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Halo didn't just mimic PC shooter gameplay, it massively expanded upon it, creating an engine designed from the ground up to accommodate a massive variation in battle types, from the standard, linear corridor shooter to what it dubbed the sandbox - vast terrains packed with troops, ground vehicles, sky battles and latterly, even clashes amongst the stars. Bungie redefined multiplayer combat in the process, championing both online and local split-screen action and introducing co-op elements to the campaign that other developers still struggle to match. Across nine years, straddling two console generations, the series' creator shipped five Halo titles, laying the technological and gameplay foundations that allowed first-person shooters to migrate from their natural home on PC onto console. Of course, it could have all gone terribly wrong, and when Microsoft lost the exclusive rights to Bungie's services, it faced a genuine crisis. Welcome to Halo 4, the first release from 343 Industries.
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And what if this super-team was tasked with creating a new trilogy of games based on the most successful Xbox franchise of all-time? Ever wondered what would happen if Microsoft spent an absolute fortune in setting up its own elite internal studio and then made the best game it possibly could - where money is literally no object? Imagine if the Xbox platform holder set-up its own equivalent to Sony Santa Monica or Naughty Dog, an elite team with an unparalleled level of knowledge about the host console platform and the talent to get the most out of it.