Halo 4 last mission

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Halo 4 Walkthrough Midnight

This Halo 4 walkthrough is divided into 8 total pages.

You can jump to nearby pages of the game using the links above.


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The first part of this mission has you flying a fighter plane across the Didact's ship's hull. You'll be doing some serious maneuvering to stay alive here, which means you likely won't be looking at this walkthrough while you're doing this, so what I say here won't be of much help!

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Along the way, there will be turrets that shoot at you that are good to destroy when you can. There are also these balls of energy (or whatever) that you have to shoot and destroy at some points to proceed.

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Still alive after all that insanity? Good! In this large area at the end of the path, you'll have to destroy all of the guns so Infinity can punch a hole for you to get inside the ship. Nothing too tough here, just either avoid or destroy the turrets and you should be fine.

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You'll end up inside the ship with the bomb. Head forward through the doors. Be prepared for loads upon loads of Prometheans to be thrown at you this mission almost nonstop. Hey, at least there's no Covenant this time, right?

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Watchers in the next room. These ones can spawn defense turrets, so take them out quickly. Head through the door on the left afterward.

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As you advance through the next few rooms, you'll be attacked by tons of Watchers and Knights and some Crawlers. Get used to the Crawlers, they're going to be your worst nightmare this mission.

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When Cortana tells you to head through the door on the left, go through it and into the beam that will send you upwards.

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At the top, insert Cortana into the console, then run through the portal she opens up.

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Crawlers will attack you again, make your way through the next portal Cortana opens for you.

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Fight your way through the swarms of Knights and Watchers as you make your way to the next portal higher up.

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In the next room, you'll have a minute to yourself to breathe and relax before the final plunge into insanity for the rest of the mission. You even have plenty of weapons to choose from in here! When you're ready, head through the portal.

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Next room: Knights, Crawlers, Watchers, the usual. Fight through them to the next portal.

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This room is where things really start to get real. Head forward and take out the Prometheans here.

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You'll now have to defend this area while Cortana finds the Composer. Get ready to be assaulted by more Crawlers than you can shake a stick at.

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It's good to take this lightrifle ammo, as it can usually one-shot Crawlers. Fight for your life. Eventually Cortana will take control of the defense turrets to give you a hand, which will help a little.

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Eventually Cortana will have you remove her from the system. When you do this, head across the bridge to the marked door while doing your best to push through the massive amounts of Crawlers coming at you. Get through the last portal!

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After going through the portal, head into the beam to be teleported up higher to the Composer.

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Head forward, launch forward with the grav lift, and head to the console in front of you and insert Cortana into it.

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Head to the right, take the grav lift to the structure ahead of you, and start fighting through the hordes of Prometheans as you head upward towards the objective marker.

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At the top, press the switch to activate a light bridge across and continue on.

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Prometheans will continue to assault you like crazy. Push your way through to the console up top, insert Cortana into it and let her do her thing. Afterward, jump down and take the next grav lift marked on your HUD.

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Again, Prometheans will assault you almost nonstop, but as long as you're patient and don't waste your ammo, you'll be fine. Head up the structure to the next marked grav lift and take it to the next structure.

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Again, at the top of the next structure, push the switch to activate another light bridge to continue on.

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Once you reach this dead end, you'll have to take down all the Knights here. Once you do that, the console will raise up and you can finally insert Cortana into the console and move on.

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Jump down and head into yet another grav lift to be sent to yet another structure. More Knights will attack, but at this point you should be able to handle anything as long as you're okay on ammo.

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Once the Knights are down, head into the beam and book it across the light bridge to take on the Didact.

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At this point, all you have to do is follow the on-screen button prompts. It may take a couple tries, but it's not bad when you know what's coming.

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And that's it, you beat Halo 4! Congratulations! Watch the ending cinematics and breathe, it's finally over....for now. Until Halo 5. Thanks for reading, hope this helped you a little!

More Halo 4 Walkthroughs

This Halo 4 walkthrough is divided into 8 total pages.

Sours: https://portforward.com/games/walkthroughs/Halo-4/Midnight.htm

Halo 4

2012 first-person shooter video game developed by 343 Industries

This article is about the video game. For the Nine Inch Nails song, see Sin (song).

2012 video game

Halo 4 is a 2012 first-person shooter video game developed by 343 Industries and published by Microsoft Studios for the Xbox 360video game console. It is the fourth mainline installment and seventh overall in the Halo franchise. Halo 4's story follows a cybernetically enhanced human supersoldier, Master Chief, and his artificial intelligence construct Cortana, as they encounter unknown threats while exploring an ancient civilization's planet. The player assumes the role of Master Chief who battles against a new faction that splintered off from remnants of the Covenant, a former military alliance of alien races, and against mechanical warriors of the Forerunner empire known as the Prometheans. The game features a selection of weapons, enemies, and game modes not present in previous titles of the series.

Development of Halo 4 began in 2009 and continued until September 2012. Halo 4 is 343 Industries' first original title within the Halo series—previously, development of the main series was undertaken by Bungie, the creator of the franchise. In the developmental process, 343 Industries decided to explore the Forerunner fiction within the Halo universe, leading the team to design a new setting, enemies, and main antagonist. Existing characters and assets received visual overhauls, recreated from the ground up, and motion capture was used for animation within cutscenes. A goal for Halo 4's story was to incorporate more human elements; to achieve this, the developers chose to delve more deeply into the relationship between the two protagonists, Master Chief and Cortana. Several external studios assisted 343 Industries with developing Halo 4, and over 350 people worked on the game in total.

The game was officially announced at Electronic Entertainment Expo 2011 (E3) on June 6. Prior to launch, Microsoft stated that Halo 4 was the most expensive video game title the company had created so far. The game was marketed with promotional events and videos, including the creation of a live-action film, Halo 4: Forward Unto Dawn. Halo 4 grossed US$220 million on its launch day and $300 million in its opening week—a record for the franchise. More than one million people played Halo 4 on Xbox Live within the first 24 hours of its release. The game was met with highly positive reviews by professional critics and received multiple nominations and awards from the press. It was re-released as part of Halo: The Master Chief Collection for the Xbox One in 2014, and was followed by a sequel, Halo 5: Guardians, in 2015.


Halo 4 is a shooter game in which players predominantly experience gameplay from a first-person perspective; the game perspective switches to third-person when using certain weapons, abilities and vehicles. The player's head-up display (HUD) shows real-time information on the player character's armor system, such as shield status, information on current weapons and abilities, and waypoints for goals and objectives. The HUD also has a motion tracker that detects allies, enemies, and vehicles within a certain radius of the player.[1] The game sees the return of the alien species who were formerly members of the Covenant as foes, and introduces a new type of enemy called the Prometheans, which are Forerunner A.I constructs. There are three types of Prometheans: Knights serve as leaders of the group and are considered the deadliest of the Promethean forces; Crawlers are a weaker class that often attack in packs; and Watchers offer support and have the ability to shield or revive Promethean allies.[2][3]

Halo 4 features updated versions of many human and Covenant weaponry from previous Halo games, as well as introducing new weapons for the humans, Covenant and Prometheans.[2][3] The game also features reusable equipment, called armor abilities, introduced in Halo: Reach. New armor abilities are autosentry; the hardlight shield, which activates a protective barrier similar to a riot shield; Promethean vision, which diminishes environment detail and shows hidden players as silhouettes; a regeneration field, which heals all players in close proximity and can emit a short range kinetic blast; and finally the thruster pack, which allows the player to launch themselves several feet in a horizontal direction.[4][5] Returning abilities include active camouflage; jetpack; and hologram, which creates a doppelgänger of the player running towards a target point. Sprinting returns in Halo 4; however, players can now use it independently of their armor ability.[6] New gameplay mechanics introduced to the series include throwing and catching, which has been implemented into the multiplayer game modes Oddball and Grifball.[7]


Halo 4's story or campaign mode can be played alone or cooperatively with one other player on the same console via split screen, and up to three other players through Xbox Live.[8][9] Unlike in Halo 3 cooperative campaign where each player takes the role of a different character, in Halo 4 all players assume the role of Master Chief.[9] Players can enable "skulls" in the campaign menu which act as gameplay modifiers such as increasing enemy health, changing NPC behavior or removing elements of the player's HUD.[10] The campaign also features terminals which provide the player with additional backstory via videos viewed in the Halo Waypoint application on the Xbox 360.[11]

In Halo 4's multiplayer component, titled "Infinity", players assume the role of a customizable Spartan-IV super-soldier. Players can progress through ranks by earning experience points from completing matches and challenges. Gameplay items such as visual customizations, weapons, armor abilities, and various upgrades are unlocked and can be acquired by players when they gain ranks. Once players attain rank SR-50, they can enlist into a "Specialization", enabling them to unlock further cosmetic and gameplay-enhancing customizations for their Spartan.[12] War Games is a competitive multiplayer matchmaking mode.[12] There are various playlists with different game types ranging from standard deathmatch to objective oriented modes such as capture the flag.[13] War Games can be played with up to sixteen players on Xbox Live and has up to four-player split screen support.[8] In Halo 4, players are able to join certain multiplayer matchmaking sessions while they are in progress.[6] Spartan Ops is a story-driven episodic game mode, that can be played solo or cooperatively like the campaign mode.[8][14] It serves as a replacement for the Firefight game mode that featured in Halo: Reach and Halo 3: ODST.[14] Ten episodes of content were released for Spartan Ops, each featured a cinematic and five objective-based missions.[15] The first five episodes were delivered on a weekly basis following Halo 4's launch, the final five episodes were released in early 2013.[16]

Other game features include Forge, a map-editing tool first introduced in Halo 3. Like War Games it has both split screen and Xbox Live support. Using the tool, players can edit default multiplayer maps by adding or modifying spawn points, weapons and items, or create new ones using canvases. Forge in Halo 4 contains a new "magnet" feature for connecting forge pieces together.[17] Theater mode allows players to view films, create video clips, and capture screen shots from recent matches in War Games or custom games.[18]Halo 4 also offers a file sharing system that allows players to upload and share video clips, screenshots, custom maps and game variants.[19]


Setting and characters[edit]

