The Real Napsta
Member
How much money do you think 343i made from this despite the constant complaining?
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Im 100% with you on maps. Thats what the game needs most. Im not sure I understand whats taking so long - especially since they delayed it a year already.I'm quietly optimistic about a lot of the changes and upcoming content. It's really just the time line in which it is coming that's annoying. November is still months away, but I'm desperately hoping that forge blows people away. It's like the one thing that, assuming 343 nails it, would go a long way in appeasing people until Season 3 next year. I'd go as far as saying that I'm more interested in seeing what fans can come up with, in terms of new maps, since 343 just completely failed in that department. Like I just want maps and lots of maps. That's the only thing I want from Infinite, excluding the need to optimize the game and get rid of the desyncing issues, network stuff, etc.
If 343 had come out with this latest September update and said, "hey we've got 6-8 new dev-made maps coming out for multiplayer," it would have been amazing. Feels like 343 is lost in the woods and can't seem to understand the little things that would actually make fans really happy. Is it really that hard to make new maps? That alone baffles me. 343 with all of their employees should have, at a minimum, a separate crew with the sole responsibility of churning out new maps. Is that a management problem? You make a multiplayer game, which doesn't hold water if you don't introduce new maps to keep players interested. Forget the cosmetics and everything else. Make some damn maps...
Latest video from Mint Blitz with some explanations as to why Infinite has been in the situation it has been in for so long. He is going off of tidbits from Jez Cordon and his own research on the matter. May or may not be true, but seems to make a lot of sense. TLDR: it comes down to Chris Lee not being honest with Bonnie Ross about Infinite's development, which is why he was moved to some other MS project. Also a result of MS leaning heavily on temporary, independent contractors. Take it for what you will!
Holy fucking shit. It actually happened.
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apparently one of the main guys responsible for unfucking MCC.
Same. I should say that I'm not upset at all that people are completely sick of the screw ups and the state of Halo Infinite after going on 6 years of waiting, including the mishaps with Halo 4 and Halo 5. I'm not upset that people are disgusted, pissed off, and want to see changes. That's all totally understandable and more than reasonable. The thing that really irk me, boils down to people saying Halo is never coming back. Maybe I'm naïve to feel that way, but I still have hope.New person running the show was apparently one of the main guys responsible for unfucking MCC.
I'll say this. I've been very negative on this franchise for a while now, but... I'm willing to give this new regime a chance. But I want to see results - and BIG ones, not just small incremental ones - by the end of 2023.
I sincerely hope they can deliver.
Eh dont let those comments get you down. People have been saying that about Halo for years and years now. A large chunk of it is crazy fanboy bragging from my view.Same. I should say that I'm not upset at all that people are completely sick of the screw ups and the state of Halo Infinite after going on 6 years of waiting, including the mishaps with Halo 4 and Halo 5. I'm not upset that people are disgusted, pissed off, and want to see changes. That's all totally understandable and more than reasonable. The thing that really irk me, boils down to people saying Halo is never coming back. Maybe I'm naïve to feel that way, but I still have hope.
Love it! You were playing some CE too! Playing on my laptop was not a good solution for me. Some day perhaps Ill get series s digital version just to play TMCC lol. Of course I've been telling myself I'll get a switch eventually too. It'll happen sooner or later. I miss CE matchmaking the most. So fast and precise. And I laughed when you said keeping halogaf alive. I think I'm still part of the group too.Been ages since I played MCC. Had time for one match before work today and rocked first place with a 2.0 K/D. Saw they added a podium type finish when the match ends.
Keeping HaloGAF alive!
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You know the truthseeker Kilo-Five player is a hardcore lore fan. Love it.
The new Pitt looks absolutely disgusting. Too dark and a horrible neon look.
I thought the new Forge was advertised as creating 'near dev-like looking maps' now.
Nope.
Infinite will soon be flooded with nothing but these craptastic ugly maps just like Halo 5. Sheer laziness.
Also I was fucking around with the UI as sometimes it just seems to need an exit out of multiplayer menus to reload and find matches or something...anyway I loaded up Reach's campaign and this bit of magic happened. I totally forgot about custom armour in cutscenes.
Skip to 2.15 -
Also I was fucking around with the UI as sometimes it just seems to need an exit out of multiplayer menus to reload and find matches or something...anyway I loaded up Reach's campaign and this bit of magic happened. I totally forgot about custom armour in cutscenes.
Skip to 2.15 -
Haha that was great. Custom armor in the cutscenes should be a staple of every Halo game. Is that not a thing in Halo 4, 5 or Infinite?
I watch Halo Sean's youtube videos regularly and one thing he does is a segment on each week's new shop items. I just don't understand 343 when it comes to the shop. They must have some hidden data/statistics on what people are willing to pay, because I just don't think any of it is worth it. They sell something for $7 and probably get a few hitters. Whereas if they sold the same thing for $3.50 or less they'd likely get more than double the amount of people to buy it, which means a bigger profit right? Also, they need to get that cross core option released asap. Infinite is definitely a failure in the customization department. Nothing they said about it pre-release was true. It's the most limited and least fun customization system Halo has ever had, unless you count a lack of customization in Halo CE and Halo 2. It's all just so![]()
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Bring back the old customization where we can alter the colors to our own liking and swap pieces out with any set. Start making dev made maps and release them regularly. Just these two things alone would help Infinite out soo much. Yet 343 is focused on these stupid seasons that no one cares about. They've kept a garbage ranking system when people have been begging for a 1-50 ranking system that isn't so heavily SBMM based. Let the higher ranks organically fill up with the better players.
Anyway, I'm just rambling and thinking out loud lol.
So true:
This is a long video from Sean, ignore the headline of "Huge Halo announcement," as it isn't necessarily the best news for anyone that wants something out sooner, but there are all sorts of interesting thoughts on what is actually happening behind the scenes with 343 and Halo:Brad Sams said the game has been a disappointment for MS financially so they're most likely trying to extract as much money as they can from the whales.
I'm really curious to see how things go TBH. Like one of the comments in that vid says, tons of big game releases are coming, they have an enormous mountain to climb ahead of them. People are right when they say there's lots of Destiny/No Man's Sky stories out there... but they also forget there's plenty of Anthem/Babylon's Fall ones too.
And yes, I'm overall not a fan of how the Pit looks.
This is a long video from Sean, ignore the headline of "Huge Halo announcement," as it isn't necessarily the best news for anyone that wants something out sooner, but there are all sorts of interesting thoughts on what is actually happening behind the scenes with 343 and Halo:
- BR being developed by Certain Affinity, originally planned for Fall 2023, likely significantly delayed further as they are switching to a new engine.
- Joe Staten working on new campaign - likely new engine and completely new game altogether - which would jive with the new BR game by CA going to a new engine.
- Bonnie Ross not actually fired, but probably going to eventually come back and put in charge of Activision.
- Dev put in charge of bringing TMCC back from its failures has been in charge of Infinite Multi for 2 years, and could be completely focused on next Halo game - would explain reason why the content has not been coming out regularly.
Jez has since backtracked on his twitter post. It's all very interesting. I hope it prompts 343 to come out and do another huge update on all their plans lol. Halo Follower's youtube video covers the latest quite well.This vid was already debunked by Jez Corden FYI. Not surprised either - a lot of it sounded very outlandish and Sean R has the reputation of being a clickbaiter. Although I will say that Bonnie Ross taking over Activision would be completely hilarious and this forum would absolutely lose their fucking minds.
I would trust sources like Brad Sams and Defining Duke (both of which heavily implied Ross was in fact fired) over him.
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Jez has since backtracked on his twitter post. It's all very interesting. I hope it prompts 343 to come out and do another huge update on all their plans lol. Halo Follower's youtube video covers the latest quite well.
