![]() ![]() Halo games, like many major first-party efforts, have often been graphical showcases for their respective consoles – including 343’s own Halo 4, which elicited a late-in-the-generation “How did they do this on the 360?” kind of reaction to its gorgeous graphics back in 2012. On a related note, I also wish Zeta Halo was a bit prettier. It's as if 343 took inspiration specifically from "The Silent Cartographer" and nowhere else. That’s a bit disappointing, especially after a couple dozen hours. It’s as if 343 didn’t take its artistic inspiration from the whole of Halo 1, it took it specifically from “The Silent Cartographer” and nowhere else. There’s no snowy area like in Combat Evolved, no urban area like in Halo 2 (or in Infinite’s own multiplayer maps like Streets and Bazaar, for that matter), or really… anything other than the mix of forest and stone monoliths. Instead, Zeta Halo unlocks section by section, with key story missions opening up new lands to explore – though I do wish those new lands had a bit more variety. While there’s nothing that feels wholly original here relative to games like Far Cry or Just Cause, the feature fits Halo in a very natural way, and the tasks are both varied enough and not so frequently repeated as to ever feel monotonous or annoying.īut, in the grand tradition of Grand Theft Auto 3, you can’t go everywhere straight off the bat. You’ll encounter all sorts of opportunities to get into trouble on Zeta Halo, from rescuing groups of captured UNSC Marines to taking down propaganda radio towers to infiltrating massive Banished strongholds to reclaiming UNSC Forward Operating Bases (FOBs). You’ll need to get around on foot at first, and thus learning to grapple onto trees or into the ground ahead of you to propel yourself onward becomes the most fun way to navigate the world. This warm-up serves as ample prep for the open world, and when you get out there, that’s when the Halo 1 feeling kicks in. ![]() Infinite features Halo's best implementation of boss fights yet. It’s your first indication that each boss fight will keep you on your toes, and in total, Infinite features Halo’s best implementation of them yet. ![]() He uses a jetpack as well as a lightning-quick ground-pound attack that will rock you if you’re not ready for it. The first, against the Banished Brute lieutenant Tremonius, showcases extra-challenging AI that will require you to keep your wits about you, not just extra ammo in your back pocket. Meanwhile, the bosses make up many of Infinite’s best encounters, excluding those that you organically create for yourself out in Zeta Halo’s sandbox. It’s a natural extension of the equipment idea introduced in Halo 3 – and that’s part of why Infinite’s moment-to-moment gameplay feels most like a cross between Halo 1 and Halo 3, which is very much a good thing. This fantastic tool can be used to grab weapons from afar, escape dire combat encounters when your depleted shields are screaming at you for a recharge, or launch you directly into the bad guys for a finishing melee attack with your full weight behind it. Infinite's moment-to-moment gameplay feels most like a cross between Halo 1 and Halo 3.Īnd sure, the Grappleshot might feel quite familiar if you’ve played games like Just Cause or Titanfall, but it feels right at home in Halo. Instead, the first couple of the 25 hours I spent completing it on Heroic difficulty take place indoors, and that intro works well as a way to get acquainted with Halo’s literal new gameplay hook, the Grappleshot, as well as the first of many delightfully challenging bosses. In Infinite, that same thing is true on a grander scale.īut you aren’t dropped straight onto the ring and set loose. All of that space proves to be a natural fit for what’s always been a sort of sandbox-style shooter at heart, where unexpected things happen. The change from the traditional linear series of combat arenas to letting you freely explore the Zeta Halo ring where Infinite takes place marks the first time developer 343 Industries has broken from the blueprint that Bungie drew 20 years ago. It doesn’t quite recapture the environmental variety or memorable story of the original trilogy, but it’s still a thrilling return to form for one of gaming’s most beloved series, and for Master Chief himself. There’s a lot to do in this expansive playground, and completing its never-dull-or-overwhelming list of activities earns more combat options and, ultimately, more fun. By shifting to an open-world map while retaining the classic gameplay both on foot and in its iconic vehicles, it offers a level of freedom in combat not seen in any prior Halo game. Halo Infinite’s single-player campaign, like a new generation of Master Chief’s MJOLNIR armor, powers up a 20-year-old series, by both returning to its roots and blazing new trails to build off of. ![]()
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