Yes, I'd imagine scalability will be very impressive. Just keep in mind though that this is a launch game and is also cross-gen, so expectations should be kept in check. As gorgeous as this game is / will be, this is only the beginning.
You watched a pre rendered gears cutscene. This is a inengine cutscene, that's massively differentMaybe. Lol I just watched that Gears 5 cutscene and I think that game looks every bit as good as Halo Infinite. Halo definitely looks good. I'm just not seeing what's "next gen" about it.
Look at the OP. That zoomed in picture of his had on his straps. There isn't a single game on current hardware that looks that detailed.Maybe. Lol I just watched that Gears 5 cutscene and I think that game looks every bit as good as Halo Infinite. Halo definitely looks good. I'm just not seeing what's "next gen" about it.
That's a cutscene though. The part in the trailer when it goes first person looks pretty current gen.Look at the OP. That zoomed in picture of his had on his straps. There isn't a single game on current hardware that looks that detailed.
Rod said the Gears cutscenes aren't pre rendered.You watched a pre rendered gears cutscene. This is a inengine cutscene, that's massively different
The only thing underwhelming about the Halo showing was the fact it didn't show any gameplay. As far as cutscenes go, you can't really ask for better to hype the game, it did its job well.
It will run on Xbox One. Will it look precisely like that? We'll do everything we can to optimize to each platform - and the new engine was rearchitected from the ground up specifically to eke performance from the base specs better than we currently can, but also to scale up without the artificial ceilings that the old tech had intrinsically - so of course it's going to look better on Scarlett and some crazy Ryzen PC, but our intention, from the metal up is to treat the existing Xbox One as a first class citizen in a way we couldn't even in Halo 5.
Last E3 we sort of metaphorically showed earlier engine and game elements through a telescope from the distance - and this year, deliberately intimate and though a magnifying glass. Our game is very much something that happens outside the frosty glass of that Pelican in a large and expansive way - but we also want to tell modern stories where people become important parts of the stakes and where detail can be explored and examined as well as lived in.
Our associate creative director, who's building the narrative tools worked previously on the Batman Arkham games and part of his philosophy is letting players move seamlessly from character drama to epic scale action so that the contrasts in scale add to your experience - and the design of armors and more taking inspiration from the legacy games is just a part of the approach for Infinite, we're also committed to reliving the sensation of the moment from Halo CE, where you emerge from the crashed Bumblebee escape pod - but really you're emerging from the claustrophobic tunnels and hallways of the Pillar of Autumn and traditional shooters, into the sunlight of this wide open new space and all its potential and new ways to attack and explore it - which at the time was new for a console FPS and really the promise of the game all the way back to Steve Jobs' announcement back at Macworld 1999.
We want to get players into the mindset where instead of saying, "Did you see the part where Chief did X...?" and back to those beter conversations that start with, "Did YOU get to X scenario yet? And how did YOU beat it?" I always think Halo is best when some of the most exciting stories are the ones that the player has created within the opportunities and universe afforded by the plot and the furniture of its sci-fi sandbox. That's also one of the reasons the MC as a character has so many different subjective interpretations. To some players he's just a suit you wear and to others he's Ulysses or John-117. The way they set about playing the game hardens those conceptions, which is fine. True of MP to a certain extent too, especially in bigger sandbox modes.
It will run on Xbox One. Will it look precisely like that? We'll do everything we can to optimize to each platform - and the new engine was rearchitected from the ground up specifically to eke performance from the base specs better than we currently can, but also to scale up without the artificial ceilings that the old tech had intrinsically - so of course it's going to look better on Scarlett and some crazy Ryzen PC, but our intention, from the metal up is to treat the existing Xbox One as a first class citizen in a way we couldn't even in Halo 5.
Last E3 we sort of metaphorically showed earlier engine and game elements through a telescope from the distance - and this year, deliberately intimate and though a magnifying glass. Our game is very much something that happens outside the frosty glass of that Pelican in a large and expansive way - but we also want to tell modern stories where people become important parts of the stakes and where detail can be explored and examined as well as lived in.
