Genre: | First Person Shooter |
Developer: | 343 Industries |
Publisher: | Microsoft Game Studios |
Release Date: | 8th December 2021 |
Here's a look at our updated roadmap for the upcoming Winter Update and Season 3: https://t.co/9UdmPicUl0 pic.twitter.com/V8X6i1DlmT
— Halo (@Halo) September 1, 2022
Starting Tuesday, the Shop experience will vary week-to-week. We are focused on reducing pricing across the board, providing stronger values in our bundles, starting to put individual items outside of bundles, and more.
— jerry hook (@hookscourt) January 15, 2022
HALO INFINITE is a fun shooter. Immense beautiful production design. Best of the Halo series.
— John Carpenter (@TheHorrorMaster) January 16, 2022
As per our recent hands-on with the campaign we noted that as a spiritual reboot of sorts, it delivers on that promise -- that classic Halo feel “but through a modern lens that invokes the original as opposed to outright copying it”. Moving the franchise forward whilst keeping it in line with where Xbox is today. A multi-platform ecosystem that lets you jump around bits of hardware to game in much the same way Master Chief’s new grappling-hook opens up exploration and combat mobility on Zeta Halo.
On that note we’ll avoid any more rambling preamble; Halo Infinite’s campaign is great. It’s action-packed and memorable, with the scale of both the environments and non-corrodoor-based encounters being polished to the point you can almost taste the hard work that went into nailing its flow. If such a thing were even possible.
Long story short, playing Halo Infinite feels right. Responsive, smooth, fluid, and with weapons that are as numerous as they are useful. From the melty Sentinel Beam to the always-fun Needler to the high-powered UNSC rifles and detachable mini-guns.
Steve Dyck: “Tactics wise, the player's ability to just kind of attack bases and engage the way they want, whether they grapple over a wall or bring a vehicle, we had to make sure on the AI side they're able to account for these types of things. We added a lot of behaviours around that stuff, we rebuilt the cover system from the ground up, enemy's now have the ability to grab weapons off of racks. So if you're sniping from a distance, enemies can go and grab a longer range weapon. If you're flying around in a vehicle they can go and grab a shock weapon and try to EMP you out of the sky.”
“We also had to account for just these big spaces that could quickly become overwhelming and not fun for the player if we had every enemy immediately target Master Chief. You'd be dead in a hurry and you wouldn't feel like a super soldier anymore. Under the hood there's a lot of things going on around enemies choosing new firing points, things like bursts delays and cool-downs on weapons. Making enemies visually reload and stuff like that. Making sure there’s more breaks so they’re not just firing at you all the time.”
I'm excited for #HaloInfinite tomorrow. pic.twitter.com/tZoVcsjyal
— Tom Henderson (@_Tom_Henderson_) November 14, 2021
The Banished have defeated UNSC forces and taken control of the mysterious Zeta Halo, threatening the survival of humankind. When all hope is lost and humanity’s fate hangs in the balance, the Master Chief returns to confront the most ruthless foe he’s ever faced. Here’s a fresh look at the Halo Infinite campaign that introduces players to true Spartan freedom in the biggest, most wide open and adventure-filled Halo experience yet, launching on December 8 2021.
Looking ahead,we’ve identified opportunities for additional configuration options, performance tweaks, and memory improvements across both PC as well as console and we’re working together on more optimization solutions that should benefit all platforms. Most excitingly though, we’re looking forward to working closely with AMD to bring raytracing to Halo Infinite. Raytracing is one our top development priorities post-launch and look forward to sharing more soon.
Embrace the Spartan Battle Fantasy – We want players to really feel like they are within a Spartan unit pushing through the battlefield and capturing objectives as a team. That’s why we’ve invested in things like Pelican Drops, Commander mode VO, Weapon Pods falling from the sky to resupply the field and a few more dynamic elements – we wanted it to feel like an active battle inside the Halo universe. Additionally, we wanted maps to feel like they were a part of an iconic battle within the Halo universe.
Empower Player Types to Thrive – There are many different types of players in the Halo ecosystem. Some players are pilots, others are slayers or objective hunters, but we wanted all of them to work together in this BTB experience. Fernando has a fantastic phrase that sums up this pillar well: Make sure everyone can feel like a hero in any match.
Unleash the Halo Infinite Sandbox – This pillar kind of speaks for itself. We felt like the “big” in BTB was not just the number of players in the match or the size of the maps but the number of options at players’ disposal. All the toys are available in this space for maximum fun.
Commander Agryna knows firsthand the difference a Spartan can make—a difference never more important than now. Humanity's forces are scattered. Desperate resistance efforts have continued to fall short on multiple fronts, from Cortana's relentless martial law to the expanding power and ambition of Atriox and the Banished. But there is hope: a new generation of Spartans, training in secret to become unstoppable. In this cinematic introduction to Season 1 of Halo Infinite Multiplayer, get a glimpse into the Academy Commander's own heroic journey and what it truly means to be a Spartan.
In addition to the graphics tech changes, we have made a lot of improvements on the Art/Content side across all disciplines such as Environment, Lighting, Weapons, FX and more. There is too much to cover here but I’ll just talk through some of the more impactful changes in my mind….
Firstly, there’s been a lot of work done re-tuning our dynamic lighting values to add more punch and contrast to the image. These included adjustments to our sun intensity, fog/atmosphere, and the addition of color grading which did not make it into the July gameplay demo.
We’ve improved some of our materials to get more specular response, more wear-and-tear on weapons/vehicles, more fidelity in our characters, and more macro breakup on large surfaces like rocks, terrain, and the hex walls. We’re now also getting more of our textural detail coming through to the final frame thanks to a sharpening process that our graphics team have added. This helps offset some of the natural blurring of temporal anti-aliasing and it certainly helps our assets shine.
Halo Infinite Development Update pic.twitter.com/TFZvXhRN9f
— Halo (@Halo) August 11, 2020
"There will be thousands of games to play, spanning four generations, when Xbox Series X launches globally this November and over 100 optimized for Xbox Series X titles, built to take full advantage of our most powerful console, are planned for this year."