Tag Archives: Microsoft games

Phil Spencer Defends Future Of Halo Amid Cuts And Criticism

Image: 343 Industries / Microsoft

Things haven’t been going great for Xbox recently. Microsoft is facing stiff resistance in its attempt to acquire Activision Blizzard. It released hardly any big exclusive blockbusters last year. And it just cut over 10,000 jobs last week, including many senior developers at Halo Infinite studio 343 Industries. Microsoft Gaming CEO Phil Spencer tried to remain upbeat and do damage control on each of these points and more in a new interview with IGN.

“Every year is critical,” he said. “I don’t find this year to be more or less critical. I feel good about our momentum. Obviously, we’re going through some adjustments right now that are painful, but I think necessary, but it’s really to set us up and the teams for long-term success.”

This week captured both the peril and promise facing Xbox right now. On Tuesday, Microsoft announced a drop in net-income of 12 percent for the most recent fiscal quarter compared to the prior year. Xbox gaming hardware and software were down by similar percentages, and Microsoft said nothing about how many new subscribers its Game Pass service had gained since it crossed the 25 million mark exactly a year ago.

Then on Wednesday Microsoft provided a sleek and streamlined look at its upcoming games in a Developer Direct livestream copied right from the Nintendo playbook. Forza Motorsport was seemingly quietly delayed to the second half of the year, but looked like a beautiful and impressive racing sim showpiece. Arkane’s co-op sandbox vampire shooter Redfall got a May 2 release date. Real-time strategy spin-off Minecraft Legends will hit in April. And to cap things off Tango Gameworks, maker of The Evil Within, shadow-dropped Hi-Fi Rush on Game Pass, a colorful rhythm-action game from left field that’s already become the first undisputed gaming hit of 2023.

Screenshot: Tango Gameworks / Bethesda

“2022 was too light on games,” Spencer confessed in his IGN interview. 2023 shouldn’t be thanks to Redfall and Starfield, Bethesda’s much-anticipated answer to the question, “What if Skyrim but space?” But both of those games were technically supposed to come out last year. Meanwhile, Hi-Fi Rush, like Obsidian’s Pentiment before it, is shaping up to be a critically acclaimed Game Pass release that still might be too small to move the needle on Xbox’s larger fortunes.

Spencer remained vague when asked how successful these games were or their impact on Game Pass, whose growth has reportedly stalled on console. “I think that the creative diversity expands for us when we have different ways for people to kind of pay for the games that they’re playing, and the subscription definitely helps there,” he said.

Hi-Fi Rush, Redfall, Starfield, and a new The Elder Scrolls Online expansion due out in June are also all from Bethesda, which Microsoft finished acquiring in 2021. The older Microsoft first-party game studios have either remained relatively quiet in recent years while working on their next big projects, or, in the case of 343 Industries, were recently hit with a surprising number of layoffs.

Following news of the cuts last week, rumors and speculation began to swirl that 343 Industries—which shipped a well-received Halo Infinite single-player campaign in 2021, but struggled with seasonal updates for the multiplayer component in the months since—was being benched. The studio put out a brief statement over the weekend saying Halo was here to stay and that it would continue developing it.

Image: Bethesda / Microsoft

Spencer doubled down on that in his interview with IGN, but provided little insight into the reasoning behind the layoffs or what its plans were for the franchise moving forward. “What we’re doing now is we want to make sure that leadership team is set up with the flexibility to build the plan that they need to go build,” he said. “And Halo will remain critically important to what Xbox is doing, and 343 is critically important to the success of Halo.”

Where Halo Infinite’s previously touted “10-year” plan fits into that, however, remains unclear. “They’ve got some other things, some rumored, some announced, that they’ll be working on,” Spencer said. And on the future of the series as a whole he simply said, “I expect that we’ll be continuing to support and grow Halo for as long as the Xbox is a platform for people to play.” It’s hard to imagine Nintendo talking about Mario with a similar-sounding lack of conviction.

It’s possible Microsoft’s continued struggles with some of its internal projects is partly why it’s so focused on looking outside the company for help. Currently that means trying to acquire Activision Blizzard for $69 billion and fighting off an antitrust lawsuit by the Federal trade Commission in the process. Microsoft had originally promised the deal to get Call of Duty, Diablo, World of Warcraft, and Candy Crush would be wrapped up before the end of summer 2023. That deadline’s coming up quickly, even as the company continues offering compromises, like reportedly giving Sony the option to continue paying to have Activision’s games on its rival Game Pass subscription service, PS Plus.

