Tag Archives: Halo

Former 343i devs respond to Microsoft layoffs: ‘They set Halo up for failure’ (Update)

What you need to know

  • Microsoft recently announced its intent to lay off 10,000 of its employees between now and June 30, 2023. 
  • So far, Halo Infinite developer 343 Industries has been hit particularly hard by these cuts, and has lost over 60 of its employees.
  • Former 343 Industries developers have voiced scathing criticisms of Microsoft’s leadership and management policies on social media after details about the layoffs came to light.
  • The layoffs come after Microsoft reported $198 billion in 2022 revenue and as it continues its efforts to acquire Activision-Blizzard for $69 billion.

Update 1/21/23 at 10:00 a.m. ET: A thread from known Halo leaker Bathrobe Spartan suggests that 343 Industries is losing one-third of its workforce, or more than 130 employees. Additionally, the rumor says that as a result of this, the studio plans to halt development of singleplayer campaign-style content for Halo Infinite and Halo in general for the foreseeable future. 

Bathrobe Spartan concludes that moving forward, 343 Industries will coordinate additional updates for Halo Infinite’s multiplayer while continuing to outsource the game to partner studios like SkyBox Labs, Sperasoft, and Certain Affinity. Supposedly, these layoffs will not affect Halo Infinite’s planned content releases, such as the expected launch of Season 3: Echoes Within on March 7, 2023.

Notably, Windows Central was able to partially corroborate one of Bathrobe Spartan’s leaks about Halo Infinite’s upcoming Project Tatanka mode in the past. However, we are not able to confirm that the information from this thread is accurate at the time of writing, and sources familiar with Windows Central have said that no singleplayer DLC plans were cancelled because none ever “existed beyond conversations.”

Our original story is below.


With the onset of volatile economic conditions and a recession looming, several major tech firms like Amazon, Alphabet, and Meta have laid off thousands of workers. Yesterday, Microsoft announced its intent to do the same with a plan to cut 10,000 employees from the company between now and June 30, 2023. These layoffs have impacted a wide variety of teams underneath Microsoft’s banner, including the Xbox gaming division and its developers. So far, affected studios include 343 Industries, The Coalition, and Bethesda Games Studios.

As more details about the layoffs have come to light from industry sources such as former 343i developer Che Chou, it’s become clear that 343 Industries in particular was “hit hard” by the cuts. Chou commented that over 60 employees were laid off from the studio, with Bloomberg reporting that the developer’s campaign team was affected significantly.

Since its launch in late 2021, the latest game from the developer, Halo Infinite, has struggled to support its free-to-play live service model with a steady stream of content and adequate solutions for the title’s technical issues. In the wake of the recent layoffs, multiple former 343 Industries employees have come forward with scathing criticisms of Microsoft’s leadership and management policies, arguing that both Halo Infinite and 343 Industries would be in better positions were it not for “incompetent leadership.”

(Image credit: Xbox Game Studios)

“The layoffs at 343 shouldn’t have happened and Halo Infinite should be in a better state. The reason for both of those things is incompetent leadership up top during Halo Infinite development causing massive stress on those working hard to make Halo the best it can be,” wrote Respawn’s Patrick Wren, who worked at 343 Industries on Halo Infinite as Senior Multiplayer Designer. “The people I worked every day with were passionate about Halo and wanted to make something great for the fans. They helped push for a better Halo and got laid off for it.”

Bloomberg’s Jason Schreier noted in a Tweet that the grievances aired by Wren echo much of what he’s heard from other Halo developers.


Update 1/21/23 at 10:35 a.m. ET: Wren made additional comments in a follow-up thread, clarifying his intent and explaining the rationale behind his statements.

“I was mad that friends and ex-colleagues were hurt due to a road of choices that led to this outcome outside their control. I felt like I had to say something, even if that did potentially risk opportunities for me in the future,” he wrote. “The point wasn’t to shit talk, but to finally call out the lack of accountability and how that affected others.”

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Another Halo developer that now works on Apex Legends at Respawn, Tyler Owens, also expressed frustration at management. “As a Halo fan I’m really tired of Microsoft business practices & policies slowly killing the thing I love,” he said. “Between the contracting policies they abuse for tax incentives & layoffs in the face of gigantic profits/executive bonuses…they set Halo up for failure.”

