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Halo Infinite Steam reviews swing to 'mostly positive' with new patch

Even though Halo Infinite launched to rocky reception, its post-launch journey has been received well by fans who stuck with it. So well that the recent Steam reviews for Halo Infinite have swung the shooter toward a 'Mostly Positive' rating after its new patch, adding more Forge additions and a Firefight: King of the Hill gameplay mode.


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Halo: Trial of Reckoning

“February 2560. The wreckage of the UNSC Mortal Reverie served as a central rally point and home to human survivors on Zeta Halo, but it was only a matter of time before it was also overrun by the Banished.



A handful of survivors from the battle have been brought to the iron halls of the House of Reckoning where they are forced to take part in a twisted new war game…”


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Halo: Trial of Reckoning is available here, on Halo Waypoint, as a free PDF, and in audiobook format on YouTube.

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[h3]Historian's Note[/h3]

Trial of Reckoning takes place in February 2560, immediately following the Banished assault on the crashed UNSC Mortal Reverie which served as a central command post for UNSC survivors on Zeta Halo.

[hr][/hr]

“Awaken, valiant warriors!”

Gunnery Sergeant Elena Bobrov winced as she slowly regained consciousness. Everything had happened so fast since the Banished had descended upon them—the attack on the UNSC Mortal Reverie had spanned two harrowing days of almost ceaseless combat. Even though they had known the battle was coming, they’d had only hours to prepare.

The Reverie had been downed during the initial Banished naval assault, but the Mulsanne-class frigate’s surviving wreckage had become a fortified rally point for the UNSC personnel stranded on this local fragment of Zeta Halo. The installation itself had been violently fractured as a result of the escalating conflict on its surface and the accompanying emergency slipspace jump to who-knows-where. Under an unfamiliar field of stars, the Reverie had quickly become the only thing that resembled a “home.”

And in the blink of an eye, the Banished had taken that too.

Bobrov had been in the thick of the fighting when a group of Brute Berserkers were set upon her squad, tearing into them with mindless abandon—driven by a violence-fueled disregard for anything but their next target. She recalled hearing the dire sound of bones snapping, feeling the spray of Ensign Daniels’s blood across her face, and the next thing Bobrov knew she was drifting in and out of consciousness, recalling only fleeting impressions of being dragged across the verdant terrain of Zeta Halo before being loaded onto a skiff and taken to… wherever the hell this place was.

“Hey,” a man’s voice cut through her musings. “Gunny’s waking up, Doc.”

A medical scanner passed over her a moment later, followed by a small shot of fast-acting morphine which quickly and mercifully diminished the throbbing in her head.

“Can’t see.” Blinking rapidly, she tried to quell the rising panic in her chest.

“Be calm, your eyes will quickly adjust,” a deep voice soothed. “I suspect the lights will soon come on.”

Squinting through the darkness, unable to see much further than three meters ahead or so, Bobrov relied on her other senses. Beneath her hands she felt the roughness of dirt-covered ground, but the sound of movement around her echoed in ways more indicative of being inside a large building. A hangar, perhaps? That didn’t make any sense.

But then again, nothing did anymore.

As her vision continued to adjust, Bobrov was able to finally make out the one who had been seeing to her injuries.

Being tended to by a Sangheili was certainly one of the stranger wake-up scenarios she had ever experienced. Clad in simple armor, its saurian face barely seemed to register her as he decided he was satisfied that his patient’s wits and faculties had returned.

“Roll call,” Bobrov said through a strained grimace as she shifted herself into a sitting position. “Who have we got here and what the hell is going on?”

“Lance Corporal Singh,” came the voice that had first announced her awakening. “And we’re, uh, pretty much screwed, ma’am.”

“Spartan Hedge, Fireteam Lancer,” came another, causing Bobrov to swell with a momentary flutter of hope. On any other day, she’d have passed it off as an involuntary reaction, but she knew more directly of Spartan Hedge, as the two of them had fought on Requiem.

Bobrov had served two tours of the Forerunner shield world, having been aboard the UNSC Infinity when it was first pulled into the hollow sphere back in ‘57.

Terry Hedge had joined the UNSC Infinity crew as a Spartan recruit soon after the New Phoenix incident. Bobrov had read some of the mission debriefs on Fireteam Lancer’s activities, where they had been led by Hedge and taken part in some of the thickest fighting against Promethean and Covenant remnant forces.

“And our medic?” Bobrov asked, turning to the Sangheili. “You’re a warrior, right?”

The Sangheili appraised her and closed his first aid kit with a crisp snap, the case comically small in the alien’s large hands.

“No.”

Firm. Definite.

“No?” Bobrov repeated, her brow furrowing.

“I am a healer of wounds, not a deliverer of them. Not anymore.”

“You got a name?”

“Yes.”

When he did not continue, Singh interjected. “We just call him Doc. He seems alright with that.”

At that moment, the lights lining the ceiling above flickered on and the truth of their situation was laid acutely bare.

They were indeed inside a room as large as a hangar bay, but there were no vessels docked here. Instead, the area was akin to a UNSC field base—a flat prefabricated structure covered in sand and dirt, a couple of large rocks on the outer edges where groupings of sandbags were haphazardly laid out.

