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How Microsoft fixed Halo Infinite after facing the franchise’s biggest test yet

Last summer, fans were so disappointed by a public demo that Microsoft delayed it a year. That delay ends Dec. 8.

Microsoft wants Halo Infinite to be many things, and it will be tricky to balance them all. It’s the Halo team’s first attempt at a free-to-play online shooter. It also has a dramatic new multihour installment in the saga of its primary hero, Master Chief, told in an «open-world» setting where players can wander and explore rather than being sent from mission to mission.

But that all was in jeopardy with the Master Chief’s most hardcore fans a year and a half ago, when Microsoft showed off its first demonstration of Halo Infinite’s gameplay. At the time, the game was to helm the launch of Microsoft’s next big video game consoles, the $500 Xbox Series X and $300 Xbox Series S. Both devices focused on performance as their selling point, promising more intricately designed and better-looking games.

The fan outcry over the demo, which Microsoft had titled Ascension, convinced the company to delay the game another year to avert tarnishing one of the industry’s most storied video game franchises. That year ends on Wednesday, when Halo Infinite’s new story will go on sale for $60 for the Xbox and PC and will be made available for free for subscribers to the Xbox Game Pass. (The multiplayer online component of the game was made available as a beta on Nov. 15.)

Bonnie Ross, a Microsoft corporate vice president and head of Halo maker 343 Industries, said the challenge her team faced was that of overambition. Microsoft wanted to offer Halo Infinite on Xbox and PC at the same time, another first, requiring additional engineering to make it work well with different types of computers and with Valve’s Steam online store, in addition to Microsoft’s own Xbox service.

In an interview shortly before the game’s launch, Ross discussed Halo Infinite’s development, which has been difficult not just because of the COVID-19 pandemic. All its firsts, she said, amounted to a lot of demands on the team. And that’s on top of the struggle any installment in a beloved longtime franchise faces: making a game that’s approachable for newcomers while satisfying for fans.

«It should feel familiar and comfortable if you’re a Halo player, and you should be able to see things other can’t because of the lore, but it should also be a place where a new person can come in and have a story,» she said. «This is our time to make sure we are paying homage to what is Halo.»

It’s been two decades since Master Chief, the primary hero of the Halo universe, blasted onto our screens. And to say it blasted is an understatement. As the launch title for Microsoft’s then-new Xbox video game console, Halo was front and center, quickly becoming a cultural phenomenon.

More than 81 million copies of Halo games have been sold so far. But it’s so much larger than that. Halo has spawned toys, cartoons, live-action adaptations, an esports league, more than 30 novels and about a dozen games. There’s a Halo version of Hasbro’s board game Risk and even an official gold-plated necklace shaped like one of the game’s most popular alien weapons, the energy sword.

Ross has been at Microsoft for more than three decades, earlier working on titles like the Zoo Tycoon simulation game and the action adventure Crackdown. She took over Halo in 2007, when the original developer, Bungie, split off from Microsoft in order to make the online shooting game Destiny.

Halo Infinite’s development was different from previous installments in part because it was being built on new coding technology, called the SlipSpace game engine, which was designed to help Halo’s developers create the expansive space-age world where Master Chief fights foes to save humanity.

Ross said SlipSpace wasn’t ready enough before the game began being built. «It’s kind of like we’re trying to fly the plane while we’re building the plane,» she said. The result was that it took longer to bring all the different images, designs and sounds together. «That just caused a lot of pain for people.»

By the time of Microsoft’s first big gameplay reveal in the summer of 2020, mere months before the game’s planned full launch, the team was working to cut visual quality in an effort to get the game finished in time. Some people within the Halo team worried the cuts were too deep, Ross said. When fans reacted poorly to what they saw, Microsoft pushed the game to the fall of this year.

«We just took on too much real estate,» she said. «We had a very ambitious initial creative direction that I think for a while strayed us away from the core of what we wanted to deliver on: paying homage to Halo.»

Today, Ross said she’s proud of what the team’s accomplished, and early reviews for the parts of the game that have been made public have been glowing.

