Tag Archives: 343 Industries

Halo Infinite Seasonal Battle Passes Create Controversy in Season 2

Halo Infinite‘s battle pass system is relatively unique compared to its competitors, but that has also led to a big issue. Halo Infinite launched as a premium title last year, but offered up its multiplayer for free. It’s an amazing deal, but one that has ultimately come at a cost. Given it’s free, 343 Industries has had to monetize it in other ways via battle passes and microtransactions. They’re mostly harmless, but some of the systems around them are problematic. For instance, leveling up in the game is largely centered around daily and weekly challenges. It doesn’t really matter how well you perform in a match, all that matters is that you do the random challenges, which can be really obnoxious.

Things are only getting worse, albeit possibly unintentionally. With the arrival of Halo Infinite season 2, some have noticed a strange change. From the jump, 343 promised the ability to be able to level up battle passes even after that season has ended. So, season one battle pass owners can still complete it if they wish. However, a barrier has been presented. Battle pass owners were given an extra challenge slot to help them level things up quicker, but it has vanished for season one owners and they’re now being told they must purchase season 2’s battle pass to bring this slot back. This has caused some frustration for players given the obtuse leveling system, but it’s unclear if it’s intentional. There could be an issue with making sure the fourth challenge slot remains open when transferring into a new season or something along those lines or it could very well be a way to make sure players buy the next battle pass. Either way, it’s causing a lot of headaches among fans.

Halo Infinite has already received a great deal of flack from fans, despite being a great game at its core. The game’s co-op campaign is finally launching this summer after much delay and Forge is expected to come even later. These are typically day one features, so fans are already shaking their head at the rollout of some content.

What do you think of this change in Halo Infinite? Let me know in the comments below or hit me up on Twitter @Cade_Onder.

[H/T Forbes]



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Halo Infinite Update Is So Big It Requires A Table Of Contents

Image: 343 Industries

Halo Infinite’s second season kicked off today, ushering in a handful of new maps, modes, and cosmetics to the popular multiplayer shooter. Developer 343 Industries detailed all of the minor changes in patch notes that are so long they come with a six-chapter table of contents.

They’re so long that you—by which I mean my colleague Zack Zwiezen, thanks Zack!—can turn it into a GIF:

Gif: 343 Industries / Kotaku

Some of the stuff within isn’t news. We knew, for instance, that Halo Infinite’s second season would add a variety of modes—King of the Hill, the return of Attrition, and the introduction of the battle royale-ish Last Spartan Standing—from day one. We knew, too, that it would nerf the arguably overpowered but fun mangler into the floor, a decision pros are thrilled about but that I personally will never recover from.

But we didn’t know just how badly 343 would nerf it. In addition to reduced melee damage, it also had its ammo stores slashed by 25 percent. On the plus side, the ravager, which 343 previously said it was considering improving, has been buffed into usefulness: You can now kill enemies with two standard shots. And the weapon’s alternate fire, a sort of charged-up burst, is now more than twice as powerful.

Halo Infinite’s least useful vehicles have been seriously improved as well. For one thing, the banshee, a flimsy, tough-to-control flying vehicle often jokingly referred to by players as the “badshee,” got totally overhauled. You actually have control over its speed now. The cooldown for its bomb has been reduced, and its standard plasma cannon. On land, the chopper, too, is stronger: You can destroy any vehicle (well, except for a tank) by ramming the chopper’s grill into it. Speaking of vehicles, bots, apparently, will now automatically hop in as “either passengers or gunners.”

Yes, they’re becoming even more human.

Equipment, too, has received a handful of improvements designed to keep players alive longer. The portable drop wall, one of the most invaluable pieces of gear in the campaign, will now spawn faster and can absorb more damage. And the overshield, already pretty damn powerful, now adds an entire half a shield bar on top of what it already added.

All of those changes are in addition to handful of notable quality-of-life improvements:

  • You can now tweak the thickness of player outlines—a huge boon to players who may have low vision or be vision-impaired.
  • The rocket launcher no longer takes 47 seconds to switch. (Also, firing it at a warthog’s windshield no longer deals bonus damage.)
  • When you board an enemy tank, planting a grenade will instantly kill the pilot.
  • For the 11 of you who complained, the left shoulder pad of the hyper-specific Jorge-052 armor kit now shows the proper texture.

