayer matches in ''Halo'' tend to focus on the completion of an objective, with the objective in question being determined by the [[gametype]] being used. Players use [[weapons]], [[equipment]], and [[vehicles]] to advance toward the objective while inhibiting their opponents' progress. These items are commonly used, as one might expect, to score kills. Scoring kills can be helpful even in non-[[Wikipedia:deathmatch (gaming)|deathmatch]] games, as a killed opponent will often respawn away from their objective and without their preferred weapons. | ||
In more recent games in the series (from ''[[Halo 3]]'' onwards), modes of play are accessed through lobbies. While in lobbies, players can organize themselves into groups called 'parties'.{{Ref/Note|In-game parties are not the same as Xbox Live Parties. In-game parties are groups of people playing together whereas Xbox Live Parties are groups of people using the voice chat to communicate.}} Each party has one party leader, who controls the lobby that the party will play in and the settings that they will use. Party leaders can leave the party open (allowing other players to join at any time) or restrict it to an invite-only status (other players must be invited by members of the party in order to join). They can also promote another player in the party to | In more recent games in the series (from ''[[Halo 3]]'' onwards), modes of play are accessed through lobbies. While in lobbies, players can organize themselves into groups called 'parties'.{{Ref/Note|In-game parties are not the same as Xbox Live Parties. In-game parties are groups of people playing together whereas Xbox Live Parties are groups of people using the voice chat to communicate.}} Each party has one party leader, who controls the lobby that the party will play in and the settings that they will use. Party leaders can leave the party open (allowing other players to join at any time) or restrict it to an invite-only status (other players must be invited by members of the party in order to join). They can also promote a another player in the party to party leader. | ||
Though some ''Halo'' games with support for online multiplayer have used (user-established) dedicated servers, most games in the franchise rely on a distributed networking model. In such a model, the players' consoles connect to each other directly, with one console acting as a [[Connection Host|server]]. | Though some ''Halo'' games with support for online multiplayer have used (user-established) dedicated servers, most games in the franchise rely on a distributed networking model. In such a model, the players' consoles connect to each other directly, with one console acting as a [[Connection Host|server]]. | ||
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==''Halo: Combat Evolved''== | ==''Halo: Combat Evolved''== | ||
[[File:Chiron.jpg|thumb|300px|Multiplayer action in ''Halo: Combat Evolved'' on [[Chiron TL-34]]: two Blue Team players attack a Red Team player.]] | [[File:Chiron.jpg|thumb|right|300px|Multiplayer action in ''Halo: Combat Evolved'' on [[Chiron TL-34]]: two Blue Team players attack a Red Team player.]] | ||
The multiplayer component of | The multiplayer component of ''[[Halo: Combat Evolved]]'''s Xbox version was limited to split-screen and System Link play. Five core gametypes existed: [[Slayer]], [[Oddball]], [[Capture The Flag]], [[King of the Hill]], and [[Race]]. Various stock variants with altered settings existed, and players could create their own. | ||
Though the game did not support online multiplayer, [[Wikipedia:HTTP tunnel|network tunneling]] programs, such as [http://xbconnect.com/ XBConnect] and [[Wikipedia:XLink Kai|XLink Kai]], could be used to coerce the game into running online. However, the game tends to freeze and stutter while it works to keep things synchronized—today's internet connection speeds come nowhere close to the 100 megabit connection that the game expects. | Though the game did not support online multiplayer, [[Wikipedia:HTTP tunnel|network tunneling]] programs, such as [http://xbconnect.com/ XBConnect] and [[Wikipedia:XLink Kai|XLink Kai]], could be used to coerce the game into running online. However, the game tends to freeze and stutter while it works to keep things synchronized—today's internet connection speeds come nowhere close to the 100 megabit connection that the game expects. | ||
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===''Halo Custom Edition''=== | ===''Halo Custom Edition''=== | ||
