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  • Hey everyone it's Unyshek here

  • and today we're bringing you another #Ask343 video about Halo Infinite.

  • In this episode we've got four members of the Halo Infinite team  

  • joining us to talk about our latest Inside Infinite blog.

  • Before we dive into your questions,

  • I'll let each of them introduce themselves,

  • and tell you about their role on Halo Infinite.

  • Yeah, thanks John. My name is Quinn DelHoyo and I'm the lead

  • sandbox designer over here on Halo Infinite  

  • and what that means is I'm just  responsible for overseeing the direction on

  • all the weapons, vehicles, abilities, equipment, items

  • all that kind of stuff. all the toys that  

  • All the toys that the player interacts with.

  • my name is John Mulkey, I'm the lead world designer, which means  

  • I run the team that gets the fun of  bringing all the pieces together to create  

  • the world you're going to explore in Halo Infinite,

  • so sort of running the team where all the rubber hits the road.

  • All the efforts of everybody  comes together with us

  • making sure we're making it shine.

  • My name is Troy Mashburn, I am the gameplay director on Halo Infinite  

  • so essentially in charge of gameplay across the entire campaign experience.

  • I'm the campaign art lead for Halo Infinite,

  • so a lot of my job revolves around kind of ensuring the  

  • art quality on the campaign is going well and looking awesome

  • for both the fans and you know, people who are making the game.

  • Awesome, it's great to have you here today.

  • We're gonna be answering a few community questions today.

  • So, our first question from Twitter is,

  • "The dynamic day night cycles look fantastic!

  • can we also expect some degree of dynamic weather?"

  • Yeah, that's a great question.

  • Part of our job on the art team and the graphics team  

  • was to make the ring feel alive, right? And so I'm a big part of kind of a living ecosystem  

  • is weather at least on our planet and we want to  emulate that on the ring, so we've definitely added  

  • things like there's a really cool wind system, which is not just visual but also audio.  

  • We have fog systemsyou could call themthat come in to different altitudes, and different times a day  

  • and different times a day  

  • We didn't go down the road of having rain  storms, and thunderstorms, and snowstorms,  

  • and things like that. For our launch this year, but we're really excited about the future  

  • and what that might mean for things like that.

  • Gotcha, and yeah day and night is super cool  

  • so, we're looking forward to getting more  hands-on with all of that.

  • "The day/night cycle in Infinite looks and sounds amazing!

  • Is time of day going to affect how enemies respond to your presence

  • or change types, groupsnumbers of enemies depending on what time it is?"

  • So, when you're moving through the world in the darker periods, you're gonna end up seeing  

  • more patrols of Phantoms, you know, moving  through the space with searchlights and that  

  • kind of thing, which is pretty cool,

  • and it like adds kind of an eerie element to what's going on around you.

  • You'll probably run into more opportunities where grunts are sleeping on the job,

  • get the drop on some enemies that way, and then we've done some things to  

  • try to kind of emphasize honestly just like cool  things that would look good in the dark spaces,  

  • so we're going with things that have like more  emissives on them and that kind of thing so  

  • you'll run into like shield jackals and that kind  of thing because when they put the shields on

  • it looks really cool you know in the dark, and I mean honestly it's simply because it just  

  • looks really cool and it's really fun to fight  those in that kind of environment.  

  • We put more coils in place and stuff like that because

  • they glow and have really cool effects in the darker spaces.

  • Enemies with personal shields, that kind of stuff.

  • Those are the kinds of things you'll see as you're going through

  • the darker areas when it's in the nighttime cycles that is  

  • That is awesome to hear. I actually didn't know about  a few of those things that you called out,

  • so looking forward to going back and playing, especially at night,

  • so I can experience some of that for myself.

  • Our next question is actually  going to be about wildlife.

  • "Wildlife was confirmed in the last Inside Infinite update.

  • What kinds of wildlife can we expect to see?

  • And will all the wildlife be friendly

  • or will there be some that are hostile to the player and enemies?"

  • So, yeah we will be having wildlife  in the environment. We don't have any hostile   

  • wildlife in the environment. We wanted to focus  the idea on the battle between the Banished and  

  • the the UNSC forces, Chief you know pushing back  against that so we didn't want to bring in the  

  • idea that you're you're fighting the the ambient  population of the ring, but we do have them as  

  • an element that really brings the ring to life, you know? I think people have seen the space  

  • gophers? I don't know what the franchise name is  that we've gone with those yet, but we call them  

  • space gophers, lovingly, within the studio. Everybody wants plushies of them, which  

  • is nice. We have some bird  kind of creatures that are they're flying  

  • around and stuff like that. Some of those   will actually draw attention to locations. If you  

  • see birds like circling up in the air you, might go  what's over there check that out that's pretty cool.

