Halo Reach [XBOX 360 – Beta]

Halo Reach is Bungies fifth and final game in the Halo series. It is a prequel to Halo: Combat Evolved, it takes place during the final days of the human colony Reach before the Covenant glass the planet. The game follows the story of Noble Team, a 6 Spartan squad who try desperately and fail to save their planet. Due to the games mature subject matter it is said to be Bungies darkest game yet.

At Bungies 2010 PAX Presentation they went over the games development all the way from chicken scratch on a piece of looseleaf paper to the finished product we have today. In these following comparison screens you can see just how much a map can  change over the course of 3 years. The 1st screen is the map in its early development stage, and the 2nd screen is the map as we know it today.

Early Development


Early Development


Early Development


PAX 2010: Bungie Halo: Reach Panel

The Development of Noble Team

At the beginning of Halo Reaches development there were originally going to be 8 Spartans in Noble Team.

The original Noble 8

This was then cut down into a 7 member Noble Team.

Noble 7

Spartans Rosinda, and Thom didn’t make the final cut. Thom is still in the games story though in the form of he died and the player character is replacing him.

Character Changes

Hadlermaster from bungie.net forums was kind enough to create comparison shots of the different characters in the game showing their early video looks compared to the Live Action and Final Game models.

This one’s  especially interesting because Jun’s completely different looking, and Emiles face is never shown in the final game

Bungie PAX Part 2

Cut Gameplay Prototypes


DLC Betas:
Following are pictures of an Anchor 9 DLC map beta with their released counterparts. Amongst just the map model there is also additional items on the map that were later removed such as a Moah Vehicle you can ride which was fully removed from the game.


Halo 3: ODST [X360 – Beta]

Bungie initially conceived ODST as a small side project to produce in the lull between Halo 3s completion and Halo:Reach. Instead of featuring recognizable characters such as the Master Chief from previous games, the developers focused on the ODSTs. Story director Joseph Staten penned a detective story utilizing film noir settings, design, and characters. Composer Martin O’Donnell abandoned his previous Halo themes to create a quieter, jazz-influenced sound. During development, the game grew in scope to that of a full-sized game. [info from Wikipedia]

When Bungie decided to make a new Halo game after 3, they tossed around alot of ideas and concepts, such as another game where you play as Master chief, or one focusing on the Arbiter. Eventually they came across the idea for a game where you play as an ODST, they went through several concepts of what it would be about, some early concepts for the ODST idea were a game where you’d play as a ODST squad that would follow alongside a Spartan. Another one was about going back to Waypoint. They reused alot of cut ideas from Halo 1,2, and 3 in ODST such as these cut Pelican models cut from Halo 3: 

Halo [Beta – Xbox PC]

Halo [Beta – Xbox PC]


On July 21, 1999, during the Macworld Conference & Expo, Steve Jobs announced that Halo would be released for Mac OS and Windows simultaneously. Before this public announcement, game industry journalists under a non-disclosure agreement had previewed the game in a private showing during E3 1999, and were reportedly amazed. Bungie Studios later stated an even earlier development build of the game centered on real-time strategy and was “basically Myth in a sci-fi universe.”

At E3 2000, the first trailer of Halo was well-received. The version shown there differed greatly from the one exhibited previously, marking the first major overhaul in the game’s development. At this point, Halo was a third-person action game, in which a transport starship crashlands on a mysterious ring world that orbits a star. Early versions of Covenant aliens appear in great numbers and loot what they can, and war erupts between them and the humans. Unable to match the technologically advanced alien race, the humans on the ring world resort to guerrilla warfare. This version of the game featured Halo-specific fauna, which were later dropped because of design difficulties and the creatures’ “detract[ion] from the surprise, drama and impact of the Flood.”

In accordance with rumors, Microsoft announced on June 19, 2000 that it had acquired Bungie Studios. Halo became an exclusive game for Microsoft’s Xbox video game console, and Bungie Studios rewrote the game’s engine, heavily altering its presentation and turning it into a first-person shooter. Originally a key element, the game’s online multiplayer component was dropped because Xbox Live was unfinished at the time of Halo’s release. While a playable demonstration of the game at Gamestock 2001 was well-received, critics had mixed reactions to its exhibition at E3 2001. The game was released in North America simultaneously with the Xbox, on November 15, 2001. [info from Wikipedia]

In 2007 the studio recorded a play through of the game and reveled additional quips from its development and differences from the beta version. The Silent Cartographer was once about murdering a Prophet (who do not appear in this game) in order to prevent him from acquiring a map of the ring. The level went through many revisions and its codename was “B-30”. In the scene where the marines are listening to a song original music by Bungie is used, but this was not always the case. Paint it Black by the Rolling Stones was intended for that segment.

Cortana was written with a British accent in mind, hence why says words like “toady”. The trusty A.I. went rouge and attempted to take control of the Halo Array in a discarded script. The Seraph ship was an old concept for a Covenant tank, and the Scarab debutted in this game instead of the sequel.

[Thanks to Randy 355 for some of the images!]




