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New Halo Infinite PC 32:9 super ultrawide screenshots

Phase

Member
Honestly, it's probably good that the MP is free. Nobody will feel burned if they get an experience they don't like or expect. At this point, you know the basic type of gameplay we'll get. They showed enough in the campaign trailer for the classic fans to know they aren't creating a classic arena shooter with no sprint. With 343's track record, if you expect anything more than a playlist concession you're setting yourself up for disappointment.
 
Honestly, it's probably good that the MP is free. Nobody will feel burned if they get an experience they don't like or expect. At this point, you know the basic type of gameplay we'll get. They showed enough in the campaign trailer for the classic fans to know they aren't creating a classic arena shooter with no sprint. With 343's track record, if you expect anything more than a playlist concession you're setting yourself up for disappointment.
Being free makes it feel like it's not a premium experience though.
 

Sony

Nintendo
Halo: Infinite is being built a community game, meant to have long legs.
You need a healthy player base for these kinds of games. Given that most people are still on last gen consoles and current gen consoles are sold out everywhere and burdened with shortages, this cross gen approach is the smartest thing they could do for this type of game. Of course the downside is that it won't look as good as it could on the strongest console, but the benefit is that it will be as performant as possible on the weakest console. That's definitely a good tradeoff in order to reach the biggest player base. Not only at launch, but also years down the line.

And I have to say, if graphics is the most vocal point of discussion about a 343 made Halo game in 2021, then they're definitely on the right track to make it an awesome Halo game.
 
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Let's say for a minute that halo infinite doesn't look as good as rdr2, or most second half open world Ubisoft titles (to limit ourselves to open world games)? Will you hunt you own comment to apologize?
RDR2? that's a pretty lofty goal if you ask me. I'd say it's more fair to compare it to a FPS, given how open the world is, maybe a Far Cry comparison?
 

bxrz

Member
BotW was my game of the generation so that shows how much I care about graphics.

Gameplay will always be king

343, have good gameplay
 

Chiggs

Member
this game will suck like every other product 343i has ever put out and I'll be here to laugh at them again when they release the broken, unfinished, unpolished mess of a game like they do every time

It's unlikely that Halo Infinite outright bombs, but if it underperforms (very likely) then "good guy" Phil needs to show that he has some balls and clean house.
 
this game will suck like every other product 343i has ever put out and I'll be here to laugh at them again when they release the broken, unfinished, unpolished mess of a game like they do every time

My biggest gaming fear. 343 did all that with a number of releases going on track record and with Infinite they're tackling a new platform, a new engine and a new game simultaneously. The scepticism is real.
 

Hendrick's

If only my penis was as big as my GamerScore!
My biggest gaming fear. 343 did all that with a number of releases going on track record and with Infinite they're tackling a new platform, a new engine and a new game simultaneously. The scepticism is real.
I think that extra year is huge. No reason this game should launch a mess. If it does, they need to shutter that studio.
 
Gah damn that is WIDE! Gonna be amazing for those who can play this at 32:9. I was just about to ask about who even sells 32:9 aspect ratio monitors... then I realized I had looked into the G line of Samsung monitors :messenger_tears_of_joy: 🤦‍♂️
 

gypsygib

Member
They should go for a more realistic look, make the metal look like shiny metal. Halo's art design makes so much of it look basic/older graphics. They need to add very realistic lighting/textures or a lot of atmosphere. They should really try to emulate that CG look at this point. PS3 did it with Killzone 2, effects and lighting go a VERY long way - the target should be a CG look. You don't need too many great effects to produce a great looking gaming. Something needs to look kinda real.
 
They should go for a more realistic look, make the metal look like shiny metal. Halo's art design makes so much of it look basic/older graphics. They need to add very realistic lighting/textures or a lot of atmosphere. They should really try to emulate that CG look at this point. PS3 did it with Killzone 2, effects and lighting go a VERY long way - the target should be a CG look. You don't need too many great effects to produce a great looking gaming. Something needs to look kinda real.

Yep, I want to see an R rated Halo these days, not T for teen. Deadpool was their wake up call.
 

Polygonal_Sprite

Gold Member
I honestly thought the original gameplay from E3 looked fine especially considering the game is cross generation and also targets 60fps on base XB1. It needed a bit of polish to be sure to fix pop in etc but Infinite was never going to be a next gen showcase due to it’s cross gen nature.

MS should have definitely made it a Series S/X exclusive imo with it running at 1080/60 on S and 1440/60 on X.
 