Spencer told IGN he remains bullish on closing the deal, despite claiming to have known nothing about the logistics of doing so when he started a year ago. “Given a year ago, for me, I didn’t know anything about the process of doing an acquisition like this,” he said. “The fact that I have more insight, more knowledge about what it means to work with the different regulatory boards, I’m more confident now than I was a year ago, simply based on the information I have and the discussions that we’ve been having.”

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343 Industries, Hit By Layoffs, Says It Will Keep Making Halo

Image: Halo

When Microsoft—a company that made “$198 billion in revenue and $83 billion in operating income” in 2022—made the decision to axe 10,000 workers last week, a number of those came from their video game operations, particularly 343 Industries, the overseers of the Halo series.

343, hit now by a combination of layoffs and key departures, does not appear to be in good shape. As we reported last week:

“The layoffs at 343 shouldn’t have happened and Halo Infinite should be in a better state,” former Halo Infinite multiplayer designer, Patrick Wren, tweeted Wednesday night. “The reason for both of those things is incompetent leadership up top during Halo Infinite development causing massive stress on those working hard to make Halo the best it can be.”

Even prior to yesterday’s layoffs, 343 Industries has been facing wave after wave of high level departures as Halo Infinite struggled to ship new seasonal updates and features on time. The most notable was studio head Bonnie Ross’ departure last September. More recently, multiplayer director and longtime Halo veteran Tom French revealed he was leaving in December. And yesterday, amid the chaos, Bloomberg reported that director and longtime Halo writer, Joseph Staten, was headed to the Xbox publishing side of the business as the studio made the “difficult decision to restructure.”

Those hits led to reports last week that development on future Halo games was going to be handed off to outside studios, with 343 being relegated to a supervisory role. Reports that have seemingly led 343 to tweet the following statement on the official Halo account, denying them (to an extent) and saying 343 “will continue to develop Halo now and in the future”.

Halo and Master Chief are here to stay.

343 Industries will continue to develop Halo now and in the future, including epic stories, multiplayer, and more of what makes Halo great.

Pierre Hintze

Studio head

That’s a short statement that does nothing to address the report that other studios could now also be making Halo games (which isn’t that new anyway, given Creative Assembly’s work on Halo Wars), nor does it address the scale of the layoffs it was just hit with, but it does at least affirm that 343 themselves will still be directly involved in some way in the series’ future.



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Former Halo Infinite Dev Blasts Management Over Layoffs

Image: 343 Industries / Microsoft

Of all the Microsoft teams caught in the blast radius of mass layoffs announced yesterday, it’s possible Halo Infinite maker 343 Industries was among the worst hit. The studio has faced a wave of departures following Halo Infinite’s multiplayer struggles, and the new cuts have sparked strong criticism of those who managed it into this mess in the first place.

“The layoffs at 343 shouldn’t have happened and Halo Infinite should be in a better state,” former Halo Infinite multiplayer designer, Patrick Wren, tweeted Wednesday night. “The reason for both of those things is incompetent leadership up top during Halo Infinite development causing massive stress on those working hard to make Halo the best it can be.”

It’s no secret at this point that Halo Infinite faced a tumultuous development cycle, from a constantly rotating cast of directors to long delays after a gameplay reveal was pilloried online for its rough-looking graphics. Former studio leads have also previously hinted at periods of crunch on the project, while a Bloomberg report detailed developers’ struggles with the game’s engine and problems with Microsoft’s reliance on contract workers who constantly filtered out of the studio rather than full-time staff. “The contract stuff is a whole other can of worms that pisses me off,” Wren tweeted last night. “So many amazing people and talent that just disappeared.”

It’s extremely rare for game developers to speak candidly about the issues they’ve witnessed on past projects, let alone share their opinions openly about how a team or studio was managed. Wren, who left 343 Industries just before Halo Infinite’s launch in 2021, went on to praise his former colleagues and their efforts to deliver on the full promise of the game’s multiplayer.

“The people I worked every day with were passionate about Halo and wanted to make something great for the fans,” he tweeted. “hey helped push for a better Halo and got laid off for it. Devs still there are working hard on that dream. Look at Forge. Be kind to them during this awful time.”

The harsh criticism came after Microsoft announced 10,000 jobs would be cut across the tech giant’s operations, including gaming, despite reporting “record results” last year, including $83 billion in operating income. The night before, the company’s top executives were reportedly busy being serenaded by Sting at a personalized concert in the Swiss Alps.

Meanwhile, as reports from Kotaku and others poured in that Xbox studios ranging from The Coalition to Bethesda were caught up in the layoffs, it became clear as the day progressed that 343 Industries was facing especially brutal cuts as many developers on Halo Infinite, including some very senior ones, shared the news on on social media that they’d been impacted.