''[[Halo Custom Edition]]'', a multiplayer-only expansion of ''Halo PC'', allowed players to run [[Modding|user-created maps]] and gametypes online. Such maps could be created using the [[Halo Editing Kit]]. Amongst these maps were a number of ''[[Halo 2]]''-based maps, such as [[Zanzibar]] | ''[[Halo Custom Edition]]'', a multiplayer-only expansion of ''Halo PC'', allowed players to run [[Modding|user-created maps]] and gametypes online. Such maps could be created using the [[Halo Editing Kit]]. Amongst these maps were a number of ''[[Halo 2]]''-based maps, such as [[Zanzibar]]<ref>[http://hce.halomaps.org/index.cfm?fid=1153 '''Halo Custom Edition''': ''H2 Zanzibar Updated'']</ref> and [[Coagulation]].<ref>[http://hce.halomaps.org/index.cfm?fid=3108 '''Halo Custom Edition''': ''Z Coagulation H2 pb2'']</ref> In addition, there are a vast number of non-canon maps set in ''Halo''-inspired locations using only ''Halo'' assets, as well as many other maps which incorporate [[Tags|custom weapons, vehicles, locations, and player models]]. | ||
==''Halo 2''== | ==''Halo 2''== | ||
[[File:H2 Tombstone Slayer.jpg|thumb|300px|Multiplayer action in ''[[Halo 2]]'' on [[Tombstone]]: An ongoing [[Free-For-All]] battle.]] | [[File:H2 Tombstone Slayer.jpg|thumb|right|300px|Multiplayer action in ''[[Halo 2]]'' on [[Tombstone]]: An ongoing [[Free-For-All]] battle.]] | ||
{{quote|They say all good things must come to an end. Well, we say that totally sucks! Thanks for treating our old gal right for all these years. And thanks a million for playing. <3,| [[Bungie]]'s farewell message}} | {{quote|They say all good things must come to an end. Well, we say that totally sucks! Thanks for treating our old gal right for all these years. And thanks a million for playing. <3,| [[Bungie]]'s farewell message}} | ||
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''Halo 2 Vista'' did not feature [[Tombstone]] or [[Desolation]]. It instead offered [[District]] and [[Uplift]], as well as the ''Halo 2 Map Editor'', which allowed players to create custom ''Halo 2 Vista'' maps. | ''Halo 2 Vista'' did not feature [[Tombstone]] or [[Desolation]]. It instead offered [[District]] and [[Uplift]], as well as the ''Halo 2 Map Editor'', which allowed players to create custom ''Halo 2 Vista'' maps. | ||
On July 27, 2008, the Gold-only limitations were removed, and all LIVE subscribers, regardless of membership level, could use all aspects of ''Halo 2 Vista'' multiplayer without restriction. | On July 27, 2008, the Gold-only limitations were removed, and all LIVE subscribers, regardless of membership level, could use all aspects of ''Halo 2 Vista'' multiplayer without restriction.<ref>[http://www.developmag.com/news/30211/Games-for-Windows-Live-now-free-to-developers '''Develop.net''': ''Games for Windows Live now free to developers'']</ref> | ||
==''Halo 3''== | ==''Halo 3''== | ||
[[File:Halo-3-legendary-map-pack--20080408000155827.jpg|300px|thumb|[[Spartan-II]]s in close-quarters combat in ''Halo 3'']] | [[File:Halo-3-legendary-map-pack--20080408000155827.jpg|300px|thumb|right|[[Spartan-II]]s in close-quarters combat in ''Halo 3'']] | ||
''[[Halo 3]]'' introduced many new features to its multiplayer experience. Custom gametypes were given a whole new level of customization. Numerous settings, including a player's weight, were added. Spawn-time specific attributes could also be assigned; these attributes would last for a set number of seconds after a player spawns. This can be helpful for preventing [[Camping#Spawn camping|spawnkilling]]. Two new core gametypes, [[VIP]] and [[Infection]], were added. | ''[[Halo 3]]'' introduced many new features to its multiplayer experience. Custom gametypes were given a whole new level of customization. Numerous settings, including a player's weight, were added. Spawn-time specific attributes could also be assigned; these attributes would last for a set number of seconds after a player spawns. This can be helpful for preventing [[Camping#Spawn camping|spawnkilling]]. Two new core gametypes, [[VIP]] and [[Infection]], were added. | ||
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The ranking system introduced in ''Halo 2'' was redone in order to balance out Matchmaking even further. The [http://research.microsoft.com/en-us/projects/trueskill/default.aspx Trueskill] system was still present on ranked playlists, but a new 'Experience (EXP)' stat was added to player profiles. Whenever a player plays a match without quitting and is in the top position or on the winning team, the player gains 1 EXP. Players who enter a playlist, but disconnect or quit early lose 1 EXP for desertion. Players who end up in a losing position or team do not gain or lose EXP. In theory, this helps with player matching and balancing by finding players who have been playing the game as much as the player has based on his EXP level. | The ranking system introduced in ''Halo 2'' was redone in order to balance out Matchmaking even further. The [http://research.microsoft.com/en-us/projects/trueskill/default.aspx Trueskill] system was still present on ranked playlists, but a new 'Experience (EXP)' stat was added to player profiles. Whenever a player plays a match without quitting and is in the top position or on the winning team, the player gains 1 EXP. Players who enter a playlist, but disconnect or quit early lose 1 EXP for desertion. Players who end up in a losing position or team do not gain or lose EXP. In theory, this helps with player matching and balancing by finding players who have been playing the game as much as the player has based on his EXP level. | ||