«Given the slow burn recession the series has experienced over the past decade, it’s impossible to read Halo Infinite as anything other than a shocking return to form,» CNET’s Mark Serrels wrote in his review of the game Monday. «Halo Infinite is a very special video game.»

GameSpot’s Jordan Ramée, who gave the game a «superb» score of 9 out of 10, said that while the story occasionally falters, it otherwise «feels like the best Halo campaign in years and an excellent evolution of what Halo can be.»

Below are edited excerpts from our conversation with Ross.

Halo has one of the longest development times for a regular running series in the industry. Why does it take so long?
Ross: I’ll be transparent: I think you could probably see it was not intended to be quite as long. We needed time to overhaul the engine, figure out free-to-play and figure out how to have a more expansive world. And so, just that tech infrastructure just took a lot more time than we had had planned. I think that there’s a lot of learnings on doing both, as they were both new things for us to do. So I would just say that those just took longer than we had planned to do that. And then you can add COVID in there to make it even harder to do anything.

It seems from the outside that development was a struggle, COVID aside. What did your team run up against?
There’s a lot of different things there. I’d say one thing would be that we made the commitment to create a new engine and overhaul. And there were pieces that were not done as we were moving into preproduction and even production. It’s kind of like we’re trying to fly the plane while we’re building the plane. And I think that that just caused a lot of pain for people. Things just took way longer than they should to get the content into the game and make sure the content is polished.

We had a very ambitious initial creative direction that I think for a while strayed us away from the core of what we wanted to deliver on: paying homage to Halo. I think we just took on too much real estate.

Was that ambitious «initial creative direction» the open-world mechanics?
I want to say I’m super proud with where we are. And we took the time to get there. But if you could go back in time, there are some decisions — maybe we shouldn’t have tried so many new things at once. Like doing free-to-play and doing a more expansive world with your more traditional story, but you’re also allowed to have a lot more agency in your play. Those two things are huge in and of themselves. And we decided to take them both on.

It just meant we had to be a lot more thoughtful on what is the most important thing to land with each of those. So again, where we are today, I’m so proud of what the team got to. And as far as a leadership perspective, there are probably decisions — not probably, there are decisions I should have made earlier on that would have made an easier development path for the team.

And those decisions being whittling down some of the effort?
Yes, or even picking one and not both of them.

So COVID is this big thing in the room. I’ve heard a lot about how it’s impacted work all over the place. I think a lot of people see game development as being hunched over a keyboard all the time because it’s on computers, so why is it any different in the office or at home?
Ross: The positive was that it was incredibly impressive how quickly — from the moment we were told to go home for just two weeks, and hopefully it wasn’t going to be more than that — we were actually able to get the team up and productive. I assumed we were a day-for-day slip [needing to delay the game’s launch] being in the pandemic, but I would say that the team definitely pulled together and was able to be a lot more productive than I had anticipated.

But what you lose: You talk about how yes, it’s technology, but it’s also art. You just lose that shared perspective. Even where we obviously stumbled on the Ascension demo, we shouldn’t have.

I do want to say there were multiple people on the team pointing out, «Hey, I think this is wrong.» But we’re all looking at it at home on whatever monitor with whatever color grading that we have. And that was a huge wakeup call for us. We did need to have those touch points with people coming in, sitting side by side — at a distance — and looking at monitors.

After Ascension, we cleared out a whole section of our fourth floor and then put monitors in with all the different versions of the game and then also set up cameras so people who didn’t feel comfortable coming in could still work from home and participate from home.

And then basically, we had someone that kind of controlled and said, «OK, we’re looking at this build on this screen» and everyone can give input. And the team came in, and for both campaign and multiplayer, weekly to do those evaluations. And that, just I don’t think at least for where we were in production for our game, we couldn’t do that from home.

Again, I’m incredibly impressed with what the team was able to do, but you know yourself and from your friends or family, COVID created additional life challenges and personal challenges. I definitely feel that a lot of focus was on just people contact and spending your time that you would have on a one-on-one making sure the team’s OK. I don’t know, I kind of meandered from what your question was.

But that’s important. They are human beings, and as much as they’re professionals and good at what they do, I think all of us had that fuzzy time in the middle of all this where we couldn’t really get anything done. And multiply that by however large your team is, and that adds up.
Yup.