Even prior to yesterday’s layoffs, 343 Industries has been facing wave after wave of high level departures as Halo Infinite struggled to ship new seasonal updates and features on time. The most notable was studio head Bonnie Ross’ departure last September. More recently, multiplayer director and longtime Halo veteran Tom French revealed he was leaving in December. And yesterday, amid the chaos, Bloomberg reported that director and longtime Halo writer, Joseph Staten, was headed to the Xbox publishing side of the business as the studio made the “difficult decision to restructure.”

Even more unfortunate, this latest setback for the studio comes on the heels of a rare bright spot in Halo Infinite’s post-launch live service campaign: the Forge creator mode. Following the cancellation of split-screen coop, many fans saw it as an opportunity to save the game by allowing players to make their maps and modes. And so they have, with creations inspired by everything from The Elder Scrolls IV: Skyrim to Pokémon. It’s the most positive some Halo Infinite players have felt since launch but just like that the game’s future is once again uncertain.

Back when Halo Infinite was first revealed in 2020, 343 Industries studio head Chris Lee called it the “start of the next 10 years of Halo.” A few months later he left to join Amazon.

   



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Xbox Exec Says Devs Are Brave During Culture of ‘Cancellation’

Photo: Christian Petersen (Getty Images)

Microsoft Gaming CEO Phil Spencer juxtaposed the joys of gaming with the current sense of despair in the world after accepting the Andrew Yoon Legend Award at the 12th Annual New York Game Awards on Tuesday night. He also applauded creators who still release “their visions” into the world in the “current culture of criticism and cancellation,” a loaded line at a time when debates are raging about the ethics of boycotting certain games like Hogwarts Legacy.

“As world builders our greatest responsibility is to inspire and invite joy,” Spencer said. The veteran executive who spearheaded many of Microsoft’s gaming acquisitions from Minecraft to Bethesda, spoke about what games meant to him growing up, and about the increasing difficulty of tapping back into that in the modern world. “It feels like today seeking joy is an act of defiance,” he said.

Spencer continued:

We, all of us here today, all of our teams around the globe, we are all a part of creating this echo effect of joy. Our creators who bravely and intentionally release their visions to the world, particularly in the current culture of criticism and cancellation; our players who bravely and intentionally carve out time for our games to invite, rest, and rejuvenate their lives; and business leaders. We are called upon to have the courage to protect and nurture this collective joy.

While the Microsoft Gaming CEO has been an outspoken advocate for making Xbox a more diverse and inclusive force in the world of gaming, the line about our “current culture of criticism and cancellation” could be interpreted as an “anti-woke” dog whistle, and strikes an unusual note at a time when increasing numbers of developers and players expect game companies to be held accountable for their political views and ethical shortcomings.

Just last month, Microsoft was in promotion mode for Justin Roiland and Squanch Games’ comedy shooter High on Life. The company even interviewed Roiland and later hailed the game as the biggest Game Pass launch of the year. Last week, however, it was revealed that the Rick and Morty co-creator was facing two felony domestic abuse charges from 2020, and that Squanch Games had settled a sexual harassment lawsuit a year prior in 2019.

The “culture of cancellation” could just as easily apply to the debate currently unfolding among some players and content creators as to whether they can support transgender rights and still buy Hogwarts Legacy. Despite J.K. Rowling, who is currently waging a crusade against trans women, having no involvement in the game, the author still collects royalties off the license and is impossible to disentangle from the larger Harry Potter brand.

One of the game’s voice actors, Sebastian Croft, recently apologized to anyone hurt by the announcement of his involvement in the game. The game’s developers at Avalanche Software have also sought to distance themselves from Rowling, and included a transgender option in the character creator. The studio also parted ways with one developer over his YouTube videos containing support for GamerGate and other controversial views.

It’s not clear if Spencer meant to take issue with people holding game creators guilty by association in some instances, to imply that game creators are sometimes subject to unfair and bad faith criticisms, or if he was referencing how easily developers become targets for harassment by so-called fans and players.

Microsoft also won’t be the only company to indirectly profit off Rowling’s work with Hogwarts Legacy. The game will be available on PlayStation, Nintendo Switch, and PC as well. Microsoft did not immediately respond to a request for comment.

                



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5 Retro Games You Didn’t Know You Could Play For Free

Screenshot: 3D Realms

In the down moments of playing a distressingly long Mario Party 2 game this weekend—my friends get a garbage truck full of NES and Super NES games with their Nintendo Switch Online membership—I started wondering what other retro games were only a download away on publishers’ official storefronts.