Auto Update 2, which went live on August 1, 2008, added another layer of EXP to further balance out players. EXP is now tracked for each individual playlist, in addition to the player's Trueskill ranks and overall EXP. When in a Matchmaking playlist, players' Trueskill ranks (if a ranked playlist) and playlist-specific EXP are shown. When in a custom game, or viewing a player's details or service record, overall EXP is shown. | Auto Update 2, which went live on August 1, 2008, added another layer of EXP to further balance out players. EXP is now tracked for each individual playlist, in addition to the player's Trueskill ranks and overall EXP. When in a Matchmaking playlist, players' Trueskill ranks (if a ranked playlist) and playlist-specific EXP are shown. When in a custom game, or viewing a player's details or service record, overall EXP is shown.<ref>[http://halo.bungie.net/News/content.aspx?type=topnews&cid=14994 '''Bungie.net''': ''Bungie Weekly Update: 8/01/08'']</ref> | ||
==''Halo Wars''== | ==''Halo Wars''== | ||
[[File:HW TheDocksBattle.jpg|thumb|300px|Multiplayer in ''Halo Wars''.]] | [[File:HW TheDocksBattle.jpg|thumb|right|300px|Multiplayer in ''Halo Wars''.]] | ||
{{main|Skirmish}} | {{main|Skirmish}} | ||
''[[Halo Wars]]'' allows players to battle in a variety of multiplayer arenas. Players can choose from three different commanders from both [[UNSC]] leaders ([[Captain Cutter]], [[John Forge|Sergeant Forge]], or [[Ellen Anders|Professor Anders]]) and the [[Covenant Empire|Covenant]] leaders (the Arbiter [[Ripa 'Moramee]], the [[ | ''[[Halo Wars]]'' allows players to battle in a variety of multiplayer arenas. Players can choose from three different commanders from both [[UNSC]] leaders ([[Captain Cutter]], [[John Forge|Sergeant Forge]], or [[Ellen Anders|Professor Anders]]) and the [[Covenant Empire|Covenant]] leaders (the Arbiter [[Ripa 'Moramee]], the [[Brute Army Commander]], or the [[Prophet of Regret]]). Each leader possesses various abilities and exclusive units, providing incentives for certain characters on certain maps, rather than being purely aesthetic. | ||
Multiplayer matches are limited to six players and may be organized in evenly-matched teams. Computer-controlled players may be used. ''Halo Wars'' also uses a ranking system similar to that of ''Halo 3'' aesthetically, but the ranks are assigned based on players' scores in completed games, acting as a method of progression over that of a measure of skill. The game uses a trueskill system to find matches, ranging from 1 to 50. | Multiplayer matches are limited to six players and may be organized in evenly-matched teams. Computer-controlled players may be used. ''Halo Wars'' also uses a ranking system similar to that of ''Halo 3'' aesthetically, but the ranks are assigned based on players' scores in completed games, acting as a method of progression over that of a measure of skill. The game uses a trueskill system to find matches, ranging from 1 to 50. | ||
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{{Clear}} | {{Clear}} | ||
==''Halo 3: ODST''== | ==''Halo 3: ODST''== | ||
[[File:H3ODST Firefight SecurityZone3.jpg|thumb|300px|Teamwork is essential in ''Halo 3: ODST''<nowiki />'s Firefight]] | [[File:H3ODST Firefight SecurityZone3.jpg|thumb|right|300px|Teamwork is essential in ''Halo 3: ODST''<nowiki />'s Firefight]] | ||
{{Main|Firefight}} | {{Main|Firefight}} | ||
''[[Halo 3: ODST]]'' features a new [[Firefight]] mode. In Firefight, up to four players fight against waves of [[Covenant]] forces and try to survive as long as possible with a set amount of lives, while the difficulty gradually increases by changing the currently active [[Halo 3 skulls#List of Gold Skulls|Skulls]]. Firefight lacks any sort of matchmaking system or game browser; players must join lobbies through the [[Xbox Live]] guide (recent players with open parties, friends lists, invites), via System Link, or all play locally, on the same console. | ''[[Halo 3: ODST]]'' features a new [[Firefight]] mode. In Firefight, up to four players fight against waves of [[Covenant]] forces and try to survive as long as possible with a set amount of lives, while the difficulty gradually increases by changing the currently active [[Halo 3 skulls#List of Gold Skulls|Skulls]]. Firefight lacks any sort of matchmaking system or game browser; players must join lobbies through the [[Xbox Live]] guide (recent players with open parties, friends lists, invites), via System Link, or all play locally, on the same console. | ||
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==''Halo: Reach''== | ==''Halo: Reach''== | ||
[[File:Condemned 2.jpg|thumb|300px|Spartan-IIIs vs Sangheili in ''Halo: Reach'']] | [[File:Condemned 2.jpg|thumb|right|300px|Spartan-IIIs vs Sangheili in ''Halo: Reach'']] | ||
