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Halo 3: ODST (originally known as Halo 3: Recon) is a first-person shooter video game, developed by Bungie and published by Microsoft. It was released on the Xbox 360 video game console exclusively on September 22, 2009, nearly two years after the initial release of Halo 3. Players assume the roles of elite human United Nations Space Command soldiers known as Orbital Drop Shock Troopers (ODSTs) during the events of Halo 2 and Halo 3. After the alliance of alien races known as the Covenant attacks Earth, the player explores the ruined city of New Mombasa to discover what happened to their missing teammates, separated from each other as they entered the city.

Bungie initially conceived ODST as a small side project to produce in the lull between Halo 3 s completion and Halo: Reach. Instead of featuring recognizable characters such as the Master Chief from previous games, the developers focused on the ODSTs. Story director Joseph Staten penned a detective story utilizing film noir settings, design, and characters. Composer Martin O'Donnell abandoned his previous Halo themes to create a quieter, jazz-influenced sound. During development, the game grew in scope to that of a full-sized game.

Upon release, ODST became the top-selling Xbox 360 game worldwide. The title received generally positive reviews from critics, who praised the atmosphere, music, and story approach. Reviewers were divided on whether the relatively short campaign and included extras were enough to justify the game's US$60 price tag. The game was the top-selling title in the United States in September 2009 and has sold more than 3 million copies.

Gameplay

Players assault an enemy Brute in ODST s campaign mode.
The player's VISR differentiates friend and foe with a colored outline (enemies are highlighted in red, while allies are green.)


Halo 3: ODST is a shooter video game with gameplay taking place from a first-person perspective. The game features an open world environment in the fictional African city of New Mombasa. Although the gameplay of ODST bears a strong resemblance to previous Halo titles, the player does not assume the role of the enhanced human supersoldier Master Chief. Instead, the player controls a lone UNSC soldier, known as the "Rookie". Since the player does not possess the Master Chief's advanced armor and reflexes, they cannot jump as high or move as fast. Instead of the Chief's damage-absorbing energy shield, the game uses a stamina mechanic. After taking damage, the screen flashes red; the player regains stamina by resting. If the player receives more damage past their stamina threshold, their health takes a permanent hit. Players restore permanent health via the use of medpacks scattered around the game environments.

The soldier head-up display (HUD) is different from the previous series, with red outlines for the enemies as a result of a new feature called the VISR (Visual Intelligence System, Reconnaissance). The VISR also gives players a compass and outlines important items in yellow, but it has no radar. However, the aiming reticle remains. As an ODST the player has access to exclusive weapons, including a suppressed submachine gun and pistol that is a throwback to the Halo: Combat Evolved weapon.

The game's campaign mode can be played alone or with up to three other players. As the Rookie, the player's goal is to discover what happened to his missing teammates. After finding a piece of evidence left behind (a sniper rifle hanging on a lamp post, for example) a flashback is triggered and the player assumes the role of the missing soldier in a daytime setting. After players find the first beacon, the choice of where to go next is up to the player. This leads to the option which, unlike other Halo games, will allow the player to play the campaign levels in any order they want.

Multiplayer

In lieu of a complete ODST multiplayer option, the game ships with Halo 3 s multiplayer contained on a separate disc. The offering contains 21 multiplayer maps released for Halo 3 as well as 3 exclusive maps (Citadel, Heretic, Longshore). The exclusive maps are tied into Halo 3 s achievements. Along with the Halo 3 maps, ODST includes a fully integrated version of the Forge map editor.

ODST contains a new cooperative game mode called Firefight. In this game mode, players take on increasingly difficult waves of varied enemies and see how long they can last. Firefight includes new medals as well as the ability to play co-operatively with up to three other players over Xbox Live or System Link. The team has a collective pool of lives, which is added to after the completion of a "Set" (A "set" is totalled to three "Rounds" of five "Waves"). Skulls have been incorporated into Firefight as a means to increase the difficulty and provide variation. Some of the maps used in Firefight are unlocked as the player progresses through the single-player campaign. There are a total of ten campaigns, of which three of them are unlockable. The enemy characters that appear in each wave are randomly generated, meaning that players will be unable to anticipate the strength of the next wave prior to its arrival.

