Halo Infinite Multiplayer Review And Feedback

I want to first apologize for the sudden shift halfway through the review. It’s hard to talk about this game right now without getting deep into some aspects. Keep the discussion clean and let’s not engage in toxic behavior, please.

Halo Infinite’s multiplayer presents itself like an enigma. By that I mean it’s hard to get a full read on it. It doesn’t play like the same series I’ve played since 2006, and that’s a good thing. The same way Halo 2 played fundamentally different than Halo: Combat Evolved, Halo Infinite doesn’t play like Halo 5, or the series mold since its release, Halo 3. It plays like something new that took all of the best lessons from those previous games and tried something drastically different. It’s hard to quite put into words, but if you’ve played previous entries; you know.

Infinite at first glance is a lot like the arena shooters of old, with a wide array of unique weapons that all feel distinct from each other in both killing potential and utility. Sandbox has been the marketing word for this entry and for good reason. The arena in Halo is a sandbox wherein your tools of destruction are built to interact in incredible and unique ways that sets this arena apart from the arenas of old such as Quake and Unreal, or even contemporary like Call Of Duty and Titanfall.

A well aimed grapple shot can land you into the pilot seat of an enemy aircraft. A sneaky repulse can launch a player over a cliff face. Cindershot payloads can be traced around corners into the face of the enemy seeking refuge from the firefight. Electric weapons can provide a chain effect on bunched up groups of players. These are all mechanics that provide a flourish to your combat that go beyond just ways to shoot guys, and even that feels fun.

I have my gripes, however minor about the moment to moment gameplay. The unsatisfying rate of fire attributed to the bulldog and all around effectiveness of the assault rifle slant what should be an easy kill into a coin flip. Vehicles reach a doom state far too soon, especially in the now player cap-increased big team battle playlist. The plasma pistol; if you know you know.

The most standout issues with the game bare their ugly fangs in the meta game of Halo Infinite. The content surrounding the content. Custom games are fairly buggy and oddly restrictive in some categories when compared to previous entries. There is a stunning lack of readily accessible game modes. Player progression is strangely basic, still after two updates aimed at fixing it. In game performance and winning or losing doesn’t affect experience gains made towards the battle pass. This leads me to the mandatory paragraph on the battle pass, or rather monetization.

Halo Infinite’s multiplayer is free at the point of entry, cool! I love that most anyone can just jump right into the game and have some fun. Gaming is a hobby best enjoyed when the most people can participate in the joy of fragging scrubs. What this means is that 343i, on behalf of their publisher Microsoft, makes money through two primary routes. One is the $60 dollar campaign. I am fine with this. The other is virtual currency to be spent on cosmetic items via either the premium battle pass or directly through a rotating pool of items through the shop. I am fine with this as well.

Obviously when discussing microtransactions in games there is a lot of vitriol, and for good reason. Some publishers, Microsoft included, allow for gambling-like loot boxes and slot machine mechanics that prey upon people with gambling addictions. I think this practice ought to be criminalized. Halo Infinite however, does not randomize the rewards for spending money.

There is still an element of manipulative marketing at hand here which many people, including 343i staff themselves in video interviews, have referred to as FOMO, or the Fear Of Missing Out. When discussing FOMO I think it’s important to keep things in perspective. FOMO is a practice used on platforms such as Xbox, Steam, PSN and Epic Games Launcher whenever there is a big, limited time sale. It’s used in grocery stores when there is produce that is only available during a certain time of year. It’s used on Amazon whenever one wants to purchase a limited item or niche product.

Is FOMO manipulative? Yes. Is FOMO immoral? About as immoral as most kinds of marketing. Is it as bad as loot boxes and slot machines? Definitely not. Now, please don’t confuse this for a defense of this tactic. I’d really prefer this tactic not be used to sell digital goods. I included this diatribe to give the reader a more clear glimpse into my line of reasoning.

With that being said the monetization does only affect cosmetics, and thank goodness the cosmetics adhere to the source material. I don’t exactly want pink unicorn spartans fighting a team of Jigsaw killers. This also means you’ll see things such as the color blue being sold to you in the store and battle pass. To me, this is the better alternative.

There is a lot to tear apart when talking about monetization. Constructive feedback is important, but it must always come with an alternative. I recommend prices for individual items be dropped considerably. Instead of $15 and $20 dollar packs, let’s see $2 and $5 dollar packs. This would still allow the devs to still monetize individual purchases. Tie XP gains to in-game performance. This would still maintain a market for people who would just like to skip tiers while also giving more players a direct sense of feedback to their performance. Loosen up some of the more strict conditions of the battle pass. When you unlock one shoulder piece you should get the other one too. Throw in a few more free tiers. Give people just a few free armor sets to start out. If the customization didn’t feel so claustrophobic on the players first impression they might just feel more amicable towards paying for more cosmetics. Open up the store to all available for-purchase items. Let people buy when they feel like it. Share coatings across all armor cores. I’d be more open to buying just coatings alone if they applied across the cores. I’m just spitballing here.

