Tag Archives: Halo

Astronomers Found an Ancient Galaxy with a Halo of Dark Matter

Just some of the visible matter in Tucana.
Image: ESA/Hubble & NASA (Fair Use)

Some 163,000 light-years from the Milky Way is a much smaller, much more ancient galaxy: Tucana II, so named for the tropical bird-resembling constellation in which it sits. Sitting at the periphery of our galaxy’s gravitational pull, Tucana II provides researchers with the opportunity to understand the composition of the earliest galactic structures in the universe.

Now, a team of astronomers has found evidence of an extended dark matter halo around the galaxy. Their research was published today in the journal Nature Astronomy.

“We know [dark matter] is there because in order for galaxies to remain bound, there must be more matter than what we see visibly, from starlight,” said Anirudh Chiti, an astronomer at the Massachusetts Institute of Technology, in a phone call. “That led to the hypothesis of dark matter existing as an ingredient that holds galaxies together; without it, galaxies that we know, or at least of the stuff at their outskirts, would just fly apart.”

The Tucana dwarf galaxy, imaged by the Hubble Space Telescope.
Image: Hubble (Fair Use)

A dark matter halo is a region of gravitationally bound matter in space. (The dark matter halo of the Milky Way extends far beyond the pinwheel that constitutes our galaxy’s visible stuff). The team found that the gravitational bounds of Tucana II are between three and five times more massive than previously thought, showing that even some of the oldest galaxies will have dark matter halos.

Tucana II happens to be the most chemically primitive galaxy that we currently know, meaning that some of its stars have very low metal content (the universe’s heavier elements were produced later in time). The team realized that Tucana II had the dark matter halo when observations of stars in that region of the sky revealed that the stars were moving in tandem.

“If you just look at the region of the sky where the galaxy exists, you don’t actually see a clustering or overdensity of stars,” Chiti, who is lead author of the recent paper, said. “It’s only when you look at their velocities and realize it’s a group of stars moving at the same velocity that you realize that there’s a galaxy that exists there.”

As study co-author Anna Frebel, also an astronomer at MIT, put it in a university press release, the whorl of Tucana II’s movement resembles “bathwater going down the drain.” Compellingly, some of the galaxy’s peripheral stars are older than stars closer to the galactic center. The team hypothesizes that Tucana II may be the result of a previous galactic merger, a cosmic clash that saw one primitive galaxy consumed by another, resulting in stars of different origins in the same galaxy.

Whether or not that theory of Tucana II’s origin holds true, a similar collision is certainly in its future. Since it’s within the gravitational realm of the much-more-massive Milky Way, eventually, the relatively petite galaxy will be swallowed up by our own.

While astronomers know how to spot dark matter halos, they still don’t know exactly what dark matter is. Besides finding its halos around galaxies, researchers are also looking for dark matter’s identity in mysterious signals from neutron stars and in the form of tiny, theoretical black holes.

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Halo Infinite to Have Rebuilt, Customizable Control Scheme

In a new blog post, 343 Industries has announced that Halo Infinite will feature a fully customizable control scheme on all platforms and shown off some classic Halo weapons in Infinite’s new engine.

Quinn DelHoyo, lead Sandbox designer on Halo Infinite (and weapons designer during early production), detailed in the blog how developer 343 Industries is focusing on accessibility and customization for players with their new control scheme.

“Everything should feel intuitive and we don’t want the player to have to “fight” the game in order to have fun,” DelHoyo said. “It’s because of this principle, and the fact that Halo Infinite will be on PC, that led us to rebuild the control scheme system to allow players to fully rebind and remap their controls, regardless of platform. How players control Chief or their Spartan is crucial and we recognize that players feel the most connected to the game when control customization is fully featured.”

343 Industries continued later in the blog, stating that the company has a team dedicated to improving PC controls, in addition to feedback from an internal pro team and PC Master Chief Collection players.

“PC as a first-class endeavor is another aspect to Halo Infinite that we are actively taking into account,” DelHoyo said. “PC as a platform is not going to be a port after we launch the game. We are playing on PC every day. So now, not only does our game need to feel great and like Halo on a controller like it has natively for the past 20-some-years, the game and all of its systems need to take into account native mouse and keyboard functionality.”

343 Industries also offered up several new screenshots of what some classic Halo weapons will look like rendered in Infinite’s engine. Everything from the original needler to Halo Reach’s BR 75 is there, plus a few potentially unexpected options, so take a look in the gallery below.

Halo Infinite In-Engine Weapon Screenshots

Different damage types for weapons will be a major factor in Halo Infinite’s combat, expanding on the experimentation with light-based rifles seen back in Halo 4, and plasma weapons from the original Halo.

“Players should now have stronger choices presented to them,” DelHoyo said. “Instead of using the weapon that you like because of how it shoots or handles, in Halo Infinite you might want to grab a certain weapon because of how it affects other players, the environment, or vehicles. In essence, the ambition for damage types is to better integrate weapon types, ammo types, faction tech, etc., into the gameplay loops in a way that is easily understood by the player. That way the player can make better combat decisions based on the scenario. In addition to further clarity and purpose to the legacy damage types – i.e. kinetic and plasma – the team has also been pursuing new surprises for players that we’re eager to talk about in the months ahead.”

Lead weapon designer David Price stressed that 343 Industries wants to keep these damage types simple to understand, but also allow for a variety of unique identities even among weapons that share the same damage foundation.

“If they want to quickly strip personal shields they can use Plasma for example,” Price said. ”But this doesn’t dictate a weapons playstyle, class, or power level. I could still have a shotgun-style weapon that is any one of these damage types. This approach allows us to still make multiple weapons that feel unique within a damage type. We want weapons to feel diverse even if they share the same damage type.”

Halo Infinite is scheduled to release in Fall 2021, and thankfully 343 Industries has promised fans that it will be sharing monthly updates as development progresses. A rough debut, subsequent last-minute delay before the launch of the Xbox Series X, and the departure of director Chris Lee have put Halo Infinite squarely in the crosshairs of an upset player base. Moves like the “Inside Infinite” blog posts and hiring on Halo veteran Joseph Staten to course correct development are clearly aimed at instilling trust in the franchise’s huge fanbase.

Joseph Knoop is a writer/producer/fleeing grunt for IGN.

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