How the Open World of ‘Halo infinite’ Can Change The Game for Better and Worse
Were you blinded when you first saw Zeta Halo? Paralyzed, dumbstruck? You won’t know the answer until December 8th because Halo infinite isn’t out yet. But I have finished the campaign and did a thorough rummage through the open-world section of the ring. I want to share these ramblings with all of you.
Halo Infinite – This is peak Halo. This game’s sandbox is the best in a long time. Many FOB bases around the world must be returned to the Banished. These base battles are essentially ‘copy-and-pasted’ with only a few variants of the baddies that make them stand out, but there is enough variety in what players can do in these battles.
The weapons you receive are not as planned as the Halo game’s standard level structure. To make it as satisfying as possible, developers pick the enemies and weapons they place in each level. But here, you have the tools you need to find the Forward Operating Base or the FOB that spawned. This forces you to look at your gear and consider who you should attack first. You could try running in with a Gravity Hammer or Bulldog, a fast-firing shotgun, while Jackal snipers are threatening you from afar. Or you could hit an Elite with a Pulse Carbine for more range.
Banished Outposts are more custom and have different versions of “blow up those three things” or “open these doors to push these buttons.” This mechanic is not fun, and it’s just as frustrating as the one on The Maw in 2001 on Combat Evolved. These fights are more complex than the FOB ones and last longer. This allows you to change your approach as new enemy types appear. Banished Outposts can be compared to mini-versions of Firefight. They’re structured very differently but offer up that similar extended-battle-in-one-location vibe that comes from the beloved (and missing from Halo Infinite) mode.
There are many options in the sandbox, making even the most basic copy-and-paste scenario feel new and exciting every time. You won’t be using the same loadout each time.
THE BAD It Locks the Campaign Missions Mostly into ‘Dungeons
I don’t think Halo Infinite campaign is terrible. Dean’s review shows that he believes the exact opposite. It’s 343 Industries’ best Halo campaign to date. The problem is that most main campaign missions are set in Forerunner or Banished structures with very few moments outside the real world. The developers prevented any random open-world variables from interfering with the choreographed cutscenes. This means there is no Halo CE Silent Cartographer, no level that feels like walking to Sword Base from Reach, and no desert fight firing rockets off of the backs of Mongoose at Scarabs, like in. The set-piece moments are minor and do not break free from a dungeon-esque environment. One sequence stands out, but it’s more about pointing players to different areas on Zeta Halo to have fun and get to as many points as you want. Although it works, it isn’t the bespoke, well-planned moment Halo fans love.
The Good Exploring is Genuinely Fun
This may not apply to everyone. I remember as a child exploring every corner of Halo levels, campaign and multiplayer, to discover all the secrets. Every little secret that fans find online would intrigue me. I spent so much time in Forge, digging beneath Sandtrap to solve the mystery of the eggs and recreating the Stairway to Heaven. I feel like I am reliving those strange moments of wonder by just walking around this Halo ring.
One example was the discovery of a UNSC outpost, a temporary and abandoned UNSC post at the top of a “highrise” of pillars. You could find decent UNSC weapons, various shooting targets, and rope rappels that explained how the marines reached such high altitudes. These little touches give the world a more human touch.