Halo Infinite: The Essential Review (a 2/10 rating), Solutions provided with most issues

[READ FIRST] I believe it to be vital that 343 Industries reads this review, so if someone could directly link/send this review to them on Social Media (I don’t have one they use) or something, I would appreciate that. Since I have been told they don’t look on the waypoint forums, or at least as often. Because this review is long, I recommend picking your preferred section, or scroll down to a random bullet point. I have provided SOLUTIONS to as many issues as I could. The [PRIORITY ISSUE: ALPHA] bullets are the things that need to be addressed immediately as they deal with gameplay and things hindering the potential Halo: Infinite could have for what it currently is. The [PRIORITY ISSUE BRAVO] bullets are things that look long term, but must be addressed before this game is abandoned for the next one. Everything else is in it’s own category as I’m not sure where to categorize it, or needs its own category. I am confident that I have forgotten something. I recommend looking at ALPHA 1s, 2s, and 3s in ‘The Bad’ section of ‘Multiplayer, Gameplay, Sandbox, etc’.

Summery

Campaign:

The Campaign was enjoyable thanks to the story. But after completing that after two days, the only thing left was the Ubisoft checklist of objectives and collectables. After doing as much of that, it got extremely boring. No will to go back in. The Campaign is mared from missing co-op and mission select as two of it’s main issues. Read below for specifics.

Multiplayer:

The multiplayer has almost all the issues. From missing content, features, and online access required; this is the main source for why Halo: Infinite gets a 2 out of 10. The aiming is terrible, the Store prices are overpriced by 75% to 80%, Store items rotate out, the Challenge system is not fun and counter-productive, the motion sensor is 18m and not 25m, the outline system replaced team colors instead of giving us the option, and too much content and features are missing. See below for specifics and many more issues.

Other:

The merchandise is ok but the promotions got too complicated. The product itself does not live up to the advertisement campaign.

Overall:

Halo: Infinite does not live up to the series’ Sequel Philosophy and offline friendly legacy. Halo’s Sequel Philosophy is retaining at least 95% of all previous features and sandbox content at release. This was started by Bungie and lasted from Halo: C.E. through Halo 3. Halo 2 was missing Race and the Assault Rifle. Halo 3 brought them back but was missing the Spectre and Brute Plasma Rifle. Both games also took giant leaps in adding new features while having less than a handful of missing content. That is the main reason why those games were great. Along with everything besides Matchmaking was available offline. Even DLC maps could be accessed offline after downloading them. The Sequel Philosophy was also used by George Lucas for his Star Wars movies. In that medium, it was that the next movie would have bigger and more epic battles while retaining his vision for the story.

This all changed with the release of Halo: Reach (which is now considered a great game when compared to Halo 5 and Halo: Infinite) which did not follow the Sequel Philosophy and strayed too far from Halo’s fair gameplay with Bloom. Halo 4 washed the taste of Halo: Reach out (by getting rid of the gritty art style and returning to a Halo 3 color style, but unfortunately with plaster-like details) and was fun initially. But Spartan Ops was not available offline and Halo 4 was missing classic playlists along with ranked playlists at release. Halo 4 did bring back the Battle Rifle and some other stuff but still did not meet the Sequel Philosophy expectations. Halo 4 also had the art style change which should have only stayed in that game. And then Halo 5 happened. It has the least amount of Sequel Philosophy content at release (until Halo: Infinite beat that record with less). And the campaign is the only thing available offline. Halo 5 is a 3/10 game, which could be tied with Halo: Infinite for 2/10 as the ratings fluctuate by 1. Basically, Halo: Infinite is a terrible Halo game. If it wants to be great, it needs to bring back at least 95% of all previous sandbox content, features, AND everything but Matchmaking needs to be accessible offline (all DLC, like maps and store items downloaded online, then accessible when you are offline). This game was supposed to keep me entertained until Starfield released, but no, I’m already bored.

Campaign, Story, and it’s Environment

The Good:

• Master Chief’s armor looks great.

• Master Chief’s shoulder armor actually looks good now unlike how terrible it was in Halo 4 and 5.

• The Story is overall, great. If I had to rate it, the story on paper, it would be a 7 to 9/10. Unfortunately, the rest of the game prevents it from being that overall rating.

