XOne/XSeries/PC Halo Infinite

Pankreatos

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Das was man bis jetzt vermutet vom game play her macht ja Hoffnung... Das es sich mit den größeren Gebieten und ner gewissen Bewegungsfreiheit an combat evolved orientiert, bzw daran erinnert... Und das war damals die Magie für mich persönlich an dem game... Direkt im 2ten Level zu landen und dann dieses Gefühl zu haben den Ring erkunden zu können (auch wenn es natürlich nicht wirklich so war) aber mit dem warthog über die Oberfläche zu fahren, Marines zu retten, ansturmende alien Wellen abzuwehren... Das war es!!! Wenn Sie das ähnlich wieder hinkriegen dann kann es nur gut werden!
 

JustClaerNorris

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Schnurres

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Spencer:

„But you know, we also have Halo. The last time we had Halo at the launch of a console was 2001. And we feel really good about Halo. It’ll be a big part in the [Xbox Series X Game Showcase on July 23].”

Spencer didn’t offer much in the way of details on the next Halo game — it’s said to be a major focus of Microsoft’s game showcase this week — but he did offer an intriguing hint about Halo Infinite’s “structure” and some lessons learned from from Halo: The Master Chief Collection, the six-game compilation that’s still rolling out new games on PC.

“There’s been a ton of learning in the studio around what does it mean to actually have a collection, the kind of totality of the Halo lore and stories and experience inside of one Halo world, one Halo UI, and platform,” Spencer said. “As 343 has gone through this journey, they’ve seen some of the benefits of not requiring that our customers make a decision between ‘Do I want to play this one or that one?’ I feel like in a way, the games almost compete with each other. You see that with some of the annualized franchises that are out there — which clearly Halo’s not annualized — but you see that where you spend a lot of energy actually trying to move the customers who are already playing your game to a new version of your game. I think as gaming has evolved, there’s a view of ‘Our customers are our customers and we should respect them where they are.’ It’s similar to our Xbox message, and I think you’ll see that in terms of the way Infinite is talked about — even the structure of what the game is itself.”

 

Schnurres

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Windows Central nimmt das Spencer-Zitat und spekuliert, dass Halo Infinite eine Plattform wie MCC werden könnte. Welche stets erweitert würde. Hmmmm würde ja zum Namen Halo Infinite passen...

With this in mind, it's possible that Halo Infinite receives extensive post-launch support, turning Halo into a platform instead of just a game. This kind of service-esque approach would certainly make sense in an age of massive ongoing titles. It's also in line with some unconfirmed rumors that sources close to Windows Central have disclosed, including the strong possibility of Halo Infinite's multiplayer being free-to-play, not unlike how Call of Duty: Warzone is available without purchasing Call of Duty: Modern Warfare.

 

rubikon

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Gute Analyse der eingesetzen Physik in den Trailiern und im 2. Video gehts auch darum das MS die Havok Engine 2015 gekauft und diese wohl in Halo Infinite wie auch in Halo 3 wieder nutzt

 

KrateroZ

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Um die reine Optik geht es mir persönlich bei dem Spiel nicht - es sollte halt standardmäßig mit 60fps laufen und dabei gut aufzeigen, wie der Unterschied zwischen einer Xbox One X und einer Xbox Series X aussieht (natürlich zugunsten einer SX).

Open World bräuchte ich nicht unbedingt bei dem Spiel, aber schöne große Gebiete, in denen man frei "herumtoben" kann ;).
 

Birdie

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Ich bin gespannt was da kommt. Es gibt ja einige Hinweise was vielleicht nach Halo 5 und seinem Ende kommen könnte. So richtig hat mich das alles noch nicht überzeugt. Halo 5 eine glaubhafte Story einzuhauchen und das den Spielern auch nahe zu bringen nach eben Halo 5 wird nicht so einfach.
 

Schnurres

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Klobrille:

Grappling hook is in as to my limited knowledge, but it’s more like an equipment pick-up similar to Halo 3. No idea how that is included in campaign.

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Halo Infinite Arena is all about going back to classic map control gameplay (power weapons and power-ups). There are a lot of cool map power-ups to complement the sandbox. Grapple hook, thrust or classics like overshield. All this is very dynamic and might vary heavily based on playlist etc., of course. But more on all that at a later date.

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I do think people will pretty fast realize that nothing is absolute in HI. The game will likely have the biggest player base a Halo game ever had, there is a lot of room for experiments and many playlist options, they are building systems to dynamically change/balance stuff and allow a diverse set of different multiplayer and Arena experiences, even more so when looking at the ridiculous options Forge will bring.
 

Nebula

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Klobrille über Sprint in Halo Infinite

1. Giving the player another layer of moment-to-moment decision. When you have the choice between traversing faster but lowering down your weapon or traversing slower but being able to fire immediately, you add exactly that to your game: decision making. In any given moment, the player has to make an additional gameplay decision he couldn’t make if this option wouldn’t exist to begin with. Want to re-join a fight faster? Okay, but now there is a risk. Or you approach it more slowly but potentially put yourself in a better position to win a fight.

2. Bigger multiplayer modes and campaign with large gameplay areas. Halo is not just Arena. Halo is so much more than that, and this is obviously also the case for Halo Infinite. Offering different movement sets for one game seems like a horrible idea, so in the best case you try to balance basic gameplay features to work across all modes. A sprint function lets the player alter the traversal speed by clicking a button. The player can actively influence how fast he will go from destination A to B, which is especially important for bigger gameplay areas like in multiplayer or campaign. It adds a feeling of being able to traverse faster — if you want to. Vehicles aren’t always available to a player. Play a round of Conquest in Battlefield without clicking the sprint button once and you will very likely never return to the game anymore. Fixed movement speeds have the potential to lead to frustration the bigger a gameplay area is. Even classic Halo games in Big Team Battle have these moments.

3. Lore reasons. No relevance to gameplay and not important overall, but still a valid argument. Spartans can sprint fast. Very fast. This is written not only in books, but also shown in multiple trailers or cinematics. Sprint can add a better connection to the character you are playing.

I’m not even interested in a discussion as I know you likely won’t accept any of these. Personally, I love playing classic Halo games without sprint. But I also love playing Halo 5, which implemented sprint very well. If a feature is designed well, it will just work and yes, add something to the experience.

Anyway. There are your arguments. Acting like good arguments don’t exist is just wrong.

There are good arguments for both sides whether you want to see it or not. In the end it’s up to 343 to design gameplay features to work across all modes or — ideally — to offer options.
Außerdem hat er deutlich gemacht das in Halo Infinite wohl Sprint mit zum Gameplay gehören wird.
 

JustClaerNorris

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Ich hoffe doch sehr, dass Halo weiterhin Spring beinhaltet. Diese Diskussion nervt ohne Ende.
Eine Supersoldat der nicht rennen kann. Ist doch lächerlich.

Die Zeit wo man in Halo nicht rennen kann ist vorbei. Und nicht erst seit 343i sondern seit Halo Reach.
Wird auch bleiben.
Ich denke auch ADS bleiben wird.
Hat in Halo 5 doch super funktioniert


Wenn man dieses Spiel als Maßstab nimmt, dann werden die Levels verdammt groß.

:halo:
 
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