Polygonal_Sprite

Gold Member
BotW was my game of the generation so that shows how much I care about graphics.

Gameplay will always be king

343, have good gameplay
Totally agree. Art direction > photo realism. I just played through Reach on Series X and it’s crazy how well it holds up.
 

elliot5

Member
I honestly thought the original gameplay from E3 looked fine especially considering the game is cross generation and also targets 60fps on base XB1. It needed a bit of polish to be sure to fix pop in etc but Infinite was never going to be a next gen showcase due to it’s cross gen nature.

MS should have definitely made it a Series S/X exclusive imo with it running at 1080/60 on S and 1440/60 on X.
Would be a terrible move for Microsoft to advertise their machines as 4k and 1440p devices at the upper echelon and then drop a new flagship game at 1080/1440.
 

Varteras

Gold Member
I think that extra year is huge. No reason this game should launch a mess. If it does, they need to shutter that studio.
At the very least Microsoft needs to march into the studio and clean house in its management if it fucks this up. I've said before that I feel like 343 has been allowed to fumble around with Microsoft's crown jewel for too long now. They had 5 years to work on this game after Halo 5 and when they showed it to us like we were supposed to be impressed it got memed to hell. Deservedly so. I really think Bonnie Ross just needs to go anyways. I'm not even worried about how the game looks. I'm much more concerned about whether or not 343 is back on track to making Halo feel like the powerhouse franchise it used to be. I want the gameplay to be amazing and suck me back in. I don't give a shit if it's not the prettiest game in the world. Hell, I got obsessed with Valheim for awhile there. I just want to feel thrilled playing Halo again.
 

elliot5

Member
Resolution is meaningless nowadays between reconstruction, dynamic res, vrs etc. People need to get over the number of pixels and instead look for higher quality pixels.
I don't disagree but from a marketing standpoint it would be a blunder. I am part of the "post-resolution" camp as well. Though, negative news and perceived flaws spread like wildfire, especially when you're the underdog, as much as I despise console warring.
 

DrAspirino

Banned
Graphically, it looks like a "polished" Halo 5. Sure looks good, but not "next-gen good".

I guess we'll have to wait and see how the final product is going to be. :goog_unsure:
 
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RDR2? that's a pretty lofty goal if you ask me. I'd say it's more fair to compare it to a FPS, given how open the world is, maybe a Far Cry comparison?
The bar is that it should look about as good as last gen open world games?

I picked RDR2 as a reference because it's open world and it's widely regarded as one of the best looking games that run on last gen hardware out there, a next gen game should at least match it.

Both have threes:
1zekw2lk3st11.jpg


But if you feel Far Cry 5 would make it easier:
ke0qy0yy2ej31.png


I don't think how the camera is placed is an issue, if anything keeping a very detailed character on screen makes a game more demanding.
 
The bar is that it should look about as good as last gen open world games?

I picked RDR2 as a reference because it's open world and it's widely regarded as one of the best looking games that run on last gen hardware out there, a next gen game should at least match it.

Both have threes:
1zekw2lk3st11.jpg


But if you feel Far Cry 5 would make it easier:
ke0qy0yy2ej31.png


I don't think how the camera is placed is an issue, if anything keeping a very detailed character on screen makes a game more demanding.

Always puzzled by these kinds of comparisons because it doesn't make sense. I've been guilty of the same, but it's mostly tongue in cheek if I do a comparison like this. Red Dead Redemption two doesn't exactly have the sky itself as part of its gameplay sandbox. Halo on the other hand, due to its flying vehicles and the types of stuff you might be able to do in the game, does. And then it just plays drastically different and in a less realistic manner than either Far Cry or Red Dead. 343 must stick to their style.

What 343 has chosen to do here is, for gameplay sandbox and combat situations, go with a more classic Halo CE/3 art direction in terms of clean and simple designs. To support that vision they couldn't go for photo-realism because it would simply be out of place with such Halo CE/Halo 3 inspired designs. So they instead came up with their vision of what an artistically beautiful environment would otherwise look like with more modern graphics while trying to strike that balance. They are clearly choosing to pour it on and go big in their cutscenes because that's mostly where you can get away with some things. But for gameplay they've settled on their graphics style. People are reacting more to art direction rather than raw graphical quality is my thinking, and I firmly believe this fact will be borne out in the final game, which I think will look incredible in action when it all comes together.