Players start the game only able to take control of the Rookie. However, after completing campaign missions on Normal, other characters can be unlocked. Players are awarded medals for making special kills, and individual and team scores are tracked throughout the games. Firefight also incorporates the Halo 3: ODST score, adding music that reflects the general mood of a map. Inside Firefight, players have a shared pool of 7 lives, which are replenished after completing special bonus rounds, and regular rounds, depending on the number of players. Games consisting of four players will add another four lives to the pool upon reaching the required score for the bonus lives within a bonus round (or by completing a round), whilst solo games will only add a single life.

Synopsis

Setting

ODST takes place in the 26th century, when humans under the command of the United Nations Space Command (UNSC) are locked in a war with a theocratic alliance of alien races known as the Covenant. During the events of the 2004 video game Halo 2, the Covenant discovers the location of Earth and launch an assault on the city of New Mombasa in Africa. Though the UNSC manages to repel most of the fleet, a single ship lands above the city and eventually retreats via a slipspace jump, creating a shockwave that destroys a part of the city. While the rest of Halo 2 s storyline follows the carrier to a ringworld called Halo, ODST focuses on the aftermath of the shockwave, where the Covenant still occupies the city. During the game the player can unlock audio files for an optional narrative called Sadie's Story, which tells the story of a civilian girl caught in the initial stages of the Covenant invasion and her quest to find her father.

Characters

The game's protagonist, the Rookie, is a young unnamed member of a special military unit, the Orbital Drop Shock Troopers, known as ODSTs or Helljumpers. ODSTs often deploy in small, one-man Human Entry Vehicles (HEVs), launched from spaceships in the upper atmosphere. The Rookie is assisted in finding his teammates by Mombasa's city maintenance artificial intelligence known as the Superintendent. The Rookie's teammates are Buck, Dutch, Romeo, Mickey, and Dare, a UNSC Office of Naval Intelligence (ONI) agent in charge of the squad's operation.

Plot

The game begins with Dutch, Romeo, Mickey and the Rookie discussing plans for assaulting the Covenant Prophet of Regret's ship above New Mombasa. Buck arrives and introduces Dare. The team enter their HEVs and drop through the atmosphere toward the ship; at the last minute, Dare changes their trajectory to miss the carrier. The Covenant ship enters slipspace, sending a shockwave toward the ODSTs; the Rookie's pod collides with another and crashes to the ground, knocking him unconscious for six hours. He awakens and proceeds to find clues as to what happened to his squadmates. Along the way, he discovers clues and evidence of his squad's exploits while he was unconscious.

Buck awakens after the drop and fights through Covenant to find Dare. When he arrives at her pod he finds only her charred helmet. Romeo saves Buck from an Engineer and the two resolve to get out of the city. Dutch drops near a nature preserve and helps Marines while he goes to the city. Mickey commandeers a tank and fights his way along a Mombasa boulevard. Meeting up with Dutch, the two defend an ONI base from the Covenant, blowing a bridge to slow the enemy. However, they are quickly overrun and forced to destroy the facility to keep it from being captured. Fortunately, they are evacuated by a Pelican and they make contact with Buck, arranging a rendezvous at the police headquarters. However, when Buck and Romeo arrive, they see the Pelican get shot down and crash. They rescue Dutch and Mickey, but Romeo is seriously wounded in the fight. The squad hijacks a Phantom transport ship, but instead of leaving the city, Buck decides to turn back and find Dare.

Back in the city, the Rookie is assisted by the Superintendent, which leads him to Dare's position. She and the Rookie team up to reach the Superintendent's data core, which possesses crucial information on something underneath the city that the Covenant is looking for. After fighting through a large Covenant force, they reach the core to find an Engineer hiding within. Dare explains that the Engineers have been enslaved by the Covenant, and this particular one decided to defect to the humans. The alien had downloaded the Superintendent's data into itself and Dare's mission changes from destroying the AI, to escorting the alien to safety. The Rookie, Dare, and the Engineer reunite with Buck and manage to fight their way out of the city. As they fly away in the captured Phantom, the squad watches as the Covenant destroys New Mombasa to excavate the portal to the Ark.

In the epilogue, one month has passed, and the squad is keeping guard over the Engineer in a UNSC orbital station. Sergeant Johnson then arrives, informing the Engineer that he intends to ask it everything it knows about the Covenant and whatever it is they're looking for. If the game is completed at the Legendary difficulty level, a scene after shows the Prophet of Truth overseeing some Engineers uncovering a Forerunner artifact buried beneath the Superintendent's data core.