Halo 4 takes place in a futuristic science fiction setting in the year 2557, four years after the events of Halo 3.[20] Backstory details that hundreds of thousands of years before the modern era, humans were one of several interstellar civilizations. Following a war with the parasitic Flood, the humans came into conflict with the Forerunners, a powerful race that upheld a policy of benevolent shepherding of other races known as the Mantle of Responsibility. After centuries of war the Forerunners defeated the humans and stripped them of their technology and empire. The Forerunners soon fought the Flood themselves; after exhausting every other strategic option available to them, the Forerunners activated weapons of mass destruction known as the Halo Array. The Array's firing killed all sentient life in the galaxy to deprive the Flood of their food. Life that the Forerunners cataloged was then reseeded throughout the galaxy.[21][22]

In the 26th century, humanity came under attack by the Covenant, an alien collective of species that worship the Forerunners as gods.[23] The human supersoldier Master Chief Petty Officer John-117 and his artificial intelligence companion Cortana, were instrumental in stopping the Halos from being activated, sterilizing the Flood outbreak before they could menace the galaxy once again, and defeating the Covenant resulting in the end of the war.[23] At the end of Halo 3, Chief and Cortana were left stranded in unknown space aboard the remains of the vessel Forward Unto Dawn.[24]


Forward Unto Dawn drifts towards an unknown Forerunner planet, later revealed to be the shield world Requiem. Cortana wakes Master Chief from cryonic sleep shortly before forces from a newly formed Covenant splinter faction board the vessel. The remnants of Forward Unto Dawn are caught in Requiem's gravity well and pass through an opening to crash-land on its interior. As Chief and Cortana explore Requiem, fighting hostile forces from the new Covenant faction and mechanical warriors called "Promethean Knights", Cortana malfunctions. She reveals that she is experiencing "rampancy", a declining mental state faced by smart AIs past their usual seven-year life span. Chief promises to get Cortana to Earth, believing that Cortana's creator, Doctor Catherine Halsey, can fix Cortana's condition. Chief and Cortana pick up garbled transmissions from a human ship, UNSC Infinity, who have picked up the Dawn's distress call. Cortana attempts to warn Infinity away from Requiem's gravity well and directs the Chief to deactivate what she believes are communications jammers. Instead, the Chief unwittingly releases the Didact, an ancient Forerunner warrior, from imprisonment. The Didact, who deems Man unworthy of the Mantle of Responsibility, takes control of the Prometheans and the Covenant faction, then attacks Infinity after it is dragged into Requiem.

Chief makes contact with Infinity and helps repel the Didact's attack. Chief and Cortana recommend attacking the Didact while he is vulnerable, but Infinity captain Del Rio orders them to destroy the gravity well so their ship can escape. In the process, Chief is contacted by a Forerunner known as the Librarian—the wife of the Didact, as well as ancient humanity's protector. She explains that the Forerunners were divided on how best to combat the Flood. After failing to discover a way to immunize biological beings from the parasite, the Didact used a device called the Composer to convert the warriors under his command into Promethean Knights immune to infection. Requiring more soldiers, the Didact forcibly converted captured humans into Prometheans, before being stopped and imprisoned by the Librarian. The Librarian, who has guided humanity's development, accelerates the Chief's evolution to grant him immunity to the Composer.

After destroying the gravity well, Del Rio orders a retreat back to Earth, doubting the Chief and Cortana's testimony. The Master Chief disobeys orders to stand down and relinquish the malfunctioning Cortana, and stays behind to oppose the Didact. Chief and Cortana attempt to sabotage the Didact's ship before he leaves, but are unsuccessful. They follow the Didact to a Halo ring, Installation 03. The Composer has been moved from the ring onto the nearby Ivanoff Research Station, which the Covenant faction attacks. The Chief defends Ivanoff, but the Didact retrieves the Composer and uses it on the station, composing every individual save Chief.

Chief and Cortana use a fighter to follow the Didact's ship to Earth. Aided by Infinity and the home fleet, the Chief boards the Didact's ship with a nuclear warhead. Cortana inserts copies of herself into the Didact's computer systems to overwhelm the Didact's shield, but not before the Didact directs the Composer at Earth. With the help of Cortana, the Chief defeats the Didact, who falls into a portal underneath the Composer. The Master Chief activates the bomb but is saved by Cortana, who sacrifices herself. The Chief is found by a rescue team and is taken back to Infinity, where he mourns the loss of Cortana. In a post-credits cutscene, the Didact proclaims the Forerunners' role as custodians of the galaxy having to bear the Mantle of Responsibility, and humanity as the greatest threat in the galaxy. Master Chief removes his armor aboard Infinity; if the player completes the game on Legendary difficulty, the Chief's heavily scarred face is briefly shown.[25]

Spartan Ops[edit]

Spartan Ops take place six months after Halo 4's campaign. Infinity returns to Requiem, where the Prometheans and the Covenant splinter faction—led by Jul 'Mdama, who styles himself as "the Didact's Hand"—are still active. Sarah Palmer, commander of the Spartan-IVs, deploys Spartan squads to clear out Jul 'Mdama's Covenant and Promethean forces in Requiem's interior in order to set up research bases. Fireteam Crimson recovers a mysterious artifact excavated by 'Mdama's Covenant; Infinity scientist Doctor Glassman disappears after studying the device. Catherine Halsey is brought to Infinity due to her knowledge of Forerunner technology. She is kept under guard by marines and Spartans including Gabriel Thorne, who lost his family during the Didact's attack on Earth. While studying the artifact, Halsey begins receiving messages on her computer from an anonymous sender. The source of the transmissions is 'Mdama, who captures Glassman and forces him to work on a Forerunner device that supposedly contains the Librarian. Palmer arrests Halsey for communicating with 'Mdama, but Halsey uses an override code to force Infinity's AI, Roland, to assist her. Halsey contacts 'Mdama to try and strike a deal, as they both want to find the Librarian; Roland breaks free of Halsey's control and summons guards to apprehend Halsey. Promethean forces invade Infinity, capture Halsey, and teleport her to 'Mdama's base. Serin Osman, head of the Office of Naval Intelligence (ONI), orders Infinity captain Thomas Lasky to kill Halsey, but he is reluctant to do so. Palmer sets off to Requiem to kill Halsey; Lasky tells Fireteam Majestic to intervene and rescue Halsey from 'Mdama.

Halsey steps into the Forerunner device and makes contact with the Librarian. The Librarian gives Halsey the two pieces of the "Janus Key", an instrument that provides the location for all Forerunner technology in the galaxy, and instructs Halsey to use the key to advance humankind. Upon receiving the key, Halsey exits the device and 'Mdama takes half of the key from her. Halsey passes the second piece to Fireteam Majestic. Palmer wounds Halsey in the arm just before a Promethean teleports 'Mdama and Halsey from the base. 'Mdama sets Requiem to collide with the nearby sun and his forces evacuate the planet. Fireteams Crimson and Majestic disable devices that anchor Infinity to Requiem, allowing the ship to escape before the installation is destroyed. Meanwhile, Halsey, who has lost her arm, offers to ally herself to 'Mdama.


In October 2007, shortly after the release of Halo 3, Halo developer Bungie split off from parent company Microsoft. Microsoft retained the intellectual property and rights to Halo, and Bungie continued developing Halo games until 2010. During this period of time Microsoft formed an internal division, 343 Industries, to manage the franchise and develop future games.[26][27]

In 2008, while 343 Industries was still in formation, Microsoft approached Starlight Runner Entertainment to help assemble the "Halo bible". Starlight Runner is a New York-based company that specializes in creating and producing transmedia franchises. Their job was to examine all content of the Halo universe, clean it up, and make it coherent and understandable for the people involved with the creation of Halo games and media. Frank O'Connor, a content manager at Bungie, assisted the team with the creation of the "Halo bible" before moving to 343 Industries to become Halo franchise development director.[28][29][30] Unlike the original trilogy, the story for Halo 4 was designed to be part of a multi-game arc from the beginning.[31] In addition, 343 Industries aimed for "a more complete connectivity between all of their future media than before"; relating Halo 4's story to the Forerunner Saga and Kilo-Five Trilogy novels as well as using terminals in Halo: Combat Evolved Anniversary to introduce background knowledge on the Forerunners.[28][31]

343 started with a staff of roughly a dozen people, but grew to nearly 200 through development.[32]Halo 4's development team included former employees of more than 25 triple-A studios. Prospective employees could not be told they were going to be working on Halo 4. "We had people who we hired who hated Halo because of 'X,'" said Frank O'Connor, 343 Industries' franchise development director. "But what that really meant was, 'I feel like this game could be awesome because of 'Y input' that I'm going to bring into it. I want to prove it, and I'm passionate about proving it.' So we ended up with a bunch of people who were genuinely passionate about the product. That is a huge advantage, and that helped in hiring and forming our team."[33] This rapid hiring and growth occurred during development of the game, creating issues; because the team was committed to a delivery date, Halo 4 executive producer Kiki Wolfkill said that the team was forced to make "necessary mistakes", with production difficulties and a team inexperienced with working together contributing to development difficulties.[32] Nine months before shipping, the developers restructured the game's production pipeline and gave individual teams more control due to bottlenecks in development. With so many developers from different backgrounds, forging a common goal and company culture was different. Creative director Josh Holmes recalled that an "epiphany moment" that proved the team was headed in the right direction was early in development, when the team completed a section of the game that was "very traditional [Halo]". Despite positive feedback from testers, 343 Industries discarded the prototype as too traditional, but felt that it showed the team could work together.[33]

Including contractors, 350 people worked on the game.[32] 343 Industries contracted Certain Affinity, an independent video game development studio, to help with the development of Halo 4; they started work on the game in early 2011.[34] Certain Affinity has worked alongside Bungie and 343 Industries on producing multiplayer content for previous Halo titles.[17] The studio developed the Forge mode, co-developed War Games and created a number of maps and multiplayer modes for Halo 4.[34]

Halo 4 and Halo: Combat Evolved Anniversary were both officially announced on June 6, 2011, at the E3 2011.[35]Halo 4 is the first installment in the Reclaimer Saga of Halo games.[36] The studio's creative team, which included nearly 200 people led by creative director Josh Holmes, started developing the game as early as 2009.[28][31] Prior to the release of the game, Microsoft Studios Vice President Phil Spencer stated that the Halo franchise is the "most important entertainment product in the company" and that Halo 4 was the most expensive game that Microsoft had made.[26] A demonstration of the game's campaign was first shown at E3 2012. The developers described it as a pivotal moment in development, as it was the first time the game had been shown publicly. The positive reaction was a morale boost for the team, who were unsure how the public would react.[33] On July 7, 2012, a pre-release build of Halo 4's Forge mode was showcased by 343 Industries and Certain Affinity at RTX which took place at the Austin Convention Center.[17][34][37] On September 26, 2012, O'Connor announced that the game's development was complete.[38]


