Halo has always been a flagship Xbox property, with the original entry widely regarded to be one of the main reasons behind the original Xbox's success. It only makes financial sense, then, that Microsoft would want to capitalize on the Halo brand as much as possible while it's still in the popular zeitgeist. Nowadays, Halo can be seen everywhere, with a range of comics and books, a line of Mega Construx sets, and even some Nerf guns all touting the Halo brand. But this wasn't always the case.
Before the release of Halo 2 in 2004, the franchise hadn't really received many external adaptations, aside from a series of books set in the universe. This also meant that much of the Halo universe was left unexplored, as the games could show so much of the expansive setting. After the release of Halo 2, Bungie set about producing a graphic novel, designed specifically to flesh out the Halo universe.
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The development history of the Halo Graphic Novel isn't as straightforward as one might expect. The graphic novel started life as a simple pitch to Microsoft, who took it upon itself to create a draft, and presented it back to Bungie. Upon receiving Microsoft's draft, Bungie expressed its disappointment, and tried to get Microsoft to hire industry veterans like Joe Kubert and Alan Moore.
After plenty of back-and-forth, Bungie decided to just take it upon itself to produce the graphic novel, using its own funds to hire artists and writers that it knew it could trust. With its own team onboard, including some pretty notable industry talent, Bungie was able to better oversee the project, and ensure that it met the high standards that the developer was known for.
The Halo Graphic Novel took two years to complete,
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