Halo Infinite’s long, messy fight to save the series

What’s the difference between a Halo and a Halo video game? Please feel like a Halo game? It’s something 343 Industries has struggled to master since taking over the franchise from creator and original developer Bungie. You can find it here. Halo Infinite, the studio hopes to change that, in recent interviews with Polygon, creative leads acknowledged that it’s been a long, challenging journey to get there.

343 Industries’ first forays into Halo — Halo 4 and Halo 5: Guardians — aren’t bad games. (Halo 5’s multiplayer, for its part, is fantastic.) But for hardcore fans of the series, they just didn’t feel like Halo. Halo 4A new ability system was introduced that changed the way Halo played. The new ability system was introduced. Halo 5343 Industries tried to rescind those abilities but it was too much for Master Chief. 343 Industries instead added another playable protagonist.

343 Industries is now aware of these errors. Developers who spoke with Polygon say they’re proud of the older games they made, but they also know that those experiences didn’t nail Halo’s feel. This is what you get: Halo Infinite343 Industries is determined to change that, even though its previous games were against them.

master chief and the weapon looking at each other

Image: 343 Industries/Xbox Game Studios

“Halo has big shoes to fill in making sure we do it right,” 343 Industries founder Bonnie Ross told Polygon. “I think we did a good job on the Halo 4 campaign. [But] we didn’t stay true to what Halo is with gameplay for multiplayer, and fans rightly called us on that. You can get it here. Halo 5, […] while I think the gameplay is good, it didn’t feel like a Halo campaign. We learned our lessons in multiplayer. 4It was incredibly focused on creating the perfect feel for Halo multiplayer.

“Hopefully, this third time, we actually pulled things together.”

However, the way to Halo InfiniteIt was not an easy road. The pressure to create something that resonates with fans has always been immense — from Bungie’s time with the franchise and beyond, every fan seems to still be chasing the same feeling of playing Halo, Combat EvolvedOr Halo 2For the first time. It doesn’t matter how popular or enjoyable a Halo title was, when it ends, many people remember earlier Halo games better and say retroactively that every new Halo game is not up to the same standards.

That nostalgic sentiment intensified when Bungie passed the franchise onto 343 Industries, though that’s not to say that Bungie itself didn’t face that same pressure criticisms upon releasing Halo 3 and Halo” Reach. But Bungie was a beloved studio, and 343 Industries was something new — which meant it faced a unique challenge. Halo has since become a franchise that feels like it’s all at once authored by Bungie, the fans, and now 343.

And then there’s the name: Halo Infinite. 343 Industries hasn’t previously made a live-service game, something akin to Fortnite. However, Infinite in the title implies that Master Chief’s next adventure will be around for a while. According to the team: Halo Infinite is not necessarily a live-service game, but it’s a game that will evolve and grow, with new content and updates.

Halo Infinite is the start of our platform for the future,” former InfiniteIGN spoke with Chris Lee last year, the director. “We want Infinite To grow, rather than going to numbered titles with all the segmentation we used before. It’s really about creating Halo Infinite as the start of the next 10 years for Halo and then building that as we go with our fans and community.”

343 Industries head Bonnie Ross standing on stage in front of a giant Xbox logo during the Xbox press briefing at E3 2015

Bonnie Ross performs onstage at E3 2015.
Photo by Mark Ralston/AFP/Getty Images

Building that experience has been a challenge that’s been observable even from the outside. For example, Lee “stepped back from Infinite” following its disappointing showing at the Xbox Games Showcase in July 2020. He was the third senior-level developer to leave the game’s team in a bit more than a year.

In Polygon’s recent interview, Ross said 343 Industries has been working on Halo Infinite for more than four years — almost two of which were during the COVID-19 pandemic. “We had all the puzzle pieces on the floor,” Ross said. “But we didn’t have the puzzle put together.”

That’s partially because support for Halo 5: GuardiansThis took longer than we expected. Parts of the process took longer than expected. Infinite started entering production during COVID — the start of a new way to work, largely from home — and, naturally, the start of some new challenges for the team. Tom French, the multiplayer director, said that it was at that point that the team was in trouble. Halo Infinite’s first campaign preview debuted to the public at Microsoft’s flagship Xbox Games Showcase. And that debut just didn’t go well.

Although the game was praised, Feeling like a Halo game again — a stark difference from Halo 5 — people thought it looked old. Flat. Not next-gen.