Following Halo 4's announcement, O'Connor reported that both Master Chief and Cortana would undergo "radical" changes in appearance for the game, some of them attributed to better graphics and others to story elements.[39] The studio wanted Master Chief's appearance to convey an imposing mass and weight, to show that one of his characteristics is his 800-pound (360 kg) armor.[40][41] They studied the armor changes that were made for the Spartans in Halo: Reach, which were much bulkier than renditions in previous Halo games.[41] Character and concept artists began redesigning the Master Chief by creating sketches; these sketches would be rendered into 3D models so the team could analyze the design from every possible angle. The team would then return to creating sketches to make adjustments, and repeat the process until the main structure for the Master Chief was created. The team then worked on the finer details of his appearance.[40][42][43]

During the concepting process of Halo 4, O'Connor decided it would be best for the franchise to explore the Forerunner fiction of the Halo universe, which had remained largely a mystery before 343 Industries' involvement in the franchise.[28] This ultimately led to the creation of a new race of enemy, the Prometheans, warriors of the Forerunner empire.[44] Given that the Forerunners themselves had never been featured in previous Halo games, the design process for the appearance of the Prometheans was long and tedious. The art team produced a large number of sketches, which were presented to other members of the studio to get feedback and reactions. Many variations of different character models were considered before the team decided on a final design.[40][43][44] The main goal when designing their appearance was to make them resonate with the player, and evoke the image of the Forerunner architecture and language that had been portrayed in previous Halo media. Upon death, the Promethean Knight dissolves from the point where it was last shot; this visual effect also occurs when certain enemies are killed by Promethean weapons. From a gameplay standpoint the design for the Prometheans also needed to fit in well with the sandbox so they would be suitable enemies to fight. A goal when designing their behavior was to make them highly adaptive from a tactical standpoint. For example, the Promethean Knight can phase in and out of space, allowing it to retreat or charge the player at any given moment; this changes the way that a player engages in a combat encounter.[44]

Holmes explained that one of the goals for Halo 4's campaign was to incorporate more human elements into the story. To accomplish this the team wrote a B story that explored Master Chief's relationship with his AI partner, Cortana, who would break down into a dementia-like state.[45] The development team realized that Halo 4's narrative could be dense and hard to approach, making it inaccessible for new players.[32] They found incorporating such a storyline into an action game to be extremely challenging and considered dropping it during development. Holmes was adamant about including it; he took inspiration from his mother's battle with dementia, which she was diagnosed with near the start of the game's development. This led Holmes to want to capture the emotion and tell "a perfect story".[45]

A piece of concept art showing the gravity-defying architecture and scenery of the Forerunnerplanet, Requiem

The senior art director for Halo 4 is Kenneth Scott; he described the visual style of Halo 4 as being more ingrained in the expanded universe fiction, and more "mature" than before.[31][46] With the game's increased focus on the Forerunners, the artists invested heavily into the look and feel of Forerunner technology. The game also features more diversity in Forerunner structures, including fully active Forerunner technology as opposed to the mostly inert and abandoned structures seen in the earlier games.[31][47][48] The majority of the game is lit statically using lightmaps; this allowed the art team to achieve realistic lighting effects with full global illumination and ambient occlusion. Image-based lighting is also used to ground scenes and make everything fit together better.[46]

The cooperative Spartan Ops mode originally began as a Firefight-type mode, similar to that featured in Halo: Reach, but was composed of different objective-oriented mission types. Over the course of development, changes were made to Spartan Ops to include a narrative that would tie Halo 4's multiplayer together. The missions were designed primarily for four player co-op. The Spartan Ops development team worked with the narrative team to use ideas and storylines to shape the mode such that the cinematics would tie in with the missions.[49]

Glasgow based animation studio, Axis Animation, assisted 343 Industries on the creation of CGI cinematics for the Spartan Ops game mode. Axis have produced animations for numerous video games, including the award-winning announcement trailer for Dead Island. To make each Spartan Ops episode as engaging as possible the team at Axis shot and edited episodes in live action using performance capture. The team then used the reference cameras at the live action shoot to create a performance edit, before shooting with CG cameras to provide more coverage of all scenes and a greater selection of shots for the editorial team. The shading team at Axis made use of the 3D animation package, Houdini, to procedurally generate the environment in the cinematics. Axis worked with Glasgow-based audio post production company Savalas on sound design and the final mix for the Spartan Ops cinematics.[50]Facial motion capture was also utilized to take the movements and facial expressions from actors and apply them to the in-game cinematics for both Spartan Ops and campaign. Performance capture for both campaign and Spartan Ops cutscenes was directed and recorded at Giant Studios.[42][50] Axis worked in conjunction with Giant Studios and Cubic Motion to develop a special facial motion capture solution that would retain facial expressions from the actors when creating the animation.[50]

Visual effects house The Sequence Group, who had previously developed animation for Halo: Combat Evolved Anniversary's terminals,[51] returned to create additional animation for Halo 4. The Terminals feature a painterly artistic style, which Sequence president Ian Kirby felt appealed to gamers familiar with the style of concept art. In addition to creating the visuals for the Halo 4 terminals, their work appeared in one of the game's main cinematics. To save time and expense using traditional motion capture methods to animate the 3D characters, The Sequence Group used twin Microsoft Kinect infrared sensors to create a home-made solution.[52]

The game utilizes much of the "sandbox" that has been featured across all six prior Halo games and other media, in addition to introducing new characters, weapons, vehicles, and other elements.[31] The game engine used is a heavily modified version of the engine established by Bungie. Unlike previous games in the Halo series, Halo 4 runs natively in 720presolution.[53] The game itself comes on two discs and requires 4GB of available storage space either on an 8GB USB flash drive or Xbox 360 hard drive to play the multiplayer component.[53][54] Disc two is used to install the multiplayer content and disc one is used for launching the game.[8] Due to rendering issues and significant engine changes, Theater support for Halo 4's campaign and Spartan Ops was not featured in the game on launch; however 343 Industries expressed that this feature may be implemented in the future.[8][55]

As with previous Halo titles, 343 Industries provides a statistic tracking service for players of Halo 4.[56] Player data such as game history, character progression, and various statistics can be accessed in game or via the Halo Waypoint website.[56] The web services team at 343 Industries utilized the Windows Azure Service Bus messaging infrastructure to relay data from the Xbox Live network to back-end databases, where player data and information is stored.[56]Halo 4 player data can also be accessed via the Xbox SmartGlass application.[57]


See also: Halo 4 Original Soundtrack

British record producer and composer Neil Davidge wrote the music for Halo 4.[58] Davidge is best known for his work as a co-writer and producer for the band Massive Attack, and also composed the scores for numerous films.[59] Davidge intended to add "a touch of romance" to the score as well as adding more electronic sounds while keeping Halo's style.[59]

Sotaro Tojima, best known for his work on Konami's Castlevania: Circle of the Moon and Metal Gear Solid 4: Guns of the Patriots, served as Halo 4's audio director.[31] The team performed many live audio recording sessions, several of which occurred in Tasmania, Australia. Some of these recording sessions took place in generally inhospitable environments, such as underwater, in fire, and in ice, through the use of specially designed microphones;[31] other recording sessions have utilized "home made" explosives.[60] Tojima intended for the game's audio to be clearly grounded in the Halo universe, while also having a more realistic quality than in past titles.[31]

Music composer Kazuma Jinnouchi, also formerly from Konami,[61] joined 343 Industries during the production of Halo 4 in 2011.[62] He contributed several additional tracks for the game.[62][63] He would later go on to be the sole composer of the game's sequel, Halo 5: Guardians, in 2015.[64]


Voice actors returning to reprise their roles in Halo 4 include Steve Downes as Master Chief, and Jen Taylor as both Cortana and Halsey.[42][65] The two actors recorded together for the first time, as Downes actually flew to 343's Washington headquarters instead of recording in his hometown of Chicago.[66] Voices for new characters include Mark Rolston as Captain Andrew Del Rio, Darren O'Hare as Thomas Lasky, Jennifer Hale as Sarah Palmer, Adrienne Barbeau as Dr. Tillson, Keith Szarabajka as the Didact, Travis Willingham as Jul 'Mdama, and Lori Tritel as the Librarian.[65][67] Additional voices provided include Conan O'Brien, Andy Richter, and Jason Bradbury.[65][68][69] Employees of Rooster Teeth Productions' have cameo roles in Spartan Ops, as characters from the HalomachinimaRed vs. Blue.[70]Bruce Thomas was the performance capture actor playing the role of Master Chief and actress Mackenzie Mason played the performance role of Cortana.[42][65] Taylor served as the motion capture source for Halsey.[71]


On January 19, 2012, McFarlane Toys announced that they would be creating action figures for Halo 4, bringing new characters, weapons and vehicles from the video game to the fans.[72] McFarlane Toys CEO and founder, Todd McFarlane said that he was "really excited to be working with the all-star team of 343 Industries".[72] McFarlane also stated that they would continue and expand their previous figure line which would be rebranded as Halo Universe.[72] On February 14, 2012, toy company Mega Brands revealed a new product series in their Mega Bloks Halo Universe collector's line.[73] Both McFarlane Toys and Mega Brands revealed their figures at the 2012 American International Toy Fair.[73][74]Jada Toys launched a new line of Halo 4die-cast toys in August 2012;[75]Sideshow Collectibles also revealed a Halo 4 Premium Cortana Figure. Toy manufacturer Funko released Master Chief, Cortana and Spartan-IV figures for their Pop! Vinyl toyline on November 8, 2012.[77] On June 11, 2012, video game consoleperipherals manufacturer, Mad Catz Interactive, Inc. announced that they had signed a deal with Microsoft Studios to create a Halo 4-branded gaming headset; the product shipped on October 30, 2012.[78][79]

343 Industries and Microsoft also created a Halo 4 art book, titled Awakening: The Art of Halo 4; it was published by Titan Books and released on November 6, 2012.[80][81] The book contains a collection of concept art and sketches accompanied by commentary from the artists at 343 Industries.[80][81] A limited edition version of the book was also released with only a thousand copies available worldwide.[81] Another book, Halo 4: The Essential Visual Guide was created by 343 Industries in collaboration with DK Publishing and was released September 24, 2013.[82] It contains annotated artwork and profiles on characters, items, and locations within the Halo universe.[82]

