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2009 video game

2009 video game

Halo 3: ODST
A futuristic soldier holding a firearm looks to his right as it rains; a defense wall can be seen in the distance. In the center of the scene a stylized title reads, "HALO 3", and the word "ODST" lies below, written in a sans-serif font.

Embrace art

Programmer(s) Bungie
Publisher(s) Microsoft Game Studios
Managing director(s) Joseph Staten
Producer(s)
  • Jonty Barnes
  • Curtis Creamer
Designer(s) Paul Bertone
Programmer(s)
  • Charles Gough
  • Andrew Solomon
  • Ben Wallace
Artist(south)
  • Christopher Barrett
  • Justin Hayward
  • Michael Wu
Writer(southward) Joseph Staten
Composer(s)
  • Martin O'Donnell
  • Michael Salvatori
Series Halo
Platform(s)
  • Xbox 360
  • Xbox One
  • Microsoft Windows
  • Xbox Serial 10/S
Release
  • Xbox 360
    September 22, 2009
  • Xbox Ane
    May thirty, 2015
  • Microsoft Windows
    September 22, 2020[one]
  • Xbox Series X/Southward
    November 17, 2020
Genre(s) Get-go-person shooter
Mode(due south) Single-player, multiplayer

Halo 3: ODST is a 2009 first-person shooter game developed by Bungie and published by Microsoft Game Studios. The 4th installment in the Halo franchise, information technology was released on the Xbox 360 in September 2009. Players assume the roles of Un Space Command soldiers, known as "Orbital Drop Shock Troopers" or ODSTs, during and afterward the events of Halo 2. In the game's entrada mode, players explore the ruined metropolis of New Mombasa to discover what happened to their missing teammates in the midst of an alien invasion. In the "Firefight" multiplayer option, players battle increasingly difficult waves of enemies to score points and survive equally long as possible; Halo 3 'due south multiplayer is independent on a separate disc packaged with ODST.

Bungie initially conceived ODST as a minor side projection to produce in the lull between Halo 3 'due south completion and Halo: Reach. Instead of featuring recognizable characters such every bit armored protagonist Master Chief, the developers focused on the ODSTs. Story manager Joseph Staten penned a detective story utilizing film noir designs, settings, and characters. Composer Martin O'Donnell abandoned his previous Halo themes to create a quieter, jazz-influenced sound. During development, the planned expansion grew in scope to that of a full-sized game. Release marketing for the game included a tie-in comic, live-action trailers, and print and web advertisements.

Upon release, ODST became the acme-selling Xbox 360 game worldwide. The title received generally positive reviews from critics, who praised the atmosphere, music, and story approach. Reviewers were divided on whether the relatively short entrada and included extras were enough to justify the game's United states$60 price tag. The game was the top-selling title in the United States in September 2009, and sold more than 3 million copies worldwide. Softpedia, Time, and Wired were among publications that declared the game one of the year's best. The single-actor campaign was re-released as downloadable content for the Halo: The Primary Primary Drove for Xbox One in May 2015 and was released on PC, also every bit role of The Primary Principal Drove, on September 22, 2020.

Gameplay [edit]

Two armored humans confront a large, bulky alien. Characters and terrain objects in the urban setting are outlined in yellow, red, or green. In the corners of the screen are head-up display information detailing location, health, and ammo.

Players assault an enemy Creature in ODST 's campaign mode. The actor'due south VISR differentiates friend and foe with a colored outline (enemies are highlighted in red, while allies are green.)

Halo 3: ODST is a shooter video game with most gameplay taking identify from a first-person perspective. The game features an open world surroundings in the updated Kenyan urban center of Mombasa, referred to as New Mombasa.[ii] Although the gameplay of ODST bears a stiff resemblance to that of previous Halo titles, the player does not presume the function of the enhanced human supersoldier Master Chief, protagonist of Halo iii. Instead, the thespian controls human soldiers known equally "Orbital Drib Shock Troopers" or ODSTs. Since ODSTs do non possess the Master Chief's advanced armor and reflexes, they cannot jump as high, movement as fast, or survive large falls.[3] Instead of the Master Chief's damage-absorbing free energy shield, the game uses a recharging stamina mechanic. After the role player sustains damage, the screen flashes cerise and the stamina score decreases. If the player receives additional harm earlier the stamina can recover, the player'due south health is reduced.[four] Loss of all health causes the actor character to die and restart at the final saved checkpoint. Medical packs scattered around the game environs tin restore the thespian's wellness.[5] The role player'due south caput-up brandish (HUD) includes a "VISR" style that outlines enemies in scarlet, allies in green, and items of involvement in either bluish or yellow.[6]

