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Halo Infinite News

Start Your Spartan Journey on Dec. 8

The road through 2021 has been an exciting one, Spartans - but, here at the tail-end of August we’re especially glad to see you. Throughout the last year we’ve been doing our very best to keep you posted on all of our latest Halo Infinite developments, be it through the Inside Infinite blog series, the Xbox & Bethesda Games Showcase, or of course, the annual celebration of games out in Germany – Gamescom.

We’re thankful that so many of you have joined us on this journey. Whether you just peeked your head into Halo Waypoint to take a look, or you’re a full-fledged Halo Insider that helped us test Halo Infinite during the technical preview, we couldn’t be more humbled. That’s why today we’re thrilled to announce that Halo Infinite will release on December 8, 2021 for Xbox and PC.

To help welcome you into the ranks, our very own Spartan Commander Agryna is here to set the stage:

[previewyoutube][/previewyoutube]

Of course, that’s not all we’re up to this week! For the hardware inclined among you, we’ve got some brand-new tools for you to check out. Both of these will start shipping out on Halo’s 20th Anniversary, November 15th – and are available for pre-order right now (sold separately):

Now, dive into the full details below and prepare to request some days off. Prost!

MARK YOUR CALENDARS

The coming months are going to be busy for all of us here at 343 as we march towards our December 8th launch. There’s still lots to be done before we arrive in the cold clutches of December, but we couldn’t be more excited to share it with each and every one of you.

If you’re as thrilled as we are, feel free to check out these locations to pre-order the Halo Infinite Campaign, so you can join us on day one:
THE RIGHT EQUIPMENT FOR THE JOB

A Spartan’s equipment is just as important as their skills – which is why we’re doing our part to make sure you’re fully equipped and ready to ship out. To help celebrate Halo’s 20th Anniversary, we’re proud to unveil two items made in collaboration with our friends over at Xbox: The Xbox Series X – Halo Infinite Limited Edition Bundle, and the Xbox Elite Wireless Controller Series 2 – Halo Infinite Limited Edition.

Both of these items are up for pre-order today, so be sure to check your favorite retailer for more details! They will subsequently launch on the very same day of the year Halo: CE did – November 15th, 2021. Do note that each of these will be sold separately and supplies will be limited.

[h2]XBOX SERIES X – HALO INFINITE LIMITED EDITION BUNDLE[/h2]
As we kick off Gamescom 2021, we’re proud to unveil the Xbox Series X – Halo Infinite Limited Edition Bundle, which will go up for pre-order today! Featuring a Limited Edition Xbox Series X console, a Limited Edition Xbox Series X Controller, and Halo Infinite (downloadable after system set-up), you’ll be fully prepared to confront the most ruthless foe the Master Chief has ever faced. Featuring a design imprinted with stars as seen from the surface of the Zeta Halo, a Cortana blue vent, and iridium gold accents around dark metallic paneling, your armory will be off to a solid start with this at its center.



To pre-order now, head right over here to the Microsoft Store.

[h2]XBOX ELITE WIRELESS CONTROLLER SERIES 2 – HALO INFINITE LIMITED EDITION[/h2]
Already have an Xbox Series X? Are you a controller collection completionist? Just looking for a new set of thumbsticks to take with you to Zeta Halo? We’ve got you covered.

The brand-new Xbox Elite Wireless Controller Series 2 – Halo Infinite Limited Edition, featuring a battle-scarred Mjolnir-themed design from team Xbox will be a welcome addition to any Spartan’s arsenal. With a look that’ll have you right at home with the UNSC, and an in-game weapon charm of the controller itself, you’ll be well on your way to having all the right equipment to battle the Banished.



To pre-order, be sure to head right over here to the Microsoft Store.

GAMESCOM AND BEYOND

If you’re as excited about Halo Infinite as we are, do yourself a favor and sign-up to be a Halo Insider! By fully filling out your profile, opting-in to communications, and uploading your DxDiag if you’re on PC, you’ll have the chance to participate in hands-on any upcoming multiplayer previews ahead of launch.

Thanks for joining us. We’re thrilled to be marching side-by-side on our way to December. And as always, be sure to join us over on Twitter, Instagram, and Facebook for all of the latest Halo Infinite updates right as they happen.

TECH PREVIEW OVERVIEW

Halo Infinite’s very first tech preview is just around the corner. It’s a moment we’ve been building up to for quite some time – and, we’re thrilled that so many of you are excited to dive in and check out what we’ve been hard at work on. Bearing in mind that the upcoming tech preview is truly a work-in-progress test, we want to make sure that you have all the information on hand so that you know when and what you are playing, where to deliver feedback, and everything in between.

And as a reminder, while our plan is to get as many people into the tech preview as we possibly can, not every single Halo Insider will receive an invite. If you don’t get in this time around, don’t despair! We still need to grow the scale of these tests in time on the road to launch, so your opportunities are far from over.

An interior look of Bazaar. [For the full-res image, click here.]

Regardless, if you’re on the hunt for the nitty gritty details of this upcoming tech preview you’ve come to the right place. Just below you can find the following:
  • Dates and times during which the tech preview will be up and running
  • A rundown of content you can find in the tech preview
  • Details around where you can deliver tech preview feedback
  • Info on how you can reach out to our Support team, if needed
To that end, here’s a quick rundown of the top-level details to get you started:
  • If you're a content creator, streamer, or a player who wants to share gameplay footage of the tech preview, you absolutely can! Go nuts.
  • Check out the latest Inside Infinite, which provides a deep dive into our flighting process, our goals, approach, and much more: Read our latest Inside Infinite!
  • Note that while the tech preview is live, you’ll always have the ability to matchmake! But, if you’re unsure of when to play, please join us during the following scheduled play times:
    • Thursday, July 29: Tech preview is officially live! Go wild, Spartans.
    • Friday, July 30 Scheduled Play Times: 12-2 PM PT, 7-9 PM PT
    • Saturday, July 31 Scheduled Play Times: 12-2 PM PT, 7-9 PM PT
    • Sunday, August 1 Scheduled Play Times: 12-2 PM PT, 7-9 PM PT
    • Monday, August 2: Tech preview closes at 10 AM PT
  • Available Content: Bot Slayer, Weapon Drills, Waypoint vNext
  • Support and Feedback: Halo Support’s Insider site will be available for players to use all weekend. Those that make it into the tech preview will have access to new links that will only be available to invitees – please check your forthcoming email and/or Waypoint message for the appropriate links!
Hungry for the finer details? We’ve got you covered just below. Or, if you'd prefer to check out our stream from July 28th which covers much of the same content, feel free to get all caught-up:

[previewyoutube][/previewyoutube]

TECH PREVIEW GOALS
Halo Infinite is the most ambitious title we’ve ever made, and we’re thrilled about this new entry into the Halo universe. This weekend we’re thankful that so many of you have signed up to help us test what’s in the build – and, perhaps more importantly, what’s behind it.

