Halo Infinite

Halo Infinite Release Window Updated to Fall 2021; New WIP Images Revealed

Today 343 Industries posted an update from Creative Director Jospeh Staten on the release window and progress made on Halo Infinite.

Today 343 Industries posted an update on the release window and progress made on Halo Infinite.

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Creative Director Joseph Staten breaks the news that the game is now shipping in fall 2021, basically a whole year after its original target.

You can read his full message below.

“Hey everyone, I’m Joseph Staten. If you’ve been a longtime part of the Halo community, you may already know me. If you’re new to the community: Hello! It’s great to meet you.

I was part of the Bungie team who made Halo CE, Halo 2, Halo 3, Halo 3 ODST and Halo Reach. I came up on the design side of these projects, wearing many different hats over the years including writer, cinematic director, creative director—even a voice for the Grunts.

After Reach shipped, I became a Halo fan, cheering-on 343i from the sidelines. But I’ve spent the last four months immersing myself back into the Halo universe, and it’s my honor as creative director to help our team ship Halo Infinite in Fall 2021.

Yep, that’s when the game is coming out. And from now until then, every one of us at 343i and our great partner teams will be building, testing, and polishing an experience we hope all of you love.

I joined 343i right as the team was wrestling with feedback from the July campaign demo. This discussion boiled down to one fundamental truth: we needed more time to do things right. That included pushing hard in the Fall, giving the team time to recharge over the Holidays, and then coming back in January to finish the game at a healthy place” to keep the verbs consistent.

Because Halo Infinite in the Fall of 2021… is just the beginning of the adventure.”

[…]

“I’m fortunate to have worked with incredibly talented teams my whole career. The Infinite team is no exception. Folks here don’t just understand Halo, they love the core gameplay and characters and community—everything that makes Halo, Halo—just as much as I do. And, like me, they also feel a deep responsibility to serve.

We aren’t making this game for us. We’re making it for you. Starting with this update, we’re going to be sharing more about what we’re doing and, most importantly, why we’re doing it. So here are a few things I’d like to share:

My first week on the job, I played the entire Infinite campaign. Twice. I was, in a word, stunned—in the best possible way—by what the team had done. Infinite is, by far, the most expansive and vertical Halo world, ever. Why did the team do this? Because they understand that wonder and freedom are key to the Halo experience.

I could feel the classic Halo “30 seconds of fun” beating at the heart of Infinite’s world. But I had never felt more powerful, more mobile, more in command of a rich set of tactical choices. This was the Halo we imagined back in 2000, finally come to life, after 20 years of technical and creative innovation.

Sure, there were bugs in the build and clearly more work to do. But this concept art by Martin Deschambault (one of the many incredible pieces he’s made for the game):

It encapsulates all the excitement and curiosity and joy I felt on my first journey through Zeta Halo, the most mysterious, dangerous, and possibility-rich place in the entire Halo universe. Everywhere I looked, I saw choices:

Do I explore off the golden path? Assault that Banished war base guarding the valley pass? Follow a flight of Forerunner Sentinels into that unexpected cavern? Rescue a squad of marines dug-in and desperate halfway up that mountain? Or do I keep pulling the mainline story thread that feels epic and intimate at the exact same time?

Truly, Halo Infinite is a world in which I love spending time and that I’m thrilled to return to, both as a designer and a player. On behalf of the entire team, thank you for your patience and your passion. We can’t wait for you to join us on the Halo Infinite adventure, first with Insider flighting later next year, and then when we ship in Fall 2021.”

We also get to see the concept art mentioned above and quite a few images showcasing the progress made with the game. You can enjoy a first look at a multiplayer map, weapons, and armor coating.

The update also includes an interesting Q&A with developers working on the visuals of the game, providing some insight on how they’re being improved.


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Author
Giuseppe Nelva
Proud weeb hailing from sunny (not as much as people think) Italy and long-standing gamer since the age of Mattel Intellivision and Sinclair ZX Spectrum. Definitely a multi-platform gamer, he still holds the old dear PC nearest to his heart, while not disregarding any console on the market. RPGs (of any nationality), MMORPGs, and visual novels are his daily bread, but he enjoys almost every other genre, prominently racing simulators, action and sandbox games. He is also one of the few surviving fans on Earth of the flight simulator genre.