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You are at:Home » 25 Years Ago, One Iconic Sci-Fi Shooter Perfected Video Game Horror
25 Years Ago, One Iconic Sci-Fi Shooter Perfected Video Game Horror
Lifestyle

25 Years Ago, One Iconic Sci-Fi Shooter Perfected Video Game Horror

7 October 20267 Mins Read

I recently blazed through the first half of Halo: Campaign Evolved in a couple of days, fully prepared to relive a traumatic part of my childhood. Despite some modest gameplay upgrades and a complete visual overhaul, it largely still feels like the same game as 2001’s Halo: Combat Evolved. Lines of dialogue that have echoed in my head for decades sent shivers of nostalgia down my spine, and the opening missions remain propulsive enough to make stopping genuinely difficult.

One minute, Master Chief is rescuing stranded Marines across the surface of a mysterious ringworld. The next, he’s sneaking aboard a Covenant cruiser with a sniper rifle, storming an island fortress to find a map room, or driving a tank through a snowy canyon. Dropships crash. Aliens scream. Cortana chirps instructions and quips directly into Chief’s ear. Martin O’Donnell and Michael Salvatori’s score transforms every firefight into an epic. Even now, I can’t help but thrash my head when “Rock Anthem for Saving the World” kicks into high gear as you storm the beach in the game’s fourth level.

Then the sixth level, “343 Guilty Spark,” shuts almost all of that noise off as the epic sci-fi shooter descends into full-on horror.

Having grown up playing GoldenEye 007, I gravitated toward Halo like a moth to light. I detested horror games, especially Resident Evil and Dino Crisis, which used clunky controls to make shooting monsters even more stressful. Halo, on the other hand, wants to make you feel powerful. But all that confidence you build up evaporates once you take a trip into that dark, rain-soaked jungle. The level doesn’t merely add horror to Halo. It makes you feel like you’ve slid sideways into a nightmare.

“343 Guilty Spark” leaves Master Chief completely alone

Image: Xbox Game Studios

The tonal shift begins before the mission starts. At the end of “Assault on the Control Room,” Cortana accesses Halo’s systems and realizes that Captain Keyes is about to unlock a door he really shouldn’t. She sends Chief to stop him while remaining behind at the control center.

After accompanying Master Chief for almost the entire game, the flirty blue woman in your head is suddenly gone. It becomes eerily quiet long before the atmospheric dread truly kicks in. When Chief arrives in the swamp, Keyes’ last transmission is already more than 12 hours old. The Marines report encountering hostile forces that aren’t Covenant, but the message is merely repeating at set intervals. Nobody is actually responding. They’re probably already dead.

For a game that usually announces danger with pounding drums and armored lizard people shouting religious slogans, the restraint is excruciating as you creep through a quiet jungle. The subterranean facility you enter looks familiar, but something feels wrong. The stray Covenant soldiers inside are disorganized, and there are no Elites commanding the Grunts and Jackals. Deeper in, you find an Elite’s mauled body and the rest of its squad slaughtered nearby. Blood stains the walls and floor.

The player in Halo: Campaign Evolved looking at a dead elite. Image: Halo Studios/Xbox Game Studios via Polygon

Elites are the Covenant’s most dangerous warriors, capable of matching a SPARTAN like Master Chief. What could possibly tear one apart?

Years ago, I closed my eyes and fretfully ran past. Then I encountered something even more disturbing: a Marine who was still alive.

He’s backed into a corner, shooting wildly and screaming about monsters. During my original playthrough, I felt like the “Wesley Snipes Crying” meme, raising my gun with teary eyes to shoot the Marine dead. He shot at me! What else was I supposed to do? This time around, I realized that you can just leave him alone. Somehow, that might be worse.

The player in Halo: Campaign Evolved looking at the paranoid marine. Image: Halo Studios/Xbox Game Studios via Polygon

Not long after, Chief finds the remnants of Keyes’ squad, which included Sgt. Johnson. Chief plays helmet-cam footage recovered from Pvt. Wallace Jenkins. You’re essentially watching an entire found-footage action-horror movie that Chief fast-forwards through whenever it gets boring. The squad infiltrates the facility and forces open a door that the Covenant had deliberately sealed — the exact door you had just walked through. They were quickly overwhelmed by swarms of strange creatures in the darkness. The Marines panic, gunfire erupts, and the camera tumbles to the floor. When the recording ends, Master Chief is once again standing in a quiet room. The player finally understands what happened but doesn’t know whether those creatures are nearby.

Naturally, they’re already in the room.

The Flood forces Halo to become a different game

The player in Halo: Campaign Evolved looking at the doorway to the Tangent II terminal. Image: Halo Studios/Xbox Game Studios via Polygon

Unleashing the Flood midway through a game like this feels particularly frightening because they ignore the combat rules that were so well-established leading up to this point. The Covenant have a recognizable hierarchy: Elites lead, Grunts panic when their commanders die, and Jackals hide behind energy shields. They dodge grenades, retreat when wounded, and communicate with one another. Take down as many Grunts as you can before they can establish a position on the battlefield, then focus on the Elite leader. Once they’re down, the remaining troops will probably scatter. There’s a pattern you follow.

The Flood simply come at you. You cannot hide in cover. You cannot run. They just keep coming.

The smaller infection forms that look like large ticks scuttle across the floor in massive swarms and pop as they try to penetrate Master Chief’s shields. Larger combat forms — the mutated remains of infected humans and Covenant — stagger forward like traditional zombies. Occasionally, one leaps what feels like 20 feet and lands directly in front of you. At least at first, all this erratic movement feels disorienting. Some fire weapons, while others charge with nasty limbs flailing. Shoot those limbs off, and they might become even more aggressive. Knock one down, and it may stand back up. The bug-like creatures can even revive an intact body if you don’t take them out first.

Individual Flood forms aren’t much of a challenge at lower difficulties. Like zombies, they’re only dangerous in large numbers. But the moment you focus on one threat, something else is behind you. Even replaying on Normal difficulty and knowing what was coming, I still died once or twice. I am ashamed. But I was also scared.

HCEV_PK_Library_Flood Image: Xbox Game Studios

Chief’s attempted escape forces him deeper into the facility to find another exit, where he faces hordes of Flood in even greater numbers, at times as they’re also fighting the Covenant. That kind of multi-faction battle became a Bungie mainstay throughout later Halo games and eventually Destiny. Here, it effectively communicates that Halo is no longer merely a war between humanity and a multi-species alliance of religious aliens. Both sides have stumbled into something much worse.

“343 Guilty Spark” is where the real conflict of Halo begins to take shape, setting the tone for the rest of the game and for its sequels. What begins as a bombastic military adventure becomes a desperate struggle to contain a parasitic outbreak capable of consuming everything. Under other circumstances, the Flood might have felt out of place, as if Halo’s developers were trying to do too much. But given the fact that the Halo rings were created specifically to contain and destroy the Flood, that changes everything and reorients the surrounding narrative. Because, despite the ultra-cool super-soldier in green armor and the hulking, chortling lizard aliens, Halo was always meant to be horror.

More than two decades later, I knew exactly what to expect in that facility. I knew when the Flood would appear, where the shotgun was, and which corridors would fill with enemies. That didn’t stop me from feeling very, very scared replaying one of the greatest gaming levels ever created. Just don’t make me try it again on Legendary.

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