Tag Archives: Infinites

Here’s an early look at new Halo Infinite’s raytracing features, per AMD

What you need to know

  • Raytracing is a technique that adds physics-based lighting and shadows to give video game scenery greater dynamism. 
  • Halo Infinite, Microsoft’s flagship shooter, was promised raytracing all the way back in 2020. 
  • Finally, AMD has revealed during a live stream that Halo Infinite will get raytracing when Season 3 drops sometime in early 2023. 

Long-promised, Halo Infinite is finally getting ray tracing, according to a new stream from chip giant AMD. 

Back in 2020, Microsoft promised that the latest installment of its flagship competitive shooter would pick up ray tracing, but it has yet to materialize. Raytracing is a technique that creates physics-based lighting, which adds dynamism and realism to scenes where it’s used correctly. The technique can also be used to produce advanced surround soundscapes, among other things. 

Raytracing was the oft-promised advancement that the new-gen Xbox Series X would bring in, although as of writing, the implementation hasn’t exactly set the world on fire. Even NVIDIA’s best graphics cards in the early days with features for raytracing didn’t exactly deliver, as the intensive processing creates overheads that reduce visual quality in other areas. Advances in machine learning and other algorithmic techniques have helped elevate the quality of raytracing in recent years, and it seems like AMD may have figured out a way to offer it in Halo Infinite, without creating a performance deficit in other areas. 

In the stream, AMD demonstrated its Halo Infinite raytracing techniques as part of its advance_gaming event. Although the stream’s compression is not a particularly great way to present graphics features like this online, it does offer a glimpse at what Halo fans can expect in the near future. 

The new technique shows how AMD’s cards can produce higher-quality, more defined shadows with raytracing turned on. Right now, Halo Infinite’s shadows look very soft by comparison. It’s not a particularly great representation of how it will look in-game, but it should elevate the scenery as you’re going for those killtacular headshots while in motion. Hopefully, we can get a look at it during live gameplay in the near future. 



Supposedly, the new raytracing features are coming to Halo Infinite Season 3, which is slated for some time next year. The next major Halo Infinite update, dubbed the Winter Update, is supposed to bring a range of improvements, including the long-awaited Forge mode. Unfortunately, AMD fell short of confirming whether or not it would hit Xbox consoles with their custom AMD chips, or would simply be for those with “RX 7000 series” platforms as described in the video. We’ve reached out to Microsoft for clarity there. 

Coincidentally (or not), Forza Horizon 5 also announced that raytracing features are on the way over there too, giving Microsoft another feather in its beautifully-shadowed cap. 

Thanks a ton to Brad Sams and ShatroGames for the tips!



Read original article here

Halo Infinite’s August Patch Adds A Ton Of Requested Features

Screenshot: 343 Industries

It’s a rare day in Video Game Land when fans ask for a bunch of stuff from a live service game and then…actually get it. But that’s exactly what happened today, when developer 343 Industries rolled out a ton of community-requested features to Halo Infinite, its free-to-play multiplayer shooter.

Halo Infinite, first released last year, has had a bit of a rocky life cycle. As with many free-to-play shooters, Halo Infinite is based on a seasonal model. Initially planned to last three months, the seasons have so far operated on six-month cycles. (We’re partway through the second season, which is set to run until early November.) Fans say this has left the shooter starved of essential content—like maps, modes, and cosmetics—preventing it from feeling as fresh as it could be.

The shooter is also structured around a rollout of weekly challenges. Completing your challenges nets you XP, which levels up your battle pass, giving you new cosmetic options with each level. Previously, you could only check on your active challenges while idling in the lobby between matches. Following today’s update, you can see them in the middle of a match. There’s a catch, though: Challenges don’t track progress in real time, so you won’t actually know if you landed those five headshots or whatever until the match is over. But hey, progress!