The game's Campaign mode may be played alone or cooperatively with a maximum of iii additional players. As a lone human soldier known every bit "the Rookie,"[7] the thespian'due south goal is to discover what happened to his missing teammates. After finding a piece of evidence left behind, such as a sniper rifle hanging from a electric line, the player will enter a flashback mission, where they assume the role of the missing soldier six hours earlier.[7] [viii] After the player has found the first piece of evidence, the choice of where to go next is left open; campaign levels may exist played in any gild.[ix]

In the multiplayer matchmaking, ODST includes Halo 3 'south multiplayer game modes contained on a split up disc.[10] The offering contains 21 multiplayer maps released for Halo 3 as well as 3 additional maps titled Citadel, Heretic, and Longshore.[11] Forth with the Halo 3 maps, ODST includes a version of the Forge map editor[12]—a utility that allows actor customizations of multiplayer levels.[13]

ODST contains a cooperative game style called Firefight, where players take on increasingly difficult waves of enemies in a timed survival game. Firefight tin be played cooperatively with up to iii other players via networked consoles (System Link) or Microsoft multiplayer service Xbox Live, or up to ii players on the same console in splitscreen fashion. Players outset Firefight with only the Rookie every bit a playable character; completing the campaign mode unlocks other characters and maps. Players are awarded medals for making special kills, and private and team scores are tracked throughout the games. Inside Firefight, players accept a shared pool of vii lives, which are replenished subsequently completing five rounds. Adding to the difficulty are modifiers called "skulls", which give enemies new abilities or a handicap to the histrion – the "Grab" skull, for example, causes enemies to throw greater numbers of grenades. Each of the first three rounds in a set activates a different skull. On the fourth gear up, all skulls are activated and the players must survive 60 seconds.[ten] [xiv] [15]

Campaign [edit]

Setting and characters [edit]

ODST takes identify in the 26th century, when humans nether the control of the Un Space Command (UNSC) are locked in a state of war with a theocratic alliance of alien races known every bit the Covenant.[16] During the events of the 2004 video game Halo 2, the Covenant find the location of Earth and launch an attack on the metropolis of New Mombasa in Africa. Though the UNSC manages to repel most of the fleet, a large transport hovers over the city, depositing an invasion force. The send eventually retreats via a slipspace spring, creating a massive shockwave.[8] While the rest of Halo two 's storyline follows the ship to an aboriginal installation similar to the first Halo, ODST focuses on the aftermath of the shockwave, while the Covenant withal occupy the urban center.[17]

During the game, the player can unlock audio files to an additional narrative called "Sadie's Story", which tells the story of a civilian girl defenseless in the initial stages of the Covenant invasion and her quest to notice her father. The tale can also provide useful information for the player during the game, such equally helping to locate hidden caches of weapons.[17]

The game'due south protagonist is the unnamed Rookie, a new fellow member of a group of Orbital Drop Shock Troopers. Troopers, known as ODSTs or Helljumpers, often deploy in small, ane-homo Human Entry Vehicles (HEVs), referred to in-game as Single Occupant Exo-Atmospheric Insertion Vehicles (SOEIV), launched from spaceships in the upper atmosphere.[18] The Rookie is assisted in finding his teammates past Mombasa'southward city maintenance AI, called the Superintendent or Vergil.[19] [xx] The Rookie's teammates are Buck, Dutch, Romeo, Mickey, and Cartel.[21] The lattermost is a UNSC Role of Naval Intelligence (ONI) agent in accuse of the squad's functioning.