Microsoft once again partnered up with PepsiCo, having done so previously while promoting Halo 3.[12][83] In the United States players were able to earn double experience in Halo 4 by purchasing Mountain Dew and Doritos and then redeem product codes found on the packaging using an iOS and Android app game called Halo 4: King of the Hill Fueled by Mountain Dew.[12][83][84] Players were able to redeem product codes from October 15, 2012, on websites that PepsiCo set up for the promotion.[12][83] In the United Kingdom, a promotion ran from September 24, 2012, until December 4, 2012, where purchasers of Mountain Dew were able to redeem codes to have a chance of winning copies of Halo 4, Xbox 360 avatar items and a trip to Seattle to attend a tour around the studio of 343 Industries.[85] Microsoft also partnered with Pizza Hut branches in the United Kingdom; people who entered the contest via an official website had a chance of winning Halo 4-themed prizes.[86] The contest was open from October 22, 2012, until December 30, 2012; entering participants also received a free code for a Halo 4 Xbox 360 avatar outfit.[86] Microsoft partnered with American Express to offer a promotion for eligible card holders in the United States and United Kingdom.[87] Card holders who sync their American Express card with their Xbox Live account receive coupons and credits and are also rewarded with additional credits and coupons for obtaining achievements in Halo 4.[87] Microsoft also offered Halo 4 armor, for Xbox Live avatars, to people who watched at least thirty minutes of footage from the 2012 United States presidential debates on their Xbox 360.[88]

On October 31, 2012, Microsoft and government-owned organization Liechtenstein Marketing transformed the countryside of Liechtenstein for a special live action event for fans and members of the press.[89][90][91][92] The Gutenberg Castle was transformed into a military fortification where guests tried out Halo 4 for the first time.[89][90][91][92] A nearby countryside had a United Nations Space Command military camp installed and Balzers Quarry was transformed into a battleground where fifteen actors played out a two-hour-long adventure.[89][90][91][92]

Promotional videos[edit]

See also: Halo 4: Forward Unto Dawn

Halo 4 was announced with a trailer at E3 2011, titled "Awakening".[93] It was directed by Joseph Kosinski and visual effects were created by animation company Digital Domain.[93][94] Kosinski and Digital Domain had collaborated previously on the Halo 3 "Starry Night" commercial.[95] The trailer is set on the UNSC frigate Forward Unto Dawn during the opening events of Halo 4. It depicts the Master Chief being awakened from cryonic sleep by Cortana, as the remnants of the frigate drift towards Requiem.[93] The trailer was short-listed in the Visual Effects and Design categories at the 2012 AICP Show and NEXT Awards.[96]

On April 30, 2012, it was announced that a web series, titled Halo 4: Forward Unto Dawn, would play on Machinima Prime and Halo Waypoint during the weeks leading up to the release for Halo 4.[97] The series debuted on October 5, 2012, and contained five 15-minute live action shorts.[97][98][99] It was directed by Stewart Hendler and the project was Microsoft's largest investment in a live action promotion.[97][98] The series is set in 2526, 31 years before the events of Halo 4 at the beginning of the Human/Covenant war.[9][37] The plot is centered around the character Thomas Lasky, who appears in the video game, he is primarily portrayed by Australian actor Tom Green in the live action series.[99] The series also ties in with the plot of the Halo 4 campaign and Spartan Ops mode.[9] The Master Chief is featured in the latter part of the series, and is played by actor Daniel Cudmore.[99]

At E3 2012, the presentation of Halo 4 was preceded with a live action segment called "The Commissioning".[100] The video was directed by Nicolai Fuglsig and filmed over two and a half days, with four weeks of post-production and visual effects were added by Method Studios.[100] Music in the trailer was scored by Neil Davidge.[67] The video shows the UNSC Infinity vessel being pulled within the confines of the planet Requiem. Mark Rolston portrays Captain Andrew Del Rio in the live action video.[67]

On October 18, 2012, the Halo 4 launch trailer, titled "Scanned", premiered on Late Night with Jimmy Fallon. The trailer was produced by David Fincher and directed by Tim Miller. The trailer was filmed in Prague and features both CGI and live action sequences.[101] It shows Master Chief, bound by a force shield, being approached by an enemy. The enemy moves toward John, scanning his mind to find the source of his strength and search for weaknesses. A live action sequence proceeds with flashbacks of John's past; showing him being kidnapped as a child, the Spartan-II augmentation procedure, and him being suited into his MJOLNIR armor. The trailer then shows John attacking Promethean Knights, before returning to the scene of him bound and being faced by his enemy, the Didact.[102] On October 23, 2012, the Halo 4 launch gameplay trailer was revealed; it featured segments of gameplay footage from the campaign and multiplayer.[103]

In October 2012, visual effects company Framestore assisted advertising agency McCann London in producing live TV adverts for Halo 4. The adverts aired on November 9, 2012; they featured live data on how many people were playing Halo 4 online, correct to within five minutes of the broadcast.[104]


Halo 4 was released in all territories except Japan on November 6, 2012;[105] the Japanese version was released on November 8.[9] Microsoft initially released the game in two separate retail versions, branded as "Standard" and "Limited" editions. The Limited Edition includes digital items for Xbox 360 avatars and in-game Spartan-IVs, as well as access to future downloadable content in the form of three competitive multiplayer map packs, containing a total of nine maps. It also includes a 90-minute extended version of the live action digital series, Halo 4: Forward Unto Dawn and a UNSC Infinity Briefing Packet.[106] At launch, two Specializations were available to all players; only owners of the Halo 4 Limited Edition had access to all eight Specializations.[106][107] However, 343 Industries later granted access to players, in certain countries, who participated in an online multiplayer match during the opening fortnight. For the remaining players, the Specializations were gradually unlocked in the months following launch.[107]

Microsoft produced an Xbox 360 Limited Edition Halo 4 console bundle that launched alongside the game. The bundle features two custom designed controllers, a standard edition of Halo 4, a wired headset, exclusive downloadable content and a Halo 4-themed Xbox 360 containing a 320GB hard drive. It was also announced that Microsoft would be releasing a standalone Xbox 360 Halo 4 Limited Edition wireless controller featuring a different design to the one included in the console bundle.[108][109]

Microsoft reported that their security teams and law enforcement were investigating the possibility of Halo 4 content being leaked on the internet in October 2012.[110] Jessica Shea, Community Manager at 343 Industries, warned fans to be wary of Halo 4spoilers that were posted on the internet.[111] O'Connor stated at New York Comic Con that leaks of the game and footage would not have any impact on how the game is released or marketed and that unlicensed uploading of high-profile games is inevitable.[112]

Over ten thousand stores across forty countries opened for the midnight launch of Halo 4.[113] On the evening before the release of the game, a fifty-foot diameter illuminated Didact glyph was flown by a helicopter over the River Thames in London, from the Greenwich Peninsula to Tower Bridge.[114][115] The glyph was created by a team of over fifty designers, engineers and fabricators and took approximately eight weeks to design and construct.[115] Following the release of the game, New Zealand censors declared many copies of Halo 4 illegal, after deciding to label it with an R13 rating, restricting it to buyers aged 13 and over. Many copies of the game had already gone on sale with an unrestricted M certificate, but these copies are in breach of the Films, Videos, and Publications Classification Act 1993.[116]

On February 5, 2013, a digital version of the game was released via the Xbox Live Games on Demand service.[117] A game of the year edition of Halo 4, featuring the season pass and Champion's Bundle DLC, pre-order bonuses, special avatar prop and the entire first season of Spartan Ops, was released on October 8.[118]


Halo 4 grossed US$220 million on its launch day and $300 million in its opening week. The gross was a new record for the franchise,[119] surpassing Halo: Reach's $200 million first-day gross.[120] More than one million people played Halo 4 on Xbox Live within the first 24 hours of release.[121] While Halo 4 debuted at the top of the UK Video Games Chart and became the eighteenth biggest launch ever in the UK, it failed to beat the week one sales records of Halo 3 and Halo: Reach.[122] U.S. retail tracking firm NPD reported that Halo 4 was the second most sold retail video game of November 2012, the third most sold retail video game of December 2012, and the third most sold retail video game of the year.[123][124] In the United States Halo 4 became the best-selling Microsoft Studios title for sales counted during respective launch years.[125] In 2012, Halo 4 was the third most played game on Xbox Live based on average unique users per day.[126]


Halo 4 supports downloadable content (DLC), which is available to download via the Xbox Live Marketplace. Three War Games map packs, each containing three maps, can be purchased individually, or bought together with the Halo 4 War Games Pass. The pass is included in the Limited Edition version of the game and is available to purchase on the Xbox Live Marketplace.[127] The first map package, the "Crimson Map Pack", was released on December 10, 2012.[128] Players who were awarded early access to Specializations received complimentary access to the Crimson Map Pack for a limited time.[19] The "Majestic Map Pack" was released on February 25, 2013,[129] followed by the "Castle Map Pack" on April 8.[130] Forge Island, a map designed for Forge mode creations was made available at no cost to Xbox Live users on March 29.[131] Microsoft released additional DLC on August 20 that could be purchased together as the Champions Bundle or separately. The three DLC packs include: the "Bullseye Pack" containing two multiplayer maps and early access to the Ricochet gametype; the "Steel Skin Pack", which offers steampunk-themed skins for weapons; and the "Infinity Armor Pack", which includes new armor for customizing the player's Spartan.[132]

Aside from map packs, the game is supported by regular matchmaking playlist updates.[133] These updates make playlist and balance changes, sandbox tweaks and fix minor glitches. A title update to fix various game issues and glitches was released in December 2012.[134] Spartan Ops went on a mid-season break that December and resumed on January 21, 2013; the back half of the season was made available as a free download from the Xbox Live Marketplace.[16][135][136] On January 29, an in-game search feature was implemented for Halo 4's file sharing system;[16] a web version of the Halo 4 file browser was made available on February 27, 2013.[137] On April 8, 343 Industries launched a competitive skill ranking system akin to that featured in Halo 2 and Halo 3.[138][139]

During Spartan Ops' mid-season break, a free-to-enter Halo 4 tournament, titled Halo 4 Infinity Challenge, was launched by Microsoft in partnership with Virgin Gaming. Players could register on the Halo 4 Infinity Challenge website to participate in the tournament, giving them the opportunity to win various prizes.[140][141] On July 3, 2013, 343 Industries announced a second tournament in partnership with Virgin Gaming, titled Halo 4 Global Championship. The tournament spanned a period of five weeks with a grand prize of $200,000. The tournament began on July 5 at RTX 2013, and on July 15 on Xbox Live.[142] The tournament finals took place on September 1 at the 2013 Penny Arcade Expo; the event was streamed live and was hosted by Larry Hryb, Blair Herter, and Jessica Chobot.[143]