Others have zeroed in on Microsoft’s reliance on and treatment of contractors specifically. “Don’t forget the heavy reliance on contractors/vendors and that messed up system (though I know that’s more MS),” commented Nicholas Bird, a former developer that worked on Halo Infinite. “I would have loved to stay on the team if I could of [have] and worked my way up. Still one of my favorite jobs I have been at.” Wren replied to Bird in agreement: “The contract stuff is a whole other can of worms that pisses me off. So many amazing people and talent that just disappeared.”

“Having been wrung through that contractor cycle for nearly 6 years, it always felt like being gaslit to hear how much leadership cared about us & our opinions but seldom invited it where it felt like it would do the most good to make a difference & we’d get conciliatory inaction,” wrote Zara Varin, a former 343 Industries Artist and Consumer Products Asset Coordinator.

(Image credit: 343 Industries )

The layoffs at 343 Industries, as well as cuts at The Coalition, Bethesda Game Studios, and all of Microsoft, come after a report from the firm (opens in new tab) that it raked in $198 billion in revenue in 2022. CEO Satya Nadella also took home a $54.9 million dollar compensation package last year. Notably, Microsoft also continues its efforts to complete its $69 billion acquisition of Activision-Blizzard as various organizations scrutinize the deal and either throw their weight behind it or seek to stop it from closing.

For fans of the flagship Xbox franchise, news of these cuts couldn’t have come at a worse time. By all accounts, things were finally starting to look up for Halo Infinite, as the arrival of the highly anticipated Forge mapmaking tool brought a flood of community-created content to the game. Additionally, the early release of the Custom Games Browser tool was a pleasant surprise for many, as was the introduction of red reticle for Windows PC players and simple cross-core armor coating customization. However, these layoffs, as well as reports that Head of Creative Joseph Staten has returned to Xbox Publishing after 343 Industries “made the difficult decision to restructure,” leave the future of the game feeling uncertain.



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Former Halo Infinite Dev Blasts Management Over Layoffs

Image: 343 Industries / Microsoft

Of all the Microsoft teams caught in the blast radius of mass layoffs announced yesterday, it’s possible Halo Infinite maker 343 Industries was among the worst hit. The studio has faced a wave of departures following Halo Infinite’s multiplayer struggles, and the new cuts have sparked strong criticism of those who managed it into this mess in the first place.

“The layoffs at 343 shouldn’t have happened and Halo Infinite should be in a better state,” former Halo Infinite multiplayer designer, Patrick Wren, tweeted Wednesday night. “The reason for both of those things is incompetent leadership up top during Halo Infinite development causing massive stress on those working hard to make Halo the best it can be.”

It’s no secret at this point that Halo Infinite faced a tumultuous development cycle, from a constantly rotating cast of directors to long delays after a gameplay reveal was pilloried online for its rough-looking graphics. Former studio leads have also previously hinted at periods of crunch on the project, while a Bloomberg report detailed developers’ struggles with the game’s engine and problems with Microsoft’s reliance on contract workers who constantly filtered out of the studio rather than full-time staff. “The contract stuff is a whole other can of worms that pisses me off,” Wren tweeted last night. “So many amazing people and talent that just disappeared.”

It’s extremely rare for game developers to speak candidly about the issues they’ve witnessed on past projects, let alone share their opinions openly about how a team or studio was managed. Wren, who left 343 Industries just before Halo Infinite’s launch in 2021, went on to praise his former colleagues and their efforts to deliver on the full promise of the game’s multiplayer.

“The people I worked every day with were passionate about Halo and wanted to make something great for the fans,” he tweeted. “hey helped push for a better Halo and got laid off for it. Devs still there are working hard on that dream. Look at Forge. Be kind to them during this awful time.”

The harsh criticism came after Microsoft announced 10,000 jobs would be cut across the tech giant’s operations, including gaming, despite reporting “record results” last year, including $83 billion in operating income. The night before, the company’s top executives were reportedly busy being serenaded by Sting at a personalized concert in the Swiss Alps.

Meanwhile, as reports from Kotaku and others poured in that Xbox studios ranging from The Coalition to Bethesda were caught up in the layoffs, it became clear as the day progressed that 343 Industries was facing especially brutal cuts as many developers on Halo Infinite, including some very senior ones, shared the news on on social media that they’d been impacted.