Plot [edit]

The game begins with Dutch (Adam Baldwin), Romeo (Nolan North), and Mickey (Alan Tudyk) discussing the Covenant Supercarrier above New Mombasa, with the Rookie asleep nearby. Cadet (Nathan Fillion) arrives and introduces Cartel (Tricia Helfer). Romeo wakes the Rookie and the team enter their HEVs and drop through the atmosphere; at the last minute, Dare changes their trajectory to miss the ship due to a classified mission she has for the team.[22] The Covenant ship enters slipspace with a UNSC ship that can be seen pulling alongside it, sending a shockwave toward the ODSTs; the Rookie's pod collides with Mickey's and crashes into a building on the ground, knocking him unconscious for half-dozen hours.[23] He awakens and proceeds to detect clues as to what happened to his squadmates.[24]

Buck makes a rough landing after the drib and fights through Covenant forces to observe Dare. Yet, Dare has vanished without a trace when he arrives at her drib pod, leaving backside only her helmet which is afterwards found by the Rookie. Buck finds Romeo instead and the two resolve to discover the others and get out of the urban center. Dutch drops near a nature preserve and helps Marines fighting in that location. Mickey commandeers a tank and fights his way forth a Mombasa boulevard. Meeting up with Dutch, the 2 defend an ONI base from the Covenant, destroying the facility to proceed it from existence captured. They are evacuated by a police dropship and make contact with Buck, arranging a rendezvous at police headquarters, just are shot down. Buck and Romeo rescue Dutch and Mickey, but Romeo is seriously wounded. The team hijacks a Covenant dropship, but instead of leaving the metropolis, Buck decides to accept them turn dorsum and find Cartel, having realized that Dare has continued her classified mission on her own.

Back in the city, the Rookie is assisted past the Superintendent Vergil, the city's maintenance AI. The Rookie receives a distress telephone call from Dare and locates her in the city'southward hush-hush tunnels. The two reach the Superintendent's data core, which possesses information on something the Covenant is looking for underneath the metropolis. Within the cadre, they observe a Covenant Engineer that has combined the Superintendent into itself. Dare explains that the Engineers are "biological supercomputers" that take been enslaved by the Covenant, and the one they found wishes to defect to the humans; with the Engineer'southward data on the Covenant combined with the Superintendent'southward data, Dare's mission changes from downloading the Superintendent's data to escorting the alien to condom. The Rookie, Dare, and the Engineer reunite with Buck and fight their way out of the urban center where they reunite with the residuum of the squad. Every bit they fly abroad in the hijacked dropship, the squad watches equally Covenant ships destroy New Mombasa and excavate a massive alien antiquity.

In the epilogue, one month after the events of the entrada, the ODST team has been keeping guard over the Engineer. Sergeant Major Avery Johnson arrives, informing the Engineer that he intends to enquire information technology everything it knows almost the Covenant—and what they are looking for. Hating the Covenant as much as the humans do, the Engineer lights Johnson'due south cigar in a sign of agreement. If the campaign is completed on the Legendary difficulty level, a scene shows the Prophet of Truth overseeing the excavation of the Forerunner artifact cached below the Superintendent'due south information cadre.

Development [edit]

Design [edit]

Much of ODST 's development team started work on director Peter Jackson's Halo Chronicles video game during the production of Halo 3. However, the failure of a Halo film accommodation and the subsequent cancellation of Chronicles meant a sizable squad no longer had a projection. Around the same fourth dimension, product for Halo: Reach began, and Bungie realized that in that location was a window of time for the studio to create a new product,[25] what producer Curtis Creamer described as a two-to-three-hr "mini-campaign".[26] After looking at the proposal and the budget, studio caput Harold Ryan gave the go-ahead.[25]

With a game engine already assembled, the team began honing the concept.[25] Bungie was interested in bringing changes to the classical Halo format which had remained essentially unchanged over three games. The developers spent weeks considering which characters they wanted to focus on.[27] Having players control previous protagonists such as the Master Chief or Arbiter would have brought with information technology story baggage and expectations.[28] At one point, they considered making the game a Covenant-themed story almost an elite strike strength. Instead, the developers looked at human characters; while they considered Avery Johnson, they settled on the ODSTs.[25] "The ODSTs have ever been fan favorites," Bungie community director Brian Jarrard explained.[29] "Nosotros never really got inside [the ODSTs]," story director Joseph Staten said, and he saw that game as an opportunity to flesh out the blackness-armored soldiers.[27]