Our associate creative director, who's building the narrative tools worked previously on the Batman Arkham games and part of his philosophy is letting players move seamlessly from character drama to epic scale action so that the contrasts in scale add to your experience - and the design of armors and more taking inspiration from the legacy games is just a part of the approach for Infinite, we're also committed to reliving the sensation of the moment from Halo CE, where you emerge from the crashed Bumblebee escape pod - but really you're emerging from the claustrophobic tunnels and hallways of the Pillar of Autumn and traditional shooters, into the sunlight of this wide open new space and all its potential and new ways to attack and explore it - which at the time was new for a console FPS and really the promise of the game all the way back to Steve Jobs' announcement back at Macworld 1999.
We want to get players into the mindset where instead of saying, "Did you see the part where Chief did X...?" and back to those beter conversations that start with, "Did YOU get to X scenario yet? And how did YOU beat it?" I always think Halo is best when some of the most exciting stories are the ones that the player has created within the opportunities and universe afforded by the plot and the furniture of its sci-fi sandbox. That's also one of the reasons the MC as a character has so many different subjective interpretations. To some players he's just a suit you wear and to others he's Ulysses or John-117. The way they set about playing the game hardens those conceptions, which is fine. True of MP to a certain extent too, especially in bigger sandbox modes.
Was it confirmed its in realtime? It only says in engine on the trailer.You clearly didnt watch this in 4k. Theres no way current gen can make it look that good without a lot of compromises. LOD is off the charts, and this is real time engine stuff. Not a CGI cutscene.
I think people need to start understanding what the difference is between watching a pre rendered cut-scene, and something real time in engine. Its not the same thing even if it sometimes looks the same.
It blows away every current gen game with the exception of The Last Of Us Part II.
It will run on Xbox One. Will it look precisely like that? We'll do everything we can to optimize to each platform - and the new engine was rearchitected from the ground up specifically to eke performance from the base specs better than we currently can, but also to scale up without the artificial ceilings that the old tech had intrinsically - so of course it's going to look better on Scarlett and some crazy Ryzen PC, but our intention, from the metal up is to treat the existing Xbox One as a first class citizen in a way we couldn't even in Halo 5.
Last E3 we sort of metaphorically showed earlier engine and game elements through a telescope from the distance - and this year, deliberately intimate and though a magnifying glass. Our game is very much something that happens outside the frosty glass of that Pelican in a large and expansive way - but we also want to tell modern stories where people become important parts of the stakes and where detail can be explored and examined as well as lived in.
Our associate creative director, who's building the narrative tools worked previously on the Batman Arkham games and part of his philosophy is letting players move seamlessly from character drama to epic scale action so that the contrasts in scale add to your experience - and the design of armors and more taking inspiration from the legacy games is just a part of the approach for Infinite, we're also committed to reliving the sensation of the moment from Halo CE, where you emerge from the crashed Bumblebee escape pod - but really you're emerging from the claustrophobic tunnels and hallways of the Pillar of Autumn and traditional shooters, into the sunlight of this wide open new space and all its potential and new ways to attack and explore it - which at the time was new for a console FPS and really the promise of the game all the way back to Steve Jobs' announcement back at Macworld 1999.
We want to get players into the mindset where instead of saying, "Did you see the part where Chief did X...?" and back to those beter conversations that start with, "Did YOU get to X scenario yet? And how did YOU beat it?" I always think Halo is best when some of the most exciting stories are the ones that the player has created within the opportunities and universe afforded by the plot and the furniture of its sci-fi sandbox. That's also one of the reasons the MC as a character has so many different subjective interpretations. To some players he's just a suit you wear and to others he's Ulysses or John-117. The way they set about playing the game hardens those conceptions, which is fine. True of MP to a certain extent too, especially in bigger sandbox modes.
It will run on Xbox One. Will it look precisely like that? We'll do everything we can to optimize to each platform - and the new engine was rearchitected from the ground up specifically to eke performance from the base specs better than we currently can, but also to scale up without the artificial ceilings that the old tech had intrinsically - so of course it's going to look better on Scarlett and some crazy Ryzen PC, but our intention, from the metal up is to treat the existing Xbox One as a first class citizen in a way we couldn't even in Halo 5.
Last E3 we sort of metaphorically showed earlier engine and game elements through a telescope from the distance - and this year, deliberately intimate and though a magnifying glass. Our game is very much something that happens outside the frosty glass of that Pelican in a large and expansive way - but we also want to tell modern stories where people become important parts of the stakes and where detail can be explored and examined as well as lived in.