This weekend we’ve got a few main focuses for this preview:
  • To test the services behind the game at scale
  • Gather tons of real-world data about PC hardware configurations
  • To collect your feedback!
Curious to learn more about what those bullet points mean? We highly encourage you to read the latest Inside Infinite, which will tell you more about our flighting process and will provide details on how we’re going to accomplish the goals above.

KNOWN ISSUES AND HALO SUPPORT

This tech preview is a small slice of the game that’s designed around our specific scale-testing needs. There are bugs – some big, some small – and while most are covered in the Known Issues list, others will surely surface for the first time thanks to your help testing at this scale. For context, this tech preview build is a couple of months behind where the ‘main’ build is so there’s already been lots of bug fixing and polish that won’t be reflected here.

Here are a few of the issues we’re aware of in this build:
  • AMD players should make sure the AMD Graphics Driver is version 21.6.1 or later. Earlier versions are not compatible with this version of the game and may result in significant performance and/or stability issues.
  • We have a pesky bug related to Matchmaking that can result in a player being unable to join into a session, timing out, and then returning to the main menu. When this occurs, the match will proceed but you might be missing a player from your game for a brief period until another player joins-in-progress.
  • We’re aware of and tracking a few different crash scenarios though the overall average failure rate is well below our targets. We’re particularly interested in getting more crash logs from a wider breadth of platforms as stability work continues internally.
  • Various situations can cause stuttering, de-sync, warping, and other abnormal behavior.
  • Occasionally, player scores will not appear during the victory screen at the end of the match and/or the post-game carnage report may not load after some matches.
  • Rarely, a player may begin a match unable to see their own weapon and have reduced audio.
  • Rarely, a player’s melee attack may not register as expected.
  • Sometimes after pressing A at the title screen, Challenges, Customization, and Commerce screens take a while to appear on the main menu.
For more information on the flight’s Known Issues, participants should head over to the Halo Insider Support site and check out the full Known Issues article (these links are only accessible by valid flight participants once the flight has gone live on Thursday). If you see any issues not listed in that article, please use the “Submit a ticket” link at the bottom of the article to let us know! Tickets help us understand which issues are impacting players the most which then helps the team prioritize those issues and gather critical info to facilitate their investigations.

The Insider Support site is also home to your platform’s installation instructions (Xbox/Steam), a list of the included content and play sessions, as well as a handy FAQ. If you’re not seeing flight-related articles on the Insider Support site, please make sure you’re signed in with the Xbox Live account that was invited to the tech preview.

Please note that the Halo Support team is unable to change your invited platform or assist with code redemption issues.

CONTENT INCLUDED IN THIS TECH PREVIEW

[h2]BOT SLAYER[/h2]
At the very center of this tech preview will be the Bot Slayer playlists which feature 4 players squaring off against 4 Bots on one of three possible maps (Live Fire, Bazaar, and Recharge). Please note that while players can team up online, splitscreen is not supported in this build.

With bots being a brand-new addition to Halo, we’re excited to get a chance to let you go toe-to-toe with our state-of-the-art spar partners. Bots also utilize our dedicated servers in a different way than standard matchmade games so it’s extra critical we get large-scale, real-world testing to help ensure a smooth launch this holiday.

We’re going to kick things off with the lowest skill level of Bots on a single map to help everyone get acclimated and ease into the experience. If the community can collectively help us hit our daily engagement goals over the course of the flight, we’ll increase the Bots' skill and add more maps. The more bots you slay, the more the experience will evolve! They’ll get more deadly with each update – so, dive in early and often to make sure you’ve got a handle on what skills they’re bringing to the battlefield.

Be sure to drop in each day to play and do your part to slay some bots, unlock more content, and help us gather data! And keep an eye on @Halo each day for updates to the available matchmaking content. We’re also going to be shouting out the top Bot Slayer, the player with the most daily wins, and the team who can win the fastest each day and looking to award these heroes a special nameplate when the game launches this holiday.

Show us your clips! If you pull off incredible feats or wacky shenanigans, please share your clip with us on Twitter using #InfinitePlays – we can’t wait to see the medals and magical moments that await.

[h2]SOCIAL ARENA (CONDITIONAL)[/h2]
If we’re able to hit our target engagement and testing goals for the Bot Slayer before the flight concludes, we’re looking to enable a brief opportunity for some good old fashion 4v4 Social Arena Slayer. If we hit this phase, expect it to land sometime in the final stretch of the flight (i.e. Sunday evening) and expect there to be a few potential hiccups with your experience.

Specifically, we know that in some cases players will end up in a bad state as a session is forming and after a brief delay, will be kicked back to the main menu. As a result, the game itself will start as 4v3 which is certainly a less than desired experience all-around. However, as a technical preview, getting additional scale data around this problem, across a breadth of hardware, can be invaluable to the team as they work to solve this issue. Based on our prior private flights, we can generally expect that on average, a match will start with a full 4v4 approx. 60% of the time while the other 40% involves a 4v3 start with the final player joining-in-progress within a minute.

We’d love to get some additional testing and data to help the team, but we really want to ensure players understand the experience and potential hiccups before jumping in. Tech preview participants should stay tuned to @Halo and the in-game news feed to know if and when Social Arena gets enabled.

[h2]WEAPON DRILLS[/h2]
Interested in locking in your aim? Are you certain your skills with the Commando surpass that of all your friends? Now you can prove it. In this tech preview you can put your skills to the test with the following subset of Weapon Drills:
  • MA40 AR
  • BR75
  • MK50 Sidekick
  • CQS48 Bulldog
  • Needler
  • VK78 Commando
  • S7 Sniper
  • Plasma Pistol
  • Pulse Carbine
  • Ravager
  • Heatwave
  • Skewer
[h2]BATTLE PASS AND MENU UI[/h2]
In the upcoming tech preview, we’re going to be granting Halo Insiders a set amount of in-game credits (cR) so that they can dig in with a very trimmed-down version of our first Battle Pass. (Worry not, we’re saving plenty of content for launch.) As a reminder, none of the items unlocked over the course of tech previews will carry over to the game’s release later this year. Everything should be considered work-in-progress and not indicative of the final shipping systems including the cost of customization pieces in the store, the order in which they’re unlocked in the Pass, the XP granted by challenges, and more.

