Flawless Cowboy:
How Halo: Combat Evolved transcends the series and the medium
For all intents and purposes, the Greeks (Plato in particular) invented the concept of the archetype. To the Greeks and the philosophical world at large, the archetype represents the ideal, the truest manifestation of a thing. To build an object, to envision a place, to make a decision; all are represented by an archetype that embodies the most undeniably “true” nature of its existence. A table for instance, contains an archetype from which all other tables in history have spawned forth, none being quite as “table-like” as the table archetype. Ironic then, that archetypes are so difficult to agree upon; humans being the subjective, emotional creatures they are.
There exists however a refinement of the archetype, a more readily utilized concept that humans have been using for thousands of years to make their lives easier: the stereotype. Stereotypes, like archetypes, are the most recognized depiction of a concept; be that person, place, or thing. A stereotypical table for instance will consist of a hard, flat surface supported at the corners by four legs. To put it into perspective, the table archetype would be the most “stereotypically stereotypical” table in (non) existence.
It is generally accepted that the fewer parameters an archetype contains, the closer it gets to being ideal. Four legs and a top is essentially the archetype for a table, and it is seemingly impossible to reduce it further. However “four legs, a square top, and made of wood” is already too limiting, too specific. Archetypes are meant to encompasses vast mental plains, to inter-relate the minutiae, not divide and separate them.
There is comfort in the use of stereo- and archetypes. They assist in the classification and categorization of information for the brain, and carry with them an inherent bank of emotional data, and even further represent a generally agreed upon ideal. When given a logical Universe of limited possibilities, it is possible to strengthen and enforce these ideals. The more we see tables with four legs and a top, the more that stereotype gains in strength, and in-turn the emotional data associated with tables (if any).
Which brings us to Halo: Combat Evolved and why it among many of its peers, even its own successors, is perhaps the most genuinely archetypal, and by extension best, game of the Halo series.
The Halo franchise is far-reaching and thoroughly constructed. Within its limits there exist planets, people, technology, even entire alien civilizations and languages. All of these things work in conjunction to form a cohesive Universe; a mental playground. However, Halo: Combat Evolved is the story of one man and his journey. It is perhaps best to start with him and the unexpected emblem he has become.
Greeks as we’ve established were very interested in the ideal, and often strove to render physical those ideals in the form of icons. Then as now, icons are used to denote a variety of concepts: stories, people, collections of ideas, entire religions and political alignments. Their use remains the same though, to visually signify and embody the ideal of a thing. Master Chief is such an icon.
To us, Master Chief represents such concepts as “good” and “strength” and not a single pixel is wasted on letting the player believe otherwise. Cutting a mountainous silhouette against the watery cloudscape of the Halo world Master Chief’s angular military green MJOLNIR armor is the visual definition of “heroic”; Achilles at the gates of Troy, Saint George at the dragon’s cave. It is obvious before a single-line has been spoken, even before opening the game case, that Master Chief is the Hero of this tale; a near-literal statue of triumph.
What is important to note here is that Master Chief is not a simple automaton of pseudo-future science; his existence is tied directly with the player’s own. The wide polarized visor in his helmet is an obstacle for us to identify with him as an observer; conversely (and more importantly) it is a conduit through which the player can subjectively experience the quest of defeating the Covenant and destroying the Halo ring. The Chief’s existence is not to simply embody the concept of a “Hero”, he is meant to be an extension of the player’s desires and thoughts; as a vehicle of the player’s will, where they would fail he can succeed.
In future iterations of the Halo franchise, Master Chief’s persona as the ultimate hero becomes diluted. Awash in an ever-growing cast of secondary and tertiary characters, he is relegated to mere participant in a much larger scheme. Events begin to move out of his (and by proxy the player’s) control and in the middle chapter, you are removed entirely from Master Chief’s physical self and placed inside the Arbiter. While experiencing the story from a new angle is always a refreshing change and an interesting narrative device; in terms of establishing the most fertile playground for the mind, this removal of the player’s identity from the Master Chief only serves to disconnect him or her from the emotional involvement of the first game.
By the trilogy’s final act there is little to distinguish Master Chief from the other puppets on stage. Rather than be the sole catalyst for the salvation of the Universe, Master Chief becomes a tool manipulated by forces both outside of his and the player’s control. These secondary figures distract from the solitary tone of the first game, presenting a cacophonous din to wash out the tranquility of Halo: Combat Evolved’s tale of a man (and player) against the world. The idea that the more populated the Halo Universe becomes, the less interesting it seems is an idea this article will continue to address.




