HALO : Brutalist Architecture Part-3

The interiors of the forerunner and covenant architecture are more of an industrial and machine-based design (the doors and gates used in Halo), and for me personally (), they look much like the design of the rescue/evacuation Arc ship (submarine) from the movie 2012 (use of steel, industrial mechanisms).




Then they went on to say that while people may have thought they wanted another HALO, what they really wanted was something new, and that's the methodology they applied to HALO 4, removing the ambiguity of the forerunners and telling a completely new story. To do this, they had to settle on a specific forerunner design that they felt worked with their new plot, and that's exactly what they did. Forerunner technology is no longer worn, ancient, and derelict; it's alive, and futuristic objects big and small now defy gravity. Where forerunner structures once had a sense of endurance, they now feel more organic, morphing so they can be used for different purposes. We see this in the weapons, morphing seemingly to fit the user, in this case, humans. This differs from what we've come to expect with, for instance, the Sentinel beams, which appeared as though you'd just ripped them from their eyes.




Forerunner weapons can adapt themselves depending on their use; however, these changes created a discrepancy between the forerunners. We knew the Halo rings and the forerunners on Requiem looked and felt different, so the question is, are the forerunner designs from the original games no longer canon? In other words, in future HALO games, will the designs of the HALO rings resemble what we've seen before? Well, the anniversary editions of Halo Combat Evolved and Halo 2 are good examples of what we could expect, as they effectively retcon the forerunner designs. I feel HALO 2's anniversary, as it was developed after HALO 4, is the closest we've seen to a foreign design by Canon, and so it's useful to compare the designs from the original HALO 2 and its anniversary edition, and they built this exact function. In my opinion, it seems as though HALO 2's anniversary marries the aged, derelict architecture from HALO 2 and 3 with HALO 4's clean, futuristic setting




We can see this in the textures; for instance, along the exterior of Delta HALO’s control room as well as near the library's entrance, they appear worn yet futuristic, and compared to HALO 4, the glowing lights have been toned down. So, while changes have been made to bring Halo 2 closer to Halo 4, there remains a discrepancy in styling. As we've seen, the anniversary edition, which can be considered a Canon, is still more toned down than Halo 4. 


Continuity is important for immersion into a franchise's universe! 


We already know that 343 industries have decided to move the forerunners away from brutalism, yet HALO 2's anniversary remains different from HALO 4 and 5. Hospice's blog developed a great lore theory as to why there are differences, and it all comes down to the forerunners' rates, in other words, their castes. Requiem was built by the warrior servant rate, and at a time of relative prosperity, this is reflected in their architecture. On the other hand, the final HALO array was constructed by the builders near the end of the forerunner's existence as such. Their designs reflect this. The architecture of the Halos ring derives from brutalism simply because they are the last resort, and the super weapons were built in a hurry. In this case, it makes sense for the architecture to differ because the installations were both built at different times by different forerunners. It would be like comparing the castle in Edinburgh to the Empire State Building in New York; both were built by humans but by different humans at different times and for different purposes. The forerunners of the ruins we see on Installation 0/5 were preserved in the anniversary edition of the game. 


These structures were considered prehistoric even for the forerunners, so this means that we've already seen different eras of forerunner architecture in Halo 2. We also see some resemblance in the design of the Sentinel beam. The HALO 5 Sentinel beam looks closer to the new forerunner design, but 343 Industries have given it a new name: the safeguard Sentinel beam, so rather than retconning the design of the original Sentinel beam, they've allowed it to remain in Canon. So, this is a fantastic theory, but it only holds up so long as 343 Industries believes the same and applies it to their games. In Halo 5, the seed world Genesis was constructed by the builders, and yet it looked very different from the HALO arrays; additionally, the lesser arc and Halo Wars 2 looked vastly different from how they were depicted in Halo 3, despite being in the same location. 


From this, it is kind of murky which one is canon, but maybe this will all change in Halo Infinite. In the announcement trailer, we sold the beam emitters. At first glance, they do look like what we've seen before in Halo 4, but if you compare them directly, you'll notice the shape and the lack of glowing lights are probably closer to what we saw in Halo 2. But the most striking revelations are near the end of the latest Halo Infinite trailer. We now have a glimpse of what can be assumed to be Halos' control room. If you look closely, it starts to look fairly familiar. It's certainly not similar to the original HALO, but interestingly, it's also not that similar to the HALO CE anniversary, which seemed to go in a completely different direction. I would say Halo Infinite's control room mostly resembles a mix of what we saw in Halo 3 and Halo 2 Anniversary. Don't forget what I said earlier: Halo 3 is an evolution of what we saw in Halo CE and Halo 2, while Halo 2 Anniversary blends this with what we saw in Halo 4. I also especially like how they've made it all look clean. It made sense for the ring in Halo 2 to look worn and dirty because of how old it was, but I always thought it was odd that the ring in Halo 3 looked old yet was in the process of being built in Halo Infinite. We see that traditional design language, but this time it looks new. Perhaps this is 343 Industries hinting that the original HALO designs were baked into the lore, or at the very least, 343 has refined what they believe to be the best design language for foreigners. 


