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Halo:Reach

FromWikipedia,thefreeencyclopedia

Halo:Reachisafirstpersonshootervideogamedevelopedby
BungieandpublishedbyMicrosoftGameStudiosfortheXbox
360homevideogameconsole.Thesixthgameofthefranchise,
ReachwasreleasedworldwideinSeptember2010.Thegame
takesplaceintheyear2552,wherehumanityislockedinawar
withthealienCovenant.PlayerscontrolNobleSix,amemberof
anelitesupersoldiersquad,whenthehumanworldknownas
ReachfallsunderCovenantattack.

Halo:Reach

AfterreleasingHalo3in2007,Bungiesplitintoteamsto
developtwodifferentgameswhatwouldbecomeHalo3:
ODSTandReach.Thedevelopersdecidedtocreateaprequelto
theoriginalHalogametrilogy,freeingthemselvesfromthe
obligationofaddressingoldstorythreads.Asthegamewould
takeplaceonahumanworlddoomedtobedestroyed,they
focusedonmakingtheenvironmentacharacteruntoitself.
LongtimeHalocomposersMartinO'DonnellandMichael
SalvatorireturnedtocomposeReach
'
smusic,aimingforamore
sombersoundtomatchthestory.
ReachwasannouncedattheElectronicEntertainmentExpo
2009inLosAngeles,California,andthefirstinenginetrailer
wasshownatthe2009SpikeVideoGameAwards.Playerswho
purchasedODSTwereeligibletoparticipateinaReach
multiplayerbetainMay2010thebetaallowedBungietogain
playerfeedbackforfixingbugsandmakinggameplaytweaks
beforeshippingthefinalversion.MicrosoftgaveReachits
biggestgamemarketingbudgetyetandcreatedawardwinning
liveactioncommercials,actionfigures,andinteractivemediato
promotethegame.

Developer(s)

Bungie

Publisher(s)

MicrosoftGameStudios

Composer(s)

MartinO'Donnell
MichaelSalvatori

Series

Halo

Platform(s)

Xbox360

Releasedate(s)

WW

September14,2010

JP

September15,2010

Genre(s)
Firstpersonshooter
ThegamegrossedUS$200milliononitslaunchday,settinga
newrecordforthefranchise.Reachsoldwellinmostterritories, Mode(s)
Singleplayer
movingmorethanthreemillionunitsitsfirstmonthinNorth
Multiplayer
America.Criticalreceptionwaspositivereviewersfrom
publicationssuchasGamePro,IGN,andOfficialXboxMagazinecalleditthebestHalotitleyet.Critics
generallypraisedthegame'sgraphicsandsound,buttheplotandcharacterswerelesspositivelyreceived.
ReachwasBungie'sfinalHalogamesubsequentgameshavebeenoverseenbyMicrosoftsubsidiary343
Industries.

Contents

Contents
1Gameplay
1.1Multiplayer
2Plot
2.1Settingandcharacters
2.2Story
3Development
3.1Design
3.2Audio
3.3Multiplayerbeta
4Release
4.1Marketing
4.2Sales
4.3Downloadablecontent
5Reception
5.1Awards
6References
7Externallinks

Gameplay

Theplayercharacterfireshisassaultrifleat
enemyCovenantforces,flankedbymembers
ofNobleTeam.

Halo:Reachisafirstpersonshooterinwhichplayers
predominantlyexperiencegameplayfromafirstperson
perspectivethegameperspectiveswitchestothirdperson
whenusingcertainweaponsandvehicles.[1]:25Gameplayis
moresimilartoHalo:CombatEvolvedthanlatergamesinthe
series.[2]Theplayer'sheadupdisplaydisplaysandtracksa
player'scurrentweapons,abilities,andhealthitalsocontains
acompassanda"motiontracker"thatregistersmovingallies,
enemies,andvehiclesinacertainradiusoftheplayer.The
HUDchangeswhentheplayerpilotsaircraftand
spacecraft.[1]:25

Inthegame'scampaign,whichcanbeplayedaloneor
cooperatively,playersassumetheroleofNobleSix,asupersoldierengagedincombatwithanalien
collectiveknownastheCovenant.[3]TheCovenantcomeineightdistinctvarietieswithdifferentranksand
classesforeachtypeforexample,Elitesaretheleadersofagroup,whileGruntsarelessintelligentand
onlydangerousinlargegroups.[1]:11Theplayerisequippedwitharechargingenergyshieldthatabsorbs
damagefromweapons,fireandimpacts.Whentheenergyshieldisdepleted,theplayerloseshealth.When
theplayer'shealthreacheszero,thecharacterdiesandthegamereloadsfromasavedcheckpoint.Healthis
replenishedusinghealthpacksscatteredthroughoutReach
'
slevels.[2]Thecampaign'sencounterswith
enemiesaretypicallylarge,openspaceswithweaponscaches,coverfromenemyfireandstrategicvantage
points.[4]NewtotheHaloseriesaredogfightsequencessetinspace.[5]