A small building nearby housed a handful of ammunition and weapons crates, prompting Bobrov to grab an assault rifle, sidekick pistol, and a couple of grenades. As she had been the last to awaken, the choices were slim, but the familiar weight of the rifle in her hand returned some semblance of comfort to her.

Beyond the base structure, a series of doors covered the boundaries of the room—two at each edge. They at least knew where their enemy would come from… but with only three fighters among them, and limited ammunition and cover, things certainly weren’t looking good.

Ah, there you are.”

The booming, sonorous voice that had originally awakened her now returned, this time accompanied by a hologram at the far edge of the room, resolving into the blood-red image of an aged Jiralhanae. His right eye was milky and clouded, but the other—even in holographic form—glinted with malice as his mouth curled into a sharp-toothed smile. A grey beard covered his chin, and his forehead was branded with a symbol of his kind.

“I am Escharum, War Chief of the Banished. I welcome you to the House of Reckoning.”

“Ugly bastard,” Singh spat on the ground, tightening his grip on his battle rifle to mask a fearful tremor.

“Within these iron halls, through the Trials of Atriox, all shall know what it is to be Banished—our living history, how we once served the Covenant. All shall know what it is to be meat.”

Wasting no time, Spartan Hedge sprang into action, signaling Doc to assist in fortifying their position with sandbags and anything else they could grab with what little time and resources they had at their disposal. It wasn’t going to be much protection, but under the circumstances it was the best they could get.

“The trial is King of the Hill. One side holds the advantage of territory and must hold it while forty Banished brothers are sent to stake their claim. Survive, and you shall be granted a boon. You have played your little war games long enough. Now, you will play mine.”

With a final sinister grin, Escharum crossed his arms over his chest and the hologram faded.

Spartan Hedge motioned for Bobrov and the others to join him. “No retreat, no surrender, and no quarter. That’s what’s on the menu for us today, and it’s our job to damn well make sure it’s the same for them.”

“Four of us against forty of them,” Singh interjected and made an exaggerated show of counting on his fingers. “We’re outnumbered ten-to-one, man.”

Bobrov considered what she had read on military maneuvers back in basic training. As the ancient military strategist Sun Tzu had roughly put it: when surrounding an enemy, leave a way of escape. A retreating enemy is one that isn’t putting everything they’ve got into retaliation, but an enemy that knows they’ve been forced into a position to make a final stand is going to fight with every ounce of strength they have to the bitter end.

Either Escharum hadn’t figured that out, or—more likely—the Banished war chief was perfectly aware and that was exactly what he wanted from his captives.

“Let’s be real,” Bobrov interjected. “It’s entirely likely that none of us are making it through this. So you’d better make peace with the prospect of an unceremonious death right now, because if you freeze up and fail to make your shot count, you might as well be on their damn side.”

Doc fidgeted with his medical vambraces, his mandibles tightly formed together, giving way to a sigh. “I shall ensure that you are each stocked with ammunition, and provide you with the enemy’s weaponry when yours runs out. There is no honor in allowing one’s allies to perish for the sake of vanity.”

Bobrov couldn’t help but wonder what this guy’s story was. She could read the subtext as well as anyone and it seemed that even now, even when facing such crushing odds, the good doctor was firmly set against doing harm.

In her experience, the Sangheili held martial prowess and their concept of “honor” as a matter of life and death. Decades of fighting against them had taught her that. Her more recent years, doing training drills with some of the Swords of Sanghelios personnel, had just confirmed that knowledge. Perhaps Doc had been amongst that cohort aboard the UNSC Infinity? Bobrov drew a sharp breath at the thought.

Infinity.

The name alone conjured an unexpected stab of nostalgia.

How she missed that ship.

UNSC vessels of all kinds throughout the Covenant War had been hell to live on—strictly utilitarian in design to serve as cold metal coffins ferrying troops from one battlefield to the next, never knowing how far you were going to make it. But the quiet hum of the Infinity’s engines, the beauty of the atrium park while cruising through vibrant nebulae in deep space that formed the “night sky” through the transparent observation dome, the chili cook-off that she and Lieutenant Gomez had attained a respectable fourth place in…

That had been the first ship she had ever been able to call home.

She thought back to the first hard touchdown on Requiem. The Covenant faction they’d fought there had thrown themselves at defensive lines they had no tactical chance of overcoming, driven by a zealous fervor that came from the belief that they were literally serving one of their gods in the flesh. She’d been the designated driver for the six-wheeled death machine that was an M510 Mammoth, which had been deployed to destroy a network of particle cannons, ferrying the then-Commander Lasky and the Master Chief himself towards a gravity well that was keeping them grounded.

It had seemed like a lifetime ago… and nobody knew what had happened to either of them. As far as Bobrov knew, no word from Captain Lasky had reached the Mortal Reverie, and the Chief had been missing-in-action since the ambush on Infinity.

