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光环:战斗进化

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最新编辑:Yoyo-tianlu

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光环:战斗进化
Halo Combat Evolved cover.png
开发商:

Bungie Studios
Gearbox Software (PC)
Westlake Interactive (Mac)

发行商:

Microsoft Game Studios
Gearbox Software (PC)
MacSoft (Mac)

编剧:

Joseph Staten

作曲:

Martin O'Donnell
Michael Salvatori

游戏平台:

Xbox, PC, Mac

发行日期:

Xbox:
美国: 2001年11月15日
英国: 2002年3月14日
PC:
美国: 2003年9月30日
英国: 2003年10月10日
Mac:
美国: 2003年12月3日

类型:

第一人称射击

游戏模式:

战役
多人模式

评级:

ESRB: Mature (M) for Blood, Gore, and Violence
PEGI: 16+ (仅欧洲)

 

模板:Pagetitle

光环:战斗进化
Halo Combat Evolved cover.png
开发商: Bungie工作室

Gearbox软件(PC版) MacSoft(Mac版)

编剧: 乔瑟夫·斯塔顿
作曲家: 马丁·奥当纳

迈克尔·萨尔瓦托里

登陆平台: Xbox,PC,Mac
发售日期: Xbox:

美国:2001年11月15日 英国:2002年3月14日

游戏题材: 第一人称射击
游戏模式: 战役

多人游戏

"Halo: Combat Evolved! Buy one! Heck, buy two! That's an order, soldier!"
约翰逊中士 upon completion of the Halo: Combat Evolved demo

《光环:战斗进化》是Bungie工作室于2001年开发的科幻题材第一人称射击游戏,也是《光环》系列的第一款作品。游戏剧情围绕着以约翰-117为首的UNSC秋风之墩号乘员展开,讲述了他们逃离致远星,降落在先行者建造的光环之上,与星盟洪魔展开激战的故事。《战斗进化》是Xbox平台最受欢迎的游戏之一,销量高达八百万份,只有其续作《光环2》和《光环3》能与之匹敌。

2007年11月4日,《光环:战斗进化》的Xbox原版兼容到了Xbox 360平台,游戏可以在Xbox Live商城中花费1200点微软点数下载,此外游戏还登陆了PC和Mac平台。《战斗进化》十周年时游戏经过了重置,重置版《光环:战斗进化 周年纪念版》于2011年11月15日登陆了Xbox 360平台,之后和《光环2 周年纪念版》、《光环3》以及《光环4》一起收录入《光环:士官长合集》中,于2014年11月11日登陆了Xbox One平台。《士官长合集》还包含了《战斗进化》的多人模式,可以通过专用服务器进行线上游戏。除了士官长合集之外,游戏的所有版本在 2020 年都从数字销售中删除.[1]

故事梗概

人物与设定

《光环》的故事是线性的,只拥有一个结局。故事情节会通过说明手册、游戏流程中的脚本事件和对话、以及一些用游戏引擎渲染的过场动画呈现给玩家。这种讲故事的方式在现代电子游戏中很常见。Xbox版的《光环:战斗进化》可以单人游玩战役,也支持双人分屏合作,但PC端的战役只能单人游玩。

剧情梗概

UNSC秋风之墩号逃离了致远星,离开跃迁空间后出现在船员们面前的是一个巨型环状世界——“光环”。紧随其后,由多种外星人组成的宗教联盟星盟对秋风之墩号发起了攻击。

飞船难以抵挡敌人的攻势,秋风之墩号的指挥官雅各布·凯斯舰长命令斯巴达二期战士士官长约翰-117保护飞船上的人工智能科坦娜。科坦娜携带着众多联合国太空指挥部的机密情报,包括地球的位置,如果被星盟俘获将造成灾难性的后果。为了保护科坦娜,约翰-117降落到了光环的地表,并与陆战队一起抵抗星盟,一步步揭开光环神秘的面纱。

约翰-117与艾弗里·约翰逊上士率领的幸存UNSC部队汇合,之后攻入了星盟巡洋舰真理与和谐号,救出了凯斯舰长。科坦娜也了解到光环似乎是一种武器,对星盟来说具有重要的宗教意义。为了阻止光环落入星盟手中,凯斯命令约翰-117寻找光环的控制室,他自己则和约翰逊前往一处星盟武器储藏所。