The response was a disappointment to the team, but it wasn’t entirely a surprise. “There were people flagging [these issues] on the team,” Ross said. “Like, ‘Hey, we don’t think this is right.’ It was a big wake-up call for us. That point in itself, releasing that and the feedback we got, which was fair, was the biggest morale hit for the team.”

Paul Crocker Halo Infinite’s narrative director, told Polygon that it was “not great for us internally.”

“It’s not an excuse, but it’s worth remembering the time everyone was under at that point,” Crocker said. “There was a world pandemic. People hadn’t seen each other for six months. The internet was our best friend. You know, it obviously wasn’t great.”

Fans criticized the preview by pointing to one moment, a dead-eyed Brute later referred to as Craig. “If you think there’s a lot of memes outside, there’s a lot inside [343 Industries],” Crocker told Polygon. Crocker added that Craig Easter eggs can be found in a lot of places. Halo Infinite, too.) “But at the same time, it really is a double-edged sword. […] It’s also kind of hurtful for some of the people whose hard work wasn’t shown off.”

He was still able to laugh about Craig, though: “It wasn’t the thing we saw coming.”

A few weeks after the game’s appearance in the Xbox Games Showcase, 343 Industries announced that Halo InfiniteThe release of the project was not expected to occur until 2021. Some developers weren’t necessarily involved. HappySorry about the delay. “I’m not saying people were jumping for joy,” Ross said. But, according to Ross, the team was eager to have more time to fix the problems it saw — and hopefully without crunch.

Crunch is a sustained period of intense overtime leading up to the release of a video game; it’s common in the industry, but it’s a practice that has seen increased pushback, given that crunch can often be brutal for workers and can lead to serious physical and mental burnout. The conversation around crunch has changed over the past few years; in the past, it was something that some called a “rite of passage,” or maybe even something to be proud of. But many more game developers and studios have recognized, highlighted by a burgeoning worker’s rights movement, that crunch is abusive — and in most cases, that the abuse is leveled against a company’s most vulnerable workers. In an industry that’s been notoriously hostile toward marginalized people, crunch feels downright toxic.

French and Ross both acknowledged the importance of 343 Industries. Halo 4 Halo 5. Ross stated that the executives had promised it to his development team in a USGamer interview. wouldn’t crunch on Halo 5 — but then it did.

“When we shipped Halo 5, it definitely was a point of, I think, crisis with the team,” Ross told USGamer. “Crisis might be not the right word, but it was a point where the team was like, ‘You promised us and we’re not doing crunch again.’ And they were right.”

spartan holding an energy sword

Image: 343 Industries/Xbox Game Studios

Halo Infinite’s extended development period was supposed to prevent that same sort of crunch. The 343 Industries had to not only make Halo InfiniteHowever, you will also need to create an engine and tools for that area. There have now been six games in the series, instead of three. French, Crocker and Ross all stated that Microsoft doesn’t. Mandat crunch for its developers — but that doesn’t necessarily mean people don’t do it.

“No one is forced into doing anything,” Crocker said. “But everyone loves Halo, and people want the game to be as good as it possibly can be. It’s a complicated answer.”

French said there’s a delicate balance between wanting to put “your blood” into the game and also managing the stress of living through a pandemic and those societal pressures. “We don’t want to push on crunch,” he said. “Sometimes people do it because they’re putting their love into it.”

But French also said the team is taking the time it needs — “at the pace [it] needed to.”

“Sometimes things fall behind and you make decisions,” French said. “It was a lot of complexity managing all that from home. But I think we’ve done a good job balancing the team’s health on top of shipping a game that we’re all super proud and excited about.”

Halo InfiniteThe Dec. 8 release date was finally announced, with a much better reveal than the previous. With a surprise multiplayer launch launching weeks prior to the official release date Halo InfiniteFans are already excited again by the album. It was almost as if it had been forever. Halo InfiniteIt had all odds against it. However, something is different.

“There’s a lot of pressure,” Crocker said. “Sometimes it can feel overwhelming. Halo, however is about hope. This is all reflected in the game. It’s trying to make that experience that rekindles how you felt about Halo. You feel a sense of adventure, hope and fulfillment. It’s not the same as everything else out there. And it’s probably a good time to have a Halo game that’s more hopeful.”

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