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[XBOX SOUND]
Just the feeling of like being in firefight
and hearing the click of the gun
throwing it down, grabbing one off the wall.
My gunner's upside down,
and he's like laying in;
I see kill assist,
kill assist, kill assist.
Any pistol across
any of the games, whatever gun
allows me to feel the most
like John Wick, I am there.
Remember how excited I was
with like this big combat with vehicles
going all over the place.
Halo means something different
for everyone, right?
I think that's what makes Halo great.
What is Halo multiplayer?
And for me it boils down to this tight
arena style combat and big team battle;
this wide open vehicle
infused kind of combat.
We're taking that awesome
legacy or classic Halo combat experience
and modernizing it in
ways that will feel
fresh to old players
and really exciting to new players.
We're going to give you great ways
to customize your Spartan,
really make your super soldier your own
and we're kicking off
a journey and experience
that's going to involve month
to month, season to season,
year after year.
For me working through the
multiplayer off this game,
and the toughest challenge
I think is really about
how do we respect the legacy
of what came before us but
still build something that feels new.
We've tried to bring
all these elements of legacy
and really inject
them into Halo Infinite,
not just like in a in a way
where you won't notice it
where you feel like,
oh, they really designed this
to be a celebration of previous Halo
as well as an iteration
of where Halo can go next.
The vision of arena was all about
a tight experience, is all about being fair,
it was all about earning
everything on the map, earning
everything every kill you get.
Going back to like
what is the core foundation of what made
the great Halo multiplayer
arena matches great.
Halo it's really about fair
and balanced starts
so everybody is on equal footing
when they come off the rip
and then once they start running around
it's about scavenging, it's about finding
new toys and kind of
developing your play style
as you run through the match.
What makes Halo feel like Halo?
I feel like the answer to that question is
is the sandbox. The sandbox is Halo.
When we set out to look at Halo
Infinite from a high level
and the direction of what it is, there's
lots of exciting things there
'cause we really wanted to push.
One of the things that are true to Halo,
but one of the things that fans
haven't seen yet?
Equipment is back,
but equipment is kind of
has the has a bigger voice
than ever before.
We ask questions to ourselves of
if you could go after
you know a power weapon
to get a bunch of kills,
would you do that
or could you go and get
grapple to make sure
that you swing yourself
to the other side of the map to back
cap a stronghold.
We saw that as like another avenue
of not just skill expression,
but tactics for teams
to coordinate around.
The exciting combinatory
nature of this toy
plus this toy and how those interact with
objectives is super amazing.
Looking at how the powerups play
like your classic powerups
like the overshield,
the active camouflage,
for this title, what we're looking
at, we're excited for is you
pick that up and you choose
when you activate it,
it goes into your inventory.
If you haven't used it
and someone kills you in multiplayer,
you drop that overshield
and then they could take it.
Use it for themselves.
That, to me, is very legacy,
but we took the equipment side of it
and modernized it.
When it comes to vehicles,
we went in and decided
to invest a lot in the systems.
When I take damage in my warthog,
my wheels can get blown off.
I hope you get blown off.
There's different aspects.
Of the vehicle that change
how my vehicle handles now,
and that's something that's brand new.
Everything we added to
that is like this doomsday
mechanic, so when you hit this threshold,
the vehicle catches fire
and it's very much
you've got a certain amount of health
or a certain amount of time
and you choose what you want to do
with the last minutes
of this vehicle.
We've got a cousin to the Warthog,
which is the Razorback. The back
has this like multi storage compartment
that you can put a lot of stuff into.
So if you want to put like detached
turrets, power weapons,
fusion coils, objectives.
And that is what really
making the Razorback kick a lot of butt
in MP and Campaign.
The levels define pace for the game,
how frantic it is, and they define
that iconic fantasy
for players as they are
entering that match.
What do they want to do?
What type of experience
are they hoping to have?
What kind of combat?
What kind of dance floor
is there available
to have that combat in?
For me, BTB is all about experiencing
the full extent of the sandbox of Halo
in just one match, right?
Like you see, the vehicles
the weapons, the equipment.
We really want to take
that kind of concept.
Those fields you had, you know,
playing the playing the previous games
and just turn the volume up.
Vehicles are no longer
just spawning at bases anymore.
We have Pelicans delivering them
and we have a Commander in your ear
telling you that.
Pelicans are going to be
dropping off these vehicles.
Being tank is inbound.
We have Halo two style delta Halo mission
weapon pods that fall from the sky
to resupply the field.
That's where it makes it
feel like, like a real
battlefield and is very exciting.
This is not just more players,
this is just the certain
beautiful slice of sci-fi chaos.
The announcer is
your big game playing moments.
Your game modes
just like the way it was before.
Play chat.
Personal AI is really a reflection
and information for the players.
So if a player grabs
the flag, your personal
AI is going to tell you to get
that thing back to base
and give you some like moment
to moment updates.