在陆战队的协助下,约翰-117攻入了安静制图机,制图机标注了光环上所有设施的位置,其中也包括控制室。借助制图机的信息抵达控制室后,科坦娜进入了光环的电脑系统中,了解到光环是由远古种族先行者建造的,星盟将先行者奉为神明。但同时科坦娜也发现光环上还存在某种让星盟感到恐惧的事物,她被吓了一跳并立即让约翰-117阻止凯斯进入所谓的“武器储藏所”。约翰-117随即进入了一片沼泽中的地下设施,这里是凯斯舰长和约翰逊上士的小队最后出现的地方。他发现设施里到处都是战斗的痕迹,并通过一名陆战队留下的录像,发现凯斯的小队遇到了一种全新的威胁:洪魔

洪魔是一种寄生生物,因为擅长借助压倒性的数量吞噬一切而得名。被镇压十万年之后,洪魔再一次在环带上肆虐,攻击人类和星盟的部队。光环的电子AI引导者343罪恶火花想要启动光环的防御系统,遏制洪魔。它让约翰-117从圣堂中取出了启动索引器,之后返回控制室准备启动环带。但科坦娜现身阻止了他们的行动,并道出了真相,光环的真正用途是饿死洪魔,启动后会消灭银河系中的感知生命。意识到光环的威胁后科坦娜让约翰-117引爆秋风之墩号的聚变反应堆,爆炸应该能摧毁光环。

行动前两人先破坏了三个光环启动需要的脉冲产生器,争取时间找到被洪魔抓走的凯斯舰长,并借助他的神经植入物操纵秋风之墩号。约翰-117在星盟,洪魔和圣堂防卫者中杀出了一条血路,将飞船的引擎过载,并带着科坦娜驾驶一架长剑战斗机逃离了光环,两人似乎是唯一的幸存者。

出现

模板:Col-begin

模板:Col-2

模板:Col-2



模板:Col-end /*原英文模板来自halopedia*/ https://www.halopedia.org/Template:Featurelist

游戏

光环:战斗进化的游戏的特点是几个功能,这使得它不同于当时不太受好评的其他第一人称射击游戏。

  • 故事情节执行:光环:战斗进化的游戏和故事情节紧密交织在一起,以令人信服的方式交付,与游戏的流程一致。
  • 车辆整合:光环:战斗进化包括玩家在第三人称视图中控制多个陆上和空中载具的选项。这一优势带来了一种受欢迎的沉浸感,并增强了游戏的特定点,再次设置光环不同于当代第一人称射击游戏。
  • 武器系统:光环:战斗进化的新武器系统在两个主要方面是独一无二的。首先是允许玩家一次携带两件武器,从而迫使玩家在整个游戏中进行权衡。第二个是投掷手榴弹的单个独立按钮,使它们在战役和多人游戏中都更加重要。
  • 人工智能:光环:战斗进化的人工智能对于它的时代来说是相当复杂的。有了全新的先进人工智能系统,人工智能所采取的行动,如在上级死后惊慌失措,从迎面而来的车辆中跳出来,或躲避炸药和压制性火力,帮助Halo从当时被释放的第一人称射击者中脱颖而出。

光环中的移动与其他第一人称射击游戏类似,允许玩家向前、向后和向左和向右移动(包括对角线),并独立于目标跳跃。在 Xbox 上,移动和瞄准通常在两个模拟棒之间以及PC上、键盘和鼠标之间分离。光环还允许玩家蹲下跳跃,虽然从高高的窗台上跳下通常会导致死亡,或至少严重的坠落损伤。跌倒造成的损害可以减少或完全否定与适时的蹲下权利,因为一个土地。此外,如果玩家蹲在他的跳跃的高峰,他将能够降落在一些稍高的东西比如果他跳不蹲下。此外,如果玩家从悬崖上跳下,他可以确保他在跌倒时定期触壁。这算作他正在触摸地板,每次玩家触壁时,损坏计数器都会变为零(游戏期间没有可见的损坏计数器)。

Halo: Combat Evolved's gameplay was characterized by several features which set it apart from less acclaimed first-person shooter games of its time.

