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Halo 3 inside Fallout: New Vegas is the latest entry in gaming’s “nothing makes sense anymore” era

16 October 2026 at 15:02

My favorite game of all time and the title many consider the best Fallout entry are now seemingly merged. I assume this is another vibe-coded mashup, but honestly? It looks annoyingly cool.

Seeing Master Chief drive a Warthog around the Mojave Wasteland, or even fly a Banshee above the ruins, is genuinely bizarre. Not only that, but you can also seemingly play through the entire Fallout: New Vegas campaign with full dialogue options; only you’re playing as Master Chief, armed with an energy sword, battle rifle, grenades, and, why not, a gravity hammer.

Two completely different games, somehow running together?

It’s kind of difficult to know where to start, given what’s been happening in the space recently. We’ve seen Skate in Call of Duty, Minecraft in Elden Ring, and Mario in Halo, among all sorts of other monstrosities. I do feel a bit weird covering these things, but given Xbox’s latest venture in essentially approving of these AI mashups through Xbox Labs, I can’t feel too bad about it, I guess.

It’s genuinely unprecedented times for gaming. If this is what AI is capable of now, it’s a harrowing thought to consider what it might be capable of just a year from now. But I digress.

The Halo 3 and Fallout: New Vegas combination is cool, and I wouldn’t mind playing it myself. Of course, you can’t right now, because that would be too much fun. The developer, Reveries on YouTube, does say this about the project:

“An integration of Halo 3 and Fallout: New Vegas, allowing both games to run simultaneously and bringing Halo's original gameplay into the Mojave... Still in active development, planned for release on GitHub soon... Not a rewrite or decompilation, inspired by Chasm's SkyCraft project.”

So, unlike other AI mashups, this one isn’t available yet, but the video does a good job showcasing what you can get up to.

With that said, let me know how you feel about these AI remixes that combine games. Do you care? Is it too far? Or do you have other thoughts entirely? Let me know in the comments and be sure to take part in our poll below:

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Xbox had much bigger plans for Halo 2 and 3 remakes before layoffs canceled them

16 October 2026 at 12:02

It looks like the early-stage Halo 2 and Halo 3 remakes were planned to far exceed the bare-minimum content that Halo: Campaign Evolved offered. It’s no secret that Halo: Campaign Evolved was a polarizing remake, releasing with very little content and bonus missions that I’d describe as on par with Halo 5's level of bad storytelling.

But I’m not here to pour my heart out over that. In a new report from @Mr_Rebs_, he provides us with some insight into how vast in scope a Halo 2 and Halo 3 remake was going to be before Halo Studios was gutted and the mantle of responsibility was handed over to Activision.

Multiplayer, Forge, Firefight, and more: What could have been

The Mister Chief helmet in Halo: The Master Chief Collection.

(Image credit: Windows Central)

According to Rebs, Halo Studios reportedly conducted a survey among select community members regarding what they wanted from a Halo 2 and a Halo 3 remake, with the studio allegedly referring to the trilogy of remakes as “Project Manihi.”

For the Halo 2 survey, Halo Studios reportedly asked the following questions:

  • Bringing back dual wielding and how important it was to the experience.
  • Including a full multiplayer component retaining Halo 2's classic gameplay.
  • Having a complete selection of multiplayer playlists available at launch.
  • Adding Firefight.
  • Reusing Blur Studio's Halo 2: Anniversary cinematics.
  • Potentially introducing entirely new bonus missions.

Rebs claims that participants pushed back against reusing Blur cutscenes because Halo Studios wanted to reuse assets from Campaign Evolved, creating a visual mismatch. Respondents also believed that dual wielding was essential to a Halo 2 remake, and on that, I do agree.

As for multiplayer, participants reportedly wanted the classic gameplay preserved while ensuring it remained appealing to casual and competitive players, with a full selection of playlists available from day one.

For Halo 3, however, Rebs alleges the studio's ambitions were even greater, with Halo Studios looking to take everything it had learned from Campaign Evolved and the proposed Halo 2 remake and apply it to Halo 3.

The survey reportedly evaluated how important it was to deliver the complete experience, and participants essentially said yes to everything: multiplayer, Forge, Theater, and additional modes like Firefight.