By that I mean the Microsoft store for Xbox-compatible games, Nintendo’s store for the Switch, and so on. There are actually some hidden freebies therein, and you might not have realized these five games were so directly within your grasp. So hang your hat, partner. The long night is over. Keep reading and check out five throwback games you can download now for free.


1943: The Battle of Midway

In 1987, Japanese developer Capcom published Street Fighter, Mega Man, and, among other arcade games, the vert shoot ‘em up 1943: The Battle of Midway. It was a somewhat disconcerting followup to Capcom’s also-disconcerting shooter 1942, released in 1984. Both games center, oddly, on the players’ U.S. army planes gunning down Japanese fleets during World War II.

But if you don’t often analyze the presence of war in games and aren’t concerned with why a company decided to kill off its own country’s soldiers to appeal to Americans, then, well, 1943: The Battle of Midway is kind of cool.

It’s simple—make the evil planes explode!—but its colors are vivid, its music is dynamic , and its repetitive shooting will make you feel so zen that you’ll instantly forget the plot of any anti-war documentary you’ve ever seen. It’s available for free when you download Capcom Arcade Stadium on PlayStation or Switch, and you can add on four other 19XX games for $2 each.

Download from the PlayStation Store or the Nintendo Store.


Pac-Man

Fortune cookie-shaped Pac-Man started eating his way through a ghost-lined maze in 1980, and publisher Bandai Namco is still trying to stave off his endless hunger in its often-updated mobile version of the arcade phenom.

This version contains the traditional Pac-Man maze you probably associate with arcades—a midnight blue map spotted with edible dots and bonus-point fruits—along with additional “story mode” mazes, themed “adventure mode” events, and a leaderboard for its “tournament mode.” Submit to the sounds of whiny ghosts and download for your Apple or Android device.

Download from Apple’s App Store or Google Play.


Sonic the Hedgehog Classic

1991 Sega Genesis side-scrolling platformer Sonic the Hedgehog gets another life on mobile while retaining, for the most part, its original look and feel—pixelated waves and trees, tufts of grass and blocky dirt patches that frame the way to taking down bad baldie Dr. Robotnik.

This refreshed version features a remastered version of the original, the classic sparkly soundtrack by Dreams Come True, and is compatible with Xbox controllers. You can play on Apple and Android devices.

Download from Apple’s App Store or Google Play.


Pinball FX2

Microsoft Studios published Pinball FX2 in 2010, not reinventing any wheels, but providing a solid virtual pinball experience with different-themed tables (the aquatic Secrets of the Deep, a Las Vegas take on Rome, etc.). Flicking switches won’t feel or sound as snappy as in a real pinball game, but then again, you can’t typically play those from the safety of your couch. You can play Pinball FX2 on Xbox, and download free trials of additional themed boards like Star Wars and Aliens vs. Pinball, too.

Download from the Microsoft Store.


Shadow Warrior Classic

Former Zilla Enterprises bodyguard Lo Wang gets a wakeup call in the 1997 first-person shooter Shadow Warrior: Megacorporations are bad. He learns this after his power-tripping former boss sends a slew of demons after him as punishment for quitting, which he responds to by blasting them in the face as he runs across Japan.

Good for him. Though, Lo Wang is undoubtedly a racist caricature, with stilted dialogue lines delivered in an awkward accent. And though the game was built with the same engine as Duke Nukem 3D, a modern audience might instead note how simplistic the graphics look by modern standards. It’s far from perfect.

But, like in Duke, Shadow Warrior’s fast-action gunplay holds up, and developer 3D Realms’ obsession with packing every square inch with secret rooms and unexpected (sometimes crude) references provides an enlightening trip back to the weird early days of first-person shooters.

Download from Steam.


What other official freebies have you found in your sojourns through the Switch, PlayStation, and Xbox app stores? Tell me your best finds in the comments.

 



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Halo Devs Use Fan’s Pokémon Map To Fix Game’s Aiming Issues

Image: The Pokemon Company / 343 Industries / Kotaku

Halo has a long tradition of community-made maps and game modes that range everywhere from serious to silly. Recently, one map and mode combo that’s more on the playful and fun side of things caught the attention of 343 Industries as an opportunity to fix long-standing shooting issues. Named after a certain Pokémon notorious for digging and jumping out of holes, this community creation is now being used to pinpoint and fix aiming and shot registration woes, as they’ve plagued Halo Infinite since it launched just over a year ago.