  • Storyline execution: Halo: Combat Evolved's gameplay and storyline are tightly interwoven, delivered in a convincing manner consistent with the flow of the game.
  • Vehicular incorporation: Halo: Combat Evolved's includes the option for players to control multiple land and air based vehicles in third-person view. This vantage brings a welcomed sense of immersion and enhances specific points of gameplay, again setting Halo apart from contemporary first person shooters.
  • Weapons system: Halo: Combat Evolved's new weapons system is unique in two major respects. The first is only allowing players to carry two weapons at a time, thus forcing the player to make trade-offs as they progress throughout the game. The second is a single, separate button for throwing grenades, making them much more significant in both campaign and multiplayer games.
  • Artificial intelligence: Halo: Combat Evolved's AI is quite sophisticated for its era. With a brand new advanced AI system, actions performed by the AI such as panicking after the death of a superior, diving out of the way of an oncoming vehicle, or taking cover from explosives and suppressive fire, helped Halo stand out from the rest of the first-person shooters being released at the time.

Movement in Halo is similar to other first-person shooters, allowing the player to move forwards, backwards, and strafe left and right (including diagonally) and jumping independently of their aim. On the Xbox, moving and aiming are normally separated between the two analogue sticks, and on the PC, between the keyboard and the mouse. Halo also allows the player to crouch and jump, although jumping from a high ledge will often result in death, or at least major fall damage. Damage from falling can be reduced or negated entirely with a well-timed crouch right as one lands. Additionally, if the player crouches at the peak of his jump, he will be able to land on something slightly taller than if he were to jump without crouching. Also, if the player is jumping from a cliff he can make sure he is touching the wall periodically while he is falling. This will count as if he is touching floor, and every time the player touches the wall, the damage counter goes to zero (there is no visible damage counter during gameplay).

环境

光环:战斗进化具有各种各样的环境,包括人类和星盟星际飞船,光环本身的古建筑,和广阔的户外气候。第一关,秋风之墩,是完全在同名的人类星际飞船上战斗。下一关,光环,发生在温带高地气候与露天先行者结构散落。这个关卡还包括著名的"蓝梁塔"。真相与和解始于一片岩石沙漠,但设置改变了标题圣约巡洋舰约三分之一的方式通过。沉默制图师发生在一个热带岛屿上,在户外和未来派的先行者装置内都有大量战斗。控制室突袭战发生在高耸的悬崖和地下隧道的积雪、结冰区域,以及高科技悬索桥和在悬崖墙壁内和穿过悬崖墙内和穿过的不断重复的先行者结构中。

343 罪恶火花是一个重大的背离这些雄伟的环境,战斗在阴郁,异国情调的沼泽和同样阴郁的地下综合体,主办玩家介绍洪魔。然后,玩家被传送到三个中的第二个完全在室内关卡,智库,遇到重复,禁止走廊和大型电梯。士官长回到雪天的攻击控制室的双重背叛,访问几乎没有新的领域,但有趣的是,在相反的方向旅行。凯斯舰长发生在同一艘星盟舰船上真理与和解上,虽然现在严重受损,但这次有大量洪魔出现。最后,绝望深渊被设置在秋季的柱子上,有三个主要区别:洪水的存在,严重的结构破坏,以及进入工程部分和服务走廊的船舶,这是以前被禁止的。总共有六个关卡在户外有大量的战斗。

Halo: Combat Evolved features a wide variety of environments including human and Covenant starships, ancient buildings on Halo itself, and expansive outdoor climates. The first level, Pillar of Autumn, is fought entirely on the human starship of the same name. The next level, Halo, takes place in a temperate highland climate with open-air Forerunner structures scattered about. This level also contains the famous "Blue Beam Towers". Truth and Reconciliation begin in a rocky desert, but the setting changes to the titular Covenant cruiser about one-third of the way through. The Silent Cartographer occurs on a tropical island, with substantial combat both outdoors and inside futuristic Forerunner installations. Assault on the Control Room takes place in a snowy, icy area of towering cliffs and underground tunnels as well as high-tech suspension bridges and oft-repeated Forerunner structures built into and through cliff walls.