''[[Halo: Reach]]'' has a collection of new multiplayer features. Players are able to view in-depth statistics for their friends' matches. The veto system used in ''[[Halo 3]]''<nowiki/>'s Matchmaking is replaced by a voting system, whereby players are given an assortment of three gametypes and maps, as well as the option to vote 'none of the above' to be given a new list of three gametypes. The gametype with the most votes wins. | ''[[Halo: Reach]]'' has a collection of new multiplayer features. Players are able to view in-depth statistics for their friends' matches. The veto system used in ''[[Halo 3]]''<nowiki/>'s Matchmaking is replaced by a voting system, whereby players are given an assortment of three gametypes and maps, as well as the option to vote 'none of the above' to be given a new list of three gametypes. The gametype with the most votes wins. | ||
New game modes include [[Arena]], [[Headhunter (Game Variant)|Headhunter]], [[Stockpile]], and [[Invasion]], with [[Race]] making its first appearance since ''Combat Evolved''. Arena is a ranked, skill-based playlist in month-long seasons, of which there are five divisions: Onyx, Gold, Silver, Bronze, and Iron. Ranked and social playlists have returned as well. In ''Halo: Reach'', the 'Party Up' system is now the 'Opt-Out' system. Players will automatically be placed together but they have the option to leave. The player can also set advanced settings for finding matches. If, for example, the player relies heavily on teamwork or in-game chat, the player can choose to find people with similar settings. | New game modes include [[Arena]], [[Headhunter (Game Variant)|Headhunter]], [[Stockpile]], and [[Invasion]], with [[Race]] making its first appearance since ''Combat Evolved''. Arena is a ranked, skill-based playlist in month-long seasons, of which there are five divisions: Onyx, Gold, Silver, Bronze, and Iron. Ranked and social playlists have returned as well. In ''Halo: Reach'', the 'Party Up' system is now the 'Opt-Out' system. Players will automatically be placed together but they have the option to leave. The player can also set advanced settings for finding matches. If, for example, the player relies heavily on teamwork or in-game chat, the player can choose to find people with similar settings. | ||
Queue-joining is a brand new feature in ''Halo: Reach''. This allows the player to join | Queue-joining is a brand new feature in ''Halo: Reach''. This allows the player to join his friend automatically after they finish playing their match. | ||
[[Firefight]] is available to play in ''Halo: Reach'' with a matchmaking feature. Additionally, players are able to customize every aspect of Firefight, from what type of enemies they fight to what type of weapons appear on the map. | [[Firefight]] is available to play in ''Halo: Reach'' with a matchmaking feature. Additionally, players are able to customize every aspect of Firefight, from what type of enemies they fight to what type of weapons appear on the map. | ||
==''Halo 4''== | ==''Halo 4''== | ||
[[File:H4-Wraparound-3.jpg|300px|thumb|Players take control of Spartan-IVs in ''Halo 4''.]] | [[File:H4-Wraparound-3.jpg|300px|thumb|right|Players take control of Spartan-IVs in ''Halo 4''.]] | ||
Referred to as ''Infinity'', the multiplayer component of ''[[Halo 4]]'' consists of ''[[War Games]]'', the competitive multiplayer mode, and ''[[Spartan Ops]]'', the episodic cooperative campaign. The multiplayer features a canon explanation | Referred to as ''Infinity'', the multiplayer component of ''[[Halo 4]]'' consists of ''[[War Games]]'', the competitive multiplayer mode, and ''[[Spartan Ops]]'', the episodic cooperative campaign. The multiplayer features a canon explanation why the red and blue teams compete with one another: the Spartans are actually training against each other in simulations aboard the {{UNSCShip|Infinity}}. The player models are [[SPARTAN-IV program|SPARTAN-IV]] soldiers with customizable armor.<ref>[http://www.youtube.com/watch?v=f6UL63Zo-uo&feature=player_embedded '''YouTube''': ''Making Halo 4: First Look'']</ref> | ||
Of the gametypes featured in ''Reach'', only Slayer, Oddball, Capture the Flag, and King of the Hill return. Infection has been replaced by a successor, [[Flood (gametype)|Flood]]. Four new gametypes make their debut: [[Dominion]], [[Regicide]], [[Extraction]], and [[Ricochet (gametype)|Ricochet]]. Although Assault is discontinued its progeny, [[Grifball]], returns as its own unique gametype, now with elements of Oddball incorporated in its mechanics. Ricochet in turn is also very similar to Assault. | Of the gametypes featured in ''Reach'', only Slayer, Oddball, Capture the Flag, and King of the Hill return. Infection has been replaced by a successor, [[Flood (gametype)|Flood]]. Four new gametypes make their debut: [[Dominion]], [[Regicide]], [[Extraction]], and [[Ricochet (gametype)|Ricochet]]. Although Assault is discontinued its progeny, [[Grifball]], returns as its own unique gametype, now with elements of Oddball incorporated in its mechanics. Ricochet in turn is also very similar to Assault. | ||