All she could do—all she knew how to do—was keep fighting. Whatever hopes there had been for an age of peace after the fall of the Covenant had been shattered, and between remnant factions and rebel groups, ancient Forerunner constructs, renegade artificial intelligences, and now the Banished… “king of the hill” seemed a remarkably apt summary for the state of things, jockeying for power over the biggest and baddest guns in the galaxy. And to what end?

“Hey, ugly,” Lance Corporal Singh called out into the emptiness, knowing Escharum was still watching. “You said we get a boon if we win.”

Escharum did not reappear, but his voice snaked its way across the walls of the House of Reckoning—lowered, as if to confide a secret. “It is the same prize that Atriox received for surviving the countless battles that claimed his brothers.

“And what’s that?”

A new day shall dawn over the House of Reckoning. You shall be fed and watered, and tomorrow… you will fight again.

“You bastard.”

Take heart, human. With every moment you stand and fight, you shall know Atriox. You shall know the Banished. You shall know the Jiralhanae way of immolation.

As the war chief’s words faded, the doors around the edges of the room slid open.

Bobrov tensed, fearing that they were about to get instantaneously swarmed from all sides… but the passages remained clear.

Then they heard it.

Like the thunderous start of an engine in the depths of an ancient machine—a dreadful, clanking heartbeat from what must have been a dozen or more gravity hammer pommels striking the ground in unison.

They began slowly, Bobrov counted the seconds between beats…

One, two, three, four—clang!
One, two, three, four—clang!


The sound filled the air around them, rolled through the space with the insistence of a rising tide.

Powerful. Unstoppable.

It was not long before four seconds became three.

One, two, three – clang!
One, two, three – clang!


Bobrov felt the tension twist in her gut, felt the hair on the back of her neck stand-up as the three beside her shifted, bracing for the inevitable.

Three seconds became two.

One, two – clang!
One, two – clang!


Their enemy would be upon them soon.

She knew it.

And yet, in this whisper of time, Bobrov found reality crystallized with a sudden serene clarity, even as she knew this invocation was soon to culminate in a furious release of barbarism. As a Marine who had fought through the Covenant War and had known only a fleeting glimpse of peace before she had been called upon to serve once more, she greeted this moment as a friend.

The choice was simple. The priorities were clear.

Adapt. Survive. And…

She exhaled, glanced at her fireteam, and saw her own grim resolve mirrored in their expressions.

Accept whatever may come.

The pounding reached fever pitch, the hammers clanging repeatedly as the sound drew closer, grew louder, reaching its crescendo.

One second.

One. Final. Exhale.

Then came the stampeding feet. Bloodthirsty roars. The sudden sharp crack of firepower as Bobrov and her team made their stand.

Escharum’s voice echoed above it all.

“Fight hard. Die well.”

December Mid-Season Update Launch

The December Update for Halo Infinite has arrived!



Firefight: King of the Hill, the new Repair Field Equipment, huge additions to Forge with new bosses and High Value Targets added to the Forge AI Toolkit, Custom Game Browser and Ranked improvements—and more.

Here are the highlights of what await you today in Halo Infinite

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[h2]What's New?[/h2]
[h3]Firefight: King of the Hill[/h3]

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The latest incarnation of Firefight has come to Halo Infinite—Firefight: King of the Hill.

You and three other players face off against waves of Banished baddies as you fight to capture hills in this PvE experience, featuring nine maps—including the House of Reckoning from Halo Infinite’s campaign.

The nine maps featured in the Firefight: King of the Hill playlist are:
  • House of Reckoning
  • Behemoth
  • Deadlock
  • Launch Site
  • Live Fire
  • Oasis
  • Exiled (by Epetr0, SandoChokUN)
  • Kusini Bay (by Mr Kwatz)
  • Vallaheim (by HaiseOz)




For a deep dive into this new mode, check out our blog on Firefight: King of the Hill.

Also, coming this week is a new Waypoint Chronicle (our last one for 2023) themed around Halo Infinite‘s Firefight experience, so keep an eye out!

[h3]Repair Field[/h3]



Need to conduct some repairs while out in the field? We’ve got the perfect Equipment item for you…

Introducing our latest sandbox addition to Halo Infinite, the Repair Field—a neutral piece of Equipment that heals allies, enemies, and even vehicles. It can even revive Spartans in select modes like Firefight: King of the Hill.

[h3]Forge Updates[/h3]



Forge continues to be enhanced and improved with exciting new additions, including:
  • High Value Targets and bosses from Halo Infinite’s campaign added to Forge AI Toolkit
  • Skull modifiers added to node graph
  • Quality of life updates (global material allow list, scalable blockers, auto turret allegiance options, and more)

[h3]Ranked[/h3]

Based on player feedback, audio and UI elements for Ranked Extraction have been improved. The Ranked experience will also be getting some quality-of-life updates around CSR.
  • Audio from the Extraction device is no longer global, it is emitted from the device itself which means you’ll need to be in its vicinity to hear whether it’s being converted
  • UI will no longer show the Extraction device actively being converted
  • Once you rank up a tier, you will get three games, win or lose, before a loss will rank you down to the previous tier. Additionally, if a player in the match (who is not on your fireteam) quits, you will not lose CSR if you decide to quit as well.