Halo 2 [Beta – XBOX]


Halo 2 was officially announced in September 2002 with a cinematic trailer. The trailer was subsequently packaged with later Halo: Combat Evolved DVDs. A real-time gameplay beta 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. Bungie informed the public on development with weekly Halo 2 development updates which started on January 16, 2004 and ended June 25, 2004; the weekly updates became standard on the Bungie website even after the release of Halo 2. With only a year to go until release, Bungie went into the “mother of all crunches” in order to finish the game. The cliffhanger ending of the game was not originally intended, and resulted from the frenzy to ship on time. [Info from Wikipedia]

Thanks to FullMetalMC, Randy 355 & Earthwormjim for the contributions!


A beta enemy cut from the game called the Flood Juggernaut! Although it is still in the disc it does not have any spawn points and no dying animation. Some people think its a Hunter Flood form but the Hunter can not be turned into a Flood because it is made up a bunch of worms and have no central brain system. Personally, I think its a Flood version of an enemy that was also cut called the Sharquoi. [by FullMetalMC]


This beta vehicle was called the Mongoose and although it didn’t make it to Halo 2 it has been officionally announced that it will come out in Halo 3. This vehicle’s advantage was its speed and was good at getting to places in a short time but did not have any weapons. [by FullMetalMC]


Another cut enemy or the Drinol. It is based on an enemy from Bungie’s previous series, Marathon. Since the other Covenant have human nicknames such as Elite for the Sangheili I believe that the Sharqoui and the Drinol are in fact the same enemy. I have come to this conclusion because there are no other beta pictures that prove otherwise. [by FullMetalMC]


A Jackal Carrier? Whatever it is, it was obviously cut from the game. Also still in the disk but unused. [by FullMetalMC]

From an article at EuroGamer we can read more info on the development of Halo 2:

“The graphics engine that we showed at E3 2003, driving around the Earth city… That entire graphics engine had to be thrown away, because you could never ship a game on the Xbox with it,” Butcher sighs. “Through putting ourselves through hell, we were able to do a five-minute demo of it, but after we came back from E3 we had to admit that this graphics engine was never going to work – it was never going to support the kind of environments that are really important for a Halo game. So we literally scrapped the entire graphics engine and started from scratch.”

“Even that whole environment, the Earth city, was way too big for the engine at the time,” adds Carney. “We ended up cutting out huge parts of geometry from that level, so you never actually saw that.” […]

“We were building stuff that just couldn’t be played, in any engine,” says Butcher. “We built, and detailed, and went a huge way down the path with a whole bunch of environments and levels for the game that just totally didn’t make it. If you look at the level with the Flood, inside the quarantine area – that is the remaining 20 per cent of a gargantuan, sprawling level that was meticulously built and hand-constructed, but that could never, ever have shipped in any engine.” […]

“It was too ambitious. We had a lot of ideas about other games we’d played, and things that we really wanted to try – but when we got in there, we realised that it was going to require a lot more effort to make it as good as our single-player and our standard Slayer and CTF experiences. We had to cut our losses and just ship with what we were all happy with.” […]

“The original plan had you returning to Earth at the end – which you did, at the end of Halo 2, for about three seconds before it abruptly ended,” says Griesemer. “I think if we’d been able to finish that last couple of missions and get you properly back on Earth, a lot of the reaction would have been placated.”

Another removed feature was a sort of “sea monkey fish tank“:

We should have a little fish tank like thing that had little flood tadpoles in it swimming around. We affectionately called them the “flood sea monkeys.” […]

I remember Harold clearly told us we were going to be locked out of the source depot at 6 am. Well Vic is trying to get these things to animate in a cool way keeps making tweak after tweak to them as we’re hurtling toward 6 am. At this point everyone’s slap happy because we’ve been crunching so hard and for so long. Somehow at the last minute that we’re checking in we notice that Vic’s last tweak to the sea monkeys totally breaks their animations and now they were floating around in their tank it a hilariously ridiculous way, but it’s 6 am and Vic is freaking out. […]

In the videos below you can see more about the game’s development and the removed weapons, levels and characters.

More light was shed on Halo 2’s hectic beta development by the extra content in the Halo 3 collector edition. The first iteration of the space station was expansive enough to drive vehicles around it. Master Chief was to tow the Covenants’ bomb using a Warthog and dispose of it. Following this he boarded a Covenant ship (in place of that deleted level is the cutscene where decimates with it an explosion). Miranda Keyes was introduced inside the ship, and the Chief was tasked with destroying it from the inside. He accomplished this by using a Wraith and shooting its power core.

Miranda had a different role in older plots. She distrusted the Master Chief because of her father’s death and did not comprehend the Spartan’s dire concern for the activation of the rings. Arriving from a mission, the Chief stumbled into her making a truce with the Prophets inside a Phantom. The unlikely allies conspired to plant an explosive on the Spartan’s back and detonate it to eliminate him and the Gravemind. The Gravemind appeared more frequently in older builds. Its tendrils emerged from fissures in the levels, occasional attacking and obstructing pathways. To reach the Flood mastermind the player had to go through some caverns.

On the topic of removed campaign segments, a map that went by the codename “Forreruner Tank” was abandoned. The Arbiter was to race the Master Chief to the Activation Index. Bungie’s original plan was to have the player play through three additional stages instead of ending the game with the Chief arriving in Earth’s orbit. The heretic faction was initially compromised of only Hunters. They were fought on a moon adjacent to one of the Halo Arrays.


Various Concept Arts:


Tech demo + Prototype UI & Live

Making Of and team’s comments:

Removed Scenes, Weapons Vehicles and Characters: