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Halo
Guru Frank O'Connor --
Or Is He A Halo Legend?
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| Must
all Scottish storytelling geniuses be bald? |
The Halo universe expands into anime this spring via Halo
Legends, a DVD anthology of episodic films based within the
popular game’s mythology produced by 343 Industries,
a unit within Microsoft Game Studios. One of the key orchestrators
of Halo’s morphing from interactive entertainment to
on-screen magic is Frank O'Connor, the Halo franchise development
director.
Born
and raised in Edinburgh, Scotland, O’Connor is renowned
throughout the gaming industry for his insightful expertise
and innovative direction working with Halo. After a long
career as a journalist for several gaming publications,
O’Connor has parlayed a keen sense of the gaming industry
– and a devout love for the games therein –
into a career as a creator of content and story lines for
the worldwide phenomenon that is Halo.
For
Halo Legends, O’Connor worked directly with Japanese
screenwriters on each of the seven stories – spread
over eight episodic installments – that include all
the elements familiar to Halo fans. Exploring the origin
and historical events of the Halo universe and its intriguing
characters. Halo Legends has been created in the same breakthrough
format as The Animatrix and Batman Gotham Knight with each
individual episode imagined by a cutting-edge, renowned
Japanese anime director/animator.
Most
of the individual episodes fall within Halo’s 26th
Century mythology as the battle between humanity and aliens
rages on in an attempt to protect Earth and mankind’s
ever-dwindling collection of space colonies. The dramatic,
action-packed stories feature characters and locales familiar
to Halo fans, and episodes range in length between 10 and
17 minutes – resulting in nearly two hours of animated
adventures.
O’Connor
took a few moments from his busy schedule to discuss the
exciting production and offer a glimpse behind the scenes
in the creation of Halo Legends.
GARY
MIEREANU: Halo Legends not only shifts from interactive
game to animated film, but also to a variety of anime styles.
Was there any worry that going anime would make the production
unrecognizable as a Halo brand?
FRANK
O’CONNOR: The Halo brand is strong enough
to survive and even thrive through interpretation. Halo
iconography is recognizable in virtually any form. When
you look at a Warthog that’s drawn by a Japanese artist
or a Spartan that’s animated in a way you’ve
never seen it before, it’s still intrinsically Halo.
The brand really lends itself to comics and animation beautifully.
It withstands all sorts of interpretation and is still recognizable
Halo, rather than just diluting and becoming generic sci-fi.
The
wonderful thing about a completely immersive world like
Halo is that it’s not just the visuals that are instantly
recognizable. There are so many elements involved in playing
the game, including the audio, the music, the sound effects
– it’s all part of the experience. When you’ve
played these games for six or seven years, and you hear
a Warthog engine, you instantly recognize it. So in an episode
as distinctly different visually as “The Duel,”
it may take a while
before you actually see that energy sword and it’s
apparent that this is Halo, but the sounds might bring you
into this story much earlier as being from the Halo universe.
This
is a world that people come to know with great, detailed
intimacy. You might’ve watched Star Wars 20 times,
but Halo fans have played the game hundreds and hundreds
of times. Most of our mid-level players, say those at Level
33, have logged more than 2,000 games just on Halo 3. If
you’re a Level 50 player, that number goes up geometrically.
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| How
many times have you played? |
GARY
MIEREANU: How did you decide which stories
to tell in Halo Legends?
FRANK
O’CONNOR: There are really two driving forces
behind our creative development. First, there were things
we were curious about. We wanted to investigate what shaped
the Elite civilization, their solidifying of the Covenant,
and their place in it. The second, but equal part of the
equation was that we wanted to provide backstory about what
fans are curious about.
Our
story for “The Package” fits that neatly –
fans want to see more about the Spartans, and they wanted
to see them fighting in a group. Normally you see one Spartan
in battle – the question came up, “What happens
when you have that force multiplier?”
We came
up with dozens of topics, but these were the hot button
stories. For “The Babysitter,” we were interested
in the rivalry between the ODSTs and the Spartans, so we
wanted to put them together and see what happened. “The
Duel” gave us the chance to delve into the pure civilization
and the futile aspects of that society. We used “The
Package” to present a story that not only featured
the Master Chief but had multiple Spartans fighting together.
GARY
MIEREANU: Can you give a quick breakdown
of what fans can expect in the other
Halo Legends stories?
FRANK
O'CONNOR: “Prototype” is very Japanese
in style as we worked with Bones and director Yasushi Muraki
– both the studio and Muraki are huge in Japan right
now. He has created an anime sub-genre called Muraki Circus,
which features a lot of flying, mecha fighting, weapons,
explosions, dog-fighting – and that fit perfectly
with the creation of a Halo prototype weapon.
Still,
we really wanted to make it a human story, so we worked
with Muraki to blend those two ideas. Ultimately, it’s
the introduction of a prototype of Spartan equipment that’s
never been employed, and played out in the very pure anime
style of Muraki Circus.
