IMDb रेटिंग
8.7/10
11 हज़ार
आपकी रेटिंग
अपनी भाषा में प्लॉट जोड़ेंAs the alien Covenant invade Earth, the Master Chief must defend humanity's homeworld whilst discovering more about the rings called "Halo."As the alien Covenant invade Earth, the Master Chief must defend humanity's homeworld whilst discovering more about the rings called "Halo."As the alien Covenant invade Earth, the Master Chief must defend humanity's homeworld whilst discovering more about the rings called "Halo."
- 1 BAFTA अवार्ड जीते गए
- 6 जीत और कुल 7 नामांकन
Dee Bradley Baker
- Gravemind
- (वॉइस)
- (as Dee Baker)
Julie Benz
- Miranda Keyes
- (वॉइस)
Tim Dadabo
- 343 Guilty Spark
- (वॉइस)
- …
Keith David
- Arbiter
- (वॉइस)
Steve Downes
- Master Chief
- (वॉइस)
Ron Perlman
- Lord Hood
- (वॉइस)
David Scully
- Sergeant Johnson
- (वॉइस)
- …
Jen Taylor
- Cortana
- (वॉइस)
Ken Boynton
- Brute
- (वॉइस)
- …
David Cross
- Marine
- (वॉइस)
फ़ीचर्ड समीक्षाएं
Every new console launches with at least one killer title, but in Halo Microsoft had found one that would not only ensure the future of its fledgling machine, but raise the bar for games on every platform. This now-legendary first-person shooter even converted people who wouldn't normally look at a gamepad, winning them over with accessible gameplay, an involving story and the xenocidal charms of its protagonist, the enigmatic Master Chief.
Halo 2, then, is a sequel with no small amount of hype to live up to. Picking up very soon after the events in its predecessor, the game begins with humanity's worst case scenario: religious fanatic alien alliance The Covenant invades Earth. Reprising your role as the bio-engineered supersoldier, you begin by repelling boarders on a planetary defence frigate but soon find yourself on terra firma, skirmishing with invaders amid the ruined cities then pursuing a key Covenant figure back to their neck of the galaxy. Far more polished than the original story, Halo 2's plot line drives the action well and, thanks to the judicious use of cut-scenes, gives a deeper insight into the Covenant, evolving them beyond faceless cannon fodder and probing the reasons for their galactic jingoistic instincts.
Which brings us to the most significant change in Halo 2. After wading through the first few levels as the Master Chief, the viewpoint switches to that of The Arbiter, a disgraced Covenant Elite. Apart from coming as something of a surprise, playing as The Arbiter is a subtly different experience. Equipping you with the Elite's deadly force blade and Predator-like cloaking field, the Covenant perspective provides an interesting counterpoint to the human levels though remembering that the aliens are now your friends and shouldn't be gutted on sight takes some getting used to. The continuing narrative doesn't abandon the Master Chief, though, and you'll alternate from one side to the other as the story progresses, until the two come together in a final, satisfying synthesis.
The graphics, while not leagues ahead, have certainly been given a boost this time around, and the fiendishly addictive multiplayer mode now comes with added bells and whistles in addition to being Xbox Live enabled. Gameplay changes include the ability to wield two weapons simultaneously a welcome addition that rules out the need to retreat and reload, markedly changing the strategies you'll employ in the many ranging firefights. New foes, vehicles and weapons have likewise been added to the roster. Halo 2 isn't revolutionary by any means, but as the follow-up to such a sublime experience as Halo, it really didn't need to be. The sequel's achievement is to give a second helping of the most accomplished title on the Xbox, with just enough tweaks and polishes to make this experience as fresh and enjoyable as the original.
Halo 2, then, is a sequel with no small amount of hype to live up to. Picking up very soon after the events in its predecessor, the game begins with humanity's worst case scenario: religious fanatic alien alliance The Covenant invades Earth. Reprising your role as the bio-engineered supersoldier, you begin by repelling boarders on a planetary defence frigate but soon find yourself on terra firma, skirmishing with invaders amid the ruined cities then pursuing a key Covenant figure back to their neck of the galaxy. Far more polished than the original story, Halo 2's plot line drives the action well and, thanks to the judicious use of cut-scenes, gives a deeper insight into the Covenant, evolving them beyond faceless cannon fodder and probing the reasons for their galactic jingoistic instincts.