[h3]Custom Game Browser[/h3]

With this update, the Custom Game Browser received some improvements and fixes:
  • As long as enough slots are open, the Fireteam leader can bring their entire party into a CGB session
  • Issues blocking players from joining CGB sessions and unclear messaging have been resolved


[h3]Stability & Networking[/h3]

The online experience for Halo Infinite continues to be improved upon and we have been looking to address that even further with this update.
  • A new networking system has been implemented into Halo Infinite that will be tested in the Firefight: King of the Hill playlist (as PvE is a safer environment for us to test this overhauled system at scale) and will later be tested further in the Combat Workshop

For a full breakdown of all the new additions and improvements in the December Update, you can check out our December Update preview blog or read the Patch Notes on Halo Support.

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That closes us out for this latest update. Jump into some Firefight, try out the Repair Field, enhance your Forge maps even further with newly added bosses, test your communication in Ranked Extraction, and enjoy a smoother ride with your friends in the Custom Game Browser…

The December Update for Halo Infinite is live now!

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[h2]Press Kit[/h2]

Download the full 4K Press Kit for the December Mid-Season Update!

Firefight: King of the Hill Preview

Bip. Bap. Bam. Welcome to Firefight in Halo Infinite!



With the December Update dropping on December 5, the latest incarnation of Firefight will arrive in Halo Infinite—Firefight: King of the Hill.

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Before we dive into the details, let’s take a quick look back at the long history of Firefight, all the way back to its origins…

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[h2]Firefight: A Brief History[/h2]



“It’s a mess, sir,” Staff Sergeant Avery Johnson said. “We’re scattered all over this valley. We called for evac, but until you showed up, I thought we were cooked.”

“Don’t worry, Sergeant,” Cortana replied. “We’ll stay here until evac arrives.”

The Master Chief looked up at the strange alien tower that was currently serving as a rally point for this group of Marine survivors who had made it off the UNSC Pillar of Autumn. There were only a handful of them, ammunition was low, and—as Private Mendoza’s voice came over the comm—it was clear that they were out of time.

“Heads up! I got a Covenant dropship headin’ in, over here!”


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The conceptual origins of Firefight in Halo can perhaps be traced back to this very moment, near the start of the second mission in Halo: Combat Evolved. After coming across a group of Marine survivors, you must protect them from waves of Covenant reinforcements before they can be picked up by Foehammer.

Firefight itself would debut in 2009’s Halo 3: ODST as a cooperative mode where you and up to three of your friends could put your skills to the ultimate test, experiencing Halo sandbox encounters in the form of a survival-based “horde mode” that was becoming increasingly popular in games around this time. No doubt, many of you reading this today will recall the late nights spent on the Alpha Site map attempting to get the Vidmaster: Endure achievement as you sought to complete your Road to Recon…

From there, Firefight would go on to take several different forms in subsequent Halo games. In Halo: Reach, players were given extensive customization options to edit many aspects of the experience, which was also available in matchmaking.

In Halo 5, Warzone Firefight was introduced as a pure PvE version of the new PvPvE Warzone mode. Eight players could come together on large-scale maps to unleash their most powerful weapons and vehicles against Covenant and Promethean enemies.

And then, Halo Wars 2 introduced Blitz Firefight and Terminus Firefight. In the former, players had to defend and control three zones from waves of UNSC and Banished forces; the latter, meanwhile, was more of a “tower defense”-type experience where up to three players could work together to defend their bases and a Forerunner tower, with Flood enemies added into the mix.

And so, the time has come for a new Firefight experience in Halo Infinite

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[h2]Firefight: King of the Hill[/h2]



To delve deeper into this new incarnation of Firefight, we’re joined by Connor Kennelly, Technical Designer, for a Q&A breakdown.

What is Firefight: King of the Hill and how does it work?

Our take on Firefight is in many ways close to the previous iterations of Firefight you remember. You and three other Spartans will face waves of Banished foes until you prevail… or die trying. The experience is entirely PvE, so there are no other human players to sweat against—just you, your fireteam, and Halo Infinite’s awesome cast of campaign enemies.

When the game starts, a hill will spawn, and waves of progressively harder Banished enemies will try to capture that hill. Your job is to take the hill from them and hold it until you capture it. A Boss Wave, filled with tougher than usual enemies (and spearheaded by a named High Value Target or Boss), spawns once you’ve reached a certain amount of hill progress.

You score a point when you both finish capturing the hill AND defeat the Boss Wave. Then, just like in other Firefight iterations, you’ll get a brief respite to resupply your weapons and equipment, which only respawn in between hills. After that downtime, the hill will begin spawning in a new location, and the cycle repeats.

The Matchmaking modes will have exactly five hills for each match, and you’ll get a win if you capture at least three of them throughout the round.

The timer in the mode is technically unlimited, but games tend to run between fifteen-to-twenty minutes depending on how well your team is playing. We totally expect the speedrun-oriented folks to be competing for lowest time for each map, though.



So you get points by capturing each hill and defeating its Boss Wave. And it takes 5 points to win. How do you lose?

