One of the things that has really caught my interest, in what I have seen of Halo Infinite so far, is an apparent new approach and focus 343 is applying to Halo’s weapon sandbox. In the latest Inside Infinite blog update a juicy little insight was revealed into part of this process. In the post they spoke of damage types. And defining clear, distinct differences in the traits and utility of these different damage types. I’m quite encouraged by this news… But I do have some opinions and reservations. So let’s delve in… Shall we?
I know of 2 damage types that have been confirmed so far in Halo infinite, Kinetic and Plasma. There of course will be more. It is interesting to speculate what the others will be… Maybe Blamite, maybe a standard explosive one for things like rockets and grenades, Radioactive/ Fulerod, Electric… like the electric grenade in the gameplay trailer, incendiary, spike… who knows… and they will all have their different traits and uses. This is good stuff.
In Halo CE plasma behaved differently to standard ballistics. Plasma did extra damage when verses shields, which meant it was useful when facing shielded enemies such as Elites or Sentinels. Plasma projectiles also moved slower than bullets, The projectiles were chunkier (correct me if I’m wrong), and Plasma weapons didn’t require reloading; instead they utilised an overheating mechanic. The Halo CE Plasma Rifle also had a unique trait that was lost in later games, Plasma Stun. Basically, for those not familiar, being hit by a plasma rifle bolt would inflict a movement and look sensitivity penalty to players, and to AI: they would flinch when unshielded. Meaning it was possible to stun lock them; giving the plasma Rifle another unique utility. It was a tool, not just a damage dealer… A tool of destruction, so to speak. This style of sandbox design I wish was something that carried over more into later games.
In Halo we have had our fair share of uninspired Alien weapons. Weapons that merely adopt an Covenant/ Brutish/ Forerunner aesthetic as an overlay atop a gun that could easily just be UNSC or are very similar in function to weapons that already exist. The First major culprit of this in a Halo game that comes to mind of this is the Covenant Carbine. Other big offenders include the majority of Brute weapons and the entire Promethean arsenal in Halo 4… but I’ll focus on the Carbine. In the lore the carbine fires a radioactive projectile, made from an extremely toxic compound, mined from a radioactive moon within the Sangheili star system. The same compound used in Fuelrod Cannon ammunition. The round is accelerated to speeds up to mac 5. Upon impact the round imparts a significant kinetic force, inflicts radiation burns and the toxic compound can enter a victims blood stream resulting in radiation poisoning… In game it fires green bullets… That’s it. All this lore is just flavour text and visuals. There is nothing mechanically that would separate it from, for example, a hypothetical UNSC semi automatic marksman carbine.
Imagine if instead all radioactive damage type projectiles shared a unique property: Radiation. A damaging effect, that remains after the projectile has impacted. For a fuelrod cannon it could radiate the earth that it hits, creating a damaging area of denial, that lasts for a short time. For the Carbine, an unshielded hit could burn. Temporarily delaying shields from recharging. I am intrigued what 343 will do with this. I wonder if Plasma grenade explosions now do more damage to shields. Do all kinetic projectiles now ricochet and do bonus head-shot damage… hmm. 343 also mentioned that, the now interact-able, plasma batteries and fusion coils will have different traits. Which could be evidenced by a plasma battery, thrown by the player, disabling a shade turrets shields, in the gameplay reveal.
With all that being said, I don’t think a focus on damage types alone will yield the most diverse and interesting Sandbox possible. After all I think the Energy Sword being the covenant CQB equivalent to the UNSC’s Shotgun much more interesting than having a plasma Shotgun… As cool as a Plasma Shot may sound. There is a danger of the sandbox becoming formulaic, there being a bit too much overlap and redundancies in weapon functions, just mismatching weapon types and damage types. It’s no replacement for creativity. But I think it could play a part in creating a pretty awesome sandbox.
What do you guys think? Do you think Plasma stun will Return? What traits do you think these damage types will have?