343 Guilty Spark is a significant departure from these majestic environments, with combat in gloomy, exotic swamps and equally gloomy underground complexes that host the player's introduction to the Flood. The player is then teleported to the second of three entirely indoor levels, The Library, encountering repetitive, forbidding hallways and massive elevators. Master Chief returns to the snowy climate of Assault on the Control Room for Two Betrayals, visiting almost no new areas but, interestingly, travelling in the opposite direction. Keyes occurs in the same Covenant ship from Truth and Reconciliation, albeit now heavily damaged, but this time the Flood are present in huge numbers. Finally, The Maw is set on the Pillar of Autumn with three major differences: the presence of the Flood, the heavy structural damage, and access to the Engineering section and service corridors of the ship, which were previously off-limits. In total, six of the ten levels feature a substantial amount of combat outdoors.

玩家伤害系统

在光环:战斗进化,玩家有一个有限的,非再生的健康,这可以通过拿起健康包完全恢复。完全失去健康会导致死亡,但健康水平降低不会妨碍玩家的行为。只有他的护盾耗尽,玩家的健康才能降低。如果玩家的健康处于最低水平,他们会微弱地听到约翰-117的心跳。

作为第一层保护是专门为MJOLNIR Mk.V装甲建造的屏蔽系统。盾牌每次被武器击中时强度都会下降,在从一定高度上击中或自由落体后会失败。防护罩的排水量取决于攻击者的武器,但如果在短时间内没有击中,会迅速再生。护盾代表着与大多数第一人称射击者的明显背离,在这种背离中,一个人的健康栏基本上通过拿起"盔甲"来增强。

In Halo: Combat Evolved, the player has a limited, non-regenerating health, which can be fully restored by picking up health packs. Running completely out of health will result in death, but having lower health does not impede player actions. A player's health can be reduced only if his shields have been depleted. If the player's health is at minimal levels they will faintly hear John-117's heartbeat.

Serving as the first layer of protection is the shielding system specially built for the MJOLNIR Mk. V armor. The shield will decrease in strength every time it is hit by a weapon and will fail after taking too many hits or freefall from certain altitude. The amount of shield drain depends on the attacker's weapon but will quickly regenerate if it is not hit for a brief period of time. The shield represents a marked departure from most first-person shooters, in which one's health bar is basically augmented by picking up "armor".

Damage Environment Mechanics

In Halo: Combat Evolved, splatter kills are an easy task for all vehicles. With a simple touch, most characters, including John-117 and Hunters can die instantly. This also includes the Shade Turret; if the Turret moves and hits someone, the victim will die instantly. Fall damage also has limits; if falling speed exceeds the maximum shield and health cap, the player will be killed instantly, regardless of whether they are touching a wall in the environment, though the damage can be nullified if player is using vehicles, unless out of bounds. Scorpion tanks and Warthogs are invulnerable to any attack, with damage taken to either vehicles will instead be applied to the driver. Ghosts and Banshees, however, can be destroyed if the pilot is mounting it.

战役

光环:战斗进化的战役可以由单人或合作进行。在合作游戏中,第二个玩家控制了士官长的相同副本。然而,第二个玩家不会出现在游戏中的任何过场动画中。

游戏的战役由十个关卡组成:

The campaign in Halo: Combat Evolved can be played by single-player or cooperatively. In cooperative play, the second player takes control of an identical copy of the Master Chief. This second player, however, will not appear in any cutscene in the game.