Which brings us to the most significant change in Halo 2. After wading through the first few levels as the Master Chief, the viewpoint switches to that of The Arbiter, a disgraced Covenant Elite. Apart from coming as something of a surprise, playing as The Arbiter is a subtly different experience. Equipping you with the Elite's deadly force blade and Predator-like cloaking field, the Covenant perspective provides an interesting counterpoint to the human levels though remembering that the aliens are now your friends and shouldn't be gutted on sight takes some getting used to. The continuing narrative doesn't abandon the Master Chief, though, and you'll alternate from one side to the other as the story progresses, until the two come together in a final, satisfying synthesis.
The graphics, while not leagues ahead, have certainly been given a boost this time around, and the fiendishly addictive multiplayer mode now comes with added bells and whistles in addition to being Xbox Live enabled. Gameplay changes include the ability to wield two weapons simultaneously a welcome addition that rules out the need to retreat and reload, markedly changing the strategies you'll employ in the many ranging firefights. New foes, vehicles and weapons have likewise been added to the roster. Halo 2 isn't revolutionary by any means, but as the follow-up to such a sublime experience as Halo, it really didn't need to be. The sequel's achievement is to give a second helping of the most accomplished title on the Xbox, with just enough tweaks and polishes to make this experience as fresh and enjoyable as the original.
I can't think of a single thing that's wrong with this game. Even Half-Life (both 1 & 2) can't achieve this level of absolute perfection. While the gameplay mechanics have mostly been recycled from the original Halo (and that's a good thing -- after all, it's not a very good choice to try to fix something that isn't broken, only to break it anyways, like many developers have done in the past with sequels), Halo 2 does add some new tricks to the already excellent formula to create perfect gameplay. You are a cyborg named Spartan 117 (AKA The Master Chief) that was one of many Spartan cyborgs that were built by Humanity in an attempt to win a losing battle against an evil alien race known as the Covenant. And I mean "evil" -- these aliens just started a war against the humans because they thought that humanity was an affront to their gods. All the other Spartan cyborgs were blown up by the Covenant while they were being cryogenically frozen. In fact, you are the only Spartan cyborg left, and Humanity's only hope. People who have played first-person shooters for a long time may not notice anything new in Halo 2's storyline, but who cares? There's probably no other storyline to use for a futuristic, sci-fi themed game that takes place in deep space.
Gamers have been sick of always playing as some kind of "tough guy" who can take 40 bullets to the head before dying. Yet, when games like Splinter Cell incorporate a "one-shot, one-kill" rule into the gameplay, they become frustrating for unexperienced players. While Spartan 117 can only take a shot or two before dying, he has shields that protect his body from damage. So, technically, you are another "tough guy" in Halo 2, but there's a realistic-enough excuse for it. Since your shields recharge to 100% a few seconds after you've stopped taking damage, there are no "med-kits" in the game, and there doesn't need to be any med-kits, either, since your shields recharge like that. This is a superb gameplay mechanic -- I haven't been sick of playing as a tough guy, but I've been sick of when you waste a med-kit or other object because, let's say, you had 99% of health and the medkit only restored 1% of health because it didn't want your health to go over 100, but you couldn't use the medkit again to restore 24% more health. What annoys me just as much is when you make a little mistake (like taking damage from a fall) and have to backtrack to find a medkit to restore your health. With the shields system, restoring your shields is as easy as them automatically recharging to 100% a few seconds after you made that mistake, and you also don't have to worry about wasting a medikit just to restore 1% of health.
Adding to the realism, Spartan 117 can only carry two guns at once. They don't have to be a specific kind of gun, they can both be anything you want to carry. If you want to carry another gun and already have two other guns, you must discard one of your weapons to make room for that weapon. I mean, Gordon Freeman from Half-Life can carry over 20 guns at once, a cliché carried over from the earliest days of first-person gaming, and that's just unrealistic. Another cliché that was carried over from the earliest days of first-person gaming concerned melee fighting. You could only use one weapon for melee fighting, which was usually a knife or brass knuckles or a sword, and they packed much less of a punch than in gun-based combat. Did someone not realize that you could swing the guns themselves at opponents, which packs MORE of a punch than in gun-based combat? Apparently, the people at Bungie realize that very well, because that's what you do in Halo 2 for melee combat. And that's realistic. Spartan 117 can't sprint, but since he moves at a fast-enough pace just walking, you don't need to sprint. Grenades are not handled as a separate weapon in Halo 2 -- rather, you store them in your left pocket to throw simply by pressing the left trigger, which is realistic, as opposed to having to switch to a separate weapon to throw grenades (as in Doom 3).
