Technologies
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
Europe Is Ready to Dilute Its Tough Rules on Privacy. You Can Blame AI for That
Critics warned that proposed changes will weaken the GDPR in a way that amounts to an attack on digital rights.
Europe has long been a global leader when it comes to regulating Big Tech, but it is now considering making changes that would weaken its landmark privacy legislation, the General Data Protection Regulation, also known as GDPR.
In a move designed to unlock access to data essential to AI across the region, the European Commission on Wednesday published proposals for a «digital simplification strategy.» These proposals include rolling back some GDPR protections, including simplifying cookie permission pop-ups and delaying the introduction of AI regulation.
Europe introduced the GDPR in 2018. It was designed to give European citizens more knowledge, control and power over who was able to access and use their personal data. The regulation went on to inform the development of similar laws elsewhere in the world, including privacy legislation in California.
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The EU was ahead of the curve when it came to regulating technology, but at the same time no serious competitors have emerged from within Europe to rival the AI companies out of the US and China. The bloc has been under pressure from American technology companies and the Trump administration to lessen the regulatory burdens they face in the region.
In the US, the White House has been pushing hard for unfettered development of artificial intelligence technologies. Over the summer it unveiled a national AI Action Plan, which among other things called for the removal of red tape and «onerous regulation.»
In a press release, the executive vice president of the European Commission for technological sovereignty, Henna Virkkunen, called the proposed changes to the GDPR «a face-lift with targeted amendments…that reflect how technology has evolved.» The aim of the measures, she added, is to encourage AI development.
An «attack» on European rights?
As the Commission noted in its proposal on Wednesday, member states consider the GDPR to be an effective and balanced piece of legislation. It’s framing the proposed changes as being a way to «harmonise, clarify and simplify» the application of the regulation.
European privacy campaigners see it differently. «This is the biggest attack on European’s digital rights in years,» said Austrian privacy campaigner Max Schrems, who is best known for taking legal action against Meta (aka Facebook) over privacy violations. «When the Commission states that it ‘maintains the highest standards’, it clearly is incorrect. It proposes to undermine these standards.»
Some campaigners are worried that the proposed changes to GDPR are a sign that the EU is kowtowing to Big Tech. It’s unlikely that the changes would allow Europe to begin challenging the dominance of the US and China when it comes to AI, said Johnny Ryan, director of the Enforce unit at the Irish Council for Civil Liberties.
«Today’s proposal from European Commission to revise the GDPR will entrench the dominance of US and Chinese digital giants, and harm European startups and [small to medium businesses],» he said. «Europe’s problem is not that it has too many rules for data and AI, but that it hypes those rules and then neglects to enforce them.»
According to Schrems, the proposed reform of the GDPR seems primarily designed to remove obstacles that could prevent AI companies from using personal data for AI.
«Artificial intelligence may be one of the most impactful and dangerous technologies for our democracy and society,» he said. «Nevertheless, the narrative of an ‘AI race’ has led politicians to even throw protections out of the window that should have exactly protected us from having all our data go into a big opaque algorithm.»
Technologies
Your DoorDash Data May Be Exposed. Here’s Everything We Know So Far
Personal information for both customers and drivers was exposed after an employee fell for a social-engineering scam.
Food delivery is becoming increasingly popular, but here’s the delivery of bad news for users of one popular company. DoorDash confirmed that it suffered a recent data breach. According to the company, the accessed information includes customer names, phone numbers, email addresses and physical addresses, but «no sensitive information» was obtained.
It’s unclear when exactly the breach occurred, but DoorDash released its statement on the incident on Nov. 13.
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How did the data breach occur?
DoorDash stated that an employee with the company «was recently targeted in a social engineering scam.» Information on delivery drivers and customers was exposed.
After discovering the scam, the company’s response team removed access from the unauthorized party and reported the incident to law enforcement. DoorDash has since «implemented additional training and awareness for our employees around various social engineering scams,» the company says.
Is my credit card information at risk?
According to DoorDash, the criminals didn’t access bank or payment card information, but they did get customer names, phone numbers, email addresses and physical addresses.
DoorDash also stated that the company improved its security systems to prevent a similar breach from occurring in the future.
I use DoorDash: What should I do?
The criminals don’t have your bank info, but might have your personal information. Be cautious of messages that may attempt to defraud you using those details.
«It is always a good idea to be cautious of unsolicited communications that ask for your personal information or refer you to a web page asking for personal information, and avoid clicking on links or downloading attachments from suspicious emails,» DoorDash said in its post.
Watch out for social-engineering scams
There’s something else we can learn from the DoorDash breach. While we don’t have a lot of details on how the employee was approached, the company says the person was targeted with social engineering. That could mean anything from the criminal pretending to be an IT person for the company, or a coworker needing information, to someone sending a malicious link disguised as something useful.
Stay alert to these scams. Look for red flags, such as strangers who claim they need information immediately, a link that doesn’t match the expected URL and people contacting you on social media channels they don’t typically use. Choose strong passwords and never share them.
Read more: The Scariest Online Threats in 2025, and How to Protect Your Privacy
Are data breaches common?
As you probably know if you’ve ever received a breach letter from a business, they’re not uncommon in our digital world. CNET previously reported that in 2024, companies had 3,158 data compromises.
