Tag Archives: Halo Infinite

Halo Infinite’s Battle Pass Is Fine The Way It Is—For Now

Screenshot: 343 Industries

There’s a new Halo out, the first in more than half a decade, but all anyone can talk about is its contentious battle pass. The convo has now hit a point of cacophonous saturation, prompting a top creative on the game to openly acknowledge complaints about Halo Infinite’s progression, and state that addressing them ranks as a top priority.

Sigh. All right. This has gotten out of hand. Halo Infinite’s battle pass is totally fine, you guys. I’d even go so far as to say it doesn’t need the total overhaul some say it does—certainly not compared to some of the other pressing issues with the game, and certainly not yet.

Two weeks ago, if you somehow missed it, Halo Infinite came out of left field. Though the full game still won’t be out until December 8, developer 343 Industries surprise-released the multiplayer mode—technically “in beta”—on Xbox and PC. Pretty much everyone agrees: On the fundamentals, it’s a blast, a ridiculously polished first-person shooter that somehow both feels new and carves out space as a return to the golden age of arena shooters.

The bulk of criticism has been directed at the game’s meta-progression system. Like most games based on a free-to-play model (the campaign is priced at a premium, but the multiplayer mode is free), Halo Infinite features a battle pass. By earning experience points, you can level up, unlocking rewards tied to each rank: stuff like new visor colors, helmets, armor “kits,” armor attachments, shoulderpads, knee pads, emblems, and post-battle stances, alongside various single-use items that can help speed up the process. The free model grants you marginal rewards; paying $10 earns you cooler gear, and more of it, than what you’d get with the free pass. With both, earning 1,000XP boosts you to the next level.

The catch is that leveling is largely based on completing hyper-specific challenges, rather than performing well. Right now, completing a multiplayer match in Halo Infinite gives you 50XP. (You don’t get a bonus for winning.) Knocking out a challenge—say, getting 10 kills with the stalker rifle, or winning three matches of capture-the-flag—can net you anywhere from 200XP to 400XP. You’re allotted 20 challenges per week. Once you complete them all, you won’t get more until the week resets (on Tuesdays). You’ll have to rely solely on 50XP bursts to work toward ranking up.

Screenshot: Microsoft

Critics contend that the current structure begets glacial progress. You could knock out your weekly challenges and rank up at a steady clip for a bit. But once you’ve finished all of your challenges for the week, it’ll take you 20 matches to increase just one level. (Judicious use of XP boosts, which double the amount of XP you earn for an hour of real time, could theoretically cut that down to 10 matches.) The chatter reached a head over the weekend, as evidenced by a Reddit post that’s been upvoted more than 6,600 times as of this writing, headlined, “Do not undersell that Halo Infinite is a new industry low.” The post largely cites concerns with Infinite’s free-to-play model.

There are a hundred levels in the battle pass for the first season, “Heroes of Reach,” which is scheduled to wrap up some time in May 2022. Let’s put that in perspective: There are 23 weeks between now and the start of May. (343 hasn’t given a specific end date but has said you’ll be able to continue working on battle passes from previous seasons after the respective season ends.) While fully acknowledging that I no doubt play more than the average player, I’m currently 24 levels into the battle pass—that’s 12 levels a week, a rate that’ll see me hit the finish line in less than two months.

How would most players stack up against 100 levels? Microsoft hasn’t publicly shared the average battle pass level among Infinite’s player base, so it’s hard to tell. Anecdotally, I see a lot of players rocking the (kick-ass) EVA helmet, which is earned at level 10. Staying steady at the minimum rate there, five levels a week, you’d hit the end of the battle pass in 18 weeks—more than a month before the first season is supposed to wrap.

Some players want 343 Industries to inject some nitrous into the model by allowing various forms of faster progression. One option on the table: medal-based progression, a system that was in place for previous Halos. Were that model applied to Halo Infinite, earning, for instance, killing spree (five kills without dying) or killjoy (ending an opponent’s killing spree) medals would grant you more XP at the end of the match. Most commonly, you hear people advocate for some sort of win-based progression.

One refrain—and it is legit—is that, the way Halo Infinite currently works, there’s very little incentive to play to win. If one of your challenges tasks you with racking up 15 gravity hammer kills, you’ll naturally focus on finding a gravity hammer over securing the ball in a round of oddball. To that end, some players have suggested granting a small victory bonus—maybe you’d get 75XP or 100XP for winning a match, instead of the typical 50XP—which would both speed up the leveling process and potentially spur players to focus on actually winning the game, rather than their own personal suite of challenges. (For what it’s worth, I’m of the mind that, yes, a small victory bonus would be quite nice.)