You simply pick objects up by walking over them. While this may be the only thing that's not realistic, it is appropriate for the fast pace of the game, where it would be somewhat frustrating to have to manually pick an object up in the heat of battle. The only exception to this is when you swap one of your weapons for another weapon. After all, nothing is more annoying than having the game automatically swap a weapon when you didn't want to swap it, or if it swapped the weapon you wanted to keep. In Halo 2, you press the action button to swap weapons. This allows you to switch to the weapon you want to swap, and decide if you want to swap that weapon for the new weapon you'll get. The game will tell you via a message at the top of the screen if an object can be used with the action button, so that you know what you're doing.
Such excellent attention to realism means that you will be immersed into Halo 2 for a long, long time. Other excellent features include some of the best graphics, audio, physics, and AI ever in a video game (The graphics are so good, I almost threw up when I started riding an elevator in the game). Only one thing is certain: If you don't play Halo 2, or if you don't like it, then there is something wrong with you. A definite 10 / 10 to this one!
Gamers have been sick of always playing as some kind of "tough guy" who can take 40 bullets to the head before dying. Yet, when games like Splinter Cell incorporate a "one-shot, one-kill" rule into the gameplay, they become frustrating for unexperienced players. While Spartan 117 can only take a shot or two before dying, he has shields that protect his body from damage. So, technically, you are another "tough guy" in Halo 2, but there's a realistic-enough excuse for it. Since your shields recharge to 100% a few seconds after you've stopped taking damage, there are no "med-kits" in the game, and there doesn't need to be any med-kits, either, since your shields recharge like that. This is a superb gameplay mechanic -- I haven't been sick of playing as a tough guy, but I've been sick of when you waste a med-kit or other object because, let's say, you had 99% of health and the medkit only restored 1% of health because it didn't want your health to go over 100, but you couldn't use the medkit again to restore 24% more health. What annoys me just as much is when you make a little mistake (like taking damage from a fall) and have to backtrack to find a medkit to restore your health. With the shields system, restoring your shields is as easy as them automatically recharging to 100% a few seconds after you made that mistake, and you also don't have to worry about wasting a medikit just to restore 1% of health.
Adding to the realism, Spartan 117 can only carry two guns at once. They don't have to be a specific kind of gun, they can both be anything you want to carry. If you want to carry another gun and already have two other guns, you must discard one of your weapons to make room for that weapon. I mean, Gordon Freeman from Half-Life can carry over 20 guns at once, a cliché carried over from the earliest days of first-person gaming, and that's just unrealistic. Another cliché that was carried over from the earliest days of first-person gaming concerned melee fighting. You could only use one weapon for melee fighting, which was usually a knife or brass knuckles or a sword, and they packed much less of a punch than in gun-based combat. Did someone not realize that you could swing the guns themselves at opponents, which packs MORE of a punch than in gun-based combat? Apparently, the people at Bungie realize that very well, because that's what you do in Halo 2 for melee combat. And that's realistic. Spartan 117 can't sprint, but since he moves at a fast-enough pace just walking, you don't need to sprint. Grenades are not handled as a separate weapon in Halo 2 -- rather, you store them in your left pocket to throw simply by pressing the left trigger, which is realistic, as opposed to having to switch to a separate weapon to throw grenades (as in Doom 3).
You simply pick objects up by walking over them. While this may be the only thing that's not realistic, it is appropriate for the fast pace of the game, where it would be somewhat frustrating to have to manually pick an object up in the heat of battle. The only exception to this is when you swap one of your weapons for another weapon. After all, nothing is more annoying than having the game automatically swap a weapon when you didn't want to swap it, or if it swapped the weapon you wanted to keep. In Halo 2, you press the action button to swap weapons. This allows you to switch to the weapon you want to swap, and decide if you want to swap that weapon for the new weapon you'll get. The game will tell you via a message at the top of the screen if an object can be used with the action button, so that you know what you're doing.
Such excellent attention to realism means that you will be immersed into Halo 2 for a long, long time. Other excellent features include some of the best graphics, audio, physics, and AI ever in a video game (The graphics are so good, I almost threw up when I started riding an elevator in the game). Only one thing is certain: If you don't play Halo 2, or if you don't like it, then there is something wrong with you. A definite 10 / 10 to this one!
Just beat the game an hour ago, if there is such a thing when playing this game. I'm going to do something different and speak on the issues I had with this game, then I'll speak on the pros.
