Constant flashbacks to Chief/Cortana memories and constant “Whispers” of literally saying he made her happy. Yeah. It was way too much stuff that annoyed me in other Halos like the slowdown in 3 with all the memories.
ODST had Buck/Dare romance, but so much more going on at the same time. That is not the case with Infinite. There’s hints of the Endless and the Chief vs. Escherum tension… like. Not very deep storytelling.
And Infinite has the partnership between the Chief and Cortana, and so much more going on at the same time. It’s literally the same thing, with a whole lot less romance. Sorry you didn’t pick up on the story, but again that’s more of a you problem.
I’m sorry, were you expecting a full dissertation on how you completely missed the various major plots that have more than hints in the campaign? An in-depth analysis of hyper-fixation on a relationship that’s not really there, in what I can only assume is parroting the sentiment that “Romance isn’t Halo!!!”? Gods spare us wrath; more things that Halo inexplicably isn’t…
Not a series I’ve played.
Though I’d liken the move-sets and telegraph animations as something of a “platformer”.
That’s not to say that I haven’t seen discussions on the difficulty of the game, outside of the bosses.
I suspect the ever so popular “mimic” chests are present in the game?
As I recall there are, and these are indistinguishable, or has been at least, from real ones. From what I recall regarding the article, these weren’t liked, at all. The game is difficult, but those chests increased that in a bad way.
I couldn’t really find any good “pattern” with Infinity’s bosses either like how other games do them with telegraphed animations, sounds and markers. They just did a lot of stuff.
Worst bosses were the elites utilising Camo, especially the last one.
Bosses require a different approach to regular mobs, which are more or less regarded as cannon fodder.
I was pleasently surprised when I early on heard a Brute shout to his minions to flank me, only the have all of them charge me head on. The dialog didn’t match the orders given.
You don’t need unpredictability to have it more “humanlike”.
As with telegraphed boss moves, different tactics can be shown with different methods of the enemies.
Like going into hiding on the sides, while the “main” force pulls back, if you chase you soon have enemies to the sides, or enemies going to either side and trying to make their way to your true flanks. Supressing fire, seeing more co-ordination between unit types, like two or three jackals forming a shield wall and then move forward while hidden, which the other units such as grunts could use as cover as well.
Orders can be overheard, movement scouted, patterns discerned.
Allow the AI to be smart with different tactics, not be artificially difficult by arbitrarily increasing stats to make them beefier.
Off tangent a little too.
While you can make different encounters differently difficult, I think having fully regenerating health is a detriment to creating fun and engaging encounters which aren’t necessarily too difficult, but easier ones which can have longer lasting consequences for small errors you do, and take damage from which isn’t healed until you get a health pack.
Easy encounters function merely as “road blocks” and pose no threat whatsoever, while slightly more difficult ones, you need to screw up badly to die from, but managing not to, and surviving it means nothing as you get all your health back. Then wanting something more challenging it needs to be lethal, at that point you get crazy encounters, can probably count in boss fights here too, where it’s ridiculously difficult, and artificially so.
I started my first playthrough on Legendary, and haven’t started a new one at all.
My go to method of going about the free-roam part is with a Razorback, having five marines equipped with standard snipers. Skewer brutes exist, but they pose little threat as the snipers pretty much one shot them before they can line up their aim and fire.
Hints aren’t good enough. Video game graphics allow for impressive story telling. Nothing about Halo Infinite required video game graphics to tell the story. It was all audio logs and cut scenes full of talking.
Well then, it’s a very good thing that there was much more than hints to the Campaign storyline outside the relationship between John-117 and Cortana.
Except for the exceptional display of emotions in, to name a few; The Weapon’s shock and horror at Cortana’s actions; Atriox’s barely-suppressed rage at the destruction of Doisac (especially with how calm his voice was); Esparza’s grief at the loss of his family, and his frantic despair after surviving six months alone; Escharum’s frustration and rage.
Stories were told in audio logs, yes, but that was not the only source. As well, Cutscenes have been the primary vehicle for plot storytelling in every single Halo game to date, so that is a very odd criticism to have.
Sorry mate but I like video games for the action, for the experiences that can’t be found anywhere else. I don’t need to render Cortanas emotions on a GPU, that doesn’t enhance my gameplay experience. Copy pasted hallways for the entire story do not inspire me to replay a game, I’ve already replayed the hallways a dozen times. Nothing happens in this game that makes it a great game, you just arrive and listen to lots of dialogue, grind through repetitiveness and never really need think about anything you’re doing.
I’m glad you mentioned the moment where there was a jarring shift from grief to humor. That moment could’ve been much better if there was some sort of transition or lingering of the grief, but there was none. He just robotically went back to haha sarcastic humor fun time!
We’ll see - so far all the indoor sections up to and including the command spire have been pretty breezy. What levels specifically are you talking about?
I guess I’ll report back after I finish
Every game on the planet re-uses geometry. The other Halo games didn’t bore me, the missions are interesting and full of details and features. Infinite is not. Infinite is very stale.
The last few toward the end. Mostly the last two at some very specific points and boss fights. Go into the last two levels blind, don’t look up guides or cheese strats and see how well you do. Oh and there’s a very fun room with two red hunters. It’s a very small room, good luck.
I never use guides - they take out all the fun of the game. Are there multiple rooms with hunters? Because the one in the command spire was pretty easy (if annoying to keep moving around). Edit: maybe don’t answer that so I can continue going in blind.
Good, they suck the fun out of the challenge. Yeah, there’s a few in the game at certain spots. I think there’s a pair in the second the last level as well, but the arena is a bit more forgiving with lots of cover. The pair I’m talking about though is in the last level though. You’ll know it when you find it.
The big pains are the Escharum fight(not spoiling much, kind of obvious you fight at some point) and the third wave of the last boss fight
[quote=“HBNDonut, post:59, topic:473756, full:true”]
I never said anyone wasnt a Halo fan, stop making stuff up. [/quote]
I’m not making anything up. You’re a fan of Bungie Halo games, not 343’s. You’re statements make that very clear.
Actually it’s not, I don’t know what open world games you’ve played but Infinite is full of life. I can’t tell you how many times I’ve run into the wildlife or the Banished. Halo has to innovate and I think it’s innovated just fine. It can’t be Halo 3.5 forever. It would get stale. But you are right, some want Halo to stay true to Bungie’s formula and I honestly think 343 has a mix of old and new with Infinite’s campaign.
Actually no, Halo on normal is far from typical normal difficulty. I found myself defeated by the banished many times because I didn’t anticipate the AI movement or were unaware of where enemies were. So no, the games far from easy.
Though it actually is easy to see that people see what Infinite has to offer is actually innovative to Halo and makes the campaign fun. Again you’re a fan of Bungie’s Halo games, not 343’s.
Then it’s quite obvious you weren’t playing the campaign the way it was intended to be played.
Um, no I’m not angry at all and yes you did list some positives but most actually were negatives. You’re OP screams that you are very clearly a Bungie fan and a fan of the older games, which is completely fine. But this is how Halo is now. It might not be Halo to you but it’s Halo to many others like myself who did enjoy the campaign and gameplay for what it was. I’ve been playing Halo since I was 16, I started with CE. I took off the nostalgia long ago and kept an open mind. Perhaps you should do the same.