Halo 4 was re-released as part of Halo: The Master Chief Collection for the Xbox One on November 11, 2014,[144] and for Microsoft Windows on November 17, 2020.[145] A sequel, Halo 5: Guardians, was released for the Xbox One on October 27, 2015.[146]


Critical reception[edit]


Halo 4 received widely positive reviews from critics, with aggregate review website Metacritic assigning it an average score of 87 out of 100, based on 87 reviews.[147] Many reviewers were impressed by 343 Industries' debut effort and considered it a worthy addition to the series.[6][18][150][152] Ryan McCaffrey of IGN gave Halo 4 a very positive review, considering it to be the best game of the series to date and the best Xbox 360 game of 2012; he called it "a bar-raising triumph for the entire first-person shooter genre."[18] Wesley Yin-Poole of Eurogamer remarked that although he was initially skeptical of changes being made to the formula, 343's greatest achievement was managing to stay true to what Halo is. He was enthusiastic to see what the developer would do with Halo 5 and expected them to deviate further while retaining the series' "magic".[156]

Halo 4's campaign received a varied reception from critics. Reviewers enjoyed Master Chief's return as the protagonist, and the emotional connection between Master Chief and Cortana was highly praised.[149][151][152][157] Mike Mahardy of Game Informer complimented the characterization improvements of Chief and Cortana, calling their evolved love story more "focused" and "relatable" to the player, in comparison to the "cloudy and impersonal" stories from the prior games of the franchise.[158]GameSpot editor, Chris Watters, described the "thrilling and emotional return of Master Chief and Cortana" as the highlight of the game.[152]GamesRadar maintained that the narrative was enthralling and the campaign's structure was much better than its predecessors.[153] IGN's McCaffrey praised the game's lighting, movements, animations, and lauded the campaign for its pacing, "deftly mixing on-foot combat, vehicle sequences, quiet story moments, and key Chief-and-Cortana interactions." Although Neil Davidge's work on the musical composition was noted as a "bold shift", McCaffrey claimed the music seemed "complementary rather than additive."[18]

1UP.com reviewer Jose Otero was critical of Halo 4's story, writing that the ending of the game "doesn't make a lot of sense". He also remarked that while the narrative tied the main plot lines together well, it was disappointing to see some of the smaller story points were ignored entirely.[6] Both G4 and Official Xbox Magazine agreed that the plot became convoluted on occasions and might be difficult to understand for new players of the franchise.[150][154] G4 reviewer, Adam Rosenburg, also stated that while the soundtrack had some memorable moments, he was disappointed that composer Neil Davidge had chosen to ditch the familiar theme of previous games.[150] Michael Gapper of Computer and Video Games drew a comparison between Halo 4 and Halo 2. He stated that the hardware limitations of the Xbox 360 had negatively impacted Halo 4's campaign, in the same way that they had throttled Bungie's ambitions for Halo 2 on the original Xbox. He explained that although the game was visually stunning, this had detracted from the scale and spectacle that was present in Halo 3's campaign. He found the spaces within the campaign to be narrow and constrained which led to a lack of tactical options in encounters.[148][159][160]

Competitive multiplayer was well received by critics. Chris Watters of GameSpot welcomed the new armor abilities and gameplay tweaks introduced in multiplayer. He praised the continuing robustness of Custom Game options and the accessibility of level editing in Forge.[152] CVG's Gapper stated that the new scoring system alone made Halo 4 multiplayer the best in the series, emphasizing that recognition for assists and completing objective tasks was a positive change.[148]Polygon writer, Arthur Gies, said that the new game mode Dominion was the best addition to Halo multiplayer since the introduction of Xbox Live. He also thought that the multiplayer component was more approachable to people outside of the core player-base without dumbing anything down.[155]

Reception towards Spartan Ops was less favorable than multiplayer and campaign; some reviewers expressed their disappointment in Spartan Ops replacing the cooperative Firefight mode.[6][151] Criticisms were aimed at the brevity of missions and lack of replay value.[18][152] Despite any shortcomings, IGN said the mode was a must-play for the "incredible pre-episode cinematics" which open up "a number of interesting narrative possibilities for future episodes and seasons."[18] Martin Robinson of Eurogamer complained about the repetition of environments within the first half of the season and noted that missions quickly become a chore. He felt that Spartan Ops was a "weak, bloated alternative" compared to Firefight.[161]1UP.com found that while the short length felt odd initially, the mode was still fun to play and offered more opportunities to play Halo cooperatively.[6]


Year Awards Category Winner/Nominee Result Ref.
2012 Spike TV Video Game Awards Best Xbox 360 Game Halo 4Won [167]
Best Shooter Halo 4Nominated
Best Multiplayer Game Halo 4Nominated
Best Original Score Halo 4Nominated
Best Graphics Halo 4Won
Studio of the Year 343 Industries for Halo 4Nominated
Best Performance by a Human Female Jen Taylor as CortanaNominated
Character of the Year (viewer-voted)Master ChiefNominated
Inside Gaming AwardsGame of the Year Halo 4Won
Best Competitive Multiplayer Halo 4Won
Best Sound Design Halo 4Won
Best Art Direction Halo 4Nominated
Best Animation Halo 4Nominated
Best Original Score Halo 4Nominated
Best Game Cinematography Halo 4Nominated
Best Character Design Cortana Nominated
GamesRadarShooter of the Year Halo 4Won [170]
Game of the Year Halo 4Nominated
X-Play's Best of 2012 Awards Game of the Year Halo 4Nominated [171]
Best Multiplayer Game Halo 4Nominated
Best Multiplayer Co-op Game Halo 4Nominated
Best Shooter Halo 4Won
Best Art Direction Halo 4Nominated
GameSpot's Best Games of 2012 Shooter of the Year Halo 4Won [172]
Xbox 360 Game of the Year Halo 4Nominated [173]
Overall Game of the Year Halo 4Nominated [174]
IGN's Best of 2012 Best Overall Game Halo 4Nominated [175]
Best Xbox 360 Shooter Game Halo 4Won [176]
Best Xbox 360 Graphics Halo 4Won [177]
Best Xbox 360 Sound Halo 4Won [178]
Best Xbox 360 Story Halo 4Nominated [179]
Best Xbox 360 Multiplayer Game Halo 4Won [180]
Best Xbox 360 Game Halo 4Won [181]
Best Overall Shooter Halo 4Nominated [182]
Best Overall Multiplayer Game Halo 4Won [183]
Best Overall Graphics Halo 4Won [184]
Best Overall Sound Halo 4Won [185]
OXM's Game of the Year 2012 Awards Game of the Year Halo 4Nominated [186]
Best Shooter Halo 4Won [187]
Best Multiplayer Halo 4Nominated [188]
Best Villain The Didact Nominated [189]
Developer of the Year 343 Industries for Halo 4Won [189]
2013 16th Annual D.I.C.E. AwardsAction Game of the Year Halo 4Nominated [190]
Outstanding Achievement in Art Direction Halo 4Nominated
Outstanding Character Performance Cortana Nominated
Outstanding Achievement in Connectivity Halo 4Won
Outstanding Achievement in Online Gameplay Halo 4Nominated
Outstanding Achievement in Visual Engineering Halo 4Won
MPSE Golden Reel AwardsBest Sound Editing: Computer Interactive Entertainment Halo 4Nominated [192]
9th British Academy Video Games AwardsAction Halo 4Nominated [193]
Artistic Achievement Halo 4Nominated
Audio Achievement Halo 4Nominated
Online – Multiplayer Halo 4Nominated
13th Annual Game Developers Choice AwardsBest Audio Halo 4Nominated [194]
Best Technology Halo 4Nominated
Best Visual Arts Halo 4Nominated
Golden Joystick AwardsGame of the Year Halo 4Nominated [195]
Best Storytelling Halo 4Nominated
Best Multiplayer Halo 4Nominated
Best Visual Design Halo 4Nominated
Best Gaming Moment Halo 4 − Cortana's fate Nominated
Studio of the Year 343 Industries Nominated


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Sours: https://en.wikipedia.org/wiki/Halo_4
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Halo 4 Wiki Guide

Complete Mission 8 on any difficulty.

You'll start this level in a Broadsword. This pilots much like the other vehicles in the game: Thrust with LEFT TRIGGER, switch guns with Y, fire with RIGHT TRIGGER.

The gauntlet you'll have to pilot the Broadsword through is filled with moving parts and, glowing orb forcefields (which you can shoot out) and turrets.

You need to boost through closing sections of the trench occasionally.

To avoid the turret fire, simply move around a lot. You can shoot them, but it's not necessary.

Every once in awhile a waypoint marker will advise you to dip to a tunnel below, but for the most part this just takes quick reactions. Check out the video walkthrough for more detail.

Eventually you'll pilot the Broadsword out into an area where you can freely move about. Don't deviate: Head towards the center spire and take out the glowing point in the middle with your guns.

Now, head for the perimeter of the area. There are 4 massive turrets to take out, but you can only shoot their glowing orb bases from an open port on the the sides of each gun.

Follow the outer diameter of the ringed area and shoot out the smaller guns as you work your way around to destroy each orb. You can safely fly through the turrets' bases after the orb is destroyed.

Take out all four and a cutscene will begin.

Switch to your SAW and immediately take out the three Watchers in the first room. If you do this fast enough, they won't be able to complete the Beam Sentrys in the room.

The same goes for the next room -- but there are two Knights here your SAW will be especially useful at taking down quickly.

The Scattershot is actually a pretty good resource in this area for eliminating Watchers and even Beam Sentries, but the Lightrifle is best choice for keeping your distance and doling out damage, still.

After the room with the first Knights, you'll come to a room with the final Terminal!

Once you touch down on the Didact ship, you will enter a series of hallways with Watchers and Knights. When you first here Didact speak about stopping you by force, you will make a U turn through the passages with the first few enemies. In the U is a glowing blue set of spires. A terminal is nestled among them. This is right before Cortana advises you to turn left.

  • Domain Video Unlocked on Waypoint (You must download and install Halo Waypoint on your Xbox to watch this video outside of the game).

In the next room are three Knights, each with different, powerful weapons. You need to snipe these Knights on higher difficulties, and you can trick their AI a bit by staying on the other side of the door.