Making the player an ODST required gameplay changes to preserve the classic Halo gameplay formula while branching information technology in new directions. The addition of silenced weapons and a revamped pistol were attempts to split the functionality of Halo 2 and Halo 3 's "battle rifle" weapon and give the ODSTs unique armaments. The audio designers increased the loudness of the game'southward submachine gun to make it feel more powerful. The wellness mechanism was added to provide a level of tension; "information technology reminds you lot that you're vulnerable," Staten said.[26]

With the main characters in place, the development squad had to decide on a setting.[27] "The events that unfolded on Earth is something fans still bedlam for after being 'short changed' in Halo 2," Jarrard said.[29] "Fans wanted to know what happened back on Earth, how humanity was defending it."[30] New Mombasa's urban environments fit the intended feel of the game, as Bungie felt that the change of protagonists required a change in location: "We know the kinds of problems Master Chief solves," Staten explained. "He goes to ancient, alien ring artifacts, fights milky way-consuming parasitic alien monsters and destroys alien empires [...] The ODST, they maybe take small parts in that larger struggle. Just the kind of fights they usually become into are commonly the kind of fights they tin can tackle in a day."[25]

Low angle shot of an industrial area. An armored soldier carrying a weapon looks over his shoulder. Harsh lighting cuts through the gloomy darkness and illuminates the soldier, casting shadows on the wall behind him.

An early on piece of concept art showing the Rookie. Staten credited the image as encompassing the title's mood and honing the direction of game evolution.[27]

Returning to a previous setting offered the artists new challenges and opportunities to expand the telescopic of the metropolis.[27] Having the player walk through the streets at dark inspired a picture noir ambiance. Color shifts and a high caste of dissimilarity pushed the game's look across what previous Halo games had offered,[27] but the team had to brand sure that even dark portions of the city were playable.[26] The unabridged core development team looked at commissioned concept paintings to decide how lighting schemes would affect the gameplay. The genre besides influenced the grapheme names and archetypes. The actor character, for case, fits the concept of a lonely, hardboiled detective. To increment the depth of the surround, Bungie added touches such as advertisements, trash collectors, and civilian versions of previously seen military hardware.[27]

Bungie began evolution of ODST in March 2008.[31] ODST was the first Bungie title completed in less than 3 years,[32] as production lasted xiv months.[25] Since the team—numbering around seventy, plus a five-person cadre design group[33]—had such a pocket-size window for development, they had to prioritize features; for example, rather than completely redesigning the enemies, only a small new subset of artificial intelligence behaviors were added. Considering the game featured an open earth different from most Halo missions, certain gameplay tweaks, such equally the revamped weapons and an overhead map, were necessary.[28] Whereas in a traditional Halo game, the designers would know from what locations players would approach groups of enemies, ODST required a different strategy. "Nosotros had to brand sure we had groups of Covenant patrolling the city who could react from wherever you lot attack from and await intelligent doing it," Creamer said.[34] Though the game engine remained unchanged, graphical enhancements such every bit fullscreen shader system and parallax mapping added greater particular and realism.[27]

The Firefight game style was a tardily addition to the game. Staffer Tim Williams built a prototype shortly afterward Halo 3 shipped, placing the histrion in a portion of a Halo iii entrada map and fighting enemies. When development commenced on ODST, William's concept was adopted for the game and refined. Designer Lars Bakken described one advantage of the game fashion equally providing a more friendly multiplayer surround than hardcore players online. The designers reused the campaign scoring and medal arrangement from Halo 3 to add a competitive edge.[28]

Sadie'due south Story was created by Quaternary Wall Studios in partnership with Staten and creative person Ashley Woods. Fourth Wall Studios was formed by former members of 42 Entertainment, who produced the highly successful I Beloved Bees alternate reality game to promote Halo 2.[35] [36] Recalled Staten, "we realized that in Halo we exercise a pretty skilful job of describing the disharmonism of these military industrial complexes, just it really is the soldiers' story," and Halo 3: ODST offered a chance to take a look at the unexplored civilian story.[17]

By December 2008, the game was "representational", pregnant that players could feel the game from starting time to cease, admitting in an unfinished state. The entire Bungie staff was pulled from other duties to play through the game and offer feedback. Among the unfinished elements was the lack of finished dialogue delivered by vox actors, in which Staten filled in placeholder audio.[37] The entire game was completed just before its presentation at the Electronic Entertainment Expo 2009.[38]

