If Halo switches to Unreal 5, DO NOT abandon Infinites core gameplay!

If the rumors are true and Halo is switching to Unreal Engine 5 (which I believe is a great decision), DO NOT abandon Infinites core gameplay, weapons, graphics or art style. These elements are a PROPER Halo 3 sequel and for all of Halo Infinite’s very real problems, what 343i got RIGHT with Halo Infinite they truly got right! Frankly, Halo 4 and Halo 5 offered NOTHING close to what Halo Infinite offers including:

  1. Amazing weapon sandbox (Halo 5 came close but Infinites weapons are far superior)
  2. Great maps (not Bungie level but VERY close Streets,Bazzar, Catalyst, Fragmentation, High Power)
  3. Best equipment in the Halo franchise (Grappleshot, Repulsor)
  4. FFA colors in team slayer (no outlines now optional was the right choice)
  5. Amazing open world (just lacking content but the foundation for an incredible open world expansion is there) honestly love the campaign and want the DLC to expand massively.
  6. Greatest Forge of ALL time (add AI support and modding support in Unreal Engine 5 and its perfection)!
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I hope they take the opportunity to make major alterations to the core design philosophy tbh.

Infinite is fine but theres lots that could be changed.

And thebopen world is here or there for me.
Not bothered either way.
Linear would prob be better for variety in all honesty

screw that i want them to change the art and weapons, or at the very least they need to add a ton more not just to the mp but campaign too. honestly infinite feel more like a downgrade not only from 5 but also 3, does not feel like a proper sequel in any way. 5s weapons are way better taking into account all the different weapons and variants. i think 5 also has better maps because they’re built around the thrusters and the clamber, some of infinites maps dont feel to be made quite the same even for the new equipment. being able to see our colors in regular matches is cool but the customization in infinite i think is the worst in the whole series. the open world sucks it empty and lifeless. the forge is crazy but some of it seems unnecessary like being able to change the size, color and texture of dead grunts.

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An engine change would take an entire year or two

What’s wrong with the art style? What’s preferable?

What would major changes include?

Well if it were just plain cater to me specifically, which isn’t what I meant but if im speaking from a hypothetical stand point may as well go all in not limit myself to expectation of reality right?

Put less emphasis on competitive sandbox viability and more on chaos.

Relegate sprint to a pick up and up its utility, increasing slides time and momentum conservstion on the jump out making it a mechanic with more i.pact but not a base trait.

Rework the electricity.

Stun stutter be introduced assumedly via the PR.
Differentiate brute plasma by removing this in favour of fire properties.

Greater emphasis on true sandbox physics more variety in how movement is effected by map.elements over all.

Dual wield as a core feature with sandbox consideration focused on it.

Emphasis on more equipment that alter rules of engagement over equipment driven alternatives to core loop.

A vast expasion of the heavy support class in the sanbox.

Drop clamber as a base trait.
Perhaps an investigation into clamber and mantle points that give low skill movement options in map navigation but encourage multidirectional fluid movement in high levels of play.
Cutting the fat off mechanics that serve only to remove immediacy in the core loop with excess steps presented as mechanics

And a much larger inclusion of unique utility traits in weapon design instead of just designing by niche.
And reworking of how balance is brought about.
The AR for example recieves so much of its dominance through its ease of use and retention of under fire, im not against the ARs strength at all in infinite it just feels the approach to how the weapon sandbox is balanced as a whole needs to be reevaluated and it serves to be an example of that.

More experimental level designs.
Infinites map pool is great but they feel homogeneous by design and id like to see a greater level of risk in approach.

Make equipment limited use in campaign and not design with the crutch of the grapple shot.

Obviously not popular opinions but essentially my expectations for a new game are quite different from op.
I think infinite made interesting and good choices and can be iterated upon but its far from the base core gameplay d like to see for the series going forward.

And as stated above, the open world not bothered one way or the other.
Probably prefer smaller hubs than a true seamless open world for halo.
Theres merit lots of good ways it can expand but infimite even without production issues proves that it is missing the forest for the trees in areas.

Edit:
Id also change the health system ideally.
Maybe not packs but definitely something to create more stake.

the art style is so plain and blocky all around, it feels like they were just trying to copy the old style. i would prefer a balance between 343s original style from 5 mix with the style from halo wars 2.

its probably because of the dynamic lighting that is being used in infinite that past games didnt have. the older games had to bake exactly how they want things to look. dynamic lighting is better for gameplay and immersion.

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who cares about lighting when the rest looks like crap

Both games & studios will Co-Exist.

343’s HALO
-Rebranded as Halo 6 Campaign & Master Chief: E-Sports
-Slipspace engine
-10s and 10s of content (or Spartan Decorations as I like to call it)
-Not a live-service game.

Certain Affinity’s HALO:
-Halo: Battle Royale
-Unreal Engine
-Other Playable characters from the Halo Universe besides Master Chief
-100s of Weapons and modular attachments.
-1000s and 1000s of content made possible by having other playable characters and weapons.
-More map locale options (Earth, Reach, Alpha Halo)
-Social features
-Live Service (halloween themed maps, flood, invasion, new game modes)

I might be in the minority with this opinion IDGA* ABOUT BATTLEROYALE! I don’t understand how anyone is excited about that game mode. Most of the community didn’t play Last Spartan Standing so they dropped it in the bin. Sorry but anyone reading this knows dang well the game will be full of Microtransactions, shilled by multiple twitch streamers and also bring a host of other problems on the tech side. Do you think the focus will still be on infinite? Na because everyone’s eyes will be focused on the new piece of candy on the store shelf. Alas my opinion is worthless anyways, it just feels good to get it out. Go ahead and jump on the next boat, I’m not…

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i never understood it either, battle royals are like a dime a dozen at this point, whats halo gonna do different?

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I’m a fan of Halo (mainly 2 and 3) and I’m also a fan of BR (mainly PUBG). I, for one am looking forward to seeing how they turn Halo into a BR.

If they switched engines, it wouldn’t feel like Halo therefore, much of the greatness within the core gameplay would be lost. They’d literally have to emulate or build in certain quirks/bugs within slipspace’s physics (things that originated in blam and are like hard coded into the frame of it) into unreal, among many other things to make it play the same.

Valid concern.

But unfounded.

Many would argue we crossed that bridge years ago despite remaining on blam.

Essentially the right engineers could replicate any given feature in UE.
If it improves the pipeline then its entirely the right move.

I understand the apprehension.
My knee jerk reaction was the same but then developer brain took hold again and UE makes lots of sense

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I’m inclined to disagree but happy to be proven wrong

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Infinite’s core gameplay is exactly my issue with the game. The core is too competitive. I’d rather they approach it to be, well, fun.

The biggest issue is the weapons, which I say are “over-balanced”. There’s no chaos in Infinite’s sandbox. Plus, it feels really empty missing so many weapons we’ve seen many times by this point. Weapons need to be balanced, but also fun, and Infinite, imo, doesn’t deliver in either area.

As for equipment, I’d MUCH rather they’d go back to Halo 3 style equipment, where they can work both for and against you. Grappleshot makes hijacking way too easy and undeserved. Repulsor is fine-ish. It’s a niche equipment, so it’s not as busted as Grappleshot. Drop Wall is a worse Drop Shield, Threat Detector and Thruster Packs are fine.

The open world is also the worst aspect of the campaign. A big world filled with… a checklist that adds nothing to the gameplay. It also discourages the use of ground vehicles. It’s a lot easier to traverse using Grappleshot + Thusters than to try to jam a vehicle through an elevation and rock or anything. It’s really poorly designed and thought-out. Should’ve just gone with traditional missions.

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You cited 2 solutions already brimasta.

Very much an option.

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Like I said, If it can actually be done flawlessly I’d be happy. I’d only be against it if they continued with F2P.

Personally not opposed to f2p in premise
Monetisation would need over hauling.

The liscencing of UE ultimately has little baring on the monetary model they opt for.

However the nature of BR would suggest that is at least for now the modus operandi.