acemuzzy wrote:I'm NDAed up the wazoo but think I get to play some of this at the weekend. Which suggests it does at least exist . Alas I'm maybe the person least qualified to say if it's good / feels like halo etc. but hopefully they want noob feedback too... Only what 3.5 months away though I suppose?
Before boarding my flight, I had a chance to read some of the commentary online, and I definitely hear the disappointment about not seeing Campaign gameplay on the broadcast. So, I wanted to take this opportunity to: (1) shed light on why we chose not to show Campaign right now and (2) assuage your concerns about where Campaign is at this point in the production process.
As I mentioned in last week’s Development Update, the whole Halo Infinite team is in shutdown mode. This means we’re done with feature work and focused on crushing high-priority bugs. We’re spending lots of time playing the game, verifying fixes, and generally doing all we can to ensure Campaign (and Multiplayer!) plays great on all platforms—from an original, 8-year-old Xbox One to a brand new, ultra-spec PC. This is a very challenging task, even for a large and experienced team.
In many ways, shutting down a game is like being on final approach to landing an airplane. And if you’ll forgive a bit of aviation-geekery, the entirety of the team is essentially in a “sterile cockpit,” which is to say: we’re at a critical phase in the flight that is Halo Infinite, so it’s extremely important to avoid distractions and stay focused on mission-critical tasks only. For Campaign, that means putting maximum effort into ensuring the wide-open, adventure-filled experience you’ll all get to play on December 8th is a great as it can possibly be. And gameplay demos and trailers not only take a huge amount of effort to do well, they also take cycles away from bugs and other shutdown tasks.
I would like to share, however, that right before I left for Los Angeles, I had to pause a full playthrough of Campaign that I started late last week. I’m going for a 100% run, which means completing all primary and secondary missions, finding all collectibles etc. I’ve played Infinite’s Campaign multiple times. But every time I do, I always find something new, tucked away on Zeta Halo. Sometimes these are quiet little bits of environmental storytelling, such as an abandoned but desperately defended Marine recon post, high on a lonely mountainside (fortunately, the Banished missed the fully loaded S7 sniper rifle that the Marines left behind). Sometimes these are combat encounters with deviously polished scripting, for example: a UNSC forward operating base that seemed abandoned… until I heard the laughter and taunts of multiple, energy sword-wielding and cloaked Elites, as I stumbled into their trap.
I hope all of you take comfort from the fact that, honestly, I can’t wait to get back home, fire up the build, and hit “Continue” on the Campaign. No matter how many times I play, Halo Infinite remains, fundamentally, super fun to play—and we’re very eager to share all the fun with you through captured gameplay, trailers, and other content once we get this plane safely on the ground. But for now, it’s focus-time in the cockpit as we stick the landing. Please, keep those seatbelts fastened, and thank you for your patience and support.
LivDiv wrote:Huge variety in campaign missions such as an abandoned building full of enemies or an abandoned building full of enemies.
RedDave2 wrote:LivDiv wrote:Huge variety in campaign missions such as an abandoned building full of enemies or an abandoned building full of enemies.
Or a building which at first you think is abandoned but then discover is full of enemies.
MattyJ wrote:RedDave2 wrote:LivDiv wrote:Huge variety in campaign missions such as an abandoned building full of enemies or an abandoned building full of enemies.
Or a building which at first you think is abandoned but then discover is full of enemies.
There is also the building full of enemies which after you kill them becomes abandoned
acemuzzy wrote:I mean superficially, yes: by definition they weren't competent enough to get it out in one go. But surely you realise this stuff is complicated, and that there are commercial and project management decisions that need to be made, as well as technical ones? I don't think we're in any position to say (in either direction) whether those decisions are being made competently. People have made arguments for why they think they have been. We seem to be having nonsense internet arguments beyond that, and are already going round in circles...SpaceGazelle wrote:Unless this game is genuinely revolutionary, not having co-op at launch smacks of incompetence.
Having played through Halo 5 in 4-player co-op, I can see why it's an issue for them, because the co-op implementation in 5 is laughably bad. That being said, you'd think the company that made it would know this, and maybe have hired some of the competition that have been successfully doing this sort of work for years, to work their magic on Infinite.SpaceGazelle wrote:I mean, you say it's complicated but they have done it many times before. Is it really more complicated now? Have we regressed in our ability to do what was normal just a few years ago??
TheBoyRoberts wrote:Really enjoyed that map.
Just noticed that Roblox is getting "Spatial Chat" - the verge.
I thought Halo 2's implementation of chat was out of this world. Me and a buddie would just be blasting round, chatting with each other as if it were the real world and we'd not be clogging the voice channel. If there was something the rest of the team needed to hear you could press the voice comms button and speak. Really cool system.
There was once I was guarding the flag (new Mombasa i believe) and I heard two of the enemy team discussing their plan to come in though separate doors. I got ready, grenade'd one of them and shot the other. Priceless!
Shame the removed it.
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