Reachfeaturesupdatedversionsofoldweapons,plusnewweaponsfulfillingvariouscombatroles.[6]In
Halo3,playerscancarrysingleuseequipmentpowerupsthatoffertemporaryoffensiveordefensive
advantages.[7][8]ThissystemofsingleuseequipmentisreplacedinReachbyreusableandpersistentarmor
abilitiesthatremainwithacharacteruntiltheyarereplaced.[9]Theabilitiesareajetpackactive
camouflagesprinthologram,whichcreatesafacsimileoftheplayerrunningtowardsatargetpointdrop
shield,whichcreatesabubblethathealsthoseinsideandprotectsthemfromalimitedamountofdamage
andarmorlock,whichimmobilizestheplayerbutgrantsinvincibilityforabriefperiodoftime.When
playingasCovenantElites,playersalsohaveaccesstoanevadearmorability.[1]:10[10]

Multiplayer
ReachsupportsplayerversusplayermultiplayerthroughsplitscreenonasingleXbox360,localnetworks
(SystemLink),andtheXboxLiveservice.Thegameincludesstandardmultiplayermodessuchas"slayer"
andcapturetheflag,aswellasgametypesnewtothefranchise.In"headhunter",playersdropskullsupon
death,whichotherplayerscanpickupanddepositatspecialzonesforpoints.[11]Whenplayersdie,alltheir
accumulatedskullsaredropped."Stockpile"hasteamsracetocollectneutralflags,holdingthematcapture
pointseveryminuteforpoints."Generatordefense"pitsthreehumansupersoldiers,orSpartans,against
threeCovenantsoldierscalledElites.TheElites'objectiveistodestroythreegenerators,whiletheSpartans
defendtheinstallation.Aftereveryroundtheplayersswitchroles."Invasion"isasixversussixmodewith
threesquadsoftwooneachteam.[12]ThegametypematchesSpartansagainstElitesElitesvieforcontrol
ofterritoriestodisableashieldguardinganavigationcore.Oncetheshieldisdisabled,theymusttransfer
thecoretoadropshiptheSpartansmustpreventthis.Asthegameprogresses,newvehiclesandareasof
themapbecomeopen.[2]
Alongsideothermultiplayeroptionsis"firefight",whereplayerstakeonincreasinglydifficultwavesof
foesinagameofsurvival.Playerscancustomizethefirefightoptions,includingthenumberandtypesof
enemies.FirefightversusallowsaplayercontrolledEliteteamtotrytostopaSpartanteamfromscoring
points.Gamemodeslikegeneratordefensearealsoplayableinfirefight.[13][14][15]
AlsoincludedwithReachis"Forge",aleveleditor.Playerscaneditthedefaultmultiplayermapsanda
largeemptymapknownas"ForgeWorld",addingormodifyingspawnpoints,weaponsanditems.Objects
maybephasedintootherobjects,andcanalsobesnappedtospecificorientations.[16]Otherincluded
featuresarethe"theater",whereplayerscanwatchsavedfilmsoftheirgamesandtakescreenshotsand
videoclipsforposterity,andthefileshare,whereplayerscanuploadtheirscreenshots,films,custommaps,
andgametypesforpublicviewing.[1]:2024

Plot
Settingandcharacters
Reachtakesplaceinafuturisticsciencefictionsettingtheyearis2552,shortlybeforetheeventsofthe
videogameHalo:CombatEvolved,[17]andduringtheeventsofthenovelHalo:TheFallofReach.
Humans,undertheauspicesoftheUnitedNationsSpaceCommand(UNSC),havebeenwagingalongwar

againstacollectiveofalienracesknownastheCovenant.BytheeventsofReach,almostallofhumanity's
interstellarcolonieshavefallen.ReachitselfisanEarthlikecolonythatservesastheUNSC'smainmilitary
hub.Thecolonyishometoover700millionciviliansinadditiontothemilitarypresence.[18]
Thegamefollowstheactionsof"NobleTeam",aUNSCspecialoperationsunitcomposedofelite
supersoldiersknownasSpartans.[19]Playersassumetheroleofanewadditiontotheteamidentifiedbythe
callsignNobleSix.NobleTeam'sleaderisCarterA259,anononsensesoldier.Hissecondincommand,
KatB320,hasabionicarmtogether,CarterandKataretheonlyremainingoriginalmembersofNoble
Team.TheothercurrentmembersincludeheavyweaponsspecialistJorge052,assaultspecialistEmile
A239,andmarksmanJunA266.[9][17][20]