The game's campaign consists of ten levels:

  1. The Pillar of Autumn - "Escape intact as Covenant forces board your ship."
  2. 光环 - "Seek out surviving Marines and help them fight the Covenant."
  3. The Truth and Reconciliation - "Board a Covenant ship in an attempt to rescue Captain Keyes."
  4. The Silent Cartographer - "Search for the map room that will lead you to the secrets of Halo."
  5. Assault on the Control Room - "Defend the Control Room against wave after wave of Covenant troops."
  6. 343 Guilty Spark - "Creep through a swamp to meet the only enemy the Covenant fear."
  7. The Library - "Fight your way through an ancient security facility in search of the Index."
  8. Two Betrayals - "Re-activate the weapon at the heart of Halo... and learn the truth."
  9. Keyes - "Stage a one-cyborg assault on a Covenant ship and bring back the Captain."
  10. The Maw - "Destroy Halo before Halo destroys all life in the galaxy."

Multiplayer

Up to four players can play together using the same-console splitscreen mode. It is also possible for up to 16 players to play together in one Halo game over a local area network, using Xbox and/or Xbox 360 consoles that have been connected through an ethernet hub, or via Xbox Connect. The game's seamless support for this type of play, and a few large maps that can accommodate up to 16 combatants, is a first for console games. Since the game was released before the launch of Xbox Live, mainstream online play was not available for this title.

A total of 13 multiplayer maps are available:

Development

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Design

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文件:Halo 072199.jpg
The first official screenshot of Halo.
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The old heads-up display and a Halo that has fallen under disrepair. This design was eventually incorporated into Halo 3.

On July 21, 1999, during the Macworld Conference & Expo, Steve Jobs announced that Halo would be released for Mac OS and Windows simultaneously.[2] Before this public announcement, game industry journalists under a non-disclosure agreement had previewed the game in a private showing during E3 1999, and were reportedly amazed.[3] Bungie Studios later stated an even earlier development build of the game centered on real-time strategy and was "basically Myth in a sci-fi universe."[4]

At E3 2000, the first trailer of Halo was well-received.[5] The version shown there differed greatly from the one exhibited previously, marking the first major overhaul in the game's development.[6] At this point, Halo was a third-person action game, in which a transport starship crashlands on a mysterious ring world that orbits a star. Early versions of Covenant aliens appear in great numbers and loot what they can, and war erupts between them and the humans. Unable to match the technologically advanced alien race, the humans on the ring world resort to guerrilla warfare.[7] This version of the game featured Halo-specific fauna, which were later dropped because of design difficulties and the creatures' "detract from the surprise, drama and impact of the Flood."[8]

Microsoft announced on June 19, 2000 that it had acquired Bungie Studios.[9] Halo became an exclusive game for Microsoft's Xbox, and Bungie Studios rewrote the game's engine, heavily altering its presentation and turning it into a first-person shooter.[10] Originally a key element, the game's online multiplayer component was dropped because Xbox Live would be unfinished at the time of Halo's release. While a playable demonstration of the game at Gamestock 2001 was well-received,[11] critics had mixed reactions to its exhibition at E3 2001.[12][13][14] Roughly 90% of the final product was developed in just nine months of development, with team members working 16–20 hours a day for six days per week between January and October 2001.[15]

The novel Halo: The Fall of Reach by Eric Nylund was commissioned by Microsoft to serve as a prequel to Halo: Combat Evolved. During the writing of The Fall of Reach, Bungie reportedly almost cancelled the novel but was convinced by Eric S. Trautmann to approve it in exchange for himself, Matt Soell and Brannon Boren writing an estimated "80 percent" of the in-game dialogue of Halo: Combat Evolved. The dysfunctional relationship between Bungie and the Microsoft team working on the game created some disconnect - the notorious "this cave is not a natural formation" line was caused by Bungie promising that the environment would not be immediately obvious as an artificial formation. According to Trautmann, a number of Bungie employees resented the presence of Microsoft employees.[16]

The game was released in North America simultaneously with the Xbox, on November 15, 2001; the "Combat Evolved" subtitle was an addition by marketers at Microsoft, who felt that Halo alone was not a descriptive enough title to compete with other military-themed games.[17]

Audio

Halo's soundtrack was created by Bungie Studios' audio director, Martin O'Donnell, and received a large amount of praise from many critics. Martin O'Donnell has stated that his goal was to provide "a feeling of importance, weight, and sense of the 'ancient'."[18] He designed the music so that it "could be dissembled and remixed in such a way that would give [him] multiple, interchangeable loops that could be randomly recombined in order to keep the piece interesting as well as a variable length". Development involved the creation of "alternative middle sections that could be transitioned to if the game called for such a change (i.e. less or more intense)."[19]