Even prior to yesterday’s layoffs, 343 Industries has been facing wave after wave of high level departures as Halo Infinite struggled to ship new seasonal updates and features on time. The most notable was studio head Bonnie Ross’ departure last September. More recently, multiplayer director and longtime Halo veteran Tom French revealed he was leaving in December. And yesterday, amid the chaos, Bloomberg reported that director and longtime Halo writer, Joseph Staten, was headed to the Xbox publishing side of the business as the studio made the “difficult decision to restructure.”

Even more unfortunate, this latest setback for the studio comes on the heels of a rare bright spot in Halo Infinite’s post-launch live service campaign: the Forge creator mode. Following the cancellation of split-screen coop, many fans saw it as an opportunity to save the game by allowing players to make their maps and modes. And so they have, with creations inspired by everything from The Elder Scrolls IV: Skyrim to Pokémon. It’s the most positive some Halo Infinite players have felt since launch but just like that the game’s future is once again uncertain.

Back when Halo Infinite was first revealed in 2020, 343 Industries studio head Chris Lee called it the “start of the next 10 years of Halo.” A few months later he left to join Amazon.

   



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Halo Infinite Director Joseph Staten Leaving 343 Industries to Rejoin Xbox Publishing

After today’s announcement that Microsoft will lay off 10,000 people, details on how internal restructuring will hit its gaming divisions continue to emerge, with Halo Infinite’s 343 Industries among the studios impacted.

According to Bloomberg, Joseph Staten, a Halo veteran who began his career with Bungie in 1998, will transition from his Halo Infinite creative director role and rejoin Xbox’s publishing division. Staten joined the team at 343 Industries in 2020 as the campaign project lead on Halo Infinite and later saw a title change to Head of Creative.

Bloomberg’s report includes an email from 343 Industries head Pierre Hintze, who explained the studio “made the difficult decision to restructure” and that support for Halo Infinite’s live service features will continue. Details on Staten’s new role and the exact degree of impact at 343 Industries remain unclear for now.

Microsoft Acquires Activision Blizzard: The Story So Far



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Halo Devs Use Fan’s Pokémon Map To Fix Game’s Aiming Issues

Image: The Pokemon Company / 343 Industries / Kotaku

Halo has a long tradition of community-made maps and game modes that range everywhere from serious to silly. Recently, one map and mode combo that’s more on the playful and fun side of things caught the attention of 343 Industries as an opportunity to fix long-standing shooting issues. Named after a certain Pokémon notorious for digging and jumping out of holes, this community creation is now being used to pinpoint and fix aiming and shot registration woes, as they’ve plagued Halo Infinite since it launched just over a year ago.

Halo Infinite, the latest entry in the long-running and often critically acclaimed first person shooter series, only recently received an update that included a beta version of its in-game map creator: Forge. First premiering in Halo 3, Forge has been a staple of the series ever since 2007, allowing anyone to create a map of their own design with the tools necessary to create custom games for it, be those party and minigames or more traditional takes on the franchise’s well-known modes, like Slayer or Capture the Flag. One such community-created game, that takes its name from the Diglett Pokémon, seems to have caught 343’s eye as an opportunity to test drive fixes to the game’s core mechanics.

Read More: Someone Recreated The Entire Halo 1 Warthog Finale In Halo Infinite

With community Forge maps popping up on a regular basis these days, 343 Industries’ senior community manager John Junyszek put out a tweet asking for the community’s favorite Forge minigames so far. When competitive Halo player Linz shouted out Digletts, a game where players pop out of holes to take sniper shots at one another, Junyszek followed up with an interesting bit of behind-the-scenes trivia:

Kotaku has reached out to 343 Industries for more information.

As many Halo fans have known, while Infinite’s core mechanics are solid and work well, there have been issues around aiming, with many players suspecting that the game seems particularly off when trying to line up precision shots with a sniper rifle, either descoped or while aiming down sights. Whether this is due to the game’s auto-aim function that eases controller aim (and exists on most modern shooters that take controller inputs), bullet magnetism, or the notorious desync issues many players have had with Infinite isn’t totally certain. Since Diglet is a game that only features aiming and shooting, it’s a pretty perfect test environment for studying aiming behavior. Junyszek said that the “minigame has recently helped our team further test and investigate various shot registration situations, especially in regards to latency and networking. Since it’s a curated environment without many variables, it’s helped us investigate specific scenarios.”

