Will Halo infinite have a battle royale?
343 Industries previously shot down rumours that Halo Infinite is getting a battle royale mode on multiple occasions, but plans may have changed. Halo Infinite comes to PC, Xbox One, and Xbox Series X/S this holiday. VG247Halo Infinite datamine reveals battle royale voice line
When is Halo infinite coming out?
GameStop is excited to bring you Halo Infinite on Xbox One and Xbox Series X! Master Chief is back in his most epic adventure to date. Experience the ultimate gameplay and explore a stunning sci-fi world in this riveting, first person shooter video game. Halo Infinite release date Holiday 2021. gamestop.comHalo Infinite | Xbox Series X
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03 August, 2021 - 10:10pm
Good news, everyone: It’s actually ‘Halo.’
And in my first few rounds, I wasn’t blown away: It felt a bit awkward and more than a bit clunky. The weapons were off, the physics felt slow, and more than anything else, it was just a bit shaky. Everything was just a bit off. Having spent the past few months pretty much only playing the Master Chief Collection — and by that I mean Halo 3 and Reach — it felt nowhere near those titles at first.
But as I played more, I got used to it: The physics began to feel more natural, I was able to familiarize myself with the gunplay, and the combat systems started to make sense. More than anything else, it began to feel more like the Halo I remember.
The only real hiccup was that some of the newer weapons didn’t feel perfect: The Commando is fun to use, but it would feel more at home in something like Valorant or Counter-Strike than it does in Halo. The Heatwave is in an awkward space between starting and power weapon — while it looks and feels powerful, the low damage numbers combined with a small magazine clearly restrict it to the same tier as starting weapons, where it can barely compete.
On the other hand, all the returning guns feel fantastic. The sniper is amazing, the assault rifle is, like always, serviceable, and damn is the battle rifle good. It’s crisp, clean, and honestly feels like all the best parts of Halo 2 and 3’s BRs. To put it simply, it’s fun. The shots go where they’re supposed to, the recoil feels natural, and the animations are fantastic.
And really, there are a bunch of new weapons that feel great, too. The Pulse Carbine is innovative in its combination of burst-fire and slow tracking rounds, the Bulldog is pretty fun and fills an interesting new role as a non-power weapon shotgun (although I do miss the old shotgun), and the Skewer is just absurd — there’s just nothing that compares to shooting a massive metal spike at your enemies (or friends).
More than anything else, the guns in Infinite are a lot like classic Halo in one crucial way: If you’re doing poorly, you don’t feel like the gun is bad, but instead that you’re bad with the gun. And because of that, there’s always a challenge presented instead of a shortcoming.
Infinite’s art direction and world design are fantastic, specifically because it builds upon Bungie’s work instead of trying to reinvent it. 343’s willingness to find a middle ground between old and new is a great sign — they’re able to maintain the brighter color scheme of 4 and 5 without sacrificing Bungie’s heavy and powerful designs. Their own new work with the Mark VII armor is clearly inspired by Bungie, but still does something new. It isn’t overly complicated or aesthetically confused and instead ends up feeling unique and innovative.
And for the first time in a decade, Spartans look powerful. Their armor is clearly meant for combat, and their weapons feel purpose-built, not like aesthetically pleasing things meant to look purpose-built. And more than that, everything feels like it has weight to it. Shooting a battle rifle, reloading the skewer, even just throwing a grenade — every animation seems natural, and the way the environment responds to it follows through with the same weight the animations have.
Somehow, that weight is even preserved when you see a Spartan — a half-ton supersoldier — sprinting.
Of course, we’ve all heard the debates about being able to sprint in Halo. I’m of the opinion that Halo 4 and 5 were worse off for making sprinting a default ability, but I don’t think it ruined the games. The main issue with sprint, though, is that it’s been continually hard to design pickup-based maps around two entirely different movement speeds. This was proven in 4, 5, and to some extent, Reach, where sprinting was able to invalidate lots of long-range encounters and reduce most matches to a mad dash for the map’s few power weapons.