I think of your team as very attuned to your community. Did you already have a sense that you were going to need to delay before showing the summer 2020 demo?
What I would say happened before is we made a tremendous amount of cuts. And you see some of those cuts reflected in, I think, the Ascension demo. So we had people on the team already raising flags that we’ve cut too deep.

And I think that was just more of a very public look in the mirror that, «Yes, we did indeed cut corners that we shouldn’t have cut,» and we needed to really take a step back and make sure that we were spending the time we needed.

But I would say, unfortunately, putting that out in public was not what the team wants to see. You know, I think the team wants to be proud of everything they put out and wants it to represent the quality of their work. And what we put out didn’t.

So I think that that was definitely a more visceral wakeup call than before, going, «Yeah, it’s really important to be there for day one launch [of the new Xbox]. And «We can do it» to «We actually can’t do it.»

That’s a journey for the team, but ultimately, what they were able to do with the additional year — I’m really proud of what they’ve been able to do.

One of the things I constantly hear from you or someone on the team is that this is a Master Chief story. In the past, with the previous game Halo 5, there was some controversy about how you played as Master Chief for some of it, but not others. I’m curious what you’ve learned, because obviously you need to grow and change and innovate, but there seems to be a limit to what at least parts of the community will accept.
I think that the Halo 5 story was not a bad story. It’s just not the story you want to have when you’re looking at a numbered game that’s sitting on Master Chief’s journey. It’s an interesting side story, but I think our learning is that we have to pay homage to what is Halo, and there are things that are sacred and Halo. And if you’re going to change them, you have to have a deliberate, meaningful reason, and you have to bring the audience along with you. And we just kind of jumped into a disruptive story. I think we missed, you know, with our campaign story. Again, not a bad story, not bad gameplay — I’m not criticizing the work there. It just wasn’t the right — that wasn’t what users would expect and I think, really, what is iconic to Halo. And it doesn’t mean that we can’t go tell different stories, it’s just you need to make sure you’re being pure and true with your programming why you’re making changes.

OK, a little off to the side, what is Infinite? We’ve had numbered games for a long time. Why Infinite now?
As we were looking at the console ecosystem and PC, I think that starting with a number means you kind of needed to be there for the whole series. And as we’re starting a service — a free-to-play service — we want to start from a point where if you love Halo and you know Halo, it feels comfortable. If you’ve never been in Halo, you can jump in whenever and experience any part and we’re gonna keep adding things, but we want to make sure that it’s open and inviting to everyone. So, it’s basically just, you know, a fresh start for how we look at Halo for the next 10 years. Like a platform upon which to build storytelling for the next 10 years.

So should I expect Halo 7 at some point? Or Halo Infinite Plus One?
I think we have our hands full in making sure that we stand up and support this game. So, infinitely Infinite.

Update, 11:36 a.m. PT: Clarifies name of Halo’s new game engine.

Technologies

An AWS Outage Broke the Internet While You Were Sleeping, and the Trouble Continues

Reddit, Roblox and Ring are just a tiny fraction of the 1,000-plus sites and services that were affected when Amazon Web Services went down, causing a major internet blackout.

The internet kicked off the week the way that many of us often feel like doing: by refusing to go to work. An outage at Amazon Web Services rendered huge portions of the internet unavailable on Monday morning. Sites and services including Snapchat, Fortnite, Venmo, the PlayStation Network and, predictably, Amazon, were unavailable off and on through the start of the day.

The outage began shortly after midnight PT, and took Amazon around 3.5 hours to fully resolve. Social networks and streaming services were among the 1,000-plus companies affected, and critical services such as online banking were also taken down. 

The issues seemed to have been largely resolved as the US East Coast was coming online, but spiked again dramatically after 8 a.m. PT as work began on the West Coast.

AWS, a cloud services provider owned by Amazon, props up huge portions of the internet. So when it went down, it took many of the services we know and love with it. As with the Fastly and Crowdstrike outages over the past few years, the AWS outage shows just how much of the internet relies on the same infrastructure — and how quickly our access to the sites and services we rely on can be revoked when something goes wrong. 

