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FESTIVAL FASHION: Pungent and Dreads

Pungent and Dreads

Words by Char Easter. Photos by Cheryle Easter

The “F” in fashion for this story stands for festival. Every summer offers up a series of subcultural pow wows, where adventurous folk leave their day jobs, or crafters and seekers make it their day job, to gather without modern plumbing.  They view art, hear music and above all, dress up. From the Oregon Country Fair to Burning Man to Beloved, each festival has its own brand of lunatic fringe fashion. One of the longest running is the Rainbow Gathering. So my sister and I borrowed her boyfriend’s 1971 pop top VW bus and headed deep into the Pinchot National Forest of Washington state to find the latest collection of free-spirited, back-to-nature wear. The question before us: what defines subcultural fashion in 2011 and has it changed from the first gathering in 1972? Our motto: cute matters; even in the woods.

For the surrounding towns of loggers and mill workers, it was an international invasion as 30,000 crunchy Rainbow Gathering goers stopped for supplies on their annual pilgrimage home to “the family.” One local from Cougar, a nearby town, described the scene as, “Pungent and dreads.”  Perfect.

While hitching a ride from our parking spot along the 7 mile, car lined, narrow road to the main camp, we met Peter, a serial summer festivaler who was heading to the Oregon Country Fair after Rainbow. He likes the Rainbow Gathering because of its self-organization and anarchy (it’s all volunteer and free) and described the fashion as, “where punk and hippie intersect,” with a lot of Steampunk thrown in. Steampunk — a Road Warrior/Victorian mix — is a street savvy, survival look, straight out of a Charles Dickens book. It depicts a gritty, sci-fi/fantasy traveler who can survive the mud and dust and the amped-up fashion of a festival.

But the black leather of steampunk is balanced with a wild mash up of looks dominated by faery, hippy, and urban wood nymph. If in doubt with what to wear, make it colorful. The bright and bolder the better, with pink and stripes and crazy hats. Think Alice In Wonderland meets Lord of the Rings. This is no time to be subtle or elegant. Subculture festival fashion is getting in touch with your wild child.

Because the woods can be cold and there was snow in the camps, we saw lots of layers and wool with boldly striped mittens, arm coverings and zany leggings to brighten up the gray. But as the sun came out, the wool layers came off — just as my father predicted — and the body paint was manifest. The photos below are like a Rainbow Family photo album. Mini video to come. Keep the love.

Photo captions in order:

Charlie and Daisy (mud girls, also shown lower in the series) — When the sun shines, the wood nymphs appear. This was either Charlie or Daisy, who’s bright spirits and wild abandon put the festive in festival.

Juanita – shown in stripped mittens with hula hoop. We found her hula hooping on this large log chanting, “Safety Last.”

Nikolaos – the face and body paint and rainbow parasol were the crowning glory on this very put together, mythical, woods god

Steampunk boys in the meadow

Lovely Rainbow couple keeping the ’70s spirit alive with free flowing skirt and pants with a Genesha elephant scarf for accent

Emily – wearing a chain mesh bra she made herself

Stephanie – wearing suspenders to hick it up

Faery on lily pad

Justin, John, Fred, Alicia and dachshund (not necessarily in L-R order) – summing up a collection of looks that equal Rainbow fashion

Quoted in article:

Peter Apicella – “Where hippie and punk intersect.” He offers crafts, massage and astute festival philosophy. Find him at peteraguafire@hotmail.com

 

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EVER GREEN – TRAILER


EVER GREEN the trailer from Easter Sisters on Vimeo.

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FLIGHT TO GUATEMALA

by Char Easter

lp keisuke. © Cheryle Easter

lp keisuke. © Cheryle Easter

FLIGHT TO GUATEMALA
The plane has begun to roll. The flight attendant who is announcing take-off protocol has a whiny voice. What key is that? I’m sitting next to Frank, who introduced himself. I want my cough to go away. We’re taking off. The window seat is treating me to sunlight – a prelude to Guatemala.

It’s Christmas. I found my gate in Chicago and a wine shop with a music-theatre bartender. I told him that people say Guatemala is dirty and dangerous, and he said, “Like I am.”

Nikon FM
Lens, Nikon, scratched up 20mm 1.8

Guatemala is less then three hours away. We’re leaving the US and there’s no turning back no matter what kind of bacteria-laden food lies ahead. I wish I would have brought more food, but was thinking about all the scrutiny you get driving into California. Flying they don’t care. Just don’t bring nail clippers. Someone would have to have some major attitude to hold up a plane with nail clippers. It should be a mandatory script for actors auditioning to be bad guys. (more…)

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PROJECT LIPSTICK

Jan. 3, 2010 – In four months NOMI PRINS writes a book exposing the intricate Wall Street scandal and I’m dinking around on the topic of lipstick. I reflect how frivolous my expose is in comparison. Here is a woman who has been a major player in the male-dominated financial industry on their terms, who then articulately takes on the heavy hitters of the finance and political worlds in her critically acclaimed book, “It Takes a Pillage.” That takes balls. After reading a chapter or so I venture back to her bio and, lo and behold, she is looking pretty foxy and fetching. I guess I was expecting a woman marked by more years and too much testosterone. But Nomi is young, beautiful… and wearing lipstick.  The topic of lipstick is frivolous, but that is why it’s so intriguing, because despite the stigma, Nomi, like most women, wear it in Walmart or on Wall Street.

I’ve worn lipstick everyday for most of my life and plan to continue going forward. But why? It’s essential only in my mind — and the collective unconscious. It’s not vital to survival like a coat in the winter. Nor does it have a function like keys or even a hat. And it’s not a drug like coffee or cigarettes, or is it?

According to psychoanalyst Dr. Clotaire Rapaille in his book, The Culture Code, the code for beauty is men’s salvation. Our most profound recollections of feeling beautiful are tied to an experience where we affected a male’s behavior and most significantly changed him. So it becomes a woman’s magnanimous duty to be attractive lest we let down a society obligation to save men. That ludicrous mission should  motivate us to chuck our lipstick tube out the first window available. Oh the pressure. But we’ve bought into it. We’re identified too deep to shed the ideal.

