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Playlist Overview | Great Journey

Picture it… The year is 2004, Mountain Dew and Doritos are the snacks de rigueur, and the sequel to 2001’s hit game Halo: Combat Evolved is in your Xbox, ready to go.

Twenty years ago, the gaming world was introduced to Halo 2, and things were never the same. The multiplayer experience forged friendships, propelled online gaming to the mainstream, elevated MLG to another level, and was truly a catalyst of the early gaming and online eras.

With Operation: Great Journey coming on November 5, we wanted to celebrate this iconic milestone by bringing the Halo 2 festivities to Halo Infinite. Here are the playlists that will be available next week…

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[h2]Delta Arena[/h2]

Delta Arena is a playlist intended to embody the spirit of the gameplay you experienced in 2004. Think of it as a modern take on the legacy settings you remember from days of yore.



The Delta Arena modes will feature:
  • No sprint
  • No clamber
  • Increased jump height
  • Friendly player collision

You’ll be playing a mix of Slayer, Oddball, Capture the Flag, and King of the Hill on some maps that will look very familiar:

[h3]Ascension (Ascension)[/h3]
Credits: bullet2thehead9, DISTORTED JAKAL, MikRips
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[h3]Boulevard (Turf)[/h3]
Credits: UneeQ, Mr Greencastle, ArtNoob, MikRips
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[h3]Canopy (Lockout)[/h3]
Credits: UneeQ, Mr Greencastle, MikRips, ArtNoob
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[h3]Conjurer (Warlock)[/h3]
Credits: MikRips, bullet2thehead9, DISTORTED JAKAL
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[h3]Inquisitor (Midship)[/h3]
Credits: UneeQ, Mr GreenCastle, MikRips, ArtNoob, WookieCookies
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[h3]Serenity (Sanctuary)[/h3]
Credits: UneeQ, Mr Greencastle, MikRips
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[h3]Beaver Canyon (Beaver Creek)[/h3]
Credits: UneeQ, Mr Greencastle, Azwilko1997, MikRips
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It’s time to party like it’s 2024!

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[h2]Third-Person Firefight[/h2]

Halo has been a first-person shooter since its release in 2001 (except of course for some gameplay elements such as driving, operating turrets, etc), but it previously explored third-person action during the MacWorld days. As a result, players have often dreamed what Halo would look like from a different vantage point. At long last, that dream is a reality with the introduction of Third-Person Firefight!



You will soon be able to see the Halo Infinite Firefight experience you know through a whole new lens. Battle for the hill on your favorite Firefight: King of the Hill map and mode combo while being able to admire how enemies look from afar (or around corners), while also allowing you to appreciate how stylish you are. It’ll be the first in Halo matchmaking history.

At launch, you’ll be playing Firefight: King of the Hill on Normal difficulty with Heroic and Legendary following later. Here’s what is coming at launch:
  • Fiestafight: King of the Hill
  • Firefight: King of the Hill
  • Gruntpocalypse: King of the Hill
  • Gruntpocalypse Fiesta: King of the Hill


And the maps you'll be playing on:
  • Ardent Prayer
  • Behemoth
  • Breaker
  • Cliffhanger
  • Courtyard
  • Deadlock
  • Exiled
  • Fragmentation
  • Gyrefight
  • Highpower
  • House of Reckoning
  • Kusini Bay
  • Launch Site
  • Lone Wolf
  • Oasis
  • Powerhouse
  • Refuge
  • Rendezvous
  • Scarr
  • Vallaheim

You’ll also be able to explore and play with the third-Person camera in custom games and we can’t wait to see what you create with these options!

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[h2]Ranked Update[/h2]

There’s also some updates coming to the Ranked experience with Operation: Great Journey in the form of two new map additions.

Fortress is a brand-new symmetrical map design that plays CTF and all variants of Slayer (Tactical and Snipers included). Players can expect fast-paced action with exciting moments provided by dual sniper battles, Overshield, and more. It’s a beautiful map with a unique aesthetic that will have players taking a moment to enjoy the view.

Inquisitor is a remake of one of Halo’s most iconic maps—Halo 2's Midship. You’ll be transported back in time once you load into what is an amazing recreation. This map is tried and true. Inquisitor also plays at a fast pace in CTF and Slayer (Tactical and Snipers included). Be ready as soon as you spawn—the action is coming in hot!

Along with the Great Journey comes a rank reset, effectively giving you a Great Journey on your back up the ranked ladder. Good luck.

[h3]Inquisitor (Midship)[/h3]
Credits: UneeQ, Mr GreenCastle, MikRips, ArtNoob, WookieCookies
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[h3]Fortress[/h3]
Credits: MikRips, Ethan Hibbs
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All of these experiences will be available with the launch of Operation: Great Journey on November 5. Warm up your thumbs and prepare to play!