The reliance on a small number of big companies to underpin the web is akin to putting all of our eggs in a tiny handful of baskets. When it works, it’s great, but only one small thing needs to go wrong for the internet to come to its knees in a matter of minutes.

How widespread was the AWS outage?

Just after midnight PT on Oct. 20, AWS first registered an issue on its service status page, saying it was «investigating increased error rates and latencies for multiple AWS services in the US-East-1 Region.» Around 2 a.m. PT, it said it had identified a potential root cause of the issue. Within half an hour, it had started applying mitigations that were resulting in significant signs of recovery. 

«The underlying DNS issue has been fully mitigated, and most AWS Service operations are succeeding normally now,» AWS said at 3.35 a.m. PT. The company didn’t respond to request for further comment beyond pointing us back to the AWS health dashboard.

But as of 8:43 a.m. PT, many services were still impacted, and the AWS status page showed the severity as «degraded.» In a post at that time, AWS noted: «We are throttling requests for new EC2 instance launches to aid recovery and actively working on mitigations.»

Around the time that AWS says it first began noticing error rates, Downdetector saw reports begin to spike across many online services, including banks, airlines and phone carriers. As AWS resolved the issue, some of these reports saw a drop off, whereas others have yet to return to normal. (Disclosure: Downdetector is owned by the same parent company as CNET, Ziff Davis.)

Around 4 a.m. PT, Reddit was still down, while services including Ring, Verizon and YouTube were still seeing a significant number of reported issues. Reddit finally came back online around 4.30 a.m. PT, according to its status page, which was then verified by us.

In total, Downdetector saw over 6.5 million reports, with 1.4 million coming from the US, 800,000 from the UK and the rest largely spread across Australia, Japan, the Netherlands, Germany and France. Over 1,000 companies in total have been affected, Downdetector added.

«This kind of outage, where a foundational internet service brings down a large swath of online services, only happens a handful of times in a year,» Daniel Ramirez, Downdetector by Ookla’s director of product told CNET. «They probably are becoming slightly more frequent as companies are encouraged to completely rely on cloud services and their data architectures are designed to make the most out of a particular cloud platform.»

What caused the AWS outage?

AWS didn’t immediately share full details about what caused the internet to fall off a cliff this morning. Then at 8:43 a.m. PT, it offered this brief description: «The root cause is an underlying internal subsystem responsible for monitoring the health of our network load balancers.»

Earlier in the day it had attributed the outage to a «DNS issue.» DNS stands for the Domain Name System and refers to the service that translates human-readable internet addresses (for example, CNET.com) into machine-readable IP addresses that connect browsers with websites.

When a DNS error occurs, the translation process cannot take place, interrupting the connection. DNS errors are common internet roadblocks, but usually happen on small scale, affecting individual sites or services. But because the use of AWS is so widespread, a DNS error can have equally widespread results.

According to Amazon, the issue is geographically rooted in its US-East-1 region, which refers to an area of North Virginia where many of its data centers are based. It’s a significant location for Amazon, as well as many other internet companies, and it props up services spanning the US and Europe.

«The lesson here is resilience,» said Luke Kehoe, industry analyst at Ookla. «Many organizations still concentrate critical workloads in a single cloud region. Distributing critical apps and data across multiple regions and availability zones can materially reduce the blast radius of future incidents.»

Was the AWS outage caused by a cyberattack?

DNS issues can be caused by malicious actors, but there’s no evidence at this stage to say that this is the case for the AWS outage.

Technical faults can, however, pave the way for hackers to look for and exploit vulnerabilities when companies’ backs are turned and defenses are down, according to Marijus Briedis, CTO at NordVPN. «This is a cybersecurity issue as much as a technical one,» he said in a statement. «True online security isn’t only about keeping hackers out, it’s also about ensuring you can stay connected and protected when systems fail.»

In the hours ahead, people should look out for scammers hoping to take advantage of people’s awareness of the outage, added Briedis. You should be extra wary of phishing attacks and emails telling you to change your password to protect your account.

