343 Industries released an interview-focused blog post for Halo Infinite, which looks at Zeta Halo, the upcoming game’s open world. Halo Infinite campaign art director Justin Dinges said one of the biggest challenges in creating the space was honoring Halo ‘s nostalgic feel while creating something that feels brand new.
“With Halo Infinite, we wanted to bring this new adventure back to its origins and create a visually compelling experience that isn’t overwhelmed by unnecessary complexity where legibility and clear artistic composition predominate,” said Dinges. “This is our artistic interpretation of a beautiful world to exist in – rather than something purely based on photorealism. Both goals were a real challenge to balance, especially against the odds of what it means to to be a ‘next-‘. gen ‘title. “
Part of honoring the appeal of Halo’s roots comes from Zeta Halo’s layout. As an open world, Zeta Halo evokes the same thrill as Halo: Combat Evolved’s opening hours when you can approach problems in different ways, depending on what weapons you have, vehicles you control, or trails you discover.
“I love the agency we are setting up, which really doubles the premise of delivering on the promise of Halo: CE,” said John Mulkey, head of Halo Infinite, world top. “Enemy strongholds can be approached from any direction and there are so many options available to meet the challenges.”
Part of this new freedom of movement comes from the Grappleshot, Halo’s take on a grappling hook. With the new mechanic you can drag smaller enemies towards you, propel yourself towards bigger targets and reach seemingly inaccessible areas.
“Having a tool like the Grappleshot has certainly challenged us to rethink the way we build our environments, because it’s such a versatile and fun mechanic that players can get almost anywhere they can,” said Dinges.
With that in mind, we can expect the levels of Halo Infinite to recoil further from the linear fashion seen in the more recent entries in the series – with a tool like the Grappleshot, you could bypass and reach almost any obstacle in your path. just the end without having to fight. It would take the fun out of a linear first-person shooter.

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Halo Infinite gameplay director Troy Mashburn said this change is “both terrifying and completely liberating” from a development perspective, as this change has “helped the team break out of the single path design mindset and evolve into something far more exciting.”
Halo Infinite is currently launching for the Xbox Series X | S, Xbox One, and PC in Fall 2021 and is in the final months of development. Dinges said most of the development team is in the process of finishing their remaining tasks. “The team is 100 percent focused on finalizing the campaign experience, including collecting and handling user feedback – both internal playtests and user research data – bug fixing, performance and balancing,” added Mashburn.
For more information on Halo Infinite, check out our previous coverage of the game:
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