First, the Cons: 1. The BIGGEST problem, and I shouldn't say problem as much as irritation, was the fact that every time you change weapons/go to single-wield mode, you DROP your off-hand weapon. Personally, I don't believe the OH weapon should be discarded; it should be put back into your inventory just like your second weapon in the primary hand.
2. AI. Now, I know A lot of people out there will disagree with me, but my beef with the AI is simple; the Humans seemed to be more.. I don't know.. dumber than the Covenant AI. That's the best way I can put it; the Covenant seemed to play with more tactics than their Human counterparts. There were even times I had to go track them down from areas I just left just so they would continue the advance with me. I never seemed to have this problem with Covenant.
3. This is another irritation, but less of a hemorrhoid than the weapon-switching. I noticed that certain weapons and vehicles were reduced in their damage, damage radius, or effectiveness. Let's start with the frag grenade; the blast radius seemed to be reduced. Same with the Rocket Launcher (the lock-on mechanism more than made up for it). Scorpions; their damage and damage radius definitely been noticeably reduced (although the frequency in firing compensates very nicely).
Now for the Pros: 1. Everything.
Side notes: -- I haven't played the game online, although I doubt much of the mechanics of game play will change. The online environment will remove 1/3 of my gripes, so I'm sure it'll be a pleasurable gaming experience.
-- I'm a little disappointed at how short the game was. I read somewhere that game originally had 90mins of dialogue, but they reduced it to 50mins for brevity's sake. I'm sure we all would have enjoyed seeing this missing footage in the game.
-- I was surprised as hell when the game put me in the eyes of the Covenant.
That was a refreshing change. In fact, I don't know about the rest of you H2'ers, but I actually PREFER playing as the Arbiter than as MC (I know, that's blasphemy). I see more of an advantage in the stealth that the Arbiter brings than I do the light that MC can emit (even though it lasts for like 10 seconds).
-- Favorite weapons: Shotgun, Plasma Blade, Dual Plasma Rifles (BLUE!!!), Beam Rifle, Rocket Launcher, Needler. Notice that I list very little Human weapons; mainly because they need no reloading. There are those that argue that the reload factor means that you will always have a weapon that is capable of firing. All you need is ammunition; plasma weapons run out of ammunition at some point, which makes them useless. My counter argument is that I found very little ammunition throughout the game, but multitudes of discarded Covenant weapons; more so than Human. Also, if you've played the game, you'll know what I mean when I tell you that there are battles that require every second of your attention. Reloading takes away from that. I chose the Beam Rifle explicitly because it needs no reloading. In melee combat, nothing comes close to the Plasma Blade; next would be the Shotgun. Careful regulation of trigger pulling will keep you from overheating your Plasma Rifles. The Rocket Launcher.. well, that needs no explanation. And the Needler has been improved since the first game; it seems to be stronger.
I also like the fact that it sticks to your opponents, then blows them up.
-- Word of advice. Should you ever come across Brutes, Honor Guards, or their equivalent as Flood, and you find that conventional weapons fire isn't doing the trick.... a well placed Plasma Grenade does the trick. Saved my @ss more than once; just make sure you have room to flee.
-- I can't wait for Halo 3... and when you beat the game, you'll agree with me too (hint, hint).
Protocol, the amateur critic. L8.
First, the Cons: 1. The BIGGEST problem, and I shouldn't say problem as much as irritation, was the fact that every time you change weapons/go to single-wield mode, you DROP your off-hand weapon. Personally, I don't believe the OH weapon should be discarded; it should be put back into your inventory just like your second weapon in the primary hand.
2. AI. Now, I know A lot of people out there will disagree with me, but my beef with the AI is simple; the Humans seemed to be more.. I don't know.. dumber than the Covenant AI. That's the best way I can put it; the Covenant seemed to play with more tactics than their Human counterparts. There were even times I had to go track them down from areas I just left just so they would continue the advance with me. I never seemed to have this problem with Covenant.
3. This is another irritation, but less of a hemorrhoid than the weapon-switching. I noticed that certain weapons and vehicles were reduced in their damage, damage radius, or effectiveness. Let's start with the frag grenade; the blast radius seemed to be reduced. Same with the Rocket Launcher (the lock-on mechanism more than made up for it). Scorpions; their damage and damage radius definitely been noticeably reduced (although the frequency in firing compensates very nicely).
Now for the Pros: 1. Everything.
Side notes: -- I haven't played the game online, although I doubt much of the mechanics of game play will change. The online environment will remove 1/3 of my gripes, so I'm sure it'll be a pleasurable gaming experience.