And if nothing else, the thing that most pleases me about what 343 has done here is that they stuck with their vision and didn't allow themselves to be sucked into the "next-gen" trap. They're building a more ambitious, and I think, better game first and foremost because they focused on what matters the most in their vision and stuck with it. Halo Infinite will be all the better for it is my assumption.

They make pretty clear what their goal is here.

JD – As far as our artistic goals for the campaign goes, we have focused on two key themes, “Legacy” and “Simplicity”, when it comes to the visual experience we are building. For “Legacy” we really want players to feel like they are experiencing a game that they remember fondly (Halo: Combat Evolved), but with modernized graphics of course. As far as “Simplicity” is concerned, we wanted to ensure that we steer away from overly noisy designs and details which is a key takeaway for the team coming off Halo 5. With Halo Infinite, we wanted to take this new adventure back to its roots and create a visually pleasing experience that doesn’t overwhelm with unnecessary complexity where readability and clear artistic composition prevail. This is our artistic interpretation of a beautiful world to exist within – rather than something that is purely grounded in photo realism. Both goals have been a true challenge to balance, especially against the expectations of what it means to be a “next-gen” title, but through some incredible team collaboration, hard work, and community feedback we are hoping to land something that everyone will really enjoy and appreciate.

TM
- The campaign experience is the result of many teams coming together to tell the Master Chief’s story. At a project-wide level, we use terms like “Super Soldier”, “Story Driven”, and “Spiritual Reboot” to help describe the experiences we want to deliver. These are used like filters to determine if a particular feature belongs in the game. Things like “Super Soldier” sound like a no-brainer but it’s used frequently to call out when something isn’t supporting the super soldier goal. “Story Driven” also sounds obvious but it’s a great reminder that we are here to tell Chief’s story. And “Spiritual Reboot” …well more on that below.

Another good example is how we have taken the visual design of the Jackals and Grunts back closer to their appearance in Halo 3 and previous titles. We want players to feel a nostalgic familiarity with these designs, like meeting up with an old friend, as they experience all that Halo Infinite has to offer.
 

skneogaf

Member
I wonder if the 21:9 and 32:9 screen shots are an indication that xbox will support these resolutions/aspect ratio's.

I remember samsung asking xbox to in the past when they first brought out the chg90 monitor that is 32:9 which I currently use on my flight simulator.

The xbox already supports keyboard and mouse so ultrawide support would be a literal game changer.
 

clarky

Gold Member
If you have an ultrawide then surely you'd be playing this on PC? Zero reason to support it on xbox for the 4 people that might want to take advantage of it.
 
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skneogaf

Member
If you have an ultrawide then surely you'd be playing this on PC? Zero reason to support it on xbox for the 4 people that might want to take advantage of it.

The xbox series x is more powerful than the majority of steam users according to the recent hardware survey and I see noobies ask if xbox or ps support ultrawide on a sim racing group I'm part of all the time.

Plus you could choose to play at 3840x1080 on a 3840x2160 screen giving you an super ultrawide aspect ratio or one for a 21:9 aspect ratio.

I'd be very tempted to just use an xbox series x for racing games or flight simulator if it supported super ultrawide.
 

Three

Member
The xbox series x is more powerful than the majority of steam users according to the recent hardware survey and I see noobies ask if xbox or ps support ultrawide on a sim racing group I'm part of all the time.

Plus you could choose to play at 3840x1080 on a 3840x2160 screen giving you an super ultrawide aspect ratio or one for a 21:9 aspect ratio.

I'd be very tempted to just use an xbox series x for racing games or flight simulator if it supported super ultrawide.
The survey doesn't correlate the average graphics card to those who have an ultrawide monitor. I think the group of people who would buy an ultrawide then hook up an xbox to it would be very very small. Not even a drop in the ocean small.
 

MCplayer

Member
I'm bookmarking this comment so when we see footage next month you are going to look pretty silly.
It wont look amazing thats for sure, especially after seeing bf6, that will be a new benchmark that halo wont be able to beat BUT 2 diferent art styles
 
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skneogaf

Member
The survey doesn't correlate the average graphics card to those who have an ultrawide monitor. I think the group of people who would buy an ultrawide then hook up an xbox to it would be very very small. Not even a drop in the ocean small.

Maybe the xbox can be the ring of change!
 
