halo 2

I did not transcribe this music. This is the official sheet music for Halo 2 Theme Mjolnir Mix, so the notes are 100% accurate. This piece is fairly easy to learn. Enjoy!

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This is my transcription of 'Foreboding Dream', which can be heard on the playbar at http://thewaytheirworldended.com/.

Short intro: The Way Their World Ended (also known as 'Intimation' at http://forums.unfiction.com/forums/index.php?f=252) is a fan-made Alternate Reality Game (ARG), based heavily off the I Love Bees ARG which was used to promote Halo 2. It has been running for almost a year now, and is most likely drawing to a close (I think) as of time of writing.

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Here is a transcription of Earth City from Halo 2 for the piano (Now with E3 part). It's pretty difficult, so just keep practicing. :)

Many thanks to Spencer "Poop Scoop" Anunsen for his transcription of Earth City for the orchestra; I got most of the notes from there.

Some parts of the MIDI might sound a bit wierd, I was messing around a bit with the dynamics and stuff but generally it sounds ok.

Pedaling, dynamics and articulation are left to the pianist's discretion. Enjoy!

22 Aug: Slight updates.

Difficulty: Quite Hard

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A detail-oriented critic of the Halo series, Gravemind has now collected his ideas into a kind of roadmap for his ultimate Halo game to combine all the elements he finds the best from all three games, as well as eliminating the faults. Interesting read. If y ou don't like the light text on dark background version at the shadow of the void, you can try the dark text on light background version at HBO.

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At Edge Online, N'Gai Croal in his blog discusses some interesting issues relating to realism, verisimilitude, and detail, many of which echo some of my own experiences.

Because even those titles which are widely seen as exemplars of game realism, be they Crysis or Mass Effect or Grand Theft Auto, are themselves stylised in some way. So what is it that we mean when we say that a game is realistic? Are we talking about verisimilitude? Detail? Atmosphere?

I tend to think that of all these, "realism" is actually the least important, followed by detail, atmosphere, and verisimilitude. This is the opposite of the order they are usually discussed (perhaps it's a prejudice against long words).

Realism, especially in a combat game, is the last thing you want. You don't want things to be real, just to seem real, or real enough. The exploits most combat games require of their players in order to "win" are ridiculous by their very nature, even for the super-soldiers those games have as protagonists. The last thing they need on top of that are realistic treatments of weapons, damage, fatigue, and the like.

I think that's a big part of the reason that so many very successful franchises (Halo, Mass Effect) largely operate outside those parameters by operating in the future, where unrealistic situations and damage models can be explained away by advanced technologies-- better shields, better weapons, better vehicles.

It is where realism is misapplied, or rather selectively applied, in games like GTA, where I think there's the most dissonance. Things look and seem like they are happening in the real world, but the perception of verisimilitude recedes as more and more unrealistic things happen, or else the fun turns into frustration when the virtual reality restricts the player's actions.

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Reclaimer for Guitar?

I would love to have the Sheet music for Reclaimer on the guitar..

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This in a transcription of Last Spartan from halo 2 , for full orchestra.
This song can be heard when the the Master Chief jumps out of cairo station with the bomb.

Includes all the standards :
.mus
.pdf
remember to use finale (reader or notepad)2009 to open it

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In Amber Clad transcripted for piano by B.B. Another beautiful piece by Marty and Mike. It's the 12th track in the Halo 2 Soundtrack v1. And you can hear it during the level "Delta Halo". Hope you enjoy!
lvl 1-5: 3.62

Note: In measure 6 and 16, you might want to hold that 'e' with the left hand instead.

Remember to comment and rate!!

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Heretic Hero for piano. Hope you enjoy!

1|2|(3|4)|5

If you can't see the file, please do not post the problem here!

Remember to rate and comment!

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Master Chief Theater 3000 takes a step back in time with Season 2 drawing from Halo 2's cutscenes.

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This is a transcription done by myself concerning Unforgotten from Halo 2. There are 3 horns, full string orchestra, and a piano. I do not have a MIDI or MP3 of this file as of yet. Shouldn't need one anyway. Just listen to the Halo 2 CD. Anyway, hope you like this one.

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I arranged Leonidas for my jazz band for the end of the school year. Unfortunately my band teacher didn't have faith in us and decided to not even try the piece even though we just stood around and did nothing that day. Anyway I wanted this piece to be used by someone so I am putting it up for anyone to use. I hope that someone can play this with a band or just enjoy the music. Thanks!

Marcus B.

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Game Over. Insert Coin.

The balance between carrot and stick, reward and punishment, in game design was so much simpler back in the arcade.

Take the gamer's money and give them a limited number of chances to progress, usually called "lives" since failure nearly always means death. When the player runs out of lives, they can pay to keep playing if they agree within a given time period. If not, the game resets itself to the start.

In some ways, it's a magnificently simple and beautiful state of affairs compared to what PC and console gaming has become, where the entire price of a game, hardware included, is bought and paid for in advance, and "pay for play" means online access fees and MMO subscriptions.

How, in an environment where you can't hit the gamer in the pocketbook for failing to demonstrate the requisite skills, can you punish them? Should you even try? Arcade games were designed to be "finished" only by the best of the best, but today's story-driven, cinematic AAA titles cost millions to make-- is it wise to reveal the entirety of one's design only to a select few? Might that not tempt designers to leave the ending out (I'm glancing in your direction, Halo 2, and yours, too, Indigo Prophecy) and focus energies on the beginning-- the part that most reviewers will see?

Is death in games supposed to be punitive, or is it there only to prevent the player from progressing through the game until they've demonstrated a certain minimum level of proficiency? If it is supposed to be punitive, what does it say about designers' opinions of their own game if the worst punishment they can come up with is playing the game more? Isn't the idea of dying, the message of failure, more important than the actual consequences? Or is it? Can a game design aspire to have replayability and still consider repeat play as a punishment for dying? What other punishments can there be? Should there be any punishments at all? Can any punishment be as useful or effective as requiring the player to insert another quarter, and if not, should gaming return to the arcade model, or should it abandon player punishment altogether?

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This is a transcription of "[b]Halo Theme (Mjolnir Mix)[/b] ", by Martin O'Donnell and Michael Salvatori, transcribed by mike poe

It can be heard during the Scarab encounter in Halo 2's "Metropolis" level.

Though I spent alot of time trying to get the notes right for the guitar parts, I had some trouble with the beginning section and i feel that some of the electric guitar parts throughout could sound better, so I'm open to any suggestions to make it closer to the real song

*TABS Update*:

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I listened to the Halo 2 soundtrack and found this cool part in The Last Spartan so I wanted to write the sheet music.
It's only a midi file and sibelius score.

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