Matchmaking features a voting system similar to ''Reach'' | Matchmaking features a voting system similar to ''Reach''<nowiki />'s, however it no longer includes the "none of the above" option, and players cannot change their vote once they have placed it. The most significant change to matchmaking is that players can now join matches in progress. Players joining matchmaking may find themselves entering games already in progress; matches which have players leave or disconnect will have their numbers supplemented by new players. | ||
The player progression system is more extensive, allowing players to choose between various modifications which have an effect on gameplay, in addition to aesthetic [[armor permutations]] similar to the prior games.<ref name="Official Site">[http://halo.xbox.com/halo4#!halo-evolved/gameplay/31afe32b-0e07-45c0-9424-3adc6e1eadca '''Halo 4 Official Site:''' ''GAMEPLAY'']</ref> Players are able to customize their [[loadout]]s,<ref>[http://www.gamefront.com/halo-4-demo-report/2/ '''Gamefront.com''': ''Halo 4 Demo Report'']</ref> being able to choose between various [[armor abilities]] as well as new customizable features, known as [[Support Upgrades]] and [[Tactical Packages]]. Multiplayer gameplay is more fast-paced than in the prior games. Weapon pickups on maps are marked on the player's [[heads-up display]],<ref name="venture">[http://venturebeat.com/2012/03/05/11-things-learned-about-halo-4/ '''Venturebeat.com''': ''11 new things we’ve learned about Halo 4 (with video)'']</ref> and players are able to call in ordnance drops, containing power-ups or weapons, during matches.{{Ref/Reuse|Official Site}} Power-ups available in Infinity Slayer include [[Overshield]], [[Damage Boost]], and [[Speed Boost]].<ref>[http://halo.xbox.com/blogs/Headlines/post/2012/07/06/The-Halo-Bulletin-7612.aspx '''Halo Waypoint''': ''The Halo Bulletin: 7.6.12'']</ref> | The player progression system is more extensive, allowing players to choose between various modifications which have an effect on gameplay, in addition to aesthetic [[armor permutations]] similar to the prior games.<ref name="Official Site">[http://halo.xbox.com/halo4#!halo-evolved/gameplay/31afe32b-0e07-45c0-9424-3adc6e1eadca '''Halo 4 Official Site:''' ''GAMEPLAY'']</ref> Players are able to customize their [[loadout]]s,<ref>[http://www.gamefront.com/halo-4-demo-report/2/ '''Gamefront.com''': ''Halo 4 Demo Report'']</ref> being able to choose between various [[armor abilities]] as well as new customizable features, known as [[Support Upgrades]] and [[Tactical Packages]]. Multiplayer gameplay is more fast-paced than in the prior games. Weapon pickups on maps are marked on the player's [[heads-up display]],<ref name="venture">[http://venturebeat.com/2012/03/05/11-things-learned-about-halo-4/ '''Venturebeat.com''': ''11 new things we’ve learned about Halo 4 (with video)'']</ref> and players are able to call in ordnance drops, containing power-ups or weapons, during matches.{{Ref/Reuse|Official Site}} Power-ups available in Infinity Slayer include [[Overshield]], [[Damage Boost]], and [[Speed Boost]].<ref>[http://halo.xbox.com/blogs/Headlines/post/2012/07/06/The-Halo-Bulletin-7612.aspx '''Halo Waypoint''': ''The Halo Bulletin: 7.6.12'']</ref> | ||
==''Halo: The Master Chief Collection''== | ==''Halo: The Master Chief Collection''== | ||
[[File:HTMCC Battle Creek.jpg|300px|thumb|''Halo: Combat Evolved'' in ''Halo: The Master Chief Collection''.]] | [[File:HTMCC Battle Creek.jpg|300px|thumb|right|''Halo: Combat Evolved'' in ''Halo: The Master Chief Collection''.]] | ||
''[[Halo: The Master Chief Collection]]'' allows players to play ''Halo: Reach'', ''Halo: Combat Evolved'', ''Halo 2'', ''Halo 3'', ''Halo 4'', and ''Halo 2: Anniversary'' matchmaking and custom games. The game features a unified user interface, allowing for the player to drop into a playlist featuring ''Halo: Combat Evolved'' through to ''Halo 4'', to find a game across the four title's maps and gametype setups. Playlists for individual games were also set up, and featured a [[Rank (Halo: The Master Chief Collection)|ranking]] system akin to ''Halo 2'', whereas ''Halo 3'' and ''Halo 4's'' progression and ranking systems were dropped entirely. | ''[[Halo: The Master Chief Collection]]'' allows players to play ''Halo: Reach'', ''Halo: Combat Evolved'', ''Halo 2'', ''Halo 3'', ''Halo 4'', and ''Halo 2: Anniversary'' matchmaking and custom games. The game features a unified user interface, allowing for the player to drop into a playlist featuring ''Halo: Combat Evolved'' through to ''Halo 4'', to find a game across the four title's maps and gametype setups. Playlists for individual games were also set up, and featured a [[Rank (Halo: The Master Chief Collection)|ranking]] system akin to ''Halo 2'', whereas ''Halo 3'' and ''Halo 4's'' progression and ranking systems were dropped entirely. | ||
