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00:03Unishek
00:03Hey everyone, it's Unishek here and welcome to a Halo Infinite development update.
00:07Today we're going to be talking about the recent tech preview with a live producer Sam Hanshaw
00:12and then we're going to be jumping on board with Sketch and Joseph Staton
00:16to hear more about the road to launch.
00:18Before we dive into it though, I want to preface that we won't have any new gameplay
00:22but we will have a ton of good information to talk about.
00:25So, with that housekeeping out of the way, Sam, how's it going?
00:29You know, pretty well to be honest.
00:33Real excited to talk about what we learned during the tech preview.
00:36I think the fans were pretty excited to get their hands on the game
00:39and so equally excited to find out what we learned from getting their hands on the game.
00:44So, tech preview went out, we thought it was pretty darn successful.
00:48From your perspective, how'd it go?
00:49Yeah, it was a success. We had some problems along the way getting there
00:53but it's important to have those kinds of problems because
00:56those are the things that we want to address now rather than have them crop up as a surprise at
01:02launch.
01:02Yeah, and that's kind of why we started testing at such a large scale already so early.
01:07So, this was obviously our first big scale flight we've done.
01:12It was a global release to hundreds of thousands of people and those people did over a million bot matches
01:21and they also participated in weapon drills over two million times.
01:25and probably most importantly for me is they filed thousands of support tickets.
01:32Yeah, and that's good to hear because we want player feedback not only about the game
01:36but also on the state of the game so that we can continue to improve and iterate on the road
01:41to launch.
01:42Yeah, absolutely.
01:43And kind of speaking of those learnings, right, that we're getting from those tickets,
01:48overall what were some of the key learnings from the flight?
01:50Sure, so we know we had a lot of pain around getting into the flight initially.
01:57So, we know we had some issues on the Halo Insider side that we're working on.
02:03We also had some problems getting in through the Xbox Insider Hub on console
02:08and we've been working in close partnership with the Xbox Insider Hub team
02:12and we're working on some solutions to that and ways that we can mitigate that for the future.
02:17So, on top of Waypoint and Xbox Insider, we also got a lot of feedback around the PC and console
02:24kind of optimization and how it ran on those machines.
02:28Do you have any info you can share there?
02:29Yeah, so starting off with PC, this was our first time flying to so many different hardware configurations
02:36and we uncovered some issues.
02:38One of the things that was pretty painful for everyone was we had like a misconfiguration in how the EXE
02:46was running
02:47and that was resulting in about a 20% performance drop.
02:51That's been addressed on our side and so for the next release you can expect at least a 20%
02:58improvement in performance.
03:00We also had specific problems with GTX 900 series graphics cards.
03:05You know, these are things that come out when we have more people participating in the flights and things
03:12and we get to see a lot more of the hardware configurations so that's something that the PC team is
03:16working on actively.
03:18And as with all things with both PC and console, we're going to see a lot of performance boosts over
03:24the next couple of months.
03:25And a quick reminder to everyone that this build that we flight with TechPV was about two months old.
03:31And so stepping back to kind of the trunk of development, it's like going in a time machine.
03:36And since it was a two month old build, right, we've already addressed numerous things with stability and loading issues,
03:43right?
03:43I know loading issues were a common thing in this flight.
03:46Yeah, they were.
03:47We know that in addition to getting into the flight, getting into matches was a bit of a struggle.
03:52So match loading had some inconsistencies.
03:56Some folks would drop out of matchmaking every now and again.
04:00Some folks dropped out consistently.
04:03And while that did cause a lot of pain for folks, it also helped us get a lot of data
04:08so that we could address those issues.
04:11And going back to the main dev branch, we've had folks working on it.
04:14And now people are getting into matches super consistently.
04:18So much, much better already.
04:21Yeah.
04:22And we also have a new loading screen I heard, right?
04:25Yeah, that's true.
