Halo Changes Hands: Activision Is Working on a Mainline Entry, Not a Spin-Off
By Redacción UWLG · Source: Vandal

Imagen: Vandal
On September 22, Xbox announced the next step in its internal restructuring and, amid team mergers, studio closures and changes of parent company across several developers, one headline made more noise than the rest in the community: Halo is moving to Activision, the home of Call of Duty. As reported by Vandal, the next game in the series will be developed by a new studio created within Activision, and this is no minor assignment or side project.
The key detail comes from The Hollywood Reporter, cited by Vandal: unnamed sources claim the game will be a full mainline entry in the series. In other words: no spin-off along the lines of Halo 3: ODST, but a shooter on the scale of a Halo: Reach or a Halo Infinite. And that completely changes how we should read this move. Relocating a brand to keep it alive with small projects is one thing; handing the historic cornerstone of the console FPS to a brand-new studio inside the company that builds annual shooters better than anyone on the planet is something else entirely.

What you need to know
- Announcement date: on September 22, Xbox announced a new phase of restructuring involving mergers, studio closures and changes of parent company.
- Halo has a new home: the series now sits under the Activision umbrella, the company behind Call of Duty.
- A new studio: the next Halo is being developed by a newly created team within Activision, not by Halo Studios (formerly 343 Industries).
- It's not a spin-off: according to The Hollywood Reporter, cited by Vandal, it will be a full mainline entry in the series.
- The official line: Vandal reports that Rob Kostich, president of Activision, is aiming to make the best Halo yet, one worthy of its universe.
From Bungie to Halo Studios, and from there to Activision
Halo's chain of custody is one of the longest and bumpiest in the industry. The series was born at Bungie, then passed to 343 Industries — now rebranded as Halo Studios — and it now lands at a studio that didn't even exist a few months ago. Every handover has meant rebuilding the team, the tools and, above all, the judgment call: deciding what Halo is and what it isn't. That's the real challenge, and no org chart solves it.
The distinction between a mainline entry and a side project isn't press jargon: it determines budget, campaign length, multiplayer ambition and post-launch support. This table sums up where the new project fits based on the information published by Vandal:
| Game | Type | What it meant |
|---|---|---|
| Halo 3: ODST | Spin-off | Self-contained campaign and an experimental approach |
| Halo: Reach | Mainline entry | Full production with substantial multiplayer |
| Halo Infinite | Mainline entry | Flagship project with long-term support |
| Next Halo | Mainline entry | New studio within Activision |

Who this really affects
If you play competitively, what matters to you isn't the studio logo but three concrete things: dedicated servers with a decent tickrate, a ranked mode that actually means something, and a commitment not to break the balance every season. None of that has been confirmed yet, and it's worth remembering before the hype takes off.
If you're a content creator, the impact is different but just as real: a freshly announced mainline Halo means a long cycle of leaks, trailers, betas and constant debate. In practice, it's a visibility window that stays open for months. Anyone who starts building an audience now will arrive at launch day with an advantage, whenever that day turns out to be, because the source doesn't pin it down.
Our take
At Underworld Lordz, we're greeting the news with hope and a raised eyebrow in equal measure. The hope comes from the fact that Activision knows how to make shooters that work, that sell and that hold up through years of support. That industrial muscle is exactly what Halo has lacked during its rockiest stretch. The raised eyebrow comes from the fact that this same muscle has a very distinct accent, and Halo doesn't sound like Call of Duty: it's slower, more tactical, with shields, vehicles and maps that reward map control. If the new studio confuses modernizing with homogenizing, we'll end up with a good generic shooter and a bad Halo.
It also has to be said plainly: this news arrives wrapped in studio closures and restructuring. Celebrating the announcement without mentioning the human cost of the operation would be acting as a megaphone, not as press. A brand can change hands in a single slide; the people who held it up can't.
Our position is simple: we'll judge the project by decisions, not by promises. Activision's president talking about making the best Halo yet is fine as a headline, but what will convince us is something else: solid netcode, serious anti-cheat from day one, Forge and community tools treated as part of the game rather than as an extra, and a competitive mode designed with competitive players in the room. If that shows up, you'll have the whole team on board. If it doesn't, you already know how we'll be covering it.
What about you?
The underlying information comes from Vandal, and it leaves an open question that's worth hours of debate. Do you think Activision is the home Halo needed to climb back to the top, or will the series' DNA get diluted along the way? Drop by the team chat or our Discord and make your case: are you giving it the benefit of the doubt, or are you already sharpening your criticism?
Your turn
What do you think?
Share your take in the team chat or on Discord. We feature the best opinions in the next article.
How did it land?
Community takes
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