Halo Infinite feels like an outdated game

343 just had to make Halo reach esk with Halo infinite… give us that formula and it would have been way more successful.

F2P really put them in a position I don’t think they would be having getting themselves out of.

Even if it the way gaming is going, it feels like they didn’t even research what the successful F2P games offer and how to incorporate Halo into that formula properly

Now you’re just trolling.

sure dude, aint my fault you dont get how opinions work

They did though… it just failed because the weapons sandbox, vehicles sandbox, and radar aren’t like they were in Reach.
And they have yet to add in all the modes from Reach.

Free-To-Play just opens the gate for scummy business tactics, a-la copying Fortnite

  • Free-To-Play PvP experience
  • $60 PvE storymode
  • A shop that sells small-time cosmetics for $5-20 each.

They did their research.
They just didn’t execute it well enough.

You are making things up - you are pretending like you know what the OP meant, rather than what was posted.

OP: “Halo 4 has tons of players” False
OP: “Halo 4 has better hit detection” False
OP: “Halo Infinite is not as modern as Halo 4” False
OP: “If Halo Infinite was more like Halo 4, it would be more popular” False

I’m not arguing, I’m pointing out the obvious. Opinion is irrelevant.

Halo 4 does have better hit detection actually, but that is because it is programmed to.
Bullet-Magnetism is turned WAY up high in Halo 4.
I am aiming to the left of your head. Realistically the bullet would be a miss, but Halo 4 had it be so that if the targeting reticule was turned red, the bullet would curve to your hit-box and count it as a hit; when it should’ve been a miss since the bullet goes to the center and not to the edge unless I was rapid-firing my gun.

It is why SWAT in Halo 4 was way too easy. PC players complain about aim-assist on controllers, but I am sure that even they have noticed that shots that should’ve missed with the DMR or Battle-Rifle or Magnum hit when they shouldn’t.
Halo 4 had both Aim Assist and Bullet Magnetism. And I for one am thankful that Halo Infinite only has the former and not the latter, otherwise Tactical Slayer would be the easiest mode in the game.

Your heresy will stay your feet.

I’ve had enough of these petty baseless Halo vs CoD comparisons.

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Your statement is completely meaningless at best and a failed insult at worst. Halo Infinite fanboys are killing the franchise even more than I feared…

Needless to say I enjoyed Halo 4 but I will take Halo 5’s fast and fluid gameplay over 4’s or especially Infinite’s.

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H4 had the best maps (esp. BTB ones), and the best gunplay we’ve seen in a halo game from 343 yet the only thing that ruined it was perks take those out and the game would be even better

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I like Halo 4 but, I’ll share my opinions
Sprint: Just because it significantly affects gameplay does not mean good or bad. For me, Halo 4 (5 was worse about this but) sprint over-bloated the map sizes, which is good for BTB, but for regular arena, the maps felt too big. Infinite has a good balance of having a speedboost without over-taking the gunplay.

Loudouts:: Good in theory, but I rarely see anyone who doesn’t use the BR. Personally I run with a lightrifle because I’m sick of the BR being Halo’s go-to cross-map killer. This goes back to an anti-BR start argument, but it shows how weak the sandbox is when people only use one amazing weapon even when there are other options available.

Vehicles: When no one has a plasma pistol, I agree. However, you can always equip a loudout with plasma pistols to keep vehicles at bay. There seems to be an honor system that grew about avoiding the plasma pistol, but there will always be that one guy. Infinite on the other hand, aside from the Warthog and Wasp, has severely underpowered their vehicles.

Hit detection: No complaints. Infinite still has horrible desync.

I 100% agree with waiting from playing Infinite again. Personally, I got so sick and tired of the overbearing presence of precision weapons from 3 to MCC that I’m sticking to Infinite for now. But I’ve been nowhere near the campaign and won’t until CO-OP is out though.

You just made all of that up.

I have the MCC in Steam and I have played the campaigns through several times. Each game is discrete and I play them as such. I have over 300 hours into MCC from running through the campaigns over and over.

Still I see a new story with Halo 4 which continued with Halo 5 which has not yet surface on Steam (I wish).

So now along comes Infinite which seems to be more focused on the multiplayer compared to the campaign. Infinite also brought parkour gameplay to Halo with the wire rope tool.

So Steam players have a hole in the reclaimer saga which spans Halo 4, 5 and Infinite. I could see the story developing in Halo 4 which was different that the earlier games.

There are 2 core features of Halo 4 that isn’t good for Halo :

  1. Sprint vs Non Sprint has a significant advantage, so basically maps need to be elongated to accommodate the movement boost. This goes entirely against the philosophy that players should be able to run, jump, shoot, melee, throw nades whenever.

  2. Loadouts broke the core gameplay design of an Arena Shooter. An Arena Shooter focuses on weapon scavanging or power up scavanging to get a lead, along with the skill to retain these power ups. Loadouts destroyed that entirely cos why pick anything up when you have a Pocket Shotgun, Anti Vehicle with Plasma Nades, and a DMR on spawn, along with whatever Ability you want?

These 2 points aside, it’s a pretty good Halo game, which is why I enjoy Even Starts Slayer on H4 alot. Also the Flood Infection is a genius design.

I’ll not talk about stability of the game tho, cos Infinite is obviously trash in that department, but from a gameplay standpoint, Infinite is a much better Halo game than Halo 4. If you liked parts of Halo 4 that didn’t make it a Halo game, then maybe you don’t like Halo games that much after all.

No I did not.
Bullet-Magnetism was a major issue that made Halo 4 PvP too easy at launch.

Weapon tuning in June of 2013’s update turned the magnetism down to a more negligible level.

Halo 4 doesn’t hold a single candle to Infinite whatsoever. Halo 5 neither, this has to be a joke!

The best maps? Nah. No way.

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Halo 4 feels like a USB DJ set compared to this.

Halo 4 feels like the devs wanted to make Halo, Mass Effect, Star Wars, Call of Duty, and a whole new game all at once.

  • Mass Effect because the new enemies are humans turned into machines.
  • Star Wars because of the cool lasers in space and the overture music of Composer’s intro cutscene.
  • Call of Duty because of the loadouts.
  • A whole new game because of the unnecessary art style change that left only like 1% of assets resembling the actual style of Halo.

Games are always deriving mechanics and features from each other especially if they’re within the same genre, and most especially if they’re inherently good for a game’s quality of life.

It’s like how Volvo introduced the standard three-point seat belt as a feature of their automobiles in the late fifties, and now every car manufacturer includes them. Of course not every feature is something that fits well with just any model, like adding a tow-hook to a sedan. In Halo’s case, maybe loadouts don’t fit very well in Halo’s model, but it doesn’t mean any other mechanic that’s been derived from other games are so bad.

As long as the developer can introduce them in an original context that plays with the sandbox in a unique way, this is what drives games to evolve. To act like Halo must only ever introduce completely original ideas in future titles is conceited and borderline impossible to achieve.

To broaden this idea, Star Wars: Dark Forces was the first FPS game to include jumping in its sandbox; should we then hold every shooter since 1995, including Halo, culpable of ripping off of it? Likewise, should we hold Halo culpable of adding any other mechanic?

If your answer to either of them is “yes”, then we’ve got a problem in defining Halo as but one game in its genre.

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