Xbox Case study Guardians #Huntthetruth by twofifteenmccann San Francisco

The Case study titled Guardians #Huntthetruth was done by twofifteenmccann San Francisco advertising agency for subbrand: Halo 5 (brand: Xbox) in United States. It was released in Mar 2016.

Xbox: Guardians #Huntthetruth

Brand
Released
March 2016
Posted
March 2016
Production Agency
Creative Director
Director
Producer
Creative Director
Art Director
Creative Director
Producer

Awards:

Cannes Lions Entertainment 2016
EntertainmentBrand Experience: Cross Channel Brand ExperienceSilver Lion

Credits & Description:

Agency: Twofifteenmccann
Brand: Microsoft / Xbox
Country: USA
Entrant Company: Twofifteenmccann, San Francisco
Advertising Agency: Twofifteenmccann, San Francisco
Media Agency: Twofifteenmccann, San Francisco
Pr Agency: Twofifteenmccann, San Francisco
Production Company: Furlined, Santa Monica
Additional Company: Furlined, Santa Monica
Producer: Ben Latimer (Twofifteenmccann)
Vfx Supervisor: Ben Walsh (Method Studios)
Production Manager: Dominika Wosik (Furlined)
Director: Henry Hobson (Furlined)
Director Of Integrated Production: Alex Spahr (Twofifteenmccann)
Evp, Global Production: Gabby Gourrier (Method Studios)
Art Director: Steve Couture (Twofifteenmccann)
President: Diane Mcarter (Furlined)
Mixer: Jeff Malen (Lime Studios)
Executive Producer: Jonas Holst (Pivot)
Assistant Account Executive: Sam Brody (Twofifteenmccann)
Chief Creative Officer: Scott Duchon (Twofifteenmccann)
1st Ad: John Lowe (Furlined)
Editor: Stewart Reeves (Rock Paper Scissors)
Producer: Aristides Mcgarry (Furlined)
Creative Director: Guy Amitai (Pivot)
Mixer: Rohan Young (Lime Studios)
Director Of Photography: Alwin Kutchler (Furlined)
Director Of Business Affairs: Mary Beth Barney (Twofifteenmccann)
Business Director: Peter Goldstein (Twofifteenmccann)
Account Director: Drew Porter (Twofifteenmccann)
Producer: Leah Carnahan-Dogruer (Rock Paper Scissors)
Executive Producer: Stephanie Gilgar (Method Studios)
Assistant Producer: Brandon Chen (Twofifteenmccann)
Creative Director: Ezra Paulekas (Twofifteenmccann)
Creative Director: Neil Bruce (Twofifteenmccann)
Producer: Pip Malone (Method Studios)
Execution:
The two films were shot location in Kiev, Ukraine and the black volcanic fields of Northern Iceland. We took the story of #HuntTheTruth to the broader public, teasing the death of the franchise’s iconic hero. This message was supported in multiple media touchpoints in the week before the final film revealed an even worse outcome: that the Master Chief wasn’t dead, rather he had turned against the people he’d sworn to protect. This final film featured visual that seamlessly blending the live-action elements we shot in partially-destroyed buildings of the old Soviet Union with computer generated assets to create the Halo Universe planet of Meridian, shown under siege by an ancient war machine set loose by the rogue hero, the Master Chief. And to capture all of the social media chatter around the two films, we created an interactive site called the Visualizer that gathered all of the social chatter.
Campaign Description:
We provided gamers with one potential conclusion to fans questions, by announcing their long-standing hero had died in action. To stoke the flames, we launched an interactive site that gathered all of the social chatter around the fallen Master Chief and turned into a visual representation of Chief’s iconic helmet. Gamers could contribute messages to honor the fallen hero. Right when gamers thought they knew what to expect, we released a completely opposite perspective with a :60 film that showed Master Chief had actually survived but Spartan Locke was being sent to hunt him down for potentially creating the disaster in the first place. We flipped the visualizer from Chief’s helmet to Spartan Locke’s helmet, a symbol that a hero killed in action had become the villain.
Synopsis:
Halo 3 launched in the Fall of 2007, grossing $300 million in its first week to become the ‘biggest entertainment launch in history’ (by dollars, at that point in time). Jump to 2015 and 7 Halo titles later, that level of hype was a distant memory. Awareness wasn’t a problem, but relevance was. For most gamers, the franchise’s storylines had become stale and predictable. We needed to reengage old Halo fans while getting a broader gamer audience that had turned to other blockbuster titles like Call of Duty to rethink everything they had come to expect from a Halo game.
Outcome:
•After 3 weeks in market, we saw a 9% lift in purchase intent and a 26.5% lift in title anticipation based on Xbox Internal Title Tracking for October, 2015.•Halo 5 was the biggest launch with $400 million in sales beating all previous Halo launches and was the fastest-selling Xbox one exclusive game to-date.•In just three days, Halo 5 became the bestselling game for the entire month of October, a monumental feat given that Halo was competing against other titles available on multiple gaming platforms.•Xbox one sales were 81% higher than the same time last year and overtook Playstation 4 as the bestselling console for the month of October.
Strategy:
To make Halo 5 the most talked about game of the year, it was critical to identify a compelling hook that grabbed gamers’ attention. Coming out of qualitative research, it became clear gamers were captivated by the cultural trope of the hunter vs. the hunted which was an aspect of Halo 5’s storyline. It provoked conversations because it was an open-ended question, who was the hero and villain? What were their fates? We realized if you want to start a passionate conversation, create questions, not answers. Our campaign was inspired by the question, “How do you give fans the ability to memorialize a fallen hero but then react when he becomes a possible villain?”