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{"id":3091380,"date":"2021-02-27T15:45:00","date_gmt":"2021-02-27T14:45:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/halo_infinite-geistiger_neustart_der_halo-reihe_sandbox-shooter-aspekte_und_grafik-verbesserungen\/3091380"},"modified":"2024-04-29T07:44:03","modified_gmt":"2024-04-29T05:44:03","slug":"halo_infinite-geistiger_neustart_der_halo-reihe_sandbox-shooter-aspekte_und_grafik-verbesserungen","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/news\/halo_infinite-geistiger_neustart_der_halo-reihe_sandbox-shooter-aspekte_und_grafik-verbesserungen\/3091380","title":{"rendered":"Halo Infinite: “Geistiger Neustart” der Halo-Reihe, Sandbox-Shooter-Aspekte und Grafik-Verbesserungen"},"content":{"rendered":"Halo Infinite<\/a> wird von den Entwicklern als “Spiritual Reboot” beschrieben, also als “geistiger Neustart” der Halo-Reihe. Im j\u00fcngsten Blog-Beitrag<\/a> erkl\u00e4rten f\u00fchrende Teammitglieder von 343 Industries, wie sich diese Ausrichtung auf das Spielgef\u00fchl auswirken wird und wie die Sandbox-Shooter-Aspekte gedacht sind. Auch einige Grafik-Verbesserungen wurden thematisiert.

Troy Mashburn (Sandbox Lead): “‘Spiritual Reboot’ ist ein Begriff, den wir verwenden, um unseren Ansatz zu beschreiben, neue Ideen einzuf\u00fchren und gleichzeitig dem Gef\u00fchl treu zu bleiben, wie es sich anf\u00fchlt, die klassischen Spiele zu spielen. Das ‘Gef\u00fchl’ ist hier das Schl\u00fcsselwort, denn wir wollen uns weiterentwickeln, indem wir neue Erfahrungen und neue M\u00f6glichkeiten schaffen, aber dennoch die urspr\u00fcngliche Essenz beibehalten. Der ‘Grappleshot’ [Enterhaken\/Greifhaken] ist ein gro\u00dfartiges Beispiel daf\u00fcr, wie man etwas Neues hinzuf\u00fcgt, das gleichzeitig Dinge, mit denen man bereits vertraut ist, wie Klettern oder Nahkampf, aufwertet. Man ist damit vertraut, einen doppelten Kistenstapel hochzuklettern, aber die Hindernisse in Infinite sind gr\u00f6\u00dfer und organischer. Der Grappleshot erlaubt die gleiche fl\u00fcssige Bewegung wie das Klettern mit einer viel gr\u00f6\u00dferen Reichweite, um schnell an mehr Stellen zu gelangen. Au\u00dferdem – wenn man (wie ich) ein Fan des Nahkampfs ist – wird man sich an Feinden festhalten k\u00f6nnen, um ihnen einen m\u00e4chtigen K.O.-Schlag zu verpassen.”

John Mulkey (World Design Lead): “Bei Infinite arbeiten wir daran, das ‘Versprechen’ des Originals auf eine Art und Weise einzul\u00f6sen, die es dem Team aufgrund der damaligen Beschr\u00e4nkungen nicht m\u00f6glich war, zu nutzen. [Die neue Ringwelt] Zeta Halo l\u00e4dt zur Erkundung und Entdeckung ein. Es gilt Geschichten zu finden und die Spieler k\u00f6nnen sich entscheiden, wie sie eine umfangreiche Sandbox mit Tools\/Werkzeugen nutzen wollen, um eine Mission oder Begegnung zu meistern.”

Im Zuge des “geistigen Neustarts” versuchten die Entwickler auch besser zu erkl\u00e4ren, was Halo Infinite f\u00fcr eine Art von Spiel sei. Die Antwort von Joseph Staten (Head of Creative)
lautet<\/a>:

“Die Welt von Infinite ist unglaublich gro\u00df und die riesigen Kampfzonen schlie\u00dfen nahtlos aneinander an. Die Gebiete sind mit Abenteuern gef\u00fcllt, die dazu verleiten, von den Story-Missionen auf dem goldenen Pfad abzuweichen. Aus der Ferne mag es so aussehen, als w\u00fcrden wir ein Open-World-Spiel entwickeln, aber das ist nicht wirklich der Fall. Wir machen ein Halo-Spiel; einen Sandbox-Shooter mit dem Ziel, euch das Gef\u00fchl zu geben, der m\u00e4chtigste Akteur in einer reichhaltigen, sich entwickelnden Sci-Fi-Kampfsimulation zu sein. (…) Die Kampagne von Halo Infinite hat kein Crafting-System und ihr werdet keine Zeit damit verbringen, Tiere zu jagen und zu h\u00e4uten, um bessere Ausr\u00fcstung f\u00fcr den Master Chief herzustellen. (…) Halo Infinite ist so konzipiert, dass ihr freier denn je seid, um das zu tun, was Spartan-Supersoldaten am besten k\u00f6nnen: ein Schlachtfeld auskundschaften, einen Angriff planen, den Feind angreifen, mit allen \u00dcberraschungen fertig werden, die die Sandbox bietet und sich dann f\u00fcr die n\u00e4chste Schlacht vorzubereiten. (…) Was dieses Mal anders ist, ist, dass ihr mehr Freiheiten als je zuvor habt, euren Weg durch die Welt zu w\u00e4hlen. Folgt einem versteckten H\u00f6hlensystem in eine gut bewachte Festung, schl\u00e4ngelt euch mit eurem Warthog durch einen nebelverhangenen Gebirgspass, kapert eine Banshee und fliegt zu einem schwebenden Ringfragment \u00fcber eine Kluft aus Sternen. Eine starke Erz\u00e4hlung bleibt das Herzst\u00fcck des Abenteuers des Master Chiefs und eure Reise zwischen den Story-Missionen liegt ganz in eurer Hand.”

In den letzten Monaten haben die Entwickler der Spielwelt nicht nur mehr Details verpasst (wie man auf den folgenden Screenshots sehen kann), sondern auch den dynamischen Tag-\/Nachtwechsel und das Beleuchtungssystem verbessert.


\"Stimmungswechsel<\/figure>
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