Will Halo Infinite Bring Back Halo Esports? // XQC hits back at Olympics - The Fix: Esports


IGN 02 August, 2021 - 04:11pm 54 views

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

As reported by VGC, this datamined audio clip was originally shared on ResertEra and includes nothing more than the words Battle and Royale, but could give hope to those looking to be the last Spartan standing.

Expectations should definitely be tempered, however, as this could be from a canceled battle royale mode that the team was testing out or could be from some other part of Halo Infinite or from a ton of other possible places.

Still, it's a treat to hear Halo's announcer shouting out a mode many have been asking for following the success of Fortnite, PUBG, Apex Legends, and Call of Duty: Warzone.

For more on Halo Infinite's Tech Preview, check out our hands-on impressions that made us shout to the world that "Halo looks ready to reclaim its place as one of the best multiplayer shooters ever made."

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

Read full article at IGN

Playing the technical test has convinced me Halo Infinite is great, actually

PC Gamer 03 August, 2021 - 09:00am

Last weekend's Technical Test showed us a 343 that's learning the right lessons.

First, let's get the obvious caveats out of the way. Our Infinite debut was a technical test, not a demo. Framerates were choppy, load times were often obscene, crashes were infrequent and the build was riddled with small, frustrating bugs. Nevertheless, Infinite already feels like a welcome return to the more playful sandboxes of older games.

Far from the redundant bloat of Halos 4 and 5 (which saw three entire "factions" of different-coloured shotguns, assault rifles and SMGs) Infinite's weapons feel tight and balanced. Old favourites have been tuned to fit better into the overall sandbox (the Assault Rifle feels viable now, while the Battle Rifle is no longer the absolute go-to weapon), while new weapons find their own interesting niches—from the rapid-fire Bulldog shotgun to the Skewer, a hefty, brutal thing that fires massive railroad spikes through people. Even the Pulse Carbine finds a place beyond just being "the alien Battle Rifle", instead firing slower plasma bursts that veer towards opponents.

Halo 3-style equipment also makes an explosive comeback. Littered across the map are deployable shields, radar scanners, and grappling hooks to mix up firefights. The hook is a particular fave, working almost identically to Pathfinder's grapple from Apex Legends—letting you swing up and around ledges, or violently pull yourself into an opponent to land a brutal Gravity Hammer swing. Your AI buddies will call out when the spiciest of these, Active Camouflage (invisibility) or Overshields are due to spawn, making every run for them feel particularly tense.

Sometimes plasma launches go wrong, but don't give up #HaloInfinite pic.twitter.com/WUXFRZjpmOAugust 1, 2021

343 has long experimented with making Halo movement a little more interesting, and I think they may have cracked it here. Yes, I was as upset as anyone at seeing them put sprint in my beloved Halo, but it's such a minor speed boost that it feels almost unnoticeable—except, of course, when it comes to sliding.

Halo's always been a gamepad shooter, and that's how I approached Infinite at first. But immediately upon switching to keyboard, my Apex Legends muscle memory kicked in, and suddenly I was slide-hopping off every incline. You're still a slow, bulky super-soldier, of course. You're not nipping around like a Titanfall pilot. But the maps open up a whole lot more once you realise every ledge can be mantled, every slope a chance for a slight speed boost.

Without full-on sprinting, thrusters or jetpacks, Infinite isn't as hectic as 4, 5, or even Reach—but the introduction of more informal movement tools has a huge effect on how firefights play out. I'll always have a soft spot for the slow, floaty jumps of the Bungie Halos. Ten years on, however, and I'm excited for Halo movement to feel as good as its gunplay.

And while I'm all here for the game's armour designs (which sits somewhere comfortably between Halo 3 and Reach), the same can't be said for its maps. Bazaar, especially, feels like a sort of generic desert town you could pluck out of any Modern Warfare lineup. You could pin this down to the test's maps being small, but even the most compact of Bungie's Halo maps were oozing with character.

There's generally a strange sense of unease simmering under the game's aesthetic, only heightened by a No Man's Sky-esque Post-rock soundtrack during matches. It's good music, and might even feel more fitting on the vast sci-fi vistas of the game's campaign. But it feels wildly jarring inside a tense round of Team Slayer inside a concrete power station.