The key focus here will be to test out if the systems that dictate when you unlock and equip items are working correctly. So, keep an eye out for anything that doesn’t work how you would expect and let us know. We’re going to have our ears open for your feedback!

[h2]WAYPOINT VNEXT[/h2]
If you read through the June 2021 edition of Inside Infinite you know big things are in store for Halo Waypoint. And, as a part of the upcoming tech preview, you’re going to have a chance to see it all first-hand! And perhaps the coolest part? You don’t even need to be in the flight to check it out.

Halo Waypoint’s new version (which we affectionately refer to as “Waypoint vNext”) is going to launch on web for your standard browsing experience, along with iOS and Android in app form. If you’re joining us for tech previews, then you’ll be able to use this same experience to edit and update your Spartan in Halo Infinite. If you’re not in the tech preview but are still interested in checking it out – feel free to! Everything will work for MCC and Halo 5 as well.

Introducing Fret, a Personalized AI. [For the full-res image, click here.]

[h2]FEEDBACK[/h2]
We can’t wait to hear your feedback! In addition to the surveys we’ll be sending out to a portion of Halo Insiders on Monday, August 2nd, we’ll also have dedicated feedback threads ready and waiting for you over on Halo Waypoint and Steam. Notably, these links are currently live - but, the threads themselves will not unlock until the tech preview has gone live.

Bot Slayer Feedback: Waypoint | Steam
Weapon Drill Feedback: Waypoint | Steam
UI Feedback (Battle Pass, Challenges, and Store): Waypoint | Steam
PC Feedback: Waypoint | Steam
Xbox Feedback: Waypoint | Steam

We know our Insiders will have a LOT of feedback and we can’t wait to hear your thoughts. However, we also want to be upfront and acknowledge that as we’re actively working on closing out the game and readying for launch, there’s only so much feedback the team can truly act on between now and then. Some feedback could be addressed now, others could be addressed post-launch, and some feedback might go against the team’s intent - either way, we’ll be sure to share the overall outcomes in a transparent manner once the flight dust has settled.

[h2]SEATS IN THE FULL UPRIGHT POSITION[/h2]
The road to Halo Infinite’s launch is paved by the hard work of teams here at 343 as well as the participation of our Halo Insiders. From the very first whiteboard scribbles all the way up to this week’s test, we’re thrilled to have such a passionate and driven community with us for this journey.

And, if all this tech preview talk has gotten you interested in flighting, it’s not too late to join us in the future! By signing up to be a Halo Insider, verifying your email address, opting into communications, and uploading your DxDiag (if you’re on PC), you’ll be officially added to our list.

In the meantime, stay tuned to @Halo on Twitter, Instagram, and Facebook for all the updates as they happen.

Inside Infinite – July 2021

Welcome to our latest Inside Infinite, our monthly blog series that provides a closer look at the development of Halo Infinite. This month, we’re diving into efforts supporting the upcoming multiplayer technical preview, often referred to as “flighting”, to share insights into our goals, process, and what Insiders should expect. We’ll also take a closer look at the content and experiences included in this inaugural tech preview which will focus on Bots and Weapon Drills – two brand new additions to Halo.

We have done quite a few Inside Infinite blogs already this year, and we highly encourage you to check them out if you’d like to learn more about our development process.


These articles are made to help bring you closer to our studio’s process, share our goals for the game, and present new aspects of Halo Infinite in a unique way. Before we get into the core of this Inside Infinite, if you’d like a chance to participate in any Halo Infinite technical previews, you’ll need to have a verified Halo Insider account.

Halo Insider
  • Register for Halo Insider using your Gamertag
  • Verify your email by clicking on the confirmation email sent to your Preferred email address in your Halo Insider profile
  • Opt-in for communications by selecting “I would like information, tips, and offers about the Halo franchise.” – You’ll need to verify your email and check this box, otherwise we won’t be able to send you flighting emails
  • Opt-in for flighting on the platforms of your choice (console and/or PC). To be considered for PC flighting, upload your DxDiag and connect your personal Steam account

Please note that registering as a Halo Insider doesn’t guarantee access to technical previews or pre-release hands-on gameplay tests (“flights”). The number of Insiders being invited, and the criteria by which these Insiders are selected, will vary given the specific scope and goals for a flight. For the tech preview, we have concurrency targets tied to our overall goals that will inform how many total Insiders should be invited. Within that pool of players, our first priority will be ensuring we have a broad distribution of platforms (Xbox One, Xbox Series X|S, and different PC configurations) and then we will look at overall tenure in the program, prioritizing our longest standing Insiders, until we've allocated every invitation.

We’re excited by the outpouring of support and interest across the community, and the Halo Insider database has grown considerably, which is great news as we eventually look to stress our services and systems at an even greater scale. However, this also means that not every eligible Halo Insider is going to get an invitation – particularly early on as we are deliberately taking a “walk before we run” approach. Our goal is to offer additional technical preview opportunities ahead of launch with increases in scope for content and participants. So, if you don’t receive an invitation this time, we ask that you please hang in there – future opportunities are on the horizon.

With that out of the way, let’s dive into the depths of what it takes to create and more importantly, support and operate, a flight for a game like Halo Infinite.



COME FLY AWAY WITH US


Before embarking on any game development journey, our teams spend time identifying the needs of our games and players, establishing measurable goals and milestones to ensure we’re meeting those needs, and planning how best to verify that we are, in fact, meeting those targets. Practically every aspect of game development is vetted and planned this thoroughly before it can become a reality.

Over the last few years, this same process was instrumental in the journey to update and improve Halo: The Master Chief Collection and then bring it all to PC. This same flighting model and partnering with Halo Insiders has been a cornerstone of MCC’s ongoing seasonal updates as well. It’s safe to say that without the support and partnership with Halo Insiders and a robust flighting program, all of the goodness that’s happened with MCC wouldn’t have been possible.

