Friday, May 7, 2021

Halo Debuts New 'World Of Halo' Stop-Motion Video Series, Episode 1 Available Now

While we continue to wait for a Halo Infinite release date other than the anticipated November 2021 window, the team over at 343 Industries has a different sort of Master Chief-inspired project to share. Using the Jazwares action figure line, the stop-motion series called World of Halo just debuted its first episode. You can watch it below. Spoiler alert: it's pretty awesome. The Jazwares line is surprisingly detailed for being a mere four inches tall and seeing them in action in this format is kind of cool to see as a Halo fan myself. From a fight to death with the iconic energy sword to seeing some of the most recognizable enemies in the Halo-verse, the first episode of this series has us pretty jazzed to see what's next. Especially being a massive collector.  [embedded content] Master Chief's badassery, glowing energy swords, grunts screaming in panic - what more could you want? Other than a Halo Infinite gameplay trailer, but don't worry about that. 343 Industries has recently confirmed that a new gameplay reveal is coming this Summer to show off what the team has been working on since criticism hit about its next-gen graphics.  In other Halo news, 343 recently shared off a new screenshot from the main campaign, which you can see here, detailing the various PC-specific settings for resolution. The team also confirmed that Halo Infinite will include cross-progression and crossplay between Xbox Series X/S, Xbox One, and PC, so that anyone can enjoy the latest game without worried about being tied to one specific platform.  To learn more about Halo Infinite before the gameplay trailer drops in the coming months, you can scope out our dedicated game hub. From fan desires to inside looks, catch up on the latest news right here.  Thoughts on Halo Infinite and the latest stop-motion video with World of Halo? Sound off in the comments below; Cortana would want you to. 
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    Returnal Review – Haunting Harmony

    Returnal is really a powerful roguelike recipe offering intense combat, a drip-fed narrative of palpable dread, and a cohesive mix of artistic elements. Housemarque’s third-person shooter delivers lightning-fast action transfused with incredible exploration, featuring equal doses of intensity and lingering unease. Every run may be the start of something new, but everything you learn over many failures has an extra edge as you try to chart the sci-fi horror world of Atropos. Returnal combines gameplay deftly, graphics, and musical composition to produce a haunting tapestry that’s a complete joy to partake in, even though a mistimed dodge or perhaps a sinister trap claims your daily life.

    Returnal is really a challenging game that puts high demands on the ball player relatively. You can find no difficulty dials to tweak, therefore the experience can feel overbearing sometimes, in another of the later stages especially. While this increases the overarching horror elements that exude from Returnal’s core and enhances the sweaty grip-for-your-life moment of slaying an enormous boss, it’s vital that you remember that it’s possible to reduce hours of potential progress in only seconds should things be fallible. Death is inevitable and will be devastating. Being ready to learn and prepared to adapt your strategies and glean takeaways for future runs is vital. I felt that the challenges presented by Returnal enhanced the type of the unknown alien planet and these elements contributed positively to the sport. Still, some players will dsicover these asks to be beyond their enjoyment range.

    As Selene, who gets stranded on an alien planet, your journey on Atropos brings questions and exciting revelations. The complete story is communicated slice-by-slice as time passes as you sort out different biomes, with each narrative piece adding one element to a more substantial puzzle that’s a pleasure to work through. While not a blissful story book, the narrative functions similar to a soothing balm to the endless cycle of doomed runs and discomforting discoveries. When things were at their worst following a few failed runs, at the very least I was learning more concerning the mysteries that tie the global world together. Do not get spoiled by the complete story before playing the overall game, as it’s a pleasure to construct clue-by-clue.

    The exploration through the biomes is generated in a few respects procedurally, but you figure out how to recognize rooms and what’s inside each one of these as time passes. This knowledge is power. Exploring carefully and mastering each space can result in discovering hidden powerups saved in hard-to-find places, if they are behind false walls or out of sight on a precipice above just. As well as the temporary build that you craft each run, you can find other permanent unlocks for the character to discover. As you make progress, areas that you couldn’t previously access become available via tools such as a grappling hook, hazard-protection boots, the opportunity to underwater travel, and more. Each time you find one of these brilliant new tools feels incredible as possible finally access areas which have taunted you with treasures for most, many runs. With each traversal find, you breathe a sigh of relief as a checkpoint is locked in.