Mere insight into some unconscious and irrational behavior is no match for stepping out looking good, or more on point, stepping out and not looking haggard. We’ve nurtured this look/role since reading Snow White in her shapely size-4 peasant gown and ruby red, kiss-readied lips, even while tidying up the cabin with the squirrels. But the real player in this story is the withered, poison apple bearing old crone. To avoid being her, the killer of beauty, is the real motivating factor.

So here we are, empowered with our ruby red lips each day as we head out into the world, ever-poised for the lonely prince of our dreams to kiss and deliver himself from a meaningless life of solitude. Even bad-ass, action figure super heroines have kick butt without mussing their flawless lip color.  And don’t get me started on their high heels. My motto is, ‘Never wear shoes you can’t run in — drag queens exempt.’

For now, it’s all about lipstick. The characters in the following stories are different but the common note is that long-lasting, feather-proof, glide on, glam boosting, colorizing, moisturizing, matte or satin frost finish phenomenon called lipstick.

TAKING ON THE WORLD W/O LIPSTICK

Two women – partners and health professionals – decide to open a health center. They buy an old house in a “transitional” neighborhood and take on the renovation – sola. Acupuncturists, now project managers and construction workers, signed the bottom and brace for the long haul.

To begin, they need to add a foundation.  So the old, weary 3-story house is jacked up and chaos ensues.  They trade their acupuncture needles for hammers and nails. Case-studies become project plans and blue-prints. Steel-toed boots, tool belts and hard hats replace the familiar white clinical smocks of their profession. And the herbs and formulas they prescribe are for aching muscles they never knew they had.

When Beth, a friend from out of town comes to visit, the two women give her a tour through the rustic labyrinth of a house in transition, one that has been striped to its framing, and even that is being replaced.  This could describe her two friends as well. They are women in transition, striped down to the support beams that manifest from their DNA, an essential self that exists regardless. Lacking experience and skills, they are making it up on the high beam and not looking down.

Beth notes how exhausted they are from lack of sleep and long hours on the project. They walk her through the rooms adding imagery and details to the plywood shell, “This will be the common lobby. And here is an upstairs treatment room with a private bath.” As they proudly show off their work-in-progress, Beth sees it’s their dream and mission that sustains them. “In three months it will be a warm, thriving health center in a transitional neighborhood in a hipster city,” she reflects, “And they did it all without lipstick.”

###

A CONVERSATION WITH A GUY

GUY: I want the seduction chapter. I would make it entertaining.

I need a grant.

G: I would make it hilarious and why women wear lipstick. I betcha everyone has a different reason.

You think so? I could ask people; A man on the street thing. Or woman?

G: You could do both.

What do you see as hilarious, like a Marilyn Monroe comedy?

G: Every page is different. Like the two lesbians. Then you go to the high power woman, who uses it to meetings. And wins every time she wears it. Then there’s the beauty queen who adorns herself with makeup. Anyhow. I just thought you’d have unlimited resources.

I love the little old ladies in lipstick.

G: My sister puts it on, right before going into home depot or a coffee shop. All day long she doesn’t wear it. But right before she goes in. I think it’s kind of funny. Or a fun thing. I like it. But I think women use it as a tool — and a women’s arsenal of tricks.

I bet a lot of men…

G: You could do it on gay guys. I finally got to wear lipstick. Makes me feel so good.

Do you want to wear lipstick?

G: Do I? Pause. I wouldn’t mind it doing it in private; See how good of a women I could be.

Yea. Women get to dress like men all the time.

G: Guys appreciate it. They do.

###

DEFYING GRAVITY

She gets on the bus, a little slowly. A man moves aside to give up his seat near the door.  The blue, jeweled broach on the label of her white wool coat is one of the many details she’s attended to for this outing — on this bus. Though her face has had to concede to the years, her lipstick shows she has not. Planted firmly on her face like a red badge of courage, she suspends the hard cold rules of physics with a magic wand. Where is she going in her sensible heels that are planted on the floor, like her lipstick, squarely, defiantly, still in step with the beat of life, alongside the other passengers’ leather boots and contemporary, high-tech styles? Maybe she’s out to meet a friend for a lively conversation about what the president is doing and the high price of tangerines. She’ll sit at a table as she waits in quiet observation, a person who is not so unlike the haughty roomful of disembodied hipsters on caffeine and connected via wi-fi. Because she too once thought she’d never be old. But she is and still wearing lipstick.

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AVATAR ARTICLE – TALK BACK

My little go-girl Avatar article on the Womanity – no longer live, created by MSN for Thierry Mugler – has been riding the rough and tumble wave of controversy surrounding James Cameron’s film sensation. My editorial of the movie gained over 500 likes/love votes due to the strong emotional bond its audience attaches to the movie. The opinions are polarized; people hate it or they defend it like a mother bear protecting her cubs. Since feedback that gets shared is statistically fated to be negative, the article has inspired a rather motley crew of comments – oddly enough, mostly from men. Created for the fashion giant, Thierry Mugler, Womanity, if the name doesn’t tip you off,  is a site that strategically targeted women. Its beautiful and very imaginative design had an artistically crafted look and feel that you navigate via your mood. It’s so femme, it’s not even gay. Although I support androgyny – no high heels for this girl – Womanity’s feminist orientation is hormonally off topic for men, hence the tone of my article. Not that no boys are allowed, but it’s like a guy wandering into an aromatherapy-infused woman’s empowerment seminar.  Therefore, I offer this space to read the article and continue the discussion if so moved.  My comment: the article’s illustration by Andrea Ventura is stunning. I thank her. – Char Easter

Women Rule Pandora:  The Heroin’s Journey

By Char Easter

Given Avatar’s techno-tree theme, I can see how my female friends were won over. Well, most of them. So what is amiss? The movie is about saving the planet and communication, after all, two feminine directives. And for a scientific spin, the Na’vi talk to the trees in a data download of electrochemical communication. The tree roots form an energy network like synapses between neurons. How cool is that? Visually, these good forest vibes turn the planet of Pandora into a woodsy rave in black light; all the better in 3D.

And there are the tough chicks, Mother Nature’s bodyguards – a pilot (Michelle Rodriquez as Trudy), a scientist (Sigourney Weaver as Grace), and a shaman warrior (Zoe Saldana as Neytiri) who work together to oppose the evil villains, a corporate pin head backed by an abominable military fanatic, who join forces on a strip-mining mission. As the story goes, the Sky People’s attempt to bulldoze the Na’vi culture for profit is foiled by a mystical Mother Nature played by a psychedelic jungle. The swashbuckling, climatic battle reminded me of a cross between Xbox’s Halo 3 and Snow White when the woodland animals rallied to fight off the evil witch.

