Guest: Sarah Huffman
Estimated reading time: 0 minutes
Robin Lee: Hello and welcome back to another episode of Honors Spotlight, where we showcase the incredible work of students in the Honors College at MTSU. I’m your host, Robin Lee. Today I’m joined by Sarah Huffman, a Buchanan fellow and English major who is diving deep into the world of video games for her thesis. Her project is titled Halo Reach: Humanity’s Desperation in the Face of Adversity. For those who may not know, Halo Reach debuted back in 2010 and quickly became one of the most beloved entries in the Halo franchise. Sarah’s thesis explores how the game embodies the indomitable human spirit and uses narrative, environment and player psychology to highlight humanity’s struggle in the face of overwhelming odds. So, Sarah, thank you so much for joining me today.
Sarah Huffman: Thank you. It’s a pleasure to be here.
Robin Lee: I must start this episode by letting listeners know that, at the time of this recording, you are still finalizing your thesis project and will hopefully defend it successfully this semester. So, in your thesis proposal, you mentioned that you started playing Xbox last summer.
Could you tell me a little bit about yourself and your background, and what drew you to working at a video game store with little prior experience in the video game industry?
Sarah Huffman: So, as you said, my name is Sarah. I am an English major with minors in both interactive media and university honors. I’m actually a first-generation college student, and I graduate this December 2026. Um, I am a commuter, just as you know. I do drive an hour here every single day. It is a trip, but I love it. Um, I am working to be a professor, specifically with video games as literature. I am also working to get my PhD. Sorry, this is so odd, and I actually have had prior experience. Um, not crazy prior experience I had. It’s been a while since I got back into the console world. I had been messing with my PC. Um, it had been since the 360-era when I was a kid. I played a lot of the girlier games because during that time, it was still a huge gender divide. I never really got to get into the huge franchises that we know and love from these eras. Halo: Reach actually does take place during the 360 era, so I did miss it. I started playing with my fiancé, who is now at the time of recording. Yesterday, he left for Marine Boot Camp, and I played with him the whole time. It was recommended to me by my boss. When I started working at Game Exchange, I didn’t have a lot of information on, like, retro consoles. I’d always thought it was really nice. I had always loved older consoles and seeing how they work, how they function, but I had always had a love for newer eras, as most people do. However, I think it’s really important that we keep video game history alive. I actually have a friend who works with video game archival, and that’s a whole other field. But as I was, as I asked my boss, sorry, I’m going to restart that. I had asked my boss, Hey, what game should I play? I just got a Series X. I had been dying to get back into this. What should I do? And he was like, you need to play the Halo franchise, but you need to play in chronological order. First, chronologically, Halo: Reach for everything. So, I went into this completely blind. Didn’t know I had my fiancé play with me for the first time, and it was generally one of the best experiences I think I’ve ever had. I know I don’t remember which Halo game it was, but one of the Halo games was one of the first games that I ever played in the online environment.
Robin Lee: Um, for me, it’s kind of funny when you refer to like 360 as an older console because I’m like, I remember Atari. Okay.
Sarah Huffman: Yeah. Actually, I got news this morning that the president of Sega has passed away. Um, gosh, I it is it is very sad. Um, but like when I was a kid, like I had a 360, I had a Wii, I had my 3DS XL, I still have them, I still have the 3DS XL, my Wii, and my 360 given out. But I, I had mainly just life gets busy and can’t play all the time. And unfortunately, that was me.
Provide the listeners with a little bit of an overview of your thesis project and why you chose Halo: Reach specifically as your subject.
Sarah Huffman: So my thesis is an analysis of Halo: Reach through a literary lens. I focus on hope, and this never-give-up attitude. The why we need to survive, why we don’t give up the indomitable human spirit. But specifically, reach is very different because throughout the whole Halo franchise, we see hope through Master Chief, through this beacon of hope and light, and the hero who never dies, never gives up, but reaches a little differently because you’re not Master Chief Noble Six, who you play as, is a vessel for the player. Now he is a standalone character, as we know, and we look at it like chronological history, and we can go into law on that. But you are playing as a vessel of yourself. And the idea that hope is something that’s fleeting, that we must stay strong and we have to keep going no matter what. When everything looks bleak, and when life looks like everything is going to fail. And in reality, you do fail. That’s completely different from the dramatic irony of you seeing yourself failing at the start. At the complete start, you are going to see yourself. You see a picture of a broken helmet, and then it cuts to a scene where you’re putting on that helmet and you know, ooh, something’s not gonna go well. But Halo Reach was Bungie’s goodbye before 343 Studios took over, and I think it is so beautiful and has such a strong emotional impact on me and who I am now, and why we continue to fight every single day.
