

One of the principles we decided on when I joined the team a little more than 15 months ago, is that we need to make sure that when we ship Infinite, that it's a stable, performant, high-quality, looking as good as it can possibly look on every single platform, whether you play on an old, eight year-old Xbox One or brand new cutting edge PC, Halo Infinite should run great.Īnd that's just hard known game development work. But that was the end result of us taking another year with the game.

This was our opportunity to get a lot of people in and playing, really bang on our systems, make sure we're stable. They were, as we said at the time, genuine technical previews. Joseph Staten: Well certainly the technical previews really, really helped. Would you put that down to the technical previews you had? I'm so used to online games coming out and things just not working properly at launch. And when we ship even a beta, we want to make sure that we show up as Halo with as much quality as possible, a really stable performant experience that runs great on every platform. We know we're competing with other really experienced free-to-play experiences out there. But you know, look, we are a free-to-play game now.

You've probably seen the feedback everyone else has, but it feels really there. I know what you're talking about regarding battle pass progression and challenges. That point you're making about it being a beta - it doesn't feel like it to me. We are making adjustments for sure to make sure the experience is rock solid and as fun as it can be for December 8th. It's really important that people give us feedback, let us know what's not working well. So as happy as we were to release multiplayer early, I just always remind people when I talk to them, this was not a marketing event. We're paying really close attention to things like our progression system and challenges and making adjustments in the next three weeks. If you're looking at our communications out to fans, we really are taking these three weeks before December 8th to make sure that our systems are good to go. Yeah, I mean, it was really motivating for the team to have this special moment where we were hoping we could surprise people. It was Pringles! It was always going to be Pringles! No, it wasn't their fault at all. But we're also very happy that we were able to celebrate the 20th anniversary, give fans a surprise - although over the weekend, there were some leaks. Joseph Staten: Well, as you can probably tell from my face and my voice, we're a little tired. It must be a really interesting time for you guys. How are you doing? How is the team doing? You surprise-dropped multiplayer on Monday, weeks ahead of the street date, which never happens. Does 343 also plan to release new campaigns, perhaps exploring more of Zeta Halo? It's something I put to Staten. We also talk about Halo Infinite's campaign ( hands-on impressions here), which Staten insists was deliberately designed to be one players will actually complete after user data showed most people don't finish Halo campaigns.Īnd what comes next? 343 is set up to treat Halo Infinite as a live service, which means seasons of content, battle passes and the delivery of missing modes, such as campaign co-op and Forge. But what work exactly has he done since then? It's something we dig into during the interview below. Staten came onto the project 15 months ago, reportedly to get Infinite "back on track" after what's been a troubled development.
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So, I spend my time with Staten discussing the development of Halo Infinite, which of course was once meant to come out alongside the Xbox Series X and S November last year. Joseph Staten announcing the release of Halo Infinite MP during the Xbox 20th anniversary showcase. There is time to react between now and the official 8th December street date. Halo Infinite Season 1 has begun, but Halo Infinite is in beta, Staten insists. During our half-hour interview, Staten mentions even more tweaks will be announced later that day. But there's significant and reasonable backlash to Halo Infinite's battle pass and progression system.ģ43 has already acted with tweaks. The MP launch has been smooth - perhaps remarkably so compared to the launch of some of its first-person shooter rivals. Staten, at least one coffee down already, is well aware of the feedback so far - the good, the bad and the ugly. It would have made for one hell of a surprise, had it not leaked beforehand. It's early morning in Seattle, where the studio is based, and the second morning after Microsoft released Halo Infinite's multiplayer weeks ahead of the game's street date. Joseph Staten, Head of Creative at 343 Industries, looks knackered as he peers into his webcam.
