Tag Archives: 343 Industries

Just using same as main in this case

Image: Microsoft / 343 Industries

Worlds sometimes collide in the most expected ways. Destiny, a series of first-person shooters developed by Bungie and first released in 2014, is getting a slew of weapons from Halo, a series of first-person shooters developed by Bungie and first released in 2001.

Rumors around a crossover have swirled for some time now. Bungie turns the big 3-0 this year, and is planning an in-game Destiny 2 event “that pays homage to the adventures we’ve shared.” Initial promotional screenshots sent analytical fans into a tizzy over whether or not character silhouettes indicated inclusion of Halo-inspired firearms, like the quintessential battle rifle. Plus, not sure if you’ve heard, but there’s a new Halo out this week, one that seriously oozes original-trilogy vibes (when the series was under Bungie’s purview).

The stars aligned just a bit too neatly for anything short of, at the very least, a crossover on the scale of an end-credits stinger from a Marvel Cinematic Universe movie. A trailer for Bungie’s 30th anniversary event confirms as much:

Among the fray, you can make out four weapons that are unmistakably lifted from Halo, further detailed on Bungie’s site:

  • The Forerunner, an exotic-tier sidearm, is clearly the all-powerful pistol from Halo: Combat Evolved.
  • The legendary-tier BXR-55 Battler is a burst-fire pulse rifle akin to the burst-fire battle rifle that first debuted in Halo 2, which has gone on to become a series staple.
  • The Half-Truths sword, also legendary, is the iconic energy swords often used by high-level Halo enemies. Though enemies wielded it in the first game, players couldn’t use one until Halo 2. It’s also become a series staple.
  • The Retraced Path is a legendary-tier trace rifle that maps to Halo: Reach’s focus rifle. (The focus rifle is fundamentally the same as the beam rifle from other Halo games.)

Bungie says all of these items are all part of the “Dares of Eternity” event, which is free to all players. Other additions—including the return of the fan-favorite Gjallarhorn rocket launcher—are only available to those who pick up the Destiny 2 30th Anniversary Park.

The battle rifle corollary even has a near-identical crosshair to Halo’s battle rifle.
Screenshot: Microsoft / 343 Industries / Kotaku

Bungie, which was once wholly owned by Microsoft, went independent following the release of 2007’s Halo 3 in 2007. In going indie, the studio left the rights for Halo with Microsoft, but went on to develop and release two more games in the series for Xbox: Halo 3: ODST and Halo: Reach. Following the release of Reach, Microsoft established a new studio, 343 Industries, intended solely to keep the Halo machine churning. In the years since, 343 has released three full games—2012’s Halo 4, 2015’s Halo 5: Guardans, and this year’s Halo Infinite—alongside a collection bundling pretty much every Halo prior to Halo 5.

Earlier this year, Xbox head Phil Spencer told Axios Gaming that, under his leadership, he thinks Microsoft could’ve held onto Bungie, but fully acknowledged why the venerable studio would’ve wanted to go its own way.

“At the time, they had big ambitions. They had sold their business for a certain amount of money. They saw what Halo turned into,” Spencer said. “And it’s like, ‘OK, Microsoft benefited more than Bungie did from the success of Halo.’ There’s no other story that can be written there.”

For the past year and change, Destiny 2 and all its expansions have been part of Game Pass, Microsoft’s Netflix-for-games subscription service, significantly lowering the barrier for entry for some 18 million subscribers. But that changes this week, when Bungie will pull Destiny 2’s expansions from the Game Pass library, as the hype cycle revs up for February’s release of The Witch Queen expansion.

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Everyone In Halo Infinite Wears Gray Armor On PC And Xbox

Screenshot: Microsoft / Kotaku

For a game with an ostensibly deep wardrobe, Halo Infinite’s player base sure loves to wear the same clothes. Not sure if you’ve noticed, but it seems like everyone in 343 Industries’ buzzy first-person shooter is either all-gray or a samurai.

Halo Infinite, which saw its free-to-play multiplayer portion released on November 15 for Xbox and PC, features a raft of cool cosmetics, par for the course for a game based on such a model. Thing is, most of the coolest offerings are locked behind a paywall. And those you can get for free aren’t exactly anything to write home about.

There are two ways to pay your way to fancier armor. You could progress through the seasonal battle pass, which grants better, and more frequent, rewards if you pay $10 for the premium version. Or you could peruse the cosmetic store, where items can be purchased piecemeal for anywhere from $7 (a bundle including a weapon skin, an armor skin, and a post-match stance) to $20 (a weapon skin plus some armor modifications). The store resets weekly. And, crucially, most weapon skins you buy are limited to use on a specific set of armor.

If you’re hewing to the “free” part of free-to-play, you have ten color options for your Spartan’s default set of armor: blue, brick, brown, cyan, forest green, gray, orange, sage green, violet, and yellow. You can earn extra colors by hitting levels 11 (stone green), 41 (a muted lilac), 56 (stone gray, rather than gray gray), 66 (another grayscale tone, one flecked with brown spots), and 76 (a colorway called “noble portal,” which is…gray with a tan chestplate) in the free version of the battle pass. But for the most part, the free color options aren’t particularly good.

A better world exists. You just have to believe.
Screenshot: Microsoft / Kotaku

Halo Infinite’s second set of armor, the Mark V [B], is only available to those who pay for the premium battle pass. But a bonus third set, the samurai-inspired Yoroi kit, was a prize up for grabs for those who played Halo Infinite during its monthly event. The event armor currently only available in one free color: binding shadow, which is [drum roll] really just a synonym for “dark gray.” (No, I refuse to recognize that hideous American flag pattern as a legitimate paint job.) There’s also an option with some color in it, but it’s designed to look worn and faded—meaning that drab colors are still prevalent.