Now, applying that process to Halo Infinite, we had goals to robustly test our game and core services at a large scale and allow players to provide feedback on the game before launch. Next, we focused in on outlining how to measure progress toward these goals. A hypothetical example of would be, “we want to have a matchmaking success rate of 100%.” That’s a great goal to have, but then the real work begins building systems that can reliably measure whether we are hitting these goals or not. In the matchmaking success rate example, this means adding code to the game client or our online services that can monitor and report when matches are made successfully and, more importantly, when they fail.

Since our larger goals were dependent on what happened when players went hands-on with the game, we knew involving Halo Insiders for a technical preview would be the best call. Hosting a large scale flight with Halo Insiders will give our team plenty of gameplay data to determine whether or not our online systems (matchmaking, challenges, etc.) are working as intended. It also gives us an opportunity to gather – and measure – feedback from all kinds of players, from all over the world.

Now that we’ve talked about the ‘why’ behind hosting technical previews with Halo Insiders, let’s take a closer look at what a “technical preview” really means and the specific goals the team is working towards.

[h2]TECHNICAL PREVIEWS, FLIGHTS, AND BETAS[/h2]

What’s in a name? Quite a lot, as it turns out. Different games across the industry, and even Halo games over the years, have had all sorts of pre-launch hands-on releases and tests that carry various official labels. Terms like “alpha” and “beta” often convey a certain expectation around polish and stability, breadth, marketing implications, and more. We’re further along than what would be truly considered an “alpha” but also not really at a level of overall completeness some expect in a “beta.”

We are specifically calling this a “technical preview” because we feel it best represents the goals we have, the build itself, and the experience that Insiders will have. As you’ll read below, our key driver and goal is truly technical in nature – we are looking to push our systems and services at a larger scale than we’ve been able to thus far as an important step towards ensuring we are as ready as possible when the flood gates fully open at launch this holiday. Feedback and other insights are certainly valuable, but first and foremost we are testing and stressing the technical side of Halo Infinite.

We also want to be very up front and transparent about the fact that we will certainly have some bumps and rough edges in this build. Our teams have been working hard to ensure that the build and experience is such that it can deliver on our goals, but this is very much still work-in-progress, and we expect some hiccups of varying degrees over the course of the technical preview. For further context, this technical preview is a couple months behind where the development team and ‘main’ game build currently is given the process and time it takes to go through all the gates and steps before releasing to the public.

All of our key known issues will be listed so participants will have a better understanding of what to expect and what to look out for. Of course, gathering support tickets on brand new issues is also immensely helpful at this scale – despite our team’s best efforts, nothing can truly substitute for true real-world large-scale testing, and we’re sure to find some new areas of opportunity over the course of the preview.

And lastly, we’ve already mentioned this a few times in the blog, but the word “flighting” is fairly new in a lot of circles so when you hear us mention a “flight” – we are simply referring to a work-in-progress, hands-on release on the road to launch. Flighting is the process by which pre-release builds are put out into the wild to pursue specific goals, review data and outcomes, iterate, and repeat – all with the overarching goal of delivering the best shipping experience come launch time.

With that nomenclature and expectation-setting out of the way, let’s take a closer look at the key goals the 343 Industries team has for the Halo Infinite technical preview.

[h2]TEST THE GAME AND OUR CORE SERVICES AT SCALE[/h2]

We want to make sure the game and all of its supporting services are operating as expected, especially under the larger-scale pressure of a technical preview. By flighting the game to Halo Insiders, we’re going to see players uncover quirks in our online services, find whacky new bugs in the game and menus, and so much more. The beautiful part of this process is that it’s all intentional – discovering these issues, small or major, months ahead of launch is the entire point of flighting. We want to find these now so that we can address as many of them as we can ahead of launch.

Let’s take a look at some of the areas we’ll be monitoring during the upcoming technical preview.

[h3]GAME & SERVICES PERFORMANCE FOCUS AREAS[/h3]
  • Stability: How stable is the game across various hardware specs and platforms? Is the game freezing or crashing at a certain time or on specific hardware? Getting a large-scale sampling of real-world hardware profiles is something we can only really accomplish via a large flight of this nature and as we launch on PC for the first time, this is a critical focus for the team.
  • Online Services: Can all our interconnected online services function well at an immense scale? This is our largest bucket since it includes so many intertwined services that need to function in perfect harmony. Matchmaking, server scaling, playlists serving the proper content, challenges, stats (Post Game Carnage Report), Battle Pass progression & Store functionality, armor customization, partying up with friends, etc.
  • Halo Insider/Waypoint vNext: Can our Halo Insider communication systems and flighting tools function at scale? How do the Waypoint vNext app (iOS & Android) and web experiences feel and function as extensions of the game?




MEASURING GAME PERFORMANCE


Our team has already put in the hard work developing the tools to measure and collect information about nearly every scenario imaginable, such as game crashes or matchmaking failures, so technical previews will give us a unique opportunity to compare our internal data to what we see show up in the wild. Measuring the game’s stability and performance, especially at scale, is an integral part of a game’s journey to launch.

Now, let’s hear from members of the Halo Infinite team to see what they’re monitoring and how they’re measuring it during our upcoming technical previews.

What are you/your team monitoring during flights?
  • Sam Hanshaw – Producer, Live Team: We’re always looking at the rates of matchmaking success and the availability of our servers, after all it’s hard for people to playtest the game if they’re unable to play matches. We also keep an eye on how many matches are getting played to completion, and we receive data about how many people crash while playing.
  • Brian Dunn – Multiplayer Test Lead & Brian Hughes – Live Test Lead: The test team monitors a large number of specific areas over the course of a flight. First, we are watching for overall crashes and stability. We analyze this data on a per-platform basis and identify specific things like most frequent crashes and differentiate between known and new crash instances. We use a metrics such as “MTTF” (Mean Time to Fail) or “crashes per 1,000 hours of gameplay” as a way of quantifying overall stability.

    Next, we are also closely monitoring the overall quality of matchmaking which includes reliability, load times, and skill matching. In addition, the performance of our dedicated servers, performance of the game itself (particularly across different PC configurations) and our overall netcode quality are all under scrutiny. And with Halo Infinite's greater emphasis on player customization, we’re going to be paying close attention to progression, challenges, and which customization items people are unlocking and using.

