Tag Archives: 343 Industries

Phil Spencer Defends Future Of Halo Amid Cuts And Criticism

Image: 343 Industries / Microsoft

Things haven’t been going great for Xbox recently. Microsoft is facing stiff resistance in its attempt to acquire Activision Blizzard. It released hardly any big exclusive blockbusters last year. And it just cut over 10,000 jobs last week, including many senior developers at Halo Infinite studio 343 Industries. Microsoft Gaming CEO Phil Spencer tried to remain upbeat and do damage control on each of these points and more in a new interview with IGN.

“Every year is critical,” he said. “I don’t find this year to be more or less critical. I feel good about our momentum. Obviously, we’re going through some adjustments right now that are painful, but I think necessary, but it’s really to set us up and the teams for long-term success.”

This week captured both the peril and promise facing Xbox right now. On Tuesday, Microsoft announced a drop in net-income of 12 percent for the most recent fiscal quarter compared to the prior year. Xbox gaming hardware and software were down by similar percentages, and Microsoft said nothing about how many new subscribers its Game Pass service had gained since it crossed the 25 million mark exactly a year ago.

Then on Wednesday Microsoft provided a sleek and streamlined look at its upcoming games in a Developer Direct livestream copied right from the Nintendo playbook. Forza Motorsport was seemingly quietly delayed to the second half of the year, but looked like a beautiful and impressive racing sim showpiece. Arkane’s co-op sandbox vampire shooter Redfall got a May 2 release date. Real-time strategy spin-off Minecraft Legends will hit in April. And to cap things off Tango Gameworks, maker of The Evil Within, shadow-dropped Hi-Fi Rush on Game Pass, a colorful rhythm-action game from left field that’s already become the first undisputed gaming hit of 2023.

Screenshot: Tango Gameworks / Bethesda

“2022 was too light on games,” Spencer confessed in his IGN interview. 2023 shouldn’t be thanks to Redfall and Starfield, Bethesda’s much-anticipated answer to the question, “What if Skyrim but space?” But both of those games were technically supposed to come out last year. Meanwhile, Hi-Fi Rush, like Obsidian’s Pentiment before it, is shaping up to be a critically acclaimed Game Pass release that still might be too small to move the needle on Xbox’s larger fortunes.

Spencer remained vague when asked how successful these games were or their impact on Game Pass, whose growth has reportedly stalled on console. “I think that the creative diversity expands for us when we have different ways for people to kind of pay for the games that they’re playing, and the subscription definitely helps there,” he said.

Hi-Fi Rush, Redfall, Starfield, and a new The Elder Scrolls Online expansion due out in June are also all from Bethesda, which Microsoft finished acquiring in 2021. The older Microsoft first-party game studios have either remained relatively quiet in recent years while working on their next big projects, or, in the case of 343 Industries, were recently hit with a surprising number of layoffs.

Following news of the cuts last week, rumors and speculation began to swirl that 343 Industries—which shipped a well-received Halo Infinite single-player campaign in 2021, but struggled with seasonal updates for the multiplayer component in the months since—was being benched. The studio put out a brief statement over the weekend saying Halo was here to stay and that it would continue developing it.

Image: Bethesda / Microsoft

Spencer doubled down on that in his interview with IGN, but provided little insight into the reasoning behind the layoffs or what its plans were for the franchise moving forward. “What we’re doing now is we want to make sure that leadership team is set up with the flexibility to build the plan that they need to go build,” he said. “And Halo will remain critically important to what Xbox is doing, and 343 is critically important to the success of Halo.”

Where Halo Infinite’s previously touted “10-year” plan fits into that, however, remains unclear. “They’ve got some other things, some rumored, some announced, that they’ll be working on,” Spencer said. And on the future of the series as a whole he simply said, “I expect that we’ll be continuing to support and grow Halo for as long as the Xbox is a platform for people to play.” It’s hard to imagine Nintendo talking about Mario with a similar-sounding lack of conviction.

It’s possible Microsoft’s continued struggles with some of its internal projects is partly why it’s so focused on looking outside the company for help. Currently that means trying to acquire Activision Blizzard for $69 billion and fighting off an antitrust lawsuit by the Federal trade Commission in the process. Microsoft had originally promised the deal to get Call of Duty, Diablo, World of Warcraft, and Candy Crush would be wrapped up before the end of summer 2023. That deadline’s coming up quickly, even as the company continues offering compromises, like reportedly giving Sony the option to continue paying to have Activision’s games on its rival Game Pass subscription service, PS Plus.

Spencer told IGN he remains bullish on closing the deal, despite claiming to have known nothing about the logistics of doing so when he started a year ago. “Given a year ago, for me, I didn’t know anything about the process of doing an acquisition like this,” he said. “The fact that I have more insight, more knowledge about what it means to work with the different regulatory boards, I’m more confident now than I was a year ago, simply based on the information I have and the discussions that we’ve been having.”

