In the 26th century, humanity came under attack by the Covenant, an alien collective of species that worship the Forerunners as gods. 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. At the end of Halo 3, Chief and Cortana were left stranded in unknown space aboard the remains of the vessel Forward Unto Dawn.
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 everyone on Ivanoff except for Chief.
In a post-credits scene, 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.
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 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. Unlike the original trilogy, the story for Halo 4 was designed to be part of a multi-game arc from the beginning. Christopher Schlerf and Holmes wrote the script and story. 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.
343 started with a staff of roughly a dozen people, but grew to nearly 200 through development. 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." 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. 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.
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.
Visual effects house The Sequence Group, who had previously developed animation for Halo: Combat Evolved Anniversary's terminals, 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.
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. 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 720p resolution. 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. Disc two is used to install the multiplayer content and disc one is used for launching the game. 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.
Music composer Kazuma Jinnouchi, also formerly from Konami, joined 343 Industries during the production of Halo 4 in 2011. He contributed several additional tracks for the game. He would later go on to be the sole composer of the game's sequel, Halo 5: Guardians, in 2015.
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. The Gutenberg Castle was transformed into a military fortification where guests tried out Halo 4 for the first time. 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.
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. Jessica Shea, Community Manager at 343 Industries, warned fans to be wary of Halo 4 spoilers that were posted on the internet. 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.
Over ten thousand stores across forty countries opened for the midnight launch of Halo 4. 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. The glyph was created by a team of over fifty designers, engineers and fabricators and took approximately eight weeks to design and construct. 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.
Aside from map packs, the game is supported by regular matchmaking playlist updates. 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. 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. On January 29, an in-game search feature was implemented for Halo 4's file sharing system; a web version of the Halo 4 file browser was made available on February 27, 2013. On April 8, 343 Industries launched a competitive skill ranking system akin to that featured in Halo 2 and Halo 3.
Competitive multiplayer received positive reception 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. 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. 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.
Reception towards Spartan Ops was mixed to positive; some reviewers expressed their disappointment in Spartan Ops replacing the cooperative Firefight mode. Criticisms were aimed at the brevity of missions and lack of replay value. 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." 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. 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.
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