Placeholder Image

Subtitles section Play video

  • Hey everyone it's Unyshek here

  • and today we're bringing you another #Ask343 video about Halo Infinite.

  • In this episode we've got four members of the Halo Infinite team  

  • joining us to talk about our latest Inside Infinite blog.

  • Before we dive into your questions,

  • I'll let each of them introduce themselves,

  • and tell you about their role on Halo Infinite.

  • Yeah, thanks John. My name is Quinn DelHoyo and I'm the lead

  • sandbox designer over here on Halo Infinite  

  • and what that means is I'm just  responsible for overseeing the direction on

  • all the weapons, vehicles, abilities, equipment, items

  • all that kind of stuff. all the toys that  

  • All the toys that the player interacts with.

  • my name is John Mulkey, I'm the lead world designer, which means  

  • I run the team that gets the fun of  bringing all the pieces together to create  

  • the world you're going to explore in Halo Infinite,

  • so sort of running the team where all the rubber hits the road.

  • All the efforts of everybody  comes together with us

  • making sure we're making it shine.

  • My name is Troy Mashburn, I am the gameplay director on Halo Infinite  

  • so essentially in charge of gameplay across the entire campaign experience.

  • I'm the campaign art lead for Halo Infinite,

  • so a lot of my job revolves around kind of ensuring the  

  • art quality on the campaign is going well and looking awesome

  • for both the fans and you know, people who are making the game.

  • Awesome, it's great to have you here today.

  • We're gonna be answering a few community questions today.

  • So, our first question from Twitter is,

  • "The dynamic day night cycles look fantastic!

  • can we also expect some degree of dynamic weather?"

  • Yeah, that's a great question.

  • Part of our job on the art team and the graphics team  

  • was to make the ring feel alive, right? And so I'm a big part of kind of a living ecosystem  

  • is weather at least on our planet and we want to  emulate that on the ring, so we've definitely added  

  • things like there's a really cool wind system, which is not just visual but also audio.  

  • We have fog systemsyou could call themthat come in to different altitudes, and different times a day  

  • and different times a day  

  • We didn't go down the road of having rain  storms, and thunderstorms, and snowstorms,  

  • and things like that. For our launch this year, but we're really excited about the future  

  • and what that might mean for things like that.

  • Gotcha, and yeah day and night is super cool  

  • so, we're looking forward to getting more  hands-on with all of that.

  • "The day/night cycle in Infinite looks and sounds amazing!

  • Is time of day going to affect how enemies respond to your presence

  • or change types, groupsnumbers of enemies depending on what time it is?"

  • So, when you're moving through the world in the darker periods, you're gonna end up seeing  

  • more patrols of Phantoms, you know, moving  through the space with searchlights and that  

  • kind of thing, which is pretty cool,

  • and it like adds kind of an eerie element to what's going on around you.

  • You'll probably run into more opportunities where grunts are sleeping on the job,

  • get the drop on some enemies that way, and then we've done some things to  

  • try to kind of emphasize honestly just like cool  things that would look good in the dark spaces,  

  • so we're going with things that have like more  emissives on them and that kind of thing so  

  • you'll run into like shield jackals and that kind  of thing because when they put the shields on

  • it looks really cool you know in the dark, and I mean honestly it's simply because it just  

  • looks really cool and it's really fun to fight  those in that kind of environment.  

  • We put more coils in place and stuff like that because

  • they glow and have really cool effects in the darker spaces.

  • Enemies with personal shields, that kind of stuff.

  • Those are the kinds of things you'll see as you're going through

  • the darker areas when it's in the nighttime cycles that is  

  • That is awesome to hear. I actually didn't know about  a few of those things that you called out,

  • so looking forward to going back and playing, especially at night,

  • so I can experience some of that for myself.

  • Our next question is actually  going to be about wildlife.

  • "Wildlife was confirmed in the last Inside Infinite update.

  • What kinds of wildlife can we expect to see?

  • And will all the wildlife be friendly

  • or will there be some that are hostile to the player and enemies?"

  • So, yeah we will be having wildlife  in the environment. We don't have any hostile   

  • wildlife in the environment. We wanted to focus  the idea on the battle between the Banished and  

  • the the UNSC forces, Chief you know pushing back  against that so we didn't want to bring in the  

  • idea that you're you're fighting the the ambient  population of the ring, but we do have them as  

  • an element that really brings the ring to life, you know? I think people have seen the space  

  • gophers? I don't know what the franchise name is  that we've gone with those yet, but we call them  

  • space gophers, lovingly, within the studio. Everybody wants plushies of them, which  

  • is nice. We have some bird  kind of creatures that are they're flying  

  • around and stuff like that. Some of those   will actually draw attention to locations. If you  

  • see birds like circling up in the air you, might go  what's over there check that out that's pretty cool.

