We are getting used to 343 Industries sharing new and interesting information about the progress of their most ambitious project, Halo Infinite. Today no one doubts that the game has hit a big change compared to its presentation last year. These months of delay have been great.
Proof of this is that almost every two or three weeks they are sharing information about the game with us. Information that would be impossible to condense into a couple of trailers and that fans will surely be excited about. So let's go with everything we know this week.
New ecosystem data in Halo Infinite
We start with what we know will not be present in the game, so then we are not disappointed when we start the game. 343 Industries confirms that there will be no playable Elites or hostile wildlife towards the player. There is also no absolute freedom, the team confirms that although we are facing an open world, there is a linear design.
Now we go with the positive. All these data are related to the ecosystem of the Zeta Halo ring. The game will have a day-night cycle and aggressive weather; This means that during the gameplay the inclement wind or rain will be an obstacle in our adventure. This time cycle also leads to changes in the fauna, for example some Grunts will sleep at night, some Jackals will use the beam of light from their shields to see and in the middle of that, there will also be bioluminescent animals.
In addition to this we also know that there will be different biomes in the ring, so we can confirm swampy areas, ruins of previous battles and areas where nature has created havoc on the Forerunner structures.
Halo Infinite gameplay
Regarding the gameplay, we must return to the theme of the day and night cycle. The game will reflect the state conditions of our Spartan and will respect them in the cutscenes; In this way, if what we do happens in the middle of a change at night, the kinematics will reflect the equipment we have and it will be day or night depending on when it is activated.
We also know that there will be zones that allow the player to plummet outside the ring (and kill it); although we can also push objects and enemies towards that area to get rid of them. John Junyszek further confirms that the structures we saw at last summer's presentation have received a considerable facelift and that the story will be expanded with audio files.
To close, two interesting details:
- As we move forward we will see how previously inaccessible areas of the ring are unlocked.
- The game will detect where and how we are playing to adapt the gameplay. If you drive or fly it will adjust the enemy AI and its frequency, and if you go on foot it will also change the battle.