Martin O'Donnell has remarked that he "sat with the level designers and 'spotted' the level as though it was a movie, with the knowledge that the music would have to be malleable rather than static... [T]he level designer would tell me what he hoped a player would feel at certain points or after accomplishing certain tasks". Based on this information, O'Donnell would "go back and develop appropriate music cues, then have the designer script the cues into the level, and then we'd play through it to see if it worked as desired."[20] He explained that the use of music in Halo is sparse because he believes that "[music] is best used in a game to quicken the emotional state of the player and it works best when used least", and that "[if] music is constantly playing it tends to become sonic wallpaper and loses its impact when it is needed to truly enhance some dramatic component of game play."[21]

Halo: Original Soundtrack

模板:Main Halo: Original Soundtrack, composed and produced by Martin O'Donnell and Michael Salvatori for the video game Halo: Combat Evolved, is one CD comprising 26 tracks. Some editions include a bonus DVD with game trailers for Halo 2. Most of the music from Halo: Combat Evolved is present on the CD, although some songs are remixed and some tracks are intermixed with others in medley form. It was released in 2001.

Marketing and release

Demonstration

模板:Main In 2000 at E3, Bungie showed off a trailer of the upcoming game to the public. This trailer featured Marines along with the Master Chief scouting out a Forerunner structure and the Covenant fighting them. During this trailer there was still no active AI so all the Covenant was actually controlled by Bungie. This trailer was before the conversion to the Xbox as an FPS.

Viral campaign

模板:Main Before Halo: Combat Evolved was released, a series of cryptic emails were sent to marathon.bungie.org. The emails were supposedly written by Cortana, but the contents written were greatly out of her character. Her hacking skills, however, were shown, having some of the messages from other email accounts and even from the 1.3 version of the Bungie game Myth: The Fallen Lords CD. These messages provided a small glimpse of the Halo Trilogy plot.

Package

The game shipped with a game disc, and a manual detailing how to play the game and why everything is happening so far in the story.

Reception

Halo was the main launch title for Xbox and is said to be the game that made the Xbox what it is today. It was widely renowned for saving the fledgling Xbox platform, as the Xbox lacked any titles to compete with Sony's PlayStation 2 or Nintendo's GameCube. Halo became an overnight success and managed to drive the platform from the brink of an early death. It went on to sell 6.43 million copies; in other words, 26% of all Xbox owners also owned Halo.[22][23]

It was also critically acclaimed. IGN gave the game a 9.7 out of 10 and stated it to be the best Xbox game of all time. X-Play gave it a perfect 5 out of 5. The game got a perfect ten from EGM, and was 2002 Game of the Year for IGN, EGM, OXM, and AIAS. It got a 9.5 out of 10 from Game Informer, and an average meta-score of 97 out of 100, making it the most highly rated Xbox game of all time. It also got a score of 9.0 for the PC version and 9.7 for the Xbox version from Gamespot. It was also called the game that reinvented a genre. OXM rated Halo: CE Number 1 in a list of the 100 best games of recent memory, saying "The Xbox did not create Halo, Halo made the Xbox".

重新发行

  • 2003 - Rereleased for PC and Mac platforms as Halo: Combat Evolved for PC.
  • 2004 - Rereleased with a special version of the Xbox in the United States, Australia and New Zealand. This version was translucent green and came with a copy of Halo: Combat Evolved and a matching translucent green Controller S. The console case featured the Halo logo and the words "Special Edition"; the controller had a jewel that had the Halo logo in place of the normal Xbox logo. The version of Halo that came with this bundle was identical to other versions of Halo, with the exception of a "NOT FOR RESALE" notice placed on the front of the game case. - [24]
  • 2004 - Rereleased as part of Action Double Pack which included Brute Force and Halo: Combat Evolved.[25]
  • 2005 - Rereleased as part of the Halo Triple Pack which contained Halo: Combat Evolved, Halo 2, and Halo 2 Multiplayer Map Pack.
  • 2007 - Rereleased as part of the Halo History Pack (Japan only), which contained Halo: Combat Evolved, Halo 2, and a sneak peek of Halo 3,[26] and as part of Xbox LIVE's Xbox Originals.
  • 2011 - Remade as Halo: Combat Evolved Anniversary to tie in with Halo's tenth anniversary.
  • 2014 - Rerelease of Anniversary as part of Halo: The Master Chief Collection on Xbox One, with the original Halo multiplayer compatible for the first time ever with console matchmaking.
  • 2020 - Rerelease of Anniversary as part of Halo: The Master Chief Collection on Windows 10 and Steam.