Considering the limited scope of the test, there are still too many unknowns to really judge Halo Infinite. Where do vehicles fit into Infinite's sandbox? What do custom games look like in a free-to-play Halo? I won't truly know how I feel about Infinite until I'm soaring above my regular Halo pals in a Banshee, watching utter carnage unfold below.

But I liked what I saw this weekend. A game that recognises what makes Halo distinctly "Halo", a throwback to Bungie's greats while acknowledging where shooters have gone in the last 10 years. Keep this up, and Halo Infinite could be something quite special indeed.

Thank you for signing up to PC Gamer. You will receive a verification email shortly.

There was a problem. Please refresh the page and try again.

© Future US, Inc. 11 West 42nd Street, 15th Floor, New York, NY 10036.

Halo Infinite’s Academy weapon drills make for easily accessible weapons

Polygon 03 August, 2021 - 09:00am

Google is going to save a lot of the details of its Pixel 6 line until they get closer to launch in a few months, but with today’s early tease, we’re able to start putting together a small, confirmed specs list. We know display sizes and refresh rates for the Pixel 6 and Pixel 6 Pro, what to expect for battery life, the camera make-up, and of course, the new processor.

Again, the fine details and full list of Pixel 6 specs aren’t here today, but we do know the following from Google. The Pixel 6 line will run the Google Tensor chip, Google’s first custom-made SoC for phones. The camera setup includes wide and ultra-wide lenses on both phones, plus the Pixel 6 Pro will get a third 4x zoom lens.

Thanks to additional information provided to The Verge and Gizmodo, we’ve also learned that the Pixel 6 will feature a flat 6.4″+ full HD display (1080p) with 90Hz refresh rate, while the Pixel 6 Pro will have a slightly curved 6.7″ QHD display with 120Hz refresh rate. Battery life is expected to last “all day” and you’ll unlock using an in-display fingerprint reader. This is a first for Google. The Pixel 6 and Pixel 6 Pro are expected to differ in memory (RAM) as well, though we aren’t sure the same can be said about storage.

What we don’t know is battery capacity, the charging speed and technology situation, RAM and storage configurations, the detailed make-up of the cameras, speaker setup, and size and weight. As we learn those officially, we’ll be sure to update this post.

A Promising Weekend With Halo Infinite's Beta

Gamesradar 02 August, 2021 - 06:30pm

Read More: Halo Infinite Multiplayer: All Your Biggest Questions, Answered

Ari: Yes! They really nailed that Halo feel here. That said, I know there’s been a lot of discussion around which series entry it feels like—what with the mantling from 5, the weapon designs from CE, the single-use abilities from 3, and so on—but, I don’t know, to me, it doesn’t feel “like” any other Halo. It seems totally new, measurable on its own merits rather than in comparison to prior games.

Zack: Yeah, to be clear when I say it feels like I Halo I mean that it feels like...Halo! Like, not one specific game or whatever, but the general vibe and flow of the overall series. And you are right, parts of this feel like Halo 5, Halo Reach, Halo 3, etc. But I think that’s more a sign that 343 is trying to tap back into that core Halo DNA and I think it’s succeeded, at least from what I’ve played. I mean, did you use that pistol! Damn.

Ari: Duuude, I’m loving the pistol this time around. You can switch guns so quickly that it really lives up to its namesake, the Sidekick. (That’s gotta be a record for T-minus-to-pun time, yeah?) You just drop someone’s shields and whip it out and it’s game over. I’m curious how you felt about some of the newer weapons, though? Or the completely overhauled ones, like the shotgun?

Zack: Oh...Why did you bring up the shotgun so soon. The new one is fine. It’s fine. I don’t...It’s fine. I still think it’s terrible and possibly illegal that the classic shotty’s gone. I’ll get over it one day. Not today. Not today!

Ari: Wait…Is it gone gone? Or was it just not included in this flight? (I know that only a portion of the total armory made it into this one, hence why we couldn’t use some weapons shown in trailers, like the energy sword.)