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343 Industries, Hit By Layoffs, Says It Will Keep Making Halo

Image: Halo

When Microsoft—a company that made “$198 billion in revenue and $83 billion in operating income” in 2022—made the decision to axe 10,000 workers last week, a number of those came from their video game operations, particularly 343 Industries, the overseers of the Halo series.

343, hit now by a combination of layoffs and key departures, does not appear to be in good shape. As we reported last week:

“The layoffs at 343 shouldn’t have happened and Halo Infinite should be in a better state,” former Halo Infinite multiplayer designer, Patrick Wren, tweeted Wednesday night. “The reason for both of those things is incompetent leadership up top during Halo Infinite development causing massive stress on those working hard to make Halo the best it can be.”

Even prior to yesterday’s layoffs, 343 Industries has been facing wave after wave of high level departures as Halo Infinite struggled to ship new seasonal updates and features on time. The most notable was studio head Bonnie Ross’ departure last September. More recently, multiplayer director and longtime Halo veteran Tom French revealed he was leaving in December. And yesterday, amid the chaos, Bloomberg reported that director and longtime Halo writer, Joseph Staten, was headed to the Xbox publishing side of the business as the studio made the “difficult decision to restructure.”

Those hits led to reports last week that development on future Halo games was going to be handed off to outside studios, with 343 being relegated to a supervisory role. Reports that have seemingly led 343 to tweet the following statement on the official Halo account, denying them (to an extent) and saying 343 “will continue to develop Halo now and in the future”.

Halo and Master Chief are here to stay.

343 Industries will continue to develop Halo now and in the future, including epic stories, multiplayer, and more of what makes Halo great.

Pierre Hintze

Studio head

That’s a short statement that does nothing to address the report that other studios could now also be making Halo games (which isn’t that new anyway, given Creative Assembly’s work on Halo Wars), nor does it address the scale of the layoffs it was just hit with, but it does at least affirm that 343 themselves will still be directly involved in some way in the series’ future.



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Former Halo Infinite Dev Blasts Management Over Layoffs

Image: 343 Industries / Microsoft

Of all the Microsoft teams caught in the blast radius of mass layoffs announced yesterday, it’s possible Halo Infinite maker 343 Industries was among the worst hit. The studio has faced a wave of departures following Halo Infinite’s multiplayer struggles, and the new cuts have sparked strong criticism of those who managed it into this mess in the first place.

“The layoffs at 343 shouldn’t have happened and Halo Infinite should be in a better state,” former Halo Infinite multiplayer designer, Patrick Wren, tweeted Wednesday night. “The reason for both of those things is incompetent leadership up top during Halo Infinite development causing massive stress on those working hard to make Halo the best it can be.”

It’s no secret at this point that Halo Infinite faced a tumultuous development cycle, from a constantly rotating cast of directors to long delays after a gameplay reveal was pilloried online for its rough-looking graphics. Former studio leads have also previously hinted at periods of crunch on the project, while a Bloomberg report detailed developers’ struggles with the game’s engine and problems with Microsoft’s reliance on contract workers who constantly filtered out of the studio rather than full-time staff. “The contract stuff is a whole other can of worms that pisses me off,” Wren tweeted last night. “So many amazing people and talent that just disappeared.”

It’s extremely rare for game developers to speak candidly about the issues they’ve witnessed on past projects, let alone share their opinions openly about how a team or studio was managed. Wren, who left 343 Industries just before Halo Infinite’s launch in 2021, went on to praise his former colleagues and their efforts to deliver on the full promise of the game’s multiplayer.

“The people I worked every day with were passionate about Halo and wanted to make something great for the fans,” he tweeted. “hey helped push for a better Halo and got laid off for it. Devs still there are working hard on that dream. Look at Forge. Be kind to them during this awful time.”

The harsh criticism came after Microsoft announced 10,000 jobs would be cut across the tech giant’s operations, including gaming, despite reporting “record results” last year, including $83 billion in operating income. The night before, the company’s top executives were reportedly busy being serenaded by Sting at a personalized concert in the Swiss Alps.

Meanwhile, as reports from Kotaku and others poured in that Xbox studios ranging from The Coalition to Bethesda were caught up in the layoffs, it became clear as the day progressed that 343 Industries was facing especially brutal cuts as many developers on Halo Infinite, including some very senior ones, shared the news on on social media that they’d been impacted.

