The Sound and Music of HALO: REACH
In this exclusive SoundWorks Collection game sound video profile we feature the talented sound team behind "HALO: REACH", the blockbuster prequel to the best-selling Xbox franchise of all time.
Bungie Studios Audio Director and Composer Marty O'Donnell and Sound Designers C Paul Johnson and Jay Weinland discuss the creative and technical challenges for creating the ultimate gaming experience.
|Movie Studio||Sound Studio||Original Music|
|Microsoft Games Studios||Bungie||Marty O'Donnell & Michael Salvatori|
Halo: Reach takes place in late 2552, during the Covenant invasionof the Human colony world Reach, which also serves as the main military center of the UNSC. The game follows Noble Team, a six-man special operations unit of one SPARTAN-II and five SPARTAN-III commandos. The player assumes the role of the team's newest member, SPARTAN-B312 or "Noble Six" and will be defending Reach from its ultimate downfall at the hands of the Covenant. Over the course of the campaign, the players will visit various locales on and above planet Reach, including remote civilian homesteads, high-tech ONI facilities such as Sword Base, the metropolitan city of New Alexandria, as well as a segment of space combat in a Sabre fighter. The player will also encounter interactive indigenous creatures such as the Moa and the Gueta. Experience the fateful moments that forged the Halo legend. This is the story of Noble Team, a squad of heroic Spartan soldiers, and their final stand on planet Reach, humanity’s last line of defense between the terrifying Covenant and Earth. This darker story is echoed by grittier visuals amid a backdrop of massive, awe-inspiring environments. Characters, enemies, and environments are rendered in amazing detail by an all-new engine designed to deliver epic-scale encounters against the cunning and ruthless Covenant.