Halo Infinite missions & features reportedly leaked in gameplay demo - Dexerto

Halo Infinite missions & features reportedly leaked in gameplay demo

Published: 26/Jul/2020 18:52

by Brent Koepp


Potential features for Halo Infinite leaked after a keen-eyed viewer discovered a screen accidentally shown in Microsoft’s gameplay demo. The open-world title looks to have side quests, missions, and more.

On July 24, Microsoft gave players their first in-depth look at Halo Infinite during the Xbox Series X digital conference. The game developed by 343 Studios was revealed to be open-world – a first for the series.


While there’s still many things we don’t know about the upcoming release, potential features were unintentionally leaked online on July 25 when a fan spotted a map image during the title’s gameplay demo.

halo infinite screenshot
Halo Infinite will feature a sprawling open-world map.

Halo Infinite made its gameplay debut during Microsoft’s July conference. The publisher uploaded an eight-minute video showcasing the title’s map in action, while also teasing the story. However, one fan discovered potential features accidentally shown during the demo.


Redditor ‘ChipDibbles‘ made the discovery on July 25, and posted it on the r/halo subreddit. The user uploaded a map screenshot and explained, “I noticed more icons on the map very briefly show up before fading away (the radar is still fading out.. it’s quick).”

According to the fan, the screen can quickly be seen at 3:02 during the map transition fade when played at 0.25 playback speed. There are new map icons that show up which you wouldn’t normally see by just watching the demo.

Haven’t seen anyone talking about this yet. I noticed more icons on the map very briefly show up before fading away (the radar is still fading out.. it’s quick). There seems to be (blue) friendly outposts? as well as different types of (red) enemy encounters? timestamp 3:02 watch at 0.25x speed from halo

The screenshot has kicked off speculation among the community that the title will feature bounties, rescue missions, and bases. At the top left of the map for instance, we see a red plus logo that is titled “Marine Rescue.” On the bottom, there is a name called Okro Vagaduun with a red target symbol which could possibly be a bounty hunt.


The image also shows blue symbol bases which players theorize will be friendly locations, VS the red symbol called Green Spire and The Tower which would be enemy bases. While nothing specifically states these are side quests, the different icons on the map seem to point towards Halo Infinite having features similar to Far Cry.

(Topic starts at 3:01 at 0.25 playback speed)

While this is purely speculation, Infinite has been described as being open-world. So having side quests, bases, and active missions isn’t too far fetched, as those are par the course for the genre.

However, the screen is still a hot topic for fans looking for any tidbit they can get on the upcoming FPS. It’s also interesting given that it doesn’t appear the icons were supposed to be seen during the demo.


Jeff Kaplan reveals his ideal competitive Overwatch meta

Published: 8/Oct/2020 3:13

by Theo Salaun


Blizzard Entertainment’s Vice President and Overwatch’s beloved Game Director Jeff Kaplan has revealed what he thinks is the ideal competitive meta for the expansive title.

Overwatch exists in many forms, from its highest ranks to its lowest, but the game’s competitive meta at the professional level has also varied greatly since the original release back in May 2016. 


In the olden days, teams prioritized dive compositions led by Winston’s jumps and Tracer’s blinks. Then, in 2019, fans around the world either groaned or cheered as the divisive GOATS meta took center-stage, featuring a hefty squad built entirely with tanks and supports. 

Now, Kaplan is explaining his perspective on the game’s ideal state, following criticisms he levied back in July against the game’s double-shield reliance. Examining the game’s departure from a static, Orisa and Sigma-dependent environment, he dissects his compository ideology. 

Brigitte stuns Junkrat on Volskaya
Blizzard Entertainment
Barriers have held an uncomfortably powerful role in Overwatch for a long time.

As discussed in an interview with the Loadout, Kaplan is both aware of the professional scene’s interests and the casual base’s tendencies. Coupling those factors, he believes the game is at its best when there is some blend of high skill caps and diverse team compositions.

“The most ideal, healthiest state of the game is when the meta is somewhat fluid, when the meta is more map dependent or team match up dependent than it is static. We’ve all seen those moments when the meta has been completely static and all six players will just play the same six heroes every time. I think that’s fun from a mastery standpoint, but I think it’s a lot more exciting for viewers when creativity and curiosity come into play,” he said.

When Kaplan refers to a “static” meta, the simplest example is 2019’s GOATS, where three healers (Brigitte, Lucio, and Moira) were coupled with three tanks (D.Va, Reinhardt, and Zarya) and would barrel into opponents.


It took tremendous teamwork to be pulled off successfully against other professional teams, but many fans considered it more tedious than entertaining after months of gameplay.

In its current state, Overwatch is not completely balanced, but there is a degree of variety to it. That diversity seen in the Overwatch League spans downward into the casual ranks. Kaplan indicates that this is in line with his department’s hopes.

“I think most of our players would say in the ideal meta, all our heroes would be viable in some way competitively. I think as a competitive goal from a game designing and game balancing perspective that is extremely challenging, but it’s obviously what we strive to achieve.”


While he assures that Overwatch would be completely balanced in an ideal world, in the meantime, his team would at least like to push toward a game that varies to some extent based on coaching, player preference, and map.

It remains to be seen if current and upcoming patches can accomplish that, but Kaplan’s emphasis on “fluidity” is a welcome driving force.