Development

Design

Much of ODST s development team started work on director Peter Jackson's Halo Chronicles, during the production of Halo 3. However, the failure of the Halo film and the subsequent cancellation of Chronicles meant that a sizeable team no longer had a project. At about the same time, production for Halo: Reach began, and Bungie realized that there was a window of time for the team to create a new product, what producer Curtis Creamer described as a two-to-three-hour "mini-campaign". After looking at the proposal and the budget, studio head Harold Ryan gave the go-ahead.

With a game engine already assembled, and the Halo universe fully realized, the team began honing the concept. Bungie was interested in bringing changes to the classical Halo format which had remained essentially unchanged over three games. The developers spent weeks deliberating what characters to focus on. Having players control previous protagonists such as the Master Chief or Arbiter would have brought with it story baggage and expectations. At one point, they considered making the game a Covenant-themed story about an elite strike force. Instead, the developers looked at human characters; while they considered Avery Johnson, the protagonists they settled on were the ODSTs. "The ODSTs have always been fan favorites," Bungie community director Brian Jarrard explained. "We never really got inside [the ODSTs]," story director Joseph Staten said, and he saw that game as an opportunity to flesh out the black-armored soldiers.

Making the player an ODST required gameplay changes to preserve the classic Halo formula while branching it in new directions. The addition of silenced weapons and a revamped pistol were attempts to split up the functionality of Halo 2 and Halo 3 s "battle rifle" weapon and give the ODSTs some unique and "cool" armaments. The sound designers ended up increasing the volume of the SMG in order to make it feel more powerful. The health mechanic was added to provide a level of tension; "it reminds you that you're vulnerable," Staten said.

With the main characters in place, the development team had to decide on a setting. "The events that unfolded on Earth is something fans still clamor for after being 'short changed' in Halo 2," Jarrard said. "Fans wanted to know what happened back on Earth, how humanity was defending it." New Mombasa's urban environments fit the intended feel of the game, as Bungie felt that the change of protagonists required a change in location: "We know the kinds of problems Master Chief solves," Staten explained. "He goes to ancient, alien ring artifacts, fights galaxy-consuming parasitic alien monsters and destroys alien empires [...] The ODST, they maybe take small parts in that larger struggle. But the kind of fights they usually get into are usually the kind of fights they can tackle in a day."

An early piece of concept art showing the Rookie.
Staten credited the image as encompassing the title's mood and honing the direction of game development.
Returning to a previous setting offered the artists new challenges and opportunities to expand the scope of the city. Having the player walk through the streets at night inspired a film noir ambiance. Color shifts and a high degree of contrast pushed the game's look beyond what previous Halo games had offered, but the team had to make sure that even dark portions of the city were playable. The entire core development team looked at commissioned concept paintings to decide how lighting schemes would affect the gameplay. The genre also influenced the character names and archetypes. The player character, for example, fits the concept of a lone, hardboiled detective. To increase the depth of the surroundings, Bungie added touches such as advertisements, trash collectors, and civilian versions of previously-seen military hardware.

Bungie began development of ODST in March 2008. ODST was the first Bungie title completed in less than three years; production lasted 14 months. Since the team—numbering around 70 plus a 5-person core design group—had such a small window for development, they had to prioritize features; for example, only a small new subset of artificial intelligence behaviors were added rather than completely redesigning the enemies. Because the game featured an open world that was different from most Halo missions, certain gameplay tweaks, such as revamped weapons and an overhead map, were necessary. Whereas in a traditional Halo game in which the designers would know from what locations players would approach groups of enemies, ODST required a different strategy. "We had to make sure we had groups of Covenant patrolling the city who could react from wherever you attack from and look intelligent doing it," Creamer said. Though the game engine remained unchanged, graphical enhancements such as fullscreen shader system and parallax mapping added greater detail and realism.

The Firefight game mode was a late addition to the game. Staffer Tim Williams built a prototype shortly after Halo 3 shipped, placing the player in a portion of a Halo 3 campaign map and fighting enemies. When development commenced on ODST, William's concept was adopted and refined. Designer Lars Bakken described one advantage of the game mode as providing a more friendly multiplayer environment than hardcore players online. The designers adopted the campaign scoring and medal system from Halo 3 to add a competitive edge.