• The environment is large, open world style.

• The Elites look like how they should look. Additionally, their size is correct and seems like they were already designed to be playable in multiplayer.

• Finally introduced a new species, Skimmers.

• Skirmishers returned.

• The grunts are funny. Including the one from the propaganda towers.

• Insert many bullet points specifying different spoiler related points. Not specified in public to reduce the chance of spoiling things for individuals waiting for co-op. Which is why Halo: Infinite should be releasing in springtime with co-op. And because hands get too cold to play properly in wintertime. Games should not be released from late October to the end of February.

• There is no achievement that requires you to complete the Campaign on Legendary by yourself. This is good.

The Bad:

• [PRIORITY ISSUE] Split screen and Co-op are not available at release for campaign. SOLUTION: Add it back as soon as it is ready, even if that is one day before Arc 2. Or, enable it now to get feedback. Either way, the respawning MUST be like Halo: C.E. through Halo 4. Halo 5’s thirty second respawn timer helped ruin that game.

• [PRIORITY ISSUE] You can’t select and replay missions from the campaign menu. I am baffled how this is not a thing at release. SOLUTION: Add it back, accessible from the main menu, and the in-game map.

• Most boss fights are not fun (Bassus, Jega, and Esharum) and feel more like bullet sponges. Some felt like they were on Legendary difficulty, when I was on Normal. SOLUTION: Tone down the health, or let us upgrade ours to their levels. If they don’t have shields and a helmet, then I shoot them in the head, they should die regardless of health. Helmets should not take more than a few shots to pop off. Isn’t that right, Bassus!

• The design of the boss’s health bars is uninspiring. SOLUTION: Change the look to where it looks like a pulsing heart monitor for the health bar. And change the shield bar’s shape and color.

• [LONG TERM ISSUE] The side objectives feel more like Ubisoft style checklist (BORING), instead of Bethesda’s style of side quests and wanting to live in the world. I recently got my first Far Cry game (the 5th one), and I hardly want to play it due to how boring it is. The side objectives in that game are very similar to the ones in this game. SOLUTION: Take more inspiration from The Elder Scrolls/Fallout if Halo continues this path. Include side missions (replayable) with cutscenes. Add repeatable quests. Add bases that can be upgraded through an in-campaign Forge interface (house equivalent regarding the bases). Add a large amount of misc items to get, which have the various resources needed to upgrade said bases. Add an inventory (weight based) for said items and sandbox items. Make it to where you can drop said items. Add a large amount (100+) of upgrades to obtain just like how it is in Skyrim and Fallout 4. Example: Upgrade your Motion Sensor: Range (5 Ranks), Altitude (1 Rank, updates dots to tell you if they are above you, Reach style), Subterrain (1 Rank, updates dots to tell you if they are below you, Reach style), Sixth Sense (1 Rank, Enemies are always shown on radar) and Seventh Sense (1 Rank, shows cloaked enemies on radar in gray) are just a few for ONE Upgrade Tree. Add MANY dungeon like location to clear with rewards at the end which resets in 30 in-game days. It needs to be where I want to live in the world, not do chores for a checklist.

• Missing an actual version of the Banished Skiff vehicle that is not just a destroyed environment prop. It was featured in an official product. What happened to it?

• Hunters and Brute Chieftains are not fun to fight anymore, and are too hard. SOLUTION: Bring back how they moved and reacted in Halo 3.

• Missing the ‘expected to return in every entry’ enemies/allies: Drones and Engineers. If there are multiple species on ground, then there is no excuse to have these and Skimmers at the same time. SOLUTION: Bring them back. Any enemy/ally type that was/is in an alien faction(Covenant, Banished) should be standard to return.

• Missing multiple biomes, like deserts and snowy mountains. It makes this game stale quicker. SOLUTION: Add them back, either in the inaccessible top left areas, or in mini area D.L.C. between full game inclusions. Some of the mountain tops should have already had snow on them.

• Missing an additional faction to fight that isn’t sentinels, like the Prometheans for one example. The art style of the Prometheans is expected to change when they return.

• The entire top left area on the map is inaccessible, except for one small part, for two missions. SOLUTION: Update those areas to be accessible, or remove them from the map.

