In the introduction to prof Detailed blog post In the Halo Infinite game published today, 343 Industries wrote that the game is scheduled to launch in the fall of 2021. The introduction, written by Joseph Statin, a veteran at Bungie, who Join Halo Infinite Production This August as a new Project Leader, Infinite’s launch is just the beginning of the adventure.
Staten wrote, “After Reach got charged, I became a fan of Halo, as the 343i encouraged me by the sidelines.” “But I have spent the past four months immersing myself once again in the world of Halo, and it is an honor for me as Creative Director to help our team ship Halo Infinite in the fall of 2021.”
Staten goes on to say that based on comments from Halo Infinite’s July offering, “I reduced the discussion to one basic fact: We needed more time to get things right.”
Since the Infinite Show, former Infinite studio head Chris Lee He left the project. Microsoft also confirmed this Infinite will be a free multiplayer game. Despite common practice in free-to-play design, the post reiterates that Halo Infinite will not use the loot box system. Progress designer Chris Bloom wrote, “There are no loot boxes. No randomness or elements that affect sandbox and gameplay.”
The blog post about Infinite development includes a discussion of July’s demo graphics, which were criticized as disappointing upon release. Neil Harrison, Director of Art at 343, described the reaction as “humility,” and said, “The truth is, the art and the visuals were not present in the bar that we keep at Halo – even if the work is in progress. A lot of the comments we heard from the community went along with it.” Our opinions and work that we have already committed to about things like indirect lighting, physical response, display of leaves and trees, clouds, level transitions, and sincerity of character.
Harrison added that they were also looking for “additional opportunities for improvement”, and pointed to some improvements that developers have already introduced since July: modified dynamic lighting “to add more contrast and contrast to an image” and higher personal resolution.
The post also touches on Halo Infinite’s slow-faced brute, which was the Fast aka Craig And it became a meme that summed up Infinite’s lack of graphics. Harrison says, “The facial animation on the NPCs was not fully implemented in this build … it was never supposed to see poor old Craig in this situation.” Our thoughts go to Craig and his family at this difficult time.
Screenshots later in the blog offer an early look at Infinite’s multiplayer customization options, which are ditching the classic Halo system of primary / secondary armor colors in favor of more varied “coatings”. The new system should allow for more varied armor sets, but it will also be easier and faster for developers to create.
As with the Master Chief Group’s regular updates, 343 Industries now plans to publish consistent “Inside Infinite” posts like this one. “Starting with this update, we’ll be sharing more about what we’re doing, and most importantly, why we’re doing it,” Staten said.