  • And something that I missed when we  talked about day night cycle, some of the   

  • wildlife that we have, have like a bioluminescence  kind of quality to them and so in the night  

  • cycles you'll see some of those come out and be more prevalent

  • which looks really cool in the darker spaces too.

  • Wow, I'm learning quite a bit  today too, so that's very exciting to hear,

  • and I'm sure the community is going to love all of that when they get to go

  • when they get to go hands-on with it too.

  • I'm going to keep us moving on over to our next question, though.

  • This one is,

  • "Is there a plan to bring back dual-wielding in Halo Infinite?"

  • Currently no, that's that's not in the cards right now, and just to get  

  • into that a little bit is, whenever you set out  to make a game the size of Halo Infinite there's  

  • just so many things you can do. I think we havevery talented team where we can do anything, but  

  • we can't do everything, and so we wanted  to really focus down on the weapon, the gun play,  

  • grenades, melee, and where we wanted to put that bet  this time was on equipment, bringing equipment back,

  • and so right now dual willing isn't  necessarily there, but that's because  

  • we're trying to focus on everything on  all the other things that we're working on.

  • Gotcha, so it's more to just keep the team focused  and make sure the stuff that is there is fantastic.

  • That's right yeah focus on what we have yeahtotally.

  • Gotcha, thank you for that, I'm gonna keep us moving along to our next question here.

  • "Will there be playable Elites in Halo Infinite?"

  • Yeah, okay that's another big question.

  • You know, similar to the last answer, no we're not currently  

  • planning on supporting elites as a as a playable  character in Infinite, and the reason is you know  

  • this is a Master Chief story, and a spartan storyespecially a multiplayer, we want to make sure that  

  • we focus on how spartans battle against each other, and that it feels fair and it's it's competitive  

  • it's balanced, and you know we love elites, but  never say never, maybe we'll see that one day but  

  • right right now that the current plan is you're  going to be playing spartans.

  • Gotcha, thank you for diving into that a little bit deeper

  • and giving us that explanation there.

  • Our next question:

  • "Will there be weapon upgrades in the campaign?"

  • I'll say early on we toyed around with that idea

  • of adding weapon upgrades into the game, being able to, you know, customize your weapons  

  • and this started leading us down the road of well, you have customized weapons you're going to want  

  • expanded inventory, and we started really heading  down this rabbit hole and they're all features  

  • that we liked and we thought were really coolbut the game started to veer away from what we  

  • felt like Halo was was all about, and we we decided  instead to take take a different avenue, so there  

  • are things in the game that you can and  progress. We hinted a little bit earlier about  

  • equipment items that you're going to be able to  to unlock as you progress through the game, and  

  • you you'll be able to unlock, or sorry upgrade  these, to improve their capabilities as you go,

  • and and you're also going to be able to find  and unlock some cool weapon variants, which  

  • is which is really exciting as you're getting  into these encounters and finding new weapons.

  • Awesome, that sounds super super cool, and gives you  players something to explore throughout the ring  

  • and a chance to upgrade equipment.

  • Our next question: "You all mentioned being able to hold  

  • multiple pieces of equipment in campaign."

  • They're referring to our latest Inside Infinite blog.

  • "Does this ability also appear in multiplayer or is that strictly for campaign?"

  • The current plan and thinking is that

  • for the the base multiplayer experience that you need to be  

  • able to find and scavenge the equipment that you  find, and you can only hold it one at a time, and  

  • you use it and it's gone and you need to find  another one. That being said, we're trying to — 

  • we are putting plans in place to allow players to  customize the game via custom game options, like  

  • Halo's legacy, where you can be able to hold  multiple equipment in the multiplayer custom  

  • game that you're creating, so that is the current  plan and we'll see if we could make that happen  

  • Gotcha. That's great news and very exciting  getting to use all the toys in a single match,

  • so thank you for that.

  • I'm gonna take us on over  to our next question.

  • "Is the game world or semi open world?"