Listening to Jez on the XB2 show now. Here's a bunch of notes:
- Guarantees he doesn't think we'll see Ross at Microsoft again, or Activision.
- Implies they didn't part on particularly good terms.
- There IS a family medical emergency, but it wasn't entirely about that.
- Has heard there's a chance she may make her own studio (oh boy...)
- Tatanka's been in development since 2018 or 2019.
- It was being developed on Slipspace.
- Both Infinite and Tatanka were supposed to be connected (progression, Forge etc). Switching engines may screw that up.
- Hasn't been able to lock down the rumors but says it would make sense, but a lot of this is speculation.
- Slipspace has bad dev tools.
- Brings up the lead Slipspace guy leaving, but weirdly no one has acknowledged it, says it's strange and thinks it may be evidence of a switch.
- Thinks if they did change engines they may still be able to connect Infinite and Tatanka.
- Says switching engines be a massive amount of sunk cost... but MS could eat it.
- And says it may be for the best.
- Tatanka was supposed to be battle royale lite and a game non-Halo fans could access, meant to be a trend chase (sigh...)
- Switching engines would likely delay it severely.
- Tatanka originally was going to launch around Jan 2022 before the pandemic happened.
- Thinks Forge may get monetized (oh boy x2...)
- Weirdly he says he actually got hints Tatanka may have been developed on Unreal from the start, but it's still unclear.
- For The Endless, has no info but thinks it'll be part of Infinite, it being separate would be "an admission of defeat" because Infinite was meant to be an ongoing thing. But it hasn't panned out as they expected, Ross is gone and things are shifting. Could change direction, maybe Ross was preventing it, maybe MS is reconsidering things, have to wait and see.
Some extras from Rand:
- Thinks Kotick will be gone completely.
- Has similarly to Jez heard from people that the Slipspace engine is bad, not easy to work with, and that they might want to work with a different engine.
- Someone asks if they could go with id Tech since MS now owns it. Rand says he doesn't think they want to.
Starts around 1:21:00 -
Or buy Certain Affinity and have a portion of them continue supporting Halo. TBH I dunno why they haven't done that already, maybe waiting for the Activision thing to finish first.They should look into why Call of Duty is successful and get one of Activision's support studios to help 343i and fix their engine by importing IW engine codebase.
If all this is true then it seems like the engine is the main thing that's been screwing them from the start. Probably should have just gone with Unreal instead, especially now that so many other devs are switching to it. If things don't improve I do think it's possible MS will cut their losses and have 343 start a new game on a new engine. Tatanka is probably Infinite's last chance (if they're still connected).Whoa that's a lot of info actually. Color coded my thoughts to each section:
- Good. I don't think anyone is upset about Ross or Kotick leaving.
- I'm torn about the slip space engine. It's so depressing to think that 343 spent so much time on it only for it to suck. If Tatanka staying on slip space engine means things release sooner that would be nice, but the appeal of switching to Unreal is definitely rrrrrrrrreal lol.
- I don't have strong feelings one way or the other about BR. If it attracts a new audience I'm all for it. The delay is a bummer though.
- Monetized forge? Yikes...
- At this point I feel like 343 is starting completely over. Zero expectations after everything we have been through while waiting for Infinite and delayed content after the release.
- Never played Doom. Another area where I don't have strong opinion either way.
ACG is now corroborating the Unreal thing.
Is this the head of Slipspace who left? He still seems to be a full time Microsoft employee.Principal Software Engineer Lead at 343 Industries / Microsoft Game Studios
I told everyone that this rumour was not reliable because it was entirely sourced from Sean WA problem I have with this rumour is that it's entirely from the youtuber Sean W, who is as reliable as Nick from XboxEra. Jez seems to deny the part about new Halo game entirely and Halo itself switching to Unreal Engine, but about the Certain Affinity project he is not sure. As for ACG, I like his reviews but I wouldn't trust his rumours
This entire shit needs some confirmation from someone credible who is not Sean W or riding on another popular rumour.
