20 Years of Halo: The Incoherence of Corporate Art

The first thing you see in the just released Halo Infinite multiplayer beta is a short tone setting FMV sequence in which a young woman sneaks through the streets of Covenant occupied London. She is—of course—spotted immediately. Just as she’s about to be killed, an orbital pod drops ahead of her, and out steps her savior: a SPARTAN soldier. This scene is tied together by straining, emotive narration: “What is a SPARTAN? A SPARTAN is a symbol. Hope, where there is none. In times of darkness, we are hope!”
Hope arrives in the form of a fully armored inhuman super soldier unloading an assault rifle into a crowd of gorilla-like aliens actually called Brutes.
The surprise release of the Infinite multiplayer beta was the centerpiece announcement of Microsoft’s 20th anniversary celebration of the release of the Xbox, and by extension, the release of launch title and killer app Halo: Combat Evolved. The symmetry of this release unintentionally shines a spotlight on the gulf between these two points, raising the question of how on earth the original game—a first person shooter about a space marine killing first aliens, then zombies, then bot —can possibly serve as the foundation for the unstoppable branding machine in which a fake Robocop and the lady inside your computer are the avatars of the indomitable human spirit of hope itself.
To look at the first point: the original Halo is still excellent. Even 20 years on, it’s a classic for a reason. The Pillar of Autumn is an expertly paced opening level, a tutorial for a first timer and a warm handshake for veterans. It slowly unfolds a still impressive combat sandbox, carefully introducing the console players of 2001, and even modern players used to set-piece driven shooting galleries, to a shooter where movement is measured enough that to play at even a casual level is to start to think strategically. Which enemies should I take out first? The grunts rushing from the side, or the shielded Elite at the back? Which weapon should I use? Which type of grenade should I throw? Halo was not the first game to ask these questions of players, even on console, but it was one of the first console shooters to bring all those questions front of mind at all levels of skill.
Nailing this is the reason Halo succeeded. The game runs out of levels halfway through. The story is mostly different artificial intelligences expositing sci-fi concepts so haphazardly you can almost see the overworked developers cutting out levels in real time as the cutscene plays. None of this matters. When an Elite responds to your grenade by rolling away, but you notice his shields are down so switch to your pistol and dispatch him with a headshot? None of that other stuff could possibly matter.