04:26There's nothing worse than getting kicked out of matchmaking except getting kicked out of matchmaking when all you've had to
04:32look at is a black screen with three dots.
04:35So now we got some nice new loading screens for people to look at that they should be seeing for
04:40a lot less time than they saw the black screen too.
04:43It's a nice new loading screen but less time to actually see it.
04:47Yeah.
04:47So once people got in past the loading screen, we had bot matches for them and weapon drills for them
04:52with a little bit of PvP for two hours.
04:54What was the reasoning behind choosing bots and weapon drills?
04:59So the bots and the weapon drills are two key pieces of our new player onboarding.
05:04And so having players experience that for the first time in our first kind of public flight like this was
05:11really important because we get that initial feedback of what it's like to pick up this game and learn it
05:18through the weapon drills and through bot play.
05:20One other thing that we get from flighting using the bot matches is we only have four people in each
05:29match.
05:30So we have to spin up a dedicated server for every four people who are on.
05:33So essentially by doing this, we doubled our server strain for this audience size.
05:38So this increases our confidence for shipping and releasing to larger and larger audiences.
05:44So we know with the hundreds of thousands of people who we invited for this tech preview when we did
05:51it with bots that we can handle twice that many people at least with PvP.
05:57That's really cool, actually. I remember people were talking about why bots, why weapon drills. So thank you for diving
06:05into that.
06:06Oh, no problem. Yeah. And I think that the bots kind of showed up well, you know, I know we
06:12got a lot of good comments and good feedback on how the bots behave.
06:16And a lot of the feedback that people gave, you know, that's being incorporated too.
06:21Yeah, people were intimidated by the bots, which is really cool to see.
06:25Up next, we also had a few people talk about the Halo support site kind of closing down at the
06:31at the very end of the flight.
06:33Right. Right. As we cut off the flight, we also closed off the Halo support site.
06:36And I know that's something we were looking to change moving forward.
06:40Yeah. I mean, that's one of those things where, like, in hindsight, it makes total sense.
06:46Everyone wants to play until the last minute of the flight.
06:49And when it closes down, they're going to head on over to file the bugs.
06:54They don't want to waste their flight time filing bugs.
06:56So now we're going to be keeping that support site open past the end of the flight so that the
07:02people who were dedicated and playing the entire time,
07:05not wanting to dip out of any of the Halo action, they can file their bugs at the end.
07:10We do recommend that, you know, you keep a notebook so that you've got your bugs fresh when they happen.
07:16Because there's nothing worse than hitting some game breaking bug and then forgetting about it two hours later because you've
07:22had too much fun playing Halo.
07:24Too much fun playing Halo. No such thing.
07:27So looking ahead on the road to launch, what do we have next for flighting?
07:30You can definitely expect another big scale flight like this with even more people invited.
07:36We're going to include the same content that we had this time, the bots and the weapon drills, but we're
07:42also targeting a full release of 4v4 PvP action.
07:46And we want to go even bigger and have big team battle. So those are our targets for the next
07:52flight to come.
07:53Nice. And then once we get to launch, we also have hopes, anticipations to flight features.
08:00This fighting program that we're kicking off now, obviously we're gearing it towards getting those bugs and that feedback for
08:05launch.
08:06But Halo Infinite is a game that's going to go on. And when we have new features that we want
08:13to test, we're going to do it in the same fashion.
08:15So we're setting up this program to be blasting through beyond launch.
08:19Nice. Yeah. So people need to make sure they're registered for the Halo Insider program over on Halo Waypoint so
08:26that they can participate in this upcoming big team battle flight, as well as the flights that we'll have beyond
08:33launch, right?
08:34Yeah, absolutely. If you haven't signed up for Halo Insider profile and completed all of the steps, then why are
08:41you watching this video for?
08:43Go do it. Go do it.
08:45So, Sam, thank you so much for joining us today. Before we wrap up our segment, did you have any
08:51closing words that you'd like to say to the community?