Even prior to yesterday’s layoffs, 343 Industries has been facing wave after wave of high level departures as Halo Infinite struggled to ship new seasonal updates and features on time. The most notable was studio head Bonnie Ross’ departure last September. More recently, multiplayer director and longtime Halo veteran Tom French revealed he was leaving in December. And yesterday, amid the chaos, Bloomberg reported that director and longtime Halo writer, Joseph Staten, was headed to the Xbox publishing side of the business as the studio made the “difficult decision to restructure.”

Even more unfortunate, this latest setback for the studio comes on the heels of a rare bright spot in Halo Infinite’s post-launch live service campaign: the Forge creator mode. Following the cancellation of split-screen coop, many fans saw it as an opportunity to save the game by allowing players to make their maps and modes. And so they have, with creations inspired by everything from The Elder Scrolls IV: Skyrim to Pokémon. It’s the most positive some Halo Infinite players have felt since launch but just like that the game’s future is once again uncertain.

Back when Halo Infinite was first revealed in 2020, 343 Industries studio head Chris Lee called it the “start of the next 10 years of Halo.” A few months later he left to join Amazon.

   



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Halo Devs Use Fan’s Pokémon Map To Fix Game’s Aiming Issues

Image: The Pokemon Company / 343 Industries / Kotaku

Halo has a long tradition of community-made maps and game modes that range everywhere from serious to silly. Recently, one map and mode combo that’s more on the playful and fun side of things caught the attention of 343 Industries as an opportunity to fix long-standing shooting issues. Named after a certain Pokémon notorious for digging and jumping out of holes, this community creation is now being used to pinpoint and fix aiming and shot registration woes, as they’ve plagued Halo Infinite since it launched just over a year ago.

Halo Infinite, the latest entry in the long-running and often critically acclaimed first person shooter series, only recently received an update that included a beta version of its in-game map creator: Forge. First premiering in Halo 3, Forge has been a staple of the series ever since 2007, allowing anyone to create a map of their own design with the tools necessary to create custom games for it, be those party and minigames or more traditional takes on the franchise’s well-known modes, like Slayer or Capture the Flag. One such community-created game, that takes its name from the Diglett Pokémon, seems to have caught 343’s eye as an opportunity to test drive fixes to the game’s core mechanics.

Read More: Someone Recreated The Entire Halo 1 Warthog Finale In Halo Infinite

With community Forge maps popping up on a regular basis these days, 343 Industries’ senior community manager John Junyszek put out a tweet asking for the community’s favorite Forge minigames so far. When competitive Halo player Linz shouted out Digletts, a game where players pop out of holes to take sniper shots at one another, Junyszek followed up with an interesting bit of behind-the-scenes trivia:

Kotaku has reached out to 343 Industries for more information.

As many Halo fans have known, while Infinite’s core mechanics are solid and work well, there have been issues around aiming, with many players suspecting that the game seems particularly off when trying to line up precision shots with a sniper rifle, either descoped or while aiming down sights. Whether this is due to the game’s auto-aim function that eases controller aim (and exists on most modern shooters that take controller inputs), bullet magnetism, or the notorious desync issues many players have had with Infinite isn’t totally certain. Since Diglet is a game that only features aiming and shooting, it’s a pretty perfect test environment for studying aiming behavior. Junyszek said that the “minigame has recently helped our team further test and investigate various shot registration situations, especially in regards to latency and networking. Since it’s a curated environment without many variables, it’s helped us investigate specific scenarios.”

Check out the the Diglett game mode in action here:

343 Industries / iSpiteful

Who knew RPing as a Diglet armed with a legendary anti-materiel rifle could be so productive?



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Halo 4, 10 Years Later, Remains an Admirable Mess

Image: 343 Industries/Microsoft

It’s a law of nature that eventually, every long-running game franchise will have a particular entry that gets dinged for straying too far from what made it so fun in the first place. Your Super Mario Sunshine, your Dragon Age II, Assassin’s Creed III, and so on. Whether or not that opinion changes more favorably over time, the initial specter of negativity will forever hover it. Microsoft’s Halo is no exception, except that negative specter hasn’t hovered over one particular game, but one whole studio.

Halo 4 released for the Xbox 360 on November 6, 2012, and was the first full entry from developer 343 Industries. The studio became the official stewards of the franchise after Bungie bowed out with Halo Reach in 2010, and prior to Halo 4, made Reach map packs and lead development on the 2011 remake to Halo: Combat Evolved. For what was the start of what would come to be known as the “Reclaimer Saga,” 343 wanted to put a bigger focus on narrative than Bungie’s games, which they achieved by bringing to the forefront the series’ deeper Forerunner lore that was present in the earlier games, but not the large focal point.