But the heart-warming animal army is not the only fairytale theme in this movie. Like all good prince and princess stories, Sully, our magical hero boy, conquers the dragon (literally) and saves Pandora. Sully gets his avatar on and the prince and princess live happily ever after, or until the sequel when the bad guys return with advanced, viperwolf-proof AMP suites.

But what is wrong with this picture? Cameron has a legacy of strong women characters in his stories, and Avatar is no exception. But Sully’s triumphant upstaging at the end is questionable. He did transform enough to respect the Na’vi culture and be reborn as a Na’vi. And he served as a bridge between the two worlds so we, the audience, could superimpose ourselves over a human as the hero. But an oppressor turned savior is still an aggressive stance.

Imagine Neytiri in a Hollywood story meeting with James Cameron. After he reads her the Avatar script she crosses her elegant blue arms across her strategically constructed chest and narrows her big gold eyes at him and says, “Let me get this straight… James. A Human, a child who knows nothing of our ways, comes in to our tribe, and my mother decides I should be his teacher! He wins me over as a spy for his people who are planning to crush us. Then he becomes my husband and our mightiest warrior and leads the fight to save our people from his Humans?  No way. Women rule Pandora.”

There is a Neytiri out there now writing a script that will transform the Hollywood formula into a heroine’s journey. And when she does, James Cameron, look out.

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ACTION FIGURE – AMY HART

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WATER SINES – DEBUT

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WORST BUY

A letter I wrote to Best Buy with TEXT IN CAPS added by Alfonso Adinolfi

Best Buy
Bellevue, WA store  June 17, 2006

NOTE: The commentary in caps, added by a friend, does not lesson the validity of my claim regarding a bad customer experience and the sincerity of my dissatisfaction.

Customer Service:

I am a documentary and digital media producer [WITH A REALLY CUTE BUTT].  Around Christmas 2005, I bought a DV recorder JVC GR-D270 from Best Buy in Bellevue, WA. I was looking for a camera with an analog-in feature, which the previous version of this model camera did have. The JVC website specifications indicated it had the feature [AND THE INCOMPETENT, ASS EATING, FUCK STICK PARADING AS] a Best Buy salesperson assured me it had the feature.

As it turned out, this [PIECE OF SHIT] camera did not have the [GODDAMN, MOTHERFUCKING] feature. Because I was two days late [FOR MY PERIOD] and over the 14-day policy when I returned the camera, I was told [TO TAKE A FUCKING HIKE] that my only option was to return the camera for a store credit minus a restocking fee. The cost to me to return the item was approx. $60.

I told the manager that was unacceptable given the circumstances [AND THAT I WOULD PRAY TO GORGO, DARK UNDER LORD OF THE BLUE DIMENSION, THAT HE DIES IMPALED UPON A MEAT HOOK]. He said that was store policy and there was nothing he could do [UNLESS I SLEPT WITH THE ENTIRE STAFF OF BEST BUY AND SELECT DOMESTIC FARM ANIMALS] and he gave me the Best Buy 800 number, which I called. The representative I talked to gave me his name and gave me an option [BUT DUE TO YEARS OF DRUG ABUSE I CAN’T REMEMBER EITHER OR I SURELY WOULD HAVE MENTIONED IT HERE].

I called him back later several times leaving [INCOHERENT GRUNTING NOISES], my number and a message [ABOUT APPROPRIATE PIZZA TOPPINGS] but my call was never returned. I also had emailed the manager of the Bellevue store asking to be contacted [VIA CARRIER PIGEON OR SIGNAL FLARE], which I never was.

Thanks to your policy, I still have a [CASE OF HIVES AND A] camera  I do not want and the worst possible feeling about [INFINITY, PEOPLE WITH REALLY SMALL HANDS AND] shopping at Best Buy. I have not walked into the store since [AS MY MINIONS CARRY ME EVERYWHERE I GO].

Unless I am allowed to return this camera with a full refund, I will never shop there or recommend the store [UNLESS I NEED TO USE THE BATHROOM AND EVEN THEN, I WILL NOT FLUSH]!

I realize you have your policies, but if this is the result, I can’t say it’s working for you.

Sincerely,
Char Easter
Seattle WA

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ACTION FIGURE – Judy Barnes

23397443

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HICK

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GARDEN BAR (WEB & VIDEO)

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REVIEW: PROGRAMMING THE NATION?

Programming the Nation?
STIFF2010 – feature documentary
Review by Char Easter
Perception management, death and sex and propagandizing