We will now be able to continue with our investigation.
After our last tweet thread, you still wondering if #Halo will change engines? That's good, that's the subject we're going to cover in this Thread
One point in particular caught our attention
Before reading more, we advise you to consult our 1st Thread concerning Slipspace as well as Faber, so that you have all the necessary elements and know our sources
So, will Halo change engines? You should know that Halo FPS games are based on a rich sandbox and extensive use of the physics engine. Any other engine would need a lot of work to adapt and wouldn't be ready on day 1.
Slipspace is literally optimized for a Halo FPS game, whether it's performance management or sandboxing. That's why you can enjoy a game at 60 FPS, see 120 FPS, even in split screen locally.
Slipspace, according to our sources, was designed to meet this unique need, this genre, this very particular type of game, in its resource management. Where other motors must be able to meet all types of needs on the market.
In sum, these are Jack-of-all-trades, Master-of-none, where Slipspace is studied to excel in its field, for the particular need of a Halo FPS game.
Typically, you have recently discovered the power of the Forge. It acts as an engine within the engine. Many of Faber's tools and functions have been ported directly into the Forge, and it would be nigh-impossible to replicate in any other engine.
At least, not at the same level of quality and versatility that the Forge of Halo Infinite offers, especially concerning the links between static and dynamic objects. This includes the physics of these, and how the player can interact with all of them.
We don't even talk to you about the management of lights, shadows, debugging tools made available to players, in short, you get the idea.
As an example shared by our sources, the Pre-Fab system is imported from Faber. This is the system used by the artists of 343 Industries. The latter allows you to create elaborate & dynamic constructions, and to share instances with other creators.
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Unfortunately, during development of Halo Infinite, the Pre-Fab system within Faber was causing performance issues. This is why it required a lot of extra work to be integrated into the Forge, especially coupled with the Scripting system.
And that's also why the Forge was so offbeat, our sources tell us. 343 Industries really wanted to offer an ideal system for Blacksmiths, without loss of performance, capable of giving great freedom of sharing to creators in the community.
It may be hard to believe for critics of 343 Industries, but the studio really wanted to please players and creators by offering tools as advanced as the support allowed them, to give you complete freedom. creative.
If we had to take an example, it's a bit like Pokémon. The engine used by GameFreak is far from the best available on the market, we all know that, but it is adapted to the needs of the game and optimized for it, and allows the team to move forward properly.
So, will Halo Infinite change engines? Absolutely not. It's not on the program according to our sources, they even wondered how it could have been a credible rumor. It makes no sense, from a human, technical and business point of view.
Halo Infinite, at this point, as well as all content for the game, all future experiences for the title, are, and will be, designed through and for Slipspace.
On the other hand, one point strongly challenged us during our exchanges. Our sources tell us that a very small part of the internal team at 343 Industries is currently working on "new experiences" Halo.
When we say "new experiences", this includes the exploration of new avenues for the continuation of the adventures of the Master Chief, but also other projects in Research & Development (R& ;D) , as could be be AR and VR experiences (these are just examples).
For these "new experiences", they are indeed evaluating if Slipspace meets these needs, or if it is necessary to call on other resources, and therefore an engine more suitable for these experiences , like Unreal or Unity for example.
As we explained to you above, Slipspace responds admirably well to the needs of a Halo FPS, but typically, to give a very telling example, you will not produce Halo Wars 3 with this engine, it is not just not suited for the task at the present time.
For example, Unreal could be ideal for Virtual or Augmented Reality experiences, where Faber would not meet the needs of these platforms and would require too many resources to be adapted to them. Could this be the source of this rumour?
Suddenly, we are perhaps a little too naive, and we put forward the following hypothesis: Maybe some Halo Content Creators have sources somewhere, indeed. But then, 2 possibilities:
Either these sources deliberately mislead these Content Creators by sharing bits of information free to interpret, or far too old to be relevant. Or...