The
Halo universe is big and expansive, and “Origins”
gave us the chance to take Halo newbies through that universe
one step at a time. At the same time, for Halo fans, we
wanted to go really deep and show them things they’ve
imagined but never seen before. Part I of “Origins”
is the forerunner of civilization, and the advent of the
flood threat that led to the creation of the Halos. “Origins
Part 2” deals with the current Halo universe and everything
from the advancement of human space travel to contemporary
Halo fiction.
“Odd
One Out” is just flat out fun. We worked with Toei
Animation to create an episode that Halo fans and responsible
parents could show their kids. It’s all fun, lots
of parody and no gunfire, along the way poking fun at all
the macho archetypes that inhabit the Halo universe.
You’re
going to have to see “Homecoming” – it’s
about Spartan origins, and it’s just too spoiler-filled
to describe it. I will say this, though – it’s
got the cutest poster of any of the stories, and that’s
ironic because it’s a really dark story.
GARY
MIEREANU: How did you balance giving the
Japanese artists balance specific instructions vs. creative
freedom?
FRANK
O’CONNOR: We didn’t try to control
their every pen stroke. There were some things that needed
to be maintained – a Warthog has to look like a Warthog.
But we gave them a lot of creative freedom. “Prototype”
is an excellent example in that the actual prototype is
an entirely brand new piece of Spartan equipment. I think
the Japanese artists had a good time trying to create new
inventions, and for the most part we embraced those creations.
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| "Here's
some goalposts, but we want your interpretation." |
There
were a few things we rejected or simply worked with the
artists until we had them just right. We gave very loose
descriptions, mostly emotional threads rather than pinpoint
direction. But in many cases, we simply said, “Here’s
some goalposts, but we want your interpretation.”
In most cases, they exceeded our wildest expectations.
GARY
MIEREANU: Why go with anime over
animation?
FRANK
O’CONNOR: The funny thing is that the question
these days is “What is anime?” It has expanded
in so many directions. But still, there’s a distinct
way anime deals with the narrative in animation, exploring
ideas and ambitious techniques that we don’t often
do in western animation. That was one of the things that
drew us to anime.
The
other difference is that there aren’t that many outfits
(in the U.S.) that can produce shorts or an anthology of
shorts in the way we saw this project playing out, and yet
Japan has a very rich pool of talent and studios that are
perfectly suited to this type of production. And we were
anxious to work with those talented artists and studios.
We made a wish list of the studios and pretty much got everyone
we wanted.
GARY
MIEREANU: Were there any artists that wanted
to work no Halo Legends as badly as
you wanted to work with them?
FRANK
O’CONNOR: Shinji Aramaki is sort of a central
figure – he works well with everyone. There’s
no ego there – he’s a nice collaborative force.
We worked closely with Aramaki on “The Package,”
and with Aramaki and Bones on “Prototype.” The
great part is that he’s a huge Halo fan – he
has completed the game on “Legendary” difficulty,
which most people haven’t done – let alone a
legendary Japanese director. He’d always wanted to
work on a Halo project, so he was already well versed on
the fiction and was excited about the opportunity.
GARY
MIEREANU: How much of a learning
curve was there for the anime studios in
getting fully vested in the Halo universe?
FRANK
O’CONNOR: Some of the studios had to learn
Halo from scratch, so we educated them in the universe and
they took that and ran with it – and they became genuine,
passionate fans. I’ve spent a significant amount of
time in Japan, going over the game, the artwork, the concept
art.
A lot
of the artists were playing the game at the same time, so
I played with them. We felt it was important that they were
very understanding of the game. As we went along, every
single overseas team had someone on their staff that became
their resident Halo nerd, their internal expert.
GARY
MIEREANU: Does Halo Legends have
an overall theme that unites all seven stories?
FRANK
O’CONNOR: These episodes don’t have
a rigid super arc beyond the theme of artistic interpretation.
The individual pieces are made up of a lot of very universal
story themes. It’s the idea of a hero’s journey
– every single episode features a heroic archetype.
There are the more traditional Achilles and Ulysses types,
the clever ones that succeed through craft and guile and
wit. Sacrifice and heroism are general themes, but that’s
germane to the game of Halo. There’s not much time
for romance when you’re shooting at everything. Ultimately,
the episodes are like the game in that you’re putting
yourself in the shoes of a hero and his or her journey.
GARY
MIEREANU: Halo is a very interactive experience.
Why will fans embrace the opportunity to sit and watch rather
than interact and play?
FRANK
O’CONNOR: Halo Legends does the reverse.
I think we have a lot of players that
probably don’t fully understand the narrative of the
fiction. A lot of people don’t stop and smell the
roses while playing – mainly because it’s easy
to miss the narrative when you’re surrounded by explosions
and Banshees. This gives fans a chance to enjoy Halo in
a completely different experience – to sit down on
a couch and take in the story without worrying about being
shot or how much health you have left.
For
anyone interested in a preview I suggest they log into to
Halo Waypoint on Xbox LIVE to see preview episodes of Halo
Legends running through early next year every Saturday.
Thank
you to Frank (and Gary) for the time spent chatting.
Warner
Home Video will distribute Halo Legends as a Special Edition
2-disc version on DVD and Blu-Ray™, as well as single
disc DVD and available On Demand and Digital Download. The
new street date is February 16, 2010.
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