  • I think that when you talk about open world or semi-open world  

  • there's a lot of, you know, preconceived ideas  of what that means, are you going to be out there,

  • you know, gathering leather and crafting and  those sorts of things, and that's that's not  

  • what we're about. We were inspired very early  on from missions like Silent Cartographer from  

  • Halo: Combat Evolved, and this mission  one of the things that really stuck  

  • with me is how open it was, how much  player freedom player choice you had to decide  

  • where you want to go, when to engage. It has, you  know, you can go inside, you can go outside, you're  

  • driving on your warthog, you're with marines. So, we wanted to when we talk about rebooting or  

  • the the spiritual reboot of the the franchise, we wanted to capture the essence of this feeling  

  • of, you know, player choice, and so I think  when we talk about world size, it's good to  

  • understand how we got to the size of the world  that we have. Now, if you think about missions,

  • you know, in in game like in Halo 5 there's  on Meridian there's a mission where you're  

  • you're driving a Scorpion up a road, and it's  cool the space is designed for the Scorpion,

  • and once you complete that mission you leave the  scorpion behind and you go on to the next mission.

  • What we started asking ourselves is, you  know, what if you could what if you could keep

  • that scorpion? What if you could drive that  scorpion to the next mission and use it again?  

  • And then we started taking that further - what  if instead of going through the front gate of  

  • that mission, you can drive that scorpion up on  the hill around the back side, and you know, blow  

  • up that that Wraith that's parked there before  the enemy even knows you're around. And this  

  • really like struck a chord with us where that's what that experience that we felt in  

  • Silent Cartographer really was about. It  was about giving me a bunch of toys to play  

  • with, putting me in this world where I can choose  how and when and where I want to use those toys.  

  • And approaching the situation how I like, and so going back to the world's size,

  • we we expanded the world to account for this  kind of combat, to account for Halo combat so  

  • we have bases that are open, there's a road leading  up to the base, but there's also the hillside  

  • and you can follow that road down to  another base behind the mountain, but  

  • it's all stillit's Halo combat. It's  not trying to be anything else, and that's what's  

  • really exciting to us. It's that expansive  combat area that you really felt like you  

  • had in Silent Cartographer realized now with the cool next generation consoles.

  • That's awesome. And I always enjoy playing the game in campaign,

  • whether I want to roll up with a tank like you mentioned,

  • or start picking people off from afar  or even just go in guns blazing,

  • it's always a ton of fun.

  • Our next question from the community is,

  • "I know that exploration is a major focus of Infinite, but what I'm curious about is biomes.

  • What sort of environments if any can we expect on Zeta Halo

  • aside from the Pacific Northwest-inspired  landscapes we've seen so far?

  • Yeah, another great question.

  • So, like I said in the blog we really  focused on the legacy aspect of the game for  

  • the visuals so Pacific Northwest is our main biome  that was by choice. We got really excited about it.

  • We wanted to do it right, and so within that biome  you actually find diversity within sub biomes,

  • so we have some high altitude palettes, we have  some more wetland palettes, more swampy wetlands.

  • We also have some war-torn areas, we refer  to those as the deadlands, where you can really  

  • see some storytelling going on with the with the  biome itself and maybe what happened on the ring.

  • Along with our biomes we have a lot of other  palettes, right? We have the hexagons themselves  

  • lead to some really interesting kind  of visual and gameplay situations of having  

  • you know a cavern made out of hexagons, or speaking  of caves, we actually have cave systems in the game  

  • as well, so you can go exploring in some really  dark kind of moody areas and see what you can  

  • discover. We have the Forerunner  architecture; you go inside the Forerunner  

  • with that classic palette, and then the  Banished themselves bring this like plethora of  

  • really interesting architecture and buildings  and fortifications, and so when you we put all  

  • these things together it adds a lot of variety  in a very natural way, I'll say, so it doesn't feel  

  • like you're at Disneyland where you're, you knowyou're running around and you're seeing these  

  • very intricate new biomes that don't really  mesh well together, so we really focused on  

  • getting that Pacific Northwest biome and then  having these sub biomes within it, so it all feels  

  • like one believable place for the player to kind  of engage with.

  • Gotcha, so like a diversification of that Pacific Northwest biome, right?

  • Yea, yep.

  • Yeah, so there's a lot of variety within it, yes,

  • but it is all kind of contained in that Pacific Northwest theme.

  • Awesome, thank you for that answer. Our next question here is,

  • "I'm curious about how or if the hexagonal pillars have changed?

  • I don't know if I missed them but I didn't see any in the new screenshots."