Our associate creative director, who's building the narrative tools worked previously on the Batman Arkham games and part of his philosophy is letting players move seamlessly from character drama to epic scale action so that the contrasts in scale add to your experience - and the design of armors and more taking inspiration from the legacy games is just a part of the approach for Infinite, we're also committed to reliving the sensation of the moment from Halo CE, where you emerge from the crashed Bumblebee escape pod - but really you're emerging from the claustrophobic tunnels and hallways of the Pillar of Autumn and traditional shooters, into the sunlight of this wide open new space and all its potential and new ways to attack and explore it - which at the time was new for a console FPS and really the promise of the game all the way back to Steve Jobs' announcement back at Macworld 1999.
We want to get players into the mindset where instead of saying, "Did you see the part where Chief did X...?" and back to those beter conversations that start with, "Did YOU get to X scenario yet? And how did YOU beat it?" I always think Halo is best when some of the most exciting stories are the ones that the player has created within the opportunities and universe afforded by the plot and the furniture of its sci-fi sandbox. That's also one of the reasons the MC as a character has so many different subjective interpretations. To some players he's just a suit you wear and to others he's Ulysses or John-117. The way they set about playing the game hardens those conceptions, which is fine. True of MP to a certain extent too, especially in bigger sandbox modes.
It will run on Xbox One. Will it look precisely like that? We'll do everything we can to optimize to each platform - and the new engine was rearchitected from the ground up specifically to eke performance from the base specs better than we currently can, but also to scale up without the artificial ceilings that the old tech had intrinsically - so of course it's going to look better on Scarlett and some crazy Ryzen PC, but our intention, from the metal up is to treat the existing Xbox One as a first class citizen in a way we couldn't even in Halo 5.
Last E3 we sort of metaphorically showed earlier engine and game elements through a telescope from the distance - and this year, deliberately intimate and though a magnifying glass. Our game is very much something that happens outside the frosty glass of that Pelican in a large and expansive way - but we also want to tell modern stories where people become important parts of the stakes and where detail can be explored and examined as well as lived in.
Our associate creative director, who's building the narrative tools worked previously on the Batman Arkham games and part of his philosophy is letting players move seamlessly from character drama to epic scale action so that the contrasts in scale add to your experience - and the design of armors and more taking inspiration from the legacy games is just a part of the approach for Infinite, we're also committed to reliving the sensation of the moment from Halo CE, where you emerge from the crashed Bumblebee escape pod - but really you're emerging from the claustrophobic tunnels and hallways of the Pillar of Autumn and traditional shooters, into the sunlight of this wide open new space and all its potential and new ways to attack and explore it - which at the time was new for a console FPS and really the promise of the game all the way back to Steve Jobs' announcement back at Macworld 1999.
We want to get players into the mindset where instead of saying, "Did you see the part where Chief did X...?" and back to those beter conversations that start with, "Did YOU get to X scenario yet? And how did YOU beat it?" I always think Halo is best when some of the most exciting stories are the ones that the player has created within the opportunities and universe afforded by the plot and the furniture of its sci-fi sandbox. That's also one of the reasons the MC as a character has so many different subjective interpretations. To some players he's just a suit you wear and to others he's Ulysses or John-117. The way they set about playing the game hardens those conceptions, which is fine. True of MP to a certain extent too, especially in bigger sandbox modes.
It will run on Xbox One. Will it look precisely like that? We'll do everything we can to optimize to each platform - and the new engine was rearchitected from the ground up specifically to eke performance from the base specs better than we currently can, but also to scale up without the artificial ceilings that the old tech had intrinsically - so of course it's going to look better on Scarlett and some crazy Ryzen PC, but our intention, from the metal up is to treat the existing Xbox One as a first class citizen in a way we couldn't even in Halo 5.
Last E3 we sort of metaphorically showed earlier engine and game elements through a telescope from the distance - and this year, deliberately intimate and though a magnifying glass. Our game is very much something that happens outside the frosty glass of that Pelican in a large and expansive way - but we also want to tell modern stories where people become important parts of the stakes and where detail can be explored and examined as well as lived in.