These aren’t real challenges (they’re 343’s placeholder text) but man, I wish all Halo Infinite challenges were named after one-liners from ‘80s action flicks.
Screenshot: 343 Industries

Today’s update also marks Halo Infinite’s first step toward “cross-core customization,” or the ability to use all customization options on all “armor cores.” Rather than one set of armor for your avatar, a 26th-century supersoldier, you have five so-called armor “cores.” Each one rocks a different look; you can customize them as you see fit. But cosmetic options—from accessories to armor parts to even the various color options—are tied specifically to each core. You can’t, for instance, use any colors from the Mark VII core’s veritable Crayola box of armor coatings on the cores that lack solid options (looking right at you, Mark V [B]).

Now, after today’s update, all visors work with all armor cores; they’ll just show up automatically for all five of your cores. Unless I’m missing it, though, the armory doesn’t indicate which armor core the visor was initially associated with. And since some are more or less identical—like the Yoroi core’s deep blue Tempered Steel and the Rakshasa core’s deep blue Tempered Steel—you end up with a handful of visor options that look like duplicates. (Your regular reminder that you can hold the Y button to compare any cosmetic option with what you’ve currently equipped.) But hey, again: progress!

That’s not all. Later in the month, Halo Infinite will receive competitive and social versions of the beloved Team Doubles playlist, in which teams of two face off on small maps. (These are currently scheduled for August 23, but 343 hasn’t always hit targeted dates for Infinite’s updates.) But 343 quietly changed the Team Snipers playlist today, rolling out an update that wasn’t in the official announcement, calling attention to it only on social media.

Ever since the Team Snipers playlist’s rollout earlier this summer, it’s featured a mode that starts you off with the stalker rifle—a damn good precision weapon…that’s also extremely not a sniper rifle. After today, that mode is gone, replaced by a mode that only spawns you with snipers. Shotty Snipes, in which you start with a sniper and a shotgun, is still there, thankfully. Sadly, the Brute Snipes mode hasn’t been purged, though at least the starting weapon, the skewer, is technically a sniper rifle. Sorry, no word yet either on whether or not Halo Infinite will get a mode with only the shock rifle. But hey, one last time: progress!

Sure, individually, these are all small changes. But taken together, it’s a sign of a game that’s slowly adapting to what players want it to be—much like Halo: The Master Chief Collection before it. Soon enough, we’ll all wake up and realize Halo Infinite too has legitimately evolved into a live service game.

 



Read original article here

Someone Already Built P.T. in Halo Infinite’s Forge… Before the Mode Is Even Out

Halo Infinite’s much-anticipated Forge Mode has yet to be released, but that hasn’t stopped @DeathTempler from recreating P.T.’s terrifying hallway in an early version of it.

As reported by PC Gamer, certain players like Death Templer have found a way to access an unfinished version of Halo Infinite’s Forge Mode in the latest co-op campaign test flight and it has given these creators some powerful tools to create some impressive pieces of work.

You can watch a walkthrough of P.T.’s hallway in Halo Infinite’s Forge Mode by clicking here, and you can see that the newest iteration of Forge allows for much more customization, better lighting options, more varied sound effects, and more.

This is only the beginning for Death Templer’s mission to recreate P.T., as he has a goal to “make PT so well in Forge one day, it prompts a cease and desist from Konami.”

PC Gamer notes that players should avoid trying to access Forge mode and wait for the Open Beta in September as the process requires third-party tools that very well may get you banned by 343 Industries. The ban hammer has yet to be swung by the Halo developer, but it may just be a matter of time now.

Forge Mode is one part of the 2022 roadmap for Halo Infinite alongside campaign mission replay, campaign network co-op, season 3, new narrative events, campaign splitscreen co-op, and more.

The 12 Best Horror Games on PC

P.T., which was a demo for the canceled Silent Hills game from Hideo Kojima and Guillermo del Toro, was set to star Norman Reedus and be the next step forward for the Silent Hill franchise. Unfortunately, Silent Hills was canceled by Konami and P.T. was removed from the PlayStation store for good.

The rumor mill for a new entry in the Silent Hill series has been pretty busy in recent months, and May 2022 saw an image of a potential new game leak and then get swiftly deleted.

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.



Read original article here

Halo Infinite’s next update will bring back the tank gun to the campaign

Halo Infinite’s glitched and overpowered “tank gun” will be added back to the game’s campaign in a forthcoming update, developer 343 Industries announced Friday.

