Eurogamer heeft er een heel artikel aan gewijd, over de tegenvallende eerste indruk van Halo Infinite. Wat snippits:
"I think the answer lies in the art style. Halo Infinite looks like the fake plastic trees version of Halo, like a video game designed with Mega Bloks in mind. It pops in all the wrong places. The Brutes and their silly faces seem almost plonked down onto the battlefield like a child would arrange toys to bash about in their bedroom. It doesn't feel grounded. It doesn't feel like it has depth. It feels, well, surface level, smooth and uninteresting."
"The Giant's Causeway hexagon rocks have been highlighted by many already and I have to admit they look like they were sculpted in Roblox or something. The ending speech by the new baddie is one of those supposed to be rousing, flashy graphics moments, but I couldn't help but laugh. Where's the blood spatter? Where is the atmosphere?"
"I'm going to explain that butter bit at the top. Remember in The Lord of the Rings when Bilbo Baggins says: "I feel thin, sort of stretched, like butter scraped over too much bread." That's Halo Infinite, a game that must look okay on an OG Xbox One (ugh), PCs up and down the specifications list, an ultra powerful Xbox Series X, and when streamed on a phone. No matter how much I want it to be, Halo Infinite is not about selling Xbox Series X. It's about selling Xbox Game Pass. And its art style is just fine for that. But it's not fine for me."
https://www.eurogamer.net/articles/2020-07-24-we-should-talk-about-how-halo-infinite-looks
Hmm, een beetje zoals Minecraft Dungeons dus? Wel mooier natuurlijk, maar ook dat was geen game specifiek gericht op één platform. Het was een game gemaakt voor de game pass. Dit ondersteunt ook mijn theorie dat Halo Infinite geen flagship game is, althans niet in de traditionele zin (het verkopen van één platform).
Laatst bewerkt: 24 jul 2020