    Lastly, we partner with the Halo Support team to review tickets and bug reports to cross-reference against our telemetry and to help understand real-world player impact and scope of an issue. We also lurk in the Halo Waypoint forums, Reddit, Twitch, and social to keep an eye out for anecdotal reports.
  • Nate Jones – Engineering Lead, Services Lifecycle Team: If everything’s going well, I’m able to play some matches during a flight and I’m not glued to logs/monitoring. I keep the lobby service dashboards up to the side during the flight (watching backend service performance health, dedicated server usage, number of players connected, matchmaking ticket success rates, etc), and I’ll occasionally get pulled into a mid-flight investigation and have to dig into the logs. Most of my (and my team’s) flight monitoring takes place after the flight ends. Our normal post-flight plan is to thoroughly look over the lobby and skill service logs for errors, warnings, or ‘weird stuff’; that’s on top of any deeper dives into specific experiments we were running during a flight.
  • Jeff Guy – Producer, PC Team: I’m going to be monitoring Brian Dunn for cheating because he wipes the floor with me every time I play against him in a match. I’m only half joking. :P
    We've built a TON of different player-controlled settings into Halo Infinite, as well as support for a vast array of player hardware and peripherals. The PC team will be monitoring how the game holds up across that matrix of player choices. We’ll be looking for things like drops in framerate and crashes that happen with specific hardware configurations. We’ll be combining that information with their graphics settings and peripherals – how many people are rocking ultrawide setups, who is pushing 4K or 8K resolution, who is playing with unlocked framerate versus locked at 144, what custom key bindings are players choosing, etc? Ensuring our PC players can play Infinite the way they want is everything to us, and we’ll be closely watching for any problems when they do.
How do you/your team measure that information?
  • Sam Hanshaw: We have a general release health dashboard that displays information on matchmaking errors, and any crashes that are happening. There is also a wealth of information in the server logs that the team can dig into during investigations to figure out what broke and when. We also have a great support team who are capturing bug reports and support ticket submissions, these are what we’ll dive into after each flight is completed to get a picture of the experience through player observations of bugs. The information we get from those tickets is valuable for helping us track down the issue, and also for knowing how many individual people an issue is bothering, and how often it’s bothering each of them.
  • Brian Dunn & Brian Hughes: We have a robust suite of tools and systems that feeds critical information into our team for real time and reactive monitoring. Any time a player crashes, a system called “Watson” uploads a detailed crash report which feeds into our internal crash reporting website, “Ticket Track.” Like Nate and the Services Team, we also use Kusto which helps us understand the data we’re receiving and converts it into something useful for reporting purposes. Speaking of reports, we use Power BI reports for any of the data we need to visualize and then all of this feeds into our Azure DevOps database for bug tracking. Our team uses data from all of these sources to get an understanding of the quality of the flight, and ensure we're making the right improvements for current and future flights.
  • Nate Jones: We use Kusto (Azure Data Explorer) for most of our ad-hoc data analysis; I spent a lot of time writing queries that join service, dedicated server, and client telemetry events together to figure stuff out. We have a bunch of pre-built graphs and dashboards using an internal Microsoft system called Geneva. We’ve also got a few internal tools (bespoke websites). One’s called “lobby logs”; it’s like a mini search engine for the Halo lobby service that can trace a player’s parties/matches and correlate their sessions with the other players/parties involved in the matchmaking process or eventual game session.
  • Jeff Guy: We have a lot of tools and telemetry already set up to capture a lot of this data, even at scale. When someone crashes, for example, the game will automatically upload a crash report to us. Our team can then look at the details of each specific crash or use that information to spot a pattern that could indicate a larger problem. In terms of players’ settings, we’ll get telemetry data when players save their key binds and video settings, since a good portion of that information is saved in our online services. We can even check to see if a player’s framerate drops during a session. Gathering the full picture of all the different settings and variables enables us to quickly narrow down our investigations and fix issues fast.
What do you/your team consider a success?
  • Sam Hanshaw: We want players to be able to consistently play matches of Halo Infinite. The more matches they can play, the more issues they can find for us to deal with. Every new issue players are able to find that we were not is a success for me. Anything that gets found during flighting is something that’s found before the game launches, resulting in a better game for everyone when we release.
    I know I’ve talked about problems a lot, but overall, we also consider a flight a success when we see people having fun playing the game. In the studio we’ll be in the flight with you, and while we’ve got a ton of information we need to gather to make this game the best it can be at launch, we’re also looking forward to playing alongside you and opening a dialogue about our road to launch. To everyone who is going to participate in our upcoming flights I want to say thank you for helping us make this game better!
  • Brian Dunn and Brian Hughes: Success for us is when we're able to meet or exceed our internal targets, while not having too many big surprises. You always learn something new when so many people play your game for the first time, but hopefully there's nothing completely unexpected. We’ll be looking specifically at our matchmaking quality real world results vs. our targets as well as our crash counts and rates actuals vs. what we anticipated. We also hope to see player feedback and data coming in that aligns with our own internal expectations for overall quality at this stage of the project.
  • Nate Jones: Selfishly, one hallmark of success is when nobody needed to activate my team’s on-call process and phone someone for mid-flight engineering support 😊.

    At a high level, success is getting usable data from the flight. Good news is great, but bad news is still valuable. We’re always looking at general health (CPU/mem/bandwidth, matchmaking speed and quality, etc) and we’ll have general quality/performance targets, but any given flight also has specific experiments we’re running. For example, during an internal flight in April, we did some explicit tests around how our pool of dedicated servers would fallback/failover to secondary pool(s) if we run low on machines. That April test was technically a failure (we didn’t see the expected players using the secondary server pool), but we narrowed the issue down to a bug in an external team’s system, and they were able to find/fix the problem from our flight data.
  • Jeff Guy: Creating a first-class PC game is all about embracing player identity and all the awesome diversity that comes with it. PC players build their gaming rigs to reflect the way they want to play, and we are making sure Halo Infinite honors that. The challenge of course is that supporting such a diverse array of hardware and software creates a lot of ways for things to break.

    Our team considers flights a success if we're able to find issues that we might not have seen if we didn’t put the game in the hands of our players early. This is critical to ensuring every PC player within our min-spec has an awesome experience on day one. Also, we’d love to see which custom key bindings players use...or better yet, see players choose to use the default key bindings because that would mean we chose them well. :)

We appreciate you taking the time to share your insights and expertise with our community today. It’s reassuring to know that the issues they may encounter during flighting are usually seen by the team, and there’s rarely a need to wonder, “Is 343 seeing this?!” since you have built the tools to do exactly that. We'll let you get back to preparing for the technical preview now, thank you again!

