Podtacular 451: Halo 5: Guardians Multiplayer Beta Preview

Following our recent visit to New Your City to get our hands-on preview of the Halo 5: Guardians Multiplayer Beta, we hooked up with Drax and SMG from Ready Up Live to talk about our impressions of the beta.  Even with the big changes that were made to the sandbox in Halo 5, we feel optimistic with the direction 343 Industries is taking the Halo franchise.  While we have our impressions posted over here, make sure you check out their reviews over on Ready Up Live.  The multiplayer beta releases to all Master Chief Collection owners December 29th and runs until January 18th, 2015.

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Halo 5: Guardians Multiplayer Beta Demo Audio

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During our visit to New York City for our hands-on experience with the Halo 5: Guardians Multiplayer Beta, Director of Production Chris Lee and Multiplayer Designer Quinn DelHoyo give us a quick demo of what we were going to play.  They talk about the new Spartan Abilities, sprinting, Smart Scope, CSR, Crossfire and more.

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Basic Spectator Mode in Halo 5: Guardians Multiplayer Beta

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A feature that has been demanded by fans for such a long time is finally getting its revelation in the Halo 5: Guardians Multiplayer Beta: Spectator Mode.  For years we’ve watched streams and tournaments played from the players point of view, which has been a blast to watch for anyone that’s been a huge fan of competitive Halo or live streamed events, but a spectator mode has always been longed for.  For the multiplayer beta, the spectator mode will allow you to go into a friend’s game and watch from their player’s point of view in live time and even rewind and fast forward while the game is in progress.  We’re still looking to get more details on what is all possible with the basic spectator mode, but judging by the answers we got, there will be an advanced spectator mode possibly usable by tournament organizers, which could support things such as instant replays, map cameras that can be switched to during a match, fly-out cameras during a game and much more.

UPDATE: We received word from Josh Holmes that there is no limit to how many people can spectate a game at any one time and you are able to enter fly-cam mode when spectating a game.  They do have in mind how this could introduce elements of cheating, regarding spectator mode, but there’s possibly an inherent delay that could offset that in the time of the beta.

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Smart Scoping in Halo 5: Guardians Multiplayer Beta

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A cool new feature that 343 Industries has added to Halo 5: Guardians is the Smart Scope, which is the evolution of using scopes on weapons in the Halo universe.  Traditionally, when a player zooms in their weapon, they either get a reticule and scope outlines, ammo count, distance markings, etc for weapons that support the zoom feature, or just a zoom in on the HUD.  The weapon would not be visible and the smart link that has been in the game and the lore since Halo: CE was just displaying what the scope saw directly on your HUD.

Old Style Smart Linked Zoom

Old Style Smart Linked Zoom

Now with Halo 5: Guardians, that scope is more an integrated addition to your HUD instead of just completely taking it over.  You will see the term aim down sights or ADS thrown around when comparing this new feature to other first-person shooter games and there are similarities between the two, but the functionality remains the same for Smart Scope as the classic Halo zoom from previous Halo titles.  You do not loose any mobility when you Smart Scope, similarly to past Halo titles and every weapon will have some Smart Scope capability.  The weapons that do not have a normal zoomed scope will look and feel like ADS, but the speed at which you go in and out of scope is unchanged from past games.  Those weapons with scopes attached like the Sniper Rifle will feel very familiar to the way zooming worked before, even though it looks very different.  Making a comeback regarding scoping for Halo 5: Guardians is descoping, which means whenever you take fire from an enemy and you’re scoped in, you will get kicked out of scope.

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The style Smart Scopes takes compared to traditional zooming for Halo, while visually very different from past Halo games does not change the functionality firing a weapon scoped in versus firing from the hip.  Players still have their traditional weapon reticules and accuracy with firing from the hip.  When playing Halo 5, Smart Scope didn’t take me out of my element from what I was used to zooming in normally.  I was able to engage in battles starting scoped in and finishing fights similarly how I do right now on any other Halo game.  In a way, I kept more awareness of what was going on around me because I was using Smart Scope compared to traditional zoom where certain HUD elements would be cut out and dimmed areas of scopes my obfuscate something I may miss.