Check out the the Diglett game mode in action here:

343 Industries / iSpiteful

Who knew RPing as a Diglet armed with a legendary anti-materiel rifle could be so productive?



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High On Life Is Now The Most Popular Game On Game Pass

Screenshot: Squanch Games

Wacky shooter High On Life, only a week after its initial release on PC and Xbox Game Pass, is currently the most popular game on the service, beating out big-name Xbox titles and long-running games like Minecraft. It’s a sign the shooter has a lot of fans, but also an indication of just how sparse Xbox’s big, first-party offerings have been in 2022.

Released on December 13 on Game Pass, High On Life received mixed reviews from critics and initially was a mess at launch. Shortly after release, a patch fixing some of the worst performance issues hit and the game is more playable now (if you don’t mind Rick and Morty-like humor.) And it seems a lot of people have decided to give High On Life a go, according to the limited data we have via Xbox.com and the Game Pass app.

On the official Xbox website, you can see a general list of the “Most Popular” Game Pass games, and according to that site—as of 5:20 p.m. EST on Dec. 19—High On Life is the most popular title out of the entire Game Pass collection. A glance at the Game Pass app on Android and iOS reveals a similar story, though the list on the app is slightly different, with Lego Star Wars not in second but sixth. (My guess for the slight discrepancy: the app and website are pulling from the same data but at different times.) Meanwhile, on the PC Game Pass app, High On Life is also at the top, ahead of Darktide and Microsoft Solitaire. 

Screenshot: Xbox / Kotaku

So on the one hand, this is a great thing for High On Life developer Squanch Games and Justin Roiland. A lot of people are playing the new shooter across Xbox and PC. That’s great for all the folks (and AI algorithms) who worked hard on the game, and it’s nice to see a new IP doing well in an era of gaming where it seems everything is a remake, sequel, or reboot. But on the other hand, this also seems like a small indictment of Game Pass’ current state and its lack of strong, recent first-party releases. While Sony and Nintendo are putting out big exclusives like God of War and Pokémon, Microsoft in 2022 has been unable to ship its own similar big-name titles.

This year, Microsoft has only released one new game for Xbox and PC that was developed by one of its own internal studios: the historical narrative game Pentiment by Obsidian. Regardless of what you think about that game, that’s not a great output when compared to Sony or Nintendo.

In comparison, in 2021 Xbox Game Studios released Halo Infinite, Forza Horizon 5, Psychonauts 2, and Age of Empires IV. Would High On Life have done nearly as well and been as popular on Game Pass in 2021 going up against those titles? I don’t know. I can’t look into alternate dimensions. But I do think a lack of big games from Xbox (and in general this year) has helped smaller and medium-sized titles, like Evil West and High On Life, do better than usual. Which, in the long run, is a good thing. But how much longer will a large chunk of Game Pass subscribers keep paying for the service if the biggest games that arrive on it arrive elsewhere and Xbox’s big hitters, like Gears and Halo, are nowhere to be seen?

  

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One of the Coolest NERF Blasters Is on Sale for Black Friday: 30% Off the Halo Needler

The NERF LMTD Halo Needler Dart-Firing Blaster was released earlier this month for $99.99. For Black Friday, Amazon is offering an incredible Black Friday NERF deal that drops it to only $69.49, a savings of just over 30%. You better jump on this quickly because we don’t know how long it will last. It was a hit when it was first released, even at its retail price.

Black Friday Deal: 30% Off NERF LMTD Halo Needler

This Halo Needler is one of the coolest looking guns in NERF’s LMTD lineup, which is a collection of fan-service weapons that are designed after iconic weapons from popular movies and video games. The Needler is a common Convenant infantry weapon in the Halo universe and Hasbro did an excellent job of faithfully creating its look. There are a lot of cool little touches, like the needles and accents that light up whenever you grip the handle, a 10-dart rotating drum (10 Elite darts included, but it will also take standard darts), and a display stand that activates all the light-up features when mounted. You’ll even get a game card with in-game content for Halo Infinite.

Nerf LMTD Halo Needler Blaster

Looking for more discounts? Take a look at our best Black Friday deals of 2022.

