Although most of the periodic ‘Inside Infinite’ updates proved to be an advancement for the coming Halo Infinite, developer 343 Industries in the latest feature for August 2021 actually shared not everything is shipping in one piece for Halo Infinite. For that, it was told both co-op campaign alongside Forge Mode is both set to ship in the post-launch phase in 2022. However, it was elsewhere that we learned more about Halo Infinite.

During Gamescom later on, Xbox Game Studios revealed that Halo Infinite is officially shipping later this December – nearly one month after the series’ 20-year anniversary. Despite that, there is a limited edition Xbox Series X that will ship on that date instead. Atop of that, a Special Edition Xbox Elite Controller 2 is on the way to release then as well.

More exciting was this month when 343 Industries told that a second Multiplayer Tech Flight is to take place this coming weekend. On Monday, the team entered its September 2021 ‘Inside Infinite’ which elaborates on what users can expect for the second playtest. In that, the next test is to feature Big Team Battle which is to evolve regular maps into full-blown battlefields.

The main problem we knew we had to solve was – how do we add new sandbox items to our gameplay experiences without creating friction among the player base? In previous Halo games, if you wanted to play the new content then you had to wait for a specific map to appear in the matchmaking queue or hope that it was not vetoed by other players in the lobby. We wanted to build systems that could receive new sandbox toys and populate across the game vs. just in certain maps.

We invested so much into the Item Spawner system that players see with weapon racks, equipment pads, grenade pads, and vehicle pads so that we could push a new weapon, equipment, grenade or vehicle into the entire experience. That’s not to say that we won’t put all changes through their paces. We want to make sure we add new sandbox items in a way that generates positive gameplay experiences for our players.

Andrew Witts, Halo Infinite Lead Multiplayer Designer

“Every map and mode combination is really the sum of its parts all playing together in concert. Some of our systems like our Weapon Racks are purpose built to enable us to inject new toys into Quickplay and BTB maps quickly,” Multiplayer Associate Creative Director Tom French tells. “Other areas like Ranked require more scrutiny which usually begins with our team talking passes on the level placements and then begins the process of discussion and debate over each one to make sure it’s balanced into the environment.

“Even after we launch, we’ll continue to learn and see what the community is and isn’t excited about and continue to massage everything we do, refining and refreshing the game over time.” Senior Multiplayer Designer Patrick Wren adds. “We took a similar philosophy in how we approached BTB as we did with Arena, but turned it up to 11. There is the core experience of spawning at your base, jumping into vehicles, and going out into the world, but we looked at how we could spice it up.

“Tanks for example, especially the Scorpion, are extremely powerful vehicles that would tend to dominate matches in previous Halo games. We looked at how we could make them an amazing moment in a match that really punctuates their power.” Additionally, 343 Industries expresses it decision for 12v12 lobbies for Big Team Battle and explains that its only challenge was maintaining the game mode momentum, Witts told.

We keep an open mind to variety in our suite of levels. We don’t feel that gameplay spaces are a one-type-fits-all when it relates to size, pacing, modes or engagement types. We have some good starting metrics, sure, but we find that playtesting and feedback usually lead us in directions that do not always fit the mold. For example, while we aim to find the right balance of speed and rotational gameplay in a Strongholds map for example, we have found that balance may be quite different depending on the unique flavor of the gameplay space.

Cayle George, Halo Infinite Lead Multiplayer Level Desginer

In terms for more specific mechanics for Big Team Battle, one drastic change is how many times equipment is used. Witts elaborated that players have up to 5 times for said pick-ups to factor in the “sandbox unleashed” aim for the mode. “As a team, we felt that if players are building their own Spartan story, then they need to feel like they are inside the Halo universe when playing our multiplayer experiences,” he injected.

Senior Multiplayer Designer Fernando Reyes Medina also explains the mode to help players experiment with different play styles as well. “We designed Halo Infinite BTB modes from the ground up to encourage teamwork and support different player archetypes. Whether you are an incredible sniper, a skillful warthog driver, or a stealthy flag runner, you can contribute meaningfully to the outcome of any match.

“Across both classic modes like CTF and Slayer and brand-new modes like Total Control, the BTB experiences should feel fresh and iconic at the same time.” Even more, vehicles will signal the matches progressing as more game-deciding vehicles will indicate the time for the game, Wren disclosed. “As Pelicans drop in vehicles, they will at first start dropping in your standard ground vehicles, but as the match goes on, they will start dropping in more powerful vehicles, air vehicles, and eventually tanks.

“We wanted the more powerful vehicles in the sandbox to really feel special and create a moment in the game that can change the flow depending on what vehicle is brought in.” The post proceeds to emphasize on the Halo Academy portion of Halo Infinite multiplayer alongside features how the challenges and XP structure for the full game.

What are you most excited for the second Multiplayer Tech Flight for Halo Infinite?

Halo Infinite is planned to ship On December 8, 2021 for Xbox One, Xbox Series X|S, and PC.

Source: Halo Waypoint

Nick Moreno Content Writer

Nick has over a decade of video game journalism under his belt. Outside of writing about trending & indie releases, he has also provided coverage at multiple events across the United States including Penny Arcade Expo & E3.

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