  • And something that I missed when we  talked about day night cycle, some of the   

  • wildlife that we have, have like a bioluminescence  kind of quality to them and so in the night  

  • cycles you'll see some of those come out and be more prevalent

  • which looks really cool in the darker spaces too.

  • Wow, I'm learning quite a bit  today too, so that's very exciting to hear,

  • and I'm sure the community is going to love all of that when they get to go

  • when they get to go hands-on with it too.

  • I'm going to keep us moving on over to our next question, though.

  • This one is,

  • "Is there a plan to bring back dual-wielding in Halo Infinite?"

  • Currently no, that's that's not in the cards right now, and just to get  

  • into that a little bit is, whenever you set out  to make a game the size of Halo Infinite there's  

  • just so many things you can do. I think we havevery talented team where we can do anything, but  

  • we can't do everything, and so we wanted  to really focus down on the weapon, the gun play,  

  • grenades, melee, and where we wanted to put that bet  this time was on equipment, bringing equipment back,

  • and so right now dual willing isn't  necessarily there, but that's because  

  • we're trying to focus on everything on  all the other things that we're working on.

  • Gotcha, so it's more to just keep the team focused  and make sure the stuff that is there is fantastic.

  • That's right yeah focus on what we have yeahtotally.

  • Gotcha, thank you for that, I'm gonna keep us moving along to our next question here.

  • "Will there be playable Elites in Halo Infinite?"

  • Yeah, okay that's another big question.

  • You know, similar to the last answer, no we're not currently  

  • planning on supporting elites as a as a playable  character in Infinite, and the reason is you know  

  • this is a Master Chief story, and a spartan storyespecially a multiplayer, we want to make sure that  

  • we focus on how spartans battle against each other, and that it feels fair and it's it's competitive  

  • it's balanced, and you know we love elites, but  never say never, maybe we'll see that one day but  

  • right right now that the current plan is you're  going to be playing spartans.

  • Gotcha, thank you for diving into that a little bit deeper

  • and giving us that explanation there.

  • Our next question:

  • "Will there be weapon upgrades in the campaign?"

  • I'll say early on we toyed around with that idea

  • of adding weapon upgrades into the game, being able to, you know, customize your weapons  

  • and this started leading us down the road of well, you have customized weapons you're going to want  

  • expanded inventory, and we started really heading  down this rabbit hole and they're all features  

  • that we liked and we thought were really coolbut the game started to veer away from what we  

  • felt like Halo was was all about, and we we decided  instead to take take a different avenue, so there  

  • are things in the game that you can and  progress. We hinted a little bit earlier about  

  • equipment items that you're going to be able to  to unlock as you progress through the game, and  

  • you you'll be able to unlock, or sorry upgrade  these, to improve their capabilities as you go,

  • and and you're also going to be able to find  and unlock some cool weapon variants, which  

  • is which is really exciting as you're getting  into these encounters and finding new weapons.

  • Awesome, that sounds super super cool, and gives you  players something to explore throughout the ring  

  • and a chance to upgrade equipment.

  • Our next question: "You all mentioned being able to hold  

  • multiple pieces of equipment in campaign."

  • They're referring to our latest Inside Infinite blog.

  • "Does this ability also appear in multiplayer or is that strictly for campaign?"

  • The current plan and thinking is that

  • for the the base multiplayer experience that you need to be  

  • able to find and scavenge the equipment that you  find, and you can only hold it one at a time, and  

  • you use it and it's gone and you need to find  another one. That being said, we're trying to — 

  • we are putting plans in place to allow players to  customize the game via custom game options, like  

  • Halo's legacy, where you can be able to hold  multiple equipment in the multiplayer custom  

  • game that you're creating, so that is the current  plan and we'll see if we could make that happen  

  • Gotcha. That's great news and very exciting  getting to use all the toys in a single match,

  • so thank you for that.

  • I'm gonna take us on over  to our next question.

  • "Is the game world or semi open world?"