Robin Lee: Absolutely. I think one of the most powerful themes of Halo Reach is that false hope narrative. You even describe the game as using false hope to drive the narrative in your thesis proposal. So to me, this draws on the dramatic irony that players already know the fate of reach before the game begins. The planet will fall to the covenant. Yet as you play, you get the moments that feel like victories. You get to complete missions, defeat your enemies, and secure objectives. Each win feels like progress, but the larger war is unwinnable. So, can you explain what you mean by false hope in this context and how you feel players experience it?
Sarah Huffman: So like I said, the false hope is the dramatic irony. It’s like I mentioned earlier, you see yourself, or you see Noble Six’s helmet on the ground. There’s smoke. It’s not a good situation. The helmet actually is through the visor. It’s broken, and you kind of know, like, oh, oh, something’s not right. And then you switch to putting that helmet on, and you go in, and we get to see an able team. We get to look at everybody, and we’re like, oh, maybe it’s okay. Maybe everything will work out. But there are so many small victories that the player wins. But this win is actually the downfall of the entire Noble team, all this false hope. The victories that you win, you’re given. Okay, maybe. Maybe there’s a chance. There’s a chance that I can live. There’s a chance that everyone here can live. And we can savor each. And we can. We can all live happily ever after. But you, you can’t. There’s absolutely nothing that you can do. And I felt it going in completely blind. I had hoped we could win, and maybe I could change it. Maybe there is something else that I could do. Because the hero always wins. Master Chief always wins. I knew that, I knew that, you know, and in the FBS genre, the first-person shooter genre, the protagonist is always successful. That is like every action movie and hero movie, and all of these strong, capable beings. I mean, you’re a super soldier. You should win, right? You don’t. You are a hero who dies. And in reality, you’re not really remembered that much. You’re kind of in the background. And. This false hope, this ending, the ending of Reach is the lone wolf mission. Now, you have to do this on by yourself, no matter how long. The only goal is to survive. That is where we get that meme from is Halo: Reach Lone Wolf Mission. No matter what you do, you can last hours. There’s like a record out there for how long you can last in this, but no matter how long, you can’t change it. People have tried. We can’t change that. And that false hope is so strong and so impactful that I remember bawling my eyes out.
Robin Lee: Okay, so I need to interject real quick. Hopefully, we are not spoiling this for anybody. This is a game that’s more than fifteen years old. If you haven’t played it, I’m sorry. So the game design may have some psychological effects. As you mentioned, you were really upset.
Sarah Huffman: I cried at every death. Don’t worry.
Robin Lee: It manipulates players into believing that they might save reach despite knowing the cannon behind the game, the adrenaline of digitized combat, the bond with Noble team, and that immersive environment fuel this illusion. When the inevitable collapse comes, the emotional impact is stronger because, and this is where I date myself again, but like David Duchovny’s character in X-Files, the players “want to believe.” But that’s what I love about this topic in particular: it connects with people. No matter what your background is, what your age is, or what kind of games you’re into. So, back to my original point.
How do you think that dramatic irony shaped your emotional journey while playing the first time and the second time, even?
Sarah Huffman: As I said, I had absolutely no spoilers for the first time. I had kind of guessed during all of it. I was like, Oh, everyone’s going to die. I was like, no one’s making out of this alive. Which spoiler one person actually does. The only reason that Joon, the sniper of Noble Team, gets out alive is that he is the one who stays with Halsey to get off. And also a fun fact, Joon is one of the trainers in the later Spartan generations. If you don’t know, while I was playing, I was sharing my thoughts with my fiancé, and I was like, Oh, this is bad. This is horrible. Like, I knew, like, it is that dramatic irony. It’s the I know that something’s going to happen, but I’m waiting, and I’m hoping maybe I can delay the inevitable. I wanted to believe. And like I said, I cried. I cried a lot. I wanted to cry while writing this. I was writing about the character deaths, specifically Kat’s death. And I think hers is the most realistic. And I was sitting in their library writing, and I was like, oh, I just want to cry. I’m listening to the soundtrack, and I’m like, oh, ooh, I get goosebumps even just thinking about it. But the second time I started playing through, um, I actually, on the second playthrough, first playthrough, I played on the Master Chief collection. In the second playthrough, I played the original. I have the original disc with everything included. In fact, it had a code that I could actually redeem. Unfortunately, I can no longer redeem it because I’m a year too late. But that bittersweet feeling of oh, I know how this ends, but I get to reconnect with him over again, and I get to look once again at all these characters that I love, and I know they’re gonna leave me. And I think that’s what Bungie does so well in Reach, is that it is so realistic that when you when in a war scenario and you’re just introduced to a team, you get to know them little by little as they open up and they get accustomed to you, but then they’re ripped away dramatically. Every single time that you get closer to a character, that character is ripped away. And it is tragic, and going in knowing it again. It’s so bittersweet, and I could cry.