• Missed opportunity to introduce Parisa from the short story ‘Palace Hotel’ in the book ‘Halo: Evolutions’. When the Master Chief says he keeps a promise, he keeps it. And it would be interesting to tie that phrase back into the series again with this character. The short story was created after Halo 2, so it technically acts as extending one of the levels like a DLC, but not implemented into the game. Of course I don’t want any romance in the campaigns with Parisa being introduced as I can’t relate to it and it won’t fit. Instead, it would be more of emotionless caring from John and that it all just eventually gets established that there is a relationship. Just like how it is with Master Chief and all the other characters. If the eventual plan is to phase Master Chief out of being the main character and have it be someone else, then it’s best to have that character be his offspring. As they will most likely have characteristics of his personality. It is preferable compared to getting a random new character like what was intended with Halo 5. The thought originated from “Ok, Master Chief has a destiny to obtain the Mantle of Responsibility for the Human Species. What is supposed to happen after that? He will probably become the human equivalent of the non-corrupted Didact. So we can either continue to play as him or have a time skip and play as his kid/kids as they will follow in his footsteps. And it will keep the gameplay balanced as Master Chief will probably be too overpowered by then.” Plus if it is two siblings (brother and sister), it would be a way to imitate Halo: Reach’s campaign with Noble Six, except it is those two siblings, and their positions are swapped based on who you choose. And perhaps the armor is customizable as well. This is an interesting idea that I would like to see, but I don’t see it happening for at least another 20 to 30 years.

• The design of the Brute’s snouts and noses are not like how they were in Halo 2 and 3. SOLUTION: Return the elongated snout from those games for the non-named Brutes. Keep the current look for some specific individuals like Atriox.

• The Sentinels sound horrifying and like Vex. SOLUTION: Change their sounds back to how they were.

• Some questions that were expected to get answered in this game about what happened to various characters, were not answered.

• Insert some bullet points that involve spoilers.

The Neutral:

• Seeing some of the collectables is nice, but I felt like it took away from some of the fun aspects of exploration. SOLUTION: Add an option to determine if you want to see them on your map or not.

• I like that the marines can follow you but sometimes you don’t, or want to keep them safe. SOLUTION: Add a recruit/follow and stop mechanic.

Multiplayer, Gameplay, Sandbox Content, and Overall Content

The Good:

• The Brute Chopper finally returned.

• The Spike Grenades returned.

• The Grappleshot is very fun to use. I’ve wanted one in Halo since Halo: Reach after thinking of new ideas for armor abilities. My main reference since then was Lost Planet.

• The classic artstyle has returned. It isn’t overdetailed and busy like the previous one.

• The Battle Rifle looks great again.

• The Cindershot weapon is fun to use. I like it.

• Bots are finally in Halo. I have wanted the aspect of playing multiplayer by myself in Halo just like the classic Star Wars: Battlefront games. And this is close to it.

• The Academy and Training mods are fun and interesting.

• Non-Forge made Big Team Battle maps are back.

The Bad:

• [PRIORITY ISSUE: ALPHA 1] The aiming is the worst in the series. Worse than Halo C.E. and Halo 5. This is the number one issue affecting gameplay that needs to be fixed immediately. It makes the game not fun to play. It feels as if aim assist is non-existent. In order to keep the reticle on the target (or try to), I have to have the sensitivity really low, but that causes me to not react quickly enough from other directions. In the previous games, my sensitivity was between 3 and 5. I have it below 2 in this game. SOLUTION: Imitate the aiming of Halo 2, Halo 3(without the lead your shots mechanic), Halo 4, or the universal option on Halo: T.M.C.C. This game is unbearable otherwise.

• Halo Infinite has an in-game predatory ‘macrotransaction’ store. Even worse, is that all the shop items don’t act as proper DLC that can be purchased through the Microsoft store. SOLUTION: Relocate them and, either way, adjust the prices to the correct values as explained below.