  • Yeah, the hexes are still around. They're one of our early decisions around the  

  • game of having kind of this underlying structure, I  think I mentioned this in the blog, this underlying  

  • structure on the ring itself, and again  this has allowed us to go in this path of  

  • having massive destruction on the ring without  it becoming really noodly and noisy and complex  

  • and we have these organized hexes that  have been shifted up and down and kind of  

  • torn apart and some of them are missing, creating these big gaps between spaces  

  • and so they're still in the game, they're still  a foundational kind of, literally underlying  

  • on the surface of the game in the world that  we're creating. We've continued to kind of work  

  • on their rendering that was one of the things  that's always bothered us in the past was just  

  • how they looked on screen, and so we've made a lot  more investment into their shaders and how they  

  • render and how they're grouped and things like  that, but again they lend so well to both just the  

  • the narrative of the destruction of the ring, and  then also gameplay, like a hexagon is a really  

  • convenient shape for gameplay to kind of  live on, and play around for cover, and for, you know,

  • using the grapple and getting up on the shelves  of hexes, so yeah they're still around in the  

  • same kind of fashion that they were last year, but  they're looking a lot better right now.

  • That's great to hear. I'm sure the person who asked that's going to be very,

  • very happy to hear that as well.

  • "You touched on it some in the blog but how will  missions and other objectives be separated from  

  • each other in a more connected world? What is  stopping me from grabbing a Banshee and flying it  

  • to an objective three missions ahead in the story?"

  • In a way the answer is... do it. (laughing)  

  • You know, go do it.

  • The way that the game is structured and the way that the like the primary narrative moves

  • through the game, there's certain things that just  naturally by the structure of the game, sort of you  

  • don't have the opportunity to jump ahead and, sort  of sequence break, and break the experience  

  • the game embraces this to it to a degree but on  top of that um once again going back to sort of  

  • the player agency aspect of that, you knowthe way it's going to play out is  

  • you might be dropped off in a location from  the Pelican, and there's your primary objective,

  • you can see over the ridge that there's a  location that you're going to be heading to  

  • but then off to the left there's a UNSC forward  operating base that's now been overrun by Banished.

  • Oh, do I go down there before I go to the  main main story beat or and and take that  

  • back and then maybe I can pull in the vehicle  to go use? I could gather up different, you  

  • know, change out my loadout to what  I want to do from the things that I've unlocked,

  • I look over to the right and, oh, man there's  some green smoke popped that's that's coming over  

  • that ridge over there. That's probably a group  of marines that are heavily, you know,  

  • battling for their lives against Banished forces  right now. I can go choose to rescue those guys,

  • that would be something to do, and then over there  there's a big 400 tower sticking up over that  

  • that ridge across the across the gap maybe I want  to go explore that go see what's going on there.

  • So, there's a lot of choice that you get to make  about kind of how you want to engage in things and  

  • what you want to go do and what stories you  want to go pursue at any given time, but

  • then there's always sort of the anchor element  of the the core story that's playing through  

  • that is ever-present kind of drawing you through the spaces

  • and through the world as it unfolds in front of you.

  • Gotcha so a player can't really cut ahead on the the main golden path storyline,

  • but they can still go around and venture  and explore and find all these other cool things.

  • Absolutely, and we've managed to craft  that in such a way that it's not

  • it's not done through the concept of like invisible walls and just, you know,

  • you just can't do it yet kind of stuff.

  • We've crafted the story in such a way  that it's very natural in the flow of how the  

  • spaces work and how the how everything's flowing, so it doesn't feel artificial, which I think is  

  • important when you're having this kind of an  experience that we want to have be this flowing  

  • organic kind of feeling experience.

  • There's roads connecting these different mission locations and  

  • you can you know grab a vehicle and you can drive  from one location to the other, which is awesome,

  • you can drive that at your own pace. Now, Master  Chief's story, the main story of the game, does  

  • have a linear thread that takes us through the  world, and as you're progressing through the story  

  • you're going to unlock, you know, new areas  to explore, new locations to go inside,

  • and that story will progress in a linear  fashion. In between, as you're as you're driving  

  • out and about, there are many other activities  out in the world for you to engage in, and like  

  • the bases or outposts is one of those things  that I that I had mentioned, and there you can if  

  • if you've progressed the game, and you've  unlocked, you know, maybe some of these higher  

  • tier vehicles, could be the Scorpion, it could beflying vehicle, you you're absolutely free to

  • take that vehicle to any place you want to go in  the game and you can use it to attack a base or  

  • you could go in on foot if you've, you knowrescued some marines along the way, you could go  

  • in there and take some marines with you. The choice is yours. It's awesome.  

  • Yeah, so you can play any way you want, but you still kind of have to follow that

  • that Chief storyline and there's no cuts, no skipping ahead.

  • Right, exactly.

  • This next question is,

  • "With Zeta Halo being a major character, will there be ways to find story elements

  • within the world beyond the golden path?"

  • Yes, absolutely.

  • Like I said, the locations are connected in the  world you, can drive from one location to the other,

  • and along the way you're going to discover, you  know, cool elements in the world. You'll see

  • know a pelican that's crashed and skidded across  the terrain and it's you know burnt out an area.