Whether or not you believe that full completion of a battle pass should be a badge of honor solely reserved for the most dedicated players, Infinite’s pass, as it stands right now, is designed to be completed by those who are even moderately engaged each week. It’s a system set up to steadily reward players over the course of months. No one’s going to finish it within the first few weeks. That’s not the point. Mathematically, you’ll get to the end eventually—as long as you stick with it somewhat.

This week’s capstone challenge prize: The “willow tea” armor coating.
Image: Microsoft

And it’s not like the most devout players can’t earn badges of honor that denote their particular level of devotion. There are indeed some rewards that are likely out of reach for players who dabble. Completing all of the weekly challenges will give you the opportunity to knock out a “capstone challenge,” typically a bit tougher than the standard fare. Once you finish that, you’ll earn that week’s cosmetic reward—which, to my knowledge, is not available via other means. This week’s challenge, “get five killing sprees in Fiesta PvP,” was a doozy, a true time commitment in that it was purely based on the gods of random-number generation. (As an apology for resetting the challenge structure days after release, 343 granted the first week’s prize, a gold visor, to all players who logged in between November 23 and November 30.)

More egregious is the recently launched “Fracture – Tenrai” event, a sort of a battle pass within a battle pass. While the event is active, some challenges are designated as being tied to the event; every one of these challenges you complete increases your rank in the Fracture – Tenrai pass. (The experience you earn goes toward your standard battle pass.) The event is scheduled to occur during six different weeks between now and the end of “Heroes of Reach,” in the spring. The way it currently works, you can only earn seven levels for each week. In order to complete all seven levels, you’d have to play several hours during each week the event is active.

All of the rewards in the battle pass are free, but you can only purchase the coolest-looking cosmetic accessories in the store for an extra cost. Most of those can only be applied on the Yoroi armor, which is earned by hitting the fifth level of the event’s battle pass. In other words, you could conceivably spend money on a cosmetic item that’s limited to one set of armor and miss the window for earning that set of armor, essentially rendering your purchase useless. Uh, yeah. I’ve got nothing there. That’s just weird.

When reached for comment, representatives for Microsoft didn’t have anything to add on the topic.

Challenges with an orange flag help you progress through both the standard and the event battle pass.
Screenshot: Microsoft / Kotaku

But, look, this entire conversation misses the key point: Halo has never been about this stuff. Since the days of Halo: Combat Evolved, in 2001, Halo has always been about the game itself—about winning matches just to win, about sharpening your kill-death ratio, about messing around and having a blast with fun-feeling vehicles and weapons you couldn’t find in any other game, then pairing them with ridiculous match parameters, all in the effort of meshing creativity with competition. (See: Grifball going from a joke to a bona fide game mode.) Though you could always tweak your look, playing Halo was never a matter of being so preoccupied with changing your visor color. As reporter Gene Park noted at The Washington Post, the chatter today has highlighted a stark divide between how we played games then and how we play games now.

I’ll admit that yeah, at first, I bristled at having to complete challenges to level up. But I quickly came around. The challenge-based structure has changed how I play Halo, and for the better.

My instincts were to fall back on Halo Infinite’s starter weapons, the ones I know best: the pistol and the assault rifle (or the battle rifle, if we’re talking that white-knuckle ranked mode). But the battle pass’ raft of weapon-based challenges nudged me out of my comfort zone, forcing me to experiment with the entire arsenal. I now get a kick out of nearly every gun on the roster, save for the ravager, which ran the table during this summer’s technical tests but has been noticeably nerfed for the full game.

Contrary to some of the more widespread critiques, I’ve actually found myself focused on winning matches because of the progression system. It’s a sharp diversion from my previously laser-focused goal of improving my kill-death ratio (which, maddeningly, isn’t tracked anywhere, even on Halo’s stats-tracking halowaypoint.com site). Even if I personally don’t need to win the strongholds game I’m in, I’ve got it in my head that at least one member of my team is working toward a challenge that requires victory, so I’ll play to win, rather than to hone my KD, as I have in every other Halo. Pay it forward, and all that. As a result, I’ve found myself playing, and even thoroughly enjoying, modes that aren’t the series-standard slayer deathmatch mode.

Halo Infinite’s multiplayer is of course not bereft of issues—its menus are confusing, partying up with friends is a mess, cheating is reportedly rampant on PC, there’s no way to see your KDA ratio, the options for custom matches are severely limited, and the ravager is functionally useless—but the battle pass is by no means the worst of it. I’d say it should remain the way it is.