Sound [edit]

Bungie's audio director Martin O'Donnell and his partner Michael Salvatori equanimous the music for ODST. In contrast to Halo 's signature Gregorian chant, there is no choral music in ODST,[39] and no previous Halo themes make a render appearance.[forty] Ii out of the game'southward three hours of music were packaged in a two-disc soundtrack released September 22, 2009.[39] Due to ODST's shift to a new protagonist, O'Donnell wanted to create new music that was evocative of Halo simply branched in a different direction.[31] Considering the game tells a "human story, not a cyborg story", O'Donnell said, the score was more "intimate and personal".[23] For the Rookie's pelting-slicked investigations, O'Donnell felt that a jazz-influenced arroyo worked all-time in echoing the noir atmosphere.[39] Other characters did not have any themes written specifically for them but became paired with motifs that suited them.[twoscore]

O'Donnell began writing the game'south music while Bungie was crafting the ODST declaration trailer. O'Donnell based the trailer's music on a small segment from the outset ODST piece he wrote, titled "Rain".[41] Salvatori joined the project in February 2009 and helped complete the music chores in ii months. Once O'Donnell felt they had enough fabric, the Chicago-based Salvatori flew to Seattle, Washington, finishing arrangements and recording live musicians.[forty] Near of the music was recorded during early 2009. Additional composition chores were handled by Bungie sound designer C. Paul Johnson and orchestrator Stan LePard. The Northwest Sinfonia, which recorded the music for Halo iii, performed orchestral sections at Studio X in Washington.[39]

Members of Bungie were fans of the telly series Firefly, and in Halo 3 's evolution brought in several of the actors to fill Marine phonation roles.[27] Three of them voiced the four main characters of the ODST team: Nathan Fillion (a Halo fan himself),[42] Adam Baldwin, and Alan Tudyk.[43] Tricia Helfer provided the vocalization for the ONI agent Dare; Helfer and Fillion recorded their cinematic dialog together in the aforementioned room, a rarity in voice acting. Staten said that "their performances were stronger having them together at the same fourth dimension".[43] While Staten wrote much of the cinematic dialogue, gainsay lines could be improvised by the vox actors.[44] Adding Sadie's Story to the game doubled the amount of vocalisation work in the game.[45] Afterwards the vocalization roles were filled, Bungie licensed Fillion and Helfer's likenesses for their respective characters.[27]

Announcements [edit]

A man stands on a large stage, talking to the audience. Behind him is a flatscreen television displaying the game's title menu; behind that is a large representation of an ODST.

In July 2008, Microsoft head of Xbox business organisation Don Mattrick told MTV that Bungie was working on a new Halo game for Microsoft, independent of the franchise spinoffs Halo Wars and Chronicles.[46] An annunciation of the new Halo projection was expected at the Electronic Entertainment Expo (E3) 2008 merchandise fair, with Bungie unveiling a inaugural on their spider web site, but the annunciation was shelved by Microsoft.[47] Microsoft stated that it wanted the game to have its own upshot. On September 25, 2008, a year after the release of Halo iii, Bungie debuted a teaser for the new project on their web site.[48] A total trailer was released during the Tokyo Game Prove on October nine, 2008, officially unveiling the game's name as Halo 3: Recon and a release date of Autumn 2009.[46] In an unusual arroyo for Bungie, the trailer used pre-rendered graphics instead of the game engine or existing assets. Staten explained that information technology was too early on in the game'southward development to spend a large amount of time on the trailer, and information technology would not have allowed Bungie to add touches for fans to discuss.[31]

In mail service-trailer interviews, Bungie staff members told gaming printing that Recon was the last installment in the Halo trilogy.[49] Though Bungie did not consider Recon a total game,[fifty] with author Luke Smith comparing it to WarCraft III expansion The Frozen Throne, the game shipped with all Halo three multiplayer maps and did non require Halo 3 to play.[51] [52] [53] Smith asserted the game would not exist a crossover into stealth and squad-based genres, noting, "this isn't Brothers in Arms: Halo or Tom Clancy's Splinter Cell: Halo."[30] On Nov 25, Jarrard appear the game had been retitled to Halo 3: ODST as a "more straightforward" description of the game.[54]

