Halo Infinite Developers Call It A ‘Spiritual Reboot’ Of The Series



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We now know that there is still a long time to wait for Halo Infinite to arrive this fall, but 343 Industries are committed to filling that time with regular discussions of developer blog posts. This month, they’ve assembled a team to talk about what makes Infinite a “spiritual reboot” from previous Halo games. They also sneaked into a cheeky defense of the grappleshot.

In this month’s Inside Infinite, Justin Dinges, artistic director of the campaign, says that 343’s art direction is focused on the themes of “legacy” and “simplicity.”

“We really want players to feel like they’re living a game they remember a lot (Halo: Combat Evolved), but with modernized graphics of course,” says Dinges. “Another great example is how we’ve brought the visual design of the Jackals and Grunts closer to their appearance in Halo 3 and previous titles. We want players to feel a nostalgic familiarity with these designs, like meeting an old friend, as they experience all that Halo Infinite has to offer. ”

On the subject of simplicity, Dinges says the conclusion of the Halo 5 team was to move away from “loud” designs and move towards an artistic interpretation of the world rather than photo realism.

Gameplay Director Troy Mashburn explains that the “spiritual reboot” is also a concept 343 used to guide the inclusion of new things like the grappleshot.

I haven’t done serious Spartan since Halo 3, and even I couldn’t help but think “really? Why?” when the grappleshot was revealed. We’re just going to have to trust 343 on this one, it seems, because this month’s three attendees showed up to sing its praises.

“If you’re a melee fan like me, you’re going to love battling enemies to receive that mighty knockout. Too satisfying,” Mashburn said. It will also allow you to reach all kinds of places you might not have been able to reach in previous games, Dinges adds, which will open up some interesting vantage points. Global Design Manager John Mulkey says the grappleshot itself is fun, as is combining it with other pieces of gear that have their own functions. “I can’t wait to see the YouTube videos that people are sharing to show off moves we never even imagined.”

Very well very well. I will reserve judgment on the grappleshot a little longer.

Heading into launch this fall, Dinges and Mashburn say their teams are focused on fixing bugs, polishing, and incorporating user feedback from internal game testing.

As always, this month’s Inside Infinite is pretty big, so there’s plenty more from all three developers if you’re in the mood for a read.

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