soybean
CG Hardcore Club
- Messages
- 63,223
Paid Membership
- Joined
- Feb 15, 2009
- Messages
- 63,223
- Reaction score
- 4,133
- Points
- 661
- Awards
- 1
Master Chief's long-awaited return comes frustratingly close to greatness.
Does an open world work for Halo? Since its announcement, that question is one that's been constantly asked of Halo Infinite. Six years after the sour note of Halo 5, 343 Industries has dusted off the Master Chief's armour for a throwback to Bungie's original, pointedly nostalgic for a time when Halo was just a big green man, his blue holographic girlfriend and a wide open ring full of possibilities to explore.
What this results in is a game that could be a true return to form for Master Chief—but I'm just not convinced Halo really needed to be an open world.
Let's make one thing clear though: this is some damn fine Halo. Having played Halo 3 with the lads every weekend for the last year, Infinite comes as a breath of fresh air. Running and gunning in Halo has never felt this good, Master Chief moving with a real heft even as he slides and mantles his way across ancient alien amphitheatres.
Halo Infinite's multiplayer gave us a taste of this, launching a month ahead of the story proper. But where the game's arsenal feels a little flat in team slayer, the campaign helps even the flimsiest weapons shine thanks to a menagerie of alien baddies with unique behaviours. Weapon types have never felt more important, especially on harder difficulties (I played through on Heroic), and juggling between bursting shields with plasma, busting skulls with kinetic and stunning foes with shock weapons becomes crucial. I hate the Pulse Carbine in multiplayer, but in the campaign it became a brutally efficient Elite-slaying machine.
It helps that every weapon feels great, snapping and popping and busting with satisfying sounds. Infinite's firefights feel electric, hectic, a constant grab-bag of finding the next best tool (even if that means tossing a nearby plasma barrel at a pack of Grunts).
None of this comes close to the sheer absolute thrill of the grappling hook. Infinite immediately hands you a Titanfall 2-style length of rope with which to fling yourself around Zeta Halo with. At first you're pulling yourself out of enemy fire and grappling vehicles, but a few upgrades will turn it into a deadly electric wire that shocks unshielded baddies and lets you slam-dunk entire packs of foes with a tap of the melee button.
This does come at the cost of making the rest of the equipment feel a little redundant, mind. Changing equipment on the fly is a hassle and—besides using the threat sensor to reveal cloaked Elites—you're always best served with the utility (and shockingly-fast cooldown) of a hooked rope.
Attachments
-
98.2 KB Views: 8