08:54Yeah. I mean, thank you, Uni, for having me here. Thank you, people in the community, those who participate in
09:01the flight, those who've signed up for Halo Insider.
09:03Truly, like, this success is yours. And this is the beginning of our conversation with you. And we couldn't be
09:10happier to kick it off in this fashion.
09:13I also want to say a thanks to the folks who aren't in the studio today. Like, so many people
09:19worked on this tech preview to get it out to everyone.
09:23And they've been working hard on all the feedback and bugs that we got from this. So a huge thanks
09:29to, like, all those folks.
09:31I'm just a guy who gets to sit in a chair and talk about it, really. And the team deserves
09:37all the thanks in the world for delivering what they did to our players.
09:40Yeah, I could not agree more. I do want to address that. We know that there's quite a few Halo
09:45players that want to know what happened to their feedback that they left on the forums, on Twitter, sent to
09:50the community team directly.
09:52And we will have a blog coming up on Waypoint here in the next few weeks. So make sure you
09:57stay tuned for that.
09:58And as always, make sure you're registered for the Halo Insider program so you can participate in these upcoming tech
10:04previews.
10:05Now we're going to toss it on over to Brian, a.k.a. Sketch, and Joseph Staton to hear more
10:10about Halo Infinite and the Road to Launch.
10:13Hey, everyone. Sketch here from 343 Industries. We are in The Hub at our studio in Redmond, Washington.
10:18And I am joined today by Halo Infinite's head of creative, Joseph Staton.
10:23Joseph, how you doing?
10:25Good. I'm doing well. Thank you for inviting me to The Hub.
10:28I mean, before we get too far ahead, I just want to call out serious deja vu right now.
10:33And interestingly enough, as I've been thinking about this more, I know you joined 343, kind of came back to
10:39Halo last fall.
10:40But this is the first time you and I have been kind of side by side talking about Halo together
10:44since 2009 with a little game that you were working on called Halo 3 ODST.
10:51Oh, that's straight to the heart. That's right. Man, that was a long time ago.
10:54It was. And, you know, just to make sure we've all got the mental image of kind of what that
10:59was like back then and how far we've come.
11:01I found some B-roll that I kind of want to make sure the community had a chance to just
11:05remember the good old days.
11:06So let's take a quick look at that.
11:08What if the phones rang?
11:09Oh, yes. What? I think we know the phones did ring, right, Joseph?
11:15And, yes, of course, back then the community had a lot of fun in the early days of memery with
11:21that little freeze frame face.
11:23I want to point out, though, like, what, 12 years later, I'm getting a very similar vibe from another recent
11:28meme our community created.
11:30I just want to give you a chance to check this out. I think you might have been the inspiration
11:33for this.
11:34Yeah, I got to say, I do befuddled very well. Just that, huh?
11:39Well, I mean, here we are again, 12 years later, things have changed. They kind of haven't, though, right?
11:44No, I mean, here we are, two grizzled ancients getting back together again, talking about Halo.
11:49But, you know, Brian, fair's fair. I'm not the only one with 2009 archival footage sitting around, so let's take
11:57a little peek at that.
11:59Hey, and if I'm not mistaken, like, is that the same coat in that photo that you're wearing today?
12:06It is. What can I say?
12:07He's, like, defrosted you like Encino Man and brought you out.
12:12It is. I mean, my hair has continued to grow, but I've been preserved in stasis.
12:15It's funny. This jacket's seen a lot of mileage. It's been around. You know, looking at that photograph.
12:21Oh, wait, I'm sorry. Look at that photograph? Ha, ha, ha.
12:25Oh, well played. Well played.
12:26Yeah, the trap was just there, and we sprung it.
12:29Yeah, see, God love our community and the jokes, and yes, my hair has grown a lot.
12:34Brian, it looks fantastic. Not gonna lie. It looks good.
12:36Although, I think the sad thing is, back in 2009, like, you had way less hair, and I had way
12:43more hair.