Sadie's Story was created by Fourth Wall Studios in partnership with Staten and artist Ashley Wood. Fourth Wall Studios was formed by former members of 42 Entertainment, who produced the highly successful I Love Bees alternate reality game to promote Halo 2. Recalled Staten, "we realized that in Halo we do a pretty good job of describing the clash of these military industrial complexes, but it really is the soldiers’ story,” and Halo 3: ODST offered a chance to take a look at the unexplored civilian story.

By December 2008, the game was "representational", meaning that players could experience the game from start to finish, albeit in an unfinished state. The entire Bungie staff was pulled from other duties to play through the game and offer feedback. Among the unfinished elements was the lack of finished dialogue delivered by voice actors, in which Staten filled in placeholder audio. The entire game was completed just before its presentation at the Electronic Entertainment Expo 2009.

Audio

Bungie's audio director Martin O'Donnell and his partner Michael Salvatori composed the music for ODST, as they have done for previous Halo games. In contrast to Halo signature gregorian chant, there is no choral music in ODST, and no previous Halo themes make a return appearance. Two out of the game's three hours of music were packaged in a two-disc soundtrack released September 22. Due to ODST's shift to a new protagonist, O'Donnell wanted to create new music that was evocative of Halo but branched in a different direction. Because the game tells a "human story, not a cyborg story", O'Donnell said, the score was more "intimate and personal". For the Rookie's rain-slicked investigations, O'Donnell felt that a jazz-influenced approach worked best in echoing the noir atmosphere. Other characters did not have any themes written specifically for them but instead became paired with motifs that suited them.

O'Donnell began writing the game's music while Bungie was creating the game's announcement trailer. O'Donnell based the trailer music on a small segment from the first ODST piece he wrote, titled "Rain". Salvatori joined the project in February 2009 and helped complete the music chores in two months. Once O'Donnell felt they had enough material, the Chicago-based Salvatori flew to Seattle, finishing arrangements and recording live musicians. Most of the music was recorded during winter and spring 2009. Additional composition chores were handled by Bungie sound designer C. Paul Johnson and orchestrator Stan LePard. Orchestra sessions were handled by the Northwest Sinfonia at Studio X in Washington, who had also recorded the music for Halo 3.

Members of Bungie were fans of the defunct television series Firefly, and in Halo 3 s development they brought in several of the actors to fill Marine voice roles. Three of them: Nathan Fillion (a Halo fan himself), Adam Baldwin, and Alan Tudyk voiced the non-player characters of the four man squad in ODST. Tricia Helfer provided the voice for the ONI agent Dare; Helfer and Fillion recorded their cinematic dialog together in the same room, a rarity in voice acting. Staten said that "their performances were stronger having them together at the same time". While much of the cinematic dialogue was written by Staten, combat dialogue could be improvised by the voice actors. Adding Sadie's Story into the game doubled the amount of voice work in the game. After the voice roles were filled, Bungie licensed Fillion and Helfer's likenesses for their respective characters.

Announcements

Microsoft head of Xbox business Don Mattrick told MTV in July 2008 that Bungie was working on a new Halo game for Microsoft, independent of the franchise spinoffs Halo Wars and Halo Chronicles. An announcement of the new Halo project was expected at the Electronic Entertainment Expo 2008 game exposition with Bungie unveiling a countdown on their web site, but the announcement was shelved by Microsoft. Microsoft stated that it wanted the game to have its own event. On September 25, 2008, a year after the release of Halo 3, Bungie debuted a teaser for the new project on their web site. A full trailer was released during the Tokyo Game Show on October 9, 2008, officially unveiling the game's name as Halo 3: Recon and a release date of Autumn 2009. In an unusual approach for Bungie, they comprised the trailer of pre-rendered graphics instead of being creating a trailer using the game engine or existing assets. Staten explained that it was too early in the game's development to spend a large amount of time on the trailer, and it would not have allowed Bungie to add touches for fans to discuss.

In post-trailer interviews, Bungie staff members told gaming press that Recon was the last installment in the Halo trilogy. Though Bungie did not consider Recon a full game, (Community manager Luke Smith compared it to The Frozen Throne, an expansion to Warcraft III.) the game shipped with all Halo 3 multiplayer maps and did not require Halo 3 to play. Smith made sure to point out the game would not be a crossover into the stealth and squad-based genres, noting "this isn't Brothers in Arms: Halo or Splinter Cell: Halo." On November 25, Jarrard announced the game had been retitled to Halo 3: ODST as a "more straightforward" description of the game.