Story
ThegameopenswiththeplanetReachinruins,thenflashesbacktobeforethedevastatinginvasionbythe
Covenant.NobleTeam,dispatchedtodiscoverwhyacommunicationsrelayhasgoneoffline,discovers
CovenantforcesonReach.Soonafter,theteamdefends"SwordBase",anOfficeofNavalIntelligence
(ONI)installation,fromaCovenantvessel.TheteammeetsCatherineHalsey,ascientistandthe
mastermindbehindtheSpartanprogramandtheirMJOLNIRpoweredarmor.HalseyinformsNobleTeam
thattheCovenantforcesattherelayweresearchingforimportantinformation.
JunandSixaredispatchedonacovertmissiontoassesstheCovenant'sstrengthanddiscoveraninvasion
forcegatheringontheplanet.Thefollowingmorning,NobleTeamassistsUNSCforcesinassaultinga
Covenantgroundbase.WhenamassiveCovenantsupercarrierjoinsthefight,JorgeandSixtakepartina
plantodestroythesupercarrierusingamakeshiftbomb.TheSpartansusestarfighterstoinfiltrateasmaller
Covenantcorvette,preparethebombandsetthecorvetteonadockingcoursewiththecarrier,butthe
bomb'stimerisdamaged.Leftwithnochoice,Jorgestaysbehindandsacrificeshimselftodestroythe
supercarrier.Momentslater,hugenumbersofCovenantshipsarriveatReachandbeginafullscale
invasion.
SixreturnstothesurfaceandtravelstothecityofNewAlexandria.TheSpartanaidsthelocalmilitaryin
fightingtheCovenantandevacuatingthecity,reunitingwithNobleTeamalongtheway.Theyretreattoan
undergroundbunkerwhentheCovenantbegintobombardthecitywithplasma,butKatiskilledbya
Covenantsniperbeforetheyreachit.RecalledtoSwordBase,NobleTeamisguidedundergroundtoan
ancientartifactthatHalseybelievesiskeytowinningthewaragainsttheCovenant.Six,CarterandEmile
areentrustedwithtransportingtheartificialintelligenceCortana,andtheinformationshecarriesconcerning
theartifact,totheUNSCshipPillarofAutumn.JunleavestheteamtoescortHalseytoanotherbase.
EnroutetotheAutumn
'
sdrydock,Carteriscriticallywounded.HeramshisshipintoaCovenantmobile
assaultplatform,allowingSixandEmiletosafelyreachtheshipyard.Emileusesamassdriver
emplacementtodefendtheAutumnwhileSixfightsthroughCovenantgroundforcestogetCortanatothe
Autumn
'
scaptain,JacobKeyes.WhenEmileisslainbyElites,Sixremainsbehindtocontrolthegun,
ensuringtheAutumn
'
sescape.TheAutumnfleesfromReachanddiscoversaHaloringworld,sparkingthe
eventsofHalo:CombatEvolved.
ThepostcreditssceneputstheplayerincontrolofSix'slaststandagainstoverwhelmingCovenantforces.
Aftersustainingheavydamage,Sixdropshisorhershatteredhelmetandisoverwhelmedandkilled.
Decadeslater,Six'shelmetremainsonthegrassyplainsofanowrestoredReach.AnarrationbyHalsey
eulogizesNobleTeam,whoultimatelyenabledhumanity'svictoryovertheCovenant.

Development
Halo:ReachwasannouncedonJune1,2009,accompanied
byatrailerattheMicrosoftElectronicEntertainmentExpo
(E3)pressconference.[21]Apressreleaseannouncedthatan
invitationtotheopenmultiplayerbetaofthegamewould
appearin2010.[22]ReachisBungie'slastgamedevelopment
fortheHaloseries.ResponsibilityfordevelopingfutureHalo
gamesfelltoMicrosoftsubsidiary343Industries.[23]
AtrailerreleasedMarch3,2010,showcasedthegame's
Reach
'
sE3announcement
[24]
multiplayer. Bungierevealedpartsofthegame'scampaign
andFirefightatE32010.Thegamereachedthe"zerobugrelease"milestoneonJune23,signifyingashift
fromcontentcreationtotroubleshootingbuggyartificialintelligenceorotherelementswouldberemoved
ratherthanfixedatthispointbecauseoftimeconstraints.[23]Bungiereleasedthecompletelistof
achievementsforthegameonJuly30,includingtheirtitles,symbols,andrequirements,[25]andcompleted
ReachbetweentheendofJulyandbeginningofAugust2010.[26]