Captured in the title of his film, Programming the Nation? Jeff Warwick, director, writer, editor, and producer, asks a compelling question – one that Americans should be asking. The story opens with footage of the destruction of the World Trade Center on 9/11, an event that triggered Warrick to ask, ‘Are we being programmed somehow and is it contributing to our social, political and economic problems?’ Here, Warrick is on the right track, but one that is risky and complex. Instead, he does a deep dive into the subliminal while the bigger programming questions remain on the surface.
The narrative weaves questions like, “Who is controlling us and why?” into the minutiae of backward music tracking and hidden sex and death messages – slight-of-hand devices most Americans already believe are used by the media and a point he proves in the film.
Though subliminal messaging may not be new, it’s a wake up call. And it’s entertaining to sit back while the movie breaks down the phallus and skull illusions that are silently winding their nefarious agendas through our gullible unconscious. Yeah, we know a billboard pimping a sexy model drinking a soda is a pitch – and a low one at that because it caters to our base instincts to procreate. But, as the movie points out, knowing we are being manipulated doesn’t stop us from buying the goods. If that seems a leap, the movie does a good job of explaining the psychology behind the ads so you’ll know exactly why you’re driving that status symbol car to a house packed full of things that you don’t need. Depressing? Pour yourself another scotch on the rocks.
Programming the Nation? leaves no stone unturned in its comprehensive exploration of subliminal messaging. The immense collection of clips – 400 non-original clips, 30 interviews, and 50 hours of archival ad stock footage – include Led Zeppelin, the Matrix, Devo, and vintage ads, roll behind his well-crafted story. It’s not surprising the movie is still raising money to pay off licensing fees. You’ll see Mark Mothersbaugh, founder of Devo, disclosing that he embedded subliminal messages in many of the corporate jingles he produced with Mutato Muzika. And that music masking is used for anything from boosting employee moral to serving as anti-theft devices in department stores and malls.
And you can’t talk subliminal without covering off on demonic messages. For this, Warrick faces off evangelist Pastor Joe Schimmel with Mark Mothersbaugh for Devo, Geoff Tate, founder of Queensryche. David Fricke, senior editor at Rolling Stone wraps it up with a statement that if you want to hear Satan, that’s exactly what you’ll hear. The Judas Priest trial was not as significant in the subliminal story as it is for freedom of expression for artists – a bullet that was thankfully dodged.
To help tell his story, Warrick recruits and impressive line-up of interviews ranging from Queensryche’s Geoff Tatt, who served up death and sex as pop-culture entertainment, to retired U.S. Army Colonel Dr. John B. Alexander, founder of Non-Lethal Defense and who operated within classified military channels. Also featured is Amy Goodman, Noam Chomksy, Dennis J. Kucinich, and many more. See the full list here, http://www.vmagency.com/program/index.php?option=com_content&view=category&layout=blog&id=62&Itemid=176
Amy Goodman reminds us that much of the deception is on the surface while she touches on an artery of the bigger story – who controls the media? From her end, news is our lens on the world and the providers have a responsibility to the public, a role that is threatened as media ownership narrows. Goodman asserts, “The [Iraq] war is being waged at home, the war on truth.”
Then Warrick ends big, with governmental and military propagandizing, PSYOPS and the Project HAARP (High Frequency Active Aural Research Project), an instrument designed to modulate the ionosphere for weapon applications. Like 9/11 at the beginning, we are left to ponder, “How deep does the game go and who are making the rules?”  Since Warwick proves in his debut film that he can go the distance to get the story, his next documentary could be groundbreaking.
# # #
http://www.examiner.com/x-7239-Seattle-Fine-Arts-Examiner~y2010m6d22-Programming-the-Nation
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HALO HERO’S JOURNEY

Does the story behind Halo matter to gamers?
By Char Easter
We have not even to risk the adventure alone, for the heroes of all time have gone before us — the labyrinth is thoroughly known. We have only to follow the thread of the hero path. — Joseph Campbell
At midnight on September 25, 2007, Halo 3 was released to its eagerly awaiting fans, who spent over $170 million buying copies the first day. I talked to some of the fans in line at the Midnight Madness event in New York City’s Times Square, attended by celebrity rappers, sports stars and a Halo-branded Hummer. But behind the event’s glitzy, star-studded surface and sales stats that caused spikes in the stock market, a humble gamer believes.
Halo is a war game with bleeding-edge realism and detail. The gameplay is single-focused — kill the enemy and obtain the weaponry and vehicles that best facilitate that goal. When you are armed with an endless supply of guns, a tribal soundtrack and aliens shooting at you, the survival instinct takes care of any nonviolent ideals you may have had, and you find yourself relishing the kill.
So is that it? Shooting? I assumed it was, until a single fan standing in the Best Buy lobby showed me that the role of Halo is of a much higher order.
William (XLordRevanX), 17, stood wide-eyed amid the chaos of the press and celebrities of the Halo 3 launch in Times Square. He had taken the train with his mother, Cathy, from their home on Long Island.
I asked William if he would like to meet any of the Bungie staff, pointing out Frank O’Connor, Bungie’s writing lead. Bungie is the game developer behind Halo, and if you don’t go to Bungie.net on a daily basis, you probably don’t play Halo. Both William and his mother said meeting Frank was the highlight of their year. It was obvious that Frank was as much of a hero to William as the hero mythology Frank helped craft in Halo. William pulled a Halo graphic novel out of his pack for Frank to autograph, which was my first clue that the Halo story itself is a significant force in the Halo phenomenon.
The “Halo universe,” as coined by Xbox, has the cult appeal that “Star Wars” inspired. William represents this culture as co-founder of a group dedicated to Halo and sci-fi topics such as “Star Wars.”
Like “Star Wars,” Halo depicts the classic mythological story arc, with humans fighting against their oppressors. In “Star Wars” the oppressor was the dark side of the force, the machine or the system. In Halo it is aliens who threaten humanity, and according to mythologist Joseph Campbell, humanity is the heart.
Halo’s mythical hero gives humanity hope. But unlike most stories where the audience identifies with the hero, in Halo, every player is Master Chief, who fights in a series of mythic battles against the aliens. Master Chief is a faceless soldier in uniform: Petty Officer John-117. He is the everyday guy who made a difference, who inspired a race to “Finish the Fight.”
Campbell believed that myths deal with the transformation of consciousness via trials and revelations. The stories express a truth that can’t be expressed with words and capture our hearts because they are about an invisible plane supporting the visible. The Halo game satisfies Campbell’s reference to “trials and revelations.” But the Halo videos use his idea of the invisible plane — aka “the force” in “Star Wars” — as a major theme. In a play on reality, actors playing war veterans reflect back on the Halo battles and how Master Chief kept them going against all odds. One of the videos literally translates that theme in its title, “Believe.”
“Myths are the edge, the interface between what can be known and what isn’t,” said Campbell. To make his point, he recalled the famous “Star Wars” scene where Obi-Wan Kenobi reminded Luke Skywalker, “Use the force, Luke” and how it inspired theater audiences to break out in applause. Campbell said those experiences showed that “this thing [myth] communicates. It’s in a language that is talking to young people today.”
According to Campbell, the hero’s journey is a fundamental experience everyone has to undergo. Is the Halo story a modern manifestation of that classic myth? Here are a few testimonials from the gamers I met at the launch event. They tell it best.
Kyle (in line at the event):
I’ve followed the story since Halo 1. It was really awesome to follow through with what was going on inside the game. At the time I finished the first story, I wanted more. A friend of mine soon told me about the Halo books that were out at that time. So of course I went and picked them up. The first one, “The Fall of Reach,” was more of a prequel, [showing] how the Master Chief had started his Spartan life and other missions that the Spartan II Project dealt with. I was entranced into the story.
Then there was the second book, “The Flood,” which was the whole first game, plus more in text form. It was really nice to read it, as I had visuals already in my head. Unfortunately for the last book, “First Strike,” I had started to read it, but midway I somehow lost it. But it had already detailed what was going on and gave a good picture of how the last game was going to be played.
That was really the only way, other than playing the games, that I followed the story. I never traveled to Web sites or forums to see how other people depicted it. I liked to have my own standing on a subject and for it to not be contested or changed.
Jason Moore (in line at the event):
Well, I’ve played the first two games, so I had a basic grasp on the story line. Later, however (as in today), I was pointed towards a very informative thread on the official Xbox forums that laid out the history of the Halo universe really well [http://forums.xbox.com/14748829/ShowPost.aspx].
I’m the type of gamer that hops right into a campaign or story mode before ever getting into the multiplayer aspect of a game, so I really appreciated the lengthy exposition. Even if a game has great multiplayer features, but a weak single-player experience, it pretty much hurts the game’s overall “score” or rating in my eyes. I was very surprised after reading to find such a rich universe in the Halo series. Halo 3 is a great game, but where the story is concerned, it pretty much expects you to know what happened. But for some people, all they care for is killing aliens and skipping cut scenes.
Charles Lowell, CEO, GameOn Leagues, http://gameonleagues.com
I’m the dork who always carefully reads the manual, especially the backstory, prior to engaging in any actual gameplay. Of course, most other gamers with just a fraction more of a life than me will immediately rip open the packaging, pop the DVD in the tray and start fragging away. But hey, I’ve always been like that. The story has always been an integral part of the game experience for me.
It comes down to this: While I enjoy simulated violence just as much as the next guy, it’s never been enough for me to run around killing people and aliens at random. I have to know why I’m doing it, and the Halo story arc provides ample motivation for me to keep doing it again and again and again.
There are two things about the Halo story that set it apart from other FPS games. The first is Master Chief, who is, quite simply, a badass (it’s always nice to be in the role of a laconic-witted badass). But the real hook for me was the Flood. It might be my propensity for zombies in general, but the Flood really struck me as something special: hyper-powerful, hyper-aggressive zombies with a truly shocking appearance. They gave me nightmares for weeks. It was like Tetris syndrome where you see geometric shapes falling behind your lids every time you close your eyes, except instead of squares and L-shaped blocks, you see hideous Flood zombies leaping out at you from the darkness.
Looking back, I was so horrified, so revolted, that I felt the need to know more about them. I needed to know where they came from, and about their repulsive life cycle, as if somehow that knowledge might give me power over an enemy before whom I felt so vulnerable. If I’m honest, it was to learn their story that prompted me to scour the Internet and read all the speculation as to their origins and motives.
I never went so far as to purchase a novel (although I came pretty close), but I did read a lot of fan fiction on the Internet and every last morsel of reference I could dig up on the Flood.
As Campbell might suggest, in the game where every player is Master Chief, William, Kyle, Jason, Charles and all the other gamers are not just following the hero’s journey, they are the hero.
Photo of Jason Moore in line at Times Square by Char Easter upper right.