Bungie and Microsoft first showed ODST in a playable form at E3 2009, where the game's release date and retail versions were finalized. Bungie initially marketed ODST as a title smaller in scope than previous numbered entries in the series. When the game's retail versions were announced, however, the game received a standard price of US$60, which Bungie and Microsoft attributed to the game growing beyond the planned scope. "Over the course of development it got a lot bigger than we were anticipating," said Bungie's Lars Bakken. "We thought of it more as an expansion and then it grew well beyond that." Producer Curtis Creamer explained that since the development platform was stable, "we were able to create quite a bit more content than we originally thought we would". The game's length increased from original estimates of 3-to-5 hours to 8-to-10. The discrepancy was not discussed until E3 2009 when Microsoft decided it was a full game. Unlike the post-launch support for Halo 3, there are no plans for ODST downloadable content.

Release



Halo 3: ODST ships as a two-disc set. The first disc contains the campaign mode as well as the firefight co-op mode, while the second disc contains the multiplayer mode with the complete set of Halo 3 maps. Owners of the game receive an invitation to participate in the upcoming Halo: Reach multiplayer beta in 2010, while pre-orders included a token to unlock recurring Halo character Sgt. Johnson as a playable character in the Firefight multiplayer mode. This code was included only by certain retailers. A special edition "Collector's Pack" contains the game and a special ODST-branded wireless Xbox 360 Controller. Toys "R" Us offered an ODST action figure and a US$20 gift card as a buying incentive.

By April 2009, market research firm OTX reported that ODST was the most highly-anticipated video game, a spot it held by late August. Before its release the title was the top-selling game on Amazon.com based on preorders alone, spending 107 days atop the merchant's top 100 video games and software list. Copies of ODST were sold early in France. Microsoft responded by launching an investigation and threatening to ban any players on Xbox Live playing ODST before its official release; Xbox lead manager Stephen Toulouse later clarified that they would not ban legitimate buyers.

Microsoft prepared a "mammoth" advertising campaign for the game, with Entertainment Director Stephen McGill affirming that the game "is absolutely a key title to us ... this is the first time we've ever done anything like this, and Halo 3: ODST is a great way to kick it off." There were numerous promotional materials being released through Xbox Live, and many more online and in television advertising. Marvel Comics published a limited comic series, Helljumper, featuring ODST s main characters.

Among the promotional material released for the game was a live-action trailer posted on the Internet in September and later used in television spots. The trailer follows a boy named Tarkov from when he is inspired to become a soldier to becoming a leader on the battlefield. The short was created by advertising agency TAG SF, with props by Legacy Effects and effects by Asylum. The short was directed by production company MJZ, who also handled the award-winning Halo 3 "Believe" advertisement. Legacy designed and fabricated weapons, armor, and a Covenant Brute costume within two weeks. Bungie-supplied 3D geometry allowed the company to quickly create accurate representations of in-game items and provided input on the UNSC dress uniforms. Shooting took place at several locations; the cooling tower interior of an active nuclear power plant stood in for a cemetery. Outside the tower the production created a mud pit and obstacle course for a training sequence; members of the Hungarian special forces served as drill instructors, firing blanks. Finally, the shoot moved to an abandoned Soviet-era aluminum refinery for the short's final memorial scene. An additional scene was shot here but did not appear in the final product.

ODST launch events were held around the United States. Bungie and Microsoft sponsored an official launch event at the Experience Music Project and Science Fiction Museum and Hall of Famemarker in Seattle. Featured at the event were discussion panels about the series and advance looks at other Halo content such as Halo Legends. About 800 fans attended from around 6–11 pm before heading to nearby game stores to get their copy of the game. GameStop held almost 3,700 launch parties across the United States.

On release Halo 3: ODST became the top-selling Xbox 360 game worldwide. More than 2.5 million copies of the game were sold within two weeks of release, totaling more than US$125 million in sales. ODST claimed the overall top spot in UK game sales, becoming the 12th highest sell-through for a single platform title in the market. In Japan, where first person shooters have generally fared poorly, ODST sold 30,000 copies by September 27. ODST sold 1.5 million units during September in the United States, the best-selling title for that month. In October, the game sold 271,000 units in North America (taking sixth place for game sales); Microsoft said in early November that ODST sold 3 million units.