• [PRIORITY ISSUE: ALPHA 2-A] The in-game store’s prices are overpriced by at least 75% to 80%. SOLUTION: Decrease the prices to a consumer friendly, collector friendly, artistic friendly (customizing is fun for artists outside of Forge) price. Perfect example 1: The $20 bundles (Zvezda Armor Bundle) are the wrong price and should be $3 or $4 maximum which is their correct value. At this price, three of these bundles ($9 to $12) would equate to a map pack. Three maps, three armor sets. This, like everything else, will help fund the free maps better than what was planned as more people will be purchasing more. Halo 4’s Champion Bundle DLC came with 4 COMPLETE armor sets, for $10, WITH 2 maps and MORE. There is no excuse. Perfect example 2: The $15 bundles (A259 Collection Bundle) are also the wrong price and should be $2 or $3 maximum which is their correct value (unlike the Sentinel’s Blades Bundle which should be $1 or $2). More examples: The $10 bundles (Enigma Bundle) should be $1 or $2 (the Pineapple Heaven Bundle is definitely valued at $1), the $5/$7/$8 bundles (Cibi Blue Team Emblem Bundle) should be $1 or $2, and the Boost and Swap Pack should be $1. Perfectly priced as all things should be. I can see myself trying to obtain as much as I can with these prices… if it’s all available permanently.

• [PRIORITY ISSUE: ALPHA 2-B] The in-game store items are up for a limited time. Once an item is in the store, it should stay permanently so that there will be no fear of missing out. SOLUTION: Have the Featured tab show what is new for the day or week (as is what the meaning of Featured is), then have separate tabs for what was previously featured. If nothing is new to put into Featured, then rotate popular Bundles back in from the other tabs.

• [PRIORITY ISSUE: ALPHA 2-C] The in-game store layout/UI looks like something from Fortnite and other Free-to-play games. It also reminds me of Fallout 76. I don’t want a ‘Halo 76’. SOLUTION: Halo-fy the way the store looks. The Exchange on Halo: T.M.C.C. is a good start, especially with the blue background.

• [PRIORITY ISSUE: ALPHA 2-D] Based on accidentally given out info, the overall price to obtain everything in the store for the Heroes of Reach Arc is estimated to be over $1,000. That’s unacceptable. Make that 3 or 4 times a year per Arc and it is beyond unacceptable. SOLUTION: In addition to the solution in ALPHA 2-A, having a full Arc Bundle would be a great idea. Whether it is implemented at the beginning of the Arc, or end, it will be beneficial. It will work as follows: Purchasing the Heroes of Reach Arc Bundle will grant owners everything that was in the store during the specific Arc for one low, affordable price. This and every Arc Bundle will be available indefinitely. The price… I think $60 (a friend says $40) will be acceptable. For when they are available: If in the beginning of the Arc, owners will automatically unlock the shop items as they come available. If at the end, players can purchase some items early (which generates bonus revenue beyond the $60) as people will want things immediately instead of over 3 to 4 months later. This will allow collectors an affordable way of getting everything overtime, and 343 Industries a better overall revenue intake in addition to the $10 for each Reward Path per Arc.

• [PRIORITY ISSUE: ALPHA 3-A] The Challenges and their implementation is terrible. Many are too specific and too hard. The way how it’s tied to leveling up is counter-intuitive to match objectives. It is to the point where I only go for the challenges and nothing else just as intended by the Challenge system. SOLUTION: Simplify the challenges and make them easier. Examples: Change (Earn 5 Killing Sprees/Multikills) to (Earn 10 different medals). Change (kill 3 Choppers) to (kill or get 3 kills with any vehicle). Change (kill X enemies with a specific power weapon) to (kill X enemies with any power weapon). And change (kill a Scorpion tank) to (Congratulations! The match spawned a Scorpion tank or Wraith) The only challenges that should be specific are getting kills with starting weapons. Every challenge should also be possible to obtain in Bot playlists. No more Pvp requirements(event challenges can be the exception but still need to be simple and fun as the above examples). Halo: T.M.C.C. seems to have the best challenge set up. Take inspiration from that (outside of winning matches, sprees, and multikills).

• [PRIORITY ISSUE: ALPHA 3-B] A challenge you swap can reappear later (specifically earn 5 Killing Sprees in Fiesta can return as a capstone challenge). SOLUTION: Make it to where if a player swaps a challenge, that challenge’s chance of returning is SIGNIFICANTLY reduced to return for that player.