But I’d honestly say Infinite does it right. Sprinting is barely faster than normal movement, and through that, it becomes more of a tool for mobility than speed. Sacrificing your main offensive capabilities lets you slide, clamber, and generally navigate the map more easily. And alongside all of that, it can help newcomers used to games with sprinting feel more comfortable with Halo’s combat system.
Feeling comfortable, then, is really what one of 343’s goals should be. The guns, animations, and general aesthetics all do it perfectly, so the movement experience should match up to that.
Of course, there are some flaws. While I do like the new AI bots for enemy Spartans, it does feel awkward and buggy at some times — something I’m hoping this beta test was meant to help them work on — and, more than that, I absolutely loathe the return of teammate callouts, which were already bad enough in Halo 5. Hearing a teammate yell “Over yonder!” every five seconds is irritating, to say the least, and it isn’t helped by the addition of a second announcer and medals being announced probably twice as frequently — it all just makes the game far too loud for my taste.
Along with that, the changes to armor color are concerning. Specifically, the decision to abandon red and blue armor in favor of outlines seems to match perfectly with 343’s move to an armor coating system more similar to Destiny’s shaders. While this normally wouldn’t be any concern, the choice is being made at the same time as 343 is deciding to make some of these armor coatings cost real-world money, a decision that saw massive outcry from some fans online.
Really, those are all relatively small complaints. For the most part, Infinite has a lot of potential. The gameplay is solid, and for the first time I really feel like 343 is making a true successor to the framework Bungie laid out. The gameplay is there, the aesthetics are there, and more than anything else, the Halo experience is there.
For the first time in 343’s history, it’s actually Halo.
03 August, 2021 - 10:10pm
03 August, 2021 - 06:45am
New Halo Infinite comparison videos have been shared online, focusing on one of the maps that have been made available in the game's tech preview.
The new videos, which have been shared on YouTube by ElAnalistaDeBits, focus on the Bazaar Map. Like for the Recharged map, performance already seems to be extremely solid on Xbox Series X and Xbox Series S.
Halo Infinite on Xbox Series X and Xbox Series S will feature Quality and FPS at launch, but the two display modes were not available during the tech preview. The test ran at 2160p resolution, 120 FPS on Xbox Series X, 1080p, 120 FPS on Xbox Series S, 1080p, 30 FPS on Xbox One, and 2160p, 30 FPS on Xbox One X. The old-gen versions of the game also seem to be suffering from frame pacing issues.
Halo Infinite releases before the end of the year on PC, Xbox Series X, Xbox Series S, and Xbox One. A final release date has yet to be announced.
The legendary Halo series returns with the most expansive Master Chief story yet.
Campaign: When all hope is lost and humanity’s fate hangs in the balance, the Master Chief is ready to confront the most ruthless foe he’s ever faced. Begin anew and step inside the armor of humanity’s greatest hero to experience an epic adventure and finally explore the scale of the Halo ring itself.
Multiplayer: Halo’s celebrated multiplayer returns! More information coming later this year (requires Xbox Live Gold on console, membership sold separately).
Forge: Halo’s epic content creation tool is back and more powerful than ever. More information coming later this year.
Cross-Generation Gaming: Halo Infinite provides an amazing experience across the Xbox One and newer family of consoles as well as PC. And, on Xbox Series X as well as supported PCs, enjoy enhanced features like up to 4k resolution at 60FPS in campaign and greatly reduced load times creating seamless gameplay that usher in the next generation of gaming
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03 August, 2021 - 05:56am
From nods to Red vs. Blue to new ways to communicate, here's what we spotted while playing Halo Infinite technical preview
From cool ways to utilize equipment, new ways to interact with your teammates, and two-decade old callbacks, below you'll find the Halo Infinite multiplayer details you may have missed. With more Halo Infinite multiplayer beta opportunities planned for the coming months, as its 2021 release as a free-to-play game for the Xbox ecosystem approaches, there's sure to be more secrets hidden away. GamesRadar will keep its eyes peeled for them but, in the meantime, here's what we were able to spot in the Halo Infinite technical preview.