Zack: I’m not sure. Hopefully it will return. As for the other guns, I’m in love with the DMR-like rifle.

Ari: The Commando?

Zack: Oh, yeah, that thing rocks.

Zack: Oh, I think we now have to fire you. I’m so sorry it’s happening in the middle of a VG Chat like this, but yeah, that’s it. Sorry.

Ari: Damn. RIP.

Zack: Did you mess around at all with the training bits? I feel like those are so smart and helped me wrap my head around a lot of the new guns.

Ari: [The VG Chat Slack channel is filled with an omnipresent cacophony of one thousand crickets.]

Zack: Ari!! Moving on...I’ve seen some folks complain that this game feels too slow. I’m not sure how you feel about that, but I think it’s slow in the way I want Halo to be.

Ari: Well, that gets back to the point you made about Infinite really nailing the Halo feel, right? On a fundamental level, Halo just isn’t as fast as, I don’t know, Battlefield or Titanfall or Apex or whatever. The shooter genre has evolved a lot in the past six years, since we last had a Halo. I think folks complaining about its relative slowness might be asking a not-Halo thing of Halo, if that makes sense?

Zack: Sure. I think we’ve spent the better part of the last decade with shooters like Titanfall and the new Dooms breaking away from the slower feel of console shooters of the past. It’s natural that many might find the return to slower action disappointing. But I also think Halo needs to be Halo to succeed. The series has tried in the past to directly compete with modern shooters and it never lands right. For me, Halo isn’t about flying around maps like a wild animal. It’s about moving with purpose, using the level’s power weapons correctly and trying to find good moments to attack.

Zack: Well first off, no, I don’t believe you at all. But the short time I spent with it was fun. It feels like it needs a bit more tuning and feedback, I felt like I wasn’t able to grapple to places I figured I should have been able to. But I think, in general, the return of Halo 3-like equipment might be one of the less-talked-about parts of Infinite. It’s a smart decision, I think! Having equipment instead of like, I don’t know, perks, means they are part of the match. See someone using a Grappleshot? Kill them and steal it for yourself. That’s good shit.

Ari: It is indeed super cool, but do you feel like the equipment itself could or should have more uses in the eventual release? You get anywhere from one to three activations for each piece of gear. So every time you see someone using a shield wall or active camo, by the time you kill them, chances are it’s already gone. Should the number of uses get kicked up to, say, five? Or will that make it so players can just spam the shit out of this stuff?

Zack: It would be nice if that kind of stuff could be changed in different modes and playlists. As it stands, I think keeping it low forces you to be smart with how you use the stuff and it means that even if you kill someone and get their shield, you are still better off getting your own equipment from the various locations on the map where the stuff spawns. That said, I would love a mode that just gives you endless Grappleshots and shotguns.

Ari: Oh, I’d buy that as a standalone game.

Zack: While this was a limited tech test and I get that, I was sad we didn’t get any vehicles. That’s a big part of the Halo formula and with how great this all feels, I’m excited to see how 343 handles vehicles in Infinite.

Ari: It’s interesting, because you could see them right there in the customization menus. Maybe in the next test? I for one am curious to see what modes the community comes up with—like the Grappleshotgun one you mentioned (it should absolutely be called that), or other totally bonkers ideas we can’t even fathom right now, not having access to all of the weapons and vehicles and settings and so on.

Zack: Yeah. I’m excited for a Halo game! What a concept! But really, it feels like a long time since I’ve been this giddy about playing Halo. And it’s even crazier to think that this will be free-to-play. This game we are going wild over is just going to be free.

Ari: Yeah, given the free-to-play nature—and the fact that 343 has committed to updating it regularly for quite a while—the multiplayer’s bound to end up being one of the biggest yet. Maybe even bigger than Halo 3.

Zack: It’s very possible. Add in cross-play with PC and Xbox One and it becomes clear that 343 is committed to getting as many people as possible to play this new Halo game. Which is cool. I miss just playing a ton of Halo with people. Now everyone I know who isn’t named Ari will have no excuse to skip out on the next multiplayer Halo game. But we still got some time to go before it comes out, and between now and then we will get more chances to play these in-development builds. I can’t wait to see how everything progresses.