PLAYER FEEDBACK

Gathering input from our players during a technical preview is critical to our success at launch and beyond. The sooner we receive feedback, the sooner we can plan and action on that feedback. On that note, we want to clarify that with this technical preview we are entering the next step in what’s been a multi-year process and journey where the team has been regularly getting critical feedback via user research and private flights. Naturally, the scale of the technical preview is greater than anything we’ve done to date – and that brings unique value and opportunities to capture even more perspectives – but just know that community feedback has been at the core of development since the very beginning. And, it will continue to remain a critical pillar going forward beyond launch.

Now, let’s take a look at what areas of the game we’ll specifically be focusing on for feedback during the technical preview.

[H2]FEEDBACK FOCUS AREAS[/h2]
  • Core gameplay: We want to know how you feel about the core combat experience. How do you feel about player movement, weapon balance, equipment, etc.? How fun is it to engage in a battle in Halo Infinite?
  • Maps & modes: How did you feel about the design and flow of the maps? Are the maps and mode both fun and fair?
  • Academy’s Weapon Drills: Did Weapon Drills give you a good understanding of how a weapon functions? How fun were the various Weapon Drills?
  • Menu & Battle Pass UI: How intuitive was the menu navigation? Were you able to understand your progression through the Battle Pass? Were you able to find and equip customization items easily?




[h2]MEASURING FEEDBACK[/h2]

While it is critical, player feedback can be a bit of a nebulous cloud of forum posts, tweets, and YouTube videos - which can make it hard to measure in some cases. Luckily, we have a two-pronged approach to gather this information, measure it, and then share it with the team. The two prongs in this case are the Xbox User Research team and the 343 Community Team.

The Xbox UR team gathers measurable, quantifiable data through surveys that will be sent out at the end of a flight. These surveys ask detailed questions that drive deep into the core of a player’s experience in a flight – and turn that experience into measurable data. Since we have survey data from the entire history of Halo, they help us compare our current scores to the best scores from across all games. We can also compare scores from different times (or flights) of the game to see how specific aspects are progressing over time. They put together some of the most helpful reports we can read, and it’s all coming straight from what you – the players – are saying about the game.

The Community Team dives into the amorphous realm of online interactions mentioned above. We set up focused feedback threads here on the Waypoint forums, listen to players on Twitter, check the Halo subreddit multiple times a day, watch videos and streams from Halo players, etc. We take all those posts and videos, and distill their messages into positive, neutral, and negative themes. When doing so, it isn’t just about volume though – anyone can send a lot of tweets. Our team focuses on the severity (how much does it affect an individual) and scope (how many players), when reporting on these themes.

More often than not, even though we use different ways to collect player feedback, the Xbox User Research and 343 Community teams see similar themes emerge. These two inputs help the team compare Halo Infinite’s current state with its own previous scores, previous Halo titles, as well as the development team and player expectations. Using these comparisons, we can recognize which areas need improvement, which areas are performing as expected, and which are exceeding targets. After reviewing this feedback, we identify opportunities and prioritize the areas we want to go after.

[h2]TRANSPARENCY[/h2]

It’s important to note that while we are going to be listening closely, there will be some feedback that we can act on before launch, some feedback we’ll have to fit into the game’s roadmap, and additional feedback we won’t or cannot take action on. That said, we will communicate what will and won’t be changing in the game as a result of the technical preview – and why.

As part of this commitment to transparency, the team will meet to go over hot topics and common pieces of player feedback that emerged during the flights, which we call “themes.” After reviewing these themes, the team will spend time investigating, figuring out if they agree and want to act on it, and when in the schedule we can take action on them. Again, there will be things we can’t act on before launch this holiday – and that’s okay – we plan on supporting Halo Infinite for years to come and this feedback will all be captured to help inform future priorities.

Once we’ve done the due diligence on our side, we then work on putting together an “outcomes” report that outlines our plans for each and every one of those key feedback themes. From there, we’ll work to surface that information to you, our players, likely through a post here on Halo Waypoint.



[h2]BUGS & ISSUES[/h2]

When it comes to bugs and issues specifically, we ask Halo Insiders to utilize the Halo Support (aka.ms/HaloSupport) site to file a ticket. When the technical preview goes live, everyone who is invited will receive an email and Waypoint message that includes some important links to known issue documentation along with where and how to file a support ticket. To help keep everything tidy, a special section of the Halo Support site is created exclusively for Insiders who are invited to a current active flight. This helps us ensure that tickets are only coming in from players who are actually participating in the flight and it keeps flight tickets fully separate from retail tickets (particularly in the case of MCC). As always, we ask that you read the known issues list first, so you have context for issues the team is already aware of and thus don’t require a support ticket. Anything a player encounters that’s not on that list is incredibly valuable to the team and we thank you in advance for taking the time to submit these tickets!

UPCOMING TECHNICAL PREVIEW

Now, with the foundation of flighting set, let’s talk about the content and goals of our first upcoming technical preview, which will focus on Bots and a slice of the new Academy experience.

This technical preview is intentionally focused on these specific areas to help us gather some scale data as we bring these new experiences to Halo for the first time. As we look further ahead, we plan for future flights to expand into more content including traditional PVP Arena and Big Team Battle.

With this and our higher-level feedback goals noted up above, we land on the following specific focal points. With this in mind, the focus areas for our technical preview are:
  • Arena gameplay vs. Bots
  • Arena Maps
  • Academy’s Weapon Drills
  • Menu & Battle Pass UI
  • New Waypoint experiences on web, iOS, and Android

To gather specific feedback on these areas, our first flight will contain the following content and experiences.



[h2]BOT ARENA[/h2]

Halo Infinite is the franchise’s first foray into the world of multiplayer Bots. To provide a totally new multiplayer experience for players and to gather feedback on Bot behavior and online performance, we’ll be debuting the Bot Arena playlist, which puts 4 players against 4 Bots on Arena maps.

