Do you get anything for playing?

One thing infinite has going for it, even with delayed coop, it’s has 4 player split screen multiplayer! And I’m curious to see how many splitscreen they’ll have once campaign coop comes out

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So if we find a rubber band do we get a rock-et loncher? :laughing:

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I agree about looking back to halo 3 for an unlockable system that works and is satisfactory. I much prefer the unlockables akin to halo 3. Than some of the trends in the last 6-7 years. Do specific achievements or ranks and you unlock things. However, do keep in mind that the vid master challenges came out after halo 3 was out for at least 3-4 years and not at release. Though halo 5’s system was more consistent unlock over time played, most of it was basically a lottery system that I was not on board with.

I’m a little torn on the map control arguments. I think there’s two levels two it, 1- the literal map design (pathways, movement restrictions, etc), bases, choke points, weapon spawn, etc. with positioning/cover for important map areas or objectives. Then 2- there’s the map control meta game of spawn manipulation/trapping, where traditionally that was generally only an issue on certain maps or if there were too many plays for a given size map. The latter was typical of some halo 2 maps (I think). And I think the maps were not design well with H5 movement bc since the movement was so maneuverable and high speed, it destroyed any sense of the type 1 map control/design I mentioned above on most maps (at least non forge). In my experience with H5, it leaned heavily on the spawn meta/knowledge.

I’m ok with that to a point, as both can be competitive in their own right, but I prefer the literal map design having a little more weight than the meta for competitive and casual purposes. I think infinite is headed in the right direction in this regard, though improvements could be made.

I find it interesting you think Halo Infinite Spartans are like plastic toys when that was one of my major complaints about halo 4 &5 in looks, animation, and sound design. Halo infinite seems a little more grounded, and less plasticy in those aspects. Though, it’s not quite my perfect ideal, but it’s notably improved and works well enough for me.

Edit- the colored shields are cool on paper, but in practice are a little immersion breaking if that’s what what you mean by a toy look. And can irritating at times. See outlines too easily part of the time while seeing random colors with no outline if they run by at point blank. That kinda sucks and seems to be a trend in some other games, but that’s another topic

I do wish we could pick our playlist like in MCC though. I would assume infinite has the player base to handle it.

yeah, okay, in CE no one noticed unless it was ffa…
so aight, since halo 2. the second game. no matter the team, you either saw an elite or a spartan. oh an the secondary color.
and in h3 you could tell who was who from the armor they wore, not just the color. same with reach, 4 and 5… well, not so much from h5 because there was only two options. but it was still possible, even with the team color overriding the colors
even though you couldn’t express yourself vya colors, you could with ARMOR or species, since 2. still counts as player expression

I agree with you for the most part here, but I think that unlockable armor through playing is an integral part of halos identity. I say this from the perspective of loving reach more than any other game, but halo 3 had it to. I know that not everyone is a reach fan, but I definitely feel for people who feel let down that there really isnt anything you can unlock without spending money.