Operation: Haloween Exchange & Shop

Space is dark and lonely, a perfect graveyard for your foes...



Blast over to the Shop and secure the Stellar Eclipse bundle to acquire:
  • Eclipse helmet
  • Apparition Veil helmet attachment
  • Marrow Mantle shoulder pads
  • Keeper’s Ribguard chest attachment
  • UTIL/SIREN REAVER hip attachment
  • UTIL/Project ORANGEWALK wrist attachment
  • Terror Grips gloves
  • Bone Bracers kneepads
  • Corpsewhite Messenger armor coating
  • Pumpkin Force weapon model for M41 SPNKr
  • Training Ground weapon coating

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Enter The Exchange for customization rewards from the past🪙



Earn Spartan Points from matches, Operation Pass progress, and weekly Ultimate Rewards. Redeem for past and new items like:

🐀 Charming Rat weapon charm
🐀 Neon Hawk armor effect
🐀 Heat Stress weapon coating
🐀 Sentry stance
🐀 ...and more!

Don't forget, items will not be “going away” when the Exchange refreshes. They will still be available to purchase with Spartan Points through the customization menus (much like bundles once they have rotated out of the Shop).


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Fly high, live fast, keep your trigger on the weapon release switch and you'll be ready for the pilot's capsule of any Created fightercraft.



The Molten Chrome bundle contains:
  • Deltajock helmet
  • Redline Adaptation helmet attachment
  • Pinion Augmentor shoulder pads
  • Maverick Protocol chest attachment
  • Linerunner Utility hip attachment
  • Relayframe Plugin wrist attachment
  • Xeric Waves armor coating
  • Photon Exciter weapon model for Mk50 Sidekick
  • Darkness Falls weapon coating


Go forth, shiny and chrome!

Infection: Alpha Zombies & Refresh

It’s October so you know what that means… That’s right, it’s the start of PSL (pumpkin spice latte) season! For those of us who may not indulge, it’s also the start of what is affectionately known as “spooky season” so what better time to roll out an update to the beloved Infection playlist?

Alongside some new maps, we’re also excited for you all to play some Alpha Zombies. Yes, the classic mode returns. No tricks, all treats – let’s take a closer look!

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[h2]Alpha Zombies[/h2]

The fan-favorite Infection mode, Alpha Zombies, has returned!



This mode is all about survival instincts. Featuring simplified loadouts, such as Spartans with Pistols & Shotguns, Infected with swords, and no weapons on map – it should feel more reminiscent of legacy Infection experiences.

[h3]Spartans[/h3]
  • Weapons: MK50 Sidekick & CQS48 Bulldog
  • Equipment: Thruster (3 uses)

[h3]Infected[/h3]
  • Weapon: Infected Energy Sword
  • Movement Speed: 110%
  • Sprint Speed Scalar: 110%
  • Jump Height: 110%
  • Gravity Scalar: 80%
  • Camo Intensity: Fully visible, no camo

[h3]Last Spartan Standing[/h3]
  • Weapons: MK50 & CQS48 Bulldog
  • Equipment: Thruster (3 charges added)
  • Unlimited Ammo
  • Shield Multiplier: 300%
  • Movement Speed: 110%
  • Sprint Speed Scalar: 110%
  • Reload Speed: 110%
  • Melee Recover Speed: 110%

Much liked Alpha Zombies in Halo 5 and Halo: Reach, it’s a bit more straight-forward but survival is not guaranteed. With only Pistols and Shotguns in play, Spartans will be able to pick up ammo from fallen teammates or ammo crates to keep themselves armed – all while fighting off the growing number of Infected enemies.



We’ve been enjoying playing Alpha Zombies internally, and we were proud to have iterated on it with the incredible InfectionHub community, Dreamz, and DarkMaiming during its development.

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[h2]Infection Intro[/h2]

The base Infection mode is also getting an update to help improve the experience based on data and player feedback. These changes are meant to balance the mode a bit more between Spartans and Infected, as the Infected had a bit too much power.



As a result, the updated settings for base Infection are now:

[h3]Spartans[/h3]
  • Weapons: VK78 Commando & CQS48 Bulldog
  • Equipment: Threat Seeker (3 uses) [Previously: Threat Sensor (4 uses)]

[h3]Alpha Infected[/h3]
  • Weapon: Infected Energy Sword
  • Equipment: Shroud Screen (2 uses) [previously: Shroud Screen (4 uses)]
  • Movement Speed: 110%
  • Sprint Speed Scalar: 110%
  • Jump Height: 110%
  • Gravity Scalar: 80%
  • Camo Intensity: 80%, partial camo

The update from 100% to 80% camo intensity was made to address feedback around being infected by an Alpha – without ever being able to see it.