Published 2007 on MSN, http://halo.msn.com/articles.aspx?cp-documentid=5558090

The Halo Hero’s JourneyDoes the story behind Halo matter to gamers?
By Char Easter
We have not even to risk the adventure alone, for the heroes of all time have gone before us — the labyrinth is thoroughly known. We have only to follow the thread of the hero path. …  — Joseph Campbell At midnight on September 25, 2007, Halo 3 was released to its eagerly awaiting fans, who spent over $170 million buying copies the first day. I talked to some of the fans in line at the Midnight Madness event in New York City’s Times Square, attended by celebrity rappers, sports stars and a Halo-branded Hummer. But behind the event’s glitzy, star-studded surface and sales stats that caused spikes in the stock market, a humble gamer believes. Halo is a war game with bleeding-edge realism and detail. The gameplay is single-focused — kill the enemy and obtain the weaponry and vehicles that best facilitate that goal. When you are armed with an endless supply of guns, a tribal soundtrack and aliens shooting at you, the survival instinct takes care of any nonviolent ideals you may have had, and you find yourself relishing the kill. So is that it? Shooting? I assumed it was, until a single fan standing in the Best Buy lobby showed me that the role of Halo is of a much higher order. William (XLordRevanX), 17, stood wide-eyed amid the chaos of the press and celebrities of the Halo 3 launch in Times Square. He had taken the train with his mother, Cathy, from their home on Long Island. I asked William if he would like to meet any of the Bungie staff, pointing out Frank O’Connor, Bungie’s writing lead. Bungie is the game developer behind Halo, and if you don’t go to Bungie.net on a daily basis, you probably don’t play Halo. Both William and his mother said meeting Frank was the highlight of their year. It was obvious that Frank was as much of a hero to William as the hero mythology Frank helped craft in Halo. William pulled a Halo graphic novel out of his pack for Frank to autograph, which was my first clue that the Halo story itself is a significant force in the Halo phenomenon. The “Halo universe,” as coined by Xbox, has the cult appeal that “Star Wars” inspired. William represents this culture as co-founder of a group dedicated to Halo and sci-fi topics such as “Star Wars.” Like “Star Wars,” Halo depicts the classic mythological story arc, with humans fighting against their oppressors. In “Star Wars” the oppressor was the dark side of the force, the machine or the system. In Halo it is aliens who threaten humanity, and according to mythologist Joseph Campbell, humanity is the heart. Halo’s mythical hero gives humanity hope. But unlike most stories where the audience identifies with the hero, in Halo, every player is Master Chief, who fights in a series of mythic battles against the aliens. Master Chief is a faceless soldier in uniform: Petty Officer John-117. He is the everyday guy who made a difference, who inspired a race to “Finish the Fight.” Campbell believed that myths deal with the transformation of consciousness via trials and revelations. The stories express a truth that can’t be expressed with words and capture our hearts because they are about an invisible plane supporting the visible. The Halo game satisfies Campbell’s reference to “trials and revelations.” But the Halo videos use his idea of the invisible plane — aka “the force” in “Star Wars” — as a major theme. In a play on reality, actors playing war veterans reflect back on the Halo battles and how Master Chief kept them going against all odds. One of the videos literally translates that theme in its title, “Believe.” “Myths are the edge, the interface between what can be known and what isn’t,” said Campbell. To make his point, he recalled the famous “Star Wars” scene where Obi-Wan Kenobi reminded Luke Skywalker, “Use the force, Luke” and how it inspired theater audiences to break out in applause. Campbell said those experiences showed that “this thing [myth] communicates. It’s in a language that is talking to young people today.” According to Campbell, the hero’s journey is a fundamental experience everyone has to undergo. Is the Halo story a modern manifestation of that classic myth? Here are a few testimonials from the gamers I met at the launch event. They tell it best. Kyle (in line at the event):I’ve followed the story since Halo 1. It was really awesome to follow through with what was going on inside the game. At the time I finished the first story, I wanted more. A friend of mine soon told me about the Halo books that were out at that time. So of course I went and picked them up. The first one, “The Fall of Reach,” was more of a prequel, [showing] how the Master Chief had started his Spartan life and other missions that the Spartan II Project dealt with. I was entranced into the story. Then there was the second book, “The Flood,” which was the whole first game, plus more in text form. It was really nice to read it, as I had visuals already in my head. Unfortunately for the last book, “First Strike,” I had started to read it, but midway I somehow lost it. But it had already detailed what was going on and gave a good picture of how the last game was going to be played. That was really the only way, other than playing the games, that I followed the story. I never traveled to Web sites or forums to see how other people depicted it. I liked to have my own standing on a subject and for it to not be contested or changed. Jason Moore (in line at the event):Well, I’ve played the first two games, so I had a basic grasp on the story line. Later, however (as in today), I was pointed towards a very informative thread on the official Xbox forums that laid out the history of the Halo universe really well [http://forums.xbox.com/14748829/ShowPost.aspx]. I’m the type of gamer that hops right into a campaign or story mode before ever getting into the multiplayer aspect of a game, so I really appreciated the lengthy exposition. Even if a game has great multiplayer features, but a weak single-player experience, it pretty much hurts the game’s overall “score” or rating in my eyes. I was very surprised after reading to find such a rich universe in the Halo series. Halo 3 is a great game, but where the story is concerned, it pretty much expects you to know what happened. But for some people, all they care for is killing aliens and skipping cut scenes. Charles Lowell, CEO, GameOn Leagues, http://gameonleagues.comI’m the dork who always carefully reads the manual, especially the backstory, prior to engaging in any actual gameplay. Of course, most other gamers with just a fraction more of a life than me will immediately rip open the packaging, pop the DVD in the tray and start fragging away. But hey, I’ve always been like that. The story has always been an integral part of the game experience for me. It comes down to this: While I enjoy simulated violence just as much as the next guy, it’s never been enough for me to run around killing people and aliens at random. I have to know why I’m doing it, and the Halo story arc provides ample motivation for me to keep doing it again and again and again. There are two things about the Halo story that set it apart from other FPS games. The first is Master Chief, who is, quite simply, a badass (it’s always nice to be in the role of a laconic-witted badass). But the real hook for me was the Flood. It might be my propensity for zombies in general, but the Flood really struck me as something special: hyper-powerful, hyper-aggressive zombies with a truly shocking appearance. They gave me nightmares for weeks. It was like Tetris syndrome where you see geometric shapes falling behind your lids every time you close your eyes, except instead of squares and L-shaped blocks, you see hideous Flood zombies leaping out at you from the darkness. Looking back, I was so horrified, so revolted, that I felt the need to know more about them. I needed to know where they came from, and about their repulsive life cycle, as if somehow that knowledge might give me power over an enemy before whom I felt so vulnerable. If I’m honest, it was to learn their story that prompted me to scour the Internet and read all the speculation as to their origins and motives. I never went so far as to purchase a novel (although I came pretty close), but I did read a lot of fan fiction on the Internet and every last morsel of reference I could dig up on the Flood. As Campbell might suggest, in the game where every player is Master Chief, William, Kyle, Jason, Charles and all the other gamers are not just following the hero’s journey, they are the hero.
Photo of Jason Moore in line at Times Square by Char Easter upper right.

Published 2007 on MSN, http://halo.msn.com/articles.aspx?cp-documentid=5558090

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FIRST-TIME GAMER: ALMOST SURVIVING HALO3