The tank gun is an extremely powerful weapon — essentially a portable version of a Scorpion tank’s cannon that has unlimited ammo — and it’s been popular with speedrunners and as a way to make the game a lot easier. But even though you need to know exactly where to look to find the gun (which is invisible, by the way), Halo senior community manager John Junyszek said in April that 343 would be removing the “tank gun glitch” alongside the game’s second season, which launched May 3rd. That decision wasn’t a very popular one with the community, and it seems there’s been enough blowback that 343 has decided to bring the tank gun back.

343 will also be adding back some skill jumps to the game’s multiplayer maps. The hard-to-pull-off jumps (like the “Pizza” jump) could give players an advantage in a heated battle, but it seems they may have done so in a way the developers didn’t intend.

“We originally identified these jumps as falling into a couple of categories: Places where the environment was poorly communicating the traversal options of the game world, places that created a combat imbalance, or a combination of both,” Junyszek said on Friday on the Halo Waypoint forums.

343 made some adjustments that removed some skill jumps with the season 2 patch, but the community outcry has been loud enough that 343 is planning to add many of them back in. “Players have made it clear that our analysis of these jumps was off target, and we value the feedback,” Junyszek said.

Junyszek had indicated last week that 343 Industries was considering changes in response to player feedback after the season’s launch. “We’ve seen the feedback around changes that impacted various multiplayer jumps and campaign speedrun strategies,” Junyszek said on May 5th. “We’re not at the point where we can promise anything yet, but want to be transparent and say that we’re taking the feedback seriously and reviewing options internally.”

Halo Infinite head of creative Joseph Staten had acknowledged the complaints as well. “Hey Spartans, this week has been bumpy,” Staten said, quote-tweeting Junyszek. “That definitely wasn’t our goal.”

Junyszek on Friday didn’t provide a specific date for the new update, but it sounds as if it might arrive soon. “Our team has been working hard to get as much as we can in this update as quickly as we can, but there are still a few more steps we need to take before we can release it out in the wild,” he said. “We’ll share more on this update’s specific release timing in the next few days.”

The reversals are just the latest speed bumps for Halo Infinite, which has had a rocky go of things since its launch late last year. And we’ll be waiting awhile for some core features to be added to the game; 343 announced last month that it’s targeting a late August release for online campaign co-op and a September launch for an open beta of Forge mode.



Read original article here

Halo Infinite’s long-awaited campaign co-op mode is slated for August

Halo Infinite developer 343 Industries is targeting a “late August” launch for the game’s long-awaited network co-op campaign mode, the game’s head of creative Joseph Staten says in a new Halo Waypoint blog post. As part of a new roadmap included in the post, Staten also shared that 343 is targeting an open beta for Halo Infinite’s Forge mode in September.

343 Industries announced months ahead of Halo Infinite’s December release that co-op and Forge mode wouldn’t be available at launch. The developer then said it was aiming to ship campaign co-op “with” season 2, and then pushed that target to “later” in season 2.

Split-screen campaign co-op, which lets you play the campaign with your friends on the same TV, is even further away. Based on the roadmap, 343 Industries doesn’t expect to launch split-screen co-op until sometime during the game’s third multiplayer season, which begins November 8th. And it seems that estimate could still shift, as the roadmap says split-screen co-op’s timing is “TBD.”

343 Industries’ 2022 roadmap for Halo Infinite.
Image: 343 Industries

As for Forge, here’s what Staten discussed about how 343 is planning to jump right into an open beta:

We want to get the Forge toolset into your hands sooner rather than later so that awesome community maps and modes can more rapidly make their way into the game. To make this happen, we’re targeting a Forge open beta later in Season 2. We’ve successfully had Forge in private flighting with a limited audience for some time, so we’ve decided to forgo a large-scale formal flighting program and go right to open beta. With this approach, we can get the core Forge tools out to everyone quicker while also remaining focused on our core priority of continuing to improve foundational aspects of Halo Infinite. Forge will persist from the open beta onwards, evolving and growing over time.