Robin Lee: Now don’t cry. We’re talking about the indomitable human spirit here.
How does that cultural idea connect to Noble Six’s final stand in the game?
Sarah Huffman: Okay, so Lone Wolf is the lone mission that you have. You’re by yourself. You have to absolutely play by yourself. I had to play by myself, and this indomitable human spirit was a quick background in spirit. The meme kind of goes, oh, you know, there’s one less human. The aliens are like, oh my gosh, why isn’t this human dying? I mean, this person likes some of these memes that they have their arm ripped off, like, they’re like crawling on the ground. But we see, like, in real-life scenarios, people have lifted actual cars off their children. And lifting a car by yourself is hard. It’s rough, people. The reason is that when we’re in these life-or-death scenarios, and our fight-or-flight kicks in, it’s adrenaline. Adrenaline kicks in. It gives us these superhuman powers. And now, mind you, this is technically like a superhuman. He’s a Spartan three.
Robin Lee: So he has been genetically modified, like Captain America.
Sarah Huffman: Yeah. Kind of. It’s. It gets into, like, a whole, like, ethical situation, but like these, these people are, like, trained from, like, kids. So it is, it’s a whole ethical problem, but that adrenaline release keeps you going. And at the very end, you see, you see number six. And as I said, you can’t escape it. But he fights till his last breath. He fights a swarm of elites. Mind you, elites are. Or the Sangheili, the elites. They are some of the most powerful foes in the game. They are a pain in the butt. And they’re known as these generals. And they’re really powerful military figures. Their whole culture is literally about how many people you kill, and like your honor and your military, and how strong we are. But it took a whole swarm of them to kill Noble Six.
Robin Lee: So he’s the John Wick of the franchise?
Sarah Huffman: Kinda. Yeah. He’s kind of like John Wick. He is so strong, and like, it’s hyper lethal, is what they call them. There are only two people in the whole franchise. It was Master Chief and Noble Six, mind you. Fun fact about Noble Six was that he was going into these missions, where, like before, before all of before Reach, he was supposed to die. They sent him on suicide missions. Spartan threes are meant to be disposable. Super soldiers. Super soldiers. Excuse me, but Noble Six just kept coming back, and they were like, oh, oh, you’re. Why are you still here? So, as the original Noble Six and Noble team die, they send Noble Six in. And this was the final bit where he dies. And also, at the start of the game, like your whole, like, background information is blacked out. It is like maybe a few words. It is a government document. It is. Oh, but you keep fighting no matter what. Lone wolf, I think, the mission of the indomitable human spirit is when everyone’s dead. It’s just you left. Fight! Objective. Survive. That’s it.
Robin Lee: So, as an English major, you definitely understand the importance of having a good storyline in the background. Um, you’re bringing literary and narrative analysis into game studies. How do you see video games fitting into the broader field of storytelling alongside literature and film?
Sarah Huffman: So, really quickly, the first thing you learn in literary studies is that the class literature is just storytelling. A big misconception is that literature is just novels and the classics. You know, The Picture of Dorian Gray, we have Moby Dick. But in reality, literature is just storytelling. That’s all it’s ever been. In video games, do just that. No, of course not all of them. Mario Kart is not an example of literature. Um, I mean, you could make it literature if you made a story with it. But games like Reach, like Night in the Woods, are beautiful. Absolute literature. And when we look at video games and literature, we use techniques from both traditional literature, such as novels and film studies. So in literature, obviously, we have to do like the close reading and stuff like that. And like film studies, we look at the actual like what’s on screen. But the difference, and I argue the most impactful thing, is that this form of literature is interactive. You are participating in this story rather than just consuming it. Your methodology includes replaying Halo Reach and comparing it to other Halo titles. From my experience with most Halo titles, Master Chief embodies genuine hope, overcoming impossible odds. In contrast, Noble Six embodies false hope. He’s fighting bravely, sure, but destined to fail, and I think this makes reach unique in the franchise.
What differences stood out to you between Reach and the mainline Halo games featuring Master Chief?