Either these Creators voluntarily distort the words of their source to make the click while keeping a very small background of truth so as not to be treated as a 100% liar by having absolutely everything wrong. We want to believe in the goodness of people, so we don't judge.
This ends our Thread regarding #Halo Infinite & Slipspace, and whether or not the game will change engines (no). Our next Thread will focus on the future of Halo Infinite, and there we have some rather interesting information. See you soon
Here is the result of our investigation regarding Slipspace, the reality of the tool and its impact on #Halo , in the form of Thread
Are Faber & Slipspace bad tools as you have often heard? It's not really the story that we had.
The sequel
Before continuing, a transparency point and a message. First, our sources. We have several, which we have classified into 2 categories, detailed below: external sources, and internal sources. That is to say you ask yourself?
Our external sources wish to remain anonymous, and given their responsibilities, we understand. We checked their identities. The deal is simple: we do our research, and they agree to confirm, correct or deny our findings. Absolute confidence.
Internal sources? Well that's us! Through research, data-mining and also luck, we find many elements that allow us to establish causal links. We are rarely wrong because we do not share anything if we are not 99% certain.
Finally, a message to Youtubers #Halo : You have the trust of the community, and therefore, a great responsibility. If there's nothing to say about the game, it's sad, but it's better to say nothing than to damage the morale of the community with inventions.
Now that all that is said, let's get started! You may have seen on Twitter that we were researching Slipspace and Faber, 343 Industries' tool for Halo Infinite. We wanted to know if the rumor that the tool was difficult was true
Answer: No, not quite. According to our sources, Slipspace & Faber would even be excellent, currently qualified as sometimes much better than other publicly available engines and tools, such as Unity or Unreal Engine. We summarize this for you
For example, Faber offers an incredible experience, if not better, on the following points: - Automatic organization of projects - Optimized cutting of 3D levels and assets to support different platforms - Excellent procedural generation tools
- A terrain editor qualified as "amazing"
- Very good tools for building the world and experience, to manage the placement of elements, AIs or actions pre-defined by the Designers responsible for missions and sections in the campaign.
That said, Faber seems to have its share of problems, for example:
- Crash several times a day
- Very powerful for elaborate uses but may require crossbeam solutions for simple things
- Undoing an action had a 75% chance of crashing the project
- In case of crash loading assets could take hours
- Some at 343 were going to take their lunch break while everything was loading
- Artists could sometimes lose hours of work if they weren't careful about undoing action (lived experience)
That said, these issues were true during the development of Halo Infinite only. Since then, 343 Industries has worked a lot on it. Although some of these issues persist, our sources describe Faber as today "much more stable and faster"
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This means that there are now far fewer crashes when producing assets, maps or new experiences, allowing artists to work more efficiently. It's not the tools that are currently holding 343 Industries back from moving fast.
The problem actually comes from the manpower still available to create content on Halo Infinite. Between departures and a Microsoft-wide hiring freeze, 343 has struggled to keep pace with the demands and needs that a Game As A Service game requires.
It is not simply necessary to understand the production of 3D elements, but also the programming required for them, storing the data, monitoring the actions and statistics of the players, requiring engineers in addition to the artists available.
Basically, understand that just because you see a working "DMR" in a leak doesn't mean it would work properly online. Weapon kills need to be tracked, logged, etc. And that requires missing manpower.
The team had to receive help from studios to produce elements, unfortunately, external events prevented this. 343 Industries tries to optimize their resources as best as possible to move forward on the right path, but we will come back to this subject later.
So... Are Slipspace and Faber the hell that rumors have been selling you lately? According to our sources, absolutely not, quite the contrary. Like any tool, problems persist of course. But worries about 343 Industries' pacing lie elsewhere.
This ends our Thread about Slipspace and Faber, 343 Industries' tool for creating content on Halo Infinite. Our next Thread will focus on the relationship between Slipspace and #Halo , and whether or not the engine is suitable for licensing. See you soon