According to the roadmap, 343 Industries is also targeting a late August release for a feature that lets you replay campaign missions, which was a notable omission at launch.

While it might be frustrating to hear that you’ll have to be waiting a while longer for many of these features, Staten stressed that the company is taking the time it needs to develop the features at a pace that’s good for the team’s health. “We know we need to deliver more content and more features more quickly,” Staten said. “Staying true to priority zero means that sometimes we need to slow down in order to stay healthy and move faster later.” Staten also noted that 343 is planning to introduce in-season quality-of-life improvements in what it calls “Drop Pods.”

Halo Infinite’s second multiplayer season begins on May 3rd, and it will add new maps and new modes.

Read original article here

Halo Infinite’s campaign co-op won’t arrive with season two in May

Halo Infinite’s second season won’t ship with online campaign co-op when it launches on May 3rd, 343 Industries announced. It’s set to launch “later” during season two, with no word on an exact release date.

Joseph Staten, the head of creative on Halo Infinite says 343 is “aiming to deliver Campaign network co-op later in Season 2,” but won’t be bundling it at launch. It’s unclear whether split-screen and online campaign co-op will release simultaneously, though, as Staten only mentions network co-op as slated for release during season 2.

“It’s going to take more time to land a high-quality, full-featured 4-player network co-op experience in the massive, wide-open world of Halo Infinite,” Staten explains in the post. “We’re also committed to a great 2-player split-screen co-op experience on all Xbox consoles, from the original Xbox One through Xbox Series X — the non-linear, wide-open sections of the Campaign present some big challenges for split-screen that have taken us more time to solve.”

Staten also provides an update on Forge, which is still on track for a season three release. A small group of players is currently testing out the level editor, Staten says, with public flights planned for “later this year.” At launch, season two will bring new arena and Big Team Battle maps called Catalyst and Breaker, respectively. In addition to the much-anticipated return of King of the Hill, season two will also introduce two new game modes: Land Grab and Last Spartan Standing, which 343 describes as “a free-for-all elimination mode.”

Halo Infinite officially launched last December without Forge and campaign co-op. 343 Industries initially timed campaign co-op for a season two release, but its launch was pushed back further after developers decided to extend season one until May.

Read original article here

BioShock Infinite’s Viral, Dancing ‘Bread Boy’, Explained

Over the weekend, a tweet blew up reminding the world of BioShock Infinite’s “Bread Boy”, a very strange, joyous little man from the game’s Burial At Sea DLC.

If you’ve never played it, the whole sequence is remarkable from that “you are in Paris, France” angle, from the multiple dudes painting along the Seine to the Edith Piaf blasting through the streets. It’s Bread Boy, though, that really steals the show. The little freak, the weirdo, with his baguette held aloft, dancing in circles until his shoes crack and his feet blister. Here he is live so you can really take him in:

The tweet blew up because it was funny, but not long after a former Irrational worker was tagged in the thread and we got the actual story behind Bread Boy. And, like all seemingly innocuous video game development tidbits, it is a very fun story.

For three years (2011-2014) Gwen Frey—who is now at Chump Squad, developers of the upcoming Lab Rat—worked as Senior Technical Animator at Irrational Games, and one of her jobs in the role was to “[place] all the background characters in Bioshock Infinite & the DLCs”. If anyone could explain Bread Boy, it would be Gwen, which she duly did in a series of follow-up tweets:

I was populating the Paris scene with “chumps” (skeletal meshes of humans with no AI). I’d play a looping animation on a person, script some head-tracking or whatever, & request VO lines from the writers to flesh them out.

For performance reasons we couldn’t afford to have proper AI pathfinding around, so most of the background characters were “chumps”. And we didn’t have a ton of resources for dlc so I was mostly reusing animations from the base game.

I thought the Paris scene was too static & needed more motion, I but couldn’t afford another AI walking around. I figured a chump running in a circle around that cylinder could work since I could just expand the collision of it to prevent the player from running through them.

