Placeholder Image

Subtitles section Play video

  • [XBOX SOUND]

  • Just the feeling of like being in firefight

  • and hearing the click of the gun

  • throwing it down, grabbing one off the wall.

  • My gunner's upside down,

  • and he's like laying in;

  • I see kill assist,

  • kill assist, kill assist.

  • Any pistol across

  • any of the games, whatever gun

  • allows me to feel the most

  • like John Wick, I am there.

  • Remember how excited I was

  • with like this big combat with vehicles

  • going all over the place.

  • Halo means something different

  • for everyone, right?

  • I think that's what makes Halo great.

  • What is Halo multiplayer?

  • And for me it boils down to this tight

  • arena style combat and big team battle;

  • this wide open vehicle

  • infused kind of combat.

  • We're taking that awesome

  • legacy or classic Halo combat experience

  • and modernizing it in

  • ways that will feel

  • fresh to old players

  • and really exciting to new players.

  • We're going to give you great ways

  • to customize your Spartan,

  • really make your super soldier your own

  • and we're kicking off

  • a journey and experience

  • that's going to involve month

  • to month, season to season,

  • year after year.

  • For me working through the

  • multiplayer off this game,

  • and the toughest challenge

  • I think is really about

  • how do we respect the legacy

  • of what came before us but

  • still build something that feels new.

  • We've tried to bring

  • all these elements of legacy

  • and really inject

  • them into Halo Infinite,

  • not just like in a in a way

  • where you won't notice it

  • where you feel like,

  • oh, they really designed this

  • to be a celebration of previous Halo

  • as well as an iteration

  • of where Halo can go next.

  • The vision of arena was all about

  • a tight experience, is all about being fair,

  • it was all about earning

  • everything on the map, earning

  • everything every kill you get.

  • Going back to like

  • what is the core foundation of what made

  • the great Halo multiplayer

  • arena matches great.

  • Halo it's really about fair

  • and balanced starts

  • so everybody is on equal footing

  • when they come off the rip

  • and then once they start running around

  • it's about scavenging, it's about finding

  • new toys and kind of

  • developing your play style

  • as you run through the match.

  • What makes Halo feel like Halo?

  • I feel like the answer to that question is

  • is the sandbox. The sandbox is Halo.

  • When we set out to look at Halo

  • Infinite from a high level

  • and the direction of what it is, there's

  • lots of exciting things there

  • 'cause we really wanted to push.

  • One of the things that are true to Halo,

  • but one of the things that fans

  • haven't seen yet?

  • Equipment is back,

  • but equipment is kind of

  • has the has a bigger voice

  • than ever before.

  • We ask questions to ourselves of

  • if you could go after

  • you know a power weapon

  • to get a bunch of kills,

  • would you do that

  • or could you go and get

  • grapple to make sure

  • that you swing yourself

  • to the other side of the map to back

  • cap a stronghold.

  • We saw that as like another avenue

  • of not just skill expression,

  • but tactics for teams

  • to coordinate around.

  • The exciting combinatory

  • nature of this toy

  • plus this toy and how those interact with

  • objectives is super amazing.

  • Looking at how the powerups play

  • like your classic powerups

  • like the overshield,

  • the active camouflage,

  • for this title, what we're looking

  • at, we're excited for is you

  • pick that up and you choose

  • when you activate it,

  • it goes into your inventory.

  • If you haven't used it

  • and someone kills you in multiplayer,

  • you drop that overshield

  • and then they could take it.

  • Use it for themselves.

  • That, to me, is very legacy,

  • but we took the equipment side of it

  • and modernized it.

  • When it comes to vehicles,

  • we went in and decided

  • to invest a lot in the systems.

  • When I take damage in my warthog,

  • my wheels can get blown off.

  • I hope you get blown off.

  • There's different aspects.

  • Of the vehicle that change

  • how my vehicle handles now,

  • and that's something that's brand new.

  • Everything we added to

  • that is like this doomsday

  • mechanic, so when you hit this threshold,

  • the vehicle catches fire

  • and it's very much

  • you've got a certain amount of health

  • or a certain amount of time

  • and you choose what you want to do

  • with the last minutes

  • of this vehicle.

  • We've got a cousin to the Warthog,

  • which is the Razorback. The back

  • has this like multi storage compartment

  • that you can put a lot of stuff into.

  • So if you want to put like detached

  • turrets, power weapons,

  • fusion coils, objectives.

  • And that is what really

  • making the Razorback kick a lot of butt

  • in MP and Campaign.

  • The levels define pace for the game,

  • how frantic it is, and they define

  • that iconic fantasy

  • for players as they are

  • entering that match.

  • What do they want to do?

  • What type of experience

  • are they hoping to have?

  • What kind of combat?

  • What kind of dance floor

  • is there available

  • to have that combat in?

  • For me, BTB is all about experiencing

  • the full extent of the sandbox of Halo

  • in just one match, right?

  • Like you see, the vehicles

  • the weapons, the equipment.

  • We really want to take

  • that kind of concept.

  • Those fields you had, you know,

  • playing the playing the previous games

  • and just turn the volume up.

  • Vehicles are no longer

  • just spawning at bases anymore.

  • We have Pelicans delivering them

  • and we have a Commander in your ear

  • telling you that.