Design
AfterHalo3,developmentstudioBungiecreatedaninternalteamtoworkonPeterJackson'splannedHalo
game,HaloChronicles.Chronicleswaseventuallycanceledandtheteambeganworkingonastandalone
expansionprojectHalo3:ODSTwhileanotherteam,ledbycreativedirectorMarcusLehtoanddesign
leadChristianAllen,[27]workedonReach.[28]Theteamconsideredmanydifferentconceptsandapproaches
tothegameamongtherejectedideaswasasequeltoHalo3.[29]Theteameventuallysettledonaprequel
tothefirstHalogameinbrainstormingsessions.ItwouldtakeplaceontheplanetReach,duringapivotal
timeinthewar."Reach,asafictionalplanet,wasjustagreatcandidate[to]playaroundwith.It'ssucha
richworld,withsuchagreatfictionsurroundingit,"saidLehto."Wewerelike:'Okay,that'sit.We'vejust
gotalotofthingswecandotheresowecanbuildanimmensestorywithit.'"[30]Nolongerburdenedwith
continuingthestorythreadsoftheHalotrilogy,BungieusedReachtointroducenewcharactersand
settings.[26]AsReachendswiththedestructionofthetitularplanet,Bungiewantedtobesureplayersstill
feltasenseofaccomplishmentandsuccess."Itisachallengeoveralltoensuretheplayerfeelsthey'redoing
therightthingallthewaytotheend,"saidLehto.[31][32]
Lehtorecalledthatmakingacharacterdrivenstorywasagreatchallengeplayerswouldcometoknow
moreaboutthemastheyprogressedthroughthecampaign,buttheSpartancharactersalsohadtobehave
intelligently.[33]"TheHalogamesconsistentlyfeaturedprotagoniststhatweresilentduringgameplay
sequences.CommunitymanagerBrianJarrardpushedforallowingplayerstochooseafemaleNobleSix
andhavethecinematicsanddialoguechangeaccordingly.[34]Thepostcreditgamesequencewasthe
subjectofintensediscussionsomeatBungiewantedtoremoveit.ExecutiveproducerJoeTungnoted,"the
'survive'component...feltgreattous.Wedefinitelytalkedaboutdifferentversionsofhowthatwas
happeninganddifferentversionsofending[thegame]cinematically,butIthinkthewaythatitultimately
endedupisjustareallywellpaced,significantandemotionallyimpactfulending."[35]

ThedevelopersoriginallyintendedtoportexistingHalo3assetstoReachandupdatethem.[36]ForHalo3,
Bungiehadbeenforcedtoshrinkpartsofthegametofitthegameengine'sconstraints,[34]butwantedto
makeReachlookbetterthanitspredecessors.[37]"Themorewestartedlookingintothis,themorewefound
thatrealisticallywecouldrebuildeachassetfromscratchwithahugeincreaseinqualitywithout
significantlyinvestingmoretime,"saidBungie3DartistScottShepherd.[36]Textureresolutionandpolygon
countsformodelsincreasedtheReachassaultrifleisconstructedofmorepolygonsthananentireMarine
characterfromHalo3.[36]Theprequelconceptalsogavetheartteamanopportunitytoredesignkey
enemies,weapons,andelementsoftheseries.ArtistsfoundinspirationintheoriginalconceptartforHalo:
CombatEvolvedtheshapefortheredesignedCovenantGruntscamefromasketchthatconceptartistShi
KaiWangcreatedtenyearsearlier.[36][38]
Thedevelopersredesignedthegameengine,thesoftwarethathandlesrenderingandmuchofgameplay.[39]
Bungiehiredanexpertinmotioncapturetodevelopmorerealisticcharacteranimations.[33]Buildinga
motioncapturestudioinhousesavedBungietimeasmotioncapturedatacouldbeappliedtothegame
modelsthesamedayitwasshot.[40]Thedeveloperssoughttoincreasereplayvaluebyfocusingon
improvingartificialintelligence.[37]Ratherthanscriptingenemyencounters,theyfocusedonamoreopen
worldorsandboxapproachtobattles.[39]