Halo Infinite, the latest entry in the long-running and often critically acclaimed first person shooter series, only recently received an update that included a beta version of its in-game map creator: Forge. First premiering in Halo 3, Forge has been a staple of the series ever since 2007, allowing anyone to create a map of their own design with the tools necessary to create custom games for it, be those party and minigames or more traditional takes on the franchise’s well-known modes, like Slayer or Capture the Flag. One such community-created game, that takes its name from the Diglett Pokémon, seems to have caught 343’s eye as an opportunity to test drive fixes to the game’s core mechanics.

Read More: Someone Recreated The Entire Halo 1 Warthog Finale In Halo Infinite

With community Forge maps popping up on a regular basis these days, 343 Industries’ senior community manager John Junyszek put out a tweet asking for the community’s favorite Forge minigames so far. When competitive Halo player Linz shouted out Digletts, a game where players pop out of holes to take sniper shots at one another, Junyszek followed up with an interesting bit of behind-the-scenes trivia:

Kotaku has reached out to 343 Industries for more information.

As many Halo fans have known, while Infinite’s core mechanics are solid and work well, there have been issues around aiming, with many players suspecting that the game seems particularly off when trying to line up precision shots with a sniper rifle, either descoped or while aiming down sights. Whether this is due to the game’s auto-aim function that eases controller aim (and exists on most modern shooters that take controller inputs), bullet magnetism, or the notorious desync issues many players have had with Infinite isn’t totally certain. Since Diglet is a game that only features aiming and shooting, it’s a pretty perfect test environment for studying aiming behavior. Junyszek said that the “minigame has recently helped our team further test and investigate various shot registration situations, especially in regards to latency and networking. Since it’s a curated environment without many variables, it’s helped us investigate specific scenarios.”

Check out the the Diglett game mode in action here:

343 Industries / iSpiteful

Who knew RPing as a Diglet armed with a legendary anti-materiel rifle could be so productive?



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343 Releases Previously Unseen Images From Halo 2 Development

Image: 343

In Halo, “the sandbox” often refers to the weapons and vehicles on a map at any given time: all the toys you have to play with. But for a whole other set of Halo fans, that sandbox is the game itself. Be it through Forge or ambitious modding projects like SPV3, playing with the very core of the game itself is part of the legacy of the franchise. Now, Microsoft has made that even easier after publishing a thorough collection of modding resources for Halo: The Master Chief Collection. And as a surprise, some of these resources contain some never-before-seen images from Halo 2’s development way back in the early 2000s.

Today, Microsoft released official documentation for Halo: The Master Chief Collection’s mod tools, specifically Halo 2 and Halo 3 (other entries in the series are expected to receive documentation at a later date). As spotted by Halo modder Kiera on Twitter, some of the documentation for Halo 2 contains material directly from Bungie circa the early 2000s. With it are a few development images that few have seen until now.

Screenshot: Microsoft / Kotaku

What’s cool about these images is that they show off the inner workings of Halo 2’s engine. One of these images illustrates the “screenshot_cubemap” command. I’m not going to entirely pretend to know what this does, but based on the documentation, it’s for use in generating reflective surfaces, like we see in the old documentation photo provided.

Image: Microsoft / Kotaku

Another neat pair of images shows off debugging information, listing data for when a model is using specific weapons or playing out various animations.

Screenshot: Microsoft / Kotaku

Screenshot: Microsoft / Kotaku

Like many behind-the-scenes shots, these are hardly glamorous. But they are cool nonetheless. The development of Halo 2 is a tale of high ambition at the cost of abusive crunch, much of which has been talked about openly. Various materials from the game’s development have been seen before, while others remain out of reach, like the legendary 2003 E3 demo (which 343 has recently pondered finally making playable). Today, a little more has seen the light of day.



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Halo 4, 10 Years Later, Remains an Admirable Mess

Image: 343 Industries/Microsoft

It’s a law of nature that eventually, every long-running game franchise will have a particular entry that gets dinged for straying too far from what made it so fun in the first place. Your Super Mario Sunshine, your Dragon Age II, Assassin’s Creed III, and so on. Whether or not that opinion changes more favorably over time, the initial specter of negativity will forever hover it. Microsoft’s Halo is no exception, except that negative specter hasn’t hovered over one particular game, but one whole studio.

Halo 4 released for the Xbox 360 on November 6, 2012, and was the first full entry from developer 343 Industries. The studio became the official stewards of the franchise after Bungie bowed out with Halo Reach in 2010, and prior to Halo 4, made Reach map packs and lead development on the 2011 remake to Halo: Combat Evolved. For what was the start of what would come to be known as the “Reclaimer Saga,” 343 wanted to put a bigger focus on narrative than Bungie’s games, which they achieved by bringing to the forefront the series’ deeper Forerunner lore that was present in the earlier games, but not the large focal point.