Well, for now. My thinking is that Halo Infinite players should let this play out over the course of the first season. The folks at 343 Industries have poured years of work into this game; they deserve a chance to see if their vision clicks or not in the long term. Considering Halo Infinite is the foundation of what’s intended to be a ten-year game, there’s plenty of time for change. If season two rolls around in the spring and the community is still irked by this structure, then sure, it could use (and should receive) an overhaul. But to loudly and widely demand significant change two weeks after release strikes me as reactionary.

Also, you can play Halo Infinite’s multiplayer mode for zero dollars.

 



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How To Get The Yoroi Samurai Armor In Halo Infinite On Xbox, PC

Image: 343 Industries

See that kick-ass suit of armor at the top of the post? That’s a prize available for knocking out objectives in Halo Infinite’s first timed event, dubbed “Fracture: Tenrai,” which went live on Xbox and PC this afternoon and runs through November 30. For no other reason than “Ahhhh, look at it,” here’s another angle:

Screenshot: 343 Industries

It’s called the Yoroi “armor core,” and yeah, it’s glorious. The catch is that you won’t be able to unlock everything you see there in one week-long marathon, even if you play literally every hour before the event temporarily goes dark on November 30. Here’s everything you need to know about earning Halo Infinite’s ridiculously sick Yoroi armor and the affiliated rewards.

Do I need the premium battle pass?

Nope. The event is free to all players, per 343 Industries. It’s currently scheduled for three weeks during Halo Infinite’s first season:

  • Round one: Today through November 30
  • Round two: January 4, 2022, through January 10, 2022
  • Round three: February 1, 2022, through February 7, 2022

That said, players with the paid version of the battle pass will unlock rewards at a faster rate.

What the hell? Why?

Halo Infinite’s Fracture: Tenrai event ties rewards to an event-specific battle pass, which is automatically added to your account at no extra cost. Among your weekly challenges, you’ll see a handful that are marked by an orange banner on the side. For every one of those you complete, you’ll progress another level in the “Fracture: Tenrai” battle pass. (The event-specific challenges also grant typical experience, which goes toward filling out your standard battle pass, so you can progress through both in tandem.) Players who pony up for the premium battle pass are able to juggle, and thus work toward completing, four challenges at once, rather than the baseline three.

Screenshot: 343 Industries / Kotaku

You can only complete the event-specific challenges by playing the mode it’s tied to.

And what mode is that?

At the moment, Fracture: Tenrai plays out on a dedicated playlist for Fiesta, a legacy mode in Halo multiplayer that spawns players with randomized primary and secondary weapons. In Halo Infinite’s take on this mode you also start each life with a randomized piece of limited-use equipment—stuff like the repulsor, drop wall, and so on. And the typical spawn points for weapons and gear on each map are deactivated.

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

Fans have long enjoyed Fiesta for how unpredictably matches play out, and for how rapidly the tides can change. If someone on the losing team spawns with, say, an energy sword and a grappleshot, that’s more or less a guaranteed game-changing Killing Frenzy (the medal you get for scoring 10 kills without dying). But if two players on the winning team happen to get rocket launchers from the jump, well…

Right now, Fiesta only shows up as slayer (Halo speak for “deathmatch”) and is only playable on the seven close- and closeish-quarters maps: Recharge, Live Fire, Bazaar, Launch Site, Behemoth (the best one), Aquarius, and Streets.

Microsoft did not immediately respond to a request for comment when asked if objective modes—like oddball and capture-the-flag—will be added over the course of the week, or for clarification about whether or not Fracture: Yoroi will once again play out on Fiesta during its subsequent appearances.

What are the challenges like?

The challenges for Fracture: Tenrai consist of fairly rote tasks like “earn 10 assists in Fiesta PvP” or “get a double kill in Fiesta PvP.” Those I’ve seen don’t seem terribly tough, especially if you’re planning on burning hours of your life playing Halo Infinite over the forthcoming holiday weekend.

Screenshot: 343 Industries

Don’t bet on completing the whole pass in one week, though. The base armor comes at level five—totally doable if you concentrate. But the awesome Yokai helmet (that’s the one with the horns) isn’t available until you hit level 25, and the event’s battle pass has 30 levels total.

Read More: Halo Infinite Improves Grindy Battle Pass, Gives Out Bonus Gift

I started the event with two Tenrai challenges on my battle pass. My list of upcoming weeklies shows only a further five. It’s unclear whether or not the total number of dedicated challenges is randomized or set at a hard seven, but no matter how you slice it, there’s no way to complete every level of the pass in one week. Even if you make liberal use of challenge swaps, and luck out in getting a Tenrai-affiliated one with every swap, there just aren’t 30 challenges in any given week.