They won't advance through the door until you've taken their shields down, so it's a safe place to shoot from. Try using your Hologram to distract them -- but note that one of the Knights here holds the very important Auto Sentry, which you'll absolutely need on Legendary.

Enter the elevator, and, at the top, plug her into the column. Enter the portal.

The first portal leads to a room with a few Crawlers. The portal to the next area is ahead, but at its feet is a helpful Binary Rifle you won't want to miss.

Use the something other than the Binary Rifle for now in the next room on the 4 Knights and their Watchers. A rack with Light Rifles can be found at the bottom of the platform. The Auto Sentry can do much of the work in this area.

A final impediment before you reach the portal on a high platform across the area is a Knight with an Incineration Cannon. Use the Binary Rifle on this tricky enemy from very far away.

Grab this Achievement on Easy. You'll come to an armory while jumping through portals in this Mission 8 -- several out-of-place weapons can be found here, including the Gravity Hammer suspended in an orange beam. The area after this features many, many Crawlers invading a spot you must defend. After you retrieve Cortana, you'll cross a bridge covered in Crawlers -- if you haven't got the Achievement yet, you'll get it here!

Unless you are going for the Chief Smash Achievement, ignore the Gravity Hammer in the armory. Do pick up Plasma Grenades and a mid-range weapon like the Light Rifle or Battle Raffle. Absolutely take an Incineration Cannon.

As you walk through the portal, keep pressing forward and melee attack the unaware Knight at the bottom of the ramp.

You'll now be at the top of a slope, with four Knights -- two with Incineration Cannons -- between you and the next portal. Toss up your Auto Sentry and begin taking out Crawlers and Watchers.

The Knights are quite easy with an Incineration Cannon. They are especially vulnerable right after they warp, since they won't be warping again for a few seconds. Grab their Inceration Cannon ammo and load up on Lightrifle ammo for the next area. You can retrieve Cortana in the next area, but first you must defend a small area from dozens of Crawlers.

Cortana will activate some of the beam defenses in the room to back you up, and you can add your Auto Sentry to the mix to have a nice, defendable position on the raised platform with the glowing spot.

Here you can stock up on Lightrifle ammo and grenades if needed. Only use your Incineration Cannon on the biggest clumps of Crawlers -- and save two or three rounds.

Eventually Cortana will appear in a short pillar below the area you are defending. Retrieving her opens a portal at the far end of the ramp.

Here you will encounter heavy Crawler resistance, so have your Incineration Cannon at the ready to vaporize large groups. Enter the portal at the end of the line.

Cross the large gap by stepping into the launcher. You'll land in another armory. Grab a Light Rifle and a Binary Rifle for the next fight.

After depositing Cortana in the column, you'll have a choice of paths -- go right.

Launch over to the massive island in the distance. You'll first encounter a Watcher and several Crawlers. There is a small doorway off to the side that leads to a room with PrometheanWeapons, including an Incineration Cannon -- you won't need this now, but remember its location.

Many, many Crawlers and a few Watchers block your path up the floating island you are on. Take it slow, and hit them with Lightrifle Binary Rifle rounds. You'll have to use a button to extend a bridge across to the target area.

More Crawlers line the walls here -- when you run out of Lightrifle ammo, switch to the Boltshot. After accessing the marked panel, you can head to the next island. But before you go, grab that Incineration Cannon!

The launcher to cross to the next island is below. Use it, and as soon as you land, target the Knight along the back wall and destroy it. This Knight has a Lightrifle, which you should grab.

Before you can do that there are about a dozen Crawlers to take care of. Destroy the nearby ones, then dash for the overhang. The Crawlers above can't target you here.

At the top of this area is a Beam Sentry. Expend another Incineration Cannon round on it. Beneath its location at the pinnacle of the island you can stock up on both Lightrifle and Incineration Cannon ammo.

From this high point you can also skip the remaining enemies on the island and make a dash to the next launcher.

Save your Incineration Cannon ammo for now. Use the Lightrifle on the many enemies as you work your way up the familiar island. Again, there is a small ammo cache along the wall on the middle level -- this time it only holds Scattershots, which are very risky on harder difficulties.

The final battle is at the top of the floating island. There are 7 or 8 Knights with all manner of weapon -- Scattershot, Lightrifle, Incineration Cannon -- guarding the top area. To make them appear you'll have to once again extend the bridge.

Here's where lugging that Incineration Cannon around pays off. While sniping from across the bridge and throwing grenades can help thin out the Knights, crossing the bridge and filling the columned hallway with Incineration Cannon death is an easy way to handle this area.

If you run out of Incineration Cannon ammo, rely on the Lightrifle (one of the first Knights that appears on the far side of the bridge drops one). Again, the Auto Sentry is invaluable in this final fight, as it draws fire.

Once every Knight is down -- and only then -- a spot appears on your HUD at the end of the hallway. Access it and look for ammo for the Incineration Cannon near the downed Knight who previously used one.

There are three more Knights on the final island to contend with. Hopefully you have enough Incineration Cannon ammo to make this easy, but if not, you know the drill by now.

At the top of the island is blue bridge leading to the central area.

It's not over yet! You'll have to use the LEFT STICK, the LEFT TRIGGER and the RIGHT TRIGGER when prompted to eliminate Didact and detonate the nuclear device.

Sours: https://www.ign.com/wikis/halo-4/Mission_8_Midnight

Halo 4

"An Ancient Evil Awakens"
— Official tagline[6][7]

Halo 4 is the seventh installment in the Halo franchise.[1][6] Set four and a half years after the events of Halo 3, Halo 4 continues the story of John-117 and Cortana, left abandoned on the remains of the UNSC Forward Unto Dawn. The two survivors drift toward the mysterious world of Requiem and the ancient evil within. Halo 4 is the first game developed by 343 Industries, the management team in charge of the Halo franchise, and was published by Microsoft Studios. The first in a new series of Halo titles dubbed the Reclaimer Trilogy, Halo 4 was released exclusively on the Xbox 360, worldwide on November 6, 2012.[2]

Halo 4 was first revealed by a teaser trailer shown at Microsoft's E3 Media Briefing on June 6, 2011, set to arrive in the holiday of 2012.[8][9][10] In the months leading into E3 2012, multiplayer for Halo 4 would be unveiled. The game would then get proper coverage during E3 2012, where a stage demo would be shown off, along with a trailer dubbed "The Commissioning", and the game's new co-operative experience, Spartan Ops.

Upon the first day of release, Halo 4 grossed $220 million, surpassing Halo: Reach's record of $200 million, and $300 million in its opening week.

Along with Halo: Combat Evolved Anniversary, Halo 2: Anniversary and Halo 3, Halo 4 was released on the Xbox One as part of Halo: The Master Chief Collection on November 11, 2014. A sequel, Halo 5: Guardians, was released for the Xbox One on October 27, 2015.[11]


"The Master Chief returns to battle an ancient evil bent on vengeance and annihilation. Shipwrecked on a mysterious world, faced with new enemies and deadly technology... the universe will never be the same."
— Official summary[6]

Halo 4 marks the return of John-117 as a playable protagonist after three Halo games focusing on different sets of characters.[6][7] Having been lost in space for five years after the finale of Halo 3,[12] John-117 and Cortana, adrift aboard the wreckage of the aft section of the UNSCfrigateForward Unto Dawn, find themselves near Requiem, the Forerunnershield world first glimpsed in the Legendary ending of Halo 3.[10][13][14]

The story of Halo 4 was described as being heavily focused on mystery, exploration and discovery, as well as being grand in scope and scale. Forerunner elements are featured extensively. The game also shows how humanity and the UNSC have adapted to the post-war world, particularly how they have co-opted Forerunner technology into their military devices and assets.[10] Member species of the former Covenant return in the game, in the form of Jul 'Mdama's Covenant faction, consisting of Elites and most of their former subordinate species, including Grunts and Jackals, still loyal to the tenets of the Covenant religion.[15][16] However, the Covenant remnants are taking a backseat to an entirely new antagonist, the Prometheans,[17] an elite class of ForerunnerWarriors and their legendary leader known as the Didact;[18] this new antagonist has been described as a "threat beyond anything that Master Chief has faced before."[19] The subject of Cortana's ongoing rampancy, a year beyond her ideal functional lifespan, is also thoroughly and prominently detailed in Halo 4.[20]

Unlike Halo: Combat Evolved, Halo 4 was originally stated to have been designed to be part of a three-game arc from the beginning; however, the scope of the then-Reclaimer Trilogy (now known as the Reclaimer Saga) has since been expanded to encompass an undefined number of games.[21] In addition, 343 Industries is aiming for more complete connectivity among all of their future media than that of the original trilogy;[10] the Forerunner Saga and Kilo-Five Trilogy novels,[15][22] and the Halo: Combat Evolved Anniversaryterminals all have connections to Halo 4's story.[10][23] The third and final Forerunner Saga novel, Silentium, was released on March 19th, 2013.[24][25][26] Frank O'Connor noted that Silentium would be released after Halo 4 for "specific strategic reasons", likely referring to the connectivity of the game and the novel.[27] A live action series, Halo 4: Forward Unto Dawn, provides a backstory for Thomas Lasky, a major character in the game; this series consists of five episodes totaling 75 minutes. The Halo 4 Collector's Edition includes a 90 minute extended cut of the series.[28]

Like Halo: Combat Evolved Anniversary, the Halo 4 campaign contains animated terminals accessible to the player.[29] These depict the events of the Human-Forerunner War and Forerunner-Flood war from the perspective of the Ur-Didact and the Librarian, and chronicle his descent into madness.

Spoiler warning: Plot and/or ending details follow.


The wreckage of the Forward Unto Dawnfloating in space.

Halo 4 begins on July 21, 2557,[16] four years, seven months and ten days after the armistice ending the Human-Covenant War. Cortana, laying silent for almost five years, notices that the ship's intruder alarms have activated and attempts to wake John-117 from cryo-sleep. Cortana notifies him that in his sleep, she rewrote the firmware of his MJOLNIR Mark VI armor, upgrading the HUD and armor capabilities. With alarms ringing and the intruders spreading to multiple decks, John slips Cortana's chip back into his neural interface and sets off to find the source of the disturbance. Suddenly, a Sangheili swordsman comes charging at the Spartan. After neutralizing the threat, John questions the AI construct on why his once-formidable allies have attacked them, to which she has no answer. After fighting the Sangheili and their "repatriated" Unggoy and Kig-Yar subordinates, John makes his way to the aft observation deck, viewing a large former Covenant fleet, led by Jul 'Mdama, surrounding the Forward Unto Dawn while multiple boarding crafts dock with the heavily damaged aft section of the frigate.

