Halo 3 is, in many ways, a game built to last. It’s a cumulative tour-de-force that never outstays its welcome, and it would be foolish to think it’s not going to be grand and shiny and wonderfully cinematic all the time. It’s a game that, at its core, is a celebration of everything that was great about the original Halo. Forget the pre-rendered movies and the pre-rendered 3D models. This is a next-gen game that will use the power of the Xbox One to create a sharper, more vivid world than any game ever has. There’s a reason that Halo is often referred to as the last game Microsoft ever made. It’s a game that designed and built to last. And that’s because it’s designed to last. It’s a game that Microsoft never truly intended to end. It was, in fact, pretty much a benevolent work of art, albeit one that it occasionally entertained as a cash-ins scheme. “Halo 3 was kind of an experiment,” said Don Mattrick, the then-president of Microsoft Game Studios, in an interview with the Tampa Bay Times. “It was a way for us to go back and take some of our most popular games and turn them around to a new platform.” “We had a great idea for the game,” continued Mattrick. “We were thinking of ways to expand the universe and the story and make it a better game. We were going to make a game that would let you pick your own character and go do different things with that character. We were thinking about ways to use the story and make it a better game. We were thinking about ways that the player could actually get to know the character rather than just be dealing with the character you were playing. We ended up with something that did a lot more than we expected.” It’s easy to forget that Halo 3 was a real game at its inception. It was originally going to be a tech demo for the Xbox One. It was going to be a real game. It was evil, and it was going to be a generous demo of what Microsoft was toying at the time. It was also planned as a launch title for the new console, so it was a real experience that had a purpose. It was the demo that really got everyone riled up. Not just the fans, but also the press. “It was a great demo,” said GameSpot’s Chris Kohler. “It showed that we were thinking about ways to use the camera and how we could make a game with it. And we developed an early version of the camera which was pretty cool.” So what was it that made the camera so cool? Well, the short answer was that it was that it let you tag people in to the game, and it let you tag people before the game itself. Not only could you lock people in, but you could also tag them before the game, and they could even tag you back. It was a really cool feature that the game was built for, and the one that the camera was built to accommodate. After the demo, however, the game was pretty buggy. The main problems with the camera and the camera were two-fold. The first was that they were too zoomed in and the other was that they were super accurate, and so they were super frustrating. The first was the camera. It was fine, but it seemed to have a lot more resolution than the other two. The second was the focus. What that meant was that you couldn’t tell when the camera was moving. It was all about focus. The focus was so that you could fix it, or at least take a picture on the screen. If it was on an enemy ship you could lock the camera on them and take a picture while they were sailing past. The game would freeze, with the camera in a still frame. It was kind of a pain to take a picture of, especially when you were in close proximity to the ship. The actual camera on the ship was also kind of cool. It was a real-world camera that you could actually see. It was a little bit of a gimmick at the time, but it allowed the camera to move around evenly. You could lock the camera to a location, and the camera would lock on there. It was a great idea, and you probably would use it to make some top-down shots in the game, or to get a closer-up-on-the-ship mode on a ship.