  • You can go over and discover, you know, explore that  space, and some of these spaces you're going to  

  • find things like audio logs, and those audio logs  are going to be telling a lot more story about

  • the ring, about what happened, about the  battles that took place here, or people's

  • personal stories, so it's it's really exciting to  go around and explore some of these locations,

  • and I'll also say like the art team  has done an amazing job of just  

  • set dressing these areas so you can look at  a space and you can really see what goes on,

  • and then when you listen to that audio log it  just complements that story, and just really  

  • makes the the world a much deeper richer  space for exploring that it's really cool.  

  • So, they paint the picture and then you kind  of get to hear more about it, essentially?

  • Absolutely, yeah, and the audio logs are great, you know,

  • there's great voice acting and background sounds, it's like a cool radio drama.

  • They're awesome. They're really well done.

  • Alright, I'm gonna toss this to our next question here

  • "Is the ring in the skybox a fully rendered 3D model?

  • If so, why did you decide to make it a 3D model instead of just painting

  • a skybox? It looks beautiful, btw!"

  • Yeah, great question.

  • We chose to go with a 3D model mostly because the ring, again,

  • in the blog we described the ring ascharacter. Being a character we wanted to have  

  • attributes that the player canthey're  not going to slap you in the face, but  

  • hey're subtle, right? So you think of a 3D  model in the sky, and as you move across the world  

  • you're going to see it from different angles, rightEven though it's the same thing each time, and so  

  • we were able to kind of give different attributes  to it in a 3D model, versus if it were just a 2D,

  • in the sky painting, you don't really get that  parallaxing play of shapes and details,  

  • and so making a 3D model allows us to do  that. It also allows us to bridge the gap of

  • when you're on the gameplay space island and you're looking off across the  

  • world you can kind of see where it connects  back to the ring and then goes up into the sky,

  • and like that — I'll call that 3D-ness is really compelling, and it's really awesome, and then  

  • it plays really well with our day night cycle so  you see the day night cycle, you know, the star,

  • the light source sun rises and you can see the  shadows on the ring kind of change based because  

  • it's a 3D model and it's actually casting shadow so it just allows us for some  

  • really cool stuff. The other really neat feature there is at a certain time in the day  

  • the cycle rather, there's an eclipse, and so the  ring actually eclipses the sun and you get this  

  • like midnight feel, so it's pretty brief, but it's  really neat kind of moment while you're playing,

  • and so having a 3D model allows us to do kind of  really interesting things like that.

  • That's exciting to me.

  • And all of that is because you went with that 3D model instead of the painting  

  • yeah yeah that that just allowed us to do a bunch  of that stuff that I was rambling through there  

  • Awesome. That actually brings me to my next question,

  • "How will the day night cycles work with cutscenes? Will they also be integrated

  • into them or will they always be in a predetermined time?

  • This is a good one. This is awesome. I'm glad  somebody asked this because it'll be a great  

  • point of clarification. In Halo Infinite we  don't do what might be considered traditional  

  • cutscenes so much because there's not like  pre-rendered things. Everything's done live in  

  • the engine, and we we really focused on the idea of  like, doing smooth transitions so Chief will move  

  • into a particular interaction and the camera kind  of pulls from the head and transitions into the  

  • scene, but everything is playing out right  in the space so whatever time of day it is

  • it's going to be that whatever weapons you have  in your hands those are the ones in the cutscene  

  • So and then it'll transition back out and  continue on playing. We're really looking to  

  • try to present that sort of seamless experience  as you're going through so we didn't have that  

  • sort of game, cut scene, back to game, cut  scene, kind of experience. We wanted it to  

  • flow and just have the story just play  out as the experience of the player so  

  • there won't really be any differentiation. It will  be live happening in engine whenever it happens.

  • That is great to hear. Just a very smooth flow  from cut scenes to gameplay and back and forth  

  • Yep.

  • Fantastic. Alright, gonna keep us  jumping on over to our next question

  • "What techniques does the team implement to really  bring out the scale of the world of Zeta Halo?  

  • Emphasis on certain elements, etc. etc.?" 

  • That is a great question.

  • One of the challenges we have with making a world

  • that is both alien and ginormous, like the ring,

  • that's my science word, is that scale can  get really tricky, right? Because you want to

  • build this giant ring that implies all this  other space that you can literally see, you know,  

  • wrapping up around you. You have these large or  huge Forerunner structures all over, and so how  

  • do you make it so that you as a player don't feel  like a little kid in this space? You want to feel  

  • like a super soldier, right? You don't want to feel  like a small person running around this big space.