Providing an opportunity for counter-play went a long way to improving this experience. Now, the 80% intensity will appear to players in a fun way that is similar to Halo 5’s Infection. If the Alpha Infected walks at base speed, Spartans will only see the glow of their Iratus VFX but will not get red reticle or see them on radar. If the Alpha Infected sprints at top speed, they will be fully visible to their Spartan counterparts.

[h3]Beta Infected[/h3]
  • Weapon: Infected Energy Sword
  • Equipment: Quantum Translocator (1 use)
  • Movement Speed: 110%
  • Sprint Speed Scalar: 110%
  • Jump Height: 110%
  • Gravity Scalar: 80%
  • Camo Intensity: Fully visible, no camo

[h3]Last Spartan Standing[/h3]
  • Weapons: Any
  • Equipment: LSS keeps their existing equipment
  • Unlimited Ammo: Yes
  • Shield Multiplier: 300%
  • Movement Speed: 110%
  • Sprint Speed Scalar: 110%
  • Reload Speed: 110%
  • Melee Recover Speed: 110%

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[h2]Global updates[/h2]

We’ve also updated a few settings across both Infection modes to help balance the experience.

[h3]Infected Movement Speed[/h3]

You may have noticed this in each of the sections above, but the movement speeds of Infected has been reduced in both base Infection and Alpha Zombies. Previously, the movement speed was set to 125% and sprint speed scalar was set to 150%, which was proving to be far too fast and effective. It was less fun to battle as a Spartan and was tipping the scales too far in favor of the Infected.

Now, at 110% speeds, Spartans should be able to find more success while still keeping the modes balanced for both sides.

[h3]Weapon Damage[/h3]

Spartans have also received a slight increase in weapon damage, from 100% to 110%. This change is meant to help the CQS48 Bulldog feel more consistent against Infected players while still keeping the MK50 Sidekick at a 4 shot kill.

[h3]Starting Infected[/h3]

In base Infection, only two Alpha Infected would spawn at the start of each round. This made it extremely difficult to get those crucial initial Infections that can start to turn the tide of a match.

With this update, both modes will start with three Alpha Infected players in each round. This will help prevent slow starts and encourage both Infected players and Survivors to work together early on in the round.

[h3]Last Spartan Standing Timer[/h3]

Previously, when a round reached its Last Spartan Standing, it would start a 30 second timer. That timer was meant to help the sole survivor by ensuring they wouldn’t need to endure for extended periods of time if all their teammates fell early. However, it also had a side-effect of limiting the impressive final stands that Last Spartan Standing players could go on.

Given how important those Last Spartan Standing sprees are to the Infection experience, we’ve decided to remove the timer and base it entirely off the round’s remaining time. Now, it’s entirely up to each Spartan to outlast the horde until the final buzzer.



[h3]Scoring Updates[/h3]

Last, but certainly not least, we wanted to make adjustments to scoring in these modes. Most of the community feedback revolved around two common themes:

The point disparity when playing a round as an Infected vs playing as a Spartan, especially when starting as an Alpha Infected
The balance between getting kills as a Spartan vs playing back to get survival points
To help address this, we’ve updated the scoring to be a little more closely aligned with Halo 5’s Infection. The point breakdown of both modes will now look like this:
  • Points per Kill (Survivor): 5
  • Points per Kill (LSS): 5
  • Points per Kill (Infected): 15
  • Last Spartan Standing Bounty: 25
  • Survivor Betrayal Penalty: -10
  • Survivor Bonus: 25
  • Infected Bonus: 10
  • Last Spartan Standing Score Bonus: 15
  • Survival Score Interval Seconds: 30s
  • Score per Survival Interval: 10

With these changes, we’ve seen matches typically have more balanced in-game scores. Usually, this means a fairly close score match-up of heavy slayers, longer survival times, and solid rounds as an Infected.

Thank you for continuing to provide feedback on all aspects of the Infection experience. We’ll continue to monitor match data and player feedback around these new additions and updates.

We hope you all enjoy, survive, and thrive.

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[h2]Zombie Wonderland[/h2]

Alongside the updated Infection modes comes new maps! Here’s the new haunted infected playgrounds you’ll be exploring for each mode.

[h3]Cessation[/h3]
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Credits: I Crush All



[h3]Copperhead[/h3]
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Credits: timmyforges, DellSoto



[h3]Homestead[/h3]
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Credits: Whos Blaze, Lahont, bullet2thehead9, Sikamikanico



[h3]Jotunn[/h3]
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Credits: Norseman Nick



[h3]Pipeline[/h3]
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Credits: UnknownEmerald



[h3]Plunderland[/h3]
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Credits: Halo FunTime Productions



[h3]Stage Fright[/h3]
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Credits: UnknownEmerald



Within this updated Infection playlist, Alpha Zombies will also be featured on Aquarius, Catalyst, Forest, Illusion, Live Fire, and Recharge.

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Is it a trick or a treat? There’s only one way to find out and that’s to jump in and experience it for yourself!

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