Tag Archives: Halo Infinite

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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YouTube Star Dr. Disrespect’s NFT Game Charges You To Playtest

Screenshot: Midnight Society

The democratization of game development has long been touted as a fresh, original idea, each and every time a developer does it. From releasing daily public builds to frequently updated Early Access editions, it’s been done many times for many years. The difference with Dr “Herschel Beahm IV” Disrespect’s upcoming FPS project, a battle royale-cum-extraction shooter from his Midnight Society studio? You have to buy a fucking NFT to play it.

Midnight Society’s goal—currently titled “Project Moon”—is to create “the next AAA competitive PvPvE first-person shooter,” which they say they will do “openly and transparently,” via releasing what they’re calling “Snapshots.”

These are effectively vertical slice builds of a game, which would more usually be created by a developer in pre-alpha to try to secure a publishing deal, or to show off during events like E3. Such samples of what a game will offer give an idea of the developer’s ambitions, but in this case will apparently be used so backers—sorry, “Founders Action Pass holders”—can give feedback, and vote for features they’d like to see removed or included. Which is otherwise called “playtesting,” a position developers or publishers pay people to perform, often poorly.

Image: Midnight Society

Midnight Society describes itself as a team made up of “ambitious game industry veterans,” with its leadership team built from Robert Bowling, original member of Infinity Ward and executive producer of Cat Girl Without Salad: Amuse-Bouche, money-man Sumit Gupta, and Beahm himself, a former community manager at Call of Duty studio Sledgehammer Games. It also boasts Quinn Delhoyo, sandbox design lead on Halo: Infinite, who has also worked on multiplayer for previous Halo games and Gears Of War III, and previously had the honor of being a level designer for Duke Nukem Forever.

They’ve already put together a further team of 10 experienced developers, plus a further 12 non-development crew, amongst whom a few have the word “crypto” written through their CVs.

It’s a pretty small team to try to put together what appears to be a battle royale-meets-extraction shooter (think Hunt: Showdown meets Plunkbat), the genres via which Beahm first gained streaming fame. Yet, it’ll be very simple to see how they’re doing, given that every six weeks they intend to release a playable build to those who’ve invested in the project.

“Our high-level gameplay goals are to capture the essence of arena shooter level design,” says Midnight Society’s latest blog, “with the scale and scope of battle royale player counts, and the session-to-session gameplay mechanics of extraction-based shooters.”

The development studio previously attempted to garner attention a couple of weeks back by paying for a pricey Times Square billboard. On it was teased the name of the studio, and little else, beyond a suggestion that some sort of announcement is due July 29. This, it seems, is to be the first “Founders Event,” where those who bought in before the game existed will get to meet up in Los Angeles to, er, “discuss the first Snapshot of the game.” What a time.

Back in March, Beahm and company sold off 10,000 NFTs that represent these Founders Active Passes, for the not-inconsiderable sum of $50 each. Midnight Society claims it received 400,000 applications, and clearly further rounds of selling off such passes will be an intended revenue stream. Half a million bucks for that first round won’t cover the salaries of the current team.

It’s interesting to note that in all the vague descriptions of what Project Moon will actually be, there’s no mention of further cryptoshit. Whether that’s canny marketing, to try to avoid the vast amount of negativity the topic rightly generates, is unclear. But given the hiring of crypto types, it’d not be a surprise to start to see some “Web3″ BS getting mentioned eventually.

Of course, given the promises of transparency, and that backers are allowed to make public video content from the six-weekly builds, we’ll get a fascinating perspective on the project as it goes along. Thanks to those making the odd choice to pay to perform a usually paid development role.

 

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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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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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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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Infinite Now Playable In Third-Person Thanks To Mod

While Halo Infinite is a first-person game by design, that doesn’t mean, like so many other games designed to be played a certain way, we can’t play it another way if we want.

As PC Gamer report, there’s a new mod out now that lets you play the whole campaign from a third-person perspective, not just those sections where you’re holding a big-ass weapon. Which might sound pointless at first since this is a FPS game, but one look at the mod in action will make you realise that this might be something worth looking into:

Doesn’t it look great? So many of these kinda mods, the ones that change an entire game’s perspective from the one it was designed to be played in, end up looking broken and/or unfinished (and often playing just as badly), simply because we were never supposed to be able to see a first-person character’s kneecaps.

Because Halo Infinite already has all this stuff baked into its animations from turret sequences and multiplayer, though, this looks as seamless and natural as though it was a toggle you could hit from the main menu. Which…it basically is once you get the mod installed, but more on that in a minute.