  • I think that when you talk about open world or semi-open world  

  • there's a lot of, you know, preconceived ideas  of what that means, are you going to be out there,

  • you know, gathering leather and crafting and  those sorts of things, and that's that's not  

  • what we're about. We were inspired very early  on from missions like Silent Cartographer from  

  • Halo: Combat Evolved, and this mission  one of the things that really stuck  

  • with me is how open it was, how much  player freedom player choice you had to decide  

  • where you want to go, when to engage. It has, you  know, you can go inside, you can go outside, you're  

  • driving on your warthog, you're with marines. So, we wanted to when we talk about rebooting or  

  • the the spiritual reboot of the the franchise, we wanted to capture the essence of this feeling  

  • of, you know, player choice, and so I think  when we talk about world size, it's good to  

  • understand how we got to the size of the world  that we have. Now, if you think about missions,

  • you know, in in game like in Halo 5 there's  on Meridian there's a mission where you're  

  • you're driving a Scorpion up a road, and it's  cool the space is designed for the Scorpion,

  • and once you complete that mission you leave the  scorpion behind and you go on to the next mission.

  • What we started asking ourselves is, you  know, what if you could what if you could keep

  • that scorpion? What if you could drive that  scorpion to the next mission and use it again?  

  • And then we started taking that further - what  if instead of going through the front gate of  

  • that mission, you can drive that scorpion up on  the hill around the back side, and you know, blow  

  • up that that Wraith that's parked there before  the enemy even knows you're around. And this  

  • really like struck a chord with us where that's what that experience that we felt in  

  • Silent Cartographer really was about. It  was about giving me a bunch of toys to play  

  • with, putting me in this world where I can choose  how and when and where I want to use those toys.  

  • And approaching the situation how I like, and so going back to the world's size,

  • we we expanded the world to account for this  kind of combat, to account for Halo combat so  

  • we have bases that are open, there's a road leading  up to the base, but there's also the hillside  

  • and you can follow that road down to  another base behind the mountain, but  

  • it's all stillit's Halo combat. It's  not trying to be anything else, and that's what's  

  • really exciting to us. It's that expansive  combat area that you really felt like you  

  • had in Silent Cartographer realized now with the cool next generation consoles.

  • That's awesome. And I always enjoy playing the game in campaign,

  • whether I want to roll up with a tank like you mentioned,

  • or start picking people off from afar  or even just go in guns blazing,

  • it's always a ton of fun.

  • Our next question from the community is,

  • "I know that exploration is a major focus of Infinite, but what I'm curious about is biomes.

  • What sort of environments if any can we expect on Zeta Halo

  • aside from the Pacific Northwest-inspired  landscapes we've seen so far?

  • Yeah, another great question.

  • So, like I said in the blog we really  focused on the legacy aspect of the game for  

  • the visuals so Pacific Northwest is our main biome  that was by choice. We got really excited about it.

  • We wanted to do it right, and so within that biome  you actually find diversity within sub biomes,

  • so we have some high altitude palettes, we have  some more wetland palettes, more swampy wetlands.

  • We also have some war-torn areas, we refer  to those as the deadlands, where you can really  

  • see some storytelling going on with the with the  biome itself and maybe what happened on the ring.

  • Along with our biomes we have a lot of other  palettes, right? We have the hexagons themselves  

  • lead to some really interesting kind  of visual and gameplay situations of having  

  • you know a cavern made out of hexagons, or speaking  of caves, we actually have cave systems in the game  

  • as well, so you can go exploring in some really  dark kind of moody areas and see what you can  

  • discover. We have the Forerunner  architecture; you go inside the Forerunner  

  • with that classic palette, and then the  Banished themselves bring this like plethora of  

  • really interesting architecture and buildings  and fortifications, and so when you we put all  

  • these things together it adds a lot of variety  in a very natural way, I'll say, so it doesn't feel  

  • like you're at Disneyland where you're, you knowyou're running around and you're seeing these  

  • very intricate new biomes that don't really  mesh well together, so we really focused on  

  • getting that Pacific Northwest biome and then  having these sub biomes within it, so it all feels  

  • like one believable place for the player to kind  of engage with.

  • Gotcha, so like a diversification of that Pacific Northwest biome, right?

  • Yea, yep.

  • Yeah, so there's a lot of variety within it, yes,

  • but it is all kind of contained in that Pacific Northwest theme.

  • Awesome, thank you for that answer. Our next question here is,

  • "I'm curious about how or if the hexagonal pillars have changed?

  • I don't know if I missed them but I didn't see any in the new screenshots."