One of Rebs' sources suggested that Halo 3 was intended to become the flagship project of the entire remake initiative, with Halo Studios apparently looking to invest more resources into making it the most complete experience of the three.

It is also reported that Halo Studios were planning to do more bonus missions similar to what we got in Campaign Evolved, and that these next two remakes would also exist alongside the next mainline Halo game.

Since the layoffs at Halo Studios, though, all these plans are pretty much dead in the water, and I can’t say I’m not happy about that. I had zero faith in Halo Studios' ability to even remotely deliver one more remake, let alone two remakes alongside a new mainline entry, but maybe that’s just me.

Let me know how you feel in the comments. Would you have been excited for the prospects of a Halo Studios crack at a Halo 2 and Halo 3 remake, or are you like me and glad we’ll never see them?

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Halo: Combat Evolved is running on Nintendo 64 with split-screen multiplayer

15 October 2026 at 15:11

This is all becoming very commonplace now, and I am even starting to not be surprised when something like this comes across my feeds. This time, it's Halo: Combat Evolved running on a Nintendo 64, of all things.

The project, known as Halo-64, is playable, but it does require the Nintendo 64 8MB Expansion Pack. You also need a copy of the original Xbox version of Halo: CE to get it working. The setup process seems a bit complicated if you are uncomfortable with the Command Prompt, but the project itself is really cool and appears to be working pretty well.

We are in the midst of pretty unprecedented times, what with all the AI modding happening and Xbox itself essentially jumping on the bandwagon with Xbox Labs. However, there’s currently no indication that this project uses AI, and I thought that was important to mention before I dive into what you can expect from Halo-64.

Halo on the Nintendo 64 shouldn't be possible, yet here we are

Halo-64 title screen on Nintendo 64, showing the multiplayer, Firefight, controls, and settings menu options.

Halo: Combat Evolved on Nintendo 64? Yes, really, and it even comes with Firefight (Image credit: JackTulli | Xbox)

The game supports all 13 multiplayer maps with up to four-player split-screen, including game modes we’ve all come to know and love, like Team Slayer and Capture the Flag. It also supports bots in-game, with up to 8 AI players at four different skill levels. In a nice touch, those bots take random names from a "list of about 300 Mario, Zelda, GoldenEye, and Rare N64 characters."

Most impressively, the game features a Firefight mode. For those who don’t know, Firefight is Halo’s PvE mode featuring wave-based enemies, and it’s something that Halo: Campaign Evolved, the latest remake, doesn’t even have. The port also includes Rumble Pak support, so you can feel the shots and such on your controller.

Unfortunately, there’s no campaign, and I’d be surprised if we ever did get something like that. It’s crazy enough that we get multiplayer and Firefight, but Halo: CE’s campaign on a Nintendo 64? Now I do think that would be impossible.

I do love little projects like this, and I’ve been doing my best lately to highlight community-driven Halo creations, whether it’s Halo 5 on PC, Halo 3’s resurgence thanks to a new launcher, or Campaign Evolved getting multiplayer. It’s clear now more than ever that Halo’s community is what is driving the game forward, at least until we see what Activision cooks up with the franchise.

Do let me know your thoughts on Halo-64 in the comments, and don’t forget to take part in the poll above!

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Halo 5: Reforged is an unofficial community effort that brings the game to PC

15 October 2026 at 11:43

Halo 5: Guardians is, to my knowledge, the only mainline Halo title that hasn’t been ported to PC. It remains confined to consoles, with the sole exception being Halo 5: Forge, which is essentially just the custom game editor and isn’t the full experience. Fortunately, if you’ve been waiting for Halo 5 to arrive on PC, one determined fan is putting in most of the legwork.

I’ll be the first to admit that Halo 5 is probably my least liked game in the franchise, and that might even include the mobile spin-offs. In my opinion, the campaign was disastrously terrible by every metric. What wasn’t a disaster, though, was the multiplayer. While I will die on the hill that Halo 5 is a flawed game, the multiplayer was, annoyingly, pretty fun.

Warzone was a great addition to the franchise, which makes the fact that it was missing from Halo: Infinite all the more frustrating. But alas. Now, a community-run effort is aiming to get the entire Halo 5 package working on PC, with all the PC bells and whistles you'd expect, like higher FOV, increased FPS, and more.

