This marks the end of my back-to-back Halo dive. And in many ways, that adventure ended really well.
The main standout to me in Infinite, far and away, is how it feels. Both gunplay and movement are incredibly fluid and fun to engage with. In fact, when it comes to it, I think this is the best the series has ever been. For all the qualms I have with this last entry, it is undeniable in my opinion that this is, at its core, a very fun and highly competent first person shooter, and thus very easy to recommend on the back of that premise alone. This is, however, greatly highlighted by related mechanics and design choices that make it all the more enjoyable: things like the grapple shot - a literal game changer for traversal and verticality -, the slick UI design, the best damage indicators in the series or the automatic plasma weapon swap (for ones with higher charge) make the whole experience feel even better, and turn Infinite into one of the most enjoyable shooters I’ve played in recent memory from a pure mechanical standpoint.
Another thing that truly stood out were the interiors. Corridors look stunning, showcasing areas with vivid chrome-like blues and silvery greys with golden inlays that never ceased to impress me, even though some might find it a bit repetitive as they progress through the game. These corridors and arenas were almost always of a near-perfect size, and gave rise to some pretty intense mob fights that kept me immersed in a campaign that was longer than any other in the series. Some missions, I felt, were more stretched out than they needed to be, but fortunately most of these took place indoors. Finally, to wrap up this mention on visuals, Master Chief has also never looked better in my eyes.
Now come the things I had a problem with, and there are quite a few of those. For starters, the choice for an open world. This did not resonate with me at all. There’s zero reason for a Halo game to have these many open world segments, side missions, unlockables, and a bunch of other stuff that often gave it this undesirable Ubisoftish coat of paint. It moved too further away from the original Halo formula, and it really made it feel like a generic open world box ticking exercise - give me the no-frills, contained, full high octane Halo FPS any day.
Story and character wise, I also thought a lot of things fell off here. There seems to be a chunk between Guardians and Infinite missing, and although it is mentioned throughout the game, it seemed a bit weird for it to be told to you rather than shown to you. There were a couple of interesting, somewhat surprising moments along the campaign, but overall I had a hard time connecting to the narrative (I’ve read that apparently a big part of the antagonist’s origins ties back to the Halo Wars spinoffs which I haven’t played yet). I also felt that, aside from Master Chief, characters weren’t exactly well thought out. 216’s presence was hit and miss for me since I appreciate his character in a vacuum, but also think he was somewhat shoehorned into the narrative for the sake of an emotional hook that doesn’t fully land considering the dialogue and delivery are mostly subpar (and he’s not the only one suffering from this).
Some other aspects, such as the difficulty balancing issues in some of the boss fights (the last one is absolutely ridiculous) or the frustrating checkpoint save system, add up to my overall frustration with this game, which makes me not look at it as fondly as most past entries. Nevertheless, I’ll go back to what I said in the beginning: Halo Infinite’s gameplay is fantastic. I love what it offers in terms of shooting, movement and traversal, so much so that I’ve kept the game installed on my hard drive after beating it, which is something I almost never do these days. Fumbles aside, it was a highly enjoyable end to my maiden Halo journey. I’m really happy I finally gave this series a chance after all these years, and I have now become a franchise fan. 8/10