  • Yeah, the hexes are still around. They're one of our early decisions around the  

  • game of having kind of this underlying structure, I  think I mentioned this in the blog, this underlying  

  • structure on the ring itself, and again  this has allowed us to go in this path of  

  • having massive destruction on the ring without  it becoming really noodly and noisy and complex  

  • and we have these organized hexes that  have been shifted up and down and kind of  

  • torn apart and some of them are missing, creating these big gaps between spaces  

  • and so they're still in the game, they're still  a foundational kind of, literally underlying  

  • on the surface of the game in the world that  we're creating. We've continued to kind of work  

  • on their rendering that was one of the things  that's always bothered us in the past was just  

  • how they looked on screen, and so we've made a lot  more investment into their shaders and how they  

  • render and how they're grouped and things like  that, but again they lend so well to both just the  

  • the narrative of the destruction of the ring, and  then also gameplay, like a hexagon is a really  

  • convenient shape for gameplay to kind of  live on, and play around for cover, and for, you know,

  • using the grapple and getting up on the shelves  of hexes, so yeah they're still around in the  

  • same kind of fashion that they were last year, but  they're looking a lot better right now.

  • That's great to hear. I'm sure the person who asked that's going to be very,

  • very happy to hear that as well.

  • "You touched on it some in the blog but how will  missions and other objectives be separated from  

  • each other in a more connected world? What is  stopping me from grabbing a Banshee and flying it  

  • to an objective three missions ahead in the story?"

  • In a way the answer is... do it. (laughing)  

  • You know, go do it.

  • The way that the game is structured and the way that the like the primary narrative moves

  • through the game, there's certain things that just  naturally by the structure of the game, sort of you  

  • don't have the opportunity to jump ahead and, sort  of sequence break, and break the experience  

  • the game embraces this to it to a degree but on  top of that um once again going back to sort of  

  • the player agency aspect of that, you knowthe way it's going to play out is  

  • you might be dropped off in a location from  the Pelican, and there's your primary objective,

  • you can see over the ridge that there's a  location that you're going to be heading to  

  • but then off to the left there's a UNSC forward  operating base that's now been overrun by Banished.

  • Oh, do I go down there before I go to the  main main story beat or and and take that  

  • back and then maybe I can pull in the vehicle  to go use? I could gather up different, you  

  • know, change out my loadout to what  I want to do from the things that I've unlocked,

  • I look over to the right and, oh, man there's  some green smoke popped that's that's coming over  

  • that ridge over there. That's probably a group  of marines that are heavily, you know,  

  • battling for their lives against Banished forces  right now. I can go choose to rescue those guys,

  • that would be something to do, and then over there  there's a big 400 tower sticking up over that  

  • that ridge across the across the gap maybe I want  to go explore that go see what's going on there.

  • So, there's a lot of choice that you get to make  about kind of how you want to engage in things and  

  • what you want to go do and what stories you  want to go pursue at any given time, but

  • then there's always sort of the anchor element  of the the core story that's playing through  

  • that is ever-present kind of drawing you through the spaces

  • and through the world as it unfolds in front of you.

  • Gotcha so a player can't really cut ahead on the the main golden path storyline,

  • but they can still go around and venture  and explore and find all these other cool things.

  • Absolutely, and we've managed to craft  that in such a way that it's not

  • it's not done through the concept of like invisible walls and just, you know,

  • you just can't do it yet kind of stuff.

  • We've crafted the story in such a way  that it's very natural in the flow of how the  

  • spaces work and how the how everything's flowing, so it doesn't feel artificial, which I think is  

  • important when you're having this kind of an  experience that we want to have be this flowing  

  • organic kind of feeling experience.

  • There's roads connecting these different mission locations and  

  • you can you know grab a vehicle and you can drive  from one location to the other, which is awesome,

  • you can drive that at your own pace. Now, Master  Chief's story, the main story of the game, does  

  • have a linear thread that takes us through the  world, and as you're progressing through the story  

  • you're going to unlock, you know, new areas  to explore, new locations to go inside,

  • and that story will progress in a linear  fashion. In between, as you're as you're driving  

  • out and about, there are many other activities  out in the world for you to engage in, and like  

  • the bases or outposts is one of those things  that I that I had mentioned, and there you can if  

  • if you've progressed the game, and you've  unlocked, you know, maybe some of these higher  

  • tier vehicles, could be the Scorpion, it could beflying vehicle, you you're absolutely free to

  • take that vehicle to any place you want to go in  the game and you can use it to attack a base or  

  • you could go in on foot if you've, you knowrescued some marines along the way, you could go  

  • in there and take some marines with you. The choice is yours. It's awesome.  

  • Yeah, so you can play any way you want, but you still kind of have to follow that

  • that Chief storyline and there's no cuts, no skipping ahead.

  • Right, exactly.

  • This next question is,

  • "With Zeta Halo being a major character, will there be ways to find story elements

  • within the world beyond the golden path?"

  • Yes, absolutely.

  • Like I said, the locations are connected in the  world you, can drive from one location to the other,

  • and along the way you're going to discover, you  know, cool elements in the world. You'll see

  • know a pelican that's crashed and skidded across  the terrain and it's you know burnt out an area.