Audio
ComposingteamMartinO'DonnellandMichaelSalvatoriscoredReach.O'Donnellwrote"somber,more
visceral"musicsincetheplotischaracterdrivenandfocusesonaplanetthatisalreadyknowninthe
Halofictionaluniversetohavefallen.[41]ThefirstmusichewroteforReachwasplayedforthegame's
worldpremiere,andheuseditasastartingpiecetodevelopfurtherthemes.[42]O'Donnellbeganworkon
ReachwhileODST,forwhichhealsowrotethemusic,wasstillinproduction,butdidnotbegincomposing
untilAugust2009.PastHalocollaboratorsSalvatori,C.PaulJohnson,andStanLePardassistedO'Donnell.
WithReach,hedidnotgivethemstrictlydividedresponsibilities."Idecidedthistimetocomeupwith
somethemes,tempos,keys,andotherbasicstartingpointsformusicalideas,"explainedO'Donnell."I
sharedthesewithalltheothercomposersandjustaskedthemtotakeoffiftheyfeltinspiredbyanyofthat
material."TheworksinprogresstheycameupwithwereeitherretouchedbyO'Donnellorsentbacktobe
finishedbytheircomposer.[43]
InpreviousHalogames,sectionsofmusicoverlapandchangedependingonplayeraction.Reach
'
ssystem
ofinteractiveaudiowasmuchmorecomplex,featuringtheabilitytocombineuptosevenlayersof
instrumentationcomparedtoCombatEvolved
'
stwo.[44]Developersalsoexpandedthesoundeffectsystem.
EveryinteractingobjectinReachproducestwosoundsforrespectiveobjectsforexample,aWarthog
vehiclethathitsanarmoredCovenantsoldierproducesacrunchingmetalnoisebasedonthetwocolliding
elements.[45]Theinteractionbetweenobjectsandterrainwasdemonstratedinaningameenvironmentthat
O'Donnellcalled"thestripeyroom"afterthebandsofalternatingcolorsontheobjectsandenvironment.[44]
Halo:Reach(OriginalSoundtrack)
No. Title
1. "Overture"

Writer(s)
MartinO'Donnell,Michael
Salvatori

Length
4:47

2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
16.
17.
18.
19.
20.

"WinterContingency"
"ONI:SwordBase"
"Nightfall"
"TipoftheSpear"
"LongNightofSolace"
"Exodus"
"NewAlexandria"
"ThePackage"
"ThePillarofAutumn"
"Epilogue"
"FromtheVault"
"Ashes"
"Fortress"
"We'reNotGoingAnywhere"
"AtAnyCost"
"BothWays(remix)"
"WalkingAway"
"GhostsandGlass"
"WeRemember"

O'Donnell,Salvatori
O'Donnell,Salvatori
O'Donnell,Salvatori
O'Donnell,Salvatori
O'Donnell,Salvatori
O'Donnell,Salvatori
O'Donnell,Salvatori
O'Donnell,Salvatori
O'Donnell,Salvatori
O'Donnell,Salvatori
O'Donnell,Salvatori
O'Donnell,Salvatori
O'Donnell,Salvatori
O'Donnell,Salvatori
O'Donnell,Salvatori
O'Donnell,Salvatori
O'Donnell,Salvatori
O'Donnell,Salvatori
O'Donnell,Salvatori
Totallength:

12:09
8:28
5:41
6:05
11:47
7:19
8:42
6:56
9:40
4:30
4:59
2:46
1:08
1:14
2:30
2:17
1:53
2:42
2:05
107:24

Multiplayerbeta
Reach
'
smultiplayerbetawasopentoownersofHalo3:ODST.MorethanthreemillioncopiesofODST
weresoldbyNovember2009.[46]Bungieestimatedbetweentwoandthreemillionplayersfortheupcoming
Reachbeta,comparedtothe800,000thatparticipatedinHalo3
'
strial.[47][48]Developmentschedules
forcedBungietoreleaseasixweekoldbeta,fraughtwithbugsandissuesalreadyaddressedinnewer
builds.Thoughconcernedthattheseissuesmighttarnishthegame'simage,Jarrardnotedthattheyhadlittle
choicebuttoshipitasitwasandcommunicatewithplayersconcerningthefixes.[49]
Morethan2.7millionplayersparticipatedinthebeta,whichlastedfromMay3to20.[50]Thegamewas
rolledoutfromaninternalgroupofBungieandMicrosoftemployees,withthetotalnumberofplayersin
thethousands.Whenthebetawentpublic,morethanamillionplayedthefirstday,causingbackend
serverstostruggletohandlethetraffic.Whiletheengineeringteamhadoverestimatedserverload,bugsin
serverclusterscausedgameuploadstobecomebackedup,slowingmatchmakinguntiltheunderlying
issuescouldbefixed.Jarrardnotedthatthe16milliontotalhoursofplaytimeandlargescalerolloutofthe
betawasvitaltoseeinghowReachwouldperform.[49][51]
Bungieusedthebetatofixmistakes,glitches,andbalanceissueswithingameplayelements.[52]"We
neededourfanstoprovidefeedback,"saidLehto,addingthathavingalargeaudienceto"hammer"onthe
gameallowedthemtogatherusefulfeedbacktomoldthefinishedproduct.[53]Thegameautomatically
collectedstatisticssuchasuploadandmatchmakingspeeds,aswellasgamepreferencessortingoutwhat
Jarrardcalled"themoresubjectiveanecdotalfeedback"fromemails,notes,andforumsprovedmore
difficult.TheReachbetageneratedover360,000forumpostsonBungie'scommunityforums.Bungie
createdofficialthreadsforgroupsofissuestomanagethehighvolumeoffeedback"Wetriedtogive