-- I'm a little disappointed at how short the game was. I read somewhere that game originally had 90mins of dialogue, but they reduced it to 50mins for brevity's sake. I'm sure we all would have enjoyed seeing this missing footage in the game.
-- I was surprised as hell when the game put me in the eyes of the Covenant.
That was a refreshing change. In fact, I don't know about the rest of you H2'ers, but I actually PREFER playing as the Arbiter than as MC (I know, that's blasphemy). I see more of an advantage in the stealth that the Arbiter brings than I do the light that MC can emit (even though it lasts for like 10 seconds).
-- Favorite weapons: Shotgun, Plasma Blade, Dual Plasma Rifles (BLUE!!!), Beam Rifle, Rocket Launcher, Needler. Notice that I list very little Human weapons; mainly because they need no reloading. There are those that argue that the reload factor means that you will always have a weapon that is capable of firing. All you need is ammunition; plasma weapons run out of ammunition at some point, which makes them useless. My counter argument is that I found very little ammunition throughout the game, but multitudes of discarded Covenant weapons; more so than Human. Also, if you've played the game, you'll know what I mean when I tell you that there are battles that require every second of your attention. Reloading takes away from that. I chose the Beam Rifle explicitly because it needs no reloading. In melee combat, nothing comes close to the Plasma Blade; next would be the Shotgun. Careful regulation of trigger pulling will keep you from overheating your Plasma Rifles. The Rocket Launcher.. well, that needs no explanation. And the Needler has been improved since the first game; it seems to be stronger.
I also like the fact that it sticks to your opponents, then blows them up.
-- Word of advice. Should you ever come across Brutes, Honor Guards, or their equivalent as Flood, and you find that conventional weapons fire isn't doing the trick.... a well placed Plasma Grenade does the trick. Saved my @ss more than once; just make sure you have room to flee.
-- I can't wait for Halo 3... and when you beat the game, you'll agree with me too (hint, hint).
Protocol, the amateur critic. L8.
Halo was a hugely original, unique game that offered an unprecedented method of playability to the gamer. Halo 2 expands in every way; graphics, narrative, character, accessories. This time it offers you the covenant perspective as you play another character, ARBITER; a disgraced covenant elite who must stop a rebellion in the galaxy; along with the consummate professional MASTER CHIEF as he vows to stop the destruction of Earth during the war. HALO 2 reeks of quality; nice fine touches of witty, purposeful additions to appeal to the hardcore, loyal players of the original; rock music used in the BUNGIE opener; Johnson and Chief at the awards ceremony; Captain Keyes daughter's introduction; the return of Blood Gulch in the multiplayer. Hell; this is so far the best sequel to a game ever. Ever!!!! Halo 2 is a sweeping; hugely epic adrenaline shot straight to the heart, with occasional cinematic breaks directed by the legendary Joseph Staten; of course the real battle begins when you clock the game on easy, normal and hard; and you find your way barely breathing through LEGENDARY mode. I can say that; as i have completed the game, it finishes comparably to the Matrix 2; you know there's going to be a third and it ends rather abruptly which is one of my main gripes; damn the excitement, this is not halo 2 but halo vanilla. A perfect consumer product that diversifies but never quite fulfills expectations as to the original. I would expect Halo 3 to ship in no more than 3 years time; rounding up the story with a thrilling climax; the end of a trilogy, the best FPS trilogy created by man...well, BUNGIE then (they're not quite human y'see) and if sales records are anything to go by it will probably be the best selling game ever. You owe your forty quid, your twenty hours time and infinite fun to BUNGIE; slaving away under fluorescent bulbs to perfect their craft! C'mon guys; the next step; TOTAL WORLD WIDE DOMINATION!!!
Halo 2, hmm....I thought I might try it out, I mean, I only spent 100000000 hours on the first one...
Anyway, this game is good. REALLY good. As a matter of fact, so good that if you have an Xbox and don't own this game, you should slap yourself.
I thought I might start on the story mode when i got it. Halo 2 begins with a ship orbiting Earth being attacked and of course, you as the chief, must save it. OK, and then you go down to Earth for a kick-butt battle (sorta) and then what? Well, the Covenant general in charge of protecting Halo is still alive, but he has been sentenced to death by the Covenant. However, the Prophets refute this death sentence and instead make him into the legendary Arbiter. Arbiter is the other main character introduced in Halo 2.