For the most part, the changes are more than welcome. But the update has already irked certain corners of Halo Infinite’s most dedicated community, thanks to two errant lines: “Velocity gained from landing into a slide on a ramp has proportional reduction based on fall height” and “Removing or adjusting collision on small props and thin ledges.”

In other words, Halo Infinite’s so-called “skill jumps”—essentially, making use of not-quite-official movement tricks to zip around the map—are now in limbo. For instance, on the Streets map, you could jump on what appeared to be a purely cosmetic awning and clamber to a pathway that otherwise would require looping halfway around the map. (Optic Gaming’s Tommy “Lucid” Wilson frequently used this trick to great success in this weekend’s thrilling HCS Kansas City Major championship event for Halo Infinite.) That one apparently is no more. Others, like an electrical box that served as a ledge on the Live Fire map, are also gone.

Halo Infinite’s highest-skilled players are apoplectic at the change. “Does 343 want Halo to fail?” one player asked in a tweet about the removal of skill jumps. Another called the choice “baffling.” The Halo esports commentator Alexander “Shyway” Hope, who specializes in finding and detailing such skill jumps, tweeted that the change was “extremely disappointing” and called for 343 to hold a public discussion with players about it.

Even if skill jumps don’t come back, players will no doubt figure new traversal tricks over the coming days and weeks, and hammer out even more creative ways to make the most of the season. In the meantime, you can read the season’s entire patch notes here. Bring a bookmark.

 



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Wasted Halo Infinite XP Boosts Won’t Be Replaced, 343 Confirms

Screenshot: 343 Industries / Xbox

Some Halo Infinite players are frustrated that they wasted useful XP boosters by activating them right before server outages knocked the Xbox shooter offline and now it sounds like 343 Industries won’t reimburse players wasted boosts.

Earlier this month, Halo Infinite players were unable to play the game for just over an hour. Not a huge deal. Online games go down, it happens. And the outage was taken care of in less than two hours. However, some players that night used double XP boosters before the servers went down and because the timer on these temporary boosters clocks down continuously, even when not playing, many players wasted some of these useful consumables.

As spotted by PCGN over on Reddit, one Halo player contacted the dev about the wasted booster and received a message from the studio that wasn’t what good news. According to 343 Industries, they can’t replace wasted boosts.

“We appreciate your patience on this issue. While we do not have the ability to give or replace the XP boosts you’ve lost during the server outage, we want to inform you that access to Halo Infinite servers is now restored. If you are still having trouble getting into matches, please restart the game and try again.”

Considering how angry and toxic the Halo subreddit can be, even getting shut down not long ago over continued harassment and threats towards devs, it probably won’t surprise you to know this message led to a lot of debate and venting from players.

This also reignited the old debate about how the boosters work in Halo Infinite. Many, myself included, find it odd that the boosters count down the moment you activate them, even if you are stuck in a lobby looking for a match or if the servers go down for an extended amount of time. It’s very possible to use up half or more of your booster’s time waiting for matches. It also means I rarely use them because I never know if I’ll be around for the full time or if something will pull me away.

A lot of players want 343 to change how boosters work, making them only countdown when you are actually loaded into a match. Seems fair to me.

As for wasted boosters, it seems unlikely that 343 can individually replace every booster that was wasted for each specific player. A better option would probably be to just toss a few to everyone who logs in during the week.

Meanwhile, some good news from 343: It will start letting players earn credits in Season 2 of Halo Infinite. Currently, you can only buy credits, the main currency used in the game’s cosmetic shop. And recently, 343 lowered prices in that shop after continued feedback from players.

    



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Halo Infinite Will Let You Earn Credits In Season Two

Screenshot: 343 Industries

This is not a drill: Halo Infinite will soon let you play your way into earning credits for its in-game shop. 343 Industries senior community manager John Junyszek confirmed as much in a post on the Halo Waypoint forums tonight in what’s known in the American PR business as a “White House news dump.”

“Thanks to your continued feedback, we are happy to confirm Credits will be earnable in Season 2’s Battle Pass,” Junyszek wrote. “We’ll have more to share on this as we get closer to Season 2.”

