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Will Halo Sales Again Rival Box Office Figures?
By Jim Goldman, CNBC | 25 Sep 2007 | 12:04 PM ET
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When Halo hit the market in 2001, it changed the video game industry. It was violent, sure, but the story was so complex, with graphics so rich, that it sucked players into a virtual world for hours at a time.

"It is all things to everyone," said Frank O'Connor, lead writer for Halo creator Bungie in an exclusive interview. "From a very, very high view, it's one guy saving the universe from utter destruction. Then you have little sub stories within. Characters and events that are going on all the time that people follow independently."

Halo has become a multi-billion-dollar phenomenon, from the game title itself to massive merchandising, and 15 million fans can't get enough. From basement Halo parties in New York to all-female Halo clubs in Texas, fans are establishing friendships — very deep and meaningful relationships — online.

Fan allegiance to the game comes from the intricate attention to detail in the game itself; both from production and the storyline.  The level of production in the game rivals most Hollywood blockbusters. But unlike the movies, where the camera simply captures all the action, Bungie designers and engineers have to create everything — every frame — from scratch, beginning with the voices of the characters. Stars including Terrence Stamp, Ron Perlman, Keith David, Robert Davi, Adam Baldwin, and Jen Taylor as "Cortana" — all returning for a tour in the sound booth.  Massive computing power models every character, turning those like "Master Chief" into superstars.

"His story is your story," said Bungie's O'Connor. "As a player, you are seeing things from his perspective, so you are able to inject a little of your own personality into that suit of armor."

Every scene must have dozens of options, covering every variable that might come up while players play.

"You are not playing a game, you are almost like a character in a movie," said Harold Ryan, Bungie studio manager. "It's definitely like being in a movie. You are making your own entertainment experience."

But Halo's similarity to movies doesn't end there. Sales of Halo 3 will look more like box office results than most video games, rivaling movies like blockbusters "Spiderman III," "Shrek III," and "Pirates of the Caribbean." The last version of Halo did $125 million in the first 24 hours. Halo 3 should dramatically exceed that.

"We will do more than any of those movies do in one day," says Robbie Bach, president for Microsoft's Entertainment Device Division.

Halo 3 is the last chapter in the trilogy — what some call the Star Wars for the "I-Gen" or Interactive Generation.


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