peoplealittlebitmoreofadirectavenuetogivethatfeedbackandtomakeourliveseasier.Itwas
definitelyalottoassessanddigest,"saidJarrard.[49]Certainfeedbackfromtheplayersdidnotcorrelate
withthestatisticaldataobtainedfromthematchesduringthebeta.ChrisCarney,leaddesignerforthe
multiplayermode,recalledvocaldissatisfactionwiththepistolearlyinthebetabytheendofthebeta,the
weaponwasresponsibleformostofthekillscomingfromnewlyincludedweaponsinthegame.Bungie
deployedspecialtestmatchestoeliminatelurkingvariables,balancegameplay,andmakeotherinformed
changes.[54]

Release
ReachwasreleasedinthreeeditionsonSeptember14,2010.[55]Thestandardeditionconsistedofthegame
anditsmanual.Thelimitededitionfeaturedanartifactbagwithstoryinformation,differentpackaging,and
anexclusivesetofingameElitearmor.The"legendaryedition"containedallthematerialsfromthe
limitededition,adifferentpackaging,twohoursofdevelopercommentaryonthegame'scutscenes,anin
gameSpartanarmoreffect,anda10pound(4.5kg)statuecreatedbyMcFarlaneToys.[56]NorthAmerican
playerswhopurchasedafirstruncopyofthegame(instorenearlaunchdayorpreordered)receivedanin
gameSpartan"recon"helmetcustomizationplayersinotherregionscouldearnitonlybypreordering.[57]
ReachalsocamebundledwithalimitededitionXbox360SlimthatsportsHalothemedsoundsandfinish
andtwocontrollers.[58]
BungiereleasedademoonMay24,2010,featuringasingleplayerlevelfromthegame'sstorymode,a
multiplayercompetitivemap,andacooperativefirefightmission.[59]MicrosoftlaterlistedReachasan
XboxLiveMarketplacedownloadonAugust12,2010,atapriceof99999MicrosoftPoints
(~US$1250).[60]Aspokespersonconfirmedthedownloadwasformediareviewpurposes,andthatthere
werenoplanstodistributethegametothepublicthroughGamesonDemand.[60]Fourdayslater,hackers
managedtoaccess,download,anddistributethegameonline[61][62]Microsoftstatedtheywereactively
investigatingthematter.[63]Halo2,Halo3,andODSTweresimilarlyleakedaheadoftheirplanned
release.[64]

Marketing
AccordingtoJarrard,theteamdecidedtohavemuchmore"grandiose"marketingforReachthanthatof
ODST.[47]MicrosoftgaveReachitslargestgamemarketingbudgetatthetime,surpassingthescaleand
$6.5millioncostofHalo3
'
sawardwinningmarketing.Marketersfocusedtheireffortsonconnectingwith
consumersviauniversalthemes,ratherthanoutdoingHalo3
'
spush.[65]InterpublicGroupofCompanies'
AgencyTwoFifteenhandledstrategyandvideodevelopmentforthemarketingpush,whileAKQA
developedinteractivecomponents.TheagencieswereinvolvedwithHalo3
'
smarketing.Theadvertisers'
briefwassimple:"RememberReach.Focusontheheroes,notthevictims.Expandouraudiencebeyond
Halofanboys."[66]
TheadvertisingcampaigncommencedinApril2010withtheliveactionshort"BirthofaSpartan".[66]A
seriesofonlinevideoshighlightingadayinthelifeofaverageReachcitizensbeforetheCovenantinvade,
beganonAugust23,followedbyTVspotsonAugust29.[67]TheseriesconcludedinlateAugustwith
anothershort,"DeliverHope".[68]Aspartofthepromotions,Microsoftcreatedaninteractivelight