• [PRIORITY ISSUE: ALPHA 3-C] The Capstone challenge can not be swapped. Peerless Warrior: Get 5 Killing Sprees in Fiesta is such a terrible challenge that it reveals the need to swap Capstone Challenges as well. SOLUTION: Add the ability to swap Capstone Challenges, or make them less stressful. Kill 100 Spartans or Play X amount of matches sounds acceptable.

• [PRIORITY ISSUE: ALPHA 3-D] The Daily Challenge has a cap of 50 (this info is from the second beta week). What if someone wants to play more than 50 matches and get rewarded? What if someone can play 55 matches one day, but none the next day? SOLUTION: Remove the cap.

• [PRIORITY ISSUE: ALPHA 3-E] The rewards from the Capstone Challenges are time locked and can cause fear of missing out which can lead to anxiety. SOLUTION: Remove the Capstone Challenges and put the rewards elsewhere, where they are not time locked. Or make it to where if you complete the Capstone Challenge, then you can choose from one of any current/previous Capstone Reward you have not yet obtained.

• [PRIORITY ISSUE: ALPHA 4] The motion tracker’s range is too small. This is another major issue negatively affecting gameplay, making it not fun. Enemies can be on you too quickly by the time you immediately look away from it and die as a result. It also does not account for lazy eye, especially when everything the left eye sees is blurry. This also supports the need for HUD customization. The motion tracker is 18 meters but it does not seem like it at all. SOLUTION: Increase the motion tracker range back to 25 meters like how it was before Halo 5. And make sure it actually is 25 meters otherwise a 30 meter range will have to suffice.

• [PRIORITY ISSUE: ALPHA 5] The new outline system introduces new problems which includes: Split second decision making with conflicting colors and outlines. Accessibility issues for individuals hard coded with Red vs. Blue in their mind. You are always on the same team color. The reticule is tied to it and can potentially not be red when looking at an enemy. And more. SOLUTION: Add a toggle to bring back Red vs. Blue. The snake must be Red team. Add a toggle for outlines to go with it as well. Add a separate color choice for the reticule.

• [PRIORITY ISSUE: ALPHA 6] The H.U.D. layout is actually bad. In the since everything, but the small motion sensor, got cluttered into one corner. And the style of the bottom right area doesn’t fit Halo. The layout also negatively affects gameplay. Even the weapon part went from showing symbols to numbers. I read the symbols as a picture faster than numbers (this has to do with right brain hemisphere people focusing on the artistic side of things, and the left hemisphere being more mathematical). SOLUTION: Add new accessibility options that include the following: Move grenades back to the top left with unique symbols. Move the equipment icon back to right, above the motion sensor. Move the weapons back to the top right WITH a toggle for either symbols or numbers for the ammo (but the symbols MUST be unique per weapon like in Halo C.E., 2, 3, and 4; as this was an issue Halo: Reach had). In addition the ability to move whatever to any corner would be great. Having the option to move the motion sensor with the equipment icon above it to the bottom right corner would be perfect for my eyesight.

• [PRIORITY ISSUE: ALPHA 7] The user interface and menus in this game are terrible overall. The party layout isn’t like Halo 3 or Reach. Theater is not below Custom Games. The white text with gray isn’t Halo-y. You have to use bumpers to go over tabs AND player mid-match. The Theater UI is really terrible. You have to press Y to go to the Reward/Challenge menu, which is in the way of where the Halo: Reach style party roster should be. It is just bad, like Halo 4 and 5’s versions. SOLUTION: Imitate Halo 3 and Halo: Reach’s versions perfectly. The roster, just like Reach to where you can just tap right to see everyone’s Spartans/Elites. For the text, Halo 3’s white/orange words with blue behind them was perfect for Halo. Make it to where the D-pad is used to change players when dead, mid-match. Just imitate Halo 3 and Halo: Reach.

• [PRIORITY ISSUE: ALPHA 8-A] Removed the ability to customize your primary and secondary colors individually, while replacing it with the below average armor coating system. The armor coatings can also be locked to specific ‘armor cores’ which is bad. SOLUTION: Restructure the coating system to work as follows: Add a base coating for each color from the previous games by default. Then make it to where each armor piece can have it’s own coating applied (Helmet, chest, chest attachment, left shoulder, right shoulder, upper arms, forearms, waist, upper legs, knees, lower legs, and various attachments). And make sure all colors (including ones available now) are applied to all ‘armor cores’.