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343 Releases Previously Unseen Images From Halo 2 Development

Image: 343

In Halo, “the sandbox” often refers to the weapons and vehicles on a map at any given time: all the toys you have to play with. But for a whole other set of Halo fans, that sandbox is the game itself. Be it through Forge or ambitious modding projects like SPV3, playing with the very core of the game itself is part of the legacy of the franchise. Now, Microsoft has made that even easier after publishing a thorough collection of modding resources for Halo: The Master Chief Collection. And as a surprise, some of these resources contain some never-before-seen images from Halo 2’s development way back in the early 2000s.

Today, Microsoft released official documentation for Halo: The Master Chief Collection’s mod tools, specifically Halo 2 and Halo 3 (other entries in the series are expected to receive documentation at a later date). As spotted by Halo modder Kiera on Twitter, some of the documentation for Halo 2 contains material directly from Bungie circa the early 2000s. With it are a few development images that few have seen until now.

Screenshot: Microsoft / Kotaku

What’s cool about these images is that they show off the inner workings of Halo 2’s engine. One of these images illustrates the “screenshot_cubemap” command. I’m not going to entirely pretend to know what this does, but based on the documentation, it’s for use in generating reflective surfaces, like we see in the old documentation photo provided.

Image: Microsoft / Kotaku

Another neat pair of images shows off debugging information, listing data for when a model is using specific weapons or playing out various animations.

Screenshot: Microsoft / Kotaku

Screenshot: Microsoft / Kotaku

Like many behind-the-scenes shots, these are hardly glamorous. But they are cool nonetheless. The development of Halo 2 is a tale of high ambition at the cost of abusive crunch, much of which has been talked about openly. Various materials from the game’s development have been seen before, while others remain out of reach, like the legendary 2003 E3 demo (which 343 has recently pondered finally making playable). Today, a little more has seen the light of day.



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Game2Give 2022 – Special TWAB > News

The Bungie Foundation is proud to celebrate an incredibly successful year and it is all thanks to the amazing Destiny community you have all built. Nearly 100% of the Bungie Foundation’s funding comes from our community, so we’d like to extend a sincere, heartfelt thank you to each and every one of you who continue to show up time and time again to help do good in the world! Here are a few highlights from 2022: 

Getting Involved With Game2Give 

Beginning today, November 22, our site is officially open for registration and we encourage anyone thinking about fundraising to get signed up! There is an amazing slate of fundraising incentives on offer as well as the official launch of our lifetime fundraising program—the Light Keepers Guild

Exclusively during Game2Give 2022, fundraisers will have the opportunity to earn rewards starting at just $500. The below levels can only be earned during Game2Give 2022. Light Keepers Guild status does not apply.  

$500 – Foundational Layers Emblem 

Everyone’s favorite TwitchCon emblem is back! Fundraisers who hit the $500 level during the event will receive two codes* for the Foundational Layers emblem. 

$1,000 – Bungie Store Gift Card 

Fundraisers who reach this level during the event will receive a $50 Bungie Store gift card plus all lower tier event rewards. 

$2,500 – Digital G2G 2022 Hall of Fame Poster 

Fundraisers who reach this level during the event will receive an entry onto the Game2Give 2022 Hall of Fame and digital copy of the poster plus all lower tier event rewards. 

$5,000 – Physical Hall of Fame Poster + Custom DOTEXE Jersey 

Fundraisers who reach this level during the event will receive a physical copy of the Hall of Fame poster and a customized DOTEXE jersey plus all lower tier event rewards. 

Light Keepers Guild and How It Works

All individual fundraising efforts since Game2Give 2019 will now count towards the Light Keepers Guild totals. Registration for each event must be under the same email address. If you have already earned any of these rewards in previous campaigns, you will not receive additional copies.  

Rewards 

$2,500 – Metagalactic Bloom Emblem 


$5,000 – Function of Grace Emblem 


 

You have seen a few of these rewards before, but we are excited to introduce the newest tier: $10,000! 

$10,000 – Core of the Nova Emblem + Small Luminescence Shader 

Our newest tier and one that we are especially fond of. These two exclusive items have been designed specifically to match our Little Lights app. 


Additional Tiers 

We know that some of our Light Keepers have surpassed these levels already and we want to let you know that we have more rewards planned! While we cannot share these details just yet, we do have both digital and physical rewards planned for individuals who reach the $25,000, $50,000, and $100,000 tiers. Stay tuned for details in early 2023. 