For a franchise whose earlier entries could best be summed up as “guy in helmet kills aliens,” and as the game industry was beginning to put a greater focus on characters in its single player offerings, you can see why 343 would follow suit. With that in mind, it makes sense why Halo 4 elects to weave in Master Chief and Cortana’s efforts to get back to Earth amidst the latter’s deteriorating mental state and subsequent death with the arrival of the Forerunner Didact, who wants to convert humans into robotic Promethean warriors under his rule to conquer the galaxy. If there’s anything that Halo could be suited for, it would be a deeper exploration of character, and whether one chooses to look at Chief and Cortana’s dynamic as platonic or romantic, there is something there that’s made their adventures worth following over years. But while the campaign tries its best, the end result is ultimately kind of a Mess.

Image: 343 Industries/Microsoft

No doubt, there’s some highlights: the opening wherein Chief and Cortana try to escape the ship they’ve spent years in cryo sleep on while being invaded by the Covenant is chaotic and dizzying, and the moment where the pair crash land on the world of Requiem and Chief looks up at the hovering skyscrapers brings a similar sense of bigness and awe akin to when the they stepped onto the Halo ring in the original game. Similarly, the penultimate mission, which is basically a Death Star run, can’t help but feel awesome thanks largely in part to a strong musical backing from co-composer Kazuma Jinnouchi.

But the biggest problem of Halo 4’s campaign, and the Reclaimer Saga overall, is that it too easily overindulges in the series’ already established mythology, or just stacks on new lore without doing a decent enough job of establishing why it’s different than what’s come before. Amidst the Chief-Cortana story, which features some of the series’ best writing for the characters, the Forerunner of it all begins to feel like it’s mired in too much terminology to be approachable to anyone not already waist-deep in expanded media. And it’s a shame to say this, because Halo 4 contains one of the series’ most interesting additions that’s come to define 343’s future games, and even the Halo TV series.

Halo 4 features standard co-op similar to that of its predecessors, while also introducing a new mode called Spartan Ops. Set after the events of the game’s campaign, up to four players with their own customizable Spartans in would participate in missions with their own narrative hook and weekly release schedule. That mode didn’t last longer than the first season, and narrative events previously meant for future seasons were converted into monthly comics that served to bridge the campaigns of Halo 4 and Halo 5. But its spirit lived on on in 343’s sequels: Halo 5’s co-op puts players in the boots of three named Spartans on the respective teams of Master Chief and Jameson Locke. Halo Infinite, though it’s following in the footsteps of other live service games by featuring narrative events in its seasonal model, couldn’t have gotten there without Spartan Ops laying the foundation for the franchise to explo.

Image: 343 Industries/Microsoft

Amongst the pantheon of Halo developers, 343’s tenure hasn’t been without its issues and controversies, both overall and specific to certain entries. As stated at the jump, it’s the curse of any long-running franchise: the idea of what it is becomes held so tightly by fans that anything that deviates from it is seen as a gross betrayal. In this case, the franchise’s peak would be Halo 3, a juggernaut that was so big that it brought in players who never gave the series so much as a glance back then. At best, anything else that’s come after can only hope to reach second place or maybe be seen as a close enough equal, depending on one’s estimation of a particular game.

For 343, its Halo games feel like they come so close to perfection. Halo 4, 5, and Infinite have their respective strengths and weakness, and each one feels like they get a certain part of what makes the franchise so beloved and why it deserves to stick around. But each time the developers attempt to correct what didn’t work in a previous entry, the cracks in the franchise’s identity begin to show, and it’s getting to the point where they either need to get wholly new armor or move on to a new journey.


Want more io9 news? Check out when to expect the latest Marvel and Star Wars releases, what’s next for the DC Universe on film and TV, and everything you need to know about House of the Dragon and Lord of the Rings: The Rings of Power.

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Halo Infinite Fans Fight Over Gun Not Yet In The Game

I can’t wait to see how low my teammate Zack’s accuracy is with this thing.
Image: 343 Industries

In the year since it’s been publicly playable, the multiplayer shooter Halo Infinite hasn’t received a single new weapon. But if recent leaks are to be believed, a new gun—the so-called bandit rifle, which looks a lot like the DMR from prior Halo games—could join Infinite’s armory soon. Naturally, players are already up in arms over it.

Halo Infinite’s free-to-play multiplayer mode, first launched with a series of betas and later in the fall as a full release, is based on a seasonal model, with new maps, modes, and cosmetics (some free, some paid) rotated in every few months. The game came out of the gate with 21 weapons. Some of these, like the assault rifle and the battle rifle, were updated versions of series staples. Others, like the divisive mangler sidearm, were completely new.