However, we didn’t have a looping “run in a circle” animation. We did have dancing in a circle though! Remember this scene? Look at the background characters around Elizabeth:

I decided to reuse that. But a couple randomly dancing seemed dumb. I figured I’d make 2 dancing kids instead. However, the kids had different proportions than the adults, so the kids’ feet were clipping through the ground and their hands were going through each other.

I turned on foot and arm ik so that their hands and feet would end up in the same position as the adults, but then their hands were way over their heads!

So I deleted the boy’s dancing partner and attached a baguette to his hands. Bam! Boy dances with baguette! Ship it! I figured if anyone asked I’d just say “bread is great right?!” I didn’t think anything of it at the time, but this boy is the most viral thing I’ve ever made🤣

This is a wonderful reminder that video games are nothing but a succession of small miracles held together with duct tape.

Read original article here

Halo Infinite’s player retention is sharply declining, but why?

Source: Xbox Game Studios

What you need to know

  • Halo Infinite’s player count has fallen sharply since its launch period late in 2021.
  • The game has a variety of serious issues, including a lack of the content that Halo fans have come to expect, shallow customization options, a controversial microtransactions shop, poor performance on PC, a rampant cheating problem, and a severe issue with ranked matchmaking.
  • Recent and upcoming fixes and adjustments have alleviated fan concerns over these problems, but many improvements are still needed.

While Halo Infinite rocketed out of the gate with rave reviews and a massive concurrent player count of 200k on Steam on its launch day, the game’s player retention has sharply declined over the course of the last two months. Despite the fact that 20 million players have played Halo Infinite in total, many of these players haven’t stuck with the game for long and have already moved on to other titles. The game is no longer in Xbox’s top five most played games list (it sits at sixth place under Roblox at the time of writing), and on Steam, it typically hovers between 10-20k concurrent players — a small fraction of what the player count looked like a couple months ago.

So, why is this happening? Why is a new Halo game with strong core gameplay mechanics and a free-to-play, no barrier to entry model struggling to retain its player base? There are a variety of reasons.

For starters, Halo Infinite is lacking a lot of the content that most players have come to expect from the franchise. There are only a handful of playlists and game modes available, and many staple Halo modes like Infection, Grifball, King of the Hill, Action Sack, Team Doubles, Team Snipers, and more are nowhere to be found. The game also only has three Big Team Battle maps, which often makes the beloved social mode feel stale after a few matches. Campaign co-op and the Forge map creation tool — both of which are considered crucial elements of the Halo experience — aren’t being added until later in 2022. Co-op is expected to launch in May 2022 at the start of Season 2, while the developers are planning to add Forge three months later when Season 3 begins.

Source: Xbox Game Studios

Fans have also been vocal about their disappointment with Halo Infinite’s customization and monetization systems. Many of the game’s customization options are unacceptably shallow and restrictive, and Halo Infinite’s microtransactions shop has been heavily criticized for charging high prices and offering little value. The developers have recently made some improvements to the shop, thankfully, but there’s still a lot of work to be done.

Halo Infinite on PC also simply isn’t good enough, as many players (yours truly included) have reported a myriad of both major and minor issues with the PC version of the game. Everything from terrible framerates and severe instances of screen tearing to infinite loading screens and texture stretching bugs have made the game nigh-unplayable for many PC players, regardless of whether or not they’re using powerful hardware or updated drivers.

PC players using cheats have also run rampant throughout the game’s servers for months due to Halo Infinite’s ineffective anti-cheat, and while a fix for the issue is supposedly coming later this month, the cheating problem has gotten out of hand and hackers have already driven countless players away. The hacking epidemic affects Xbox players, too, as there’s currently no way for players to disable crossplay.

Source: Xbox Game Studios

Finally, fans also recently discovered a severe issue with Halo Infinite’s ranked matchmaking. The game’s matchmaker takes your performance in social and practice modes like Big Team Battle and Bot Bootcamp into account when matching you with other players in the competitive playlist, giving you highly-skilled opponents if you got a lot of kills in these playlists. Conversely, you’ll be given less-skilled opponents if you perform poorly in these modes, which has led some players to intentionally lose social games to make ranked play easier for themselves. It’s clear that this is not a healthy matchmaking system for Halo Infinite’s competitive multiplayer, and it needs to be adjusted sooner rather than later.