Almost surviving Halo 3

By Char Easter

Ask a couple how they first met, and they usually have a good story. The same could be said about my introduction to the Halo universe. My first game-play moment was a Halo fan’s dream come true. I was surrounded by the Halo creators at the Bungie headquarters in Kirkland, Washington. It was Halo ground zero. Along with the Bungie staff, I was playing among world-class gamers who were there as reporters for an exclusive sneak peak at Halo 3. I was directed to an empty console and decided to play it cool and not let on that I was a first-time gamer.
I glanced around the room and noticed the reporters lost in the game. Except for their darting eyes and deftly moving fingers, they had left the physical world for the one the Bungie developers had so meticulously crafted. Occasionally, one of the gamer’s monitors would signal that he’d achieved a new level. I could barely log in. The contrast between the other gamers’ skill level and mine was laughable. Regardless, I put on my headphones to begin the fight. Master Chief Junior was on the move.
The first thing I noticed was the music. It was rich and tribal and had a tempo that inspired hunting and killing. I imagined a military vehicle in Iraq with a sound system. Then I noticed the barrel of a gun. “That would be mine,” I thought. This basic and seemingly obvious realization was my genesis of self-awareness. I am not me with a gun; I am Master Chief, hope for humanity. I wondered about the gender — is there a female Master Chief in the works? How could gender matter? It’s not like there is a lot of social interaction involved. My agenda is fairly focused: Get guns. Find enemy. Shoot enemy. Besides, I’m role-playing. I’ll be a boy.
Looking around, I checked my “20” — a military term for location. I was in a large dark stone cavern with soldiers running about and shouting orders. I think one of them said something to me, but the interaction was stilted. The fact that he was a computer-programmed comrade made him all the more efficient, so my slow response forced him to move on. What if I had been wounded?
I sized up the soldiers’ appearance. After all the hype, just how lifelike were they? Without having played other games, I had no frame of reference. My next question was who were they — friend or foe? I had assumed they were Marines and I was one of them. Good, Char. What now? “Try moving,” I thought.
I ventured out, hearing only the sound of my footsteps until I encountered something with which I would become all too familiar: my worst enemy, my motor skills.
Suddenly everything was dark and my progress was stymied. I was stuck in a corner. My fingers fumbled with the controls, trying to make the connection between the buttons on the console and Master Chief’s choreography. It is something we take for granted, this brain-body connection, but now, I had to learn how to walk again.
I wheeled around like a caged wild boar, or more like a bumbling giant in cement shoes. My point of view was disoriented, and then I saw part of my leg. I couldn’t shoot, which was another problem. Where was the shoot button? I let it go, reasoning that people like me should not have guns. Not only did my lack of motor skills put me at a disadvantage with the enemy, but I was a menace to myself.
Eventually I found my way out of the corner, clumsily exiting the garage and entering the light of a Halo day. I took in the landscape. After my extended moment in the corner of the cavern, the view was breathtaking. There was still the problem of not being able to shoot, but just walking was a challenge, so I decided to explore. No shooting. I’d just meander around and check out the scenery — maybe get oriented, practice walking, learn the basics. Boot camp if you will. I realized I had managed to turn Halo 3, the testosterone-driven war game, into a recreational outing. I fantasized a flower sticking out of the barrel of my gun. It’s Master Chief the pacifist, in search of the Halo 3 hippie commune.
During my nature walk, I encountered evil aliens who yelled insults at me. I tried all combinations of the buttons, but I couldn’t shoot. By now, asking someone for help would be total humiliation. Chris from Bungie didn’t even laugh when I asked.
The Bungie staff pulled everyone out of the game for a break and a demonstration. Then it was on to multiplayer. Mercifully, one of the staffers assigned me to a group, so I did not have to suffer the humiliation of being left out. Mercilessly, everyone on my team was an ace gamer, skilled in the art of multiplayer. The term “out of your league” comes to mind — I really don’t know how I died so fast. For some reason, masochistic no doubt, multiplayer was fun for a while, but eventually I grew bored with death.
Round 2
The next time I played Halo was with my friend Daz. To warm me up on Xbox, he downloaded some old-school games like Capture the Crystal. Its rave music and twinkly, glowing things that filled the screen reminded me of Burning Man at night. It was fun but it was not Halo. We moved on to our destination.
First we played together. He claimed to be a novice but, as he’d soon come to realize, it’s hard to beat me at being the worst player in the world. He killed me every time, so we switched to me playing solo. I found myself in a jungle this time. To move forward I had to jump, but how? I must have been testing the low end of the performance spectrum, because a prompt came on the screen indicating how to jump. The Halo interface is thoughtfully designed to include on-screen user assistance for people who don’t have a clue, like me.
Daz watched while I played. I came upon a battle and opened fire on the aliens.
“You need to align the curser with the target,” instructed Daz.
“What curser?” I asked. “You mean that red bull’s-eye thing?”
“Look toward where the bullets are coming from,” Daz warned. He slumped back in his chair, adding sarcastically, “This is going to be fun to watch.”
Daz took a new tack and inquired, “You’ve never been shot at in real life? Rubber bands, a wad of paper … snowballs?”
I pondered this question and realized that no, I hadn’t.
In the final analysis, every first-time gamer has a unique experience based on what he or she brings to the game. If you’ve played other games, your coordination will be intact. If you’ve played war games — even with spit wads — you’re going to have an innate sense of how to act. The attention to detail and advanced features that go into Halo 3 offer experienced gamers a challenge and a great ride, and if you are a first-time gamer, start with single-player — the button used to fire the gun is on the upper right.

Published 2007 on MSN, http://halo.msn.com/articles.aspx?cp-documentid=5712213