It wont look amazing thats for sure, especially after seeing bf6, that will be a new benchmark that halo wont be able to beat BUT 2 diferent art styles
Oh absolutely, I don't expect a graphical benchmark but I do expect a big improvement over last July and I expect better graphics than a last generation game (which the poster I responded to claimed it wouldn't).
 
Always puzzled by these kinds of comparisons because it doesn't make sense. I've been guilty of the same, but it's mostly tongue in cheek if I do a comparison like this. Red Dead Redemption two doesn't exactly have the sky itself as part of its gameplay sandbox. Halo on the other hand, due to its flying vehicles and the types of stuff you might be able to do in the game, does. And then it just plays drastically different and in a less realistic manner than either Far Cry or Red Dead. 343 must stick to their style.

What 343 has chosen to do here is, for gameplay sandbox and combat situations, go with a more classic Halo CE/3 art direction in terms of clean and simple designs. To support that vision they couldn't go for photo-realism because it would simply be out of place with such Halo CE/Halo 3 inspired designs. So they instead came up with their vision of what an artistically beautiful environment would otherwise look like with more modern graphics while trying to strike that balance. They are clearly choosing to pour it on and go big in their cutscenes because that's mostly where you can get away with some things. But for gameplay they've settled on their graphics style. People are reacting more to art direction rather than raw graphical quality is my thinking, and I firmly believe this fact will be borne out in the final game, which I think will look incredible in action when it all comes together.

And if nothing else, the thing that most pleases me about what 343 has done here is that they stuck with their vision and didn't allow themselves to be sucked into the "next-gen" trap. They're building a more ambitious, and I think, better game first and foremost because they focused on what matters the most in their vision and stuck with it. Halo Infinite will be all the better for it is my assumption.

They make pretty clear what their goal is here.

This all could have been accomplished with a little more finesse. Rare and Insomniac have proven time and time again that while photorealism can take a back seat, it can do so with out looking so muddy.
 
This all could have been accomplished with a little more finesse. Rare and Insomniac have proven time and time again that while photorealism can take a back seat, it can do so with out looking so muddy.

Therein lies the dilemma 343 has. It's very unique compared to what Rare and Insomniac have to deal with. Halo is a game that, if they're trying to stick close to the original Halo CE aesthetic and be true to their vision of a spiritual reboot, which means moving away from their more complex, non-legacy designs of Halo 4 and Halo 5, there's no simple way to do that because Halo can't go as full cartoon as Rare and Insomniac does. Personally, I think that shit would look badass if they tried it, particularly if they went full blown comic book with Halo, but I fear the Halo community/fanbase isn't ready for that just yet, and it would negatively impact the franchise and the game's release even if they successfully pulled it off because there would always be that part of the gaming community who felt it looks too cartoony, hence can't be taken serious.

So Halo has this amazing balancing act of both trying to come off realistic, while at the same time ignoring traditional rules of photo-realism and going for something that fits their artistic vision and their world. The cutscenes are going big with stuff like this.

The level of detail is badass, the look is incredible. It's impressive, but not exactly "photo-real" if that makes sense. I've always felt Halo Infinite had a stylized look that almost came off to me as cel shaded without actually being cell shaded or whatever way it could be described. It just always struck me as more "gamey" in appearance. It's going for its own unique version of realism, but at the same time is going for pretty damn convincing human like characters with a heavy military/war tone. This automatically puts Halo in a box different from anything Insomniac or Rare do. Halo has unrealistic/sci-fi weapons and effects, but they can't exactly go sunset overdrive or ratchet with those weapons in terms of the effects. They can't be "realistic" versions of themselves, they also need to remind people of classic Halo at the same time in all things, so that automatically also means recognizable visual elements. Hell, they even gave us the original Halo CE shield regen noise.


FbeeAa8.jpg

AgACpnz.jpg
lKLtpel.jpg
oMzZeSQ.jpg

b9KSTKY.jpg



But then for gameplay, they need to be this. It's not photo-realistic, it's not using the level of post processing other games use to hide more clean looks at their textures and other visual elements. Halo Infinite is very much giving us a straight look without all that extra post process work.

hi_campaign_warthog_4k-b68408218db34ea496717d440953ba37.png


haloinfinite_campaign_pc_spire_32x9_wm-4926c5c11eea444daab70d0bd1dbd0e7.png


7Tt9Gln.jpg



haloinfinite_campaign_pc_fov78_32x9_wm-3fbf0e1071f741ab96c5d180b81c6730.png

hi_campaign_sniper_4k-e327d439d8714ed481c5de4b1b7fcc81.png

haloinfinite_campaign_pc_ring_21x9-9bc8168f0b9b49d28aa515e31bc93d91.png


So not photo real, ESPECIALLY looking at in-game enemy characters, but this game looks damn good. If Halo 4 and 5 were trying to be Batman Begins and Dark Knight in terms of a particular vision, Halo Infinite is back to trying to be Tim Burton's Batman with the first Keaton movie and then again with Batman Returns.

