{"id":1495133,"date":"2021-11-19T08:51:22","date_gmt":"2021-11-19T13:51:22","guid":{"rendered":"https:\/\/gamingbolt.com\/?p=500175"},"modified":"2021-11-19T08:51:22","modified_gmt":"2021-11-19T13:51:22","slug":"halo-infinite-campaign-is-designed-primarily-around-normal-difficulty","status":"publish","type":"station","link":"https:\/\/platogaming.com\/plato-data\/halo-infinite-campaign-is-designed-primarily-around-normal-difficulty\/","title":{"rendered":"Halo Infinite Campaign is Designed Primarily Around Normal Difficulty"},"content":{"rendered":"\n

\"halo<\/a><\/p>\n

Long-time Halo <\/em>fans will tell you that to get the true campaign experience in any Halo <\/em>game, you need to play at least on Heroic difficulty (which is the second highest difficulty in Halo <\/em>after Legendary, which has its own set of devoted fans). That\u2019s something that Halo\u2019s <\/em>own developers have generally adhered to as well- though with Halo Infinite<\/a>, <\/em>which is looking to draw in a massive crowd that will invariably also include many series newcomers, 343 Industries is taking a different approach.<\/p>\n

Speaking with VGC<\/a>, Halo Infinite\u2019s <\/em>developers explained that while in the past they have generally designed campaigns around Heroic difficulty and then tuned the challenge up or down for other difficulties from that base, with the upcoming Halo Infinite, <\/em>they designed their game primarily around Normal difficulty. Though Heroic and Legendary will still obviously offer progressively more punishing experiences, the game was, first and foremost, built around Normal difficulty, with potential new players in mind.<\/p>\n

\u201cTraditionally, Halo\u2019s<\/em> always been developed on the Heroic difficulty, and we did the same thing for 4<\/em> and 5<\/em>,\u201d said character director Stephen Dyck. \u201cSo usually we look at Heroic, we\u2019re tuning everything here, everything is scaled down a little bit for Normal and Easy and then scaled up a little bit for Legendary. This time, we spent much more time on the Normal difficulty, expecting new players to come in.<\/p>\n

\u201cThat doesn\u2019t mean that Heroic isn\u2019t hard and that Legendary isn\u2019t very punishing, those are things that are still just part of Halo<\/em>, but we did spend more time on Normal difficulty from the standpoint of, \u2018what if you were a new player and you\u2019d never fought the covenant before or you\u2019ve never fought anything in Halo<\/em> before and it\u2019s your first time using an AR?\u2019<\/p>\n

\u201cWe want those players to have fun and success and not immediately be hit with a wall from a gameplay standpoint where they\u2019re like, \u2018aw man, I haven\u2019t played this, I don\u2019t get it\u2026 am I supposed to use a specific damage type here?\u2019 Or, \u2018that grenade didn\u2019t do anything, why didn\u2019t it do anything?\u2019\u201d<\/p>\n

According to Dyck, the focus for 343 Industries is on player freedom and allowing players to express themselves in unique and creative ways- which is why ensuring that the game\u2019s difficulty doesn\u2019t get in the way of that has been something the developers have constantly worked toward.<\/p>\n

\u201cOne of the philosophies we\u2019ve had is, the player\u2019s always right or the game says \u2018yes\u2019,\u201d he said. \u201cIf the player wants to use something or a certain type of weapon, while certain weapons will be more successful, we\u2019re never going to say, \u2018you\u2019re just wrong, you can\u2019t do that\u2019.<\/p>\n

\u201cThat\u2019s where I\u2019d say from a gameplay standpoint our philosophy was a little bit different, we were just kind of like \u2013 come in, play, we\u2019ll ease into things, we\u2019ll tutorialise things for you especially with the addition of things like equipment and things like that. So ideally, the player has a smoother ramp into the Halo<\/em> world of gameplay.\u201d<\/p>\n

Associate creative director Paul Crocker elaborated on the same as well, explaining how the campaign\u2019s more open-ended approach<\/a> and semi-open world structure plays into the game\u2019s general challenge.<\/p>\n

\u201cThe golden path is very curated by us,\u201d he said. \u201cThe further away from the golden path you travel, you\u2019ll hit difficulty spikes which are challenges to return to if you fail when you first encounter them.<\/p>\n

\u201cAs you engage with equipment upgrades, as you capture more FOBs, as you bring marines, you can bring help with you for those encounters.<\/p>\n

\u201cAnecdotally, some of the people on the team actually found Normal difficulty a bit harder because it was more open and more 360 degrees of combat, whereas players who play a lot of other titles were finding it very easy, so the balance was making sure it was inviting to all players on Normal difficulty, then a guarantee that if you bump up the difficulty, it gets more challenging.\u201d<\/p>\n

Meanwhile, where the game\u2019s multiplayer component is concerned, 343 Industries has already started working on fixes based on feedback from players, starting with the Battle Pass progression. Read more on that through here<\/a>.<\/p>\n

Halo Infinite<\/a> <\/em>launches for Xbox Series X\/S, Xbox One, and PC on December 8.<\/p>\n


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