First-time GamerAlmost surviving Halo 3
By Char Easter
Ask a couple how they first met, and they usually have a good story. The same could be said about my introduction to the Halo universe. My first game-play moment was a Halo fan’s dream come true. I was surrounded by the Halo creators at the Bungie headquarters in Kirkland, Washington. It was Halo ground zero. Along with the Bungie staff, I was playing among world-class gamers who were there as reporters for an exclusive sneak peak at Halo 3. I was directed to an empty console and decided to play it cool and not let on that I was a first-time gamer. I glanced around the room and noticed the reporters lost in the game. Except for their darting eyes and deftly moving fingers, they had left the physical world for the one the Bungie developers had so meticulously crafted. Occasionally, one of the gamer’s monitors would signal that he’d achieved a new level. I could barely log in. The contrast between the other gamers’ skill level and mine was laughable. Regardless, I put on my headphones to begin the fight. Master Chief Junior was on the move. The first thing I noticed was the music. It was rich and tribal and had a tempo that inspired hunting and killing. I imagined a military vehicle in Iraq with a sound system. Then I noticed the barrel of a gun. “That would be mine,” I thought. This basic and seemingly obvious realization was my genesis of self-awareness. I am not me with a gun; I am Master Chief, hope for humanity. I wondered about the gender — is there a female Master Chief in the works? How could gender matter? It’s not like there is a lot of social interaction involved. My agenda is fairly focused: Get guns. Find enemy. Shoot enemy. Besides, I’m role-playing. I’ll be a boy. Looking around, I checked my “20” — a military term for location. I was in a large dark stone cavern with soldiers running about and shouting orders. I think one of them said something to me, but the interaction was stilted. The fact that he was a computer-programmed comrade made him all the more efficient, so my slow response forced him to move on. What if I had been wounded? I sized up the soldiers’ appearance. After all the hype, just how lifelike were they? Without having played other games, I had no frame of reference. My next question was who were they — friend or foe? I had assumed they were Marines and I was one of them. Good, Char. What now? “Try moving,” I thought. I ventured out, hearing only the sound of my footsteps until I encountered something with which I would become all too familiar: my worst enemy, my motor skills. Suddenly everything was dark and my progress was stymied. I was stuck in a corner. My fingers fumbled with the controls, trying to make the connection between the buttons on the console and Master Chief’s choreography. It is something we take for granted, this brain-body connection, but now, I had to learn how to walk again. I wheeled around like a caged wild boar, or more like a bumbling giant in cement shoes. My point of view was disoriented, and then I saw part of my leg. I couldn’t shoot, which was another problem. Where was the shoot button? I let it go, reasoning that people like me should not have guns. Not only did my lack of motor skills put me at a disadvantage with the enemy, but I was a menace to myself. Eventually I found my way out of the corner, clumsily exiting the garage and entering the light of a Halo day. I took in the landscape. After my extended moment in the corner of the cavern, the view was breathtaking. There was still the problem of not being able to shoot, but just walking was a challenge, so I decided to explore. No shooting. I’d just meander around and check out the scenery — maybe get oriented, practice walking, learn the basics. Boot camp if you will. I realized I had managed to turn Halo 3, the testosterone-driven war game, into a recreational outing. I fantasized a flower sticking out of the barrel of my gun. It’s Master Chief the pacifist, in search of the Halo 3 hippie commune. During my nature walk, I encountered evil aliens who yelled insults at me. I tried all combinations of the buttons, but I couldn’t shoot. By now, asking someone for help would be total humiliation. Chris from Bungie didn’t even laugh when I asked. The Bungie staff pulled everyone out of the game for a break and a demonstration. Then it was on to multiplayer. Mercifully, one of the staffers assigned me to a group, so I did not have to suffer the humiliation of being left out. Mercilessly, everyone on my team was an ace gamer, skilled in the art of multiplayer. The term “out of your league” comes to mind — I really don’t know how I died so fast. For some reason, masochistic no doubt, multiplayer was fun for a while, but eventually I grew bored with death. Round 2The next time I played Halo was with my friend Daz. To warm me up on Xbox, he downloaded some old-school games like Capture the Crystal. Its rave music and twinkly, glowing things that filled the screen reminded me of Burning Man at night. It was fun but it was not Halo. We moved on to our destination. First we played together. He claimed to be a novice but, as he’d soon come to realize, it’s hard to beat me at being the worst player in the world. He killed me every time, so we switched to me playing solo. I found myself in a jungle this time. To move forward I had to jump, but how? I must have been testing the low end of the performance spectrum, because a prompt came on the screen indicating how to jump. The Halo interface is thoughtfully designed to include on-screen user assistance for people who don’t have a clue, like me. Daz watched while I played. I came upon a battle and opened fire on the aliens. “You need to align the curser with the target,” instructed Daz. “What curser?” I asked. “You mean that red bull’s-eye thing?” “Look toward where the bullets are coming from,” Daz warned. He slumped back in his chair, adding sarcastically, “This is going to be fun to watch.” Daz took a new tack and inquired, “You’ve never been shot at in real life? Rubber bands, a wad of paper … snowballs?” I pondered this question and realized that no, I hadn’t. In the final analysis, every first-time gamer has a unique experience based on what he or she brings to the game. If you’ve played other games, your coordination will be intact. If you’ve played war games — even with spit wads — you’re going to have an innate sense of how to act. The attention to detail and advanced features that go into Halo 3 offer experienced gamers a challenge and a great ride, and if you are a first-time gamer, start with single-player — the button used to fire the gun is on the upper right.