That everyone wears the same stuff makes a certain degree of sense—free stuff is always gonna be more popular than not-free stuff—but there could be a tactical rationale, too. Much of Halo Infinite’s architecture is gray-toned. By rocking a similarly drab suit of armor, you won’t stick out nearly as much as players who wear, say, the cyan, the yellow, the orange, or that eyesore of an American flag suit.

Gray isn’t the only drab tone to dominate Halo Infinite’s player base. If you complete all of your weekly challenges in any given week, you unlock a customization option. Last week, the prize was an off-white colorway called “willow tea.” Your weekly slate of challenges is totally randomized, but the capstone challenge—the one that actually grants you the reward—is the same for everyone, and last week’s was a doozy: earn five killing sprees in Fiesta.

You can strategize around earning killing sprees (five kills without dying) in typical Halo modes. In Fiesta, a mode that spawns everyone with a randomized loadout, it’s impossible to predict what equipment your opponents have, meaning last week’s capstone was entirely contingent on luck. If you succeeded, you’d obviously want to show off your reward, a badge of honor for all to see. (Guilty as charged.) No wonder it’s everywhere this week.

Scroll through the color options for the standard Mark VII armor and you’ll see a slew of forthcoming options, replete with instructions on how to get them. Among the crop, there’s the vivid-red scarlet wake (“stay tuned for more details”), the striking-white bleached bone (“stay tuned for more details”), and the blue-hued arctic void (“available in the store now!”). Some day, we may have a veritable Crayola box of Spartans prowling the battlefields of Halo Infinite. But for the time being, don’t expect anything more than a sea of grays.

 

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Halo Infinite’s Radar Sucked, But 343 Is Fixing It

Image: 343 Industries

On Friday, 343 Industries released a lengthy post summarizing many of the changes, fixes, and improvements made to Halo Infinite after receiving tons of feedback from its technical preview in August. One of the biggest changes is that the motion tracker is being tweaked and will operate more like it did in past Halo titles.

Early in August, over the course of a weekend or so, 343 Industries ran a Halo Infinite technical preview for selected players on Xbox One, Xbox Series X/S, and PC. While the preview suffered from some server issues at first, it eventually stabilized and let players fight against bots of various skill levels. The bots were impressive, the overall game felt good and Halo-y and it looked solid too.

But some, including Kotaku’s own Ari Notis, had issues with the new motion tracker. Before, in past titles, you only appeared on motion trackers if you walked or ran. If you crouched and moved slowly, you would stay off the radar. In Halo Infinite’s preview, you only showed up on the radar when shooting or sprinting. So you and bots could walk around, safely hidden off the radar. This changed up the usual rhythm of Halo matches. Crouch walking wasn’t really useful anymore, beyond occasionally hiding behind cover, so most players just ran around at normal speed. This led to situations where you could walk into an area and get ambushed by a whole team.

While some liked the new changes to the motion tracker, it appears that 343 Industries saw more negative feedback and is now reverting the radar back to how it worked in the past, as explained in a post on Halo Waypoint.

“While some appreciated the new approach, we found that most players missed the old properties in these social matches,” said 343. “We’ve updated the Combat Sensor to feel more like the ‘Motion Tracker’ of old, which shows all movement besides crouch-walking, and should have that ready for folks to test in the next flight. Be sure to keep an eye on it and let us know how it plays!”

The beauty of Halo, at least in the past, has been the ability for players to customize game modes and create their own horrible or amazing creations. So I hope that for folks who prefer the more competitive radar seen in the beta, that 343 includes an option to turn it back on or has a more “hardcore” playlist that uses it. But for me, a longtime fan of Halo who prefers the classic radar and how matches play out using it, I’m happy for the change.

If you care about all the other changes — including tweaks being made to the UI, gun noises, how bots move around the map, what medals will look like, and how daily challenges work — you should check out the full post over at Halo Waypoint.

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Infinite Devs Destroyed A Piano To Create Some In-Game Sounds

Gif: 343 Industries / Kotaku

As my great uncle often said, “To create art, sometimes you must destroy an old, unwanted upright piano.” He was a strange man.

In the latest Inside Infinite blog, 343 Industries shared a bunch of details and information about how it’s creating the sounds in the upcoming Halo Infinite. There’s a surprisingly large amount of in-depth tech talk and diagrams to be found in the post, if that’s your kind of thing. But what I want to focus on is that to help create powerful, loud sounds for the game, 343 fucked up a piano.

Thankfully, they recorded and uploaded it to YouTube too.

Oh yes, I really meant fucked up.

Not just a few taps from a hammer or some rough shaking. They destroyed this thing, slamming it with bricks, bats and chopping its wires too. Eventually, they started shoving dry ice on it and the results are some genuinely creepy and alien noises. At one point someone placed a block of dry ice on it and stepped hard, which made a strange noise, which was the intended effect. But it also felt like someone just wanted to torture a piano and got lucky that day.

According to the blog post, this piano was donated by a friend of Lead Sound Designer Kyle Fraser. The friend no longer wanted it and Fraser decided to use it to collect a bunch of various noises and bits of audio.

I also think some folks there just wanted to beat the shit of a piano with baseball bats. And who can blame them? Looks fun.

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