How 'Halo 5: Reforged' actually works on PC

Halo 5: Reforged uses a custom PC runtime built around Halo 5: Forge, adapted to work with content you supply locally. This does mean you’ll need to source your own legitimate copy of the game to extract the necessary files.

It is still a work in progress, but the campaign, multiplayer, and Warzone are all playable in development builds. All 15 campaign missions currently load into gameplay, and two-player co-op is working. On the multiplayer side, they've even managed to support up to 32 players, something Halo 5 didn't originally have. On the Warzone Firefight side of things, testing seems to be going smoothly too.

Regardless of my personal feelings toward Halo 5, I do think this is great. I genuinely believe the game’s multiplayer would have been better served on PC rather than being locked to console, and if you are interested in this project, I suggest you join their Discord here.

Will Xbox shut down this community project?

Master Chief with an angry emoji face

(Image credit: Windows Central)

As for whether this project will get taken down, it’s sort of up in the air. Prior to Halo Studios essentially being closed down, with few staff remaining, Ske7ch, the Community Director for Halo Studios, commented on the project.

Ske7ch says that from their loose understanding, it felt potentially problematic, but after getting more context, they realized it was a wrapper of shared components with players needing their own personal copies, but they do say that they couldn't know for sure.

Now if I were to speculate, I would say that given the recent announcement of Xbox Labs and Xbox embracing all this weird and wacky game porting and mashups happening, I could see this port sticking around without much issue.

Let me know your thoughts. Are you happy PC players can get disappointed with Halo 5’s campaign and enjoy the game’s multiplayer, or are you a genuine fan of this entry? Leave a comment and be sure to take part in our poll!

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Halo Campaign Evolved gets multiplayer, thanks to yet another fan-made mod

14 October 2026 at 09:58

I’ll be honest, this one slipped under my radar. I didn’t even realize it had been released nearly two weeks ago, but it seems the community has taken on the mantle of responsibility for Halo lately in more ways than one.

First, there’s Project Reclaimer for Halo 3, which is everything Halo 3 on PC should have been. It features full custom server browsers, mod support, and a massive expansion to the sandbox with up to 128 players in a single match.

Not only that, but in Campaign Evolved, while it was reported that the remnants of Halo Studios are working to bring Theater and Firefight to the game in December, some community members have already taken it upon themselves to start testing Firefight within the game, to varying success, mind you.

Now onto the main attraction, Mjolnir Core, a community effort to bring multiplayer to Halo: Campaign Evolved. I must say, so far it’s pretty impressive. The project supports 19 maps, including classics like Blood Gulch, Battle Creek, and Hang ‘Em High. The mod also supports up to 16 players, pushing past the initial four-player limit it had at the start of development.

The mod itself is in alpha, but those working on it have put together a pretty hefty amount of documentation for those who wish to help and get involved. From what I can tell, the mod works pretty effortlessly.

You get the launcher, install multiplayer, and you’re ready to go. That said, I don't believe there’s any public game browser in the game yet, so you’ll need to invite friends through your fireteam to play together.

Seeing the community put this much effort in really pains me. Halo: Campaign Evolved needed some sort of multiplayer content at release, even if it were just Firefight. And whilst projects like this are great, they’ll likely sadly remain rather niche, as people have already moved on to other games like Gears of War: E-Day, which actually outperformed Halo on launch.

Regardless, I can’t stress enough how cool this is and how I hope the team behind it continues their hard work. So let me know your thoughts: is this cool, too little too late, or do you have any other thoughts? Drop them in the comments, and be sure to take part in our poll!

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McDonald's Halo McNuggets are dry, disappointing, and break game lore

I've probably eaten my entire body weight in chicken nuggets over the course of my life. I'm in my late 30s, so that's a lot of meals to hit that milestone, but I can confidently say that I'm a nugget expert. I've eaten 20-piece boxes since they were limited-time promotions during the summers of my childhood.

It should come as no surprise that I had to try the Halo-inspired Moa McNuggets that are currently available. I'm pretty sure this article makes the order a business expense.

I've reviewed my fair share of Xbox-related fast food items. To this day, Nether Flame Sauce is the best sauce I've ever had from McDonald's. I even reviewed an Xbox doughnut once.