While the event’s returning for a week each in January and February, 343 hasn’t formalized any further dates. But it has said the Tenrai event will occur six times over the course of Halo Infinite’s planned first season, which wraps in May 2022.

 

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Halo Infinite Campaign Change Divides OG Fans

While Halo Infinite multiplayer is out in beta form for all on Xbox One, Xbox Series S, Xbox Series X, and PC, the campaign won’t be playable until the game fully launches next month. Ahead of this, 343 Industries has revealed a change it made while developing the campaign, and it’s a change that isn’t completely sitting well with hardcore fans. According to the game’s character director, Stephen Dyck, for the first time, the campaign has not been developed on Heroic difficulty, but Normal difficulty. As Dyck notes, this change was made because the team expects many new players.

“Traditionally, Halo’s always been developed on the Heroic difficulty, and we did the same thing for 4 and 5,” said Dyck while speaking to VGC. “So usually we look at Heroic, we’re tuning everything here, everything is scaled down a little bit for Normal and Easy and then scaled up a little bit for Legendary. This time, we spent much more time on the Normal difficulty, expecting new players to come in.”

Dyck continued noting Heroic and Legendary will still be hard, but the team has spent the most time making the game to be played on Normal, which in turn gives players more freedom to play how they want to play.

“So one of the philosophies we’ve had is, the player’s always right or the game says ‘yes.’ If the player wants to use something or a certain type of weapon, while certain weapons will be more successful, we’re never going to say, ‘you’re just wrong, you can’t do that’.”

For now, it remains to be seen what type of impact this will have on the campaign and its harder modes. That said, in the meanwhile, some of those who prefer to play on Heroic and Legendary are worried these modes won’t feel right.

Halo Infinite’s campaign will be playable when the game fully launches on December 8 via the Xbox One, Xbox Series S, Xbox Series X, and PC. For more coverage on the game — including all of the latest news, rumors, and leaks — click here.

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Halo Infinite Leak Seemingly Reveals Major Announcement Early

A new Halo Infinite leak is making the rounds, and it’s because it has major implications for the Xbox One, Xbox Series S, Xbox Series X, and PC game. Halo Infinite is set to finally release this December, but when the sci-fi first-person shooter does finally release, it will be missing content that was previously promised. While 343 Industries is set to deliver both the campaign and core multiplayer experience, other content has been delayed. For example, there will be no co-op campaign at launch. The Forge Mode will also be missing. That said, if the aforementioned leak is true, the delay of the latter will be worth it.

The leak comes courtesy of the game’s files and the dataminers who have been digging through these files. What the leak means  is that Forge will allow for way more customization and freedom. Think of the current iteration of the mode and then imagine it on steroids. That’s the implication of the leak. Again, for your average player, there may not be much mileage here, but those with a bit of game design experience and who understand scripting tools could do wonders with this revamp, like create entire campaigns. 

Of course, it remains to be seen how it will all be implemented and supported. This could end up being a false alarm if 343 Industries doesn’t execute on its ambitions. That said, at this point, there’s no denying that the developer is aiming big with the mode, which probably explains why it’s not coming until Season 3 of the game next year.

At the moment of publishing, neither 343 Industries nor Xbox have commented on this leak and the speculation it has created. The pair rarely comment on leaks, and this probably isn’t going to change with this leak. However, if either or both buck expectations and do provide a comment, we will be sure to update the story accordingly. 

Halo Infinite is set to release worldwide on December 8, 2021 via the Xbox One, Xbox Series S, Xbox Series X, and PC. For more coverage on the long-awaited and highly-anticipated new Halo game, click here.



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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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Halo Infinite Fans Are Slamming 343 Industries Over Latest Controversial Decision

It’s not often fans call for a game to be delayed, but that’s exactly what many Halo fans have been calling for 343 Industries to do with Halo Infinite, which is currently scheduled to release worldwide this December via the Xbox One, Xbox Series S, Xbox Series X, and PC. Suffice to say, fans of the series are a bit on edge with the game at the moment, which means all bad news is amplified. The latest bad news involves the game’s Battle Pass.

Over on Twitter, a community manager at 343 Industries John Junyszek, relayed word that there will be no per-match XP at launch. Rather players will progress through the Battle Pass by completing challenges.

The tweet relaying this information has well over 300 replies from Halo fans, and almost every single one of them is slamming this decision. According to players, this system disincentives grinding, doesn’t reward players enough per match, and will lead to players going for challenges during games rather than play the objectives. Of course, for now, it remains to be seen if these things will be true, but one thing is clear: Halo fans aren’t happy.