Well, the enemy team can capture the hill just like you can, so if you can’t hold the waves off, you can lose the point to the other team. And since there’s a fixed number of hills to play, you don’t want to lose that bonus XP, so don’t let them capture those hills!

Also, just like in previous Firefight iterations, death can wipe out your squad. More on that in a minute, but keeping everyone alive is very much a focus of this mode.

In past Firefight modes, players have limited respawns. How do respawns work in Firefight KOTH?

The matchmade version of Firefight: King of the Hill will NOT be using a pool of lives. When designing this mode, we read a lot of community posts on old Firefight iterations, and we saw a common frustration with matchmade experiences where players felt that matchmade teammates often “wasted” the team lives. To address this, we brought in an elimination mechanic instead. When a teammate is killed, they go down where they fell and are given a lengthy respawn timer—the duration depends on the difficulty you are playing. And if ALL the Spartans go down simultaneously, you’ll instantly lose the game.

Your teammates can bring you back to the battlefield immediately by reviving you, just like in Attrition, but as mentioned above, the Banished will be making hill progress the whole time… so you’re going to need to balance revives against the enemy capture progress.

The tension between going for a revive or contesting the hill has made for some of the most delicious moments in our internal playtests, especially on the Heroic difficulty where the respawn time is longer. Do you play it safe and give up some enemy hill progress to bring your teammates back, or does your Last Spartan Standing try to contest a Banished-owned hill alone and risk the entire game? I guess it depends on how greedy heroic you feel…

We hope utilizing revives will reduce frustration for the players that want to solo-queue but will keep the co-op sense of shared fate we loved in both survival Firefight and Warzone Firefight.



One last thing on the death mechanics here: since this pain point was mostly a matchmaking concern, we added Custom Game options that will let you use the traditional lifepool. We also have a separate option to turn off revives, so if your lobby wants classic mechanics or you just love roasting your buddies for wasting lives, we’ve got you covered! Because we do not have lives in the matchmade version, we do not have the old Bonus Rounds to earn extra lives. However, we think replenishing the lifepool is a vital mechanic for those endless runs like in ODST and Reach, so we have another Custom Game option that will let you replenish the shared lifepool if the Spartans win the point.

Season 5 is all about letting people play Halo the way they want to play, and we’ve tried to support that as best we can.

Why Firefight: King of the Hill instead of a new iteration of specifically survival-based Firefight?

“Firefight” encompasses a lot. Firefight is about surviving waves of enemies with your friends. It’s about tracking who’s alive and who’s dead. It’s about managing limited resources. It’s about Skulls ratcheting up the difficulty as rounds progress.

And, at the core of it, Firefight is about having your back up against the wall and coming out on top through teamwork.

So, when we wanted to bring that back-against-the-wall feeling to Infinite, we landed on the King of the Hill mechanic. The hill started out as a way to organize combat on big maps. It provided that “wall” your team put their back up against when the maps were particularly large. Plus, it brought the added bonus of letting us move that spot around the map so the experience was more varied within each game.

That was just our starting point. As with everything in game development, you learn a lot as you playtest. And sure enough, as we spent more time with the hill mechanic, we realized it was adding an unexpected dynamic to the experience. Players who ran and hid when a tough wave of enemies appeared couldn’t stay hidden and pick shots at enemies until they had thinned their ranks—since they couldn’t progress the mode without having at least one player occupy the hill, the Spartans had to band together to retake the point and begin scoring again.



We really enjoyed “the flip” between attacking and defending that emerged from this dynamic, and we also enjoyed the additional cooperative moments this created. Some of the most fun we’ve had in past Firefight modes are when you’re completely overrun by the AI and have to scramble, and concentrating the AI squads in a way that demanded extra fireteam cooperation really seemed to enhance those moments.

Where it really started getting good was when we extended the hill code to let AI units capture them. Suddenly, there was tension when the enemy pushed your fireteam off the hill. The bar started ticking up. That drum sound played with each tick, letting you know the Banished were inching closer to victory. Your decisions were now constrained by time. Is pathing back to that rocket launcher you saw across the map worth the tradeoff on the enemy hill progress? Can you afford to let your shields come back up before contesting, or do you need to get in there now and buy time for your other teammates to arrive?

Even in the course of regular combat, when the Spartans have control over the field, the hill shapes how you play. Because a single enemy AI can contest the hill and halt your progress, the fireteam needs to work together to keep the zone clear to draw the Boss Wave out. We indexed into larger hill volumes on each map so that there are multiple fronts to defend. Coordinating with your team to sweep the firing lanes, rotating from one sight line to another as you cover a friendly revive, choosing when to send players out of the hill to return with a power weapon or snipe from a vantage point—these are some examples of the core decisions you’ll be making when you match into a game Firefight: KOTH.

To make a long story short: we love the extra decision-making, the additional cooperative elements, and the tension that the hill brings to the classic Firefight formula. We can’t wait to hear what you think when you jump into the mode tomorrow!



Are there other differences (besides the hill) from survival Firefight or Warzone Firefight?