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Apple Watch Series 11 Deals: How to Save Up to $335 on Apple’s Latest Wearable

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Take Your Apple Watch Experience to the Next Level With These 8 Tips and Tricks

Get the most out of your Apple Watch with these expert-approved tips.

Apple’s smartwatch lineup is getting better year after year. This year is no exception with the new Apple Watch series 11, Apple Watch SE 3 and the Apple Watch Ultra 3. Whether you’ve got a brand new model to get acquainted with or you’re trying out the new features in WatchOS 26, there are options to keep you productive, become more active and take control of your life. These are the features I love the most.


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Swipe between watch faces (again)

Until WatchOS 10.0, you could swipe from the left or right edge of the screen to switch active watch faces, a great way to quickly go from an elegant workday face to an exercise-focused one, for example. Apple removed that feature, likely because people were accidentally switching faces by brushing the edges of the screen.

However, the regular method involves more steps (touch and hold the face, swipe to change, tap to confirm), and people realized that the occasional surprise watch face change wasn’t really so bad. Therefore, as of version 10.2, including the current WatchOS 26, you can turn the feature on by toggling a setting: Go to Settings > Clock and turn on Swipe to Switch Watch Face.

Stay on top of your heart health with Vitals

Wearing your Apple Watch while sleeping offers a trove of information — and not just about how you slept last night. If you don the timepiece overnight, it tracks a number of health metrics. The Vitals app gathers that data and reports on the previous night’s heart rate, respiration, body temperature (on supported models) and sleep duration. The Vitals app can also show data collected during the previous seven days — tap the small calendar icon in the top-left corner.

If you own a watch model sold before Jan. 29, 2024, you’ll also see a blood oxygen reading. On newer watches in the US, that feature works differently because of an intellectual property fight: The watch’s sensors take a reading, and then send the data to the Health app on your iPhone. You can check it there, but it doesn’t show up in the Vitals app.

How is this helpful? The software builds a baseline of what’s normal for you. When the values stray outside normal ranges, such as irregular heart or respiratory rates, the Vitals app reports them as atypical to alert you. It’s not a medical diagnosis, but it can prompt you to get checked out and catch any troubles early.

Make the Wrist Flick gesture second nature

WatchOS 26 adds a new gesture that has quickly become a favorite. On the Apple Watch Series 9 and later, and the Apple Watch Ultra 2 and Ultra 3, Wrist Flick is a quick motion to dismiss incoming calls, notifications or really anything that pops up on the screen. Wrist Flick joins Double Tap as a way to interact with a watch even if you’re not in a position to tap the screen.

But what I like most about the gesture is that it’s also a shortcut for jumping back to the watch face. For example, when a Live Activity is automatically showing up in the Smart Stack, a quick flick of the wrist hides the stack. Or let’s say you’re configuring a feature in the Settings app that’s buried a few levels deep. You don’t need to repeatedly tap the back (<) button — just flick your wrist.

Make the Smart Stack work for you

The Smart Stack is a place to access quick information that might not fit into what Apple calls a «complication» (the things on the watch face other than the time itself, such as your Activity rings or the current outside temperature). When viewing the clock face, turn the digital crown clockwise or swipe from the bottom of the screen to view a series of tiles that show information such as the weather or suggested photo memories. This turns out to be a great spot for accessing features when you’re using a minimal watch face that has no complications.

Choose which Live Activities appear automatically

The Smart Stack is also where Live Activities appear: If you order a food delivery, for example, the status of the order appears as a tile in the Smart Stack (and on the iPhone lock screen). And because it’s a timely activity, the Smart Stack becomes the main view instead of the watch face.

Some people find that too intrusive. To disable it, on your watch open the Settings app, go to Smart Stack > Live Activities and turn off the Auto-Launch Live Activities option. You can also turn off Allow Live Activities in the same screen if you don’t want them disrupting your watch experience.

Apple’s apps that use Live Activities are listed there if you want to configure the setting per app, such as making active timers appear but not media apps such as Music. For third-party apps, open the Watch app on your iPhone, tap Smart Stack and find the settings there.