Over the past few weeks, following testing for Halo Infinite’s online co-op campaign, news about forthcoming additions to the game have been leaking like the water hydrant on my block. Some players have obtained access to the game’s Forge mode, which allows players to make customized maps and modes. But one of the most enticing discoveries among this recent wave of leaks was evidence of a fully functional bandit rifle, leaked footage of which has made the rounds this week. (Dataminers dug up imagery of the bandit rifle months ago, but this is the first time players are seeing it in action.)

Clips thus far have shown a semi-automatic firearm that strikes a near-identical silhouette as the Halo 4 and Halo 5 version of the DMR. Unlike those previous iterations, however, the bandit rifle does not have a scope. You can aim down the sights using your visor’s built-in zoom function, which means you can’t get “descoped” (Halo terminology: When you get shot while looking down a scope, you’ll go back to ironsights). According to testing conducted by some leakers, it takes four shots to break an enemy’s shields; you can then finish them off with a single headshot or three body shots. And the bandit rifle fires fast (think: the pistol from Halo 5).

For some players, like myself, this heralds the long-awaited return of a fan favorite gun. But others have some concerns. Halo Infinite pro player Tyler “Spartan” Ganza—who is now affiliated with Faze Clan’s pro team following a split earlier this summer from his previous org, eUnited—said it’s close to a “god tier” gun, but needs to “slow down [the] fire rate, remove bloom, [and] add descope.” This would, in theory, make the gun a bit more balanced. The DMR is historically a devastating weapon at long range; if you’re unable to descope a distant opponent, they automatically have a significant advantage.

Yes, but: It’s hard to gauge how a weapon feels before you actually play it.

“My brother in christ, no one has even used this weapon yet,” the anonymous Twitter account Shitty Halo Takes said. “Esports ruined gaming, and I will die on that hill,” another anonymous account added in a tweet that has since racked up 50,000 likes.

Folks on both sides of the debate keep blasting the same talking points in yet another instance of the rift that’s defined Halo Infinite. On one hand, you have top players, citing their expertise and thousands upon thousands of hours of playtime, suggesting minute tweaks on the holy quest for balance. On the other hand, you have casual players who just want the game to be fun.

We’ve seen this play out previously. During the launch window of Halo Infinite, the mangler sidearm was absolutely dominant. You could take out an opponent in two moves: one shot, one melee attack. It was even unofficially agreed upon that it would not be used in Halo Infinite’s professional circuit. In response, 343 Industries toned down its efficacy earlier this year. Now, no one uses the thing in casual play—it’s mostly useless these days—and the pros still frown upon its use in official games, effectively removing one of Halo Infinite’s 21 weapons from the pool. There’s some concern among casual players that the bandit rifle could get defanged before it even gets a chance to bite.

But all this is purely hypothetical, since, to be crystal clear here, no one knows for sure when the bandit rifle is coming to Halo Infinite—or if it even is at all. Representatives for 343 Industries did not respond to a request for comment.

 



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Halo 2’s Iconic E3 Trailer Will Be A Playable Level, Someday

Screenshot: Bungie / Kotaku

The coolest part of Halo 2 never made it into Halo 2. If you’re at all a fan of the series, you know exactly what I’m talking about: the “Earthcity” demo, shown off during Microsoft’s E3 presentation in 2003. That level never made it into the full release of Halo 2, but nearly two decades later, a playable build is in the works, 343 Industries announced today in a blog post.

Just to give you a sense of how earth-shatteringly cool this is, here’s my real-time reaction upon learning the news, copied directly from Kotaku’s Slack channel:

wait

no fucking way

no

fucking

way

gemr2cmt4p4t3p2m8mp2340u9[m[0m19t

sry sry

my face fell onto my keyboard

In the cold light of today’s fidelity arms race, you might not get this impression looking at the clip’s lo-fi visuals, but it’s hard to overstate just how spine-tingling Halo 2’s E3 2003 demo was. Two years prior, Halo: Combat Evolved—and this almost goes without saying—redefined the first-person shooter. But that game was set entirely off-planet, on a ringworld called Halo. The “Earthcity” demo showed a look at a broader Halo canon—the primordial ooze for a sci-fi universe that’s spanned decades of games, spinoffs, comics, novels, a canceled film, and a recently renewed TV series.

The general scenario of “Earthcity”—a human metropolis is getting attacked, you’ve gotta protect it—is more or less replicated during the second and third levels of Halo 2. And certain gameplay elements the demo shows off, like the ability to wield two weapons at once, were also included in the full game. But the plot details diverged. Near the demo’s end, Master Chief boards a ghost, a typical ground vehicle of the covenant, Halo’s primary antagonistic force. He tears it full speed down a highway. He crashes, and then the demo pivots from real-time gameplay (eye-poppingly impressive for the time) to a pre-rendered cinematic. A number of covenant drop pods fall from orbit, elites wielding energy swords emerge and surround Chief. He pulls out a plasma grenade.