Don’t Like This At All

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No Reason For This

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Opposite of Consumer Friendly

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Please Change This

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This Is a Really Bad Idea

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Actually, It’s a Horrible Idea

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No Reason to Grind

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Battle Pass Ruined

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For F**ks Sake

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Halo Infinite Launching With Splitscreen, But No Co-op Campaign

Image: Microsoft / 343 Studios

Microsoft and 343 Industries announced today that campaign co-op and Forge mode won’t be available in Halo Infinite at launch. Instead, they’ll be added to the game next year. They also promised more and bigger flights to test out modes like Big Team Battle. And no, we still don’t have a release date.

According to Halo Infinite’s head of creative Joseph Staten, the lack of campaign co-op and Forge mode was a hard decision to make. But neither were ready for launch as the team began the winding down to the polishing stage of development.

“Unfortunately, as we focused the team for shutdown and really focused on a quality experience for launch, we made a really tough decision to delay shipping campaign co-op for launch. And, we also made the tough call to delay shipping Forge past launch, as well,” Staten said.

Staten explained that campaign co-op is expected to come to Infinite in season two, about three months after launch. Forge will follow in season three, about six months post-release. While many at 343, Staten included, are aware of how disappointing this choice might be for fans, the alternative probably would have gotten a worse reaction.

Staten explained in a development update video released Friday that the team had serious discussions about delaying the game, again, but decided to focus on finishing just the solo campaign and the first season of free-to-play multiplayer for now and rely on the live service system to update the game later.

Members of 343, according to the video, are still digging through the feedback and data collected during the Infinite Technical Preview last month. The team also shared new information about Halo Infinite’s launch plans and its post-launch roadmap, which will include three-month-long seasons.

Splitscreen multiplayer was confirmed, which will be available day one on all Xbox consoles though not on PC. The team is looking into adding it sometime in the future.

If you didn’t get a chance to play the last Technical Preview, 343 said all the previously released content from the last beta, plus 4v4 PVP modes, and Big Team Battle, will be added to the next Infinite multiplayer flight. The studio also said more players will be included in the next rounds of testing. Once Infinite is released, the studio will continue running tests before adding big features or modes.

Once again, 343 said it was completely and “100 percent committed” to launching Halo Infinite later this year across all confirmed platforms. Still, nobody had an actual release date to share beyond the Holiday 2021 timeframe that’s been floated around. The studio hopes to have a public release date “soon.” For now, keep waiting and just know that, according to 343, Craig the Brute is no longer clean-shaven and is looking good with a bunch of hair. That’s nice.

  

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New Halo Infinite Details Have Xbox Fans Divided

A metric ton of Halo Infinite details have been revealed, some of which have Xbox One, Xbox Series X/S, and PC players excited, but some of which have players looking forward to the new Halo game less excited. As for the details themselves — which come the way of a new Q&A with 343 Industries developers — they range from gameplay to story, and some of them are brand new while others are updates on pre-existing information.

One of the new details is that there will be a day and night cycle in the game, as well as a weather system that includes things like windstorms, but not rainstorms or snowstorms, though 343 Industries teases that this could come in the future. Tying into this, what enemies you will come across and how they behave will change depending on the time of day.

Complimenting this will be wildlife, though right now there’s no hostile wildlife. And of course, wildlife will vary across the different biomes. According to 343 Industries, the “Pacific Northwest” is the primary biome, but sub-biomes will add different environments like swamps and wartorn areas.

That said, exploration of these areas will be partly limited because it isn’t a true open-world game. However, missions allow for multiple approaches due to the open-world-like design. And to this end, you can stray from the path and explore different side content and objectives. The main story is the main story and needs to be completed in order, but there’s freedom between these missions.

Other details include word of no dual-wielding, no playable Elites, audio logs, the ability to knock things off Zeta Halo, random encounters, bases/outposts, and dynamic cutscenes that react and change depending on the time of day, weather, and what weapons you’re holding.

Lastly, players can only hold one piece of equipment in Multiplayer. Further, once you use it, it’s gone. However, there are plans to allows players to modify this via custom games.

By and large, these are all the salient details shared. However, if you want more nitty-gritty details, click here. That said, and as noted, players are divided about these details, at least over on Reddit. For example, one of the top comments is about being excited over being to knock things off Zeta Halo. However, another top comment expressed disappointment about the lack of biomes and weather variants. And of course, while plenty of the details above are exciting, many of the takeaways so far have been the lack of dual-wielding and playable Elites.

Halo Infinite is set to release worldwide sometime later this year via the Xbox One, Xbox Series X/S, and PC.

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