For a franchise whose earlier entries could best be summed up as “guy in helmet kills aliens,” and as the game industry was beginning to put a greater focus on characters in its single player offerings, you can see why 343 would follow suit. With that in mind, it makes sense why Halo 4 elects to weave in Master Chief and Cortana’s efforts to get back to Earth amidst the latter’s deteriorating mental state and subsequent death with the arrival of the Forerunner Didact, who wants to convert humans into robotic Promethean warriors under his rule to conquer the galaxy. If there’s anything that Halo could be suited for, it would be a deeper exploration of character, and whether one chooses to look at Chief and Cortana’s dynamic as platonic or romantic, there is something there that’s made their adventures worth following over years. But while the campaign tries its best, the end result is ultimately kind of a Mess.

Image: 343 Industries/Microsoft

No doubt, there’s some highlights: the opening wherein Chief and Cortana try to escape the ship they’ve spent years in cryo sleep on while being invaded by the Covenant is chaotic and dizzying, and the moment where the pair crash land on the world of Requiem and Chief looks up at the hovering skyscrapers brings a similar sense of bigness and awe akin to when the they stepped onto the Halo ring in the original game. Similarly, the penultimate mission, which is basically a Death Star run, can’t help but feel awesome thanks largely in part to a strong musical backing from co-composer Kazuma Jinnouchi.

But the biggest problem of Halo 4’s campaign, and the Reclaimer Saga overall, is that it too easily overindulges in the series’ already established mythology, or just stacks on new lore without doing a decent enough job of establishing why it’s different than what’s come before. Amidst the Chief-Cortana story, which features some of the series’ best writing for the characters, the Forerunner of it all begins to feel like it’s mired in too much terminology to be approachable to anyone not already waist-deep in expanded media. And it’s a shame to say this, because Halo 4 contains one of the series’ most interesting additions that’s come to define 343’s future games, and even the Halo TV series.

Halo 4 features standard co-op similar to that of its predecessors, while also introducing a new mode called Spartan Ops. Set after the events of the game’s campaign, up to four players with their own customizable Spartans in would participate in missions with their own narrative hook and weekly release schedule. That mode didn’t last longer than the first season, and narrative events previously meant for future seasons were converted into monthly comics that served to bridge the campaigns of Halo 4 and Halo 5. But its spirit lived on on in 343’s sequels: Halo 5’s co-op puts players in the boots of three named Spartans on the respective teams of Master Chief and Jameson Locke. Halo Infinite, though it’s following in the footsteps of other live service games by featuring narrative events in its seasonal model, couldn’t have gotten there without Spartan Ops laying the foundation for the franchise to explo.

Image: 343 Industries/Microsoft

Amongst the pantheon of Halo developers, 343’s tenure hasn’t been without its issues and controversies, both overall and specific to certain entries. As stated at the jump, it’s the curse of any long-running franchise: the idea of what it is becomes held so tightly by fans that anything that deviates from it is seen as a gross betrayal. In this case, the franchise’s peak would be Halo 3, a juggernaut that was so big that it brought in players who never gave the series so much as a glance back then. At best, anything else that’s come after can only hope to reach second place or maybe be seen as a close enough equal, depending on one’s estimation of a particular game.

For 343, its Halo games feel like they come so close to perfection. Halo 4, 5, and Infinite have their respective strengths and weakness, and each one feels like they get a certain part of what makes the franchise so beloved and why it deserves to stick around. But each time the developers attempt to correct what didn’t work in a previous entry, the cracks in the franchise’s identity begin to show, and it’s getting to the point where they either need to get wholly new armor or move on to a new journey.


Want more io9 news? Check out when to expect the latest Marvel and Star Wars releases, what’s next for the DC Universe on film and TV, and everything you need to know about House of the Dragon and Lord of the Rings: The Rings of Power.

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Modern Warfare 2 Fans Are Mad About Fair Matches

Screenshot: Activision

Call of Duty: Modern Warfare 2 drops on October 28, though if you preordered it, you’ve likely already gotten some through some of the campaign. But ahead of the game’s full release, which will give folks full access to the multiplayer component, some are decrying the game’s skill-based matchmaking (SBMM).

Modern Warfare 2 is Infinity Ward’s latest entry in the Call of Duty series. A reboot of 2009’s eponymous title and a direct sequel to 2019’s rebooted Modern Warfare, this new shooter sees you hunting down various high-profile military ops to prevent global catastrophe by…shooting them in the face. It’s a solid game with some impressive visuals that Kotaku staff writer Claire Jackson said gets sluggish after a boring start. But while there are some problematic elements in the game’s campaign, that isn’t what has the community riled up. Nah, it’s the not-even-out multiplayer component.