Picture overload, but it helps send the message better I think.

Edit: Recommendation is don't double zoom these pictures unless of course you want to see a whole ton of extra visual annoyances you generally will never see as clearly when just playing the game. A single click is a better representation of what to expect I think.
 
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elliot5

Member
Infinite's art style is great. One thing I noticed from your screengrabs from the trailer and something that may have effected the final baddie's face in the monologue is the DoF seems to be muddying up the textures a lot, even when the object is seemingly in focus. Hope they've worked on that or adjusted.

For example, the pilot's seatbelts are actually quite detailed with the fabric strands visible in the light in Pic 4. But then in Pic 5, as focus moves to chief's hand, not far from the belts, they look super low res and washed out.
 
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Infinite's art style is great. One thing I noticed from your screengrabs from the trailer and something that may have effected the final baddie's face in the monologue is the DoF seems to be muddying up the textures a lot, even when the object is seemingly in focus. Hope they've worked on that or adjusted.

For example, the pilot's seatbelts are actually quite detailed with the fabric strands visible in the light in Pic 4. But then in Pic 5, as focus moves to chief's hand, not far from the belts, they look super low res and washed out.

You're 100% correct. And they use it very actively during gameplay too for stuff further out into the distance, but I rather like the effect, especially in the cutscene. It's a clever way to focus heavy amounts of detail on exactly what they want players to see, and what is the primary focus in that moment and time. When the focus shifts to Chief, you're technically no longer focused on the pilot, hence why he becomes obscured by the depth of field. In fact, the depth of field might just be my favorite graphical technique as part of this engine thus far. At least it's one of the things that has most consistently caught my eye. The other was the level of detail possible when they're ready to pour it on. So if this thing gets the kind of artistic attention I think it's environments are getting from all these various support studios and other devs, then we should have one incredible looking title on our hands.

Edit: This game with really nice ray traced global illumination will look fucking INSANE if they do a good implementation of it.
 
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elliot5

Member
You're 100% correct. And they use it very actively during gameplay too for stuff further out into the distance, but I rather like the effect, especially in the cutscene. It's a clever way to focus heavy amounts of detail on exactly what they want players to see, and what is the primary focus in that moment and time. When the focus shifts to Chief, you're technically no longer focused on the pilot, hence why he becomes obscured by the depth of field. In fact, the depth of field might just be my favorite graphical technique as part of this engine thus far. At least it's one of the things that has most consistently caught my eye. The other was the level of detail possible when they're ready to pour it on. So if this thing gets the kind of artistic attention I think it's environments are getting from all these various support studios and other devs, then we should have one incredible looking title on our hands.

Edit: This game with really nice ray traced global illumination will look fucking INSANE if they do a good implementation of it.
unknown.png

Yeah the DOF works well in specific areas -and maybe this is part of the WIP or just a flaw with PBR/Lighting in shadow - but it looks really odd how his suit in the specular highlight is detailed and then the pouches below him and all around his vest/arm hole are almost not even textured. I think it's just because it's in shadow and there's no indirect lighting hitting the textures and not just DOF, because it's all the same general distance from the camera. Something I'm hoping they improved, but either way I'm gonna play it lol.
 
Love the art style, it's the execution and attention on detail that got me in the reveal e.g.

This is just great and I'm happy with Series X pushing this at 4K 60fps. Very happy.
oMzZeSQ.jpeg


Now compare the reveal, the first time you see the bad guy it gave such a low low poly and textures YT video impression, even at 4K -
5m8sfUY.jpg


But if you look at the later models in that same video (left) and some subtle artist changes (right) 343 can get there without too much worry.
Jb6TgZr.jpg



For me it was never the art style or the graphics really. It's the level of attention to detail and polish of the game and engine system from the reveal that appeared "last gen" and lacklustre.

Here's what I put on HaloWaypoint in July of last year, it's just as relevant to this thread and the current state of Infinite information released so far. I'm expecting a hell of a lot out of 343 with E3.