All in all I really like Halo Infinite, but it feels like a thin game with a strong skeleton. I decided to write this review after I saw the r/Halo subreddit being shut down due to harassment. I wanted to show that we can criticize, get our voices out there, and make ourselves heard without villainizing the hard working developers at 343i or engaging in a dishonest level of hyperbole. It’s important to remember that these financial decisions almost always come down to corporate execs.

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You do understand that your above criticisms of the lack of available game modes and playlists, along with the progression and challenge system, are directly related to the monetization scheme, correct? The random game modes of the quickplay playlist are intended to make progression chance-based and grindy, and most other playlists were intended to be used as limited time events complete with their own FOMO purchases in store. This is why the monetization does not just affect cosmetics, it affects the central design philosophy of the entire game.

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Ah, a man that can see through that shamefull philosophy - very good ^^

It’s pretty obvious and I can’t understand how anyone can’t see it.

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I’m familiar with that theory, but I’m not comfortable contributing what seems like incompetence to malice if there’s no definitive proof. It sounds vivacious and conspiratorial, but so do a hundred other theories.

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Lol, just look at the game lol

So they happened to make it to function that way accidentally, without intent? Whoopsie!

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That seems like a very bad faith reading into what I said.

I’m asking if you believe they made a specific decision, namely not to include the standard selection of playlists and to make most of them limited time events, without conscious intent.

In your review you called it “baffling” or something. Surely there must be a reason they did it?

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I’m sure there was intent behind that decision. I have no way of knowing what that intent was and I don’t feel like making definitive statements on something I’m not certain about. If you’re correct and let’s say a developer whistle blower leaks the details on it, I’d be happy to apply an addendum to my review. I would just like evidence beyond, “Well just look at it.”

I’d say the intent is evident in the function of the system.

Was the intent to give the player the best experience possible? I don’t think so.

Well feel free to include that in your review then. That’s just not good enough for me.

It’s not too difficult to discern the intent when you’ve got playlists being rolled out as limited time events with corresponding FOMO purchases in the store all ready to go, such as with the Tenrai event. Before the backlash, they intended only to allow Fiesta play for 5 more weeks spread across the rest of the season, with plenty more limited time items waiting for their time in the store. They had promotional materials showing that the next one up was SWAT, also with its own special, limited time purchases. One week, then a month later, another playlist.

Funny how they had already prepared to, and demonstrably did, enable and disable playlists for these limited time events, yet they were incapable of simply enabling them in the game.

If you are to tell me you don’t see the intent in that, I don’t believe you.

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Whether Fiesta is or isn’t available to play doesn’t affect the store items. They can still limit them to any time they so choose. I thought you were talking about the xp through challenges being a grind to incentivize tier skips, which at least has a logical connection to monetization.

Like I said it just appears like incompetence to me. I’m not going to make any definitive statements about it.

It doesn’t when they roll it out as a big special event for a limited time only, along WITH themed items in the store? That are literally advertised as part of the promotion? :rofl: OK, you’re funny.

Yes. It is tied to an event. I have no idea if that’s because they wanted to tie it to an event or if it’s because they thought fiesta would make more money somehow by it being limited. Correlation =/ Causation

Until they dont NERF the melee-hit and reduce the grenade count to 1. This multiplayer is a Joke

Overwatch at this point is more mechanical than HALO. IMAGINE in halo every character can swing like BRIGITTA or REINHARD plus they have 2 grenades the gunplay on HALO is not continuos

Play Overwatch then? Overwatch doesn’t do it for me. Halo has a particular gameplay loop that clicks with me.

I mean, you don’t have to wonder because that’s what happened. We’re not talking about some kind of statistical phenomenon here that need to be scientifically analyzed. We’re talking about intentional actions taken by people with a motive. Correlation =/ Causation is basically a non-sequitur. It was CAUSED to happen, with intent. That intent is not hard to discern when you’ve got the Fiesta event containing a literal advertisement for samurai themed armor in the store, and an armor core that unlocks through the event, for which the only colors are available in the store. I’m not going to insult your intelligence by asking you to believe it’s possible that could all have been an accident, not sure why you want to insult mine.

I’m with you. The community is way too emotional atm. I feel bad for most 343 employees.