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Breakout Arena Game Mode in Halo 5: Guardians Multiplayer Beta

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Arena Shooter for Halo 5: Guardians has been a term tossed around since the announcement trailer was release.  Thanks to our recent hands-on experience with the Multiplayer Beta, we got a glimpse at the new arena game mode: Breakout.  Debuting on the map Breakout, Breakout is a customized Team Slayer variant that works on round-based play.  Every round, every team member has one life and the team left standing wins the round.  The first team to win five rounds wins the game.  In Breakout, Spartans health and shields are reduced to somewhere between 75-85% making teamwork more important in the arena and strategy a top priority for navigating and controlling maps.  Straight on melees and nearby frags will take you out compared to just dropping your shields normally as comparison.  Spartans start with SMG/Pistols and one fragmentation grenade

As you play Breakout, you’ll learn how much damage you can actually take compared to normal gameplay, and the difference is significant enough to get punished by it early on if you’re not prepared.  Spartan Abilities become even more important for supporting teammates and getting out of danger zones.  Communication is key in this map and while skilled players can out play others and get by, the decreased amount of damage it takes to get killed plays to numbers over skill.  This game mode and map were by far the most popular with the group of people I played with and it had my adrenaline pumping and my hands shaking by the time we got done playing for almost an hour and a half.  Talking with Quinn DelHoyo, Breakoutis specifically geared for the competitive community and has been thoroughly tested by the the 343 Industries pro team, making me very hopeful for this game mode and other arena modes to come.

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Halo 5: Guardians Multiplayer – Crossfire

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Crossfire is home to one of Halo 5: Guardians’ new arena game mode: Breakout.  This map was inspired by Lead Multiplayer Designer, Kevin Franklin based off the idea of a paintball arena and offers gameplay that takes out the randomness of grenade bounces inherent in more natural environments and structures that are more defined to ease the confusion of callouts and use of cover.  The map has a very holodeck and Tron like feel to it with a grid floor with glowing effects for footsteps, grenade bounces, rag-dolls, etc. offering rigid structures and an arena-like layout.

If you remember the Halo 5: Guardians Multiplayer Beta trailer, you may remember the catapulted launch of the red Spartans.  That entrance is exactly what you’ll get with Breakout as you and your opponents are catapulted into the arena and come off sprinting into the heat of battle.  We don’t know if other Breakout maps will have a similar entrance, but it adds an interesting aspect to the start of each round of play.

For Crossfire, there are five distinct callouts you’ll need to know.  First is the House, which is a covered structure that has two Plasma grenades and tends to be where a lot of battles will converge because of the cover it provides for the rest of the map.  It has entrances from both sides of the map and can be clambered up to from the trench.  The second callout is the Stage, which opposes the House and holds six fragmentation grenades, but is very open to fire and grenade spamming.  If your team has good control of the map, the Stage can be used as a great scouting position.  The third callout would be Trench, which, as the name suggests is the trench that bisects the map from Stage to House.  If possible, stay out of trench or risk getting hit by grenades and elevated fire if you’re at a disadvantage.  There were a lot of random nades that got thrown in Trench and stage at the start of rounds that instantly took out players, so tread carefully.  The fourth callout is tower, which there’s one per side that has a Battle Rifle at the top.  Whoever has the best aim in your team should grab this weapon and stay elevated when possible, spotting players and tagging enemies cross map.  The final callout is courtyard, which is the area in front of spawn on either side of the trench.  The courtyards will have the most activity as people try to reposition themselves and find lines of sight across the map as scouts call out enemy positions.

This is the first map we’ve seen that’s been made exclusively for the arena shooter experience 343 Industries is looking to create for Halo 5: Guardians.  It has a different feel mostly because of the gametype it supports, but was definitely the favorite for the group I played with and had my blood pumping the most with lots of clutch moments.

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Halo 5: Guardians Multiplayer – Empire

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Empire takes place on an industrial high-rise building with many close quarters engagements but leaves enough open spaces for long lines of sight.  The outer part of the map reveals the hazards of falling off a sky scraper while the inside has more close encounters with hallways and rooms that provide multiple paths of movement for both teams.  There are primarily two different elevations to play for this map and much of the layout plays really well to the new Spartan Abilities.  This map is ideally made for 4v4 games with a central Sniper Rifle heavy weapon to control the outside catwalks and the central corridor lining the middle of the map.

Out of all the maps I played, this one was my favorite although I got to play it the least.  The variety in close quarter combat and mid to long range battles made this one really fun to play in and the layout let me play around with the Spartan abilities to the extent I was able to use a variety of the different mobility options to engage firefights and escape conflicts.  You always have to be weary of the many different possible angles you can get attacked from at any one point on this map.  There are many that won’t seem obvious at first until you get someone throwing nades and popping headshots from places you weren’t expecting.  Numerous times I was able to use the thruster pack to escape two-on-one battles and get into firefights to help my team.  Also, expect the fight for the Sniper Rifle to be a bloodbath whenever it comes up.  The fight is intense, but the reward is worth it if you can claim it.

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