Read More: Call Of Duty: Modern Warfare II Is A Precision-Made Boredom Machine

Popular streamer Timothy “TimTheTatman” Betar is seemingly at the center of the discourse around Modern Warfare 2 and skill-based matchmaking. In an October 23 video, he said that while he’ll “be here” when the game launches in full this weekend, he’ll only stream the game for “a day.” He’ll still grind it off-stream for the camos but clarified he can’t stream Modern Warfare 2. The reason? Skill-based matchmaking apparently sucks the enjoyment outta the multiplayer experience because he’s playing against highly skilled players that body him, and he isn’t having fun with the established “meta” and the “good guns” folks regularly use. His solution? Create two separate playlists: a Quick Play one not based around SBMM and a Ranked one that is.

“If SBMM wasn’t a thing, I would stream multiplayer,” he said. “SBMM—I’ve said this before and I’ll say it again, man—is, I dare say, killing video games.”

TimTheTatman

Skill-based matchmaking is exactly what it sounds like. It’s a feature usually employed in multiplayer games that pairs you with other players around your skill level. Only level 10 months after a game launched but still wanna check out the multiplayer component? No problem. SBMM should—heavy emphasis on the “should” here—match you with other folks that are also level 10. Getting better at the game and leveling up at a rapid clip? The game’s SBMM should—again, heavy emphasis the word “should”—recognize this, placing you with others that are equally improving their skills. It doesn’t always work out this way, but that’s the general idea behind the methodology.

However, much like TimTheTatman, folks online aren’t—and haven’t been for a minute now—too happy with the feature’s implementation in competitive games. A cursory glance at Twitter pulls up multiple people decrying skill-based matchmaking. Some have brought up how competitive shooters back in the day, such as Halo 2, apparently didn’t have SBMM and were still great fun. (A former Halo designer was quick to counter that point, though.) Others have said they straight-up hate the feature. A few, like gaming collective FaZe Clan, have questioned whether skill-based matchmaking belongs in Call of Duty games at all. Most seem to agree, however, that SBMM is ruining the game for them in some capacity. But, of course, SBMM has been in games for a long while now.

Read More: Modern Warfare II Makes You Aim Your Gun At Civilians To ‘De-Escalate’

Kotaku reached out to Activision and TimTheTatman comment.

There’s some irony to the complaints here. If one player has hit prestige, frequently ending matches with some insane kill-death ratio, then they should obviously be placed with other equally dominating players. They shouldn’t be given the opportunity to jump into non skill-based lobbies to crush folks still learning the ropes. It’s like a heavyweight boxer packing a ton of muscle taking on a lightweight half their size. Like, that’s a clear unfair advantage. If you wanna be the best, you gotta beat the best, right? Like Twitter user headfallsoff aptly asked in response to the SBMM discourse: “What would Goku think”? Yeah, he’d be disappointed.

 



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A True Teenage Horror Story

It would come sooner or later. There was no escape.
Image: Microsoft / Evan Amos / Kotaku

Hidden from the bustle of Jamaica Avenue, down a winding flight of stairs, the shop looked like a mausoleum, with stacks of busted PS2s, OG Xboxes, and GameCubes lining the walls. That small store in the Jamaica Colosseum Mall was the same place I’d once purchased Splinter Cell on PS2, Doom 3 for Xbox, and the Halo 2 Multiplayer Map Pack, among many others. But the dead consoles served as a jarring reminder that as vivid as the worlds those boxes produced could feel, sooner or later our machines of dreams would cease to function.

Back in late 2005, standing on the cusp of a new console generation, I understood intellectually that, over time, some of the new, cutting-edge Xbox 360s and not-yet-released PlayStation 3s would die someday. Maybe after another decade that shop would be filled with hourglass-shaped white monoliths and glossy black Foreman grills. But not just yet. It was the beginning of a new era, after all.

Back then, my teenage social circle was busy bickering over silly console wars, arguing in fast-food restaurants over whether or not Killzone 2’s 2005 E3 demo was real, or our PlayStation friends’ assurances that once we saw the next-gen SOCOM, we’d leave Halo and Xbox forever. But we all agreed on one thing: We were all psyched for the wild new possibilities these new machines promised. HD graphics, better custom music playlists, a conclusion (finally!) to Halo 2, and the promise of true next-gen experiences like Gears of War. What a time to be alive.

And in an era of expensive texting plans and limited social media, the new HD consoles’ online functionality would soon mark a shift in our social lives. In fact, that was the very reason many of us sought out broadband internet. United online, our circle would surely stay as bright as the flashy rings on the Xbox 360 itself.