Add and pin favorite widgets in the Smart Stack

When the Smart Stack first appeared, its usefulness seemed hit or miss. Since then, Apple seems to have improved the algorithms that determine which widgets appear — instead of it being an annoyance, I find it does a good job of showing me information in context. But you can also pin widgets that will show up every time you open the stack.

For example, I use 10-minute timers for a range of things. Instead of opening the Timers app (via the App list or a complication), I added a single 10-minute timer to the Smart Stack. Here’s how:

  1. View the Smart Stack by turning the Digital Crown or swiping from the bottom of the screen.
  2. Tap the Edit button at the bottom of the stack. (In WatchOS 11, touch and hold the screen to enter the edit mode.)
  3. Tap the + button and scroll to the app you want to include (Timers, in this example).
  4. Tap a tile to add it to the stack; for Timers, there’s a Set Timer 10 minutes option.
  5. If you want it to appear higher or lower in the stack order, drag it up or down.
  6. Tap the checkmark button to accept the change.

The widget appears in the stack but it may get pushed down in favor of other widgets the watch thinks should have priority. In that case, you can pin it to the top of the list: While editing, tap the yellow Pin button. That moves it up but Live Activities can still take precedence.

Use the watch as a flashlight

You’ve probably used the flashlight feature of your phone dozens of times but did you know the Apple Watch can also be a flashlight? Instead of a dedicated LED (which phones also use as a camera flash), the watch’s full screen becomes the light emitter. It’s not as bright as the iPhone’s, nor can you adjust the beam width, but it’s perfectly adequate for moving around in the dark when you don’t want to disturb someone sleeping.

To activate the flashlight, press the side button to view Control Center and then tap the Flashlight button. That makes the entire screen white — turn the Digital Crown to adjust the brightness. It even starts dimmed for a couple of seconds to give you a chance to direct the light away so it doesn’t fry your eyes.

The flashlight also has two other modes: Swipe left to make the white screen flash on a regular cadence or swipe again to make the screen bright red. The flashing version can be especially helpful when you’re walking or running at night to make yourself more visible to vehicles.

Press the Digital Crown to turn off the Flashlight and return to the clock face.

Pause your Exercise rings if you’re traveling or ill

Closing your exercise, movement and standing rings can be great motivation for being more active. Sometimes, though, your body has other plans. Until WatchOS 11, if you became ill or needed to be on a long-haul trip, any streak of closing those rings that you built up would be dashed.

Now, the watch is more forgiving (and practical), letting you pause your rings without disrupting the streak. Open the Activity app and tap the Weekly Summary button in the top-left corner. Scroll all the way to the bottom (take a moment to admire your progress) and tap the Pause Rings button. Or, if you don’t need that extra validation, tap the middle of the rings and then tap Pause Rings. You can choose to pause them for today, until next week or month, or set a custom number of days.

When you’re ready to get back into your activities, go to the same location and tap Resume Rings.

Bypass the countdown to start a workout

Many workouts start with a three-second countdown to prep you to be ready to go. That’s fine and all, but usually when I’m doing an Outdoor Walk workout, for example, my feet are already on the move.

Instead of losing those steps, tap the countdown once to bypass it and get right to the calorie burn.

How to force-quit an app (and why you’d want to)

Don’t forget, the Apple Watch is a small computer on your wrist and every computer will have glitches. Every once in a while, for instance, an app may freeze or behave erratically.

On a Mac or iPhone, it’s easy to force a recalcitrant app to quit and restart, but it’s not as apparent on the Apple Watch. Here’s how:

  1. Double-press the Digital Crown to bring up the list of recent apps.
  2. Scroll to the one you want to quit by turning the crown or dragging with your finger.
  3. Swipe left on the app until you see a large red X button.
  4. Tap the X button to force-quit the app.

Keep in mind this is only for times when an app has actually crashed — as on the iPhone, there’s no benefit to manually quitting apps.

These are some of my favorite Apple Watch tips, but there’s a lot more to the popular smartwatch. Be sure to also check out why the Apple Watch SE 3 could be the sleeper hit of this year’s lineup, and Vanessa Hand Orellana’s visit to the labs where Apple tests how the watches communicate.

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