Yes. The other major departure we made is how Skull difficulty modifiers are earned and enabled throughout the match. In past Firefight, Skulls got enabled in a fixed order. We wanted to make the Skulls a bit more dynamic to adapt to how well a squad is doing in the round.

The rules for Skulls in Firefight: King of the Hill work like this:
  • If a team wins a point and nobody dies, one semi-random Skull gets enabled for the next hill.
  • Skulls stack over the course of a game. You can have multiple Skulls active if you keep winning points without any fireteam deaths. In matchmaking, the maximum is four active Skulls on the fifth hill.
  • Streaks can be dropped. Losing a hill to the Banished will disable your most recently enabled Skull.


We say a “semi-random” Skull gets enabled, because just like the classic modes, you earn easier Skulls before the harder Skulls. For example, the first Skull you earn will always be either Fog or Catch. But if you earn a second Skull, the pool expands to include Famine and Thunderstorm. The result is that fireteams who are able to earn Skulls will get a different experience from match to match, but the difficulty curve will still gradually increase in the same way as the match goes on.

We made this change because when we looked at how people talked about enjoying past Firefight offerings, we noticed two very different types of motivations, and the fixed-order Skull mechanics only catered to one crowd.

One type of player we saw was the challenge hound. They want to be pushed. They want to feel overwhelmed. They want their squad to really go through fire and flame because earned victory is all the sweeter. The fixed-order Skulls gave these players a foe worthy of their blade, since they were guaranteed to run into some satisfyingly brutal Skulls by the end of each round.

We landed on the “streak” nature of the mechanic as something to enhance the experience for these types of players. It feels great to have your Skull streak on the line when the Boss Wave shows up in the fourth hill and you really need to grit your teeth and keep your teammates alive without losing the point.



The other type of player we saw plays Firefight for a very different reason. These folks look to Firefight as an escape from the sweat of multiplayer. And while they do not want it to be so easy that it’s boring, they really just want to kick back with their friends and shoot the breeze while they shoot some aliens.

Unavoidable Skulls, especially the tough ones like Black Eye and Blind, cut against this player type. They make you focus 110% on the game by raising the stakes, but that can actually take the focus away from what motivates these players—having a relaxing time with their friends. We landed on the no-death mechanic as a means of keeping Skulls out of the way for these types of players, since players who are just around to goof off will naturally accumulate some deaths in regular gameplay (and therefore won’t encounter Skulls). In this way, the game tries to match whatever energy your lobby is bringing.

Since we saw PvE as a way to build on that “party shooter” vibe that brings people together and makes Halo feel so unique, we wanted to make a change to support this group without sacrificing challenge for the players who wanted it. The goal here is to give players that care about challenge something to strive for as a team, and at the same time to be mostly invisible to players who are just looking for a good time with their friends.

And finally, in the spirit of letting you play Halo the way you want to play—we have Custom Game options that will let you enable those legacy behaviors. You can use the Fixed setting to make the Skulls come on one at a time after each hill regardless of who got the point, and we also have a None setting that will stop the mode from enabling Skulls at all. That last option will let minigame scripters turn on Skulls with whatever logic they want using Node Graph. More on that in the Forge section below.



What Skulls are in Firefight: King of the Hill?

The Skulls available in this mode are as follows:
  • Fog – disables motion tracker
  • Catch – AI enemies throw and drop more grenades
  • Famine – weapons dropped by AI enemies have half the ammo they normally would
  • Thunderstorm – upgrades the rank of most AI enemies
  • Mythic – AI enemies have significantly increased health
  • Black Eye – your shields only recharge when you melee enemies

Additionally, there is a (very) small chance you’ll get one of the following Skulls enabled at the start of a round. These Skulls don’t increase the difficulty, but they do make for some fun moments!
  • Boom – doubles explosion radius
  • Cowbell – acceleration from explosions is increased
  • Grunt Birthday Party – Grunt headshots lead to glorious celebrations
  • Bandana – grants unlimited ammo and grenades, and removes equipment cooldown
  • IWHBYD – rare combat dialogue becomes more common, and vice versa

Note: the Blind Skull, which hides first-person HUD elements and view-models, is not in the pool for the mode, but it is available to Custom Games via Node Graph scripting.

TL;DR on the Firefight: KOTH differences from survival Firefight:
  • Players get points by capturing a hill and killing the Boss Wave for that hill, not just surviving
  • If the Spartans fail to hold the hill, the Banished will capture it instead
  • No more shared lifepool; You have only one life, but your teammates can revive you like in Attrition. All Spartans downed at the same time will end the round instantly.
  • You can use Custom Game options to get classic Lifepool settings
  • Players earn Skulls by winning hills without dying, and Skulls stack




How will Firefight: King of the Hill help me progress my Operation or Battle Pass?

In Matchmaking, you’ll get a small amount of Match XP just for playing. Additionally, you’ll get bonus XP for a win, which is capturing 3 of the 5 hills. Successfully capturing the fourth and fifth hill will each give an additional XP bonus.

Slaying Banished foes will award Personal Score throughout the entire round that will level up your Career Rank, and Skulls will also net players a stacking Personal Score bonus at the end of each round won for every Skull that is enabled.