    Applying learned knowledge to situations and scenarios carries to combat, that is incredibly fast and rooted in the “bullet-hell” genre. Players must avoid various objects on the screen, each using its own pattern and directional movement. Learning each pattern on standard enemies is really a constant battle as you progress, as new and deadlier patterns and abilities regularly appear. Boss battles take this to another level, and you may find yourself counting on muscle memory as well as perhaps uttering an instant prayer while wanting to dodge growing rings, moving barriers, and a huge selection of projectiles at simultaneously varying speeds. Through the entire game, you might be surprised at everything you can accomplish in this regard just. Many times I thought to myself, “No real way, ” as another blitz was pushed by the overall game of swirling projectiles onto my screen, but with well-timed jumps and dodges, I shocked myself even. Patterns that seemed challenging initially became laughable when i mastered the game’s many systems, also it feels great to perform encounters with finesse.

    Avoiding things is 1 / 2 of the battle. Another half back is shooting. In Returnal, you unlock a number of different weapons with various modes of traits and fire to unlock as time passes, which is type of a permanent progression mechanic that improves your damage output from set you back run. I became an enormous fan of the grenade and rocket launcher archetypes and their various tweaks, which allowed me to cover more focus on getting away from the true way while issuing my payloads. However, you won’t ever really know which weapon will be your very best option throughout a run, so you need to become comfortable utilizing a complete large amount of them regardless. This keeps things fresh and had me stuck with among my least favorite weapons throughout a particularly tough boss fight, but it’s all area of the freshness that is included with each run. Guess what happens you’re likely to get never, and you need to use everything to survive together. In true roguelike fashion, you might have runs with excellent weapons in which a ton is manufactured by you of progress across multiple biomes, and in others, you might perish a available room or two into your adventure.

    Risk and reward are tied together in Returnal, as there are many upgrades you will find that include the chance of a malfunction that debuffs your character once you collect them. This implies you might be able to boost your health pool or collect some bonus resources, but you gets a significant penalty as a cost, like losing 85 percent of one’s damage while stationary. It is possible to ditch these penalties by completing different goals, so careful planning when to defend myself against the chance of malfunctions is vital, as they can transform how you play completely. A late-game biome plays with the idea of issuing malfunctions so you can get hit by some enemies, which, obviously, is really a massive incentive to up your dodge game. Learning how exactly to manage malfunctions is really a long procedure for weighing when and when to get specific bonuses, also it can make an enormous difference on a run. Again, the theme of learning as time passes comes here into play, and I enjoyed trying out my risk profile on each run. Some runs, say if you are to a negative start off, the philosophy becomes “well, I’m anyway likely to die, you will want to roll the dice?” And sometimes, those dice roll on your side.

    Returnal is really a delightful immersion for the senses, even though the aspect it’s attempting to convey is horrifying, lingering dread. It nails it in this regard, and is drenched with both in-your-face monstrosities and lurking terror. Enemy designs are hideous amalgamations of teeth and tentacles, which feel right in the home in this bizarre alien hellscape. Among the late-game biomes is incredibly distressing to explore and could even significantly deter some players with thalassophobia.

    The soundtrack, primarily composed by Bobby Krlic ( Midsommar ), offers a haunting backdrop that plays a part in Returnal’s constant and rising sense of trepidation immensely. The unnerving melodies gnaw behind your mind once you set the controller down long. One stage specifically depends on music, and the sensation that you will get while climbing around the boss since it gets louder and louder exudes cacophonic anxiety. Feedback from the DualSense controller is really a nice touch to the entire ensemble, providing nuance from the littlest droplet of rain to the impact of a titanic monster crashing into you at high speed.

    Returnal is really a relentless nightmare that’s a dream to play. The journey is filled with horror and terrible discoveries, but unbridled curiosity and wonder also. If the taste is had by you for this, that is an adventure that begs to be experienced.

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