Hands-on preview of the Halo Infinite campaign

Since Halo Infinite’s early multiplayer game releases have been taking people’s time, I have been stuck in the event. While the delay certainly helps in polishing, those who come to this large Xbox exclusive game expecting a masterpiece of graphics may end up a little disappointed. However, if you pay more attention to the way it is played, and the mechanical return of the Halo series, then Infinite seems to be a must.

To be clear, this preview is naturally based on the incomplete final version of Halo Infinite. Adjustments and adjustments may come. In addition, the embargo restrictions mean that I can only provide an impression of a very specific part of the game. However, I will actually go further than these restrictions: I will not talk about any story details at all.

At least, except for this brief status report: After some battles in the more traditional ship-borne halo environment, the Sergeant found himself in the Zeta halo, a new ring-shaped world opened this time—meaning a map, Optional side content, and even a character upgrade tree that feels like completely falling out of another series. But what does this mean for Halo? Is it effective?

The answer, um… it’s complicated. I think how much you feel about this new setting “land” depends entirely on whether you have a personal preference for open world games-but broadly speaking, I think this is a fascinating turning point for the Halo series. The developer 343 completed an admirable job. It took a very thin steel cable and laid an unpleasant no-man’s land on both sides of the cable, either by providing the same Halo experience, or by changing the too. More and destroy it. Infinite Neither. In fact, the open world usually serves to define the best mechanism for Halo.

The open world of the Zeta Halo ring is not as populous as the world of other games, but it doesn’t matter. In fact, the open world is the connective tissue between discretely designed and hand-made areas, and its function is more like a typical halo level. In a sense, what makes the open world different is the way it allows you to approach these areas.

For example, let us discuss an optional side event. A side mission is a “high-value target”; basically an assassination mission. Your job is to go to a designated location in the world and kill a famous exile fighter. This new alien alliance is your nemesis in infinity. Your reward is not only general praise or progress in eliminating the Zeta halo of the exiled, but also tangible: each high-value target carries a weapon with a unique attribute. Once the target is defeated, you can loot it and respawn/summon weapons at any of your bases in the future. For example, the first high-value target I solved dropped a “dueler” energy sword with some unique attributes.

The reward sounds very open-world, but its place in the halo formula is that the encounter at the center of this mission feels like a legal halo encounter. In the past “Halo” games, you might find a “boss” moment against a powerful elite at the end of the standard linear level-but now it has entered the open world. Because Zeta Halo is available for you to explore at will, including the game-changing vertical grappling hook, you can approach the isolated small fortress of high-value targets in a variety of ways. In this case, I took a sniper rifle and hid on the mountain for a while and killed his allies-then I swept into his base with the cunning of a sledgehammer and completed the job. feels good.

At least in the early games, this structure played a good role when you cleared the frontline combat bases-then these bases became fast travel points, and where you spawned vehicles or weapons. There are also exile outposts, which also have attractive rewards and various other points of interest, where you can destroy fragments of Basnished infrastructure or find upgrades and loot. It’s also worth noting that the Master Sergeant has an upgrade tree that can improve things like his grapples and shields-of course, the way to buy these upgrades is mainly found by exploring the world.

On the other hand, you can ignore this too-story missions seem to contain enough upgrades to get you through, so far I have not encountered any side events being forced-they are always sideways, which means if you want , You can happily transfer the main story from one story mission to the next. By the way, the story missions are different-some put you in a large open arena in the open world, while others take you into a closed space, such as a building-the same as in the past “Halo” games , Many tasks do feel more like an experience on track.

In any case, not every encounter is perfect, but the structure of Halo Infinite guides some of the most memorable parts of the first Halo game under the best circumstances-where you are in the ring, with a friendly navy Marines and a warthog. That world felt big at the time—but we all know that it is superficial and small by modern standards. In contrast, Zeta Halo is indeed huge-in this sense, it feels like fulfilling some of the promises of the original Halo. At the same time, some encounters in large fortress-like areas combined with various available equipment reminded me of some of the most powerful settings in Halo 3.

Although the words are so new, they are unabashedly dizzy. Basically, the open world is a new wrapper—a container, if you will—through which to deliver classic Halo encounters.

I think critics are overly worried about what their peers are saying is bad, but allow me to indulge: I do think that when the embargo is lifted and reported, there will be a lot of chatter about graphics. And let’s not go around in circles: this is not the visual power you would expect the first entry in a series like Halo to have on Microsoft’s new console. However, we must remember that this is a cross-platform game-and it has also tried ambitious new things in terms of scope and scale.

I think what I want to say is that although Halo Infinite looks a lot like an Xbox One game, it has some extra bells and whistles, but I find it hard to really care. I think this method is the result of the game-I can ignore this, because I really enjoy the combat encounter of approaching it in an open way. I enjoy everything that the open world brings. And, desperately, after not loving Halo Legends at all… I really like this narrative and the surprisingly complete way the Sergeant feels in this game.

Although the multiplayer game seems to have achieved great success (except for those battle pass and EXP issues, which will definitely be resolved), the Halo Infinite campaign may cause at least some disagreements. Some people won’t adapt to the open world, or the master master has finally made progress in his role. Some people cannot overcome disappointment because this is not a visual tour defined by the platform. except me? Well, so far, I totally believe it. I went back to Halo. I can’t wait to see the end of this journey.