Since Halo Infinite’s multiplayer mode launched in November, players have critiqued aspects of its free-to-play model. Some have said progression in the battle pass was too glacial, which 343 Industries quickly addressed. Others have focused on the cosmetics, saying the free battle pass offers little in the way of meaningful rewards, ultimately leaving all of the cool-looking stuff gated behind microtransactions in Halo Infinite’s in-game store.

Last week, 343 Industries stated an intention to lower prices in the shop. While sticker prices of bundles have already taken a dip this week, Junyszek said tonight that next week’s store update will start offering items up for sale piecemeal, rather than exclusively as part of pricey bundles.

Those steps have been well-received by the community, but tweaking the battle pass so you can earn credits as you play is quite possibly the single biggest request among the Halo Infinite playerbase.

Read More: Oh No, I’ve Maxed Out Halo Infinite’s Battle Pass

At the moment, it’s unclear how exactly credits will be doled out, leaving a lot of open questions. Will players earn them periodically through leveling up, kind of like this season’s XP boosts and challenge swaps? Will they actually be able to earn enough credits to meaningfully purchase great premium cosmetics? Crucially, will players be able to stockpile credits and spend them on the upfront cost of future seasons’ battle passes?

Representatives for Microsoft, Halo Infinite’s publisher, did not immediately respond to a request for comment.

Halo Infinite’s second season is currently slated to start in May, at which point support for cooperative play in the campaign—a staple for every prior Halo game that was absent in Infinite at launch—will be added as well. In tonight’s Waypoint post, Junyszek said the team is continuing to look into fixes for the long-busted Big Team Battle playlist, though didn’t offer a timeline.

But there’s a silver lining: Starting Tuesday, 343 Industries will (finally!) remove BTB-themed challenges from your rotation of weeklies, so you won’t have to burn your newfound cash on challenge swaps for a busted mode that’ll likely continue to be busted for the foreseeable future.

 

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Director Behind Halloween, John Carpenter, Loves Halo Infinite

Photo: Gabe Ginsberg (Getty Images)

John Carpenter has played Halo Infinite, the newest game in the long-running Xbox franchise, and he loved it. In fact, the famous director called it the “Best of the Halo series” in a recent tweet.

Yesterday night, Carpenter tweeted out a short but very positive review of the latest Halo game. “HALO INFINITE is a fun shooter. Immense beautiful production design. Best of the Halo series.”

As you might expect, some folks who worked on the newest Halo game were excited to see Carpenter’s tweet.

“This is not a dream!! Phew. Time to rewatch Prince of Darkness,” replied Frank O’Connor, the franchise creative director of Halo over at Microsoft.

“Wow. Thank you for spending your creative time in our world. And wishing you a happy birthday tomorrow!” responded Bonnie Ross, the founder and head of Halo devs 343 Industries.

You might be thinking: Hey, wait, the guy behind classic films like Halloween and Escape From New York played Halo? How weird! But in fact, it’s not weird at all. Carpenter has a long history with video games and has often shared his thoughts about games on Twitter.

Back in 2017, he explained that he was going to get way into Destiny 2, telling The Guardian in an interview that he thought the game was fun and that playing it kept him “out of trouble.”

In 2013 and 2014, Giant Bomb interviewed Carpenter via email about video games, asking the director what got him into gaming and what some of his favorites were.

“My son got me interested in console video games,” said Carpenter. “The first game I remember playing obsessively was Sonic the Hedgehog. Man, it was hard; no checkpoints. I kept dying over and over again. Hand-eye coordination was impaired at the time. Over the years I’ve improved. I have many favorite games. Borderlands 2 is spectacular. I love BioShock, the Dead Space series, The Last of Us…

As you might expert, Carpenter seems to be a big fan of horror games. Perhaps a bit more surprising, he also enjoys the Borderlands series, too. But he seems open to playing almost anything. In 2013, for example, he tweeted about how much he loved Rayman Legends. He’s also talked about playing various Ubisoft open-world games, like Far Cry 4.



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Halo Infinite Store Prices Will Be Reduced Next Week

Screenshot: 343 Industries / Kotaku

Since Halo Infinite’s multiplayer was released in November of last year, the free-to-play shooter’s cosmetics and microtransactions have been heavily criticized and debated, with many feeling the prices on in-game items are too high. According to 343 Industries, things are about to change. Starting next week on Tuesday Jan. 18, players can expect reduced prices on cosmetic items in the store as well as some other welcomed changes, too.

