The Halo Infinite Open World pays homage to the old while embracing new ideas

343 Industries has released a blog post focusing on interviews for Halo Infinite, which analyzes Zeta Halo, the open world setting for the next game. The art leader of the Halo Infinite campaign, Justin Dinges, said that one of the biggest challenges in creating the space was honoring Halo’s nostalgic feeling while creating something that looked totally new.

“With Halo Infinite, we wanted to take this new adventure back to its roots and create a visually pleasing experience that would not overwhelm with unnecessary complexity where legibility and clear artistic composition prevailed,” said Dinges. “This is our artistic interpretation of a beautiful world to exist within – rather than something that is purely based on photo-realism. Both goals have been a real challenge of balance, especially against the expectations of what it means 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 invokes the same feeling as the opening hours of Halo: Combat Evolved, when you can approach problems differently, depending on the weapons you have, the vehicles you are driving or the paths you discover.

“I love the agency we’re creating that really duplicates with the premise of delivering on the Halo: CE promise,” said Halo Infinite world design leader John Mulkey. “Enemy strongholds can be approached from any direction and there are so many options available to face the challenges at hand.”

Part of this new freedom of movement comes from Grappleshot, Halo’s version of a grappling hook. The new mechanic will allow you to drag smaller enemies towards you, propel yourself to larger targets and reach areas that are apparently inaccessible.

“Having a tool like Grappleshot has definitely challenged us to rethink the way we build our environments, because it is such a versatile and fun mechanic that allows players to get almost anywhere they can reach,” said Dinges.

With that in mind, we can expect the levels of Halo Infinite to move even further away in the linear way seen in the latest entries in the series – with a tool like Grappleshot, you would be able to circumnavigate almost any obstacle in your path and reach 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 that from a development standpoint, this change is “terrifying and completely liberating” as this adjustment “helped the team get out of the one-way design mentality and evolve into something much more exciting. “

Currently scheduled to be released for Xbox Series X | S, Xbox One and PC in the fall of 2021, Halo Infinite is in the final months of development. Dinges said that most of the development team is completing the remaining tasks. “The team is 100% focused on ending the campaign experience, which includes gathering and addressing user feedback – both internal testing and user survey data – bug fixing, performance and balance,” added Mashburn.

For more information on Halo Infinite, check out our previous coverage of the game:

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Tocando agora: Halo Infinite – Tudo o que você precisa saber

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