Our associate creative director, who's building the narrative tools worked previously on the Batman Arkham games and part of his philosophy is letting players move seamlessly from character drama to epic scale action so that the contrasts in scale add to your experience - and the design of armors and more taking inspiration from the legacy games is just a part of the approach for Infinite, we're also committed to reliving the sensation of the moment from Halo CE, where you emerge from the crashed Bumblebee escape pod - but really you're emerging from the claustrophobic tunnels and hallways of the Pillar of Autumn and traditional shooters, into the sunlight of this wide open new space and all its potential and new ways to attack and explore it - which at the time was new for a console FPS and really the promise of the game all the way back to Steve Jobs' announcement back at Macworld 1999.
We want to get players into the mindset where instead of saying, "Did you see the part where Chief did X...?" and back to those beter conversations that start with, "Did YOU get to X scenario yet? And how did YOU beat it?" I always think Halo is best when some of the most exciting stories are the ones that the player has created within the opportunities and universe afforded by the plot and the furniture of its sci-fi sandbox. That's also one of the reasons the MC as a character has so many different subjective interpretations. To some players he's just a suit you wear and to others he's Ulysses or John-117. The way they set about playing the game hardens those conceptions, which is fine. True of MP to a certain extent too, especially in bigger sandbox modes.
It will run on Xbox One. Will it look precisely like that? We'll do everything we can to optimize to each platform - and the new engine was rearchitected from the ground up specifically to eke performance from the base specs better than we currently can, but also to scale up without the artificial ceilings that the old tech had intrinsically - so of course it's going to look better on Scarlett and some crazy Ryzen PC, but our intention, from the metal up is to treat the existing Xbox One as a first class citizen in a way we couldn't even in Halo 5.
Last E3 we sort of metaphorically showed earlier engine and game elements through a telescope from the distance - and this year, deliberately intimate and though a magnifying glass. Our game is very much something that happens outside the frosty glass of that Pelican in a large and expansive way - but we also want to tell modern stories where people become important parts of the stakes and where detail can be explored and examined as well as lived in.
Our associate creative director, who's building the narrative tools worked previously on the Batman Arkham games and part of his philosophy is letting players move seamlessly from character drama to epic scale action so that the contrasts in scale add to your experience - and the design of armors and more taking inspiration from the legacy games is just a part of the approach for Infinite, we're also committed to reliving the sensation of the moment from Halo CE, where you emerge from the crashed Bumblebee escape pod - but really you're emerging from the claustrophobic tunnels and hallways of the Pillar of Autumn and traditional shooters, into the sunlight of this wide open new space and all its potential and new ways to attack and explore it - which at the time was new for a console FPS and really the promise of the game all the way back to Steve Jobs' announcement back at Macworld 1999.
We want to get players into the mindset where instead of saying, "Did you see the part where Chief did X...?" and back to those beter conversations that start with, "Did YOU get to X scenario yet? And how did YOU beat it?" I always think Halo is best when some of the most exciting stories are the ones that the player has created within the opportunities and universe afforded by the plot and the furniture of its sci-fi sandbox. That's also one of the reasons the MC as a character has so many different subjective interpretations. To some players he's just a suit you wear and to others he's Ulysses or John-117. The way they set about playing the game hardens those conceptions, which is fine. True of MP to a certain extent too, especially in bigger sandbox modes.
So, you're saying it's all about sandbox player driven experiences.It will run on Xbox One. Will it look precisely like that? We'll do everything we can to optimize to each platform - and the new engine was rearchitected from the ground up specifically to eke performance from the base specs better than we currently can, but also to scale up without the artificial ceilings that the old tech had intrinsically - so of course it's going to look better on Scarlett and some crazy Ryzen PC, but our intention, from the metal up is to treat the existing Xbox One as a first class citizen in a way we couldn't even in Halo 5.
Last E3 we sort of metaphorically showed earlier engine and game elements through a telescope from the distance - and this year, deliberately intimate and though a magnifying glass. Our game is very much something that happens outside the frosty glass of that Pelican in a large and expansive way - but we also want to tell modern stories where people become important parts of the stakes and where detail can be explored and examined as well as lived in.
Our associate creative director, who's building the narrative tools worked previously on the Batman Arkham games and part of his philosophy is letting players move seamlessly from character drama to epic scale action so that the contrasts in scale add to your experience - and the design of armors and more taking inspiration from the legacy games is just a part of the approach for Infinite, we're also committed to reliving the sensation of the moment from Halo CE, where you emerge from the crashed Bumblebee escape pod - but really you're emerging from the claustrophobic tunnels and hallways of the Pillar of Autumn and traditional shooters, into the sunlight of this wide open new space and all its potential and new ways to attack and explore it - which at the time was new for a console FPS and really the promise of the game all the way back to Steve Jobs' announcement back at Macworld 1999.