  • You can go over and discover, you know, explore that  space, and some of these spaces you're going to  

  • find things like audio logs, and those audio logs  are going to be telling a lot more story about

  • the ring, about what happened, about the  battles that took place here, or people's

  • personal stories, so it's it's really exciting to  go around and explore some of these locations,

  • and I'll also say like the art team  has done an amazing job of just  

  • set dressing these areas so you can look at  a space and you can really see what goes on,

  • and then when you listen to that audio log it  just complements that story, and just really  

  • makes the the world a much deeper richer  space for exploring that it's really cool.  

  • So, they paint the picture and then you kind  of get to hear more about it, essentially?

  • Absolutely, yeah, and the audio logs are great, you know,

  • there's great voice acting and background sounds, it's like a cool radio drama.

  • They're awesome. They're really well done.

  • Alright, I'm gonna toss this to our next question here

  • "Is the ring in the skybox a fully rendered 3D model?

  • If so, why did you decide to make it a 3D model instead of just painting

  • a skybox? It looks beautiful, btw!"

  • Yeah, great question.

  • We chose to go with a 3D model mostly because the ring, again,

  • in the blog we described the ring ascharacter. Being a character we wanted to have  

  • attributes that the player canthey're  not going to slap you in the face, but  

  • hey're subtle, right? So you think of a 3D  model in the sky, and as you move across the world  

  • you're going to see it from different angles, rightEven though it's the same thing each time, and so  

  • we were able to kind of give different attributes  to it in a 3D model, versus if it were just a 2D,

  • in the sky painting, you don't really get that  parallaxing play of shapes and details,  

  • and so making a 3D model allows us to do  that. It also allows us to bridge the gap of

  • when you're on the gameplay space island and you're looking off across the  

  • world you can kind of see where it connects  back to the ring and then goes up into the sky,

  • and like that — I'll call that 3D-ness is really compelling, and it's really awesome, and then  

  • it plays really well with our day night cycle so  you see the day night cycle, you know, the star,

  • the light source sun rises and you can see the  shadows on the ring kind of change based because  

  • it's a 3D model and it's actually casting shadow so it just allows us for some  

  • really cool stuff. The other really neat feature there is at a certain time in the day  

  • the cycle rather, there's an eclipse, and so the  ring actually eclipses the sun and you get this  

  • like midnight feel, so it's pretty brief, but it's  really neat kind of moment while you're playing,

  • and so having a 3D model allows us to do kind of  really interesting things like that.

  • That's exciting to me.

  • And all of that is because you went with that 3D model instead of the painting  

  • yeah yeah that that just allowed us to do a bunch  of that stuff that I was rambling through there  

  • Awesome. That actually brings me to my next question,

  • "How will the day night cycles work with cutscenes? Will they also be integrated

  • into them or will they always be in a predetermined time?

  • This is a good one. This is awesome. I'm glad  somebody asked this because it'll be a great  

  • point of clarification. In Halo Infinite we  don't do what might be considered traditional  

  • cutscenes so much because there's not like  pre-rendered things. Everything's done live in  

  • the engine, and we we really focused on the idea of  like, doing smooth transitions so Chief will move  

  • into a particular interaction and the camera kind  of pulls from the head and transitions into the  

  • scene, but everything is playing out right  in the space so whatever time of day it is

  • it's going to be that whatever weapons you have  in your hands those are the ones in the cutscene  

  • So and then it'll transition back out and  continue on playing. We're really looking to  

  • try to present that sort of seamless experience  as you're going through so we didn't have that  

  • sort of game, cut scene, back to game, cut  scene, kind of experience. We wanted it to  

  • flow and just have the story just play  out as the experience of the player so  

  • there won't really be any differentiation. It will  be live happening in engine whenever it happens.

  • That is great to hear. Just a very smooth flow  from cut scenes to gameplay and back and forth  

  • Yep.

  • Fantastic. Alright, gonna keep us  jumping on over to our next question

  • "What techniques does the team implement to really  bring out the scale of the world of Zeta Halo?  

  • Emphasis on certain elements, etc. etc.?" 

  • That is a great question.

  • One of the challenges we have with making a world

  • that is both alien and ginormous, like the ring,

  • that's my science word, is that scale can  get really tricky, right? Because you want to

  • build this giant ring that implies all this  other space that you can literally see, you know,  

  • wrapping up around you. You have these large or  huge Forerunner structures all over, and so how  

  • do you make it so that you as a player don't feel  like a little kid in this space? You want to feel  

  • like a super soldier, right? You don't want to feel  like a small person running around this big space.