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Like earlier games' multiplayer customization includes [[Nameplates/Halo: The Master Chief Collection|nameplate]]s, service tags, [[armor permutations]] for both Spartans and Sangheili, and [[emblem]]s. New features to customization include clan tags and in-game [[avatars]].<ref name="Teambeyond.net">[http://teambeyond.net/halo-the-master-chief-collection-customization/ '''Team Beyond.net''': ''Halo: The Master Chief Collection Customization'']</ref> Clan tags are 15 character tags seen on a player's nameplate, and avatars function in the same vein as ''Halo 4's'' stances did, showcasing a character from the franchise. | Like earlier games' multiplayer customization includes [[Nameplates/Halo: The Master Chief Collection|nameplate]]s, service tags, [[armor permutations]] for both Spartans and Sangheili, and [[emblem]]s. New features to customization include clan tags and in-game [[avatars]].<ref name="Teambeyond.net">[http://teambeyond.net/halo-the-master-chief-collection-customization/ '''Team Beyond.net''': ''Halo: The Master Chief Collection Customization'']</ref> Clan tags are 15 character tags seen on a player's nameplate, and avatars function in the same vein as ''Halo 4's'' stances did, showcasing a character from the franchise. | ||
With the release of the remaster for ''Halo: Reach'', 343 Industries introduced a new progression system into ''The Master Chief Collection''. XP gains were based on medals gained in the match, and ranking up would allow players to unlock "[[ | With the release of the remaster for ''Halo: Reach'', 343 Industries introduced a new progression system into ''The Master Chief Collection''. XP gains were based on medals gained in the match, and ranking up would allow players to unlock "[[season point]]s" that could then be used for the unlock system, enabling them to progress through tiers akin to the popularized "battle passes" of other titles like ''Fortnite'' and ''Call of Duty''. The first season was dubbed "[[Season 1: Noble|Noble]]". | ||
===''Halo 2: Anniversary''=== | ===''Halo 2: Anniversary''=== | ||
[[File:GamescomH2AShotguns.jpg|300px|thumb|Players engaged in combat in ''Halo 2: Anniversary'' multiplayer.]] | [[File:GamescomH2AShotguns.jpg|300px|thumb|right|Players engaged in combat in ''Halo 2: Anniversary'' multiplayer.]] | ||
''[[Halo 2: Anniversary]]'' multiplayer is a highly modified version of the ''Halo 4'' experience, having been developed on the same engine. Large tweaks to the prior title were made, including the re-addition of descoping, and the removal of sprint and flinch. Six maps were remade for the game, and [[Certain Affinity]] president [[Max Hoberman]], one of the multiplayer design leads on the original ''Halo 2'', helped 343 Industries design and create the remastered multiplayer component.<ref name="SDCC panel">[https://www.youtube.com/watch?v=UUGrnvdo8Ok&list=UU7NCg0venpKJg3kuJojKlbQ&index=1 '''YouTube''': ''Halo: The Master Chief Collection Dev Panel - SDCC 2014'']</ref> Many of the added features in the remastered maps were proposed for the original game but ended up being cut; thus, 343 Industries considers the remastered component a "Director's Cut" of sorts.<ref name="RTX 2014">[https://www.youtube.com/watch?v=E1a1FzQ3bdQ '''YouTube''': ''RTX 2014 - 343 Industries panel'']</ref> | ''[[Halo 2: Anniversary]]'' multiplayer is a highly modified version of the ''Halo 4'' experience, having been developed on the same engine. Large tweaks to the prior title were made, including the re-addition of descoping, and the removal of sprint and flinch. Six maps were remade for the game, and [[Certain Affinity]] president [[Max Hoberman]], one of the multiplayer design leads on the original ''Halo 2'', helped 343 Industries design and create the remastered multiplayer component.<ref name="SDCC panel">[https://www.youtube.com/watch?v=UUGrnvdo8Ok&list=UU7NCg0venpKJg3kuJojKlbQ&index=1 '''YouTube''': ''Halo: The Master Chief Collection Dev Panel - SDCC 2014'']</ref> Many of the added features in the remastered maps were proposed for the original game but ended up being cut; thus, 343 Industries considers the remastered component a "Director's Cut" of sorts.<ref name="RTX 2014">[https://www.youtube.com/watch?v=E1a1FzQ3bdQ '''YouTube''': ''RTX 2014 - 343 Industries panel'']</ref> | ||