After 20 years of active service, Spartans have finally learned how to share. For the first time in a Halo game, you're now able to drop equipped weapons to the ground. Previously, you would exchange one of your two equipped primary weapons whenever you picked up a power weapon, but you'll now have the ability to hand them off to teammates. There wasn't much use for this in the Halo Infinite technical preview, but it's easy to see how it could be used by communicative groups in competitive games. It means that a player will be able to grab a power weapon like the S7 Sniper or Gravity Hammer, should they happen to be running by their spawn, and deliver it to a teammate they know is proficient with it. That's just one example, but I'm sure the Halo community will come up with plenty of creative ways to use this feature in the future.
In classic Halo games, a select few weapons came equipped with alternate firing modes to help improve their utility; where most of the guns are designed to be fired from the hip, you could aim down the sights of a weapon with a scope, for example, to help dial in headshots at range. In Halo Infinite, as every weapon now features ADS, this is less impactful, and so 343 Industries has introduced a fresh wave of alternate fire modes to the power weapons. The S7 Sniper has a longer zoom, for example, but the real stars of the show are with weapons like the Heatwave. If you can get your hands on this gun before it's snatched up, you'll be able to switch between vertical and horizontal weapon spreads – perfect for taking on solo players or squads. Expect to see more alternate firing modes introduced in the new Halo Infinite weapons, such as the Ravager and Shock Rifle too.
After sitting down with the Halo Infinite technical preview for well over 10 hours this weekend, I'm almost embarrassed to admit that I only discovered that there's a ping system in here by total accident. I was trying to swap grenades in the middle of a firefight and happened to mark my aggressor, alerting a nearby teammate to swoop in and save me from certain death. After further experimentation, the ping system can be used to mark areas of interest on a map, communicate vital information around weapon spawns, and highlight enemy positions. It's similar to the system introduced by Apex Legends and used by games like Call of Duty: Warzone and Fortnite, delivering contextual updates in the lower left-hand corner of the UI. Given how rare it is to hear people using microphones in this modern era of Xbox Live, the ping system will no doubt have its uses in Halo Infinite – particularly when it comes to larger maps with spare gunnery positions in the Warthog.
343 Industries has paired back many of the more controversial changes it introduced in Halo 5: Guardians, particularly around its divisive advanced-mobility featureset. Smart-link has made a return, but it has been entirely rebalanced. For those that don't care to remember, Smart-link was a system that activated aim down sights on all weapons, rather than just those with a scope as it had always been in Halo. That was controversial, especially as activating ADS while jumping would cause your Spartan to hover in the air and shoot with stability from an aerial position. While you can still ADS with all guns – be it the starting MA40 Assault Rifle or the Needler – the zoom is less significant, and the cost to your peripheral vision is high, putting the onus once again on strafing and hip-firing. Better still, the ability to hover in the air while shooting has been removed entirely.
Damage types aren't new to Halo Infinite, but 343 Industries is making some changes in communication. Throughout the technical preview, little prompts would show up to highlight key information that may have otherwise been assumed knowledge: Plasma is best used to drain shields, Ballistic can take down unguarded enemies faster, Hard-light deals equal damage to both but excels at neither. This info is also communicated to players in-game too. If you approach a power weapon you'll notice that the UI indicates the weapon name, its class, its firing rate, and range of engagement, and next to all of that is a little symbol that indicates damage type. With new and returning Banished, Forerunner, and Human weapons coming to Halo Infinite, this'll certainly be helpful information while we're all learning the ropes.
Equipment has returned to Halo Infinite and Grappleshot is the headline item. The grappling hook can be picked up as a spawn on the map or from corpses, giving you up to three opportunities to use the wrist-fired grappling hook to reel yourself toward enemies and areas of the map. A small (arguably too small) indicator on the reticule indicates when you are in range of something that can be grappled and it turns out there's a surprising amount of nuance to the equipment. Fired from a standing position, you'll move directly to a platform and move slowly enough that you'll be easily shot out of the air. Fired with a little momentum behind you, however, and the Grappleshot suddenly has far more utility, letting you swing between platforms or toward enemies with such speed that you'll be able to whip past their heads, let off a few headshots, and see their body hit the ground before your feet do.