For this technical preview, the Bot Arena experience will feature Slayer across three maps in this build:

  • Bot Slayer on Bazaar, Recharge, and Live Fire

To keep players on their toes and keep the experience engaging, we’re planning for a daily content offering that will evolve over the course of the flight based on the overall engagement of participants. We’re going to intentionally start things off slow to help everyone get acclimated but as the community gets up to speed and slays copious amount of Bots our goal is to crank things up to provide greater challenge and variety.

Bot Arena is a great place to familiarize yourself with Halo Infinite’s gameplay and maps in a stress-free environment. The Bots still have their quirks, which is why we’re flighting them, but they certainly aren’t pushovers. Be prepared.



For more info, including information on Academy Drills, the Waypoint App, words from Joseph Staten himself, and more, be sure to check out the rest on Halo Waypoint!

HALO INFINITE MULTIPLAYER REVEAL

Fall in, Spartans! A new day is upon us. Today and through this week we’re excited to share, and show, the first details of what you can expect when Halo Infinite’s free-to-play multiplayer experience arrives later this year on Xbox and PC. Whether you’re a returning player or brand new to the franchise, Halo Infinite builds on the legacy foundations of the series’ sandbox-driven multiplayer to offer something that’s equal parts fresh and familiar, frenetic and fun, with a personalized Spartan journey that's only just beginning at launch.

[previewyoutube][/previewyoutube]

In the days ahead we’ve got even more in store for you with additional insights and details coming from folks across the studio. Here’s a look at what’s on tap:

  • “The Great Journey So Far” – Available Today – Visit Xbox Wire to hear from Halo Infinite’s Head of Creative, Joseph Staten.
  • 343 Industries Halo Infinite Multiplayer Overview – Monday, 6/14 – More gameplay and insights from the team, debuts at 8AM PT on YouTube.com/Halo.
  • Halo Infinite Mark VII Spartan Cosplay Guide – Tuesday, 6/15 – Everything you need to know to create your own real life Spartan armor - here on Halo Waypoint.
  • Canon Fodder – Wednesday, 6/16 – 343 lore master GrimBrother One dives into the fiction behind multiplayer maps, vehicles, armor, and more.
  • Inside Infinite – Thursday, 6/24 – Our monthly blog series returns with a closer look at the future of Halo Waypoint and the work the team is doing to extend your Halo Infinite experience and we’ll catch up with members of the Live team to talk player engagement and customization.

And, just in case you missed it earlier today, make sure to check out the entire Halo Infinite segment from the Xbox & Bethesda Games Showcase over at Xbox’s YouTube page. Our primary focus in on our multiplayer reveal, but you don’t want to miss the latest look at the campaign shared by Joseph Staten!

We’ll update this blog throughout the week with links and new info as it becomes available. And of course, make sure to follow @Halo on twitter to stay up to date. Until then, read on to learn more about the multiplayer side of Halo Infinite.



QUINTESSENTIAL HALO


For nearly twenty years, Halo multiplayer has been defined by sandbox-focused emergent gameplay that offers players a wide array of weapons, vehicles, and toys in the name of competition and good fun. With Halo Infinite, the team at 343 Industries is embracing the franchise’s legacy while imbuing it with new modern twists to lean into the series’ strengths while simultaneously laying a foundation on which to grow and further evolve in the months and years beyond launch.

In addition to returning favorites and brand-new weapons, Halo Infinite’s sandbox is punctuated by the addition of Halo 3-esque equipment – game-changing limited-use abilities that players will scavenge for during a match. In today’s trailer you’ll catch the first glimpse of two additional pieces of equipment: the Threat Sensor is an area-of-effect support device that periodically pulses and illuminates enemy players within it’s radius while the aptly named Repulsor can be used to deflect projectiles and anything else that gets in the way. Whether it’s zipping across a map to gain the high ground using a Grappleshot or digging in your defenses with a Drop Wall, equipment brings new strategic and tactical options to Halo Infinite’s frenetic multiplayer combat with more additions to come in future seasonal updates.



Vehicles have always been a pivotal part of Halo’s sandbox and Infinite will include an assortment of tried-and-true UNSC classics in addition to Banished-inspired favorites – many of which now support customization. From strafing runs in a Banshee to fireteam incursions in the new Razorback to the satisfying splatter of the Chopper, the UNSC's garage is well equipped for intense Spartan training skirmishes.

A NEW GENERATION, BUILT TO FIGHT


After nearly 20 years of Spartan combat and experience to contend with, we know the Halo multiplayer arena can sometimes be a daunting experience. To help address this, a key pillar for Halo Infinite is to be the most approachable and welcoming entry in the series to date. To help ensure all Spartans meet the UNSC's high bar and have the skills necessary to succeed on the battlefield, we're excited to introduce the all-new Academy. Under the mentorship of Spartan Commander Laurette, the Academy offers players the opportunity to hone their skills and get better acclimated with the armaments and environments of Halo Infinite. Recruits will be able to dial-in their marksmanship skills at the target range or jump right into customizable training skirmishes and square off against AI-controlled bots. Training Mode lets you configure specific loadouts, deploy opponent bots of various skill levels, and practice on your own terms. Bots can also be configured in Custom Games to tailor the experience and even in fill-in roster spots for MIA fireteam members.



With new training options, bots to spar against, skill-based-matchmaking, and improved systems that deliver better communication of key info to players during a match, we’re excited to welcome Spartans of all skill levels and help you battle your way to the top each season.

MODES, MAPS, AND MORE


At the core of Halo Infinite’s multiplayer offering is the Arena, which once again pits two teams of four Spartans against each other in a variety of new and returning modes. Halo’s Arena has and continues to be defined by fair starts and teams working closely to control key areas of a map while utilizing the sandbox in the most impactful manner. Scavenging also remains a key component – players will strategically work together to acquire newly spawned weapons off a rack or take down an opponent to loot their equipment and use it against them. Remember your Academy training, jump into battle, and revel in the accolades of legendary multiplayer announcer Jeff Steitzer.



When Halo Infinite releases this holiday, it will also usher in the long-awaited return of Big Team Battle. This classic series stalwart is back, but bigger and better than ever, supporting 24 players on large vehicle-friendly maps tapping into the full extent of the sandbox. BTB is the epitome of the Halo experience and the ultimate Spartan battle fantasy with Pelicans swooping in to deploy fresh vehicles, weapon ordnance dropping from the sky, and tactical updates from Commander Laurette. Big Team Battle is the wild, raucous, fun social experience that cranks everything up to 11 and we’ll be sharing more details later this summer.