So, how does the latest gaming Xbox-themed snack stack up? I'm sorry to say that the black pepper and garlic nuggets are not my favorite. They're made consistently and I'm sure there are people who like them, including our Richard Devine. But I found there to be too much pepper in each nugget.

A McDonald's black pepper and garlic chicken nugget dipped into a tub of red World of Warcraft buffalo sauce.

The Moa McNuggets are not meant to pair with the Warcraft-inspired buffalo sauce. (Image credit: Future)

The nuggets also felt dryer than standard McNuggets, which surprised me. I ordered them on two different days to see if it was a fluke, but the additional ingredients in the breading dry things out in my experience.

You may be tempted to dip the Moa McNuggets in the Dragon Breath Fiery Buffalo Dip inspired by Azeroth from World of Warcraft, but I'd recommend against it. That buffalo dip is meant to pair with Chicken Selects. Combining it with black pepper and garlic crowds the mouth. The sauce on its own is fine, albeit hotter and more vinegar-filled than Nether sauce.

I wasn't a fan of the Blamco Cheesy Potato Bites either, though basing a food item on a post-apocalyptic game isn't the best idea anyway.

Shifting back to the McNuggets you all are so eager to read about, the black pepper and garlic nuggets have an interesting history that connects them to Japan.

Blank Pixel

Reusing gaming assets

McDonald's Xbox Side Missions meal on a wooden table, featuring Halo Moa McNuggets, Fallout Blamco bites, and WoW dip.

Black pepper and garlic nuggets have appeared at McDonald's before under a different promotion. (Image credit: Future)

I found it interesting that the Moa nuggets are not new, just a rebrand. McDonald's in the UK sold the same recipe last year as part of the World Heist menu. Black pepper and garlic nuggets were first sold at McDonald's in Japan and proved popular.

So, why did McDonald's reuse its Japanese McNuggets as part of its Halo promotion? That's hard to say. According to Halo Waypoint, "the taste of Moa meat is barely distinguishable from beef." People joke that everything tastes like chicken, but it seems odd that McDonald's wouldn't make its Moa product from beef.

While I have questions about Moa meat and the lore accuracy of the latest nuggets, there is some consistency when it comes to flavors to pair with the fictional food. The Pringles Wavy Moa Burger crisps that came out in 2021 featured garlic. They also had pepper, though chili and red rather than black. Those crisps (or chips to my American audience) were also supposed to taste like beef, so I still think McDonald's is on thin ice trying to promote chicken as Moa meat.

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Halo Studios is the latest Xbox Games Studio to be hit by layoffs just days after Campaign Evolved launch, as reports reveal "troubled" development

Halo: Campaign Evolved launched just days ago, and it appears Microsoft is moving quickly to make cuts at Halo Studios now that the game is out. A number of developers who were previously employed at Halo Studios have posted on LinkedIn today confirming that some roles have been laid off. (via Insider Gaming)

Halo Studios producer Nick Treitman confirmed that he was impacted by the layoffs, stating that "after 6.5 years working on Halo and dodging just as many rounds of layoffs - it has finally caught up to me. I have nothing but love for Halo and the folks at the studio, this is just a tough reality in the gaming industry right now."

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Paul Morris, listed as Scrum Master at Halo Studios, also confirmed that his role had been impacted by layoffs this week. "Today, I learned my time at Halo Studios will be coming to an end following the successful launch of our latest game, Halo: Campaign Evolved. I know this is one of the most challenging job markets our industry has seen, and I know the road ahead won’t be easy."

A number of other Halo Studio employees have updated their LinkedIn pages confirming that they are now available for work. The layoffs come as new reports claim Halo: Campaign Evolved's development was troubled throughout, taking up more resources than originally planned and causing other projects such as a Halo multiplayer game to be canceled.

Halo Studios had confirmed plans to use Unreal Engine 5 in future Halo titles to help streamline development and make building Halo games faster. But for the Halo remake, it chose to use a modified version of the Halo: Reach engine known as Blam, but with Unreal Engine 5 graphics and assets on top.

Unfortunately for the studio, this led to development being more complex, with third-party studio Abstraction struggling to meet deadlines imposed by Halo Studios and being ultimately kicked off the project, forcing Halo Studios to scrap much of the work done by Abstraction and rebuild assets in the Blam engine instead.