John and Cortana subsequently make a crash-landing on the Forerunner world Requiem, entering the inner planetary shell via an entrance in the Dyson sphere-like superstructure.[16] Recovering a Warthog, Master Chief and Cortana vow to make their way back to Earth in order to find a cure for Cortana's escalating Rampancy. They set out to find a way to contact the UNSC, circumventing the powerful jamming field surrounding the world.

Fighting through numerous Jul 'Mdama's Covenant hunting parties, Master Chief is attacked by advanced Forerunner combat constructs which Cortana identifies as Prometheans. Evading or destroying pursuit, John attempts to warn the approaching UNSC Infinity of the dangerous artificially-induced gravity field that had caused the Forward Unto Dawn to crash.

The Didact[edit]

John-117 encounters the Didact.

After disabling two control nodes, it becomes clear to John that a great threat had once been imprisoned within Requiem. The Didact, the Forerunners' greatest warrior, is released from suspended animation within a Cryptum. Easily disabling John with his powerful abilities, he declares the return of the Forerunners as the galaxy's rulers and saviors. Humanity remains weak and unworthy in his eyes of inheriting the Mantle of Responsibility, a view rejected by his wife, the Librarian. Having always revered the Forerunners as gods,Jul 'Mdama's Covenant quickly swears alliance to the Didact and his Prometheans. The Didact views Jul's Covenant as mere "primitives", but permits them to serve his cause, to prevent the ascension of the human race to galactic prominence.

Narrowly escaping the collapsing core facility, the Chief and Cortana return to the planet's surface only to find their warning to the Infinity came too late. The warship crashes more than 70 kilometers away, with a massive force of Jul 'Mdama's Covenant and Prometheans closing on their position.

Evading capture, John is successful in regrouping with a group of SPARTAN-IVs and Marines led by CommanderThomas Lasky. Recognizing the Chief immediately, Lasky asks John and Cortana to clear a landing zone so that Infinity's ground forces can fall back to the ship which has fallen under siege. Commandeering a Scorpion tank, John leads the attack to the crippled vessel alongside Commander Sarah Palmer's Spartans. Using the UNSC's latest weapon, the Mantis exoskeleton, John rallies a force of nearby Marines and regains control of the ship's interior. After reinitializing the secondary MAC guns and missile batteries, the tide turns in the UNSC's favor. Two light cruisers and dozens of dropships are destroyed in the artillery barrage, while the Didact's Cryptum is forced to retreat.

With a momentary lull in the fighting, John is called to a strategy meeting with Andrew Del Rio, Captain of the Infinity. Skeptical of the threat of the Prometheans, Rio orders an immediate attack on a Forerunner gravity well generator preventing the ship from leaving. A strike force of Spartans led by John is deployed along with a Mammoth ultra-heavy ground vehicle supporting the attack. Facing daunting odds, the UNSC is able to defeat a large armored strike force of Jul 'Mdama's Covenant and Prometheans and they disable the gravity beam. Before reaching his objective, John is confronted with a vision from the deceased Librarian, who warns him of the Didact's true plans.

The Composer[edit]

John-117 meets the essence of the Librarian.

In ancient times, the human race was once a great interstellar empire. Fleeing from the Flood and destroying any world tainted with their presence, they came into contact with the Forerunner ecumene. Ignoring their warnings about the dangers posed by the parasite, the Forerunner warriors led by the Didact defeated and imprisoned humanity upon their homeworld. Weakened by the struggle, the Forerunners were easy prey for the resurgent Flood. Defying the Forerunners' decision to accept the Halo Array as their final resort, the Didact used a device known as the Composer, capable of transferring organic consciousness to software format, to convert his warriors into mechanical Promethean Knights, in order to combat the Flood (which could only infect living tissue) more effectively and without risk of infection. Lacking the sufficient numbers to turn the tide, the Didact used the Composer to "conscript" a large population of humans into his army, leading to the confiscation of the Composer and his imprisonment on Requiem. Opposing the Didact for her own reasons, the Librarian provides John with a gift: a medical treatment to counteract the Forerunner's devolution of the human genome, and a means to resist the effects of the Composer, with which the Didact plans to enslave the human race once again.

Regrouping aboard the Infinity, Captain Del Rio dismisses the threat of the Prometheans and prepares the ship to depart the system. Defying direct orders, John takes the increasingly unstable Cortana and departs the Infinity. Armed with a Pelican gunship provided by Commander Lasky, John launches several attacks on support pillars providing the Didact's Cryptum with shields and power, with the goal of preventing him from leaving the planet and attacking Earth.

The Composer fires on New Phoenix.

This attempt ultimately proves unsuccessful, as the Didact leaves Requiem aboard his massive vessel, the Mantle's Approach, escorted by a flotilla of Jul 'Mdama's Covenant ships. Stowing away aboard a Lich, Master Chief pursues the Forerunner to Ivanoff Station, a UNSC research base orbiting Halo Installation 03 where the Composer is kept. Dr. Sandra Tillson, a lead researcher aboard the base, helps guide John to the artifact amidst a swarm of Jul's Covenant attackers. Despite reaching the artifact first, the Didact is successful in obtaining the Composer, tearing it out of the station's hull with a gravity beam. Testing the weapon, the Composer burns the crew of the station to ash, harvesting their essences to power additional Prometheans. The Master Chief survives, thanks to the genetic enhancements provided by the Librarian.

With the Composer in the Didact's possession, the Forerunner is poised to deal a deathblow to the UNSC, and by extension humanity. Racing back to Earth aboard a Broadsword fighter stowed on the outer hull of the Didact's ship, the Master Chief finds the Infinity and a UNSC battlegroup waiting for him. Flying below the Forerunner vessel's shields, John is able to destroy the ship's point defense guns, allowing Infinity to bombard its hull. Entering through a breach in the armor, John fights his way to the Didact's location.

Despite their best efforts, the Didact is able to fire the Composer at Earth, North America. Armed with a HAVOK portable nuclear device, John confronts the Didact once again. While John is no match for the Forerunner's powerful abilities, Cortana, nearing the end of her life, immobilizes the Didact with hard light shackles. With the last of his strength, John defeats the Didact with a pulse grenade, sending him falling into a slipspace rupture beneath the Composer, and detonates the nuclear bomb manually.


The Master Chief and Cortana meet for the last time.

With the last of her power, Cortana is able to teleport John away from the vessel before it was destroyed and meets with John for one last time inside a bubble of hard light. Overcome with emotion, John remarks that he was supposed to have protected her. Cortana insists that they were supposed to protect each other, and did. Using her hard light body, Cortana is able to actually touch John for the first time, which she says that she's been waiting to do for a very long time. Smiling and seeming at peace, Cortana welcomes John home, and then fades away completely. The Master Chief drifts in space amidst the debris of the Didact's ship for a time before being recovered by a UNSC search-and-rescue team. Later, John speaks with (now Captain) Lasky about the loss of his closest friend and companion.

In the battle's aftermath, a UNSC team investigates the city of New Phoenix, where the Composer's energy beam was directed; although the infrastructure of vehicles and buildings are completely untouched, its former human inhabitants are gone. Aboard the Infinity, John rejoins Palmer and the other Spartans, preparing for their inevitable next battle, and his MJOLNIR Mark VI armor is removed for the first time in years. The final scene is overlaid with a speech given by the Didact to his fellow Forerunners, after being accused of attempting to wipe out human life. In this speech, the Didact maintains his belief that only the Forerunners are worthy of the Mantle and that humanity should never be allowed to reclaim the Forerunners' accomplishments.

While their defeat at Earth proved a setback for the Didact's Prometheans and Jul 'Mdama's Covenant, it did not result in their defeat. Months later, the Infinity returns to Requiem with a complement of Spartans, determined to claim the planet. This tour forms the background for the Requiem Campaign covered in the Spartan Ops mode.

Spoilers end here.


The campaign of Halo 4 consists of 10 levels, of which 8 are playable.[29]

  1. Prologue - "Catherine Halsey is interrogated deep within a secret ONI facility." (Cinematic)
  2. Dawn - "After four years adrift in space, Cortana awakens the Master Chief to investigate a disturbance on the Forward Unto Dawn."
  3. Requiem - "Having survived the destruction of the Dawn, Master Chief and Cortana search for a way off of the mysterious Forerunner planet."
  4. Forerunner - "Master Chief tracks the Infinity's signal to Requiem's core in the hopes of returning Cortana to Earth to address her rampancy."
  5. Infinity - "Following the Didact to Infinity's crash site, Chief and Cortana descend into the surrounding swamp to rescue UNSC survivors."
  6. Reclaimer - "Infinity sends the Master Chief and Gypsy Company to neutralize the gravity well keeping them on Requiem."
  7. Shutdown - "As Infinity flees Requiem and Cortana's rampancy worsens, Master Chief struggles to stop Didact from pursuing the Composer."
  8. Composer - "The Master Chief's pursuit of the Didact leads him to a UNSC science station orbiting Installation 03."
  9. Midnight - "With the Composer in the Didact's possession, Chief and Cortana must destroy the device before he turns it on his next target."
  10. Epilogue - "After the destruction of New Phoenix, and the death of Cortana, Master Chief must carry on." (Cinematic)


Please visit Spartan Ops and Halo 4 Terminals for the dedicated appearance lists of said modes.


Gameplay and design[edit]

A first-person view of Halo 4's multiplayer.