Bungie and Microsoft kickoff showed ODST in a playable form at E3 2009, where the game'due south release appointment and retail versions were finalized. Bungie initially marketed ODST equally a championship smaller in scope than previous numbered entries in the series. When the game'due south retail versions were appear, however, the game received a standard price of US$sixty, which Bungie and Microsoft attributed to the game growing beyond the planned scope. "Over the course of development it got a lot bigger than we were anticipating," said Bungie's Lars Bakken. "Nosotros idea of it more as an expansion and then information technology grew well beyond that."[55] Creamer explained that since the development platform was stable, "nosotros were able to create quite a chip more content than we originally thought we would".[56] The game'southward length increased from original estimates of 3–5 hours to viii–10.[57] The discrepancy was not discussed until E3 2009 when Microsoft decided it was a full game.[55] Unlike the post-launch support for Halo iii, ODST does non accept downloadable content.[58]

Release [edit]

A large, grey truck sits in a parking lot, surrounded by orange cones. People file into the truck via a queue on one side. The truck is branded with "Halo" and "ODST" markers.

A especially outfitted ODST truck traveled the United States to GameStop locations, offering fans a chance to play Firefight and win prizes.[59]

Halo 3: ODST ships as a 2-disc prepare. The outset disc contains the campaign mode as well as the Firefight co-op style, while the second disc contains the multiplayer style with the complete set of Halo 3 maps. Owners of the game received an invitation to participate in the Halo: Reach multiplayer beta, which went live on May iii, 2010. Pre-orders included a token to unlock Avery Johnson as a playable character in the Firefight multiplayer fashion. This code was included but by sure retailers.[threescore] A special edition "Collector's Pack" independent the game and a special ODST-branded wireless Xbox 360 controller.[61] Toys "R" Us offered an ODST action figure and a Us$20 gift card every bit a buying incentive.[62]

By April 2009, market research firm OTX reported that ODST was the most highly anticipated video game,[63] a spot it continued to hold in belatedly Baronial.[64] Before its release the title was the top-selling game on Amazon.com based on preorders alone, spending 107 days atop the merchant's top 100 video games and software list.[65] Copies of ODST were sold early in French republic. Microsoft responded past launching an investigation and threatening to ban any players on Xbox Live playing ODST before its official release;[66] Xbox lead manager Stephen Toulouse later antiseptic that they would not ban legitimate buyers.[67]

Microsoft prepared what was described as a "mammoth" advertising campaign for the game, with Amusement Director Stephen McGill affirming that the game "is absolutely a key title to us ... this is the starting time time we've ever done anything like this, and Halo 3: ODST is a great manner to kicking it off." Numerous promotional materials were released through Xbox Alive, and many more via online and idiot box advertizing.[68] Marvel Comics published a limited comic series, Helljumper, featuring ODST 'due south primary characters.[69]

A alive-action trailer titled The Life was posted on the Internet in September and later used in telly spots as part of the promotional textile released for the game.[lxx] [71] Filmed at several locations in Budapest, Republic of hungary, The Life follows an ODST named Tarkov from a military funeral where he is inspired to become a soldier, through training and combat and upward to the moment he becomes a leader in battle.[72] The brusk film was created by advertising agency TAG SF with furnishings by Aviary, and directed by Rupert Sanders from production company MJZ, who also handled the award-winning Halo 3 "Believe" advertizement.[71] Legacy Effects designed and made props, weapons, armor, and a Covenant Brute costume within ii weeks.[73] Bungie supplied 3D geometry that allowed the company to apace create authentic representations of in-game items, and provided input on the UNSC dress uniforms. The initial cemetery scene was filmed within the cooling belfry of an active nuclear power plant in Budapest, and outside the belfry the production team created a mud pit and obstruction course to simulate basic training. Members of the Hungarian special forces served as drill instructors in the training sequence, firing blanks. Finally, filming moved to an abandoned Soviet-era aluminum refinery for the curt's terminal memorial scene. An additional scene was shot in that location, but did not announced in the final production.[72]

Aerial view of a large city building. The building is composed of oddly shaped, metallic sections. Curved glass and metal pieces run along the face of the building.