What if we can let
players choose their own AI
and each one of those
are different voices
so that players can find
the one that fits their personality
and their mood the best.
They add to the sense of like me
as a Spartan, being
more important than for us.
and in multiplayer
it is really about becoming a Spartan.
Your Spartan, you are
you inside of the Halo universe?
The body of customization
content that we have on day
one ensures that there will be millions
of customization combinations
for Spartans on the battlefield.
Includes things like armor coatings,
armor emblems, various armor effects
down to the individual armor pieces,
so your shoulders,
your gloves, your kneepads, your helmet,
your visor, your helmet attachments.
Then you look at weapons
and we've got a whole slew
of customization offerings there.
Vehicles have a
a huge pool of customizations too.
We support customization in the game.
Players can do the same thing
on halowaypoint.com
as well as the Halo Waypoint app.
The player also customizes
the Spartan, the soldier inside the suit.
We want the Spartan to represent
the player as much as possible.
They can change their body type
and their voice, as well as choose
prosthetics for the first time.
Coatings offer us a unique opportunity
to craft some hyper polished looks
and let you express yourselves in ways
you have never been able to before.
So we're coming at this
from a player first mentality.
So what that means is that
there's no random loot in this.
There's no loot boxes.
It's very important to us
that everyone understands
exactly how they unlock
customization content,
and we have a variety of places
where they can do that.
First off, is the Battle Pass.
The Halo Battle Pass
will never be taken away from you.
What do I mean by
that is once you buy it, it's yours
and does not expire. In future seasons,
you can purchase old Battle Passes
as well as the current
Battle Pass and choose
which Battle Pass to put
your progression towards.
All of these rewards are single source
so you're never going to be confused
about where things come from.
If you can unlock something in the Battle
Pass, we're not going to let
any other players circumvent that by
purchasing it out of the storefront.
Alot of our stuff
is unlocked through playing the game.
and only through playing the game.
All customization is just cosmetic.
Every season will have its
own theme and introduce new components,
new looks and gameplay for players.
New opportunities to earn
and collect cool rewards.
We've seen the samurai already.
That's one of our event armor cores,
and that's going to be
something that players can earn
through game play for free.
With us going free
to play for the multiplayer
part of the game like that was a big goal
because you know how do we have a way
-we can always bring players in, right?
When we have a new update
they'll just dip there toes in
even if they just want to see it.
Not only we free to play,
but we're free to play on PC
as well as console and what that means is
we were able to get the biggest
audience we've ever had.
Everybody gets to play with no barriers
and even better,
your progression carries from one
platform to the next.
Getting our game to be on
PC and console at the same time,
Is an amazing chance for us to really
just kind of excite
new players about the game.
and how can we do things
like make crossplay interesting
and like even just customs
being able to play with your friends
that like some people have PC's
and some people have consoles and like
let them talk to each other.
Let them be friends.
Commander: Why are you here?
Spartan: To be a Spartan.
Academy is a place
that you can go within MP
to kind of on board into the experience.
It's great for newer players
who are still picking up
the controls and also people
who want to warm up
before they head into matchmaking.
It's a series of experiences,
both a tutorial to get started
for the first time,
weapon drills to practice
with specific items,
and also training mode
that you can use to just
get warm, explore the game as you want to
For players who are new to Halo,
let's help them learn
what this universe is about.
Some of these characters,
what are they about?
And help them kind of know
the vocabulary that people
have been speaking for
now almost 20 years
so that we may come in there,
They don't feel like
they're behind everyone else.
They can kind of come in on even footing.
I mean I'm super jazzed about bots,
I think they're awesome.
Our goal with bots has been to have
a variety of difficulties
that kind of provide
a good training partner for wherever
you're at in the experience.
Partnering with our players
on the road to launch and after launch
is absolutely critical, right?
I mean Halo has always been
about the community conversation.
We want to make sure we hear our players
make changes where we can
based on that feedback,
make sure the game is ready for launch
and then even beyond launch.
What I'm genuinely excited about
is taking the game out of our hands
and putting it into
the community's hands.
Whether it's seeing
what people make in Forge
or the content that they're able
to create with theater,
watching streamers go after the game.
To get involved,
you go to haloinsider.com,
put in your info with your gamertag
and we should be able to reach out to you
if we want to invite you to a
Halo Infinite Flight.
We feel like we've got a
pretty good selection at launch
and what's going to be there for our fans
and this isn't going to be something
that is just a static set of items.
We have some new stuff
in the works already
and just can't wait
to really get into that.
As soon as this game comes out.
New maps, new modes, new ways
to customize your Spartan launches.
Just the beginning.
Now we're just going to be able
to talk, interact more frequently,
and that's just going to be great.
That is the future of Halo
Infinite multiplayer.
Thank you to the community
for all their feedback
over the years so far,
and I'm looking forward
to the road to launch, launch
itself and beyond.
[MUSIC]
[XBOX SOUND]
Play it day one with Xbox Game Pass