The developers' stated goals for the remastered maps were to expand upon the core ''Halo 2'' experience, create the definitive version of each of the remastered maps, and to approach the remastering as more of an upgrade than a remake. Multiple aspects of the sandbox were tweaked to both improve and "modernize" the gameplay, although the goal is to remain faithful to the original experience. Some of these improvements include a boost to player speed, making the [[M6C magnum|magnum]] more powerful and the addition of the [[MA5D assault rifle|assault rifle]] as a mid-range weapon option, something the developers found lacking in the original.{{Ref/Reuse|RTX 2014}} The [[M7S SMG|silenced SMG]] has also been added along with the newly introduced [[M274 Mongoose#M274-M Gungoose variant|M274-M Gungoose]].{{Ref/Reuse|RTX 2014}} | The developers' stated goals for the remastered maps were to expand upon the core ''Halo 2'' experience, create the definitive version of each of the remastered maps, and to approach the remastering as more of an upgrade than a remake. Multiple aspects of the sandbox were tweaked to both improve and "modernize" the gameplay, although the goal is to remain faithful to the original experience. Some of these improvements include a boost to player speed, making the [[M6C magnum|magnum]] more powerful and the addition of the [[MA5D assault rifle|assault rifle]] as a mid-range weapon option, something the developers found lacking in the original.{{Ref/Reuse|RTX 2014}} The [[M7S SMG|silenced SMG]] has also been added along with the newly introduced [[M274 Mongoose#M274-M Gungoose variant|M274-M Gungoose]].{{Ref/Reuse|RTX 2014}} | ||
As an added feature, players are able to choose their weapon set upon spawning, similar to the [[loadout]] system in ''[[Halo: Reach]]''. According to Max Hoberman, this feature was originally designed for ''Halo 2'' but was ultimately cut. Hoberman hesitated to call the weapon sets "loadouts" and underscored that the system is designed to be more evenly balanced; e.g. [[Lockdown]]'s weapon sets include a choice between the [[M7 SMG|SMG]], | As an added feature, players are able to choose their weapon set upon spawning, similar to the [[loadout]] system in ''[[Halo: Reach]]''. According to Max Hoberman, this feature was originally designed for ''Halo 2'' but was ultimately cut. Hoberman hesitated to call the weapon sets "loadouts" and underscored that the system is designed to be more evenly balanced; e.g. [[Lockdown]]'s weapon sets include a choice between the [[M7 SMG|SMG]], [[plasma rifle]] and [[M6C magnum|magnum]]. The human weapon sets equip the player with two [[frag grenade]]s while the Covenant ones have the player spawn with [[plasma grenade]]s.<ref name="ign GTK">[http://ca.ign.com/articles/2014/10/24/get-to-know-halo-the-master-chief-collections-lockout-remake-lockdown-ign-first '''IGN.com''': ''Get to Know Halo: The Master Chief Collection's 'Lockout' Remake, 'Lockdown' – IGN First'']</ref> Ultimately, the game would mostly utilize an equal starts setup based around one weapon set. | ||
Though most of the map geometry—including "skill jumps"—remain intact, the remastered maps contain a number of gameplay tweaks (such as additional cover) along with new "dynamic features", some of which Max Hoberman proposed to be added in the original ''Halo 2''.{{Ref/Reuse|RTX 2014}} These include the addition of a large energy shield in the center of [[Zenith]], the remake of [[Ascension]], which can be triggered by three panels across the map,<ref>[https://www.youtube.com/watch?v=Lt-i0y35bxw/ '''YouTube:''' ''Halo 2 Ascension Anniversary Walkthrough'']</ref> and three stalactites which can be dropped on players on [[Lockdown]], the remake of [[Lockout]]. Most of these new features can be disabled via [[Forge]] for an experience closer to the original game.<ref name="PAX">[https://www.youtube.com/watch?v=PGn4YXXZyDo '''YouTube''': ''Halo and the Journey of the Master Chief- PAX Prime 2014'']</ref> | Though most of the map geometry—including "skill jumps"—remain intact, the remastered maps contain a number of gameplay tweaks (such as additional cover) along with new "dynamic features", some of which Max Hoberman proposed to be added in the original ''Halo 2''.{{Ref/Reuse|RTX 2014}} These include the addition of a large energy shield in the center of [[Zenith]], the remake of [[Ascension]], which can be triggered by three panels across the map,<ref>[https://www.youtube.com/watch?v=Lt-i0y35bxw/ '''YouTube:''' ''Halo 2 Ascension Anniversary Walkthrough'']</ref> and three stalactites which can be dropped on players on [[Lockdown]], the remake of [[Lockout]]. Most of these new features can be disabled via [[Forge]] for an experience closer to the original game.<ref name="PAX">[https://www.youtube.com/watch?v=PGn4YXXZyDo '''YouTube''': ''Halo and the Journey of the Master Chief- PAX Prime 2014'']</ref> | ||
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==''Halo 5: Guardians''== | ==''Halo 5: Guardians''== | ||
[[File:H5-RvB-BacktoBack.jpg|300px|thumb|[[Arena]] in ''Halo 5: Guardians''.]] | [[File:H5-RvB-BacktoBack.jpg|300px|thumb|right|[[Arena]] in ''Halo 5: Guardians''.]] | ||