If this story sounds familiar, that's because it closely mirrors the development of Halo: Infinite. That game also suffered from a troubled development cycle, with contractors struggling to meet deadlines and work in the Slipspace Engine (which was just the Blam engine with a new name.)

Now, with layoffs impacting Halo Studios, it's clear that Microsoft is moving forward with its confirmed 3,200 layoffs, 1,600 of which were already made back in July.

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NASA asks Northrop Grumman to stop working on lunar HALO module

18 June 2026 at 21:49

Three months ago, during a flashy event at its Washington, DC, headquarters, NASA announced that it was shifting the focus of its lunar plans from an orbital space station to a Moon base on the surface.

As part of this, officials said work would be paused on the Lunar Gateway planned to orbit the Moon. Of the two elements that were furthest along, NASA also revealed that one of them—the  Power and Propulsion Element—would be repurposed to serve as a core module for a nuclear-electric propulsion demonstration in deep space.

Less was said about the fate of the other major component, the Habitation and Logistics Outpost (HALO). This is the large pressurized module, 6.1 meters long, in which visiting astronauts would spend the majority of their time when visiting the Lunar Gateway. NASA has awarded contracts worth $1.1 billion to Northrop Grumman to design, build, and integrate the habitation module with the Power and Propulsion Element.

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© NASA/Josh Valcarcel

NASA asks Northrop Grumman to stop working on lunar HALO module

18 June 2026 at 21:49

Three months ago, during a flashy event at its Washington, DC, headquarters, NASA announced that it was shifting the focus of its lunar plans from an orbital space station to a Moon base on the surface.

As part of this, officials said work would be paused on the Lunar Gateway planned to orbit the Moon. Of the two elements that were furthest along, NASA also revealed that one of them—the  Power and Propulsion Element—would be repurposed to serve as a core module for a nuclear-electric propulsion demonstration in deep space.

Less was said about the fate of the other major component, the Habitation and Logistics Outpost (HALO). This is the large pressurized module, 6.1 meters long, in which visiting astronauts would spend the majority of their time when visiting the Lunar Gateway. NASA has awarded contracts worth $1.1 billion to Northrop Grumman to design, build, and integrate the habitation module with the Power and Propulsion Element.

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© NASA/Josh Valcarcel

Dark Matter Still a Possibility at the Heart of the Milky Way

17 June 2026 at 15:47

In an ambitious collaboration bridging continents and disciplines, researchers from the University of Vienna and the Lawrence Berkeley National Laboratory have revisited one of astrophysics’ most enigmatic phenomena—the Galactic Center Excess (GCE). For over a decade, the GCE, a subtle yet pervasive gamma-ray glow enveloping the Milky Way’s core, has stimulated intense debate and exploration within the scientific community. This new study, leveraging cutting-edge machine learning methodologies, offers fresh perspectives that reinvigorate the dark matter hypothesis as a viable explanation for the GCE, a prospect previously challenged by conventional analyses.

The Galactic Center Excess presents itself as a roughly spherical halo of gamma-ray emission, extending over thousands of light years around our galaxy’s nucleus. This faint glow eludes straightforward interpretation, primarily due to the complexities of the astronomical environment it inhabits. The region is not only densely packed with astrophysical sources but also exhibits extraordinarily bright and intricately structured gamma-ray emissions, complicating efforts to disentangle the origins of the GCE signal.

Before this study, two primary interpretations vied for dominance in explaining the GCE. One posited that the excess emanates from annihilations of dark matter particles, hypothetical constituents of the universe that interact weakly with ordinary matter and light. Dark matter, while composing approximately 85% of the universe’s matter content, remains elusive, and detecting its indirect signatures through gamma-ray emissions has been a tantalizing goal. The second hypothesis attributes the gamma-ray glow to a population of millisecond pulsars—rapidly rotating neutron stars known for their intense electromagnetic emissions. These pulsars, if sufficiently numerous and faint, could collectively mimic the characteristics of the observed GCE.