Sarah Huffman: Now let’s look at let’s look at Master Chief and Noble Six. Just straight off the bat. Master Chief is a Spartan two. They are considered humanity’s deadliest weapons. They are. They’re taken from, like, six years old, and they are given a bunch of drugs. Spartan twos are I’m gonna just restart that. So, let’s look at Master Chief and Noble Six. Master Chief, who is the main protagonist of the Halo franchise, is a Spartan II. Spartan twos are the. The deadliest weapon that humanity has ever created. They are taken from six-year-olds and molded into these superheroes. Genetically, they have surgery done on them. It is a whole process. They are considered just as good, like the age of thirteen. They’re considered just as good as their special operatives. And that’s pretty intense. Now, number six is Spartan three. Spartan threes were, of course, the generation after, but they were created to be disposable. They are a lot cheaper. They are just orphans who volunteered. Which makes it, I guess, a little more ethical. But they’re not given as much there. It’s made to be really cheap and to just keep spitting them out so we can keep fighting. That’s like one of the biggest differences between them: number one, their backgrounds, but also, Master Chief is made to fight anything legit, anything. A scarab, a huge, huge ship. Master Chief can take it down by himself. And he did. Noble Six can’t. In fact, there is one in reach. But instead, it’s towards the very end. And Emil and Noble Six are getting ready to deliver Cortana to the Pillar of Autumn. Now, Carter has ejected them from the ship, saying, Hey, like I’ve been shot. Get out. I’m gonna take from the skies. And Carter sacrifices himself, goes, flies right into the scarab. And now Master Chief could have done that by himself. Carter can’t. Carter has to use his ship. Like, one of the big things in Halo is Master Chief. I’m like, I’m giving the covenant back their bomb. But they can’t do that. And it’s sad. That’s why Spartan threes are in more teams than they’re meant to be. Teams rather than Spartan two measures you can just be by himself, and their body language is different now. When Master Chief walks into a room, you can see that the whole franchise, you can see he kind of knows what he’s talking about. And it’s kind of this like, oh, like it’s more I don’t want to say necessarily relaxed, but it’s confident. Now, I’m not saying that Noble isn’t confident, but it’s more cautious, more. I have to look out for my surroundings just a little bit more because I could die more easily. Now. Reach there’s the game has hope in a different life now. My chief is a beacon of hope. He is the hero. When we think of Halo, we think of Master Chief and Cortana. That’s it. But normal six passes that torch to Master Chief. Without Noble Six, there would be no Master Chief and Cortana. Because if Cortana had not chosen Noble Six to deliver her to the Pillar of Autumn to Master Chief, humanity would not be saved. But we kind of forget about that. We just say, “Oh, yeah, Master Chief.” Master Chief, save humanity! Hooray! But this hope is just. Chief is this hope that is always there and never fails. And then if we look at novel six and reach, you do fail. But your failure is success. It’s a whole thing where, like, the player’s success is ultimately the protagonist’s downfall. But in this sense, the player’s success and the protagonist’s downfall mean the success of humanity in the setup for the rest of the games.
Robin Lee: Okay, so to help kind of close this out, what do you hope that listeners or even players take away from your thesis about Halo Reach in the way that video games can explore themes of hope, loss, and perseverance?
Sarah Huffman: One of the biggest things is that everybody needs to find their hope. You need to find your reach. Your reach will change depending on the situation and what’s happening. Like, my reach has changed. No matter what. And you have to keep fighting. No matter what. You have to fight. Um, in reach. Throughout all odds. You keep fighting, you keep adapting, you keep going. And there are going to be times when everything is hard. And there are days when I just don’t want to get up. And I fully admit that. But we have to keep going. We have to find that hope in, keep our reach in our hearts, and keep going. It is up to you, as my father says, Fred Huffman, ladies and gentlemen, if it is to be, it’s up to me. That was my senior quote, too. I’ve been taught that my whole life. And one of the biggest takeaways from reach is that you have to keep going. It is up to you. There are days you’re going to say, or you’re going to feel like, oh, I, you know, I can’t and I won’t. I’m telling you, you can and you will. And if there’s anything that taught me, it’s that to keep going no matter what and to keep fighting, always fight.
Robin Lee: Sarah, thank you for sharing your insights with us today. Your thesis not only highlights the depth of Halo Reach as a game but also shows how video games can serve as powerful narratives about humanity, resilience, and sacrifice. I believe the tension between hope and futility is what gives the game its lasting impact for our listeners. Remember that the Honors College is home to students like Sarah, who are pushing boundaries in their fields, whether through literature, science, or even video game studies. This has been Honors Spotlight, and I will see you next time as we continue to shine a light on the remarkable work of our honors students, alumni, faculty, and staff. Be sure to subscribe so you never miss an episode!