“Betcha can’t stick it,” Cortana, Chief’s AI companion, says.

“You’re on,” he says.

In Halo: Combat Evolved, elites with energy swords were arguably the toughest enemy unit. Facing one or two was usually tough enough. But seven? In close quarters? The demo couldn’t have ended on a more precipitous cliffhanger. As a player, you knew how much danger Chief was in—and you needed to know how he, how you, would fight your way out of it.

Screenshot: 343 Industries

Though there’s no release date, 343 Industries is planning on making the stage playable in PC versions of “modern retail Halo 2.” (Halo 2 was released as a remastered version in 2014, which is also included as part of Halo: The Master Chief Collection.) The chance of it being playable on console is totally up in the air, in part due to the high technical hurdles for this endeavor.

“We originally didn’t have a lot of assets lying around for the map from previous analysis of leaked builds and the like,” General_101, a modder working with 343 on this project, wrote. “Just the source JMS files for the BSP and a few scenery objects. However, once the source map files turned up it was only a matter of time before we had all the data we needed.”

Beyond Halo 2’s E3 2003 demo, 343 is working with modders to add a ton of cut content to Halo: Master Chief Collection. For longtime Halo fans, there’s a ton of other fascinating stuff in the pipe, including the original elite models and a number of other renderings that never made the final cut. You can read it all here.

 

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Halo Infinite Briefly Names Juneteenth-Themed Cosmetic ‘Bonobo’

Screenshot: 343 Industries / Kotaku

Last night, developer 343 Industries rolled out a Juneteenth-themed cosmetic option for Halo Infinite, its multiplayer shooter. For a moment, the affiliated Pan-African-themed color palette was titled “Bonobo.” A bonobo, for those who don’t know, is an endangered species of great ape.

I do not need to tell you how abhorrent this is.

Halo Infinite, which is based on a free-to-play model, has its weekly “reset”—when a slew of new cosmetics and modes cycle into the game, meant to keep the grind feeling fresh—every Tuesday at 2:00 p.m. ET. This week, 343 Industries added a free but time-limited nameplate in commemoration of Juneteenth, a federal holiday marking the end of slavery in the United States.

At 4:45 p.m. ET, the Halo content creator Sean W posted a video on YouTube explaining the situation. Yes, the nameplate itself is named “Juneteenth.” But the color option for it, which you access via a secondary submenu, was initially listed as “Bonobo.” By 5:10 p.m. ET, Sean W noted on Twitter that it had been fixed—probably the quickest fix to ever roll out in Halo Infinite’s turbulent history—and is now named “Freedom.” Still, it absolutely boggles the mind how this happened in the first place.

If you’re familiar with the development of Halo Infinite and would like to chat, my inbox is always open. You can reach me at anotis@kotaku.com.

On Twitter, Halo senior community manager John Junyszek said the palette was “incorrectly named” and attributed the error to an “internal toolset,” but didn’t specify any further details. The Halo content creator Mint Blitz further pointed out that a program in Bungie’s development tools for earlier Halo games is named “Bonobo.” (After 343 Industries assumed stewardship of the Halo franchise a decade-ish ago, original developer Bungie passed on the keys to many of the development tools.)

An individual familiar with the development of Halo, who spoke to Kotaku under condition of anonymity, confirmed that Bonobo is indeed an asset-editing program at 343. Though it was commonly used during the development of Halo 5, the studio moved away from its use during the development of Halo Infinite. But it exists. It’s popular among staff. And it would widely be known by many employees at the studio.

That’s what’s so mind-boggling about how this happened in the first place.

The nameplate’s color palette, originally titled ‘Bonobo,’ is now called ‘Freedom.’
Screenshot: 343 Industries / Kotaku

It’s unclear whether or not the Bonobo program’s name would get pulled automatically in the text field for the name of a color palette. It’s possible that someone on staff punched in the name of the program as placeholder text, and the studio’s normal processes for quality-checks on this stuff didn’t catch it. (Jerry Hook, longtime head of design at 343, left the studio last month. Multiple sources familiar with Infinite’s development, all of whom have requested anonymity, have told Kotaku that Hook heads up the game’s cosmetic system.) Microsoft, Kotaku is told, has many quality checks in place before anything makes its way to a public-facing position.

For seven months now, Halo Infinite has rolled out tons of cosmetic options on a weekly basis, including no shortage of color options.This happens to be the first time this specific screw-up has happened—which, c’mon. Come on. For a nameplate regarding Juneteenth? Really??? So, at best, it’s an embarrassing fuckup, and the studio’s quality checks did not catch it before the update went live. At worst, someone, or many someones, cracked a racist joke somewhere in the development process and the studio’s quality checks did not catch it before the update went live. Either way, it’s an institutional failure.