We want to get players into the mindset where instead of saying, "Did you see the part where Chief did X...?" and back to those beter conversations that start with, "Did YOU get to X scenario yet? And how did YOU beat it?" I always think Halo is best when some of the most exciting stories are the ones that the player has created within the opportunities and universe afforded by the plot and the furniture of its sci-fi sandbox. That's also one of the reasons the MC as a character has so many different subjective interpretations. To some players he's just a suit you wear and to others he's Ulysses or John-117. The way they set about playing the game hardens those conceptions, which is fine. True of MP to a certain extent too, especially in bigger sandbox modes.
On top on of it also running at 60fpsYou clearly didnt watch this in 4k. Theres no way current gen can make it look that good without a lot of compromises. LOD is off the charts, and this is real time engine stuff. Not a CGI cutscene.
I think people need to start understanding what the difference is between watching a pre rendered cut-scene, and something real time in engine. Its not the same thing even if it sometimes looks the same.
It will run on Xbox One. Will it look precisely like that? We'll do everything we can to optimize to each platform - and the new engine was rearchitected from the ground up specifically to eke performance from the base specs better than we currently can, but also to scale up without the artificial ceilings that the old tech had intrinsically - so of course it's going to look better on Scarlett and some crazy Ryzen PC, but our intention, from the metal up is to treat the existing Xbox One as a first class citizen in a way we couldn't even in Halo 5.
Last E3 we sort of metaphorically showed earlier engine and game elements through a telescope from the distance - and this year, deliberately intimate and though a magnifying glass. Our game is very much something that happens outside the frosty glass of that Pelican in a large and expansive way - but we also want to tell modern stories where people become important parts of the stakes and where detail can be explored and examined as well as lived in.
Our associate creative director, who's building the narrative tools worked previously on the Batman Arkham games and part of his philosophy is letting players move seamlessly from character drama to epic scale action so that the contrasts in scale add to your experience - and the design of armors and more taking inspiration from the legacy games is just a part of the approach for Infinite, we're also committed to reliving the sensation of the moment from Halo CE, where you emerge from the crashed Bumblebee escape pod - but really you're emerging from the claustrophobic tunnels and hallways of the Pillar of Autumn and traditional shooters, into the sunlight of this wide open new space and all its potential and new ways to attack and explore it - which at the time was new for a console FPS and really the promise of the game all the way back to Steve Jobs' announcement back at Macworld 1999.
We want to get players into the mindset where instead of saying, "Did you see the part where Chief did X...?" and back to those beter conversations that start with, "Did YOU get to X scenario yet? And how did YOU beat it?" I always think Halo is best when some of the most exciting stories are the ones that the player has created within the opportunities and universe afforded by the plot and the furniture of its sci-fi sandbox. That's also one of the reasons the MC as a character has so many different subjective interpretations. To some players he's just a suit you wear and to others he's Ulysses or John-117. The way they set about playing the game hardens those conceptions, which is fine. True of MP to a certain extent too, especially in bigger sandbox modes.
I have no idea, but if you were to assume they are still limited heavily cpu wise, they could do half rate animations on distant enemies on xbox one but not on scarlett.But isn't there a compromise in terms of sheer scale? Like enemy counts and such. It's hard to imagine expansive setpieces with lots of stuff to do after seeing Halo 5. Halo 5 compromised on 60fps by turning enemies into slideshows past 2 meters and the effects were objectively less impressive than Halo 3 or Reach. All in all, I really hope the Xbox One isn't dragging it down by any means.
Ranting aside, Infinite has been in my head non-stop. This is OG Halo, baby!
To be fair, in comparison to their respective contemporaries halo 5 was much less impressive than something like reach effects wise. This really isn't surprising though as it jumped to 60 fps compared to 30 fps for 3 and reach.
the effects [in Halo 5] were objectively less impressive than Halo 3 or Reach.
It will run on Xbox One. Will it look precisely like that? We'll do everything we can to optimize to each platform - and the new engine was rearchitected from the ground up specifically to eke performance from the base specs better than we currently can, but also to scale up without the artificial ceilings that the old tech had intrinsically - so of course it's going to look better on Scarlett and some crazy Ryzen PC, but our intention, from the metal up is to treat the existing Xbox One as a first class citizen in a way we couldn't even in Halo 5.
