![]() ![]() I am a CTF and Assault player 'til I die, but sadly the community (really, FPS players in general) always seem to gravitate towards Slayer as the default. Wes: Honestly, my favorite part of that reveal is how prominently it features Capture the Flag. F2P multiplayer is great for purists and newcomers It just remains to be seen whether 343 can restrain themselves-too many plasma rifles spoil the broth, and such. There's enough of the Halo I like here to get me excited, showing off all the creative, unexpected nonsense that comes from throwing a pile of unique weapons, vehicles and abilities into a blender together. Rewatching this trailer is a lot… I think someone just called in a Pelican to summon a Banshee? That's wild.Įven so, there's still something special going on here. Promethean weapons felt superfluous in my brief dives into 4, and now Infinite has a fresh split of Covenant and "Banished" tools. Halo 3 struck such a balance, that even later games like Reach would feel a bit much. Some of the Promethean weapons were actually quite fun, but I think culling the field would be a smart move. Wes: I think your comment about it being noisy raises my one big question about the sandbox: Will Halo Infinite have too many weapons? Halo 4 and Halo 5 just had too much stuff, with Human and Covenant and Promethean weapons. ![]() Ultimately, better mobility probably does make for more interesting fights, and I'm totally on board for a training mode to onboard folks who haven't spent the last 20 years with Master Chief and pals. Nat: Tragically, I've accepted that spartans in any new Halo won't move like the low-gravity bricks of games past. I think I still prefer the slower pace of classic Halo multiplayer, which could still get plenty chaotic, but I'm mostly resigned to the fact that people want sprint in a modern shooter. Halo 5 was a strong return to form: it ditched crappy lopsided armor abilities and gave all the Spartans some really fun mobility tools, like a little thrust move and mantling ledges. Halo 4 was a real misfire-it tried to play to Halo purists while also being a bit more Call of Duty, and it really didn't make anyone happy. I didn't stick with Halo 5 multiplayer for that long, but I played enough to have thoughts on how Infinite is an evolution of what 343 did with that game. And now that Infinite is going to be F2P, the potential audience is huge I wonder if adding bots and the training mode (even if it does involve some AI shouting orders at you) is actually a way for Infinite to feel more like classic Halo, which would feel pretty strange to new players who've only played Fortnite and Call of Duty. Halo's always had a pretty high skill curve, going back to shit like the BXR combo in Halo 2 that pro players would use. Halo Infinite introducing free-to-play multiplayer and a battle pass system could see the game going head-to-head with the likes of Call of Duty and Fortnite, with the former recently finding success in shaking up its multiplayer format.Īccording to Microsoft, we'll get a look at Halo Infinite multiplayer later in 2020 – but before the game's release in "Holiday" 2020.Wes: That was a weird flourish that I hope was just for the trailer? Or maybe it's part of Infinite's new training mode, which I think is a welcome addition. "I think as gaming has evolved, there's a view of 'our customers are our customers and we should respect them where they are.' It's similar to our Xbox message, and I think you'll see that in terms of the way Infinite is talked about – even the structure of what the game is itself." ![]() You see that with some of the annualized franchises that are out there – which clearly Halo's not annualized - but you see that where you spend a lot of energy actually trying to move the customers who are already playing your game to a new version of your game. "As 343 has gone through this journey, they've seen some of the benefits of not requiring that our customers make a decision between 'Do I want to play this one or that one?' I feel like in a way, the games almost compete with each other. "There's been a ton of learning in the studio around what does it mean to actually have a collection, the kind of totality of the Halo lore and stories and experience inside of one Halo world, one Halo UI, and platform," Spencer told Polygon. ![]()
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