Studio leadership at 343 seems to acknowledge how ugly this looks. Halo Infinite head of creative Joe Staten apologized on Twitter, writing, “Our mistake today was inexcusable, and I’m ashamed we allowed it to happen.” And studio head Bonnie Ross wrote, “On behalf of 343, I apologize for making a celebrated moment a hurtful moment.”

But the main Halo channels, which have a far broader reach than the channels of any individual employee, have yet to issue a formal statement or explanation, save for a retweet of Ross’ apology. When reached for comment, representatives for 343 Industries did not have anything to add.

 



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Halo Infinite Season Two Update Fixes Busted Battle Rifle

Screenshot: 343 Industries

To follow Halo Infinite closely is to subject yourself to constant emotional whiplash. One day it’s on the top of the charts. The next, it feels like all of social media is calling it a “dead game.” Or maybe the developer adds a ton of cool stuff to the game…and then breaks a ton of other cool stuff…and then un-breaks the stuff that was broken? Yeah, it’s a wild ride. Yesterday, developer 343 Industries rolled out a patch purporting to fix (most of) what was broken by another patch earlier this month, meant to herald the first-person shooter’s second season.

Released on May 3, Halo Infinite’s second season, called “Lone Wolves,” introduced a handful of new modes and cosmetics to the content-starved game. But the patch for the update changed the game in ways that irked Halo Infinite’s core fanbase. For one thing, it introduced a bug that caused the battle rifle, a burst-fire weapon that’s been integral to Halo for decades, to jam up. The developers also quietly removed a handful of skill jumps—traversal methods around levels that aren’t immediately obvious to most players, meaning they’re essentially shortcuts used by those who are either dedicated or knowledgeable.

That battle rifle error is now fixed, 343 says. (Curiously, 343 noted that the patch fixed repeated fire of “semi-automatic guns” in the game, but I haven’t heard of any other weapon aside from the battle rifle jamming.) Earlier this month, Halo senior community manager John Junyszek confirmed that the jamming was indeed an unintentional bug, but the studio has yet to publicly detail specifically how it happened or why it took several weeks to roll the error back. Representatives for 343 did not respond to a request for comment.

More crucially, yesterday’s patch restores a handful of skill jumps that were removed from four maps: Aquarius, Bazaar, Live Fire, and Streets. Yes, the so-called “pizza jump”—where you can vault off a pizza shop’s awning to get into an adjacent building—is back, a restoration of easily one of the most popular map shortcuts in Halo Infinite. On Twitter, Alexander “Shyway” Hope, a Halo esports commentator and analyst who’s known for illuminating how skill jumps work, noted that most of these shortcuts feel “exactly the same as they used to.”

Hope also pointed out that 343 did not restore every jump that was removed. For instance, an electrical box on Live Fire, which players once used as a shortcut to reach the central part of the map, is purely cosmetic now.

But on the flip side, some jumps that were briefly purged are even easier to see. A narrow ledge on Aquarius, for instance, now has a yellow pipe next to it. Without the pipe, a casual player could look at the ledge and immediately write it off as part of the visual background. But with the yellow indicator, that player’s curiosity is stoked. It’s Video Games 101. You see a bright yellow thing, you wanna jump on it. It’s all part of that eternal developer quest for balance: ensuring that the game remains fun for the most devoted fans without alienating casual players in the process.

In this week’s patch notes, 343 simply said that “Various skill jumps that relied on small props or thin ledges have been restored to the following maps” without explaining further. I expect players will spend the coming days and weeks hunting for all of the minor changes the studio may have introduced.

This week’s update also adds a number of minor changes. In the campaign, the “scorpion gun,” an exploit that gives you access to an unlimited-ammo tank cannon, is restored. (Speedrunners, rejoice!) And, for the dozens of us who actually wear this season’s new Rakshasa armor kit in multiplayer, your leg should no longer mysteriously vanish at the start of each match.

 



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How To Get The Eaglestrike Armor Core

Image: 343 Industries

Nope, that key art above isn’t a promo image for Wolfenstein. It’s a promotional shot for a cosmetic set of Halo Infinite armor called Eaglestrike. Pretty neat, right? Good news: The kit itself is pretty easy to get. Bad news: Your personalized version won’t look cool for months.

Halo Infinite’s second season has only been live for a matter of weeks, and developer 343 Industries has already rolled out two “events”—or time-limited playlists in which you can play to unlock specific rewards—for the free-to-play shooter. The season’s first event, “Interference,” focused on the new don’t-call-it-a-battle-royale Last Spartan Standing mode. The second, “Fracture: Entrenched,” is all about the new don’t-call-it-king-of-the-hill Land Grab mode.

