Cut Halo: Reach levels
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This page discusses elements of deleted material and cut content. Some information on the page is sourced from game files and may not be verifiable through external sources. Where possible, such information should be clearly-marked and replaced with a proper external source as soon as one is available. |
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Halo: Reach cut content
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During the production of Halo: Reach, many levels were cut or otherwise massively re-worked.
Lehto's original plan
Early in the game's production, game director Marcus Lehto came up with an early draft for the game's campaign, which he later shared on Twitter.[1][2][3]
Mission 0 - Training
Mission 1 - Infantry battle
Mission 2 - Ground vehicle battle
Mission 3 - Boat level
Mission 4 - Aircraft level
Mission 5 - Sniper level
Mission 6 - Hold the line
Mission 7 - Space level
Mission 8 - Supply convoy attack
Mission 9 - City level
Mission 10 - Last Great Battle
Production levels
Driving a Scarab
While the Type-47B Scarab did ultimately make its way into the final game as a low-poly background entity on the levels Tip of the Spear and The Pillar of Autumn (with the latter level also featuring a more detailed, non-interactive setpiece Scarab at one point in the mission), early ideas for the game's campaign were to have the player character able to drive the Scarab. Early ideas for the level New Alexandria would have seen the player drive the Scarab in the remains of the post-glassing city. Prototypes for the Scarab were made and the physics involved described by Chris Ophdal as "sweet", though the Scarab was ultimately considered unsustainable - especially with the high engine cost needed to run the level. Ultimately, the drivable Scarab was scrapped and New Alexandria was transformed into an aerial mission focusing on the Falcon instead.[4][5]
Cut dialogue for the missions Tip of the Spear and Exodus shows that early plans for these levels were for both to feature Scarab encounters similar to those featured in Halo 3 and Halo 3: ODST, though all were cut.
Sources
- ^ Twitter, Marcus Lehto (@game_fabricator): "This was a very early campaign layout I made for Reach. Space combat. But it took brave people like @tipul [Mike Tipul] who made it a reality." (Retrieved on Sep 11, 2021) [archive]
- ^ Twitter, Marcus Lehto (@game_fabricator): "These are very early Reach mission progression ideas and adrenaline maps. Water craft were functional at that point." (Retrieved on Oct 25, 2021) [archive]
- ^ Twitter, Marcus Lehto (@game_fabricator): "Found this very early mission plan for Halo:Reach and campaign. Most of the sentiment made it into the final game - except water combat!" (Retrieved on Oct 25, 2021) [archive]
- ^ Eurogamer, Tech Interview: Halo: Reach - Page 3 (Retrieved on Sep 11, 2021) [archive]
- ^ Halo: Reach: Legendary Edition developer commentary