Donating 

Fundraising isn’t the only way to join in! It wouldn’t be Game2Give without a batch of fresh new incentives for our amazing donors across the globe. This year we have four incentives that can be earned during the campaign. As in previous years, all rewards can only be earned once per unique donor but donations are cumulative which makes unlocking higher tiers easier when you make multiple donations. 

$10 – Arc Propellant Emblem 


$25 – Respite’s Focus Emblem 


$60 – Tenderhearted Shell, Exotic Ghost 


$100 – Light Hearted, Exotic Sparrow 


Our first ever Sparrow themed to our Little Lights program! And yes, its exhaust leaves a trail of hearts! 

Other Ways to Get Involved 

If streaming or fundraising isn’t your speed and you are unable to donate at this time, that is all 100% OK! We will have a packed schedule of featured streamers and content you can enjoy during the campaign. Be on the lookout for your favorite streamers—our full schedule will be available on December 6 at www.game2give.com! Every view of a stream, every share, re-tweet, or shout-out about the campaign helps.  

Remember to use #game2give and #littlelights when spreading the good word! 

Be sure to follow the Bungie Foundation on Twitter @BungieLove for everything Game2Give related, special content about our mission and impact, and all stream schedules. 

Thank you, Guardians, for all your support and for enabling us to do all this amazing work! 



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The Milky Way’s Halo of Stars Isn’t The Neat Sphere Astronomers Expected It to Be : ScienceAlert

Step outside of the Milky Way for a moment and you might notice the bright disc of stars we call home has a weird warp to it. Now it seems the rest of our galaxy is also a little off-kilter.

A new map of the stars above and below the galactic plane shows its galactic halo – the diffuse globe of gas, dark matter, and stars that surrounds spiral galaxies – is also wonky. Rather than the nice round sphere astronomers expected, the Milky Way’s halo is a wibbly ellipsoid whose three axes are all different lengths.

“For decades, the general assumption has been that the stellar halo is more or less spherical and isotropic, or the same in every direction,” says astronomer Charlie Conroy of the Harvard & Smithsonian Center for Astrophysics (CfA).

“We now know that the textbook picture of our galaxy embedded within a spherical volume of stars has to be thrown out.”

Determining the shape of our galaxy is really difficult to do. Imagine trying to figure out the shape of a vast lake while you’re bobbing around in the middle of it. It’s only in recent years, with the launch of the European Space Agency’s Gaia telescope in 2013, that we’ve gained a detailed understanding of the three-dimensional shape of our galaxy.

Gaia shares Earth’s orbit around the Sun. Changes in the telescope’s position in the Solar System allows it to measure the parallax of objects in the Milky Way, obtaining the most accurate measurements to date for calculating the positions and movements of thousands of distant stars.

Thanks to this data, we now know that the Milky Way’s disk is warped and bent. We also know that the Milky Way has repeatedly engaged in acts of galactic cannibalism, one of the most prominent of which seems to have been a collision with a galaxy we call the Gaia Sausage, or Gaia Enceladus, around 7 to 10 billion years ago.

This collision, scientists believe, created the Milky Way’s stellar halo. The Gaia Sausage tore apart as it encountered our galaxy, its distinct population of stars scattering through the Milky Way’s halo.

Led by astronomer and PhD student Jiwon “Jesse” Han of CfA, a team of scientists set out to gain a better understanding of the galactic halo and the Gaia Sausage’s role in it.

“The stellar halo is a dynamic tracer of the galactic halo,” says Han. “In order to learn more about galactic haloes in general, and especially our own galaxy’s galactic halo and history, the stellar halo is a great place to start.”

Unfortunately Gaia’s data on the chemical abundances of halo stars beyond certain distances isn’t overly reliable. Stellar populations can be tied together by their chemical abundances, making it important information for mapping the relationship between the halo’s stars.

So the researchers added data from a survey called Hectochelle in the Halo at High Resolution, or H3; a ground-based survey that has collected, among other characteristics, chemical abundance data on thousands of stars in the Milky Way’s stellar halo.

With this data, the researchers inferred the density profile of the stellar population of the Milky Way’s halo. They found that the best fit for their data was a football-shaped halo, tilted 25 degrees with respect to the galactic plane.