• [PRIORITY ISSUE: ALPHA 8-B] The chest attachments, utility, and wrist attachments don’t change color. They are boring and colorless. They were colored in Halo: Reach. And the grenadier chest piece is properly colored, but only when a specific coating is applied. SOLUTION: Include them to be colored with whatever color choice you pick.

• [PRIORITY ISSUE: ALPHA 8-C] The entire idea of the Armor core system is disappointing. From not being able to choose whatever helmet and shoulder you want, to not being able to customize your forearms and legs separately. SOLUTION: Scrap the idea of the armor cores being restrictions, and turn it into a fun way to make MANY custom spartan presets. Think of each one being a different character on your in-universe team that you can roleplay as. And you can create as many as you want (a minimum of 15 if there must be a limit), like forge maps. NEXT: Add the following to be changeable: Chest (like in Halo 4), Waist, Forearms, Upper Arms, Legs, and Techsuite (when applicable). THEN: Allow all Helmets, Shoulders, Chest Attachments, etc. to be compatible. This system could then be the greatest in the franchise, if the other issues are also addressed.

• [PRIORITY ISSUE: ALPHA 8-D] Many armor pieces are incorrectly named AND use the un-Halo prefixes (UA/, SAP/, TAC/, etc.) from Halo: Reach (which is one of many problems with that game). What was advertised as what are the Mark VII shoulders, they are not called what was expected. They are called ‘UA/ Agathius’ instead which should NOT have the ‘UA/’ part. And if those are not supposed to be Mark VII shoulders, then where is the ‘Agathius’ helmet and chest? SOLUTION: Remove all of the prefixes for the shoulders, chests and knee pads. NEXT: Change the names of the pieces to what they should be. Example: Change ‘UA/ Agathius’ to ‘Mark VII’. These prefixes are ok for helmet attachments, wrist, and utility slots.

• [PRIORITY ISSUE ALPHA: 8-E] Missing the following color combinations in a proper pattern by default: [Primary/Secondary] (Red / Orange), (Blue / Light Blue), (Green / Lime Green), (White / Light Blue), (Brown / Tan), (Black / Gray), (Gold / White), (Yellow / White), (Black / Black), (Purple / Blue or Azure), (Pink / Red), (Pink / Blue), (Silver / Gray), and (Olive Green / Brown). SOLUTION: Add these in using either the Halo 3 or Halo: Reach color placement style. But they must be default options. See [PRIORITY ISSUE: ALPHA 8-A] for the other solution.

• [PRIORITY ISSUE: ALPHA 8-F] You can’t attach more than one helmet attachment. And some can’t have color optionally added to them. SOLUTION: Add the ability to select up to five helmet attachments in the following slots: Left, Right, Bottom, Top, and Forehead/Visor. And add a color option for them.

• [PRIORITY ISSUE: ALPHA 9] Missing MANY emblems AND took away the toggle, background, and custom color options featured in previous games. This mistake was made in Halo 5, and it happened again. And to add insult to injury, they are segmented (nameplate, armor, weapon, vehicle) to attempt to increase the amount available, which causes the opposite effect. SOLUTION: Bring back the toggle, background, and full color customization for emblems. Along with all the classic emblems for default. And if an emblem is unlocked for one thing, it should be unlocked for everything.

Character Limit reached: 32,000. I had 64,000+. See reply below for continuation.

Continuation: [2/3]

• [PRIORITY ISSUE: ALPHA 10] Features limited time events that lock customization to such events. This creates anxiety and fear of missing out. This also means you have to stay up to date constantly. SOLUTION: Stop locking customization to events OR make it to where all event reward paths return for every event, and you can pick which one to level up at that time.