12:44So, clearly, like, a good decade of game development will age you, or maybe not. Maybe not. Depends.
12:50I don't know. I think you look pretty much the same.
12:52Thanks, Brian.
12:53It's just that youthful vigor.
12:54Yes, Brian.
12:55Halo is life, right?
12:56So, Joseph, let's just jump right into this. We just heard from Sam and John.
13:01As you know, we wrapped up our big, giant milestone for our first multiplayer tech preview.
13:06How do things go? Kind of, what are your key takeaways from your perspective?
13:09Well, first of all, I just gotta say, it was awesome to have thousands of people just jump in and
13:15play.
13:15I mean, as you know, the team's been working on this game for a long time,
13:18but getting a whole bunch of players to jump in, see what we've been working on, check out new maps,
13:23mix it up with the bots, even get in a little bit of PvP, which was awesome.
13:27That excitement to see our fans having fun was just a huge emotional lift for everybody at 343.
13:33On the flip side, just getting honest, unvarnished feedback from fans,
13:37whether it was login bugs or posting detailed videos on YouTube,
13:42we just generated a ton of actionable feedback on things that we still needed to work on
13:47and parts of the game that were missing, that fans were curious about.
13:52And speaking of which, one of the things that people wanted to know about was split screen, right?
13:56I mean, playing Halo competitive multiplayer on a couch with your family and friends,
14:01and split screen has always been a super core part of the Halo experience.
14:06And we just want to reassure people that although we didn't have split screen multiplayer in the tech preview,
14:12we will absolutely be shipping that day one for launch on all Xbox family devices.
14:19On PC, it's a slightly different story.
14:22There are just technical challenges around PC with a whole bunch of different configs and other issues.
14:27So we're not going to have split screen multiplayer on PC for launch,
14:31but it's absolutely something the team's excited about exploring post launch.
14:35Okay, Joseph. Well, thanks for touching on PC multiplayer split screen in particular.
14:41That's something that we've had questions about.
14:43You know, just a lot of feedback, obviously, even through MCC, you know,
14:46which has been a great way for us to learn and gather additional feedback.
14:49But on that topic, you know, you referenced a lot of feedback from the tech preview.
14:52We still have so much that we're sorting through together, right?
14:55So the community team, the support team, the development team,
14:58kind of actively working through that process where we identify all the different sort of key themes that we've heard
15:03and then work together with all the different leads and stakeholders to determine kind of how to action on these
15:09and how to prioritize them.
15:10But I do kind of want to be clear for expectation setting that there's only so much that we're going
15:14to be able to action on now.
15:15Yeah.
15:16But that's the beauty of being a live service.
15:18Yeah, absolutely.
15:19I think, you know, a lot of people play in the tech preview or, you know, any of that, you
15:23know, pre-release look at the game and wonder,
15:25hey, if I participate and I provide feedback, you know, how much of this is actually going to be acted
15:28on by the development team?
15:29You know, when it comes to the technical preview, that's exactly what it was.
15:33We wanted thousands of people to jump in, bang on it, help us identify what's wrong.
15:38And like you said, we're actioning on a ton of feedback from that test.
15:41It was super useful. And yes, some of the things we won't be able to do for launch, but you're
15:47right.
15:48That's part of being a service. And the good news is we have a year long post-launch content and
15:53feature roadmap already worked out.
15:56You know, we're already working on those things now.
15:58So, yeah, some things won't land in a launch timeframe, but some things, you know, will just roll out over
16:03time.
16:03That's part of this Halo Infinite journey that we're kicking off together with fans.
16:08Joseph, you know, as part of this live service in this journey that we're going to be kicking off this
16:12holiday,
16:13not only is it exciting and important to think about new experiences, new content,
16:18but that relationship with our community and not only the feedback, but our ability and our commitment to being open
16:24and honest
16:25and just sort of making sure that we're in this together.
16:27Yeah, absolutely.