The official ODST launch effect was held at the Feel Music Project and Science Fiction Museum and Hall of Fame in Seattle, Washington.

ODST launch events were held around the Us. Bungie and Microsoft sponsored an official launch upshot at the Experience Music Project and Science Fiction Museum and Hall of Fame in Seattle, Washington. Featured at the upshot were discussion panels most the series and advance looks at other Halo content such equally the anime collection Halo Legends.[74] About 800 fans attended from around 6–eleven pm before heading to nearby game stores to become their copy of the game.[75] GameStop held nigh 3,700 launch parties beyond the United States.[76]

On release Halo three: ODST became the elevation-selling Xbox 360 game worldwide.[77] More than ii.5 million copies of the game were sold within 2 weeks of release, totaling more than than US$125 meg in sales.[78] ODST claimed the overall peak spot in UK game sales,[79] becoming the 12th highest sell-through for a single platform title in the marketplace.[fourscore] ODST took the top spot on Australian game charts on release and, afterward being outsold by FIFA 10 in early on October, reclaimed the all-time seller position.[81] In Nihon, where first-person shooters accept generally fared poorly,[82] ODST sold 30,000 copies by September 27.[83] ODST sold i.5 meg units during September in the United States, the best-selling title for that month.[84] [85] In Oct, the game sold 271,000 units in N America (taking sixth place for game sales); Microsoft reported that ODST sold iii million units worldwide by Nov.[86] [87] Overall, it was the ninth bestselling game of the year in the United States, one of merely ii Xbox 360 games to chart.[88] Expecting sales of the game to increase as players wanted to admission the Attain beta, UK retailers slashed its price in April 2010.[89]

The remastered campaign of Halo iii: ODST was released every bit downloadable content for Halo: The Chief Chief Drove on May 30, 2015, and was free to all owners of said game that played from launch to Dec 19, 2014. It is bachelor to purchase separately to those who are not eligible for a free lawmaking for the improver.[ninety] [91] [92]

Reception [edit]

Halo 3: ODST garnered generally positive reviews, and holds an average of 83/100 on aggregate spider web site Metacritic.[93] Time 's Lev Grossman wrote ODST was a "milestone" as it proved "Bungie can apply the same musical instrument to play in totally unlike central," calculation to the longevity of the Halo franchise.[109] In contrast, Pete Metzger of the Los Angeles Times wrote that although ODST was a proficient game with a compelling story, action, and graphics, "the same tin can be said for near every first-person shooter that is released these days" and that ODST failed to raise the bar gear up by previous Halo games.[110] 1UP.com's Jeremy Parish noted that while ODST had its flaws, its greatest success was bringing together players who preferred either the multiplayer or campaign portions with a game that would satisfy both camps.[94]

Critics were split on whether ODST was worth its price. Official Xbox Magazine critic Ryan McCaffrey confidently wrote that given the campaign, multiplayer fashion, and second Halo 3 multiplayer disc, "no one should accept any qualms about ODST 'due south value as a [US]$60 offering!"[106] Other critics who judged the title a full game included the staff of Edge Mag,[96] Parish,[94] and Reckoner and Video Games ' Mike Jackson.[95] Erik Brudvig of IGN did non consider ODST a "true sequel", but more than an expansion, and recommended that those hesitant about ownership the game practise so.[103] Those who disagreed included Ars Technica's Ben Kuchera,[111] GamesRadar'southward Charlie Barratt,[102] Eurogamer's Tom Bramwell,[97] and IGN Australia'southward Narayan Pattison.[105] In The New York Times ' Seth Schiesel wrote that "Microsoft Game Studios has overreached in trying to charge the typical retail cost for a full game, around [U.s.]$threescore, for a product that either should cost [United states of america]$40 or have a lot more than content for the single-player aspect of the product."[112]