Respectfully this reveal did nothing to showcase what Infinite is capable of and as a first hands on gameplay reveal is completely lacklustre from a Halo fan standpoint wanting to play the game. Here's why -
  • The focus was not on the Chief but squarely split on Brohammer and The Banished leader guy #xxxxx. Look at Halo 2 reveal = Chief being a hero. Halo 3 reveal = Chief being a hero. The historic "classic" reveals were not focused on the sidekicks nor the antagonist. You missed the mark of returning fans back to a Chief focus, again.
  • The AI does not showcase next gen gameplay nor does it highlight what the XSX CPU or Azure cloud is capable of. This was your big reveal and it was the most mundane elementary level Halo gameplay we've all seen a thousand times before. You could have showcased Halo 5's firefight with Azure cloud enemies and vehicles remastered in 4K/60fps and beaten out the gameplay shown off in this reveal.
  • The polish was far less than the initial reveal of the wildlife, environment and lighting; generally speaking the level of immersion and feel. A huge drop in quality, not from an art standpoint either, literally a technical downgrade of output.
  • Ray Tracing is confirmed for post launch. Why? This is a flagship title for XSX and Halo with 5 years of development and hundreds of staff. RT is baked right into the new XSX hardware and its completely absent from Infinite's reveal?
  • Physics, where is any innovations in the power of XSX or features of your new game engine to deliver a living and breathing Halo ring in this gameplay reveal? Why does none of the geometry animate, shapeshift, alter the terrain, get jettisoned or generally take any creative innovation to keep classic art and lore but deliver unique elements to this game and reveal? Given the basic looking nature of the ring foundational elements they were perfect for dynamic level design and visual interest through animation and change of time. Something innovative for next gen and a reveal.
  • There's simpler elements that objectively disappoint too e.g. tires on the warthog do not take any environment into account; such as getting dusty or muddy or leaving a trace in the actual geometry or textures it has traversed.
  • Where is the expansion to the Brute sandbox? For example there are no weapons such as bruteshot or vehicles like the chopper. The armour even looks like it came out of a human lego factory. Oops sorry megablocks. Brutes should have been more animalistic and scary, not cartoon characters.
  • Where was a bombastic cornerstone Halo moment in this reveal? No Scarab from H3, no three factions fighting from H2 and no flood horror reveal from HCE. There was a million more ways you could have gone with the gameplay reveal and this was objectively the most simplistic Halo gameplay in any reveal.
  • The grapple is very linear, take a look at Apex Legends character Pathfinder, the grapple requires arc, momentum, swing and basic elements that make it fun. A straight point and shoot Halo Infinite grapple is very linear by design and looks clunky in game.
  • The mechanics of campaign were not detailed in any way. Literally 2-5 extra minutes spent on detailing in game what upgrades are, how the ones shown fit in, what the exploration is like to obtain or even simply how the main story vs side quests works that was discussed behind closed doors with gaming press. As a gamer we have no clue how this campaign works.
  • Are there any other gameplay elements e.g. PvE content like strikes or raids from Destiny?
  • Are there any other progression elements e.g. loot, customisation such as Destiny or abilitles and skins such as Jedi Fallen Order?
  • Are there any innovative elements e.g. look at hero shooters and character specific mechanics, an example of gameplay reveal would be Chief swapping armour during the game to gain differing mechanics such as Valorant skills or Apex Legends abilities. There was little innovative gameplay shown in the reveal.
When you look at this gameplay reveal for a 5 years developed game, a new engine and a new console you come up short with what was actually revealed. It's lacklustre as a Halo fan and leaves me disappointed. It's become a common feeling for 343 and Halo game launch e.g. MCC (not working), Halo 5 (lack of content).
I'll also leave a side note for this thread as I know this wasn't a multiplayer reveal but clearly a beta phase is not intrinsic to the game design or direction or major iterations due to the timing from now to game release this year and the fact no beta details are given yet.

When games like Apex move rapidly and fill much of the same movement and gunplay sandbox as Halo does the release a brilliant Arena mode that brings together the best of classic arena and tactical shooters 343 need a shit ton to hit the mark with Infinite. They're yet to reveal a ton of info but we're half way through 2021 and getting drip fed still. Fingers crossed they pull a Respawn and this game hits it out of the park right away.

The key art that dropped just before the reveal got everyone hyped and then the reveal deflated all that -

halo_infinite_social_1920x1080-b703456310864665a8aaceb71e10020b.png
 
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