Yesterday night on Twitter, 343’s head of design Jerry Hook explained that the developer behind the latest Halo entry has been “monitoring the discussions” around Infinite’s in-game store and was ready to announce some changes. The first and arguably best change is that prices across the store will be reduced.

When asked for more info about these prices Hook simply added that they will be “lower.”

Hook also explained that alongside lower prices, the “Shop experience will vary week-to-week” starting Tuesday. The studio is also planning to increase the quality and value of cosmetic bundles and plans to start offering more individual items outside of bundles, giving players more choice on what to and what not to spend their currency on.

“We will be trying new things throughout the rest of the season so that we can continue to learn and improve for the future,” said Hook.

One possible new thing that Hook could be hinting at: The ability to earn the premium in-store currency for free. This was seemingly alluded to in a tweet reply following Hook’s announcement of reduced prices. Someone mentioned they wouldn’t need to lower prices if there was a free way to earn in-game credits. Hook replied that he thinks the studio needs to do both.

Halo Infinite’s battle pass and cosmetics have continued to be a controversial topic among fans. Things have got so heated in the community over these things and other things—like potential weapon nerfs and a lack of game modes—that last month the Halo subreddit was shut down for a few days after angry players spent weeks harassing the devs behind Halo Infinite. Hopefully, the future is less angry, toxic, and expensive.

  



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Halo 3 Fans Mourn Game Server Death W/ Cease Fire, Achievements

It’s the end of an era. On Thursday, Microsoft and 343 Industries turned off all the matchmaking servers for classic games Halo 3, Halo 3: ODST, Halo Reach, and Halo 4. And while you can still play versions of these games online via the fantastic Master Chief Collection, many players took time in the final days before January 13 to log on and mourn the end of the original games’ online multiplayer. Some helped other players get last-minute achievements, while others orchestrated cease-fires, and some just played one last match before it all ended.

The shutdown of Xbox 360-era Halo servers, while sad for many, wasn’t a surprise. 343 and Microsoft first announced the news all the way back in December 2020, but the date ended up shifting to January 13, 2022. Now that the date is here, over the last week or so, many players have dusted off their Xbox 360s and hopped back onto Halo 3 and Halo Reach, to join others in saying goodbye to some of the best multiplayer games ever made.

A popular activity in the final days involved players helping others unlock multiplayer-only achievements. A lot of players helped others earn the “Two For One” achievement in Halo 3, considered one of the hardest in the game. To get it you have to kill two players in one shot using the Spartan Laser. Other players helped folks unlock the “Maybe Next Time, Buddy” award which is unlocked after you steal a vehicle back from someone in less than 10 seconds, which can be tricky to get normally. But in the final days of Halo 3, people were open to helping each other grab these last-minute awards and communicated their plans via the game’s voice chat.

Another common occurrence in the final hours for the old-school Halo games was players stopping matches to hang out and chat. Some fired their guns into the air, simulating 21-gun salutes. Others just sat around and chatted about Halo 3, their favorite memories, and what made the game so special to them. It reminded me of the Christmas Day Truce that happened in the early days of WW1, where soldiers from both sides left their trenches to stop fighting in the name of the holidays.

I also saw another player who, during a CTF match, took a moment to eulogize Halo 3 right before capping the flag for the last time.

“Everyone, it has been some of the greatest moments of my life,” said Halo 3 player Xxminiman15xX. “I’m very, very sad to see this end. But, it’s not an end, because we will always have our memories. We’ll always have our moments. And… we can still play on the Master Chief Collection.”

After that they capped the flag, the match ended and shortly after that, the servers began shutting down. Players across Reddit and YouTube shared videos of the moments right as the servers gave up the ghost. Other players took screenshots of the matchmaking screen from Halo 3. Normally the globe seen in the bottom left-hand corner of the map would be lit up representing the various players around the world. But with the servers officially dead, for the first time since Halo 3 was released in 2007, all the lights were gone. The world was covered in darkness. It was over.

Watching players come together to celebrate the end of Halo 3’s servers has been oddly touching. It might have just been a multiplayer shooter, but it was also a game that brought people together. Folks shared stories of meeting friends and even husbands and wives through Halo 3 and Reach.

