Halo Infinite does a great job. It’s the best Halo feel that 343 has ever released, returning to form, sporting an amazing weapon sandbox, a cute nostalgic aesthetic, and a grappling hook that might even rival Titanfall 2. By all reasonable metrics, Halo Infinite is awesome.
Yes, I know where I stand in the game.mine Halo Infinite Review Deviated from the general consensus last month – but while I bemoan a superfluous open world and a ridiculous story, I still think instant shootouts are a bloody great moment. Even if the framework is a bit rotten, I’m sure the sheer act of gliding and throwing myself around Halo Infinite’s multiplayer battlegrounds will keep me coming back in the next few months.
So why haven’t I touched Halo Infinite for almost a month? Hell, I even uninstalled this thing last week.
fighting? go through.
To say that Halo Infinite has scheduling issues is almost redundant at this point. The Battle Pass was (rightly) criticized at launch as tedious, drip-feeding uninspired unlocks at a snail’s pace, limited by the drudgery of challenge completion.
In the months since, 343 has been trying to slow that down. The challenge has been simplified, albeit a bit of a stopgap, and now only provides guaranteed progression rewards for matches. If you play an hour or two a day, you’ll complete the pass at a healthy pace, long before the six-month(!) season ends in May.
But the faster passing only draws more attention to how spread out Infinite’s rewards are. Passes are pretty stingy, offering meaningful rewards that are filled through challenge swaps and experience boosts, with small armor or coatings only appearing every 3-5 levels. These are limited to different cores (base armor sets) and just make trying to find a “your” setup that feels unique to you even more tiresome.
Completely replace customizable colors with predefined “coatings”, eliminating the element of true personalization. Halo’s armors are always limited, but combine them with your own quirky color palette to create a suit of armor all your own. In the current system, it’s hard to piece together a piece of gear that doesn’t just make you look like someone who’s hit level 40 or so in the pass, or spend too much money on a special coating in the store.
When I finally got a Spartan I liked (a process that involved skipping several levels with cash), I found the whole process so laborious that I lost the will to keep going. I’m not alone either – there’s been a trend among the regulars I play with, where people end up perfecting their spartan look and just give up playing the game entirely. These guys have been playing and adoring Halo 3 every weekend (and often more) for the past two years, but all of a sudden we’re down like flies.
We’re also seeing this content rationing happening on a broader level. Where other live service games supplement their seasons with one-off events, Halo repeats the same Tenrai events five times over the course of Season 1. But progression isn’t the only part of the game that feels dragged out. Infinite in general feels like a game that’s been stretched thin, trying to fill an unusually long season with too little.
Infinite launched with a modest map pool and very few mode choices (the launch game wasn’t even free for everyone in any capacity). The addition of Slayer-only, Fiesta, FFA, and Tactical Slayer playlists has since alleviated this somewhat, but many Halo staples are still missing.
Slowly, a more specific lineup of matchmaking queues makes it easier for you to hone in on the experience you want. But there are still some maps I can’t see for a few days, and those modes don’t appear when I need them to complete a challenge.from late December The big team battle is also completely collapsed, effectively removing three complete maps from the game.
But the feeling you get from Halo Infinite is playing the same game over and over on the same few maps and stalling pretty quickly. No Forge completes the map pool, and the tools for customizing the game are very thin. 343 commented before It doesn’t want Infinite players to “honor it like a job,” but with dozens of often finicky challenges handing out weekly rewards, playing Infinite often feels like work.
Our Halo classes used to run late into the night as we went from matchmaking to custom games to messy Forge maps – now it feels like we’re exhausted when any of us complete our daily challenges.
I hope that many of these issues will be resolved as Halo Infinite is long-term. There will be more maps, more modes, and I hope that as the years go by, 343 will be able to build a more satisfying progression system. I fully expect Halo Infinite’s shape to radically change when Forge launches, with leaks suggesting that Infinite’s map editor itself is close to the game engine.
But the real pain points were the little things that didn’t really work for me. Forgive me for a while, but I’m about to get picky.
Vehicles are fragile and countered with too many tools – grappling hooks can easily hijack and shock rifles, rendering tanks and craft useless (though the ultimate shit Banshee does a good job of being useless on its own). Combined with the increased player count and a spawn system that reluctantly throws a vehicle at each team every minute, Big Team Battle turns into a horde of mindless players ramming each other in a hail of grenades.
But most importantly, the game’s weapon balance is bland, and it strips away many of the chaotic aura moments. Infinite has a fantastic array of exotic weapons, but many of the strange alien guns have been stripped of their usefulness in the campaign due to fears of being too powerful in multiplayer. Weapons like the Ravager and Hydra feel like they should pack a weaker punch than they do, and feel like there are fewer guns that really shake the firefight like the Brute Shot or the old Shotgun.
Halo Infinite’s maps are good, but none are as memorable as classic maps like Hang ’em High or Blood Gulch. They’re compact and competitive in design, but lack positioning interaction or interesting focus—comparable to bashing windmills on Halo 2’s Zanzibar or trying to squeeze through Avalanche’s tunnels. Between the map and the arsenal, Infinite feels like it’s designed for esports at the expense of goofy fun.
The battle is not over
Still, those who are picky are very picky. Still, Halo Infinite is a lot of fun – hell, it retroactively made past Halos harder to play because they didn’t have grappling hooks or ledges or assault rifles that actually felt good to fire.
Aura Infinity is great. But I feel like I’m waiting for it more than now. I’m very, very excited to play this game in two or three years, when I think there will be a much healthier map range, rich game modes, and a thriving community of weird, wild, and wonderful Forge that’s fundamentally reinvented A creation that imagines the look of a Halo game.
Like I said in my review, Halo Infinite is the best game in the series. It might even get there in a few years. But right now, Halo Infinite feels too limited, and I’m happy to put this on the back burner until I’m sure there’s enough battles on Infinite Battlegrounds to keep me coming back for more.