Comments Off on Impressions of the Story Mode of Halo Infinite.
As promised, we are translating the first impressions of the main story mode of Halo Infinite, which will be released on December 8th. We translated the impressions from Digital Foundry, which took a look at the main mode of Halo Infinite on Series X, mainly, and Series S. Here are the impressions of the first four missions in the game.
This impression gives the feel of Halo 1 with a new take on the environment, and the feel of the grappling hook is great. The use of weapons is excellent.
The open world doesn’t feel at all like Far Cry games but is closer to games like Arkham or Crysis.
There are main missions you can go to, but along the way, you can also take on some side missions (which are not mandatory) to earn things like vehicles, which will help you with other tasks.
There are other ways to approach the bases, different from direct combat. Although the world is open, there seem to be some design restrictions. The initial experience with the game is encouraging in terms of gameplay.
The quality of weapon models and character designs is excellent. There are parallax maps for the environment, which gives it depth.
The game supports Dolby Vision with carefully designed brightness levels. There are gameplay modes on Series X in Quality mode running in dynamic 4K that changes frequently at 60 frames per second.
There is also a 120Hz Performance mode, which drops the resolution down to 1080p. Series S uses Quality mode, which is strange because it runs at 30 frames per second (compared to multiplayer) and may be in 1080p, but a return to 60fps is expected with the release.
Both Series X and S use Variable Rate Shading (VRS) technology to improve performance.
The game uses TAA for edge smoothing when standing still. The game looks bright, but when moving, this brightness fades, making the visuals appear softer.
The character animations and other movements are not at 60 frames per second. Although the game runs at 60fps, it’s not consistent.
Even the lip syncing seems to run at 30fps, which feels odd, especially when playing in 120Hz mode, making it appear slow.
Therefore, the cinematic scenes should ideally be at consistent frames, like 30fps.
Actions like throwing grenades, shooting, and jumping all have animation movements less than the game’s refresh rate (i.e., 60fps).