For me, Halo 3 was probably the last Halo game that I truly, completely loved. I spent so much time in Halo Reach and older games, but none of them (not even the recent and very good Infinite) ever captured the same feeling of Halo 3. Part of that was because I was younger, of course, but also because it was one of the first online video games I really sank weeks of my life into.

Booting up Halo 3 was special, as if I was connecting to a wild and beautiful community. Servers were full of community-created modes and maps—like the wild and crazy “Speed Halo” in Reach or custom parkour and race map in Halo 3. Partaking in that creativity made the games feel like a thing that was actually alive and evolving. I celebrated birthdays in this game. Escaped to its online action when high school got too shitty. It was a place of refuge and a place where I met cool people. (And some racist and assholes.) It also helped that Halo 3 was a damn fine shooter, too.

And while it is true that you can still play Halo 3 online via the excellent Master Chief Collection, it isn’t the same. That era is now gone. The fight is finished. And like a good Spartan, Halo 3 didn’t go quietly.

    



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Halo Infinite Player Wins 100 Free-For-All Matches In A Row On PC

Screenshot: 343 Industries

Talk about redefining “unfriggenbelievable.” A Halo Infinite player recently went 100-and-0 during an impressive spree of free-for-all matches in 343 Industries’ popular multiplayer shooter.

Remy “Mint Blitz,” an Australia-based Halo content creator who streams on YouTube and Twitch, has made a name for himself as a creative, boundary-pushing player. You may recognize Blitz as the dude who pinpointed a Halo Infinite campaign exploit before the game even came out that allows you to fly across the map. Most recently, he posted a compilation of a 100-victory spree on YouTube. It is absolutely bananas and well worth checking out, whether you’re a Halo fan or not:

“Winning 100 games straight was incredibly stressful,” Blitz said in the video. “I had my friends, when I was reaching the 90s, saying, ‘Oh, don’t choke on 100.’”

There was, unfortunately, just one hiccup: As he was up by ten kills, his PC froze mid-match—right as he was about to score the final point. But c’mon, let’s be fair. That gets a hall pass. The streak ultimately culminated at “105, 106 straight” victories, per Blitz, before he got lapped in kills by a competing player. “I couldn’t outkill the guy in first place,” Blitz said.

Obviously, winning more than 100 games in a row demands some formidable skill, plus a deep knowledge of how Infinite’s multiplayer levels are laid out. Still, some of these plays are downright ridiculous. Beyond the triple kills, the overkills, and the killtaculars, there’s no shortage of mind-boggling sticks,when you adhere a plasma grenade to an opponent, resulting in a guaranteed kill. Blitz possesses the extra prowess of making Halo Infinite incredibly fun to watch.

The exercise forced Blitz to switch up his typical strategies, which have long relied on Halo’s trusty sniper rifle. But Blitz noted how, over the span of 100-plus games, he rarely came across the sniper rifle in free-for-all matches. Weapon spawn points in Halo Infinite alternate between two possible options. The sniper rifle’s spawn point, Blitz said, was often occupied by the skewer, a new Halo gun that sports long range and kills anyone in one hit but has significant bullet drop.

Read More: How To Master Every New Weapon In Halo Infinite

Instead, Blitz found himself relying on gear—specifically, the repulsor, or what Halo Infinite experts refer to as “the pushy thingy.” The repulsor seemed most effective on the Recharge stage; Blitz posted up in the room with the generator, and repeatedly pushed unwitting opponents off the edge.

The repulsor kills go hand-in-hand with a curious strategy. Blitz would shoot his weapon at nothing, which might seem like little more than a needless waste of ammo. But even this has a point. By shooting his weapon, Blitz registered on enemies’ motion trackers. They’d come around the corner to see what’s up, and then…whoosh! Right off the edge. Over and over and over again, with such frequency it picks up the cadence of a comedy routine. Small wonder Blitz says an all-repulsor victory is next on the list.

 

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Halo Infinite’s Open(ish) World Delivers On The Series’ Promise

Screenshot: 343 Industries / Kotaku

Halo Infinite almost lives up to its title.