Following in the footsteps of ''Halo 4'', ''Halo 5: Guardians'' multiplayer component consisted of Arena, consisting of 4v4 to 8v8 activities, and [[Warzone]], which are 12v12 games. Initially, only Slayer and Capture the Flag returned for ''Halo 5'', with many being left out upon the game's launch. Eventually, through the game's monthly updates, many gametypes, including ball-based gamemodes like Assault and Grifball returned, as did King of the Hill, Oddball, Race and Infection, which was more in line with the original first two incarnations of the gametype, than ''Halo 4's'' Flood. | Following in the footsteps of ''Halo 4'', ''Halo 5: Guardians'' multiplayer component consisted of Arena, consisting of 4v4 to 8v8 activities, and [[Warzone]], which are 12v12 games. Initially, only Slayer and Capture the Flag returned for ''Halo 5'', with many being left out upon the game's launch. Eventually, through the game's monthly updates, many gametypes, including ball-based gamemodes like Assault and Grifball returned, as did King of the Hill, Oddball, Race and Infection, which was more in line with the original first two incarnations of the gametype, than ''Halo 4's'' Flood. | ||
Along with Slayer and Capture the flag there were 4 new game modes; | Along with Slayer and Capture the flag there were 4 new game modes; Breakout, Strongholds, Warzone and Warzone Assault. | ||
''Guardians | ''Guardians''' matchmaking system dropped the voting and veto system brought into the series by ''Reach'' and ''Halo 4'', and instead opted for an automatic queue, where the gametype and map are chosen by the game over the lobby. Join in progress has been removed for ranked gametypes, whereas social gametypes like Warzone and Warzone Assault feature it. | ||
343 Industries also refined the polarizing armor abilities, altering them from one-note abilities that varied by player, to a clearly defined set of abilities known as [[Spartan abilities]]. These include Thruster pack, Ground Pound, Spartan Charge, Clamber, Slide, Smart Scope, Stabilizer, and the returning Sprint ability. All of these abilities are native to every player, over being chosen individual traits. Additionally, loadouts were removed from the game in any capacity, with an emphasis being placed on ''Halo's'' traditional equal starts. | 343 Industries also refined the polarizing armor abilities, altering them from one-note abilities that varied by player, to a clearly defined set of abilities known as [[Spartan abilities]]. These include Thruster pack, Ground Pound, Spartan Charge, Clamber, Slide, Smart Scope, Stabilizer, and the returning Sprint ability. All of these abilities are native to every player, over being chosen individual traits. Additionally, loadouts were removed from the game in any capacity, with an emphasis being placed on ''Halo's'' traditional equal starts. | ||
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==''Halo Wars 2''== | ==''Halo Wars 2''== | ||
[[File:BanishedGameplayBetaFighting.jpeg|300px|thumb|Banished and UNSC forces clash in ''Halo Wars 2'' multiplayer.]] | [[File:BanishedGameplayBetaFighting.jpeg|300px|thumb|right|Banished and UNSC forces clash in ''Halo Wars 2'' multiplayer.]] | ||
''[[Halo Wars 2]]'' multiplayer is largely similar to ''Halo Wars'', taking its predecessor's gameplay and refining it. Like ''Halo Wars'', leaders are able to be chosen prior to the game's start, with each character having distinct units and powers. ''Halo Wars 2'' takes this a step further with | ''[[Halo Wars 2]]'' multiplayer is largely similar to ''Halo Wars'', taking its predecessor's gameplay and refining it. Like ''Halo Wars'', leaders are able to be chosen prior to the game's start, with each character having distinct units and powers. ''Halo Wars 2'' takes this a step further with their leader power wheel, which is a selection of 10 powers that vary by leader, unlike ''Halo Wars'' which had only one distinct ability per leader. As more leaders were released in DLC packs, more powers became available over time. | ||
''Halo Wars 2'' features the same player count as the previous title, being a 1v1, 2v2 or 3v3 affair, with no free for all gametype present. | ''Halo Wars 2'' features the same player count as the previous title, being a 1v1, 2v2 or 3v3 affair, with no free for all gametype present. | ||
The prior progression system of ''Halo Wars'' was revamped, featuring a new rank 1 to 100 setup. A rank based | The prior progression system of ''Halo Wars'' was revamped, featuring a new rank 1 to 100 setup. A rank based around performance does exist, with a ranking system identical to ''Halo 5: Guardians'' being in effect for many playlists within the game. | ||
{{Clear}} | {{Clear}} | ||
== ''Halo Infinite'' == | == ''Halo Infinite'' == | ||
While received quite well at launch, the game only launched with only 4 playlists: BTB ([[Big Team Battle]]), Quick Play, Bot Bootcamp and Ranked Arena. | |||
{{Clear}} | {{Clear}} | ||
== Trivia == | == Trivia == | ||
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{{Levels|catagory=no}} | {{Levels|catagory=no}} | ||
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[[Category:Multiplayer]] | [[Category:Multiplayer]] | ||
[[Category:Game modes]] | [[Category:Game modes]] |