  • But those features are so important, those  giant features are so important to kind of the  

  • epic scale of a gameplay space, so one of  the challenges we have, and one of the reasons  

  • why again we lean on any biome that we create in  a game is it brings back scale to the player, right?

  • And so you look at grass or you look at trees. People can use those to to judge scale  

  • against a giant Forerunner structure. If you see that  structure alone without anything around it, it's  

  • really hard to tell what the scale of that thing  is, so you need things to be able to compare it to  

  • within the same kind of shot, and that's where it  gets really fun kind of blending all the different  

  • palettes I'll call them together in order to get  those varying degrees of scale across the game  

  • And so you know you saw in some of our screenshotsthere's these big mega structures in the world and  

  • you'll see next to them they're trees, and these  trees are not small, because as people we know  

  • a pine tree is say 20 to 30 feet tall, as likerandom guess, right? Because we can relate to those  

  • things in the real world, and then seeing those  together your brain can put it together, oh my  

  • gosh this thing must be a mile high or somethingyou know? Whatever you might come up with, and so  

  • scale is a really tricky thing to pull off well, but it really comes down to mixing  

  • the different relatable things with like the  big science awesome or sci-fi awesome things  

  • in the world, like the megastructures, the  hexagons even lend themselves to having scale  

  • They're kind of more of a medium scale, but they  create these big swaths of Forerunner tech  

  • that you see in the world. And so you see those  compared to like the the rocks on top of them, to  

  • the trees on top of those, and you start really  getting a good sense of what the scale is of  

  • spaces, and the distances of things too, and it's  a really fun challenge for the team to kind of  

  • overcome and when you do it well people won't  really realize that that was an issue ever, but

  • yeah, it's kind of an exciting topic  for us to always tackle with with making a  

  • really awesome sci-fi game.

  • That's an incredible explanation. It's all just a matter of perspective,

  • and making sure people can relate these different sizes against each other.

  • Yeah, so it's not so alien that you can't relate to it,

  • but it's alsoyou know, epic, and awesome, and you know, visually  

  • interesting you know sci-fi opera type stuff.

  • That is an awesome explanation. Thank you for diving into that.

  • I'm sure that person is very happy  with that answer too.

  • I'm gonna jump on over to our next question and keep us moving here.

  • "What's the design philosophy for the Banished in Halo Infinite?

  • What colors, styles, and goals go into Banishing' 'a hallway, weapon, vehicle, or structure?"  

  • Yeah, really good question.

  • Well, Banished were first establishedthe visuals for themfirst established  

  • in Halo Wars 2, and so we've really taken that and  kind of applied it to the to the narrative of this  

  • game, and so the Banished have this really heavy  metal, red war paint, kind of aesthetic to them.  

  • They're literally led by a brute, so they  have this you know brutish kind of vibe,  

  • and so you'll see this in the way we  built kind of their their structures and their  

  • fortifications in that they all have these  big spikes under them, and so what's happened  

  • is the banished have dropped them from orbit and  they've slammed into the ground and they built  

  • these fortifications across the ring in this  very kind of, not medieval, but very you know,  

  • very heavy way, right? And so it has this really  awesome contrast versus like this beautiful world  

  • Pacific Northwest world that we built, where  you see like you see these beautiful trees and  

  • these things, and then you just have these big  heavy buildings having slammed down on the ground  

  • around them, crushing everything below them to kind  of set up their fortification, the Banished. So,  

  • it really it's a great way for us to contrast against things, and you can even see  

  • that in some of the vehicle and weapon, you knownew designs of classic weapons and some of the new  

  • weapons, in that you know you look at the Wraith  or you look at the Banshee and now those things  

  • they have this heavy metal plated armor on top of  them with the red warpaint of the Banished, so you  

  • can really feel like this this faction has come  and kind of affected the ring visually, both  

  • with like their their equipment, their vehiclesweapons, and then also their buildings, and just  

  • the fact that they don't care about, you knowthey don't care about the beauty of the ring.

  • They just want to conquer things, and so even  within some of our Forerunner structures you can  

  • see their kind of influence of what they're  trying to do with the Forerunner technologies 

  • and how they're applying find their way on top of  those things. So yeah, it's really exciting for us 

  • aesthetically and visually for the art team  to kind of tackle these things, and really get  

  • that contrast in there so players can can see the story 

  • of what's happening and what they're up to.

  • Great explanation there.

  • I don't think I've met anyone who doesn't like the Banished  

  • color scheme and just overall art style, so  I'm looking forward to letting people dive in

  • explore the ring and see all that Banished influence.

  • Yeah, I'm really excited.