Ari: Yeah, clearly this is still a work in progress, despite how excellent it feels and plays. What’s one thing you’d like to see changed between now and the eventual launch? Y’know, besides realistically explosive watermelons, of course.

Zack: Outside of things that will for sure improve, like performance and stability, I’m not sure I would change anything. I know the serious Halo experts out there will point out that this gun has too much recoil or this crate is too small and doesn’t provide enough cover for a particular route or whatever. But to me, this felt like good, solid Halo. And I hope 343 doesn’t worry so much about what the esport players think. No offense to them, but it can often suck the fun out of a game if you balance it to hell. (See: Destiny PvP.) I think what made the old Halo titles so strong was how little they changed after the fact. You learn the game and adapt instead of asking the devs to adapt to you.

Ari: That’s an excellent way to put it, and I guess I’ve never really considered how few patches or weekly fine-tunings previous games received. They just…launched with the scales in tandem. And from what we’ve seen so far, this crop of weapons and these three maps really are meticulously well-balanced. Even the assault rifle is good now!

Zack: Yeah! I get the idea that games should be balanced and all that. But I hope Infinite doesn’t try to change stuff all the time to appease loud players on Twitch. Oh, also did you see those chickens on that one map?

Ari: Did I? I shot, like, eight of them.

Zack: Holy shit. You monster. They were just chilling!

Ari: Look, I needed to get my target practice in somehow, I clearly skipped the weapons drills, and those bots were—as you pointed out over the weekend—nothing to scoff at!

Ari: So, funny you mention that. (Also before we go further I want to clarify that “eight” was an exaggeration. In reality, it was three.) The best but quietest addition to Halo might be that teammates automatically filled empty slots, or at least they did in this not-a-beta. I don’t even know if it’s possible to quantify how huge and hugely positive of a change that is. Not just as insurance against rage-quitters, but also for those who have shoddy internet, power outages, unruly pets who chew on power cables…

Zack: It’s a smart addition and I think it is going to help out a lot. I don’t know how many times in old Halo games I would end up in matches where a team quits leaving one player alone to suffer. And I expect that some of that AI smarts will show up in the main campaign too! Maybe my marines won’t die in seconds anymore.

Ari: C’mon, Zack, Halo Infinite’s really freakin’ good, but let’s be realistic here.

Zack: True. Besides, while I’m happy Halo is evolving in some smart ways—adding bots and training modes—I don’t want some of the classic parts to go away. Dumb marines, I love you. I don’t want you to go.

The voice of Halo multiplayer takes a crack at Destiny 2 Crucible dialogue

GamesRadar 02 August, 2021 - 02:36pm

Jeff Steitzer gives Shaxx a run for his money

Where Steitzer's voice work on the Halo games focused on straight-up medals like Double Kill, here he takes a crack at the longer dialogue for in-game Crucible lead and announcer Shaxx, a man who loves PVP so much that if you land so much as a double kill, his heart rate will hit 200 and his voice will hit 100 decibels. 

Sadly, Steitzer doesn't tackle Shaxx's long-winded soliloquy about tearing out a Vexx heart with his teeth, but we do get some punchy renditions of classic lines like: "I could feel that in my bones", "Throw more grenades", "Deeeelightful", and "You eat monsters for breakfast." Oh, and who could forget "You continue to be my greatest success, Guardian." 

"I'm kind of delighted to find out you're a big fan of Destiny," Steitzer says, addressing Baaguuette at the start of the video. "As I'm sure you know, a lot of the folks who worked on Halo ended up going with Bungie to make that game, and their success has been very well-deserved." 

The best Harry Potter merchandise for the magical muggle in your life

The best PS5 SSD in 2021 - a guide to your potential options

Thank you for signing up to GamesRadar+. You will receive a verification email shortly.

There was a problem. Please refresh the page and try again.

GamesRadar+ is part of Future plc, an international media group and leading digital publisher. Visit our corporate site.

© Future Publishing Australia ABN: 96 734 906 323 | PO Box 1077, Mount St, North Sydney NSW 2059.

Technology Stories