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Halo Infinite: Campaign was designed for normal difficulty

Interesting details about Halo Infinite Campaign revealed Character Director Stephen Deck in conversation with NGC.

Halo Infinite Campaign Gameplay: 5 Minutes of 'The Conservatory' Mission

Deck betrayed, for example, that you designed the campaign of the game for the difficulty of normal. It is particularly interesting because the previous games for higher levels were designed, and they had then adapted them from this point to the difficulty levels.

Character Director Stephen Deck said:

Traditionally, Halo was always developed on the degree of difficulty heroic, and we have done so at 4 and 5. Normally, we look at the degree of difficulty Heroic, we do everything here everything, everything is screwed down for normal and easily a little shut down and then screwed up for legendary a little. This time we used much more time on the normal degree of difficulty because we assume that new players will be added.

Players do not have to worry that the higher levels of difficulty would be too easy. This time you have done differently because you are out of more new players who are not familiar with some things.

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This does not mean that the degree of difficulty Heroic is not heavy and legendary is not very hard, these are things that just belong to Halo, but we have more time on the level of difficulty Normal used, from the point of view: What if you were a new player and would never have fought against the Covenant or never fought against anything in Halo and you would have used a storm rifle for the first time?

We want these players to have fun and success and will not be confronted immediately with a wall from gameplay view, where they think: Oh man, I have never played that, I do not understand that... should I be a specific one Use damage type? Or: This grenade has nothing to do, why didnt it does anything?

343 Industries pursues the philosophy, after which the player is always right. If a player is about a less effective weapon, he would not be wrong or in the wrong.

The gameplay slowly leaders to the things, for example in the equipment. A gentle entry into the world of Halo was guaranteed.

Associate Creative Director Paul Crocker complemented the statements of Deck and said among others that the challenges in the game become more difficult, the further one removes from the Golden Path.

If you fail with the first attempt to challenge, you can return later with more help in the form of Marines.

In the team, some normal difficulty because of its all-round struggles in the partial open world even found a little more difficult, while others found it too simple.

Anecdotal viewed some people in the team found the normal degree of difficulty a bit more difficult because he is more open and offers more than 360 degree struggles, while players who play many other titles play him as very simple, so that the balance was to ensure it that the normal level of difficulty is inviting for all players, and then guarantee that it will be more demanding if you increase the degree of difficulty.

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