Official Thread Halo: Infinite - Season 5 - Firefight Returns

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Looks like Jez Corden hinted there might be some things true in there regarding Halo...though I'm still struggling to believe the engine change to Tatanka. As recently as Feb this year, there was SlipSpace code in Tatanka. There are also big plans coming up for Forge which is 100% SlipSpace. And Tatanka originally had tie-ins with Forge. Plans can and do change....but if they're changing out the engine for UE, it would be the beginning of the end for Infinite. It would take all their resources and years to move Halo to a new engine.

As far as I'm concerned, Infinite's multiplayer is still in Early Access. Broken net-code, broken custom games, broken Theatre mode, no Forge, no server browser, issues with matchmaking, and very little content...yet most people agreed the gameplay and sandbox were pretty great late last year. Giving up because the mainstream isn't playing a broken, incomplete game despite its initial reception sounds too idiotic. This would be a decision made from the top of Microsoft gaming....not 343 as top of Microsoft gaming just brought in new leadership that fits their vision. I'm using common sense to say they know better.

I do believe there's a strong chance the campaign breaks away from multiplayer completely though and anything can happen with it as a result. Staten and the new lead have already hinted they would be willing to take chances and experiment with single-player content...which means they will.
 
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Looks like Jez Corden hinted there might be some things true in there regarding Halo...though I'm still struggling to believe the engine change to Tatanka. As recently as Feb this year, there was SlipSpace code in Tatanka. There are also big plans coming up for Forge which is 100% SlipSpace. And Tatanka originally had tie-ins with Forge. Plans can and do change....but if they're changing out the engine for UE, it would be the beginning of the end for Infinite. It would take all their resources and years to move Halo to a new engine.

As far as I'm concerned, Infinite's multiplayer is still in Early Access. Broken net-code, broken custom games, broken Theatre mode, no Forge, no server browser, issues with matchmaking, and very little content...yet most people agreed the gameplay and sandbox were pretty great late last year. Giving up because the mainstream isn't playing a broken, incomplete game despite its initial reception sounds too idiotic. This would be a decision made from the top of Microsoft gaming....not 343 as top of Microsoft gaming just brought in new leadership that fits their vision. I'm using common sense to say they know better.

I do believe there's a strong chance the campaign breaks away from multiplayer completely though and anything can happen with it as a result. Staten and the new lead have already hinted they would be willing to take chances and experiment with single-player content...which means they will.
Didn’t certain affinity make halo 2 anniversary mp in Unreal, same goes for some models in the ui? But I do agree with ya

I read a rumor that the engine change was to a more refined version of Slipspace, which makes more sense.

Maybe an update/patch for SlipSpace?
 
Didn’t certain affinity make halo 2 anniversary mp in Unreal, same goes for some models in the ui? But I do agree with ya



Maybe an update/patch for SlipSpace?
The rumor I read on Twitter was that Halo Infinite was launched on a less than final version of the engine. So this would actually be 1.0.
 
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please fix the subject line...I am going crazy. They're = Their
 
I read a rumor that the engine change was to a more refined version of Slipspace, which makes more sense.
This makes a lot more sense. If Microsoft still believes Halo is a billion-dollar franchise with the potential to at least be on the level of a Destiny or Rainbow Six Siege in time, (as in it doesn't need to be CoD or Fortnite), then giving 5% to Epic who's the engine still may not be perfectly suited for Halo may still not make much sense.

A former 343 dev said today (off record) that the former UE prototype was made to look like Halo in both animation and timing wise and yet it didn't. There were also issues with UE4 and the ability to replicate the Halo sandbox in the open world however UE5 may have greatly improved that. Still....if it doesn't feel like Halo, then moving it to UE could cause irreparable harm to the IP. I'd argue despite Halo's issues today, people still feel that it plays and feels like a great Halo game with a great sandbox and isn't replicated by any other IP. You mess that up in UE...and you could literally kill the IP.

Also asked a buddy of mine who was a contractor for Epic on UE5 about porting SlipSpace to UE5. "Not that hard but it would take some time. The only real limitation is the engine you're porting it to and UE5 can do a lot."

Now you could apply that to any engine...so who knows? Microsoft owns a few...and SlipSpace could go through another rebuild piecing together some of the best of their other tech. Forza Tech is also great in the open world.

Let's not forget that when Microsoft had their Xbox welcomes Bethesda roundtable, Phil Spencer lit up when he talked about tech sharing and the opportunity for iD Tech to influence both 343 and Coalition. That doesn't necessarily mean that those studios switch to iD tech...but rather than could bring changes to SlipSpace based on proprietary features that make sense over there.

My belief is there's something to these rumors...but they aren't exactly right. Signals are crossed. The engine has continued to be a problem for all of 343's existence and until Myerson left, they weren't given the time to fix it. Heavy reliance on contractors has made the tech debt worse and the institutional knowledge to identify and fix problems leaves when their contracts expired. They have to do something....but bailing on Infinite to move to UE would seem reckless.
 
Didn’t certain affinity make halo 2 anniversary mp in Unreal, same goes for some models in the ui? But I do agree with ya



Maybe an update/patch for SlipSpace?
This is something I never heard before. I didn't pay attention to this stuff back then. I know about some weird stuff that happened during that time from a former 343 employee who worked there but never discussed this. I'll ask him.

The rumor I read on Twitter was that Halo Infinite was launched on a less than final version of the engine. So this would actually be 1.0.
Yes, that's true. It was really raw even late in development. What you see with Infinite doesn't really demonstrate the full vision of what the finished game engine was supposed to be capable of. Because it wasn't mature, it hurt developer efficiency. It took a long time to do things that would've been basic tasks in other game engines not because the finished engine was bad, but rather because it was unfinished. SlipSpace is the Blam engine, 70% rewritten. However, while it was a work in progress, devs were waiting around and pipelines were backed up because they couldn't do basic tasks that they could before the re-write started.
 
Apologies for the spam but this thread is very enlightening. Everything from Jason's reporting, which is pretty on point from what other devs have said. Talks about issues with the tools but that they've greatly improved.
 
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Been having network disconnects, party being disbanded, not being able to join same game with friends even though we are in same Fireteam since launch till when we last played. Sad to hear it's still not fixed.


Halo Infinite Online Issues Will Remain Indefinitely​

The cause for high pings, packet loss, matchmaking issues has still not been pinpointed.​


 
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Plainview should forge be its own separate tread?


No Way Cat GIF
 
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I still have a hard time understanding this. How can one just "switch" engines. It's not like they go to "File > Import" and a conversion filter option pops up that says "Slipspace to Unreal 5", or "Decimal to Unreal 4", is it?

Wouldn't you have to recreate the entire game from the ground up?
 
I still have a hard time understanding this. How can one just "switch" engines. It's not like they go to "File > Import" and a conversion filter option pops up that says "Slipspace to Unreal 5", or "Decimal to Unreal 4", is it?

Wouldn't you have to recreate the entire game from the ground up?
I’m assuming they import assets and probably code…and then figure out what works and or how to fix it. Kinda like making 3d models in max and the switching to maya and then importing it into unity and finally switching to ue5

But even switching from ue4 to 5 there’ll be some bugs

starseeker may have some insight