It’s the work of Opulent Halo, who also made all the videos in this post. The one above is more of a general showcase, while this one below gets rid of the HUD for something that looks even more cinematic, albeit also largely unplayable:

If you want to try the mod out yourself—and right now it works only on the game’s main campaign—you’ll need to first download the Infinite Runtime Tagviewer, then get the mod itself here. After that it gets a little bit fiddly, so you can check out a tutorial that Opulent Halo to help folks get it installed below:



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Halo Infinite Season Two Out May 3 On Xbox, PC

Screenshot: 343 Industries

For a while now, the prevailing narrative around Halo Infinite is that interest in the game, once confidently perched at the summit of Mt. First-Person Shooter, has fallen off a precipice. But that stands poised to change when season two, “Lone Wolves,” rolls around on May 3. Folks, it sounds (and looks) dope AF.

Halo Infinite, first released last November for Xbox and PC, is the first game in the series to feature a free-to-play model. Like many games with a similar model, it’s built around a seasonal framework. Players have roundly praised Infinite’s fundamentals—the guns, the movement, the heavy dose of nostalgia—but criticized everything from pricey cosmetics to a general lack of new, updated content. (The game’s splashy special event, Fracture: Tenrai, repeated five times throughout Halo Infinite’s first season, with another occurrence planned for later this month.) For its part, developer 343 Industries instituted changes, like lower prices for cosmetics, throughout the first season.

Developer 343 Industries teased Infinite’s second season, “Lone Wolves,” in an exciting if vanishingly brief trailer, with a sizzle reel of new maps, cosmetics, and heavy-handed lines of dialogue (“We always have room for another wolf.”). That trailer is in addition to a series of blog posts from the past few weeks outlining the granular changes.

There’s a lot to like. Also, you can earn $10.

Okay, not technically, but you could, in theory, buy one premium battle pass and never have to buy another. In January, 343 announced that players could earn credits—in-game currency spent on Halo’s microtransactions that roughly maps out to $1 for 100—through the mere act of playing but didn’t get into the weeds. Now, we know how it works.

Those who buy the premium battle pass for season two (battle passes cost 1,000 credits) can earn 1,000 credits over the course of the pass. You could conceivably then bank those 1,000 credits, spend them on the premium battle pass for season three, earn 1,000 credits from that pass, bank them for season four, and so on. Of course, that assumption is entirely contingent on three factors. Premium battle passes of future seasons would need to cost 1,000 credits. You’d need to be able to earn 1,000 credits from those premium passes. (Representatives for 343 Industries did not respond to a request for comment in time for publication.) And you’d need to have the time, patience, and energy to stick through the entirety of said battle passes.

But “free money” isn’t the only thing worth writing home about, as Infinite is getting a slew of new additions next month, including two new maps.

A huge sticking point for players was how Halo Infinite launched with ten maps—a fine enough number on paper, unless you scrutinize the circumstances. One of the initial maps, Behemoth, was so loathed by the community that 343 Industries eventually removed it from ranked playlists. Another one, Launch Site, is what experts describe as “just the fuckin’ worst.” And three of those maps were relegated to the large-scale Big Team Battle playlist, which spent months languishing with minimal functionality. Effectively, this meant Halo Infinite players were relegated to five maps that were actually reliably fun.

The long-neglected ravager will see an increase to its damage in season two.
Screenshot: 343 Industries

Arena playlists will get Catalyst, a small-scale map that looks to be set on a Forerunner structure of sorts. Meanwhile, Big Team Battle—which is functional now!—is getting a new map called Breaker. The season two trailer shows some lava. In any case, if 343 continues to add two additional maps every season, that rate will put Halo Infinite on track to have the same total number of maps as prior Halo games. There’s a deep well to draw on, too; this is the first Halo under 343’s purview that hasn’t yet featured remade versions of popular maps from previous games. (My fingers are crossed for Halo 4’s Haven.)

Halo Infinite will see a bunch of new playlists, too. King of the Hill, the longtime mode in which players battle over control of a small space—and the one I personally haven’t shut up about wanting for the past six months—will be available from the start of the season in “multiple playlists.” As will Attrition, the tense, team-based deathmatch that was playable for a few weeks in January. (Called it.) When it comes back, you’ll no longer be frozen in place for a few seconds after you’re revived by a teammate.

More curious is the Last Spartan Standing mode, which is less of a known quantity than King of the Hill (been around for ages) or Attrition (has literally been playable in Infinite already). The official line is that it’s a “free-for-all elimination mode,” though details, like its release date or even a rundown of how it works, aren’t available. Data-miners believe it’ll be a twist on the 24-player Big Team Battle, something akin to a miniature battle royale.

Capstone rewards are also getting a much-needed overhaul. Every week, Halo Infinite provides players with a unique list of 20 challenges: rote tasks like “complete two Slayer matches” or “kill 50 players in PvP.” If you knock all of them out, you unlock that week’s capstone challenge. Finishing that gives you the week’s capstone reward.