Early on, you’ll find the playground for this tentpole shooter isn’t just big—it’s enormous, veering on the edge of what you’d find in a true open-world game, à la, say, anything in Ubisoft’s portfolio. The format is a marked departure from previous Halo games, which have always played out as linear sci-fi shooters largely set in hallways of various grays, purples, blues, and greens, with occasional larger landscapes beyond. Over the past six weeks, I’ve played a lot of Halo Infinite. Despite the size of its objective-peppered map, I’m not entirely convinced it’s an open-world game, at least not in the way we’ve come to think of it.

Clue #1: When I recently spoke with two creative leads on Halo Infinite, associate creative director Paul Crocker and character director Stephen Dyke, neither said the phrase “open world” once over the course of our nearly hour-long discussion.

Clue #2: Halo Infinite, an approximately 17-hour game for most players, is neatly broken into three parts. The first section is a two-hour linear section that doubles as a tutorial (for newcomers) or a walk down memory lane (for lapsed players). The second third is a series of subsequent sprawling open areas, replete with side-quests, hidden collectibles, fast-travel spots, and bases you can capture, with every region culminating in a bombastic mission or two. The final third is a four-hour linear sprint to the finish.

Clue #3: That final section? Once you start it, you can’t fast travel back to what Dyke calls “the more open areas.” And you don’t get a heads-up about the point of no return. It’s a little annoying, for sure. (“That’s on us,” said Crocker.) But it’s also a quiet rebuttal of the formula established by so many true open-world games that have come before.

Clue #4: Halo Infinite is, by most accounts, a manageable game. It eschews the “if you see it, you can go to it” ethos that’s come to define the open-world genre, a genre that so often demands a triple-digit playtime commitment.

Read More: Halo Infinite Is Harder Than You’d Expect, And That’s By Design

“We never wanted to make a 100-hour drag for the player,” Crocker said. “It still had to be this focused … experience as opposed to, ‘Now Master Chief needs to go hunt some space crocodiles or something just to be able to carry on.’ It works for other games, but it doesn’t work for Chief.”

Master Chief, for those who don’t know, is Halo’s longtime protagonist, and is the backbone of Halo Infinite, following the series’ dalliance with other playable characters in Halo 5. As Chief, you can forgo your primary objectives to rescue a group of stranded marines or take out an enemy commander or track down hidden tech that’ll improve your abilities. And there’s a crop of cosmetic options, typically tucked in the furthest reaches of the map, that you can find for use in Halo Infinite’s standalone, free-to-play multiplayer portion. The optional stuff in Infinite is by and large rewarding.

“Ideally, at least, [players] say, ‘Oh, that was cool,’” said Dyke. “Our goal was never to make those things that are off the beaten path feel grindy or feel like a way of inflating the amount of time.”

Screenshot: 343 Industries / Kotaku

But the constant narrative thrum nonetheless compels you to hit the next main mission. If you veer off course, your companion, an artificial intelligence unit known as the Weapon, repeatedly urges you to get back on track.

“Constantly shouting ‘Go, go, go’ to the player basically encourages them to finish the game as quickly as possible, right? If the story is telling you the world’s going to melt, you’re not going to hang around to investigate that smoke on the horizon,” said Crocker. “The tricky part is making sure it feels important but not urgent—or, very specifically, if it doesn’t break the character of Master Chief, it doesn’t break your intent as a player, but still feels that you’re part of this thing that’s moving forward.”

Halo Infinite indeed moves forward at breakneck pace, thanks to a plot underscored by mystery. Prior Halo games generally sported the same solid if expected narrative chassis: pick up the big gun, beat the big bad guy. Halo Infinite, however, turns Chief into an unreliable narrator for the first time. And then there’s the giant question mark posed by Infinite’s setting: Zeta Halo. It looks like a Halo (an ancient ring-shaped space station) but is inexplicably shattered, and is apparently capable of secret functions beyond the one for which Halo stations are known: galactic elimination of sentient life. (In this regard, Infinite isn’t exactly subtle. At one point, in case you’re not getting it, Master Chief literally says Zeta Halo is “not like the others.”)

Screenshot: 343 Industries / Kotaku

Crocker, who cited Halo: Combat Evolved’s “Halo” level as a north star in development, and Dyke, who said the same about that game’s “Silent Cartographer” level, wanted to capture the bottled lightning that put Halo on the map two decades ago.