Chief discovers a new Halo and he is sent down to destroy it, and actually kills the prophet of regret, however, he becomes outmatched by the Prophetic Guards that guard the water pyramids. An odd creature captures him and Arbiter, so they meet for the first time. The odd creature transports them to find a key; he transports Chief to the Prophets' capital ship and Arbiter to a jungle area on Halo. However, the flood take hold of the ship and you are left to deal with both the flood and the Covenant Army. Meanwhile, Arbiter deals with the Covenant Brute Chief, Tartarus. Chief manges to escape the ship. Arbiter makes friendly with the general of Earth's army, a girl who I don't know the purpose of, and everybodys favorite character, Monitor (or Oracle, whatever). The game ends in a cliff hanger, Arbiter and the gang learn of the "Ark" from the Monitor and Chief zooms toward Earth to end the Covenant war by killing the final Prophet, the Prophet of Truth.
Yes, you do not end the crisis in Halo 2. However, I didn't beat legendary mode yet...(!!!) But anyway, I was sooo disappointed with the end, I ran to multi player. multi player online in Halo 2 is utterly so INCREDIBLY AWESOME I don't think that there is one word in the dictionary that can explain it. Let's just leave it at that.
Story: Ending: 1/10 Sniff, sniff Story: Other than Ending: 9.4/10 Co-Op- 10/10 Online: 10/10 because ratings unfortunately cant go higher... OVERALL: A+
Except for the ending.
Anyway, this game is good. REALLY good. As a matter of fact, so good that if you have an Xbox and don't own this game, you should slap yourself.
I thought I might start on the story mode when i got it. Halo 2 begins with a ship orbiting Earth being attacked and of course, you as the chief, must save it. OK, and then you go down to Earth for a kick-butt battle (sorta) and then what? Well, the Covenant general in charge of protecting Halo is still alive, but he has been sentenced to death by the Covenant. However, the Prophets refute this death sentence and instead make him into the legendary Arbiter. Arbiter is the other main character introduced in Halo 2.
Chief discovers a new Halo and he is sent down to destroy it, and actually kills the prophet of regret, however, he becomes outmatched by the Prophetic Guards that guard the water pyramids. An odd creature captures him and Arbiter, so they meet for the first time. The odd creature transports them to find a key; he transports Chief to the Prophets' capital ship and Arbiter to a jungle area on Halo. However, the flood take hold of the ship and you are left to deal with both the flood and the Covenant Army. Meanwhile, Arbiter deals with the Covenant Brute Chief, Tartarus. Chief manges to escape the ship. Arbiter makes friendly with the general of Earth's army, a girl who I don't know the purpose of, and everybodys favorite character, Monitor (or Oracle, whatever). The game ends in a cliff hanger, Arbiter and the gang learn of the "Ark" from the Monitor and Chief zooms toward Earth to end the Covenant war by killing the final Prophet, the Prophet of Truth.
Yes, you do not end the crisis in Halo 2. However, I didn't beat legendary mode yet...(!!!) But anyway, I was sooo disappointed with the end, I ran to multi player. multi player online in Halo 2 is utterly so INCREDIBLY AWESOME I don't think that there is one word in the dictionary that can explain it. Let's just leave it at that.
Story: Ending: 1/10 Sniff, sniff Story: Other than Ending: 9.4/10 Co-Op- 10/10 Online: 10/10 because ratings unfortunately cant go higher... OVERALL: A+
Except for the ending.
क्या आपको पता है
- ट्रिवियाHad 1.5 million preorders before its release, making it an Xbox "Platinum Hit" months before it was even released.
- गूफ़If you shoot Sergeant Johnson as the Arbiter, he says things like "Stop it, Chief".
- भाव
[last lines]
Master Chief: This is Spartan 117! Can anyone read me? Over.
Lord Hood: Isolate that signal! Master Chief, mind telling me what you're doing on that ship?
Master Chief: Sir. Finishing this fight.
- क्रेज़ी क्रेडिटAfter the credits roll, there is a short scene featuring Cortana and Gravemind.
- कनेक्शनEdited into Red vs. Blue (2003)
- साउंडट्रैकBlow Me Away
Performed by Breaking Benjamin
(P) 2004 Hollywood Records, Inc. Courtesy of Hollywood Records, Inc.
Written by Benjamin Burnley
Published by Seven Peaks Music o/b/o itself and Breaking Benjamin Music (ASCAP)
All rights reserved
Used by permission
टॉप पसंद
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विवरण
- रंग
- ध्वनि मिश्रण
- पक्ष अनुपात
- 4:3
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