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. 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). But none of this comes close
to the sheer absolute thrill of the
grappling hook. Infinite immediately
hands you a 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 comes
at the cost of making the rest of the
equipment feel a little redundant,
mind. Changing equipment on the
fly is a hassle and, honestly, you’re
always best served with the utility
of a simple hooked rope.
RING ROAD
That grapple is also essential for
exploring Halo Infinite’s open world.
Introduced after two more
traditionally linear missions, Infinite
introduces you to the open-ish plains
of Zeta Halo. But while your AI
sidekick (more on her later)
immediately floods your map screen
with icons, don’t be fooled. This isn’t
Far Cry: Ringworld – in fact,
you’ll find the open world to be
surprisingly small.
Instead, these activities feel more
like diversions between main story
missions. While heading to your next
plot beat you might find a squad of
marines to rescue, or an FOB (bases
from which to fast travel and
summon weapons and vehicles) to
capture. They’re fun, but incidental
- and while the larger strongholds
provide a more structured challenge,
I rarely felt the pull to break off from
the main path to devote time to them.
See, Halo doesn’t lend itself well
to a drip-feed of unlocks. Main story
missions are tightly controlled and
rarely let you just rock up with a
tank. Powerful weapon variations can
be acquired by taking down high-
value targets in the open world,
but levels are constantly throwing
completely different challenges in
your face. Why cling onto a long-
range Sidekick variant when a
mission just tossed you into a
pit of beefed-up Elites?
There’s perhaps one mission
that makes use of the open world
structure, a mid-game level that tasks
you with crossing kilometres of space
to infiltrate Forerunner beacons
D
oes an open world work for Halo? Since it’s announcement,
that question is one that’s been constantly asked of Halo
Infinite. Six years after Halo 5 left the series on a sour note,
343 Industries has dusted off the Master Chief’s armour for
a throwback to Bungie’s original – 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.
BRUTE FORCE
HALO INFINITE comes frustratingly close to greatness
By Nat Clayton
That grapple is
also essential
for exploring
Halo Infinite’s
open world
NEED TO KNOW
WHAT IS IT?
An open world sequel in
the long-running
shooter series
EXPECT TO PAY
£50
DEVELOPER
343 Industries
PUBLISHER
Xbox Game Studios
REVIEWED ON
RTX 2070 SUPER, Ryzen
5 3600, 16GB RAM
MULTIPLAYER
Yes
LINK
bit.ly/3DNxecH
REQUIRED READING Catch up on your Halo before stepping into Infinite
HALO: COMBAT
E VOLVED
2001
Infinite’s forest valleys are a
throwback to the series’
debut, a simpler time.
While linear, it’s clear to see
how you could push these
expansive levels into an
open world.
HALO 4
2012
After a full trilogy and two
spin-offs, Bungie hands the
series over to new studio
- The universe is reset
with a new cast, a new ship,
and the sense that not all is
well with Chief’s holo
girlfriend Cortana.
HALO 5: GUARDIANS
2015
The last we saw of the Chief,
Halo 5 ends with Cortana
going full fash, taking over
the galaxy with an army of
ancient robots. There’s also
a whole ‘has the Chief gone
rogue’ arc that doesn’t
really go anywhere.
HALO WARS 2
2017
Infinite largely hand-waves
all that AI apocalypse
nonsense and reintroduces
the Banished, a successor
faction of Covenant
baddies pulled from
Creative Assembly’s
RTS spin-off sequel.
Halo Infinite
REVIEW