Gaming

Halo Infinite Campaign Preview Review: Give Me Please

The Master Chief looks at Weapons, an AI unit in Halo Infinite.

Screenshot: 343 Industries

Halo infinite it was a hell of a week. Monday – 20th Anniversary Sci-Fi Franchise – 343 Industries Organizers unexpectedly released Halo infinitemultiplayer mode, several weeks ahead of schedule, to instant reception of the zeitgeist… Today various sites published by luminous preview the first hours of the campaign. (Kotaku didn’t get early access.) They share the scene along with several extensive interviews with various top creatives.

Yes, Halo infiniteThe latest ad campaign is clearly in full swing ahead of its December 8 release on Xbox and PC. Here are six key takeaways from today’s internet holiday.

No firm release dates for co-op and creative

In August, the developer 343 Industries announced what Halo infinite will not be released with a co-op campaign, as has been traditional for all other games. Forge HaloThe long-running creative mode, which allows players to create their own multiplayer maps and modes, will also be missing at launch.

On Monday, 343 Industries announced that the cooperative will take place during Endlessthe second season (which starts in May 2022), and Forge is the third. Earlier this week, when we were contacted for comment, 343 representatives declined to provide Kotaku with specific dates. As we now know, after the unexpected release Endlessmultiplayer 343 wants to move up the timeline. But there is also room for these features to be pushed back even further.

“These remain goals. They remain targets. ” Halo infinite creative director Joseph Staten said Eurogamer… “And now we can’t make any hard dates.”

The campaign is more like Halo: Combat Evolved how Halo 4 or Halo 5

Speaking with Washington Post, Joseph Staten, who played a significant role in the creation of the original Halo trilogy – compared Halo infinitea hike to the 2001s Halo: Combat Evolved… v Eurogamer interview, he drew a straight line between Halo infinite and two totem levels from the first game: The Silent Cartographer and Truth and Reconciliation. Both games were built around slightly open areas before stepping into the more traditional linear segments of first-person shooters. Both levels feature miniature stories that could be isolated from the wider play. Halo infinite will have a similar structure, albeit on an infinitely larger scale.

A Covenant ship hovers over Zeta Halo, and a ring looms on the horizon in Halo Infinite.

Screenshot: 343 Industries

“We are not retelling the story Halo 1… What the team set out to do, and I think they really succeeded, was to capture the tone and some of these strong themes of the early Halo games, but also upgrade with new systems, ”Staten said. Washington Post

And this is not a direct sequel Halo 5

Halo 5released in 2015 put some long-time fans off. Rather than choosing players solely as the Master Chief, much of the game has followed a new character. And that’s not to mention the plot, which goes off the rails without much excuse. (Don’t even get me started about Cortana imitating the galactic overlord.) Halo infinite ended it, apparently by starting the Master Chief with a bout of amnesia (classic science fiction) in a whole new part of the galaxy, 18 months after the events Halo 5

“There’s connective tissue between the two games,” Staten said. Washington Post… “And it will definitely enrich the experience if you play the previous one. Halo games and if you played Halo 5but if you’re new to the franchise, we wanted to make sure we really tilted the floor for you to open the door, turn on the lights, and say, “Hey, just jump in and enjoy.”

“Normal” difficulty is the standard this time.

Halo Historically, the games could be played on four more difficult difficulty levels – Easy, Normal, Heroic, and Legendary – and were intended to be playable on Heroic from the beginning of development. For the first time in the history of the series Halo infinite was designed with Normal Difficulty as Base Difficulty by Character Director Stephen Dyke. said VGC

“We usually look at Heroic, we set everything up here, scaled down a bit for Normal and Easy and then scaled up a bit for Legendary,” Dyke said. “This time, we spent a lot more time on normal difficulty, waiting for new players to appear.”

There is a link to Craig

Halo infiniteThe infamous July 2020 disclosure can be summed up in a freeze frame of one character model: the crudely rendered Brutus, who was immediately immortalized by the Internet as “Craig.” (It should be talked about if stopping the demo on one frame was a fair assessment, but 343 learned the feedback nonetheless. Brute’s character models get a serious response.)

Craig stares intently at Halo Infinite.

Screenshot: 343 Industries

Noticed Facets, v Halo infinite… At the top of one of the open-air towers you can see a “touring” poster with links to all of his in-ring performances, as well as an album of his “greatest hits” (songs such as “The Day You Become A Meme, I Got Tears Last Summer “).

When it comes to crunching, the 343 top management lacks clarity.

It is understood that the kickback last summer had a negative impact on developers at 343 Industries. Immediately following the July 2020 demo, 343 delayed the game’s release by a year, pushing the launch of the Xbox Series X / S blockbuster game far beyond the launch window. Format project manager Chris Lee has retired. Staten intervened. report in Polygon Today I described in detail the morale of that period of turmoil (which, it is worth remembering, began to wane during the peak of the pandemic) that occurred in the team.

Speaking with Polygon, three seniors on Halo infinite– studio head Bonnie Ross, multiplayer filmmaker Tom French and narrative director Paul Crocker – said Microsoft hadn’t mandated overtime in any way, but refrained from specific answers about whether the team was working in critical conditions.

“No one is forced to do anything,” Crocker said. “But everyone loves Halo and people want the game to be as good as possible. This is a difficult answer. “

“We don’t want to crunch pressure. Sometimes people do it because they put their love into it, ”said French. “Sometimes something lags behind and you make decisions. It was very difficult to manage all this from home. But I think we did a good job balancing the health of the team and releasing a game that we are all very proud of and that we are very excited about. “




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