Last E3 we sort of metaphorically showed earlier engine and game elements through a telescope from the distance - and this year, deliberately intimate and though a magnifying glass. Our game is very much something that happens outside the frosty glass of that Pelican in a large and expansive way - but we also want to tell modern stories where people become important parts of the stakes and where detail can be explored and examined as well as lived in.
Our associate creative director, who's building the narrative tools worked previously on the Batman Arkham games and part of his philosophy is letting players move seamlessly from character drama to epic scale action so that the contrasts in scale add to your experience - and the design of armors and more taking inspiration from the legacy games is just a part of the approach for Infinite, we're also committed to reliving the sensation of the moment from Halo CE, where you emerge from the crashed Bumblebee escape pod - but really you're emerging from the claustrophobic tunnels and hallways of the Pillar of Autumn and traditional shooters, into the sunlight of this wide open new space and all its potential and new ways to attack and explore it - which at the time was new for a console FPS and really the promise of the game all the way back to Steve Jobs' announcement back at Macworld 1999.
We want to get players into the mindset where instead of saying, "Did you see the part where Chief did X...?" and back to those beter conversations that start with, "Did YOU get to X scenario yet? And how did YOU beat it?" I always think Halo is best when some of the most exciting stories are the ones that the player has created within the opportunities and universe afforded by the plot and the furniture of its sci-fi sandbox. That's also one of the reasons the MC as a character has so many different subjective interpretations. To some players he's just a suit you wear and to others he's Ulysses or John-117. The way they set about playing the game hardens those conceptions, which is fine. True of MP to a certain extent too, especially in bigger sandbox modes.
thats what they said it would be about
The lig
Thank you for this. I can't wait to see all the work going into such an experience.It will run on Xbox One. Will it look precisely like that? We'll do everything we can to optimize to each platform - and the new engine was rearchitected from the ground up specifically to eke performance from the base specs better than we currently can, but also to scale up without the artificial ceilings that the old tech had intrinsically - so of course it's going to look better on Scarlett and some crazy Ryzen PC, but our intention, from the metal up is to treat the existing Xbox One as a first class citizen in a way we couldn't even in Halo 5.
Last E3 we sort of metaphorically showed earlier engine and game elements through a telescope from the distance - and this year, deliberately intimate and though a magnifying glass. Our game is very much something that happens outside the frosty glass of that Pelican in a large and expansive way - but we also want to tell modern stories where people become important parts of the stakes and where detail can be explored and examined as well as lived in.
Our associate creative director, who's building the narrative tools worked previously on the Batman Arkham games and part of his philosophy is letting players move seamlessly from character drama to epic scale action so that the contrasts in scale add to your experience - and the design of armors and more taking inspiration from the legacy games is just a part of the approach for Infinite, we're also committed to reliving the sensation of the moment from Halo CE, where you emerge from the crashed Bumblebee escape pod - but really you're emerging from the claustrophobic tunnels and hallways of the Pillar of Autumn and traditional shooters, into the sunlight of this wide open new space and all its potential and new ways to attack and explore it - which at the time was new for a console FPS and really the promise of the game all the way back to Steve Jobs' announcement back at Macworld 1999.
We want to get players into the mindset where instead of saying, "Did you see the part where Chief did X...?" and back to those beter conversations that start with, "Did YOU get to X scenario yet? And how did YOU beat it?" I always think Halo is best when some of the most exciting stories are the ones that the player has created within the opportunities and universe afforded by the plot and the furniture of its sci-fi sandbox. That's also one of the reasons the MC as a character has so many different subjective interpretations. To some players he's just a suit you wear and to others he's Ulysses or John-117. The way they set about playing the game hardens those conceptions, which is fine. True of MP to a certain extent too, especially in bigger sandbox modes.
Edit. Here's Chris Lee talking in a liitle more depth about approach.
Discover Hope
<p>E3 is an exciting time for the entire video game industry, but for our team at 343 Industries it also marks a new beginning. Last year we unveiled a first look at Halo Infinite and a glimpse of our new Slipspace Engine; built from the ground up to power the future of our game. This […]</p>www.halowaypoint.com
People who keep saying that does not look next gen are 100% console warrior trolls