Critics also disagreed sharply regarding whether the game was a large step forrad for the serial. Parish said that less enemy multifariousness was balanced by changes he considered the most experimental things Bungie had done for years.[94] Border and Bramwell praised the contrast between the Rookie'south nighttime segments and the more than fast-paced flashback vignettes.[96] [97] Edge added that while the narrative design was non groundbreaking, information technology served as a structure for exploring every possible weapon choice and strategy in the series.[96] While Parish considered the ODST's abilities much different from those of the Chief,[94] other critics such as Jackson wrote that the Halo feel was barely changed and that this was not detrimental.[95] Brett Molina of USA Today felt that the game disappointed by not spending more than time in the Rookie's open environment; "instead," Molina wrote, "roughly ii-thirds of ODST 'due south combat feels very much like a traditional Halo game" instead of exploring new mechanics.[113]

ODST 'south visuals and atmosphere were praised. McShea wrote that while the Halo 3 engine was showing its age, the game could withal "wow" because of the art design.[100] Parish wrote that the feel of Mombasa changed dramatically when played cooperatively;[94] G4TV found that additional players spoiled much of the alone feel.[98] Travis Moses of GamePro wrote that while the game'southward graphics were consistently outclassed past other shooters, the game'south frame rate remained consistently high as expected from Halo games.[half dozen] Technology visitor Digital Foundry said that, despite welcome improvements in AI, the principal flaws from Halo 3 'south graphics engine—namely a sub-720p native resolution and lower-quality human faces—remained.[114]

The game's audio and sound were lauded.[115] McCaffrey wrote that while the music of Halo iii was "too familiar", ODST had freed O'Donnell to "craft his best work yet", which the critic considered good plenty for a standalone purchase.[106] A pregnant departure from the consensus was offered by Kuchera, who wrote that the saxophone touches "[sound] similar the softcore porn they bear witness on Cinemax after midnight",[111] and GameSpy's Anthony Gallegos, who felt that the music did not mesh when extended into gainsay segments.[101]

Firefight was praised as "addictive",[116] especially for showcasing the excellent bogus intelligence of enemies.[94] Jeff Marchiafava of Game Informer credited the enemies with differentiating Firefight from similar game modes in games such as Gears of State of war two or Left 4 Dead, which featured mindless zombies or cannon fodder.[99] The staff of Official Xbox Mag UK wrote that the gametype's depth and options made Gears of War 's comparable mode wait "uncomplicated" in comparing, and that Firefight extended the life of the game.[107] In dissimilarity, Bramwell felt that in Firefight "there is both a sense of futility in the knowledge that death is only a affair of time and odds, and fatigue in the realisation that many levels play out just equally they did in the entrada, except a bit more and so".[97]

Interviewed by G4TV, Bungie representatives saw part of the mixed and negative reception as stemming from their own marketing of the title—first equally an expansion pack, and so a total game. "If you look at the lower scores, they nigh all cite an issue in perceived value based on an initial expectation that was set for an 'expansion' and then a feeling that they were overcharged for the final product," Jarrad said, echoing Staten's comment that "if nosotros'd never said the words 'expansion pack' we would have seen an appreciable increase in the review scores". Other elements they wish they had improved had they the time were the pacing and navigation of the nighttime segments and matchmaking for Firefight.[117] Halo manager 343 Industries director Frank O'Connor said that he was glad ODST "didn't take off", in his view, because it allowed people to focus on Reach and its launch and marketing.[118]

Awards [edit]

Lev Grossman and Peter Ha ranked ODST as the 8th best game of the year for Time, lauding the game as "a night, slow, jazzy, hard-boiled accept on the Halo world".[119] Softpedia branded ODST the best get-go-person shooter of the year; games editor Andrei Dumitrescu wrote that while the game occasionally felt formulaic, it was bolstered by a good plot, cracking music, and supporting characters that players could intendance about.[120] Chris Kohler from Wired ranked ODST as the third all-time Xbox 360 title of the year, writing that the game "injected a fresh jiff into the staid corridors of Bungie'south shooter franchise".[121] Halo 3: ODST also won "Best Original Score" at the 2009 Fasten Video Game Awards.[122] "The Life" was a finalist in the "Outstanding Visual Effects in a Video Game Trailer" category by the Visual Effects Society in the group'south eighth annual awards.[lxx]

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External links [edit]

  • Halo 3: ODST at Bungie
  • Halo three: ODST at Halo Waypoint
  • Halo 3: ODST at IMDb

Source: https://en.wikipedia.org/wiki/Halo_3:_ODST

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