Of course, in the forerunner designs, Bungie gave us Halo and forever baked their vision of the forerunners into nostalgia. 343 carried the torch, and without them, we would never have seen another Halo game. They both had different visions of the forerunners, but it seems as though 343 is beginning to merge their ideas; perhaps the two interpretations will coexist. I think this would be the most diplomatic solution.

However, on Earth, we see different generations of designs, both good and bad. Either way, I hope that whatever changes are made, the HALO fan bases are brought closer together; after all, we're all in this for the love of the HALO franchise.
 
 
If you're a fan of the Microsoft Halo game and know any stories about it, let me know by commenting down below.

To know more about the Ark Ship from the movie https://2012movie.fandom.com/wiki/Ark

Recap ( Part 1 | Part 2 | Part 3 )

HALO : Brutalist Architecture Part-2






Brutalism shares a visual identity with what's known as bunker architecture. (A bunker is a defensive military fortification designed to protect people and valued materials from falling bombs or other attacks. Bunkers are mostly underground, in contrast to blockhouses which are mostly above ground.)source Wikipedia
Like so many examples of brutalism, the structures are monolithic - it's difficult to imagine how such dense masses were ever constructed. As an architectural project, brutalism may be history.


Some of the Architectural buildings:

                   

Unité d'habitation buildings were designed by Swiss-French architect Le Corbusier

Chandigarh Capitol Complex, Chandigarh, India (is a government compound, Le Corbusier)

Geisel Library library building in California San Diego by architect William L. Pereira

Notre-Dame du Haut chapel by Le Corbusier 


Brutalism in Game Architecture(Halo: bungie & 343 Industries)

Human Architecture(In game)


Italian futurism (in particular Antonio Sant'Elia).

  


The design of skyscrapers in New Mombasa


New Alexandria shows the same lower finishing.



Interior Design of “ Pillar of Autumn” (Halo)



Interior of the Arc ship(rescue submarine from the movie 2012)


Forerunner Architecture(In game)

The scale of the Forerunner structures and the finishings of the surfaces are much more brutal in style(Assault on the control room)

Covenant Architecture(In-game)

In the game, halo covenant had more ships than buildings (found some of the interior spaces from Halo Reach)





It's easy to understand why brutalism has been such a potent source of architectural inspiration for games. HALO looks different now but maybe this is no surprise after all two different teams have developed this franchise and their choices and preferences in design have shaped the look and feel of the universe looking at the evolution of the design and architecture of the forerunners. comparing the design languages and choices used by Bungie and 343 industries as well as looking at their implications on HALO’s lore. Brutalism is a style of architecture and is highly relevant when looking at Bungie's vision of the forerunners Brutalism uses monumental sculptural shapes and raw molded concrete its influence then is obvious and forerunner architecture massive forerunner structures appear slightly worn yet impossibly ancient.



Some of the forerunner buildings form Halo


Their structure is familiar yet very alien feeling empty and almost uncomfortable embellishments come in the form of faint patterns akin(similar) to hieroglyphics(A hieroglyph (Greek for "sacred carvings'') was a character of the ancient Egyptian writing system. Logographic scripts that are pictographic in the form in a way reminiscent of ancient Egyptian are also sometimes called "hieroglyphs".) with the architecture appearing highly functional despite their functions being unknown and perhaps unfathomable, this is an aspect Bungie always emphasized believing that HALO is really the story between you in your environment it's bare or raw concrete and simple nature likely derived from the original Xboxes limitations and as a way to contrast against the very organic and alien appearance of the Covenant. This aesthetic was consistent throughout the entire original HALO trilogy(The HALO trilogy, original trilogy, or Bungie trilogy refers to the first three HALO games released by Bungie Studios. The series began with HALO: Combat Evolved, an original Xbox launch title in 2001. It was followed by the launch of HALO 2 in 2004 and then the release of HALO 3 in 2007 on the Xbox 360.)


with the changes made being more of an evolution of the same design theory this was the case up until ensembles HALO Wars where the architecture was no longer depicted as gray colored or textured and muted but instead looked more alive a neo-futuristic it was however generally accepted as being a stylistic choice rather than Canon(standard) instead, it was HALO 4 that would forever change the forerunner appearance HALO 4 was three for three's first HALO game developed alone they now had full control over the game's universe in their return of the forerunners video then art director Kenneth Scott said that anybody who plays HALO will say the forerunner is silvery angular stuff with the blue neon lights across it.


