![]() We made huge strides from the E3 demo to when we shipped the game, but we still had to scale back, make targeted cuts. ![]() We just didn’t have the time to go after the level of fidelity across as much variety as we wanted to. We talked about that ambition for fidelity. “Even after I joined the team, we had to make choices about where to scale back. “I know the team went through a lot of iterations on scope and biome variety before I joined the team,” Staten said. Ultimately, as per Staten, the goal was to prioritize quality and ensure that what was being delivered in the game at launch would meet expectations. Speaking with Insomniac’s Ted Price during a recent episode of the AIAS Game Maker’s Notebook Podcast, 343 Industries’ head of creative Joseph Staten revealed that while the developer didn’t cut out too much of the open world from the point that he joined the team in August of 2020, the game’s campaign did go through a “significant scaling back” before that point. If things had gone differently though, it could have been much larger and more varied. ![]() Of course, as those who’ve played the game will tell you, the open world of Zeta Halo wasn’t necessarily the largest, and as many have pointed out, was also lacking in environmental variety. Halo Infinite was certainly a return to form for the series’ campaigns, and with its open world structure, it also represented the biggest shake-up to the Halo formula since its inception. ![]()
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