Why yes, I will grind all of the challenges in the world for this sumptuously named “Alabaster Cognac” vehicle coating.
Image: 343 Industries

Right now, capstone rewards are all over the place. On one hand, when they’re not worth the time sink—say, an emblem that’s both ugly and has also popped up as a reward for two out of the prior five weeks—so players feel disincentivized to complete the grind. But when the rewards are awesome, you get players saying they feel too much pressure to play, or even feel some FOMO for not being able to make the time commitment. The rewards outlined so far for “Lone Wolves” seem to strike a solid balance: of the five detailed, it’s a mixture of stances, weapon skins, and vehicle coatings. John Junyszek, Halo’s senior community manager, said boring prizes like emblems and backdrops won’t be issued as capstone rewards. It’s a key sign that 343 is listening to its player base, internalizing the feedback, and actually making crucial changes.

These are all in addition to various balance tweaks for weapons (the mangler, the ravager) and equipment (the drop wall, the overshield). Exciting times, if you’re a Halo fan.

But “Lone Wolves” isn’t entirely the silver bullet Halo Infinite needs, as it is going to launch absent some promised features. Support for the cooperative campaign, which can reportedly support two players in splitscreen and four players online, was slated to launch with the release of the season. That’s since been delayed, and is now slated for an unspecified date later in the season. (“Lone Wolves” is scheduled to run for about three months.) And save for one notable leak, the Forge creation tool is nowhere to be seen. Though it was always slated for Infinite’s third season, 343 hasn’t officially unveiled details.

The big question for Halo players is if “Lone Wolves” can reinvigorate players who’ve bounced off the game, or if it’s too little too late. In my mind, there’s precedent here. Just look at 343’s own Halo: The Master Chief Collection, arguably among the most disastrous launches for a big-budget online game…maybe ever? But 343 stuck with it, shored up the servers, added a bunch of new content, folded in enticing targets and seasonal models, and turned the ship around. Halo: The Master Chief Collection was, for a while there, one of the best multiplayer shooters.

Can 343 pull off that same hat trick twice? Only time will tell, of course. But for the first time in a while, I’m feeling optimistic about Infinite’s future.

 



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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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343’s Halo Infinite Launches Cyber Showdown Event January 18

Screenshot: 343 Industries

Starting tomorrow, Halo Infinite begins its third major even since launch, called Cyber Showdown. And things might be getting ‘80s, Tron-style.

Developers 343 have attempted to play the details of the event close to their chests, which of course only ever results in dataminers revealing absolutely everything instead. So while all we officially have at this point is an ambiguous teaser from before the weekend, since then details from reliable leaks and mines have piled up.

The teaser certainly implies some neon-80s arcade machine magics. As a Spartan fiddles with a Space Invaders-like game, called Slipspace Invaders (DYSWTDT?), he’s shot from behind by a rival player. But instead of dying, he seemingly finds himself spawning inside another world, his suit changing from blue to pink, and a new neon mohawk on his helmet.

Weirdly, disappointingly, the Spartan is stood against the most dreary grey background, looking like it could be anywhere on Infinite’s bland maps. But beyond this, despite the imminent start of the event, nothing else was shared. So in leapt the dataminers to do 343’s PR job for them.

With that in mind, take everything reported here with a pinch of salt. But the leakers are saying the event will start at 1 p.m. ET Tuesday, and this time run for two weeks.

It will be played, the say, across Capture The Flag, Slayer, and Attrition, while adding new mode, King Of The Hill. There are ten ranks to gain that also imply a very vaguely ‘80s vibe. The ranks go like this:

  • Rank 1 – Boring stance
  • Rank 2 – Weapon coating
  • Rank 3 – Underpants-skid-like nameplate backdrop
  • Rank 4 – CRAIG! (emblem)
  • Rank 5 – Silly visor
  • Rank 6 – Armor coating
  • Rank 7 – A little sword to dangle off your weapon
  • Rank 8 – A slightly less silly visor
  • Rank 9 – AI Color (and sadly not the best new helmet ever)
  • Rank 10 – Neon mohawk for your spacehat

It seems it’ll be about completing starred challenges, although it’s unclear how they’ll be spread out across the event’s fortnite. That should put some minds at rest, after the disappointing game-a-day of the Christmas event. The good news is, all that lot is free, while there will be a bunch of cyberpunk-ish items in the store for your real-life money. Stuff like a “Synthwave Coating”:

I mean, if I were a video game developer, I’d seed my game code with all sorts of mad bullshit to trick the miners, and then leak out equally nonsensical information, just to have fun. Which is reason #439 that I am not a video game developer.



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