Ultimately, Halo Infinite simply isn’t in an acceptable state right now, and the game is losing players at a rapid pace because of it. Halo Infinite’s excellent core mechanics give it the potential to become one of the best Xbox games as well as one of the best PC games, too. Without the content, customization options, quality performance, and anti-cheat measures that fans expect from modern shooters, though, Halo Infinite will fail to capitalize on that potential. Hopefully the developers are able to turn this ship around.

Halo is back

Halo Infinite multiplayer

Halo Infinite’s multiplayer has finally arrived, compiling its classic arena multiplayer modes, expanded 24-player Big Team Battle, and more into one free-to-play package. The core of the game is excellent, but it’s lacking most of what players have come to expect from the series and the game’s player retention has suffered as a result.

We may earn a commission for purchases using our links. Learn more.

var fbAsyncInitOrg = window.fbAsyncInit; window.fbAsyncInit = function() { if(typeof(fbAsyncInitOrg)=='function') fbAsyncInitOrg(); FB.init({ appId: "291830964262722", xfbml: true, version : 'v2.7' });

FB.Event.subscribe('xfbml.ready', function(msg) { // Log all the ready events so we can deal with them later var events = fbroot.data('ready-events'); if( typeof(events) === 'undefined') events = []; events.push(msg); fbroot.data('ready-events',events); });

var fbroot = $('#fb-root').trigger('facebook:init'); };

Read original article here

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.”

 

Read original article here

Halo Infinite’s latest hotfix tackles Quick Resume issues on Xbox Series X/S • Eurogamer.net

Missing rewards should now be restored.

343 Industries has released a new Halo Infinite hotfix, aiming to tackle Quick Resume issues reported by Xbox Series X/S players.

Last week saw 343 Industries warning against using the Xbox Series X/S Quick Resume feature during Halo Infinite’s campaign after players began reporting that earned cosmetics were failing to show up in multiplayer inventories – an issue the developer explained was caused by Quick Resume failing to get sessions back online.

At the time, Halo community director Brian Jarrard told players, “I recommend not continuing a Quick Resume session and making sure you’re online before venturing into Zeta Halo”, adding that “the team is aware [of the issue] and we will eventually have a retroactive fix (you will get the cosmetics you’ve earned).”

Halo Infinite on Consoles: Xbox Series X/S vs Xbox One S/X.

Five days on, 343 has released its first update aiming to tackle the problem. According to the patch notes accompanying the developer’s 15th December hotfix, players can expect to see “improvements to online service connections after re-entering Halo Infinite using Quick Resume on Xbox Series X/S consoles”. As a result, players should see “quicker and more stable reconnections to our services”.

The hotfix also addresses the related issue preventing cosmetics from showing up in multiplayer inventories, with 343 saying these should now unlock “consistently”. Additionally, earned customisations should now be retroactively unlocked for players that didn’t receive them previously. Similarly, players can expect improved reliability for the unlocking of Xbox achievements, and any missing achievements should now unlock after installing the update and continuing the campaign.

Despite these early hiccups, Eurogamer’s Wesley Yin-Poole reckoned Halo Infinite’s campaign was well worth checking out in his review, awarding it a Recommended badge and calling it a “largely successful jumping off point for Halo’s bold new future.”

// Load the SDK Asynchronously (function (d) { var js, id = 'facebook-jssdk', ref = d.getElementsByTagName('script')[0]; if (d.getElementById(id)) { return; } js = d.createElement('script'); js.id = id; js.async = true; js.onload = function () { if (typeof runFacebookLogin == 'function') { runFacebookLogin(); } if (typeof runFacebookRegistrationLogin == 'function') { runFacebookRegistrationLogin(); } };

js.src = "https://connect.facebook.net/en_GB/all.js"; ref.parentNode.insertBefore(js, ref); }(document)); }

fbq('init', '560747571485047');

fbq('track', 'PageView');

appendCarbon(); }

Read original article here