sculptureusersloggedontoawebsitewheretheycoulddirectaKUKAindustrialrobottoplotpinpricksof
lightover54,000pointscreatedamonumenttoNobleTeamthatfadedunlessmorepointswereplotted.[69]
Reach
'
smarketingwonseveralindustrydistinctions,amongthemthirteenmedalsfromtheMI6Game
MarketingConferenceAwards.[70]
Severallinesoftieinmerchandisewerelaunched.McFarlane,whohadproducedtoysforHalo3,createda
lineoffiveinchactionfigures,[71]whileSquareEnix'sPlayArtstoylabelcreatedadditionalfigures.[72]
ReachwasreleasedTuesday,September14in25countries.Tensofthousandsofstoressignedupfor
midnightlauncheventssponsoredeventstookplaceinLondon,Oslo,Stockholm,andNewYork.[73]

Sales
Reachmade$200millioninfirstdaysales,arecordforthefranchise.Itsstrongsalessuggestedtoanalysts
thatcoretitlesintheholidayseasoncouldreversesluggishvideogamesalesin2010.[74]Initsfirstsixteen
daysthegamesold$350millionworthofmerchandise.[75]ReachpremieredatthetopofXbox360and
multiplatformchartsinmostterritories.[76]FiguresfromtheNPDGroupestimatedthatReachsold3.3
millionunitsinNorthAmerica,makingitthethirdgameforitsconsolegeneration(Xbox360,PS3,Wii)to
sellmorethanthreemillionunitsduringthefirstmonthofitsrelease(alongsideHalo3andModern
Warfare2).[77]Halo:Reachbecamethethirdbestsellinggameof2010inNorthAmerica,behindCallof
Duty:BlackOpsandMaddenNFL11.[78]Itsold4.7millionunitsbySeptember2011.[79]
IntheUnitedKingdom,Reach
'
sopeningweekwasthefifthbestlaunchintheterritory,beatingHalo3
'
s
debutby20,000unitsandODST
'
sby200,000units.[80]InitssecondweekontheUKchartsReachwasthe
secondbestsellingtitle,displacedbytheracinggameF12010.[81]Reachcontinuedtoholdthetopplacein
NorthAmerica.[82][83]InJapan,thegamedebutedatfirstplacewith44,413units,butfaredpoorlyinthe
longterm(ashaveotherHalogames).ThisshowingwasaboveODST
'
ssalesof29,734inthecomparable
[84]
timeframe,butbelowHalo3
'
s61,143. Reachdroppedoutofthetop20bestsellingtitlesentirelyits
[85][86]
secondweek.

Downloadablecontent
Reachsupportsadditionaldownloadablecontent(DLC).Bungiereleasedthegame'sfirstDLC,dubbedthe
"NobleMapPack",onNovember30,2010[87]thismappackcontainsthreemaps,uniqueinthattheyare
notbasedonReachcampaignlevels.[88]MicrosoftpartneredwithCertainAffinity,whichhadworkedon
Halo2maps,[89]toproducethesecond,"DefiantMapPack",[90]madeavailablefordownloadonMarch15,
2011.[91]
A"titleupdate"wasreleasedby343IndustriesforReachthatmodifiedgamemechanicssuchasbullet
spreadandmeleedamage.TheupdatealsocontainedplaylistsforHalo:CombatEvolvedAnniversary.[92]
Purchasersofanniversaryeditionreceivedavouchertodownloadthegame'ssevenmultiplayermaps
directlyintoReach,themappackwasalsomadeavailabletopurchaseviatheXboxLive
Marketplace.[93][94]

Reception
Halo:Reachreceivedcriticalacclaimuponitsrelease.On
reviewaggregatingwebsitesGameRankingsand
Metacritic,itholdsaveragesof91.79%and91/100,
respectively.[95][96]Criticssuchas1UP.com'sThierry
Nguyen,thestaffofEdge,GamePro
'
sMattCabral,and
othersconsideredReachthebestHalotitle
yet.[100][101][103][113]Reviewersnotedtherewerefew
majorchangestotheHaloformula[105]IGN'sErik
BrudvigwrotethatReachwasnot"anotherrehash",
thoughfranchiseveteranswouldfeelimmediatelyat
homewiththegame.[3]
Nguyen,TomHogginsofTheDailyTelegraph,and
otherswrotethatReachtookthebestelementsfrom
previousgamesandcombinedtheminBungie'sfinal
entry.HogginsnotedthatthisapproachmadeReach"a
blistering,breathlesscrescendotoadecade'sworthof
work",butalsothatitwasunlikelytoconvertnonHalo
fans.[100][112][113]TheDailyMirror
'
sKevinLynch
praisedBungieforintroducingnewgameplaymechanics
likejetpackswithoutruiningthetitle'slearningcurveor
gamebalance.[113]