We all saved up enough from whatever random jobs we had at the time to buy 360s and fulfill the escapist desire that beckoned us after last period let out. Our afternoons were filled with round after round of Halo 2 (eventually Halo 3), trash talking, arguing over whether Korn was better off without Head, figuring out how to best apply Gears of War cover tactics to Halo, convincing someone to give Lost Planet a try, ordering Chinese takeout (leaving one friend in particular stuck with the bill. We’re good now, right?), trading burned Incubus and HIM discographies to rip to our 360 hard drives, blasting Lamb of God’s Sacrament, and saying things like, “oh my god, have you seen this Mass Effect game coming out?” “Oblivion looks nuts!” and “Would you kindly die so I can take your sniper rifle?” Single-player or multi, gaming never felt more exciting or promising.

Who knew that E-day would be the least of our fears?
Image: The Coalition

But in between the hollering over killing sprees and chainsawing aliens, talk occasionally turned to the rumors surfacing on forums about Xbox 360s suddenly failing. It always went the same way: a black screen, a bunch of red lights around the power button, and silence. Soon this failure had a name: The Red Ring of Death, or RRoD for short. I started out a skeptic and soon became a denier. “It can’t happen to us,” I thought. We were all relying on the 360 to stay in touch and game together as we drifted toward adulthood. It couldn’t happen to us.

The apparent cause always varied: different people playing different games for different periods of time. Eventually it seemed like the only thing these stories had in common was that three-quarters of the power button lit up red like a stoplight. Surely, I thought, folks just needed to take better care of their machines. It didn’t feel right. It didn’t make sense. It wasn’t the 360’s time to start dying. We all thought it was still in its best day. In our best days even.

We thought wrong.

The first among us who fell victim had it the worst. Over the course of a few years, one friend in particular would go through four Xbox 360s. By then, our social circle was in panic mode. We tried to become experts on which models shipped when, trying to glue together the internet anecdotes with what we were hearing from victims we personally knew. Which 360s were most susceptible? Were launch models okay? The Halo 3 edition? The Elite? Does horizontal or vertical orientation matter? The panic of losing our machines made it hard to be sure. But it wasn’t just about missing out on Halo nights. The 360 had become central to how we socialized.

We all started to physically drift apart after high school. Sure, MySpace was a thing, but it was Xbox Live that really kept our social circle intact. That’s where we not only gamed, but also talked about music, movies, life. All of it. Live became somewhat of a digital safe space as we faced the challenges of becoming adults.

But the red rings followed us online. When one of us fell to them, a portion of that social circle, much like the error sign on the machine itself, went dark. Microsoft’s repair program was generous, but we also couldn’t shake the fear of needing to spend another three or four hundred dollars. We worried over how much time we should spend on the machine. How much time we should spend with each other.

We all feared that we were gaming on borrowed time. A game of Capture the Flag could be redly interrupted. Some, like myself, tried to dig into the denial. How could the problem possibly be so widespread? But when someone with a Halo 3 edition finally got the error, the inevitability of death was too naked to deny. Eventually someone even RRoDed on an Elite, which we’d been sure was bulletproof. I remember a brief text exchange. “I did everything to keep it safe! I had three feet of space around it and an intercooler! How does this keep happening?”

Repair turnaround took weeks. And in the hectic buzz of moving from high school to college and getting full-time jobs, those weeks made it hard to keep up with each other and stay in touch. A 360 dying meant you wouldn’t speak to someone for weeks. Forget about rounds of Halo. We weren’t just deprived of our favorite game, the red rings actively pulled us apart from each other.

Grenades were exchanged for tumbleweeds as my friends fell to the rings.
Screenshot: 343 Industries / Kotaku

The red rings of death became a fog that swallowed each of us, one by one. Somehow my launch console remained exempt, but the fear of it hitting me became too much. Toward the end of the decade I started exploring the PlayStation 3’s library, and tried to convince friends to do the same. But the damage was done. Time continued to pass and the Xbox 360, once central to my social circle, didn’t just fail us. It killed us, one by one.

In the blur of years during which everyone else I knew suffered red rings, things started to calm down. Newer Xbox models appeared to address the underlying overheating issue, but our online social circle was smaller by then.

Even so, the 360 generation was far from over. We’d been through the worst of it, and still had amazing games to look forward to. One evening, I, the sole survivor, sat down to start up a new Mass Effect playthrough to get ready for the sequel.

But it was not to be. A dreadfully familiar series of lights appeared on the face of my Xbox, denying me entrance to the sci-fi RPG futureworld. After tearing through all of my friends, the Red Ring of Death had finally come for me.

 

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