  • But those features are so important, those  giant features are so important to kind of the  

  • epic scale of a gameplay space, so one of  the challenges we have, and one of the reasons  

  • why again we lean on any biome that we create in  a game is it brings back scale to the player, right?

  • And so you look at grass or you look at trees. People can use those to to judge scale  

  • against a giant Forerunner structure. If you see that  structure alone without anything around it, it's  

  • really hard to tell what the scale of that thing  is, so you need things to be able to compare it to  

  • within the same kind of shot, and that's where it  gets really fun kind of blending all the different  

  • palettes I'll call them together in order to get  those varying degrees of scale across the game  

  • And so you know you saw in some of our screenshotsthere's these big mega structures in the world and  

  • you'll see next to them they're trees, and these  trees are not small, because as people we know  

  • a pine tree is say 20 to 30 feet tall, as likerandom guess, right? Because we can relate to those  

  • things in the real world, and then seeing those  together your brain can put it together, oh my  

  • gosh this thing must be a mile high or somethingyou know? Whatever you might come up with, and so  

  • scale is a really tricky thing to pull off well, but it really comes down to mixing  

  • the different relatable things with like the  big science awesome or sci-fi awesome things  

  • in the world, like the megastructures, the  hexagons even lend themselves to having scale  

  • They're kind of more of a medium scale, but they  create these big swaths of Forerunner tech  

  • that you see in the world. And so you see those  compared to like the the rocks on top of them, to  

  • the trees on top of those, and you start really  getting a good sense of what the scale is of  

  • spaces, and the distances of things too, and it's  a really fun challenge for the team to kind of  

  • overcome and when you do it well people won't  really realize that that was an issue ever, but

  • yeah, it's kind of an exciting topic  for us to always tackle with with making a  

  • really awesome sci-fi game.

  • That's an incredible explanation. It's all just a matter of perspective,

  • and making sure people can relate these different sizes against each other.

  • Yeah, so it's not so alien that you can't relate to it,

  • but it's alsoyou know, epic, and awesome, and you know, visually  

  • interesting you know sci-fi opera type stuff.

  • That is an awesome explanation. Thank you for diving into that.

  • I'm sure that person is very happy  with that answer too.

  • I'm gonna jump on over to our next question and keep us moving here.

  • "What's the design philosophy for the Banished in Halo Infinite?

  • What colors, styles, and goals go into Banishing' 'a hallway, weapon, vehicle, or structure?"  

  • Yeah, really good question.

  • Well, Banished were first establishedthe visuals for themfirst established  

  • in Halo Wars 2, and so we've really taken that and  kind of applied it to the to the narrative of this  

  • game, and so the Banished have this really heavy  metal, red war paint, kind of aesthetic to them.  

  • They're literally led by a brute, so they  have this you know brutish kind of vibe,  

  • and so you'll see this in the way we  built kind of their their structures and their  

  • fortifications in that they all have these  big spikes under them, and so what's happened  

  • is the banished have dropped them from orbit and  they've slammed into the ground and they built  

  • these fortifications across the ring in this  very kind of, not medieval, but very you know,  

  • very heavy way, right? And so it has this really  awesome contrast versus like this beautiful world  

  • Pacific Northwest world that we built, where  you see like you see these beautiful trees and  

  • these things, and then you just have these big  heavy buildings having slammed down on the ground  

  • around them, crushing everything below them to kind  of set up their fortification, the Banished. So,  

  • it really it's a great way for us to contrast against things, and you can even see  

  • that in some of the vehicle and weapon, you knownew designs of classic weapons and some of the new  

  • weapons, in that you know you look at the Wraith  or you look at the Banshee and now those things  

  • they have this heavy metal plated armor on top of  them with the red warpaint of the Banished, so you  

  • can really feel like this this faction has come  and kind of affected the ring visually, both  

  • with like their their equipment, their vehiclesweapons, and then also their buildings, and just  

  • the fact that they don't care about, you knowthey don't care about the beauty of the ring.

  • They just want to conquer things, and so even  within some of our Forerunner structures you can  

  • see their kind of influence of what they're  trying to do with the Forerunner technologies 

  • and how they're applying find their way on top of  those things. So yeah, it's really exciting for us 

  • aesthetically and visually for the art team  to kind of tackle these things, and really get  

  • that contrast in there so players can can see the story 

  • of what's happening and what they're up to.

  • Great explanation there.

  • I don't think I've met anyone who doesn't like the Banished  

  • color scheme and just overall art style, so  I'm looking forward to letting people dive in

  • explore the ring and see all that Banished influence.