Reception
Aggregatescores
Aggregator

Score

GameRankings

92%[95]

Metacritic

91/100[96]

Reviewscores
Publication

Score

1UP.com

A+[100]

CVG

9.2/10[97]

Edge

9/10[101]

Eurogamer

9/10[98]

Famitsu

34/40[99]

GameInformer

9.5/10[102]

GamePro

[103]

GameSpot

9.5/10[105]

GamesRadar

8/10[104]

GameTrailers

9.3/10[106]

Brudvigpraisedthecampaignforavoidingthe"repetitive
9.5/10(US)[3]
IGN
landscapesandcircuitous,difficulttofollowplots"of
10.0/10(UK)[107]
[3]
pastHalotitles. GameSpot'sChrisWattersandothers
OXM
9.5/10[110]
felttheartificialintelligenceoffriendlynonplayer
characterswaslessadvancedthanthatofenemies,
OXM(UK)
10.0/10[108]
especiallywhiledriving.[105]SteveBoxerwroteforThe
[109]
XPlay
GuardianthatReach
'
sstorymadepreviousentriesfeel
[111]
TheGuardian
"amateurish"[111]NguyenfeltthatwhereaspreviousHalo
titleshadbecomemiredininconsistenciesandStarTrek
TheDailyTelegraph
10/10[112]
liketechnobabble,Reachtoldabroaderandmore
accessiblestory.Despitethis,hecontended,thegame
sufferedfromarchetypalcharacterswithwhichplayersspentlittletime:"IalmostforgotthatNobleFour
(Emile)evenexistedforabigchunkofthecampaign,asIrarelysawhim."[100]Wired
'
sGusMastrapa
unfavorablycomparedNobleTeamtothemarinesofAliens,writingthatmostofthecharacterswere
unmemorableandonedimensional.[5]Nguyenalsofaultedthegameforoccasionallapsesinexposition,but
summedtheseupas"minorquibbles"comparedtotheimprovements.[100]Incontrast,GamesRadar's
CharlieBarattopinedthatReach
'
scampaignwasbetterthanODST
'
s,butlackedthe"franchisechanging
[104]
potential"itpromised.
LynchjudgedthatwhileBungiestillhadnotlearnedtocreateaperfectstory,"
[Reach]doesexpertlysetupbombasticsceneafterscene".[113]

BenKucheraofArsTechnicaenjoyedthemultiplayercomponentofReachforitsscope"nomatterhow
youplay,youwillfindsomethingtolike."[114]Reviewerslaudedthemanycustomizationoptionsavailable
toplayers:[104]WattersandKucherapraisedtheconceptofpsychprofilestohonemoreagreeableteammate
selections,butquestioneditseffectiveness[105][114]G4consideredReach
'
sForgeWorldmoreexpansive
[109]
andimpressivethanHalo3
'
sForgeofferings
andLynchwrotethatthesheerquantityofmultiplayer
optionswouldgivethegamealonglifecycleforplayers.[113]
CriticsconsideredtheaudiovisualcomponentsamarkedadvanceoverHalo3andODST
'
s.TheNew
ZealandHerald
'
sTroyRawhitiForbeswrotethatwiththeimprovedgraphicsandanimation,"[Reach]
looksjustlikeabigbudgetHollywoodproject."[115]OfficialXboxMagazineacknowledgedbettergraphics
inothergames,butpraisedReachfor"eyecatchingbeautyandbreathlessscope",notingthattheinclusion
ofwildlifeandciviliansheightenedtheimpressionofaplanetundersiege.[108]MartinRobinsonofIGNUK
appreciatedO'Donnell'smoodyscoreandtheredonesoundeffects,writingthatthenewweapons"feellike
they'reabouttotearyourhandsoff".[107]

Awards
Honor

Award

Presentedby

Date

Bestsound[116]

GGAwards2010

GoodGame

December6,
2010

Bestmultiplayer[117]

SpikeVideoGameAwards
2010

Spike

December11,
2010

Shootergameofthe
year[118]

GameoftheYear2010

GameSpy

December22,
2010

Gameoftheyear[119]

DrunkTankAwards2010

DrunkTank
Podcast

January5,2011

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Externallinks
Halo:ReachatBungie.net(http://halo.bungie.net/projects/reach/default.aspx)
Halo:ReachatHaloWaypoint(https://www.halowaypoint.com/enus/games/haloreach)
Retrievedfrom"https://en.wikipedia.org/w/index.php?title=Halo:_Reach&oldid=683151493"
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