“Fracture” events are essentially an excuse to add non-conventional Halo cosmetics to Infinite, justified in the lore through a bunch of stuff to do with interdimensional rifts and multiversal travel and blah blah blah. In season one, the “Fracture: Tenrai” event allowed players to unlock the samurai-inspired Yoroi kit by way of a 30-level bonus battle pass. Earning rewards in “Entrenched” works much the same way.

Like the pass for “Tenrai,” the one for “Entrenched” is free, and you can complete it alongside your standard seasonal one. Progress is earned by completing challenges affiliated with the currently active “Entrenched” playlist, which puts you into matches of Land Grab.

For the standard battle pass, completing challenges earns you XP, and earning 1,000 XP grants you a level-up. But for events, XP doesn’t matter: Once you complete a challenge, you unlock a new level and earn its reward—no need to keep track of XP or do armchair addition or any of that. (Completed Fracture challenges also earn you XP toward your standard battle pass.) Some of the challenges, like “complete one Land Grab PvP match,” are a breeze. Others, like “win one Land Grab PvP match,” are subject to the skill level of your teammates. Good luck.

The catch is that there are basically no good rewards in the first week. You can get a pistol skin pretty early on, and you get Eaglestrike itself relatively quickly too. But that’s…basically it. Cosmetics that are legit worth the grind are not available until later levels. Here are some of the standouts that’ll become available as “Fracture: Entrenched” cycles in and out of availability:

  • Level 3: Eagle’s outlook, a patently ridiculous stance (that I am absolutely equipping the second I earn it).
  • Level 5: The base Eaglestrike armor core.
  • Levels 13 and 14: The beefy Crabshell shoulder pads for Eaglestrike.
  • Level 17: Carbon Tundra, the first armor coating for Eaglestrike—this is the moment everyone rocking the armor won’t also rock the same exact color scheme.
  • Level 20: The Kerberos helmet, which looks like the sort of thing a soldier would wear in the trenches of World War 2.
  • Level 29: Ultramarine Core, a delicious mahogany and indigo armor coating that I have called dibs on, sorry.

This week’s capstone reward, earned by completing all of your weekly challenges, is a visor for Eaglestrike.
Image: 343 Industries

Right now, since you can only have up to 10 Entrenched-themed challenges available for any given week, you’ll hit a hard stop after hitting level 10, meaning the Eaglestrike armor won’t start looking unique among players who use it until July (unless, of course, 343 Industries makes a bunch of enticing armor coatings available in the microtransaction store in interim weeks).

“Fractured: Entrenched” is currently slated to run one week a month over the next few months. Halo Infinite’s in-game menu says the first week ends on May 30. But in a blog post, 343 says the first week ends on May 31st at 2:00 p.m. ET. In other words, the game itself does not appear to list the dozen-odd hours the event is active during the weekly reset every Tuesday—but if you fail to complete all of your challenges by Monday evening, you’ll still have some time on Tuesday mornings to knock ‘em out. Anyway, this is all incidental. Here’s the schedule as it currently stands:

  • First week runs from May 24 through May 31.
  • Second is from June 14 through June 21.
  • Third, July 5 through July 12.
  • Fourth, August 16 through August 23.

The previous Fracture event ran six times through Halo Infinite’s first season. This second one will happen six times too, the developer says, but it’s unclear when exactly past those scheduled dates in August. When reached for comment, representatives for 343 Industries did not immediately have that info on-hand.

For what it’s worth: Land Grab, at least from the matches I’ve played so far, is quite fun. It’s a bit of a twist on Halo Infinite’s zone-capture modes, like King of the Hill. Two teams of four face off on Arena maps. (Land Grab is available on four levels: Aquarius, Bazaar, the deliciously old-school Catalyst, and Behemoth, the map so irredeemably fucked that 343 Industries struck it from the ranked playlist.) At the start of each match, there are three zones on the map. But unlike other zone-capture modes, once a zone is secured in Land Grab, it’s locked and can’t be recaptured by the other team. Once all three zones are captured, three more pop up. First team to 11 points wins. I’m sure my thoughts will calcify as I end up playing more, but for now, I’m enjoying how tense these matches can get.

There’s also some low-stakes debate about Fracture armor kits that pops up every now and then in the Halo Infinite. Purists say it’s a repudiation of Halo’s longtime aesthetics. Others embrace how weird it is. Personally, I think these kits are cool in theory, if a little short on personalization options. (I love the Yoroi but wish the available colors weren’t gray, light gray, slightly lighter gray, and slightly pinkish gray.) Plus, the prospect of Fracture events—folding in designs from anywhere or, uh, anywhen—means there’s an entire multiverse of possibilities out there for future seasons. Hey, who knows: Maybe this is how we get playable Elites.

 

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