Halo Infinite — I wished I was there, knowing what I missed

Iquag
4 min readAug 21, 2022

An inoffensively good campaign bundled with some of the best multiplayer fun I’ve had. ever.

From a wide open sandbox that encourages fun creativity, the tongue-in-cheek tone the announcers bring, and the fast respawn and regenerating shields allow for fun gameplay and rewarding discovery. The weapons feel weird until you find out how to use them. Each has its place in the sandbox. It’s just so refreshing to be able to just have fun. No sweat because of permanent death in Siege or playing from the backfoot in League. No worrying about queuing into a counter deck in Hearthstone. No loadouts to stress and optimize. Adaptability is the name of the game, to the weapons and opportunities you’re presented. It allows for amazing stories to be told during the moment-to-moment gameplay. Sliding to grab the over shield when you take out the enemy about to capture your flag, then using it to take out another two at the very last moment to return the flag and score your team the winning point.

The sandbox allows for story and interaction. It encourages creativity and risk-taking because of the respawn removing the punishment for attempting cool stunts and regenerating health removing any scuffed encounters that might put you into a passive state of play where you become reactive rather than proactive. The sandbox encourages you to play with it and experiment. The equipment is all tightly honed to excel in their design and strengths naturally, like the tracking balances the needler, plasma pistol and pulse carbine for mid-range. The travel time excels at communicating how the rocket launcher is best in mid-range and with elevation to angle a direct hit safely. It’s not forced and very organic.

The lack of any falling behind mechanics, where you slowly grind away an advantage like in gold for CS, teammates lost forever in the highly tense Siege, or long death timers and gold disadvantages in League. The worst is just a temporary setback that doesn’t permanently set you on the back foot. It fully allows for expression and exploration without punishment. Which is why it’s so dang fun.

The way Doom accomplishes promoting aggression is through the lack of regenerating health making you go on the offence to sustain yourself. The way Halo promotes experimentation and fun creative gameplay is regenerating health not punishing you for scuffing a fight, as long as you don’t die and get away in time. These polar opposite ways of going about health encourage dynamically different gameplays that are sublime in their own ways.

Special combatant and a martial arts black belt at every single weapon and playstyle halo review

Halo Infinite has some satisfying gunplay, ttk, and sandbox. It’s just an absolute blast of a time to play.

The movement is fun and fluid, and easily the best grapple hook I have ever used. yes, it handily beats out Doom eternal’s grapple hook. That's how incredible it is. Because Doom’s meat hook is fucking sublime.

The slides, the jumps, the clamber, and the movement are so fun with appropriate weight and momentum. The game isn’t fast, isn’t slow. it’s fluid. it allows for the sandbox to shine, from no scope 360 sniper shots to landing sick kills with assault rifles.

When he has the evil cackle when you pick up the energy sword you can’t help but grin from ear to ear.

This is so incredibly fun in so many unexpected ways it’s phenomenal. From on-the-fly weapon swapping of your loadouts, to the moment-to-moment gameplay where you sneak up and stab 3 people with an energy sword and the last one screams like a little b*** before he finally ends your terror as you roll over laughing. From the crisp gunplay. This game isn’t a fast shooter. This game isn’t a slow shooter. This game is sure as hell fluid. Everything works and is balanced to a chef’s kiss.

The sandbox and game modes are all fresh and exciting, the time to kill is satisfying but not tedious, and the game supports all play styles for the most part. Want to be a sniper? Go for it. Want to go rambo and rappel into enemies with a shotgun? Ogga booga. Want to run people over with a warthog, and leave the two other teammates unlucky enough to go with you stranded in the middle of the entire enemy team? helllll yeah.

The rounds are fluid and fun. Nothing feels too weak and nothing too broken. The voice acting is pretty awesome and gives the game so much character and flavour. The art design is minimalistic but pleasant and doesn’t clutter the combat. The maps are open and allow for exciting moments. Everything about this game is theft at 60$. But at the price of 0$? It’s a war crime.

The game is fucking phenomenal. it’s sublime. it fires off on every cylinder, embracing the cheesy over-the-top announcing, the combat so balanced and fun, the sandbox so deep and meaningful, every weapon so sharply focused in its design. Maps are so interesting and immediately understandable. It’s so unbelievably stupid fun to play.

Halo infinite offers so many possibilities with its sandbox, and map design and everything is just so fun

Weighty punchy movement, floaty movement that is slow enough to give impact to the movement options and allow for cool plays that otherwise would be too unfeasible for all but the most elite players. Sniping at long range if they were any faster? Tough luck. The lack of control in the air is amazing as it is what allows the sandbox to shine. Shine is the name of the game here, everything is polished to a brilliant shine, the sandbox and movement and everything including the map design compliment each other in a beautiful way I had no idea I needed until now.

--

--

Iquag

If I was 20% cooler I’d be published already