  • Really excited for people to go and get to  explore all that stuff because we put a lot of  

  • a lot of cool details in there that I think  people will appreciate if they look around  

  • Awesome. Thanks for answering that one.

  • Let's dive into our next one.

  • "In Halo Infinite, will we be able to knock things off the edge of Zeta Halo?

  • Asking for a friend."

  • (laughing)

  • The answer is yes, and I can tell you  

  • just just recently I was playing in space and  I happen to be driving in with a Scorpion tank  

  • and I came around the corner and I was face to  face with a Wraith, and just out of pure pure luck  

  • pure coincidence, I managed to push the Wraith over the edge, and just watched it, you  

  • know, slowly tilt back and just fall into the abysswhich was amazing, unexpected, and it was just  

  • such a cool moment that happened that, you knowthat just by luck that I managed to to come around  

  • a different way and catch them off guard, so  absolutely you can you can push things off  

  • the edge. It's going to be difficult, but if you  manage to time it just right, you're gonna see it.

  • I hope you have that recorded because I want to  take a look. And I'm sure everyone else wants to  

  • take a look at that too because it sounds very  unique, right? That's never been a thing in a  

  • Halo game before, so very, very exciting. Our next  question from the community is,  

  • "How much of the improvements to visual quality do you attribute as a response

  • to the July reveal versus just having more time to improve and tweak the game?"

  • Yeah, that's a really great question.

  • First off, thank you to the community for havinggiving us their thoughts

  • on what they saw last year.

  • We really appreciate that, and that's something  we have that not every franchise gets to have,

  • is that that immediate feedback on how people are feeling about it.

  • A lot of what was brought up  

  • from the community based on that gameplay  reveal last year was a lot of stuff we had on our  

  • list of like, hey we need to improve these thingsWe are so grateful we now have more time to do  

  • that, and hopefully everybody can tell with  the screenshots we just released, we really took  

  • that feedbackand just that list of things that  we knew we were going after or wanted to go after —

  • to heart, and the team has worked incredibly  hard — I can't state that enoughon getting those  

  • features and those issues resolved as best as we  can for the sake of the player, right?  

  • That's always what this is about and so hopefully you can see the results of that  

  • effort, but again thank you to the community  for for pointing out things that you know we  

  • completely agree with, and we were able, again  with our extra time here, we're able to  

  • actually go after and fix, and I think it's gonna  lead to something really awesome when you get  

  • to play it later this year.

  • I've always said it's gonna be a beautiful game.

  • I've always had that faith, and it's definitely been coming along quite nicely,

  • so thank you for answering that.

  • Our next question here,

  • "Will all the events in the game be created in advance, like outposts and missions?

  • Or will there be random encounters  like unscripted patrols that will look for Chief

  • Gotcha, yeah, so when the Banished arrived on Zeta Halo and established their presence

  • they set up outposts and bases and these kinds of  things as like permanent structures that they're

  • entrenched uponwithinbut then there's  also these patrols that are out in

  • the between spaces, and random encounters  that the player will run into as you're

  • exploring and going between locations. There's  on top of that something that's pretty cool  

  • is we have a system in place to react to the some  of the choices the player makes, so for instance  

  • if you're moving through a space and you're on foot, we will understand that,

  • and the random encounters you might run into are  encounters that would be fun to engage in on foot,

  • and if you're like coming into a space and you've  got a flying vehicle for instance and you're just  

  • cruising through, you might run into an encounter  that's fun to fight against in a flying vehicle.

  • I want to emphasize that the goal there is to  make it so that we're giving you things that are  

  • fun to engage with with whatever you're bringing  to bear, the choices you've made, it's not sort of a  

  • a reaction pushback, you know, oh the player's inflying vehicle, let's punish them. It's not really that.

  • It's the idea of like, what is really fun  to do with with this kind of a choice that the  

  • player has made, and we make sure that we're providing those kinds of opportunities

  • so that it feels really cool, it feels rewarding for the choices you've made.

  • That's awesome. I actually am very excited to see our players go hands-on

  • and see these different experiences. Could you actually expand on that

  • We've got some time here.

  • Could expand on what that means for players?

  • Yeah, absolutely.

