Halo Infinite Multiplayer Screenshots IN-DEPTH ANALYSIS



Finally some Halo Infinite Multiplayer news! Here’s my detailed thoughts on the 2 screenshots revealed, from first impressions to map layout, gametypes, weapons, equipment, skill jumps & more!

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Big S/O to Ligh1s for editing this video with some sweet Picture in Picture footage – he also makes Halo content – check out his stuff here:

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Timestamps:

Intro (0:00)
Thoughts on Graphics (1:00)
Map Layout breakdown (2:29)
Ideal gametypes on map (4:38)
Return of weapon pads (7:05)
Thoughts on Grapple as a pickup (9:21)
First look at the Camo (12:40)
Wall mounted weapons? (14:55)
Theory crafting skill jumps (15:53)
Potential crouch jumps & spring jumps (17:13)
The issue with forced clambers (18:14)
Moving platforms (22:16)
Outro (22:53)

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33 thoughts on “Halo Infinite Multiplayer Screenshots IN-DEPTH ANALYSIS”

  1. I hate that weapon pads are back, Halo Reach was perfect for how much information was given to the player.
    Also glad to see we don't glow in the dark again gunna love not having some blind dev making me stand out more because he has an issue and not me.

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  2. The weapon at 9:20 I have a feeling is the lighting gun thing that was teased a while back, I think it was called the lighting lance. I doubt thats the name, but it was in Shadows of Reach and from that distance, I have a feeling that's why it looks like an assault rifle

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  3. I still refuse to accept that thrust won't be a standard ability.

    I mean, like…come on. Someone in the game is always going to be zipping around the map with the grapple hook. Why remove something as inoffensive as the thrust…

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  4. Your breakdowns are really well done, respect. Your section on spring jumping / keep your gun out was eye opening to me. I was not a fan of clamber in H5 cause it made it so you always had to put your gun down to move upward, which felt like it lowered the skill ceiling (hitting jumps and shooting at the same time is hard but the top players do it). Hopefully there are skill jump alternatives to clamber throughout the map in Infinite. Thanks for the insight.

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  5. Just a little bit of foresight… upon further rea search “Axys Hydroelectric Corporation” is a company in the halo universe that is responsible for controlling and creating energy using water

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  6. The toggled Camo/OS is an interesting concept. Turning it on and off to escape, or use in gunfights to duck behind cover and then re challenge after it is activated would make for intriguing gameplay. It would be OP though, so having some sort of timer to activate it (must use in 30 seconds or it breaks) or something like it lasting 10 seconds kinda like arbiter in H2 would make it a bit more balanced?

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  7. Look at that.
    Look at all those fucking “clamber height” jumps in this boring ass map.
    The grafix are cool, but this looks just as boring as Halo 5’s shitty UNSC boxes.
    Sick of that whole as the tic after Halo 5 drove it into the fucking ground then tried to compensate with their awfully textured forge maps.

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  8. I hope there is no king of the hill. Such a boring game mode… I feel like they may be trying to add too much with Spartan abilities. We all thought the Spartan charge and ground pound would be interesting in H5 and it ended up being the most noob thing ever. It was ultimately removed from competitive matches. In my opinion there shouldn’t be any “abilities” aside from camo/os in multiplayer unless it’s under its own matchmaking playlist. Like.. if they wanna make a halo battle royale then go for it and add whatever you want but don’t touch competitive multiplayer playlists. H5 is one of.. if not the best FPS games for competitive play. They need to stay pretty close to it. I hope they don’t add so much to it that it feels like an arena battle royale. Glad sprint and clamber are still in the game. I don’t think I’d buy it if I had to walk around a map.

    KEEP PISTOL PRIMARY!

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  9. Hey shy, great video as always. I'm thinking oddball would still be a possibility on this map. In the first render, above the Spartan there's a sign reading "whirlpool dam", so we know this is some sort of dam facility. Paired with skylight, this part of the structure could lead to outside. Imagine the "interior structure" you mentioned from the main room in the screen shot, connecting the doors you pointed out. Now imagine if those corridors/connecting structures were situated over a body of water. For example, maybe from door A to door B is a catwalk like structure hanging over the water. Like you said, Halo loves the "playball" possibility, and it's often (always?) achieved by dropping the ball into a body of water below the map

    Which makes me think (bear with my tangent), it would be cool to have an oddball map in a space station where you could drop the ball out of airlocks. If implemented right, this could be a cool variation on the playball mechanic. Imagine if there was a switch you could shoot to vent a small room, throwing objects into space (weapons, grenades, oddball). Potentially this would even vent Spartans. Pair this with the grapple hook, you could play the ball and grapple something to save your life–rewarding you for having the map control to pick up that item in the first place. Anyways, a mechanic like this would of course need a lot of work and thought; my example is off the cuff. Point being, I'd be interested in seeing some sort of variation to dropping oddballs into a body of water

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  10. I noticed that the light being emitted by the camo pad is orange and one emitted by the grapple and weapon pads are blue. Considering that in H5 power weapons were displayed on orange pads this might indicate thats their way of clearly displaying ALL weapons and equipment spawning on the map while also distinguishing between their "power levels". So a sniper on a long cooldown will have an orange pad, while something like an assault rifle will be displayed on a blue pad. Also as a sidenote, both spartans in the image are holding the battle rifle. I really hope i doesnt mean it comes back as a default spawning weapon in Infinite. As much as people like to believe it should be one i think its a borderline power weapon that should only be a map pickup. Its powerful enough to make most of the other weapons in the sandbox completely redundant and limits what devs can do with maps they create.

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  11. No no no, Thrust ability sucks and has caused grenade deaths to significantly decrease. Players spam Thrust ability and escape so many deaths. Lots of players disliked it in Halo as well, so I don't know what you're talking about.

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  12. If they allow Camo to be a pick up, used freely whenever, that could cause a ton of issues. There must be a timer of like 10- seconds before you need to use it otherwise it’ll just kick in automatically after the timer. If you’re able to pick up camo and hold onto it, I imagine it will still continue to respawn and an entire team of 4 could possibly collect and use Camo at the same time. Imagine the same scenario with OS. I don’t think that would be a great feature in competitive gaming, nor social. Unlikely for a 4 man team to have it all at the same time due to deaths but even 2 players on one team is way overpowered.

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