16:29So to that end, one of the reasons that we're here today as well is I want to talk to
16:31you about the campaign side of the game,
16:33specifically campaign co-op.
16:36Like multiplayer is this burning heart of Halo, campaign co-op is fundamental to the Halo experience as well.
16:43I don't actually know if I told you this, Brian, but my son and I, in a failure of parenting,
16:48I have not played Legendary Halo with my son. He's 19 now.
16:52So a couple of weeks ago we started playing campaign co-op Legendary together.
16:56We just beat Halo 2. The Jackal Snipers are still a delight and just had a ton of fun.
17:02And it reminded me just how essential that experience of playing campaign together with your family and friends,
17:07whether networked or split screen, really is.
17:11Unfortunately, as we focused the team for shutdown and really focused on a quality experience for launch,
17:17we made the really tough decision to delay shipping campaign co-op for launch.
17:22And we also made the tough call to delay shipping Forge past launch as well.
17:27Now, Joseph, I mean, clearly this was not a decision that you or the team has taken lightly, right?
17:34I mean, we know this is just an integral part of the Halo experience.
17:37So can you just talk through a little bit of kind of just the why, like why was this decision?
17:43You know, you and I talk about this a lot and everybody in the studio has the same conversation,
17:49which is what is our number one priority?
17:50Well, our number one priority is making sure that whatever we ship, whenever we ship it,
17:55it meets the right quality bar across all platforms.
17:59Xbox devices, PC and all its different configurations.
18:02And when we looked at these two experiences, campaign co-op and Forge,
18:05we made the determination they're just not ready.
18:08You know, and as a studio, we don't want to ship things if they're not ready.
18:12so people can play them, have fun, have a nice stable performance experience.
18:16So we're going to keep campaign co-op and Forge in the oven for a little bit longer.
18:21And then when they're ready, we're going to release them as part of our seasonal roadmap next year.
18:26So I want to talk about the roadmap in just a second, but I do want to acknowledge it's a
18:30little,
18:30it's a little awkward.
18:31We're talking about things that are in for launch and like, frankly,
18:35we don't have an official public launch date yet.
18:37That is true, that is true.
18:39But I did want to just reconfirm and as we heard Phil Spencer,
18:41I think he made a reference recently, like this game is definitely,
18:45we're committed to releasing this holiday.
18:46Yes.
18:47And we're pretty close, I think to, we're just working through some details right now
18:50on kind of what that real date is, right?
18:52Yes, that is absolutely correct.
18:54We are a hundred percent committed to releasing this holiday,
18:57both campaign and our first season of free to play multiplayer.
19:02We just have to, like you said, work through a couple more details
19:04and we'll be talking about our actual release date very soon.
19:07So as we look at beyond launch, beyond this holiday at our seasonal roadmap,
19:11what kind of timing should we be thinking about in terms of co-op and Forge coming to Halo Infinite?
19:15What we're targeting is to ship campaign co-op in season two,
19:20and then we're targeting to ship Forge in season three.
19:24And I know as we talk about seasons, I should probably explain that a little bit.
19:27I think for anybody who's been reading our blogs or has been engaged in Master Chief Collection
19:33or frankly has been playing any other live game, they're probably pretty familiar with the way seasons work.
19:38But timing wise for us, a season is about three months.
19:42That's our goal is to ship a season every three months.
19:45So when it comes to campaign co-op, our target is to ship co-op in season two,
19:50about three months after launch.
19:51And then our goal is to ship Forge in season three, which would be about six months after launch.
19:56But of course, all these plans are subject to change as we dial things in, but that's our goal right
20:01now.
20:01For sure. And you know, a part of having this open and honest dialogue with our community is as the
20:07game team makes progress
20:08and development moves forward, we'll be able to provide updates and just sort of keep folks abreast of how things
20:13are going.
20:14Also, I should give a shout out that my understanding is Halo Insiders would have the opportunity to participate in
20:20some hands-on Forge
20:21ahead of release through flighting, similar to how we've been doing the tech preview for multiplayer this year.