Original Halo team

模板:Scrollbox

Production notes

  • Halo: Combat Evolved was not the original title made by Bungie; the original title of the game had always been intended to be simply "Halo". The subtitle "Combat Evolved", which Bungie has stated they "hated", was suggested by Microsoft Game Studios during the Halo's development phase in order to make the title more descriptive and indicative of a shooter game.[27]
  • There are 8,087 lines of dialog, most of them randomly triggered during combat.[28]
  • The Halo: Combat Evolved box art shows the Banshees in the background in their pilotless stance, yet they are still flying. Similarly, they are shown firing thin beams, rather than the bolts that they actually fire in-game.
  • Halo: Combat Evolved was originally going to have most of the weapons that were introduced in Halo 2 and Halo 3, but due to time constraint, most of the weapons were cut from the final version.[29]
  • In the game's manual, the plasma rifle's blueprint is an overlap of a needler underneath and the rifle on top.
  • Halo was originally planned to have a changing weather system which was mentioned in the August 2000 issue of PC Gamer magazine.[30]

Gallery

Sources

模板:Ref/Sources

另见

外部连接

模板:Navbox/Media/Games

  1. Halo Waypoint: Sunsetting Halo Xbox 360 Game Services in 2021
  2. IGN: Heavenly "Halo"
  3. PC Gamer: Your first look at... "Halo"
  4. Bungie.net: Inside Bungie: History
  5. Blue's News: Blue's News Best of E3 2000
  6. halo.bungie.org: Frequently Asked Questions about "Halo"
  7. Computer Gaming World: Games That Will Change Gaming
  8. Bungie.net: One Million Years B.X. (Before Xbox)
  9. Microsoft: Microsoft to Acquire Bungie Software
  10. GameCritics: "Halo" (Xbox) Preview
  11. IGN: Playable "Halo" at GameStock
  12. halo.bungie.org: "Next Generation Magazine"
  13. FiringSquad: 2001 E3 Part 1'
  14. halo.bungie.org: "GamePro"
  15. Paul Russel on Twitter
  16. The Sci Fi Show: Episode 005: DC Reboot/Eric Trautmann
  17. Edge: A Space Odyssey ("Quote" Jaime Griesemer: At the time, Microsoft marketing thought Halo was not a good name for a videogame brand. It wasn't descriptive like all the military games we were competing with. We told them Halo was the name. The compromise was they could add a subtitle. Everyone at Bungie hated it. But it turned out to be a very sticky label and has now entered the gaming lexicon… so I guess in hindsight it was a good compromise. But the real name of the game is just Halo.)
  18. Xbox.com: Just the Right Sense of Ancient
  19. Music4Games: The Use and Effectiveness of Audio in "Halo": Game Music Evolved
  20. Music4Games: The Use and Effectiveness of Audio in Halo: Game Music Evolved
  21. halo.bungie.org: Producing Audio for "Halo"
  22. VG Chartz: Halo: Combat Evolved
  23. VG Chartz: Platforms
  24. xfusion2010 - Xbox Halo Combat Evolved edition
  25. IGN - Call it Halo Force
  26. Gamespot Halo History Pack
  27. ComputerAndVideoGame: Microsoft forced Bungie to accept 'Combat Evolved' name
  28. halo.bungie.org, Halo Dialogue Statistics - November 12, 2007
  29. Youtube: Evolution of Halo Part 2: Pre-Xbox 1999 Version to 2000 Demo
  30. halo.bungie.org: PC Gamer August 2000