What maps will I be able to play at launch?

We have nine maps available when Firefight: King of the Hill launches with the December 2023 Update, which includes three community-made maps, five existing developer-made maps, and the new House of Reckoning map from Halo Infinite’s campaign.

The nine maps featured in the Firefight: King of the Hill playlist are:
  • House of Reckoning
  • Behemoth
  • Deadlock
  • Launch Site
  • Live Fire
  • Oasis
  • Exiled (by Epetr0, SandoChokUN)
  • Kusini Bay (by Mr Kwatz)
  • Vallaheim (by HaiseOz)
What kind of Custom Game options are available?

We’ve mentioned some of the levers you can pull in Custom Games to change your Firefight: KOTH experience to suit your taste. We wanted to offer up a wealth of options to feed your Custom Game Browser nights and let you play Halo the way you want to play. You can decide what elements of the mode will be active; you can change how Lives, Revives, and Skulls are used; you can tweak hill capture timers, and even override which units spawn in each wave.

And for the Forgers out there, you’ll find that Firefight: KOTH is the most integrated with Forge and Node Graph scripting yet. You can set the mode to use the enemy definitions straight from your spawners and make the hills spawn in the fixed order, paving the way for linear, wave-based missions.

The Skulls we converted to multiplayer are also available through Node Graph to use in any game mode. And the AI Wave Manager nodes that we were able to get to players early with the launch of Season 5 is the same one we built for Firefight: KOTH. That means you’ll be able to hook into mode events to run custom logic when waves start or end.

For example, using the new Wave Type output pin, this sample script would run any time the mode starts a Boss Wave. Then it would pick two random units and send every Grunt in their squad into an explosive frenzy.

We can’t wait to see what horrors and delights you’ll inflict on all of us in the Custom Game Browser come launch!

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That concludes our deep dive into Firefight: King of the Hill, which will arrive with the December 2023 Update tomorrow. You can find more info on what’s coming in tomorrow’s mid-season update here.

In the meantime–

[*Phantom horn sound*]

Here we go! Next wave’s coming in. Get set, Spartans. This is gonna get hot!

December Mid-Season Update | Halo Infinite

The December Mid-Season Update for Halo Infinite arrives on December 5, just a few short days from now, and we’ve got the details of everything you need to know right here.



Firefight: King of the Hill, the new Repair Field equipment, Forge updates, Ranked and Custom Game Browser improvements, and much more are prepared to drop—let’s get you briefed!

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[h2]Firefight: King of the Hill[/h2]



Bip. Bap. Bam! Firefight is coming to Halo Infinite next week.

Over the years, Firefight has taken many forms across various Halo games. From its traditional survival mode in Halo 3: ODST to its more arcade-inspired incarnation in Halo: Reach, to Warzone Firefight in Halo 5: Guardians, along with Blitz Firefight and Terminus Firefight in Halo Wars 2 – it’s a mode that has evolved across games, and the time has come for it to arrive in Halo Infinite.

Firefight: King of the Hill will see you and three other players facing off against waves of Banished baddies as you fight to capture hills on nine maps when the playlist goes live – including the House of Reckoning from Halo Infinite’s campaign and three community-made maps.

We’ll have a full, detailed blog on Firefight: King of the Hill going live on December 4, ahead of its in-game debut the following day.

We can’t wait for you to get your hands on it!

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[h2]Repair Field[/h2]



Need to conduct some repairs while out in the field? We’ve got the perfect Equipment item for you…

Introducing our latest sandbox addition to Halo Infinite, the Repair Field!

Similar to the Regenerator from Halo 3, the Repair Field is a neutral piece of Equipment that heals allies and enemies within its radius. It’s also capable of repairing vehicles, and it can be attached to them (as well as most environmental surfaces). Additionally, the Repair Field can also revive downed Spartans in select modes such as Firefight: King of the Hill, Attrition, etc.

Are you the kind of player that prefers to provide support for the team? The Repair Field is a great complement to that particular playstyle and, used strategically, just might help give your team an edge in a firefight or vehicular showdown.

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[h2]Ranked Improvements[/h2]



The Ranked experience is getting some improvements in this December Update, starting off with updates to Ranked Extraction and CSR.

[h3]Ranked Extraction[/h3]
At the moment, you can hear that your Extraction point is being converted by the enemy team from anywhere on the map. This meant players were able to leave the area around the Extraction device and use the global audio queue to tell them when to peek back out. With this upcoming audio change, the device itself will emit the audio, meaning you’ll have to be in close vicinity to hear it’s being converted. As a result, teams will need to pay closer attention to the Extraction device.

Right now, you can see in your UI when the Extraction point is being converted. Similar to above, this allowed players to leave the area near the Extraction device and only peek out when the UI showed it was being converted. With our upcoming change, this will go away almost entirely. The UI will no longer indicate to you when the Extraction point is actively being converted, and it will also no longer indicate to you how much time is remaining. It’s going to play a bit old school and hardcore, as players and coaches will need to time the Extractions like timing weapons and powerups in previous Halo titles.