20:26Yeah, that's absolutely right. And I think when it comes to Forge, I mean, maybe just a little bit more
20:30context for people to understand
20:31why we're taking a little bit more time with it.
20:34So the Forge tool is amazing. I mean, I was around at the beginning of Forge and to see how
20:39it's progressed is really, really cool.
20:42And I can't wait to see what people begin to create with it.
20:44But as a tool set, it's really advanced and it's going to hopefully give people the ability to create a
20:50whole bunch of new,
20:51innovative, novel experiences. But again, there are technical complexities there and it's just going to take time to get it
20:57right.
20:57And on the co-op side, I mean, we have the opportunity to play campaign all the time.
21:03It's this wonderful, wide open, non-linear take on a Halo campaign.
21:08And it's going to offer so much more flexibility to, you know, take down banished bases from all kinds of
21:14different angles
21:15to progress through the game in your own way to a certain extent.
21:20And at the same time, though, that's complicated when you think about save systems
21:24and all the technology that needs to drive this more non-linear experience.
21:28So in the co-op scenario, that's even more complicated.
21:31And that's another reason why it's going to take longer just to make sure it's quality day one
21:37and people can jump in and play and have fun.
21:40So speaking of things taking a little more time, I have to ask, you know, as you and the team
21:45were reviewing the status of co-op and Forge,
21:47was there ever discussion about potentially delaying the entire game and taking more time to get these in first?
21:54Yeah, I mean, we talked about doing that, but where we landed was, you know, Halo Infinite is a live
22:02game, so it isn't really ever done.
22:05You know what I mean? It's going to progress and evolve from season to season.
22:09We talk about launch being the beginning of that journey, but to have a beginning, you need to pick a
22:14moment and actually begin, you know?
22:17So ultimately we decided we've been working on this game for a really long time.
22:22Our fans have been waiting for this game for a really long time with solo campaign and our first season
22:28of free-to-play multiplayer in really good shape for holiday.
22:31We didn't want to delay anymore, but let's get started and, you know, we'll continue to evolve from there, season
22:36to season.
22:37So what is the team actively working on right now? What is the focus between now and launch?
22:42So the team is in what we call shutdown mode, and what that means is essentially a lot of bug
22:48fixing,
22:49a lot of reviewing the game, playing, looking at areas where we still need work, whether it's on campaign or
22:54on multiplayer.
22:56And again, the goal is to make sure that on day one we deliver an awesome experience,
23:01whether you're playing on an eight-year-old Xbox One or a brand new cutting-edge PC.
23:07So, yeah, we're in review mode, really taking a close look at the game in the shutdown or polish period.
23:12And actually, something really wonderful has been happening recently where, for the first time in a very long time,
23:19we've been able to gather together safely in person and sit down and review the game together.
23:25And we recorded some footage of that happening, so let's show that and people can get a sense of kind
23:29of how it looks like inside the studio now as we shut down the game.
23:32Yeah, I mean, this is a behind-the-scenes look, raw, right? I mean, this is raw trench footage.
23:38Yeah.
23:39I mean, it looks like we just, like, evacuated.
23:42Yeah.
23:42And we're just now kind of coming back into this vacant, sort of semi-trashed environment, right?
23:47Yeah, I mean, with COVID, we did kind of evacuate the studio.
23:51And for a long time, I mean, you know, Brian, it was almost impossible to safely gather and just sit
23:56down and review the game together.
23:57And that was super strange and super stressful because game creation is highly collaborative.
24:03So, look, it's just a huge relief to be vaccinated and now do what we've always done at this phase
24:08in a project, which is sit down and play.
24:10I mean, it sounds so simple, but it's like a miracle that we're able to do this again.
24:15Joseph, I definitely, I mean, we have to give a huge shout-out.
24:17I mean, you know how incredibly challenging this period has been.
24:20Yeah.
