“Halo: Reach” kicked off gaming’s busy holiday season, had massive launch day sales, and will have millions of gamers killing one another this weekend. But for Bungie, it is a bittersweet success, as they release their final contribution to the “Halo” franchise. Fast Company spoke to Marcus Leto, the Creative Lead on “Halo: Reach,” about creating the war epic and bidding farewell to the “Halo” universe.
Kevin Ohannessian: What was behind the decision to go from the lone superheroic Master Chief to a squad of more flawed soldiers?
Marcus Leto: The setting of the game is just prior to the events of Halo 1. It was a great opportunity to cut that tie between the Master Chief’s story and start anew with a whole new cast of characters. As we began to develop Noble Team, this group of Spartans, what we really want to push forward was the campaign’s connection to the multiplayer. We didn’t want them to be two separate independent-feeling games. We wanted to tie them together in as many ways as we possibly could. One of those ways, of course, is that in multiplayer Teamwork is essential. Teamwork is pretty useful in campaign. While you can definitely go alone and can definitely finish the campaign by yourself, without too much help from your Spartans. If you stick back, if you play team tactics with your Spartans, the way in which you can progress within the campaign is entirely different than any other campaign we have created so far.
Read the full article at Co.Create.
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