Inside the Unrealized Potential of Halo Infinite
What Halo could've been
HiddenXperia Uncovers Unseen Details
HiddenXperia, a well-known Halo-focused blogger, has uncovered details about the original plans for Halo Infinite by talking to former 343 Industries developers. His investigation reveals a game that might have been vastly different from what fans received.
HiddenXperia's research indicates that Halo Infinite originally aimed for an open-world experience similar to Breath of the Wild. However, by mid-2019, development hit a crisis phase, leading to significant changes and cuts. One such removal included a central hub resembling Destiny, which was designed to allow player interaction and quest acquisition.
The game was meant to feature regular story DLCs, continuing the narrative with new PvE content every few months. Additionally, Banished outposts were intended to be more complex, part of a larger network each led by unique commanders. Players would face the challenge of taking down these bases, consisting of various infrastructure like barracks and weapon depots, while taking on formidable reinforcements if unaddressed.
Inspiration from Mass Effect Andromeda was seen in planned dungeons filled with creatures, one being Crusher from the initial trailer. Unfortunately, these ideas never came to fruition.
Behind these issues were managerial problems at 343 Industries. Former developers shared that their campaign team was often isolated, limiting creativity and collaboration. Despite attempts by Joseph Staten to implement essential external focus testing, these efforts came too late. Organizational silos resulted in internal resource competition, stalling progress even further.
Even initiatives like hackathons, designed to boost morale and generate ideas, only lasted two sessions before cancellation. HiddenXperia’s insights suggest that these structural challenges at 343 hindered the potential brilliance of Halo Infinite.
Watch HiddenXperia's full revelations on YouTube