Halo 2 Skulls - Development

Development

System requirements
Minimum Recommended
Windows
Operating system Windows Vista
CPU Intel Pentium 4 2 GHz or AMD Athlon XP 2 GHz Intel or AMD 3 GHz dual-core
Memory 1 GB
Hard drive space 7 GB of free space
Graphics hardware NVIDIA GeForce 6100 128 MB or ATi Radeon X700 128 MB NVIDIA GeForce 7800 256 MB or ATi Radeon X1800 256 MB
Network Internet connection required for activation and multiplayer

Halo had never been planned as a trilogy, but with the critical and commercial success of Combat Evolved, a sequel was expected. Bungie writer and cinematic director Joseph Staten recalled that during Combat Evolved's development, Bungie "certainly had strong ideas for extending the story and gameplay experience that we knew we couldn't fit into one game". The added publisher support for a sequel allowed greater leeway and the ability to return to more ambitious ideas lost during Combat Evolved's development.

An important feature for Halo 2 was multiplayer. Multiplayer in Combat Evolved was accomplished via System Link, and only came together weeks before the game was released. Most players never played large maps, while a subset greatly enjoyed 16-player action via four networked consoles. "We looked at the small set of fans who were able to do this," said engineering lead Chris Butcher, "and just how much they were enjoying themselves, and asked ourselves if we could bring that to everybody. That would be something really special, really unique."

The story for Halo 2 grew out of all the elements that were not seen in Halo: Combat Evolved. Jason Jones organized his core ideas for the sequel's story and approached Staten for input. According to Staten, among the elements that did not make it to the finished game was a "horrible scene of betrayal" where Miranda Keyes straps a bomb to the Master Chief's back and throws him into a hole; "Jason was going through a rather difficult breakup at the time and I think that had something to do with it," he said.

Halo 2 was officially announced in September 2002 with a cinematic trailer, subsequently packaged with Halo: Combat Evolved DVDs. A real-time gameplay video was shown at E3 2003, which was the first actual gameplay seen by the public; it showcased new features such as dual-wielding and improved graphics. Many elements of the trailer, however, were not game-ready; the entire graphics engine used in the footage had to be discarded, and the trailer's environment never appeared in the final game due to limitations on how big the game environments could be. The restructuring of the engine meant that there was no playable build of Halo 2 for nearly a year, and assets and environments produced by art and design teams could not be prototyped.

In order to ship the game, Bungie began paring back their ambitions for the single- and multiplayer parts of the game. Chris Butcher commented, "For Halo 2 we had our sights set very high on networking. ... Going from having no Internet multiplayer to developing a completely new online model was a big challenge to tackle all at once, and as a result we had to leave a lot of things undone in order to meet the ship date commitment that we made to our fans." With only a year to go until release, Bungie went into the "mother of all crunches" in order to finish the game; in a 2007 interview, Jamie Griesemer, one of Halo's design leads, said that this lack of a "polish" period near the end of the development cycle was the main reason for Halo 2's shortcomings. Butcher retrospectively described Halo 2's multiplayer mode as "a pale shadow of what it could and should have been if we had gotten the timing of our schedule right"; the campaign mode's abrupt cliffhanger ending also resulted from the frenzy to ship on time.

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