• [PRIORITY ISSUE: ALPHA 11] The melee lunge and lock on is not good enough. Factor in that you have to let go of the Right Thumb-stick to press B to melee, which can get hectic in close combat (and you can phase through enemies). This can cause a disadvantage against individuals using RB to melee. A mistake Bungie put into Halo: Reach. Using RB to melee in such quick reaction instances can actually cause nerve pinching to occur thanks to how the Xbox One style controller is designed. With B being the most natural and less painful, it’s clear what must be done. This is another major issue negatively affecting gameplay. SOLUTION: Increase the melee lunge range to mimic Halo 3’s range. It feels like it needs to be increased by 3 feet, minimum. Make it to where if an enemy is anywhere on the screen, then you lunge at them (as you have to factor the time to press B after not looking anymore). And add an accessibility option to not match up against individuals using an opposite melee setup.

• [PRIORITY ISSUE: ALPHA 12] Player collision is gone. The general census is, if video games have no player collision, then the game feels cheap. Halo always had it. Now it causes major issues that negatively affect gameplay, especially when it comes to melee combat. SOLUTION: Enable it, permanently, for all modes and playlists (except for some Action Sack gametypes revolving around it).

• [PRIORITY ISSUE: ALPHA 13-A] The base color of the reticle is white. I hate it in Destiny, I hate it in Call of Duty, I like it in Skyrim, I hate it in Battlefield, and I definitely hate it in Halo. It does not fit or belong in Halo by default. SOLUTION: Add an option in the settings to change it back to light blue, or any other color.

• [PRIORITY ISSUE: ALPHA 13-B] The reticle’s size is too small, just like in Halo 5. It feels as if it was designed for precision aiming on computers, instead of acting like what the purpose of what video game reticles are for: accessibly hitting any target in the reticle, or was just in it less than a second ago. The reticle being small helps hinder the gameplay along with the terrible aiming. SOLUTION: Increase the reticle size to how it was before Halo 5.

• [PRIORITY ISSUE: ALPHA 14] Many weapons in this game feel weak (different reasons for each) with one being great in the Flights, but isn’t anymore. These include: Sentinel Beam, Pulse Carbine, Plasma Pistol, Hydra, Disruptor, Shock Rifle, and especially the Ravager. Some are bad due to how terrible the aiming is. Some, the damage is too low. And some, from both issues. A few have unique issues. FIXES: The Sentinel Beam needs the aiming to be fixed and perhaps a slight damage increase. The Pulse Carbine needs to work like how the bots use it (more accurate) or remove challenges involving it. The Plasma Pistol needs the EMP effect back. The Hydra needs to fire faster like in Halo 5. The Disruptor needs a slight damage increase. The Shock Rifle needs the aiming to be fixed and fire a bit faster. The Ravager needs to work like how it did in the Flight testing. It was actually useful, specifically when defending the flag on Fragmentation.

• [PRIORITY ISSUE: ALPHA 15] Some weapons require to be reloaded to vent heat when they shouldn’t to begin with. This includes the Stalker Rifle, Pulse Carbine, and the Sentinel Beam. SOLUTION: Make them act like how most plasma weapons worked before. And make the Sentinel Beam work like it did in Halo 2 and 3.
• [PRIORITY ISSUE: ALPHA 16] Big vehicles don’t spawn in the beginning of Big Team Battle matches. They instead spawn toward the end through drops, which are random and unbalanced. When vehicles get dropped, it can be different per side, and the timing is different as well. SOLUTION: Have tanks spawn in the beginning of matches again. And make the vehicle drops happen at the same time bringing the same vehicles for each side.

• [PRIORITY ISSUE: ALPHA 17] Bloom returned. It was one of the main mistakes with Halo: Reach, and it was brought back. It negatively impacts gameplay. SOLUTION: Get rid of it.

• [PRIORITY ISSUE: ALPHA 18] You can’t shoot fast enough getting out of sprint like how you could in the Flight Tests. It’s now in a short animation that is not quick enough. SOLUTION: Bring back how it worked in the Flights.

• [PRIORITY ISSUE: ALPHA 19] The Reward Paths are too linear which can get boring when eventually there will be more than ten Reward Paths. SOLUTION: Make each Reward Path unique in which you can choose a specific tier of rewards to level (like Specializations from Halo 4). It will work like this: Let’s say Arc 3 has 100 levels. It has a total of 10 tiers, each with 10 levels. In the beginning you can choose from the first 3 tiers and do them in any order. You then gain access to the 4th and 5th tiers and can do them in any order. See where I’m going with this? It’s similar to a bracket system. You can then do the 6th to 8th tiers in any order. Then complete the 9th tier to gain access to the final tier. That example looks like this: [3]=[2]=[3]=[1]=[1]. Each Reward Path can have different assortments. Examples: [3]=[3]=[3]=[1], [4]=[3]=[2]=[1], [1]=[2]=[2]=[2]=[2]=[1], etc.