The inferred dimensions of the halo. (Han et al., AJ, 2022)

This fits with previous studies that found the stars in the Milky Way’s halo occupy a triaxial ellipsoid formation (although the specifics vary a little). It also fits with the theory that the Gaia Sausage created, or at least played a huge role in creating, the Milky Way’s halo. The skewiff shape of the halo suggests that the two galaxies collided at an angle.

The researchers also found two pileups of stars at significant distances from the galactic center. These collections, they found, represent the apocenters of the initial stellar orbits around the galactic center – the farthest distance the stars travel in their elongated, elliptical orbits.

Just as an orbiting body speeds up on reaching the point closest to its center of attraction, or ‘pericenter’, the apocenter is a point of slow-down. When the Gaia Sausage met with the Milky Way, its stars were flung out into two wild orbits, slowing down at the apocenters – to the point of stopping, and just making that location their new home.

However, this was a very long time ago, long enough that the odd shape should have resolved itself long ago, settling back into a sphere. The strong tilt suggests that the halo of dark matter binding the Milky Way – a mysterious mass responsible for excess gravity in the Universe – is also highly tilted.

So, while it appears we have some new and exciting answers, we also have some new and exciting questions. Ongoing and future surveys, the researchers said, should provide even stronger constraints on the shape of the halo to help figure out how our galaxy evolved.

“These are such intuitively interesting questions to ask about our galaxy: ‘What does the galaxy look like?’ and ‘What does the stellar halo look like?’,” Han says.

“With this line of research and study in particular, we are finally answering those questions.”

The research has been published in The Astronomical Journal.

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The shape of the Milky Way’s halo of stars is realized

A new study has revealed the true shape of the diffuse cloud of stars surrounding the disk of our galaxy. For decades, astronomers have thought that this cloud of stars—called the stellar halo—was largely spherical, like a beach ball. Now a new model based on modern observations shows the stellar halo is oblong and tilted, much like a football that has just been kicked.

The findings—published this month The Astronomical Journal — offer insights into a host of astrophysical subject areas. The results, for example, shed light on the history of our galaxy and galactic evolution, while also offering clues in the ongoing hunt for the mysterious substance known as dark matter.

“The shape of the stellar halo is a very fundamental parameter that we’ve just measured to greater accuracy than was possible before,” says study lead author Jiwon “Jesse” Han, a Ph.D. student at the Center for Astrophysics | Harvard & Smithsonian. “There are a lot of important implications of the stellar halo not being spherical but instead shaped like a football, rugby ball, or zeppelin—take your pick!”

“For decades, the general assumption has been that the stellar halo is more or less spherical and isotropic, or the same in every direction,” adds study co-author Charlie Conroy, Han’s advisor, and a professor of astronomy at Harvard University and the Center for Astrophysics. “We now know that the textbook picture of our galaxy embedded within a spherical volume of stars has to be thrown out.”






Astronomers have discovered that the Milky Way galaxy’s stellar halo—a cloud of diffuse stars around all galaxies—is zeppelin-shaped and tilted. This artist’s illustration emphasizes the shape of the three-dimensional halo surrounding our galaxy. Credit: Melissa Weiss/Center for Astrophysics | Harvard & Smithsonian

The Milky Way’s stellar halo is the visible portion of what is more broadly called the galactic halo. This galactic halo is dominated by invisible dark matter, whose presence is only measurable through the gravity that it exerts. Every galaxy has its own halo of dark matter. These halos serve as a sort of scaffold upon which ordinary, visible matter hangs. In turn, that visible matter forms stars and other observable galactic structure. To better understand how galaxies form and interact, as well as the underlying nature of dark matter, stellar haloes are accordingly valuable astrophysical targets.

“The stellar halo is a dynamic tracer of the galactic halo,” says Han. “In order to learn more about galactic haloes in general, and especially our own galaxy’s galactic halo and history, the stellar halo is a great place to start.”

Fathoming the shape of the Milky Way’s stellar halo, though, has long challenged astrophysicists for the simple reason that we are embedded within it. The stellar halo extends out several hundred thousand light years above and below the star-filled plane of our galaxy, where our Solar System resides.

“Unlike with external galaxies, where we just look at them and measure their halos,” says Han, “we lack the same sort of aerial, outside perspective of our own galaxy’s halo.”