In addition to Ranked and Social matchmaking playlists, players will also experience limited-time seasonal events with special rewards on the line. Console and PC players will play together via crossplay while support for cross-progression means you can move freely from one platform to the other and keep working on your Spartan’s journey. Xbox Series X owners will also enjoy up to 120FPS on supported hardware and PC players will have a wide variety of configurable settings spanning framerate to graphics to key binds and more. Of course, online isn’t the only way to enjoy multiplayer – Halo Infinite will also support splitscreen on Xbox and LAN play via a PC local server.



Today's reveal trailer offers glimpses of a few of the new Arena maps, and one Big Team Battle map, you'll be able to jump into later this year. We’ll have additional fictional details for these maps coming as part of the Canon Fodder blog landing on Wednesday. Expect to hear more about maps, and modes, further along on the road to launch.

EXPRESS YOURSELF


A key component of the new Halo Infinite multiplayer experience is your personal Spartan that’s meant to grow and evolve month after month, season after season. Players will have more options than ever before to customize your Spartan and make it uniquely yours. Each season will feature a new assortment of customization pieces and components that can be earned via gameplay, challenges, events, and purchase. We’ve said this before, but it bears saying again - there will be no loot boxes or elements of chance if you decide to purchase an optional customization item. And, of course, all of Halo Infinite’s Spartan customization elements are purely cosmetic and have no impact to gameplay.



The Armor Hall offers more per-piece customization options than any prior Halo game including everything from helmets to visors to gloves to shoulder pads and more. Customization doesn’t stop at armor – you’ll be able to earn and apply coatings to weapons and vehicles, too. And that helpful and humorous voice you hear in the trailer? It's one of example of the new Personal AI that you'll be able to equip during multiplayer matches (they also help capture objectives, as pictured below). And, the final game will include even more ways to customize your Spartan than what we’re showing today – there are a few surprises left to share.



To fully support our goals for expanded player expression in Halo Infinite the team has designed a new “friend and foe” system for multiplayer games. At a high level, this functions as an “outline” system that uses different colors to denote friends and foes. These colors are configurable for accessibility purposes and whatever colors you assign will match your scoreboard, team bases, and team flags. This isn’t depicted in the reveal trailer, due to its more cinematic nature, but we’ll have more details to share down the road (and Halo Insiders will be able to check it out first-hand during technical previews later this summer).

ARE YOU READY?


Back when we first announced Halo Infinite, we talked about the importance the community would play in development – and beyond – via Halo Insider “flighting” (pre-release technical previews) and feedback. We’ve seen firsthand the good that comes from empowering and partnering with our community to get pre-release gameplay feedback and feature input which has been instrumental on our Halo: The Master Chief Collection journey over the past several years.



While our schedule shifted due to a pandemic and development timelines, our commitment to our community has not. Later this summer, we still plan for limited pre-release technical previews with Halo Insiders to help us stress test and improve the game on the road to launch. We’ll have a lot more details to share as we get closer but, in the meantime, make sure you’re registered with the Halo Insider program if you’d like an opportunity to potentially participate in future flights. It’s quick, easy, and you’re free to opt in or out at any time, but please make sure your profile is up to complete and you’ve got a verified email on file or we won’t be able to contact you when the time comes. Spartan Laurette asked, “Are you ready?”– don’t let her down – make sure you are!

Player feedback and community partnership will be even more critical in the weeks and months following release. When we say that launch is just the beginning, we mean just that – in addition to new features, content, and experiences we will be working closely with the player community to shape and evolve the game together via feedback and future flights/technical previews.

THANK YOU


We know it’s been a long time coming but we’re excited to finally pull back the curtain and talk more about the multiplayer side of Halo Infinite. We also know there will be questions and a need for more info so don’t worry – that’s exactly what we’re going to provide in the days, weeks, and months ahead. We’ve still got work to do to wrap up development but we’re committed to continuing to bring the Halo community along on the road to launch.

Creating and shipping any game is a huge undertaking but to do so amidst a global pandemic when the team has been separated and working from home for over 15 months is challenging at an unprecedented scale. As we work towards release later this year, we’re grateful for the continued support and understanding from the Halo community – thank you. We also want to extend a major shout out to the teams across 343 Industries, and our partners, who have continued to overcome adversity and give their all to make a special Halo game we hope you will enjoy for years to come.



We know the expectations and stakes are high and we may not get everything exactly to everyone’s liking on day one, but as a live service we’re committed to partnering with players to evolve the game together. With a free-to-play service supporting crossplay on Xbox and PC, along with a more inviting new player experience, we’re rolling out the red carpet for more players than ever before to jump in and share in this universe and these experiences we’ve all come to know and love for nearly twenty years. We’re as eager and excited as you are to begin the next chapter of this journey together this holiday.

Make sure your Halo Insider profile is up to snuff, Spartans – we’ll be counting on you when the time comes.

- The 343 Industries Team

[h2]ADDITIONAL READING[/h2]

If you're looking for even more information about Halo Infinite, check out these blogs to learn more about the development team and their work on Halo Infinite.

  • Inside Infinite - April 2021: Crossplay, super ultrawide, triple keybinds, and so much more – Halo Infinite on PC is being built from the ground up with the platform's strengths in mind. Read about the team's vision and what PC players can expect in our latest Inside Infinite.
  • Inside Infinite - March 2021: Join the 343 Audio Team and go behind the scenes to learn about their vision and process for bringing the soundscape of Halo Infinite to life in this month's edition of Inside Infinite.
  • Inside Infinite - February 2021: Hear from members of the Halo Infinite team about the work they're doing to bring Zeta Halo to life and check out some updated looks at the progress that's been made since last year's campaign demo.
  • Inside Infinite - January 2021: 343's Sandbox Team talks about their vision, approach, and work on Halo Infinite's sandbox.

Halo Infinite will also usher in the next chapter of Halo esports - read more about the HCS team's plans in the Designing the Halo Esports Ecosystem blog series:

  • April 2021: Sponsors - why are they important and how do they fit into Halo esports?
  • March 2021: Viewership is critical to the success of the Halo esports program, how are we driving growth?
  • February 2021: Learn about the role tournament operators will play in the Halo esports ecosystem.
  • January 2021: The HCS team shares their mission, goals, and overall approach to Halo Infinite esports.