  • Yeah, I'm really excited.

  • Really excited for people to go and get to  explore all that stuff because we put a lot of  

  • a lot of cool details in there that I think  people will appreciate if they look around  

  • Awesome. Thanks for answering that one.

  • Let's dive into our next one.

  • "In Halo Infinite, will we be able to knock things off the edge of Zeta Halo?

  • Asking for a friend."

  • (laughing)

  • The answer is yes, and I can tell you  

  • just just recently I was playing in space and  I happen to be driving in with a Scorpion tank  

  • and I came around the corner and I was face to  face with a Wraith, and just out of pure pure luck  

  • pure coincidence, I managed to push the Wraith over the edge, and just watched it, you  

  • know, slowly tilt back and just fall into the abysswhich was amazing, unexpected, and it was just  

  • such a cool moment that happened that, you knowthat just by luck that I managed to to come around  

  • a different way and catch them off guard, so  absolutely you can you can push things off  

  • the edge. It's going to be difficult, but if you  manage to time it just right, you're gonna see it.

  • I hope you have that recorded because I want to  take a look. And I'm sure everyone else wants to  

  • take a look at that too because it sounds very  unique, right? That's never been a thing in a  

  • Halo game before, so very, very exciting. Our next  question from the community is,  

  • "How much of the improvements to visual quality do you attribute as a response

  • to the July reveal versus just having more time to improve and tweak the game?"

  • Yeah, that's a really great question.

  • First off, thank you to the community for havinggiving us their thoughts

  • on what they saw last year.

  • We really appreciate that, and that's something  we have that not every franchise gets to have,

  • is that that immediate feedback on how people are feeling about it.

  • A lot of what was brought up  

  • from the community based on that gameplay  reveal last year was a lot of stuff we had on our  

  • list of like, hey we need to improve these thingsWe are so grateful we now have more time to do  

  • that, and hopefully everybody can tell with  the screenshots we just released, we really took  

  • that feedbackand just that list of things that  we knew we were going after or wanted to go after —

  • to heart, and the team has worked incredibly  hard — I can't state that enoughon getting those  

  • features and those issues resolved as best as we  can for the sake of the player, right?  

  • That's always what this is about and so hopefully you can see the results of that  

  • effort, but again thank you to the community  for for pointing out things that you know we  

  • completely agree with, and we were able, again  with our extra time here, we're able to  

  • actually go after and fix, and I think it's gonna  lead to something really awesome when you get  

  • to play it later this year.

  • I've always said it's gonna be a beautiful game.

  • I've always had that faith, and it's definitely been coming along quite nicely,

  • so thank you for answering that.

  • Our next question here,

  • "Will all the events in the game be created in advance, like outposts and missions?

  • Or will there be random encounters  like unscripted patrols that will look for Chief

  • Gotcha, yeah, so when the Banished arrived on Zeta Halo and established their presence

  • they set up outposts and bases and these kinds of  things as like permanent structures that they're

  • entrenched uponwithinbut then there's  also these patrols that are out in

  • the between spaces, and random encounters  that the player will run into as you're

  • exploring and going between locations. There's  on top of that something that's pretty cool  

  • is we have a system in place to react to the some  of the choices the player makes, so for instance  

  • if you're moving through a space and you're on foot, we will understand that,

  • and the random encounters you might run into are  encounters that would be fun to engage in on foot,

  • and if you're like coming into a space and you've  got a flying vehicle for instance and you're just  

  • cruising through, you might run into an encounter  that's fun to fight against in a flying vehicle.

  • I want to emphasize that the goal there is to  make it so that we're giving you things that are  

  • fun to engage with with whatever you're bringing  to bear, the choices you've made, it's not sort of a  

  • a reaction pushback, you know, oh the player's inflying vehicle, let's punish them. It's not really that.

  • It's the idea of like, what is really fun  to do with with this kind of a choice that the  

  • player has made, and we make sure that we're providing those kinds of opportunities

  • so that it feels really cool, it feels rewarding for the choices you've made.

  • That's awesome. I actually am very excited to see our players go hands-on

  • and see these different experiences. Could you actually expand on that

  • We've got some time here.

  • Could expand on what that means for players?

  • Yeah, absolutely.

