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  • 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)