24:20And just, you know, it is amazing to see people finally being able to come back and lean in.
24:24But just the fact that, you know, removing all the desks and creating a safe, spaced out, you know, environment
24:30to be able to do this in.
24:31Or empowering the team to remote work and have the pipelines and infrastructure.
24:36Yeah.
24:36I mean, so many people have worked so hard to allow this work to continue.
24:40A hundred percent.
24:40And what you don't see in that footage that we showed, I mean, you saw all the four TVs set
24:46up, you know,
24:50we're reviewing the game across all platforms at the same time, but you only saw the people in the room.
24:55There's actually a Teams meeting happening with like 30 or 40 people in the background all watching screens,
25:01you know, pausing, saying, hey, wait, you know, go to Xbox One.
25:04I want to like look at that specifically.
25:05So it's this huge infrastructure effort, IT effort just coming together across the entire studio,
25:12all teams to make it happen.
25:14And I mean, I'm just so thankful to the team working so hard to get this done.
25:18And like we said, it's a little weird, but it feels great.
25:22We're shipping the game.
25:23All right. So we are in shutdown mode.
25:25Yeah.
25:25The road to launch is in full swing.
25:28Of course, everyone wants to know when can we see and hear more about this game?
25:33Everybody wants to see campaign, especially campaign gameplay.
25:36We will absolutely show campaign gameplay before launch, but we just need to stay focused on shutdown mode.
25:42Once we're past that hurdle, you know, we're going to be going after things like gameplay captures and trailers
25:48that will all be coming a little bit closer to launch.
25:52You know, possible could you just give us a little tease?
25:55Could I ask about Craig? Everyone wants to know anything to share about Craig.
25:59How's Craig doing?
26:00Yeah, I know we were joking about hair earlier, but I mean, all kidding aside, Craig's hair looks fantastic.
26:06So enjoy old clean-shaven Craig while you still can because Craig is looking, Craig's looking sharp these days.
26:13All right. So I want to, I don't want to keep you longer than we need to.
26:16We've got a lot of work to get done, clearly.
26:18But before we go, just any final kind of closing thoughts you would like to share with the community today?
26:21Yeah, I mean, look, we know expectations for this game are high for us in the studio and for fans,
26:30especially in this 20th anniversary year of Xbox and Halo.
26:34I just want everyone to know that we're working hard, we're having fun, and we really want to say thank
26:39you
26:40for your passion and your feedback and when you push us.
26:44These kinds of conversations are great and I love having them.
26:47We're super excited for launch and we hope all our fans are too.
26:51Well, thanks, Joseph.
26:53You know, again, also from me and the community team and the whole studio,
26:57truly thank you to our community.
26:59Just the passion and the unwavering support and understanding has been just inspirational,
27:04especially through some difficult times.
27:07I am super excited about our upcoming technical preview.
27:10As a reminder, if you want an opportunity to go hands-on with Halo Infinite's multiplayer,
27:14help us test the game for launch, give us more feedback,
27:18kick the tires on our brand new big team battle.
27:20Yes, absolutely.
27:21Bigger and better than ever.
27:22Go to HaloInsider.com.
27:24Anyone can sign up.
27:25Just a couple quick steps to jump through.
27:27We'll be having a bigger and better tech preview coming up.
27:30And additionally, you know, sounds like we've got a lot of stuff on the horizon.
27:34This is a journey that's just beginning.
27:36Indeed we do.
27:36And we need some folks to help us.
27:38So if you're watching this and you've got the skills,
27:40please go to 343Industries.com.
27:43Check out our latest career openings.
27:45We are always looking to bring more people in to help us build the future of Halo.
27:49So thank you very much for watching today.
27:51Stay tuned.
27:52Be sure to follow Halo on Twitter.
27:53Keep tabs on HaloWayPoint.com.
27:55We'll have a lot more to say and show in the very near future.
27:58Thank you very much.
28:08Thank you very much.
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