  • So, for instance like in previous Halo games you'll get more of a linear  

  • experience where things are crafted specifically  for that experience, so if you're going to have an  

  • experience where this is where the player gets  the hold of a Wasp, let's make a really cool, you  

  • know, what would be fun to do in a Wasp, you know?   If I'm coming in with a Scorpion, what would be  

  • cool to do with a Scorpion? And in our our game — in Infiniteit's more open-ended

  • than that. And so we want to still be able to present those opportunities where if  

  • a player perchance comes into this encounter with  a Scorpion, we want to have cool, fun things that  

  • you would do when you're in a Scorpion, you knowWe want to make sure that you have those elements  

  • and that we have that kind of a play experience  if I come into this space perchance in a Wasp,

  • we want to make sure that there's   what would be fun to do when a Wasp

  • is presented to you, so it's trying to  preserve all that really fun kind of  

  • crafted thematic gameplay elements that  you would get in a more linear experience,

  • and applying it to this more open-ended approach, and ensuring we still have those fun opportunities.

  • So it adapts to just keep things fun and  interesting no matter how you play the game?

  • Yeah, yeah. So much of this game is  is anchored in the idea of player agency and  

  • choice, you know? Play it the way you want to do it, figure out what you want to do and   

  • the game will support reacting to those choices 

  • and presenting you with fun opportunities so it's pretty cool.

  • That does sound pretty darn cool.

  • Alright, this one's a little more light-hearted. It says,

  • "Are you guys having fun making the game?"

  • You know, just to level set, making games is not...

  • At times it's difficult, for sure, I mean  especially a game like this, there's all sorts of  

  • philosophical things you need to challenge  both internally and also externally with fans,

  • and for me I'm super grateful just to be able to  work on a game like Halo, to have a bunch of fans  

  • that love the game. And there's challenges  with that but to answer your questions succinctly  

  • like, hell yeah I'm having a lot of fun. This  is Halo Infinite. This is a big deal, and the team  

  • that I'm working with, we love working on  this game and we put all of our passion

  • and blood and sweat and tears into this game  and at times yeah it's been difficult, but that's  

  • not me complaining. We love this. This is an  awesome place and an awesome game to be

  • working on, and we are so excited to be able to get this thing out

  • for everyone else to be checking it out.

  • Awesome, that's great to hear.

  • I'm having fun making the game helping out and learning as  

  • much as I can, so I'm glad to hear that you guys  are also having fun over there on the sandbox team.  

  • It was awesome to have you back here today. Before we let you go, though, do you have any  

  • closing words that you'd like to impart with the community?

  • I'd just like to say thanks again for  

  • for having me here, John. Appreciate all the work  that you do, and I'll always always come back  

  • on the show or or talk to you anytime, so   that's not a problem, but for the community,

  • thanks for being along with this ride, and I hope  to be talking and interfacing with with all of you  

  • as much as I can, and as much as we can at 343, for the

  • upcoming months as we get this baby out the door.

  • I know all of us here are eternally grateful  for, and humbled by, your continued interest and  

  • following of the of Master Chief and his  adventures, and the things that we're putting  

  • together to explore together. That's great, you  know? And the the questions you've posed today,  

  • you know, just reinforced that there's interest in what we're doing, and you  

  • want to know more, and I can't wait until you guys get this in your hands and 

  • get a chance to experience it, and I'm really  looking forward to the different stories that  

  • you experience and share. YouTube and, you knowonline, and that kind of thing, so  

  • yeah, just a big thank you, and maybe I'll see you in co-op.

  • Thank you for being the community, right?

  • It's something that Halo has, and we appreciate  the passion that goes behind, you know, you  

  • taking the time and and investing in our success, and hopefully the experience you get to play  

  • later this year, and it's really awesome and  humbling to see the responses we get when we are  

  • able to share stuff with you, so I'm really excited  about being able to share more with the community  

  • as we go, and kind of changing that culture of  developer and community that we're able  

  • to do now, and yeah, just a huge thank you, and  also thank you to the team for working so hard.

  • It's just an immense amount of time goes into  making these games, so being able to see a positive  

  • reaction from the community really makes our work feel good.

  • John, thank you very much for having me here today,

  • and, you know, I feel very fortunate  to have this opportunity to to speak

  • directly to the community and share some of our passion for for making this game, like  

  • we all love this game, we all grew up with  this game. I feel very fortunate to be a part  

  • of it, and to bring the community in along with  it as well, so yeah, thank you, the community,  

  • very much for for giving usgiving methis opportunity.

  • Thank you so much for the time today, gentlemen.

  • I appreciate it and I know the community does as well.

  • For everyone watching, if you want to stay up to date

  • with the latest and greatest Halo news,

  • be sure to follow @Halo on Twitter,

  • and check our news section on haloawaypoint.com  until next time I'll see you all later

  • Until next time, I'll see you all later.

Hey everyone it's Unyshek here

Subtitles and vocabulary

Click the word to look it up Click the word to find further inforamtion about it