In previous Halo games, there was a tendency for players to disappear from active firefights to all stand around and camp-specific power weapon spawns, with team-killing and arguments emerging in the immediate aftermath. While this will likely always be a part of Halo, there's less onus on camping spawn points in Halo Infinite. While some power weapons are still tied to set respawn times – like the Gravity Hammer on Recharge or Skewer on Live Fire – most materialize in weapon racks found across the map. To help you better understand the rotation of these on-the-rack power items – think the BR75 Battle Rifle, VK78 Commando, Pulse Carbine, and Needler – a white hologram appears in its place when the weapon has been equipped, a red hologram indicating that the weapon has been taken but dropped, and there's a little bar above the rack showing the respawn timer.
Admittedly, I didn't quite understand the point of the Drop Wall in my first few hours with Halo Infinite. The deployable cover is similar in its utility to Halo 3's Bubble Shield, but less resistant to damage and only covers a small window of space around you. It's also slow to deploy, meaning you need to use it in tandem with the motion tracker and audio cues to get any real use out of it. The thing is, if you get your head around its particulars it can be a real lifesaver. See a gaggle of enemy Spartans rushing you, deploy it a few seconds in advance of their arrival and you'll find that it can actually deflect incoming enemy grenades. Hear sniper shots ringing out, get that thing out in front of you and at least one of the perishable 15 squares of protection will save you.
Given that there were only a few days to learn the Halo Infinite maps, there's a good chance that plenty of little secrets and details were missed. Grenade jumping is possible if you can get the momentum right, for example, so there are likely all sorts of positions we haven't discovered yet. One thing I did find was a secret passageway on Bazaar, up the stairs in the central area. This walkway snakes around the upper platform and will ultimately lead to a dead drop into the room below, which just so happens to hold the Heatwave power weapon and offers quick passage to either base. 343 Industries is focusing on core arena play, so expect plenty of little shortcuts to materialize throughout the Halo Infinite maps, especially when combined with tools like the Grappleshot as well as tricks like grenade and rocket jumps.
Customization is more important than ever in Halo Infinite, what with the game launching with a Battle Pass as a free-to-play experience for the Xbox ecosystem later this year. While we knew this change was coming, it was still surprising to see it in action: team colors are gone, with Spartans no longer sequestered into Red versus Blue allegiances. I have to admit, it's one of those things that you only notice when it gets in the way; there were a few occasions where I found myself firing at a player because they were wearing the same color armor as the enemy (the bots in the 343 technical preview all wore uniform colors) which has left me a little concerned over how readable the final experience will be. Still, for now you best start thinking about the Coatings you're going to want to match up on your armor in the final game.
Halo is celebrating its 20th anniversary this November. We know that the Halo Infinite campaign is looking to recapture the spirit of Combat Evolved, returning Master Chief to a Halo Installation and ditching the illusion of freedom we had back in 2001 for the opportunity to freely explore an open world Halo ring for the very first time. With Chief tied up in saving the universe, again, it looks like it is falling on the shoulders of the multiplayer maps to honor the legacy of Halo. There's a couple of nice touches throughout the maps we've seen, but my favorites have to be Live Fire being set in the Avery J. Johnson Academy of Military Science – a Spartan training facility named to honor the SPARTAN-I member who was killed on Installation 08. And then there's the Bazaar map, echoing the design of the Outskirts map from Halo 2, and you can even spot the New Mombasa Orbital Elevator being rebuilt in the skybox following its destruction in Metropolis.
Red vs. Blue will always be intrinsically linked to the Halo franchise and so perhaps it should come as no surprise that 343 Industries would show a little love to the iconic Rooster Teeth franchise. A blink and you'll miss it reference while personalizing AI Color, the 'Lightish Red' option points back to Season 1, Episode 16 of the show, 'A Slightly Crueler Cruller' where rookie Spartan 'Donut' is rewarded by Command for returning the Blue flag with his own colored armor. His own… lightish red armor, as he maintains, to which Grif retorts: "Guess what, they already have a color for lightish red. You know what it's called? It's pink." It's an 18-year old reference that I certainly appreciated and I'm sure Halo Infinite will be packed with come release.
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