(Kenneth Scott is a Visual Design Consultant for 343 Industries and was formerly the company's Senior Art Director.

He is from Calgary, Alberta, received his education at The Alberta College of Arts + Design, and currently lives in Seattle, Washington. He is married to Corrinne Yu, who also formerly worked for 343 Industries as a programmer.

Before joining Microsoft Studios, Scott previously worked as a character artist at Ion Storm Inc. from 1996 to 1998 and as an art director at id Software from 1998-2008, contributing to such projects as Daikatana, Anachronox, Quake III Arena, Doom 3, and Quake 4. He joined Microsoft in 2008, helping to form 343 Industries' art department, where he served as Senior Art Director until 2014. As Senior Art Director, he helped to develop HALO 4 and worked on the initial stages of HALO 5: Guardians.

In addition, Scott wrote the forward to Awakening: The Art of HALO 4 and contributed artwork to HALO: Initiation, HALO: Escalation, and HALO Mythos. After leaving 343 Industries he continued to contribute in a consultant capacity; he also began working at Oculus VR as Art Director in 2014.)






And what makes Halo's interior environment of the "Pillar of Autumn" and the forerunner's buildings(in the game) look similar to the ark ship rescue submarine from the movie 2012 and the similar look material used in both of the designs.

Let me know what you think about the design environment and lighting.



Refer Full Article: ( Part 1 | Part 2 | Part 3)


HALO : Brutalist Architecture Part-1

Brutalism in Architecture vs. Halo’s Forerunner Architecture(Bungie/343 Industries)

Hello, I'm an Architect and very obsessed with the design language of Halo's architecture and space! and interested in various architectural styles in the games and real-life brutalism in architecture (Bungie and 343 Industries' Covenant and Forerunner designs).

Brutalist architecture, or New Brutalism, is an architectural style that emerged during the 1950s (spanning roughly 30 years from the 1950s to the 1970s) in Great Britain. It was born out of the devastation of two world wars when there was a need to rebuild. Brutalist buildings are characterized by minimalist constructions that showcase bare building materials and visible structural elements over decorative design. The style commonly makes use of exposed concrete or brick, angular geometric shapes, and a predominantly monochrome color palette; other materials, such as steel, timber, and glass, are also featured. 

New Brutalism is an architectural style and philosophical approach to architectural design, striving to create simple, honest, and functional buildings that accommodate their purpose, inhabitants, and location. Stylistically, Brutalism is a strict, modernistic design language that has been said to be a reaction to the architecture of the 1940s, much of which was characterized by a retrospective nostalgia. 

"The New Brutalism" existed as both an attitude towards design as well as a descriptive label for the architecture itself, and it "eludes precise description while remaining a living force". He attempted to codify the movement in systematic language, insisting that a brutalist structure must satisfy the following terms,
  • Formal legibility of the plan
  • clear exhibition of structure
  • valuation of materials for their inherent qualities ‘as found.
Brutalist buildings are usually constructed with recurring modular elements representing specific functional zones, distinctly articulated and grouped together into a unified whole. There is often an emphasis on graphic expressions in the external elevations and in the whole-site architectural plan regarding the buildings' main functions and people flows. Buildings may use materials such as concrete, brick, glass, steel, timber, rough-hewn stone, and gabions among others.) source Wikipedia


In its aftermath, brutalism became a vital global phenomenon. If you live in a city, you've no doubt passed by a hulking example.

The term derives from a French invention: béton brut, meaning raw concrete. This is the structure's most prominent feature: a sheer concrete surface, often left rough, exposed, or unfinished. Significant in the emergence of brutalism was the architect Le Corbusier and his Unité d'Habitation. Built from reinforced concrete, the housing unit was an attempt to create what Le Corbusier called "a machine for living"—a place that met our every need. It was a thoroughly modern, progressive, and even utopian conception of architecture. Regardless of the visual force of brutalism, it's impossible to divorce it from this socio-historical background.
The buildings with a brutalism style make one feel they are designed for protection or the safety of people or things (like armor) Generally, buildings look stacked one over another, in other words, it's called Bunker Architecture
 
 
Interested in learning more about BUNKER ARCHITECTURE? If you know any information Please comment on it down below.

Refer Full Article: ( Part 1 | Part 2 | Part 3)


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