  • So, for instance like in previous Halo games you'll get more of a linear  

  • experience where things are crafted specifically  for that experience, so if you're going to have an  

  • experience where this is where the player gets  the hold of a Wasp, let's make a really cool, you  

  • know, what would be fun to do in a Wasp, you know?   If I'm coming in with a Scorpion, what would be  

  • cool to do with a Scorpion? And in our our game — in Infiniteit's more open-ended

  • than that. And so we want to still be able to present those opportunities where if  

  • a player perchance comes into this encounter with  a Scorpion, we want to have cool, fun things that  

  • you would do when you're in a Scorpion, you knowWe want to make sure that you have those elements  

  • and that we have that kind of a play experience  if I come into this space perchance in a Wasp,

  • we want to make sure that there's   what would be fun to do when a Wasp

  • is presented to you, so it's trying to  preserve all that really fun kind of  

  • crafted thematic gameplay elements that  you would get in a more linear experience,

  • and applying it to this more open-ended approach, and ensuring we still have those fun opportunities.

  • So it adapts to just keep things fun and  interesting no matter how you play the game?

  • Yeah, yeah. So much of this game is  is anchored in the idea of player agency and  

  • choice, you know? Play it the way you want to do it, figure out what you want to do and   

  • the game will support reacting to those choices 

  • and presenting you with fun opportunities so it's pretty cool.

  • That does sound pretty darn cool.

  • Alright, this one's a little more light-hearted. It says,

  • "Are you guys having fun making the game?"

  • You know, just to level set, making games is not...

  • At times it's difficult, for sure, I mean  especially a game like this, there's all sorts of  

  • philosophical things you need to challenge  both internally and also externally with fans,

  • and for me I'm super grateful just to be able to  work on a game like Halo, to have a bunch of fans  

  • that love the game. And there's challenges  with that but to answer your questions succinctly  

  • like, hell yeah I'm having a lot of fun. This  is Halo Infinite. This is a big deal, and the team  

  • that I'm working with, we love working on  this game and we put all of our passion

  • and blood and sweat and tears into this game  and at times yeah it's been difficult, but that's  

  • not me complaining. We love this. This is an  awesome place and an awesome game to be

  • working on, and we are so excited to be able to get this thing out

  • for everyone else to be checking it out.

  • Awesome, that's great to hear.

  • I'm having fun making the game helping out and learning as  

  • much as I can, so I'm glad to hear that you guys  are also having fun over there on the sandbox team.  

  • It was awesome to have you back here today. Before we let you go, though, do you have any  

  • closing words that you'd like to impart with the community?

  • I'd just like to say thanks again for  

  • for having me here, John. Appreciate all the work  that you do, and I'll always always come back  

  • on the show or or talk to you anytime, so   that's not a problem, but for the community,

  • thanks for being along with this ride, and I hope  to be talking and interfacing with with all of you  

  • as much as I can, and as much as we can at 343, for the

  • upcoming months as we get this baby out the door.

  • I know all of us here are eternally grateful  for, and humbled by, your continued interest and  

  • following of the of Master Chief and his  adventures, and the things that we're putting  

  • together to explore together. That's great, you  know? And the the questions you've posed today,  

  • you know, just reinforced that there's interest in what we're doing, and you  

  • want to know more, and I can't wait until you guys get this in your hands and 

  • get a chance to experience it, and I'm really  looking forward to the different stories that  

  • you experience and share. YouTube and, you knowonline, and that kind of thing, so  

  • yeah, just a big thank you, and maybe I'll see you in co-op.

  • Thank you for being the community, right?

  • It's something that Halo has, and we appreciate  the passion that goes behind, you know, you  

  • taking the time and and investing in our success, and hopefully the experience you get to play  

  • later this year, and it's really awesome and  humbling to see the responses we get when we are  

  • able to share stuff with you, so I'm really excited  about being able to share more with the community  

  • as we go, and kind of changing that culture of  developer and community that we're able  

  • to do now, and yeah, just a huge thank you, and  also thank you to the team for working so hard.

  • It's just an immense amount of time goes into  making these games, so being able to see a positive  

  • reaction from the community really makes our work feel good.

  • John, thank you very much for having me here today,

  • and, you know, I feel very fortunate  to have this opportunity to to speak

  • directly to the community and share some of our passion for for making this game, like  

  • we all love this game, we all grew up with  this game. I feel very fortunate to be a part  

  • of it, and to bring the community in along with  it as well, so yeah, thank you, the community,  

  • very much for for giving usgiving methis opportunity.

  • Thank you so much for the time today, gentlemen.

  • I appreciate it and I know the community does as well.

  • For everyone watching, if you want to stay up to date

  • with the latest and greatest Halo news,

  • be sure to follow @Halo on Twitter,

  • and check our news section on haloawaypoint.com  until next time I'll see you all later

  • Until next time, I'll see you all later.

Hey everyone it's Unyshek here

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光环无限 Zeta 光环(#Ask343​ | Halo Infinite – Zeta Halo)

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    joey joey 發佈於 2021 年 07 月 08 日
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