
The pressure to create something that resonates with fans has always been immense - from Bungie’s time with the franchise and beyond, every fan seems to still be chasing the same feeling of playing Halo: Combat Evolved or Halo 2 for the first time. “Hopefully, this third time, we actually pulled things together.”īut the road to Halo Infinite was not paved smoothly. In multiplayer, we learned our lesson from 4 and really focused on the right feel for a Halo multiplayer. With Halo 5, while I think the gameplay is good, it didn’t feel like a Halo campaign. we didn’t stay true to what Halo is with gameplay for multiplayer, and fans rightly called us on that. “I think we did a good job on the Halo 4 campaign. “Halo has big shoes to fill in making sure we do it right,” 343 Industries founder Bonnie Ross told Polygon. With Halo Infinite, 343 Industries wants to fix that, even with its past games stacked against it. Developers who spoke with Polygon say they’re proud of the older games they made, but they also know that those experiences didn’t nail Halo’s feel. In Halo 5, 343 Industries pulled back on those abilities, but that game pushed too far away from Master Chief, instead adding a second playable protagonist to the mix.Īt this point, 343 Industries has recognized these mistakes. Halo 4 introduced a new ability system that fundamentally changed how playing Halo felt. ( Halo 5’s multiplayer, for its part, is fantastic.) But for hardcore fans of the series, they just didn’t feel like Halo. With Halo Infinite, the studio hopes to change that, and in recent interviews with Polygon, creative leads acknowledged that it’s been a long, challenging journey to get there.ģ43 Industries’ first forays into Halo - Halo 4 and Halo 5: Guardians - aren’t bad games.


What makes a Halo game feel like a Halo game? It’s something 343 Industries has struggled to master since taking over the franchise from creator and original developer Bungie.