Complicating matters further, the stellar halo has proven to be quite diffuse, containing only about one percent of the mass of all the galaxy’s stars. Yet over time, astronomers have succeeded in identifying many thousands of stars that populate this halo, which are distinguishable from other Milky Way stars due to their distinctive chemical makeup (gaugeable by studies of their starlight), as well as by their distances and motions across the sky. Through such studies, astronomers have realized that halo stars are not evenly distributed. The goal has since been to study the patterns of over-densities of stars—spatially appearing as bunches and streams—to sort out the ultimate origins of the stellar halo.

The new study by CfA researchers and colleagues leverages two major datasets gathered in recent years that have plumbed the stellar halo as never before.

The first set is from Gaia, a revolutionary spacecraft launched by the European Space Agency in 2013. Gaia has continued compiling the most precise measurements of the positions, motions, and distances of millions of stars in the Milky Way, including some nearby stellar halo stars.

The second dataset is from H3 (Hectochelle in the Halo at High Resolution), a ground-based survey conducted at the MMT, located at the Fred Lawrence Whipple Observatory in Arizona, and a collaboration between the CfA and the University of Arizona. H3 has gathered detailed observations of tens of thousands of stellar halo stars too far away for Gaia to assess.

Combining these data in a flexible model that allowed for the stellar halo shape to emerge from all the observations yielded the decidedly non-spherical halo—and the football shape nicely dovetails with other findings to date. The shape, for example, independently and strongly agrees with a leading theory regarding the formation of the Milky Way’s stellar halo.

According to this framework, the stellar halo formed when a lone dwarf galaxy collided 7-10 billion years ago with our far-larger galaxy. The departed dwarf galaxy is amusingly known as Gaia-Sausage-Enceladus (GSE), where “Gaia” refers to the aforementioned spacecraft, “Sausage” for a pattern appearing when plotting the Gaia data and “Enceladus” for the Greek mythological giant who was buried under a mountain—rather like how GSE was buried in the Milky Way. As a consequence of this galactic collisional event, the dwarf galaxy was ripped apart and its constituent stars strewn out into a dispersed halo. Such an origin story accounts for the stellar halo stars’ inherent unlikeness to stars born and bred in the Milky Way.

The study’s results further chronicle just how GSE and the Milky Way interacted all those eons ago. The football shape—technically called a triaxial ellipsoid—reflects the observations of two pileups of stars in the stellar halo. The pileups ostensibly formed when GSE went through two orbits of the Milky Way. During these orbits, GSE would have slowed down twice at so-called apocenters, or the furthest points in the dwarf galaxy’s orbit of the greater gravitational attractor, the hefty Milky Way; these pauses led to the extra shedding of GSE stars. Meanwhile, the tilt of the stellar halo indicates that GSE encountered the Milky Way at an incident angle and not straight-on.

“The tilt and distribution of stars in the stellar halo provide dramatic confirmation that our galaxy collided with another smaller galaxy 7-10 billion years ago,” says Conroy.

Notably, so much time has passed since the GSE-Milky Way smashup that the stellar halo stars would have been expected to dynamically settle into the classical, long-assumed spherical shape. The fact that they haven’t likely speaks to the broader galactic halo, the team says. This dark matter-dominated structure is itself probably askew, and through its gravity, is likewise keeping the stellar halo off-kilter.

“The tilted stellar halo strongly suggests that the underlying dark matter halo is also tilted,” says Conroy. “A tilt in the dark matter halo could have significant ramifications for our ability to detect dark matter particles in laboratories on Earth.”

Conroy’s latter point alludes to the multiple dark matter detector experiments now running and planned. These detectors could increase their chances of capturing an elusive interaction with dark matter if astrophysicists can adjudge where the substance is more heavily concentrated, galactically speaking. As Earth moves through the Milky Way, it will periodically encounter these regions of dense and higher-velocity dark matter particles, boosting odds of detection.

The discovery of the stellar halo’s most plausible configuration stands to move many astrophysical investigations forward while filling in basic details about our place in the universe.

“These are such an intuitively interesting questions to ask about our galaxy: ‘What does the galaxy look like?’ and ‘What does the stellar halo look like?’,” says Han. “With this line of research and study in particular, we are finally answering those questions.”

More information:
Jiwon Jesse Han et al, The Stellar Halo of the Galaxy is Tilted and Doubly Broken, The Astronomical Journal (2022). DOI: 10.3847/1538-3881/ac97e9

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The tilt in our stars: The shape of the Milky Way’s halo of stars is realized (2022, November 18)
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