Published 2007 on MSN, http://halo.msn.com/articles.aspx?cp-documentid=5712213

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BEHIND HALLOWED DOORS

Halo 3 Single Player Studio Visit at Bungie Studios

by Char Easter


Infiltrating the force field that makes Bungie Studios so mysterious is a feat reserved for Master Chief and other superheroes. For the average Microsoft employee (like me) with a company badge that is rendered inadequate at all Bungie Studios entry points, it takes a very rare and special invitation. So when the opportunity came up to be part of the Halo 3 single-player studio visit for reporters from around the world, my fate was sealed. Not even a rare sunny Seattle afternoon could deter me from walking the hallowed halls of the famous Bungie headquarters and getting some coveted, hands-on gameplay before Halo 3’s release on September 25.

At 9 a.m. I arrived at the Bungie Studios door in Kirkland, Washington, where I was swiftly ushered in by a burly, bouncer-sized guard. I stuffed myself into the small, modest lobby packed to capacity with young, hipster male reporters still groggy from jet lag. Most had endured international flights — Australia, Japan, Spain and Germany, to name just a few — that proved longer than their stay.
Other than the Roman-sized breakfast that was offered to all of us interlopers, the Bungie office was very low-key. I quickly realized that the flash and frills found in the Halo games do not exist in the world we inhabit. The very plain brick-and-mortar room I was standing in only serves as the wireframe for a spectacular virtual world — and as a first-time player of Halo, it was a world I was about to experience.
With croissant and coffee in hands, the group was led into a dark, cool room lit only by an arsenal of station monitors that lined the room from end to end. When I entered, the reporters were already at their consoles, eager to start the game. I was sent to an empty station at the far end of the room. After someone helped me navigate to the start screen, I put on my headphones and took a last scan around the room. Everyone was already lost to the game … and I joined them.
In a jolt, I found myself in a lush, foreign terrain, driven onward by a tribal, adrenaline-inducing sound track and my own survival instincts.
Hours later …
After ample time in the game, the Bungie staff delivered the first round of presentations with some Halo 3 tips and tricks. Sandbox Design Lead Jaime Griesemer said that players can expect to see a significant increase in the number of encounters in Halo 3. Overall, the scale of the game has increased in both quality and quantity, which in the Halo world means more missions, combats, enemies, allies and unique equipment and weaponry.
Art director Chris Barrett addressed the Halo 3 graphics by taking us under the skin and into the code. On a big screen, he peeled away the graphical layers down to the wire frames in order to demonstrate techniques like photon mapping that make the environment so believable.
Audio director Marty O’Donnell and Audio lead Jay Weinland demonstrated the level of detail involved in emulating a seemingly natural environment, including a vehicle driving out of range or shells hitting the ground.
Hearing all of these details gave me a new appreciation of the game. For example, Bungie writers and artists establish each character’s personality, which is then carried through to the tone and color palette of the character’s appearance. Master Chief has a toned-down effect on his armor because he is not a flashy guy.
Based on the media representation from Mexico, Spain, Canada, France, United Kingdom, Germany, Japan, the US and Australia, Halo is clearly an international sensation.  I asked some of the reporters about the popularity of the game in their countries.  All maintained that Halo was popular, especially with hardcore gamers.
On September 25, you too will go behind Bungie Studios’ closed doors by opening the Halo 3 box and jumping into the game.
Stay tuned for an article with my impressions as a fledgling gamer who can’t find the shoot button.

Published 2007 on MSN http://halo.msn.com/articles.aspx?cp-documentid=5325145

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