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Halo Infinite Gaming Review
Halo's single-player mode with a brand-new generation of the Master Chief's MJOLNIR armor, is a powerful upgrade to the 20th anniversary of the series by taking it back to its roots and blazing new trails to build off of. Switching to an open world map, but retaining the original gameplay on foot as well in the iconic vehicles, it allows for a level openness in combat that's not seen in any prior Halo game. 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. It's far from capturing some of the fun and excitement of the landscape or story of the first trilogy, but it's thrilling to see the return of form for one of gaming's most beloved games, and for Master Chief himself.
The transition from the traditional linear combat arenas that let you explore the Zeta Halo's ring, in which Infinite takes place is the first time developer 343 Industries has deviated from the outline Bungie made more than 20 years ago. All of that space proves to be a perfect suit for what's historically been the kind of shooter that's sandbox in nature at heart, with an emphasis on the fact that unexpected events occur. In Infinite the same idea is the case on a greater scale.
But you're never tossed onto the ring and put to work. Instead, the first few of the 25 hours I played this game were on Heroic difficulty occur indoors and the intro function well to become familiar with Halo's new gameplay hook, the Grappleshot in addition to the first of many enjoyablely difficult bosses.
It's true that the Grappleshot could be familiar to those who have played games that include Just Cause or Titanfall, however, it's a perfect fit for and at ease in Halo. This powerful tool has the ability to take weapons from distance, avoid difficult combat situations when your damaged shields beg you for a recharge, or blast you straight into the enemies to finish a melee attack and with all your power on the line. It's a natural extension of the concept of gear introduced during Halo 3 - and that's one reason why Infinite's gameplay feels like an intersection between Halo 1 and Halo 3, which is very much an excellent thing.
In addition, bosses make part of many of the best Infinite encounters, except for those the player creates themselves playing in the sandbox of Zeta Halo. One of them, Banished Brute lieutenant Tremonius is a test of AI that requires you to keep your mind on your toes and not just have some ammo within your pockets. He makes use of a jetpack as well as a lightning fast ground-pound attack that will rock at you if your not prepared to take it on. It's your first clue that every boss fight will keep gamers on edge and , in all, Infinite is Halo's finest implementation of these yet.
The warm-up provides ample practice for going out into the world when you step outside, your Halo 1 feeling kicks in. You'll be walking by foot initially, and thus learning to sling yourself onto trees or to the ground in front of you to propel yourself onward becomes the most enjoyable and enjoyable way to travel around the world. You'll have a variety of occasions to fall into troubles on Zeta Halo, from rescuing groups of captured UNSC Marines to taking down propaganda radio towers, to getting into huge Banished strongholds, and finally returning UNSC Forward Operating Bases (FOBs). There's not much that is distinctively different from titles like Far Cry or Just Cause The feature is a good fit for Halo with ease and in a natural manner. The tasks are diverse enough to be not so frequently repeated as to become repetitive or boring.
However, in the great traditions of Grand Theft Auto 3, you aren't able to go anywhere straight immediately. In fact, Zeta Halo lets you unlock sections by section, and key mission objectives opening new lands to explore - though I would like that the new regions had more variety. or, really, any variety at all. There's nothing like the snowy areas it is in Combat Evolved, no urban zone like the one in Halo 2 (or in Infinite's own multiplayer maps such as Streets and Bazaar or Streets and Bazaar, to be precise) or, really... something other than the mixture of forest and stone monoliths. It's like 343 wasn't taking its artistic concept from Halo 1, it took it specifically in the form of "The Silent Cartographer" and not from any other source. It's quite disappointing, especially after just a few hours.
As for the rest of you, if like my experience, you've tried each Halo campaign several times, the fact that it's been six months since the last one was most confusing Halo story ever , which means it's not an easy task to get comfortable with the story of Infinite. This sixth Halo should've been released with a "Halo's Story So Far" movie that starts playing prior to you play here, as other long-running shows do (most recently, the Microsoft's Psychonauts 2). Maybe 343 ran out of time or perhaps it never came up, but it's an error that could have been avoided.
Still, there are really positive elements of the plot also: for instance, the relationship among Captain Chief and his brand new AI companion, who we've only heard of as The Weapon. The Weapon is voiced by Jen Taylor, who also performs the role of Cortana as well as Spartan program producer as Dr. Catherine Halsey. You don't have to be a hardcore Halo fan to appreciate Taylor's nuanced performances in playing three distinct but similar roles; she effortlessly separates the three characters with a brilliant re-play from the reality that The Weapon doesn't know the Chief at all (though that makes it even weird that basic Halo concepts aren't spelled out for new players via her as their intermediary). We watch their relationship develop before they strain and eventually strengthen. They sass each and argue and they develop an unsteady relationship. Steve Downes, meanwhile, is amazing in his sixth turn as Master Chief, who struggles with his mental health in Infinite as a broken with a loss who feels guilty for the pathetic human condition - the specifics of this are made painfully clear during the course. I hope that 343 never remakes either of these wonderful voice actors.
Halo has meant a lot to me over the last 20 years. From the very first time I was on the ring that was Halo 1 to the surprise Arbiter arch in Halo 2 to being heartbroken by the pathetic storytelling in Halo 5, it's one of the few series in gaming where every new mainline release is important to me. After six years, it's reasonable to be wondering if Halo continue to be a part of the "Best Shooter" conversation? What if I didn't care about it? I'm so relieved and ecstatic when Halo Infinite emphatically answers both queries with a firm yes. Turning us loose to explore the vast open ring and nearly complete freedom to enter combat with a wide range of legendary weapons or vehicles and even toys is the perfect way to bring Halo's single-player campaign back into contention as one of the finest available (to leave out the impressive multiplayer features), and even though it's off the mark on the story and the lack of variety in the environment, Infinite picks it back with grace.
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