However, the astrophysical scenario faced a significant analytical hurdle. Earlier statistical approaches, while sophisticated, did not fully incorporate a vital dimension of the observed data: the energy spectrum of individual gamma-ray photons. Prior analyses predominantly focused on spatial distribution patterns, searching for point sources that could represent pulsars or diffuse emissions consistent with dark matter annihilation. Without the spectral dimension, conclusions remained inconclusive, often biased toward interpretations favoring bright unresolved sources.

The breakthrough in this new research is the implementation of an advanced machine-learning framework that simultaneously evaluates the spatial location and energy distribution of gamma-ray photons captured by telescopes. Training this model required generating over a million simulated gamma-ray skies, replicating a diverse range of scenarios that include both dark matter and pulsar contributions. By synthesizing these rich datasets, the model attains unprecedented sensitivity and discrimination power, uniquely capable of parsing subtle differences in the gamma-ray energy patterns correlated with different source populations.

The enriched analysis dramatically alters the interpretation landscape. The findings demonstrate that the putative point sources—if responsible for the GCE—would need to be extraordinarily faint, to the point where their individual characteristics blur into a diffuse glow nearly indistinguishable from what dark matter annihilation models predict. This faintness requirement for pulsars implies an astronomical population count exceeding 35,000 millisecond pulsars in the central Milky Way region. Such a number challenges existing astrophysical models and contrasts with previous studies that suggested only a few hundred to a few thousand such sources would suffice to explain the gamma-ray excess.

This new quantitative insight reopens the door for dark matter as a plausible explanation. While previous evidence tended to discount dark matter in favor of point sources, the subtlety revealed by including photon energy analysis counters these assertions. It underscores the present limitations in conclusively resolving the GCE’s origin, emphasizing that the dark matter scenario remains firmly on the table alongside pulsar hypotheses.

The difficulty in resolving the GCE nature also reflects broader challenges in high-energy astrophysics—particularly in crowded celestial environments like our galaxy’s core, where overlapping emissions from stars, supernova remnants, and other celestial objects confound the interpretation of indirect dark matter signals. Machine learning, as applied here, represents a transformative tool, capable of synthesizing immense, multidimensional datasets to disentangle complex astrophysical phenomena.

Scientists caution that these findings do not constitute direct evidence for dark matter annihilation; instead, they highlight the incomplete nature of current data interpretations. The inability to definitively favor pulsars over dark matter annihilation underscores the need for next-generation gamma-ray observatories and continued advances in modeling techniques that can incorporate even more nuanced data features, such as temporal variability and polarization signatures.

This research embodies the synergy between theoretical physics, computational innovation, and observational astrophysics, demonstrating how modern data-driven approaches can revitalize longstanding scientific debates. As gamma-ray detection technologies evolve and more data become available, the methodology pioneered here promises further refinement, potentially leading to breakthroughs in identifying signals from the elusive dark sector of the universe.

The Galactic Center Excess remains one of the most compelling mysteries in contemporary astrophysics, symbolizing the frontier where known astrophysical processes intersect with profound questions about the fundamental composition of the universe. Whether future research will tilt the scales decisively in favor of dark matter or pulsars, this study exemplifies the power of interdisciplinary collaboration and sophisticated computational methods to deepen our cosmic understanding.

Moreover, the implications extend beyond academic curiosity. Deciphering the GCE carries the promise of shedding light on the nature of dark matter, a cornerstone of cosmological structure formation and evolution. Success in this endeavor could unveil new physics beyond the Standard Model, revolutionizing our conception of the universe’s fabric and the forces that govern it at the most fundamental level.

As researchers continue to probe the galactic center’s gamma-ray glow, the intellectual journey itself enriches science, reflecting a profound human drive to illuminate the obscure workings of the cosmos. This study marks a significant stride in that journey, blending technology, theory, and observation to navigate a complex astrophysical puzzle whose solution may redefine our place in the universe.


Subject of Research: The Galactic Center Excess in gamma-ray observations and its implications for dark matter and millisecond pulsar populations.

Article Title: Energy Distribution of the Galactic Center Excess’s Sources

News Publication Date: 12-Jun-2026

Web References:
DOI link


Keywords

Galactic Center Excess, gamma rays, Milky Way, dark matter, millisecond pulsars, machine learning, astrophysics, high-energy astrophysics, neutron stars, indirect dark matter detection, gamma-ray astronomy, astrophysical sources

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