Both of those early missions share a similar throughline: You start alongside a crew of headstrong marines, you have access to a minor fleet of futuristic vehicles, and you can approach your tasks—firefights set in expansive exteriors and claustrophobic interiors—in a manner you see fit. But beyond the mission structure, “Halo” and “Silent Cartographer” both conveyed a sense that Halo was far more grand, in terms of scale, than what you could see on the screen—a necessity, given the technical confines of the era.

“I remember, 20 years ago, playing it and going, ‘This is amazing! Look at the grass! Look how wide this corridor is!’ when you first land. Then you go back, looking at it, and it’s not really that wide, but it’s wide enough at the time,” Crocker said. “[For Infinite], we wanted to figure out how many walls we could break down and keep you feeling the same way you did—that sense of awe and wonder and mystery that you had 20 years ago.”

These days, game development isn’t so limited by technology, and the team at 343 Industries has the tools at their disposal to realize the dream posed by those early Halo levels. If Halo’s early levels sketched out the blueprint, Halo Infinite is the finished house.

“To me, [‘Silent Cartographer’] is one of those missions where it’s, like, that, but scaled, is just a great representation of what we’ve delivered with Infinite,” Dyke said.

You can see this most clearly during a mid-game level called “The Sequence,” the final “more open area” before Halo Infinite reverts to the framework of a linear shooter. In “The Sequence,” you have to extract data from four towers in your near vicinity. The region is interspersed with more than three dozen optional objectives—bases to capture, squads of marines to save, high-value targets to eliminate, collectibles to find—that you can tackle en route from tower to tower.

Or you could capture an aerial vehicle and knock out the whole thing in under an hour.

Open-world games sell you the promise of infinity—that you can go anywhere, see anything, do whatever you want whenever you want to. In Halo Infinite, “The Sequence” segment no doubt gives you a healthy sampling, preceded, in earlier levels, by appetizer-sized portions of the same dish. But it ultimately circles back to, and spends a bulk of its time on, the reliable alien hallways that make a Halo a Halo. Yes, Halo Infinite is huge. It’s still finite, though, and those tighter, more focused sections that bookend the game still feel so central to Halo’s identity—too central, in my view, for Infinite to truly bear the mantle of an open-world game.

“We wanted to start in a linear fashion and end in a linear fashion, and then everything in between is encouraging you to go out and explore,” Crocker said. “We wanted to make the end feel very impactful.”

 

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Where To Find Halo Infinite Easter Eggs Like The Giant Sandwich

Legends say that deep in the caves of Zeta Halo you can find something large and delicious. A sandwich created by the Forerunners, designed to satisfy even the largest, most wild hunger. They called it… Giant Sandwich. And now, only a few days after Halo Infinite’s release, players have found this weird Easter egg. And some other secrets too.

Halo Infinite is basically an open-world spin on the classic Halo formula, so it shouldn’t surprise anyone that hidden in the map are some secrets and Easter eggs. I mean, even before Halo was an open-world adventure, the older games would always contain numerous Easter eggs and jokes for dedicated hunters to find. And it turns out Infinite is no different.

As spotted by 343 Industries community manager, John Junyszek, someone found a tiny tunnel in the ceiling of a cave. Using the grappleshot ability to climb up the tunnel, xGarbett on YouTube found a giant sandwich surrounded by grunts. They are apparently worshipping the large snack.

Who built this sandwich? Why did they build it? And more importantly, as I’m hungry, how old is it and do you think it’s safe to eat still?

Another odd Easter egg found by the same player who discovered the giant snack is an original Xbox console. Today, that’s a pretty old piece of hardware. In the year 2561, when Halo Infinite is set, that’s damn near ancient. Wonder if it works? Perhaps the Master Cheif can relax and play some Blood Wake.

Like the sandwich, the Xbox was hidden in a small gap inside a cave. So if you want to find some secrets, that’s where I’d start looking.

Some other Easter eggs players are finding on Zeta Halo include stuffed plushies inspired by Halo characters like The Arbiter and even a Halo arcade machine, which while cool, does create a whole lot of questions. Maybe not as many as the mega-sandwich, but still, Halo lore nerds enjoy piecing all this together.

Halo Infinite’s campaign only launched three days ago, on December 8. Yet, players have already found some wild stuff. I can’t wait to see what folks have found by next year. Maybe somewhere, way down in some deep, hidden cave, players can find the DMR and the original shotgun. That’d be swell.



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