Reception

Halo 3: ODST has garnered positive reviews. It currently holds an 85.97% and 84% average on critic aggregate sites Game Rankings and Metacritic, respectively. Time s Lev Grossman wrote ODST was a "milestone" as it proved "Bungie can use the same instrument to play in totally different key," adding to the longevity of the Halo franchise. 1UP.com's Jeremy Parish noted that while ODST had its flaws, its greatest success was bringing together players who preferred either the multiplayer or campaign portions with a game that would satisfy both camps. In comparison, Pete Metzger of the Los Angeles Times wrote that ODST was a good game with an compelling story, action, and graphics; but he noted that "the same can be said for nearly every first-person shooter that is released these days" and that ODST failed to raise the bar set by previous Halo games.

Critics were split on whether ODST merited its full price as a full-sized game. Official Xbox Magazine critic Ryan McCaffrey confidently wrote that given the campaign, multiplayer mode, and second Halo 3 multiplayer disc, "no one should have any qualms about ODST’s value as a [US]$60 offering!" Other critics who judged the title a full game included the staff of Edge Magazine, Parish, and Computer and Video Games Mike Jackson. Erik Brudvig of IGN did not consider ODST a "true sequel", but more than an expansion, and recommended that those hesitant about buying the game do so. Those who disagreed included Ars Technica's Ben Kuchera, GamesRadar's Charlie Barratt, Eurogamer's Tom Bramwell, and IGN Australia's Narayan Pattison; The New York Times Seth Schiesel wrote that "Microsoft Game Studios has overreached in trying to charge the typical retail price for a full game, around [US]$60, for a product that either should cost [US]$40 or have a lot more content for the single-player aspect of the product."

Another significant disagreement was whether the game was a large step forward for the series. Parish said that due to the lack of the antagonistic Flood and Elites, there was less variety than previous games, but this was made up for with changes that the critic considered as the most experimental things Bungie had done for years. Edge and Bramwell praised the contrast between the Rookie's nighttime segments and the more fast-paced flashback vignettes. Edge wrote that while the narrative design was not groundbreaking, it served as a structure for exploring every possible weapon choice and strategy in the series. While Parish considered the ODST's abilities much different from the chief, other critics such as Jackson wrote that the Halo feel was barely changed and that this was not detrimental. Brett Molina of USA Today felt that the game disappointed by not spending more time in the Rookie's open environment; "instead," Molina wrote, "roughly two-thirds of ODST's combat feels very much like a traditional Halo game" instead of exploring promising new stealth-based mechanics.

ODST s visuals and atmosphere were praised. McShea wrote that while the Halo 3 engine was showing its age, the game could still "wow" because of the art design. Parish wrote that the feel of Mombasa changed dramatically when played cooperatively; G4TV found that additional players spoiled much of the solitary feel. Travis Moses of GamePro wrote that while the game's graphics were consistently outclassed by other shooters, the game's frame rate remained consistently high as expected from Halo games. Technology company DigitalFoundry said that, despite welcome improvements in AI, the main flaws from Halo 3 s graphics engine—namely a sub-720p native resolution and lower-quality human faces—remained.

The game's audio and sound were almost universally lauded. A significant departure from the consensus was offered by Kuchera, who wrote that the saxophone touches "[sound] like the softcore porn they show on Cinemax after midnight", and GameSpy's Anthony Gallegos, who felt that while refreshing the music did not mesh when extended into combat segments.

Firefight was praised as "addictive" especially for showcasing the excellent artificial intelligence of enemies. The staff of Game Informer credited the enemies with differentiating Firefight from similar game modes in games such as Gears of War 2 or Left 4 Dead, which featured mindless zombies or cannon fodder.

References

  1. "Romeo: You gonna' tell us her [Dare's] name, gunny? / Buck: Miss Naval Intelligence. Our new boss."—
  2. "Dare: Stand by to adjust trajectory... on my mark. [...] Mark! / Mickey: We're way off course! / Dare: We're headed exactly where I need to go. / Mickey: But we're gonna' miss the carrier!"—
  3. —interview segment from 0:22:15–1:02:00.


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