Halo 4 was developed for the Xbox 360 console.[1] The game's creative team, which comprised nearly 200 individuals who developed the game for nearly three years,[30] was led by creative director Josh Holmes.[10] The game has been stated to continue the Halo series' tradition of inspiring wonder in the player while providing engaging, visceral gameplay. The game utilizes much of the "sandbox" that has been featured across all six prior Halo games and other media, in addition to introducing new characters, weapons, vehicles, and other elements.[10] The game's "sandbox" and overall style are meant to be evocative of Halo: Combat Evolved moreso than of later installments.[14]Dual wielding is not accessible in the game.[31] During production, Halo 4 was given the codename "Halo Onyx".[32]

The narrative design team of Halo 4 was headed by Armando Troisi, who previously worked on Mass Effect and its sequel, along with an in-house team of writers. The original draft of the Halo 4 script was written by Chris Schlerf, who has also had major influence on the script since then. Brian Reed, who wrote the 2010-2012 graphic novel adaptation Halo: Fall of Reach, was also part of the writing team and made significant contributions on the story.[33]

The art director for Halo 4 was Kenneth Scott. He described the visual style of Halo 4 as being more ingrained in the expanded universe fiction, and more "mature" than before. With the game's increased focus on the Forerunners, the artists invested heavily on the look and feel of Forerunner technology, including the incorporation of more "active" Forerunner technology as opposed to the mostly inert and abandoned structures seen in the earlier games.[10]

John-117's experience and the player's experience are meant to be intertwined, with the Master Chief essentially serving as the player's avatar within the Halo universe. John's character is explored and developed in more depth than in the prior games, and the relationship between John and Cortana is heavily featured and expanded. Halo 4 also features more athleticism, as the background of Master Chief and the Spartan supersoldiers in general promise a feeling of "a super hero", a feeling 343 Industries wanted to convey to the player.[10]

As with many other art assets, the Halo 4 art team redesigned the Master Chief's iconic MJOLNIR armor from the ground up. The first look into the redefined armor, which differs considerably from the suit seen in Halo 3, was seen in the announcement trailer, generating a considerable amount of confusion and speculation among fans. 343 Industries later stated that the design seen in the trailer was not the final version.[10] The final iteration was later seen alongside the first Halo 4 gameplay reveal following Microsoft Spring Showcase 2012. The changes in the design are mostly cosmetic and were made with the intent of giving the suit a more functional look in order to suit the new art direction of the game.[34] In a fictional context, the difference in the suit's appearance is explained by an extensive overhaul performed by Cortana while John was in cryo-sleep.[16][35]

Motion capture, first implemented in the series on Halo: Reach, was used during the production of Halo 4.[36] Recording began prior to the release of the Making Halo 4: First Look video in Los Angeles, California, with material for the character Cortana and a man playing an unidentified character filmed; recordings were done as recently as the week of April 29, 2012.[36]Bruce Thomas and Mackenzie Mason would later be confirmed as the cinematic performance capture actors for John-117 and Cortana, respectively.[37]

While most cutscenes in the game are rendered in real-time in the game engine, Halo 4 is the second game in the series (along with Halo Wars) to use pre-rendered cinematics. Except for Spartan Ops, three scenes from the game (along with the introduction of the Infinity mode) were computer animation produced by Digic Pictures[38] and one scene produced by Sequence.[39]

At a London press event for Halo 4, it was announced that development of the game was completed on September 25, 2012 after three years in development.[40] The finished product was then sent to "various certification processes" before mass production of the game began. Coincidentally, the September 25 completion date of Halo 4 also marks the fifth anniversary of the North American release of its predecessor, Halo 3.


Sotaro Tojima, best known for his work on Konami'sCastlevania: Circle of the Moon and Metal Gear Solid 4: Guns of the Patriots, served as Halo 4's audio director.[10] The team has performed many live audio recording sessions, several of which occurred in Tasmania, Australia. Some of these recording sessions took place in generally inhospitable environments, such as underwater, in fire, and in ice, through the use of specially designed microphones;[10] other recording sessions utilized "homemade" explosives.[41] Tojima intended for the game's audio to be clearly grounded in the Halo universe, though to also have a more realistic quality than in past titles.[10] A video was released on February 23rd depicting 343i recording weapon and explosion audio alongside the U.S. Army Special Forces. Weapons such as the M4 carbine, Mk 17 battle rifle, M240 general purpose machine gun, M107 sniper rifle, M2 heavy machine gun, and M72 rocket launcher were used in the recording.[41]

Several voice actors from previous media reprised their roles in the game. Jen Taylor, voicing the AI Cortana, and Jeff Steitzer, the multiplayer and firefight announcer, confirmed on Facebook that they would again be reprising their roles for Halo 4.[42]Steve Downes, the iconic voice of John-117, was confirmed to voice the game's protagonist in the June 9th Halo Bulletin.[37] For the first time in the Halo series, Taylor and Downes recorded the dialog for some of their scenes together in the same voicing booth, whereas previously they had not even met in person.[43] On the April 17th, 2012 episode of the TBS late night comedy show Conan, hosts Conan O'Brien and Andy Richter announced that they'll be voicing Navy deckhands aboard the advanced warship Infinity.[44] Frank O'Connor, replying to a fan's question at the Rooster Teeth Expo, stated that the cast for the episodic cooperative series Spartan Ops would have the "biggest injection" of new voice talent for Halo 4.[45]

On April 11, 2012, the composer for Halo 4 was announced to be Neil Davidge, best known as the co-writer and producer for the British electronica duo Massive Attack.[46] Davidge first started in his role as the future composer in late 2010, eventually having his first meeting with 343i laying out his ideas for the music of the game.[47] After the meeting, Davidge began writing 20 to 30 pieces that would be the base of the Halo 4 score, which he officially began working on in August of 2011. Davidge has since stated that over four hours and an estimated 300 pieces had been written as of May 8, 2012.[47] Composing Halo 4 is noted as being split into four distinct "tiers," each consisting of central themes for a handful of missions. Kazuma Jinnouchi composed a number of additional tracks for the game.[48] Many of the key compositions were recorded and completed in January 2012 ahead of 343i's completion deadline.[47] Though still grounded in the Halo universe, the score for Halo 4 takes a new direction from Martin O'Donnell's composition in previous Halo titles.[15] Orchestral and composition for the score was done at the famed Abbey Road Studios in Westminster, London, England, mostly notably known for their work with The Beatles during the 1960s.[49]


An Overshield power-up drop.

The competitive and cooperative multiplayer modes of Halo 4 are grouped together into a mode known as Infinity, which is tied to the Halo series fiction and runs parallel to the campaign story. In Infinity, players take control of SPARTAN-IV supersoldiers serving aboard the advanced warship, UNSC Infinity.[50] Prior to the beginning of development on Halo 4, 343i General Manager Bonnie Ross and Frank O'Connor set the framework of the new studio's mission which entailed that all pieces of existing and future fiction from the games, novels, comics, etc. would be interwoven and share content from each other.[51] Among this would be the multiplayer component for Halo 4, which would later include the introduction of Spartan Ops; " Wrapping the whole thing together allowed us to make sure that all the fiction in all of those pieces actually mattered – in this case, it connects directly to your career as well as the narrative experience."[51]

War Games[edit]

Main article: War Games

Competitive multiplayer, known as "War Games," pits players against one another in adversarial combat training in simulated environments in the advanced combat deck of the Infinity.[34][50] However, due to the emphasis on the SPARTAN-IV commandos, players do not have the option to use Sangheili for their multiplayer character.[52]

343 Industries aimed to provide a "brand new experience" in Halo 4 multiplayer. This includes a reworking of the series' traditional balance system. For example, the player progression system is more extensive, allowing players to choose between various modifications which have an effect on gameplay, in addition to aesthetic armor permutations similar to the prior games.[19][35][53] Players are able to customize their loadouts,[54] being able to choose between various armor abilities as well as new customizable features, known as Support Upgrades and Tactical Packages. Tactical Packages offer a small performance boost to a chosen gameplay feature, such as the player's shield or weapon carrying capacity. Support Upgrades function similarly, and feature such improvements as motion tracker upgrade and an increase in the player's maximum ammunition.[35]Halo 4 also introduces a new gameplay enhancement feature referred to as "Specializations". Specializations unlock different armor sets, emblems, visor colors, weapon and armor skins, and armor mods, which work similar to tactical packages and support upgrades.[55]

343 Industries has described Halo 4's multiplayer gameplay as "much more fast-paced, more intense and visceral" than in the prior games.[53] Weapon pickups on maps are marked on the player's heads-up display,[19] and players are able to call in ordnance drops, containing power-ups or weapons, during War Games or Spartan Ops matches.[35] Some multiplayer gametypes include Slayer, Infinity Slayer, and Regicide. Power-ups available in Infinity Slayer include Overshield, Damage Boost, and Speed Boost.[56]

List of multiplayer maps[edit]

Unlike Halo: Reach, where the original multiplayer maps were shared in the campaign as gameplay spaces, all multiplayer maps in Halo 4 were purpose-built for multiplayer alone much like in the first three Halo games[53] (although some multiplayer maps are featured in Spartan Ops). 343 Industries collaborated with Certain Affinity in the production of the multiplayer maps for Halo 4.[57][58]

Armor permutations[edit]

Main article: Armor customization (Halo 4)

The player can only choose from a standard Spartan model. There are several armor permutations which can be combined. All armor permutations do not have any effects on gameplay. They are unlocked by achieving ranks and commendations.

Spartan Ops[edit]

Main article: Spartan Ops

Spartan Ops is a secondary campaign that replaces the Firefight mode featured in Halo 3: ODST and Halo: Reach.[52] Much like traditional campaign cooperative play, Spartan Ops allows up to four players to participate in weekly objective-based episodic missions.[31][52] Missions intertwine directly with events in the main Halo 4 campaign, expanding on the story of the UNSC Infinity and her crew;[31] this new mode is being likened to a second full-scale campaign for the game.[51] Compared to a season of a television program, each "episode" of Spartan Ops features a pre-rendered cinematic and five playable missions complete with new events, characters, locations, and gameplay challenges, totaling up to 12 hours of new gameplay.[16][59] The development of Spartan Ops saw the largest influx of new characters, along with corresponding facial and voice talent, and gameplay/sandbox elements into any property of the Halo franchise since 2001.[45] 343 Industries will be supporting additional Spartan Ops missions for months after launch of the game and unlike Reach

Sours: https://www.halopedia.org/Halo_4

4 last mission halo

My goal is to show exactly how beautiful you are. Me now I am interested in your eyes, your feelings. Perhaps, as a man, I am interested in what are you hiding there between your awesome thighs, but now I am an artist. I sustained an almost theatrical pause, and there is nothing more erotic and attractive than your bottomless eyes for an artist. Ksenia looked on me.

Halo 4 Playthrough: [9] Midnight - No Commentary

Swimming trunks. - You can't even imagine how I want you, Nick whispered and blended into my mouth. I opened my mouth as wide as possible and began to grope Nick's tongue with my tongue. I did it. Closing my eyes with pleasure, I did not see what was happening next, but I felt everything well.

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I start going through the dishes out loud. Everything that I choose is discouraged by her, everything that she offers I do not like. At some point, she leans a little lower than the waitresses' style, almost whispers in my ear, do not eat here. "I believe. Although, from the smells walking in the station square, drool is already on my shoulders.

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