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Halo Infinite is a ‘spiritual reboot’ for the franchise says Bonnie Ross

Halo Infinite is the next game in the acclaimed franchise, and is expected to launch some years down the line if rumors are to be believed. However, we keep on getting new information about the title from Microsoft and 343 Industries. Recently, studio head Bonnie Ross sat down with IGN to discuss the upcoming game and how development was going. Comic Book compiled a selection of the most important moments.

According to Ross, Halo Infinite is a “spiritual reboot” for the franchise. The team wants to do more with the game, that’s why they developed a new engine. You can read part of Ross’ interview below.

We’re kind of calling it a spiritual reboot. That’s kind of how we talk about it… The Halo engine is a very technical, engineering-focused engine. It’s super hard for creatives to work in. It’s super hard for a lot of creatives to work in, at one time. We did a ton of work on Halo 4, on the engine, to get it to look… I think it looked amazing for being on the last-generation on the last year of the platform. We promised the team we would do the work on the tools and pipeline for Halo 5, so it wasn’t such a challenging environment to develop on. You know… best-laid plans… we didn’t do that and the team, rightfully so, basically called us on it… we want to do more with Halo… we want to have a team that can do their best creative work within our engine. So it really was taking the time off and, as we announced the Slipspace Engine last year, it is all to make sure we’re building the platform for the future of Halo.

There are rumors that Halo Infinite will be going the open-world route, but only time will tell. The teaser showcased during E3 2019 definitely gave us that impression because we saw vast landscapes you have to traverse in a Warthog. We’ll keep you posted as soon as we know more.

Hopefully Halo Infinite will live up to expectations. Gamers loved Halo 5: Guardians for its addictive multiplayer, but the story fell short when it came to its direction and length. The single-player component has to really shine this time around.

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