Technologies
Avengers Assemble as Marvel Cosmic Invasion Arrives Day 1 on Xbox Game Pass This December
Xbox Game Pass is adding Marvel Cosmic Invasion in December, with more titles coming in November and December.
To end the year, Microsoft assembled Earth’s mightiest heroes in a fight against Annihilus in Marvel Comic Invasion. The comic-book style beat ’em up game is a Day 1 release when it launches on Dec. 1.
Xbox Game Pass offers hundreds of games you can play on your Xbox Series X, Xbox Series S, Xbox One, Amazon Fire TV, smart TV and PC or mobile device, with prices starting at $10 a month. While all Game Pass tiers offer you a library of games, Game Pass Ultimate ($30 a month) gives you access to the most games, as well as Day 1 games, like Call of Duty: Black Ops 7, added monthly.
Here are all the games subscribers can play on Game Pass soon. You can also check out other games the company added to the service in November, including The Outer Worlds 2.
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Moonlighter 2: The Endless Vault (game preview)
Game Pass Ultimate and PC Game Pass subscribers can start playing on Nov. 19.
The Moonlighter series returns, letting players go on an adventure while also tending to their own stores. Moonlighter 2: The Endless Vault is a roguelike action RPG, and players step into the role of Will, an adventurer who splits his time exploring different dimensions to find rare loot that he can sell in his shop.
Kulebra and the Souls of Limbo
Game Pass Ultimate and PC Game Pass subscribers can start playing on Nov. 19.
Kulebra and the Souls of Limbo casts you as Kulebra, a dead but kindhearted snake who wakes up in a dreamy, Latin-flavored afterlife where souls are trapped in a never-ending day. You’ll sleuth and sneak your way through Limbo, talking to each quirky spirit, scouring for clues and using a trusty notebook to piece together their stories.
Revenge of the Savage Planet
Game Pass Ultimate, Game Pass Premium and PC Game Pass subscribers can start playing on Nov. 19.
In Revenge of the Savage Planet, you’re dumped on the fringes of space after being one of the first to get laid off by your ridiculous, profit-obsessed employer. The mission is to explore alien worlds, poke at every weird rock and grab every upgrade you can to survive. Do all that right, and you can get your revenge on the former employer who abandoned you and head back to Earth.
Monsters are Coming! Rock and Road
Game Pass Ultimate and PC Game Pass subscribers can start playing on Nov. 20.
Monsters Are Coming! Rock and Road puts you in charge of a mobile city that travels across dangerous terrain while monsters close in. You collect materials, set up defenses and upgrade your skills to keep the convoy moving in this tower-survivor rogue-lite on wheels. Constant movement and steady enemy waves collide, forcing careful upgrades and defense planning to keep the convoy moving toward the Ark.
The Crew Motorfest
Game Pass Ultimate and PC Game Pass subscribers can start playing on Nov. 20.
The Crew Motorfest is a massive car culture festival spanning the Hawaiian islands, featuring races, stunts and open-world driving challenges. The game features more than 700 vehicles, including cars, bikes, boats and planes, letting you pick how you want to explore the islands. Now in its third year of free updates, Motorfest adds new locations, customization options, a race creator tool and NASCAR content.
Banishers: Ghosts of New Eden
Game Pass Ultimate, Game Pass Premium and PC Game Pass subscribers can start playing on Nov. 25.
Banishers: Ghosts of New Eden is an action RPG that pulls players into a dark, immersive world where life and death collide. Players navigate intense combat, explore mysterious environments and uncover a story filled with love, loss, and difficult choices. Every decision shapes the journey, forcing you to weigh sacrifices against survival as you uncover the truth behind the ghostly threats.
Kill It With Fire 2
Game Pass Ultimate, Game Pass Premium and PC Game Pass subscribers can start playing on Nov. 25.
Kill It With Fire 2 expands the bug-busting chaos with a full co-op campaign where players track spiders through different eras and strange worlds. The game adds new tools, new settings and plenty of destruction as you hunt down every last arachnid in the multiverse. It also introduces a Spider Hunt mode that lets players switch sides and play as the creature they once chased.
Marvel Comic Invasion
Game Pass Ultimate and PC Game Pass subscribers can start playing on Dec. 1.
The Annihilation Wave threatens the galaxy, and the world’s great heroes need to work together to stop Annihilation. The arcade-style brawler features 15 Marvel Comics heroes, including Spider-Man, Wolverine, Captain America and Venom. Play solo or play with friends online or locally with couch co-op.
Lost Records: Bloom and Rage
Game Pass Ultimate, Game Pass Premium and PC Game Pass subscribers can start playing on Dec. 2
Lost Records: Bloom and Rage follows a group of friends during the summer of 1995 as they film their adventures and build a bond that seems unbreakable. Those memories resurface nearly three decades later when they reunite to face the secret that ended their friendship. The story blends nostalgia with mystery as the group works through what happened and why it changed everything.
Games leaving Game Pass on Nov. 30
While Microsoft is adding those games to Game Pass, it’s also removing three others from the service on Nov. 30. So you still have some time to finish your campaign and any side quests before you have to buy these games separately.
For more on Xbox, discover other games available on Game Pass now and check out our hands-on review of the gaming service. You can also learn about recent changes to the Game Pass service.
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