![]() ![]() Vehicles are flimsy and countered by too many tools-grappling hooks allowing for ridiculously easy hijacks and shock rifles rendering tanks and flyers useless (though the terminally shit Banshee does a fine job of being useless all on its own). Forgive me for a moment, but I'm about to get real nitpicky. ![]() I fully expect the shape of Halo Infinite to radically change when Forge comes out, with leaks suggesting Infinite's map editor is close to a game engine in and of itself.īut the real pain point has been all the small things that just don't quite work for me. There'll be more maps, more modes, and I'd like to hope that 343 can settle on a more satisfying progression system as the months and years go on. I expect many of these issues to be ironed out as Halo Infinite settles in for the long haul. Our Halo sessions used to run long into the night as we hopped from matchmaking into custom games into chaotic Forge maps-now, it feels like we're burned out by the time any one of us completes our daily challenges. ![]() ![]() 343 previously commented that it didn't want Infinite players to "grind it like it’s a job", but by doling out weekly rewards that require burning through dozens of often-finicky challenges, playing Infinite can often feel like work. There's no Forge to buff out the map pool, and the tools for custom games are surprisingly thin. From late-December onwards Big Team Battle was also flat-out broken, effectively removing three entire maps from the game.īut the sense you get from Halo Infinite is of playing the same match on the same few maps over and over, and the stagnation sets in fast. But there are still maps I won't see for days at a time, modes that won't arise when I need them to complete a challenge. Slowly, a more specific lineup of matchmaking queues has made it easier to hone in on the experience you want. That has since been alleviated somewhat by the addition of Slayer-only, Fiesta, FFA and Tactical Slayer playlists, but many Halo staples remain missing. Infinite launched with a somewhat modest map pool and a startlingly small selection of modes (the launch game didn't even feature free-for-all in any capacity). Infinite broadly feels like a game stretched thin, trying to fill out an abnormally long season with too little. But progression isn't the only part of the game that feels drawn out. Where other live service games supplement their seasons with one-off events, Halo is repeating the same Tenrai event five times over the course of Season 1. We see this rationing of content happening on a broader level, too. (Image credit: 343 Industries) Rationed out These are folks who've played and adored Halo 3 every weekend (and often more) for the last two years, but suddenly we're dropping like flies. I'm not alone, either-a trend has formed among the regulars I play with where folks will finally perfect their Spartan's look, only to drop off playing the game entirely. In the current system, it's hard to put together an outfit that doesn't just have you looking like someone who reached level 40 or so in the pass, or paid too much money for a special coating in the store.īy the time I finally ended up with a Spartan I liked (a process that involved skipping a few levels with cash), I'd found the entire process so laborious that I'd lost the will to keep going. Halo always had limited armour pieces, but they combined with your own quirky palette to make a suit of armour that felt your own. Outright replacing customizable colours with pre-defined "coatings" removes an element of true personalisation. That these are restricted to different cores (base armour sets) only makes trying to find a setup that feels uniquely "yours" even more tiresome. The pass is very stingy with meaningful rewards, padded out with challenge swaps and XP boosts, with small armour pieces or coatings only coming every 3-5 levels. But a faster pass is only drawing more attention to how spread thin Infinite's rewards are. ![]()
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