![]() Navigating to the multiplayer reveals a game with very limited playlist options, a missing Forge mode, no Firefight, and customization that’s almost entirely paywalled - even if you purchased the campaign. It doesn’t take long to understand where these gripes stem from, as you don’t even need to get to the gameplay to see that something’s seriously off with Halo Infinite as of launch. That’s unfortunately where the nostalgia ends in many ways though, as this new attempt brings a lot of questionable design and gameplay aspects, poorly thought-out features, and a general regression in competency in certain examples. 343 also added some great ambient features like the wildlife that inhabit certain maps, the iconic Halo musical themes that play at the beginning of games, and the in-game events that trigger when objectives are completed. The classic art style is back, gameplay movement mechanics are more simplified than Halo 5, equipment dots the battlefield once again, and the campaign channels serious Halo: CE vibes. On a surface level, Halo Infinite feels like a love letter to Halo 3 and some of the other elements that defined the series over peak years. The core Halo experience you love, but rough around the edges Halo Infinite feels very much like a beta release and not the polished multiplayer experience that it should be. The game is riddled with questionable decision choices, content is delayed and generally lacking, there’s an aggressive and aggravating monetization strategy in place, and a number of technical issues persist. Yet here we are at the full launch of Halo Infinite multiplayer with issues abound. Halo: MCC received a ton of new free seasonal content, and it’s all permanently unlockable. The way updates were handled also showed that 343 could adapt to modern content strategies with seasonal content and activities to keep players online. Aside from a few technical hiccups and a slow rollout, the PC version of Halo: MCC has been a good showing from the current Halo developer. When Halo Infinite was first revealed in 2018, it looked and sounded like it could be the one to finally and decisively elevate the series above the revered highs of Halo 3.ģ43 Industries certainly suggested as much, and there was great reason to believe so. Though, I personally found the latter to be polished and fun at its core, even if some mechanics didn’t feel right for the franchise. Infinite was supposed to be 343’s return to form after the lukewarm reception to Halo 4, the disastrous launch of Halo: The Master Chief Collection, and the mixed response to Halo 5: Guardians multiplayer. I played extensively through the highs of Halo 2 and Halo 3, have been involved in various Halo communities, and watched the franchise evolve and slowly fall off in popularity over the years under 343 Industries’ management. I’ve been playing Halo and have been a large fan since Combat Evolved. But this review will show that the multiplayer is far from what we expected to get after six years of development time and, frankly, a lot of upselling.īefore we get into the Moa meat of the review, I feel it’s important to establish my past experiences with the Halo franchise. ![]() ![]() Halo Infinite is a fresh take on developer 343 Industries’ trilogy and a decent shooter within certain contexts. It’s been a long wait, but a new Halo game is finally out and our minds are made up.
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