[h3]CSR Improvements[/h3]
There are some further improvements also coming to rank loss protection and teammate quitting. Once you rank up a tier, you will get three games, win or lose, before a loss will rank you down to the previous tier. Additionally, if a player in the match (who is not on your fireteam) quits, you will not lose CSR if you decide to quit as well. You can read more about these updates in our most recent Ranked Update blog!

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[h2]Forge Updates[/h2]

When Season 5 launched back in October, the Forge AI Toolkit quite literally changed the game for community creators, allowing players for the first time ever to place campaign enemies into multiplayer maps to build PvE experiences.

In the December Update, we have some more improvements to share with you that will enhance this feature even further…



[h3]High Value Targets & Bosses[/h3]

In Halo Infinite’s campaign, there are various boss enemies that can be encountered on Zeta Halo, such as the High Value Targets that can be hunted down, each one rewarding the Master Chief with a powerful special weapon variant.

All fifteen of these HVTs will be added to Forge with the December Update – from the almighty Bipbap the Vanquisher to the very hungry Ik’novus the Devourer, and beyond.

Major bosses are also included in this line-up as well, such as Jega ‘Rdomnai, Escharum, and the Harbinger. The potential for what the creative cartographers in the community are going to make truly is endless (heh!)

[h3]Skulls in Node Graphs[/h3]

With Firefight: KOTH on the way, enabling Skulls to modify difficulty is a notable part of the experience. With this update, Forgers will be able to use Node Graph to enable or disable any of the twelve Skulls, from Bandana to Black Eye.

Notably, Skulls are not just limited to the Firefight game variants. These difficulty modifiers will work in any game mode, allowing creators to use them to spice up ordinary multiplayer matches or extend their Season 5 PVE experiences.

[h3]Quality of Life Updates[/h3]

The Global Material Allow list gives the player the ability to access all swatches contained in swatch groups added to the global allow list in all regions. This functionally gives the player access to a much larger pool of swatches for each region, and allows regions previously disallowed from using tiling swatches to access them.

Because hugs make everything better, we have also added the Trigger Grunt Hug node to Forge’s Node Graph. This will allow creators to make any Grunts in a squad pull out two plasma grenades and run toward the nearest enemy until the grenades explode. We sincerely hope this addition will make your Custom Browser experiences with Grunts more loving and friendly.

Scalable Blockers allow the player to place a single blocker object and scale it to the size they’d like it to be. This will help you save on object count and help clean up maps.

Auto Turret Allegiance has been updated, meaning the Auto Turret will now respect the Team setting it receives in Forge. When placed on a team, the Auto Turret will treat units (players & AI) as allies and will not target them. If placed on Neutral team, the turret will remain hostile to all units.

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[h2]Custom Game Browser[/h2]



When Season 5 launched, we introduced Custom Game XP and the addition of the Forge AI Toolkit opened up the floodgates for countless hours to be spent jumping from custom game to custom game – whether you’re looking for some of that classic Infection fun you’ve been enjoying since Halo 3, or the vast range of exciting new experiences that folks have been creating.

The team has been working on a variety of improvements to the Custom Game Browser which should make for a smoother ride for you and your fireteam.

[h3]Join Session as Fireteam[/h3]

As long as there are enough slots available, the Fireteam Leader can bring their entire party into a CGB session. Upon joining the session, all members of your Fireteam will join together and merge into the Custom Game leader’s Fireteam.

While working on this, the team also made sure that it was enabled for lobbies. If you are playing with a friend and want to join another friend’s lobby, you can choose “Join with Fireteam” to bring your entire Fireteam into their matchmaking/custom game lobby.

[h3]Improvements[/h3]

Several improvements have been implemented to the Custom Game Browser, resolving issues that block players from joining CGB sessions that were open when a backend change occurred; issues around unclear messaging when attempting to join a full session; and instances where attempting to join a session that was no longer active would not deliver any failure messages.

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[h2]Stability & Networking[/h2]



Along with all the additions and quality-of-life updates above, this update is also focused on increasing the game’s stability by addressing crashes and improving our online experience via updates to our networking.

Season 5 added more reporting information in the game, which helps us better detect when and why crashes happen. Using this data, the team has knocked out multiple crashes across PC and consoles, including the top crash on Xbox Series X|S devices.

As for improvements to networking, we’ve been working on a more comprehensive overhaul of the system. The first glimpse of this updated networking model will land on December 5 with the December Update. You’ll be able to jump into the Firefight: King of the Hill playlist and try out the new networking model in a safe environment. Enabling it in a PvE experience gives us a safe testbed to see how it behaves at scale before enabling it in a PvP mode, where the stakes would feel much higher for each player. Please be sure to dive in, blast the Banished, and let us know how it feels in Firefight: King of the Hill. If the results are promising, we’ll look to host a PvP experience in the Combat Workshop in the future.

While there should only be improvements in these areas, please be sure to report any crashes or networking related issues to us by using the Halo Support site.

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That closes us out for this preview of 2023’s December Update for Halo Infinite. Stay tuned for a deep dive on Firefight on December 4 ahead of the update dropping out of slipspace on December 5!