• [PRIORITY ISSUE: ALPHA-QUICK FIX] The Reward Paths are called ‘Battle Passes’. A very Fortnite-y term that should not be used in the Halo franchise. SOLUTION: Edit all instances of ‘Battle Pass’ in Halo to something that properly fits the franchise. Examples and recommendations: Reward Path, Requisition Rewards, Reward Pathway, Requisition Cache, or any combination of those words. “I’ll pass on that phrase. But you can show me where to fix it.”

• [PRIORITY ISSUE: ALPHA QUICK-FIX] Seasons are once again used to name a story arc, when it is overused. It is used to describe the time of the year, eras of TV shows, and too many other games use it. I think Halo needs to set itself apart in this aspect, like it used to. It’s like how Halo uses ‘Slayer’ instead of ‘Deathmatch’. SOLUTION: Edit all instances of ‘Season’ in this regard to something that sounds Halo-y. Examples include ‘Arc’ and ‘Era’. This can also be applied to Halo: T.M.C.C.

• [PRIORITY ISSUE: BRAVO A] Missing the ability to take proper Screenshots in-game that allow to be given a title and description. The Xbox Capture system just won’t do especially since they can’t be put into the File Share. SOLUTION: Bring back the Halo Screenshot system. But this time, it can be improved with new features like frames. Add different frames and filters to imitate as if the Screenshot is on a UNSC camera feed, or a Banished holopad. Neat! It is vital Screenshots return as they lengthen my enjoyment of the game and I use them to help remember the setup of every member of my spartan team.

• [PRIORITY ISSUE: BRAVO B] Extra emphasis on lacking the Magnum and Shotgun weapons. These weapons have been in every single main Halo game since the first. Whether it looked bland in Halo 2 like the Magnum, or terrible in Halo 4 and 5 like the Shotgun; they were logically expected to be in the game at release. Solution: Add them back as soon as realistically possible as free DLC. I recommend using the visuals of either Halo: C.E., 3, or Reach for the Magnum; and the visuals of Halo 2 or 3 for the Shotgun. But make it to where the color of the lights on the Shotgun can be customized like the Mongoose colors in Halo: Reach’s forge.

• [PRIORITY ISSUE: BRAVO C] Missing Forge at release. Really? This same mistake from Halo 5 was made again. It was one of many reasons why Halo 5 was terrible. SOLUTION: Bring it back, but make sure the controls are like they were in Halo: Reach and Halo 4. It does not make sense to move up and down using A and X, when it was perfect using the bumpers. And make sure you can zoom in as the monitor as well, along with making them customizable.

• [PRIORITY ISSUE: BRAVO D] Missing Firefight at release. SOLUTION: Bring it back in the form of how it was in Halo 3: ODST and Halo: Reach. It does not need to be revamped like how story was added to it resulting in Spartan Ops. Or how it turned out in Halo 5. All it needs is more changeable settings added to it.

• [PRIORITY ISSUE: BRAVO E] Missing playable elites. SOLUTION: Seeing as Halo: Infinite is supposed to be like Halo: T.M.C.C., but for the next 10 years of Halo games, add them back by adding a campaign. In which you play as the Arbiter, Shipmaster, or another important elite. This campaign can also bring back the classic Covenant sandbox items.

• [PRIORITY ISSUE: BRAVO F] Extra emphasis on Dual Wielding not returning. SOLUTION: Bring it back as soon as possible with the following balance designs: 1- Design each Dual Wieldable weapon with the idea to balance them as if they were not Dual Wieldable (Halo 5’s SMG). Then strategically place Dual Wieldable weapons on maps to where players will pick one up and run into each other. Think about the two caves on Valhalla but with one SMG in each. Players will pick them up and will encounter each other soon after. They fight and the winner is rewarded with a normal weapon becoming a power weapon. 2- Add an editable option in gametypes to disable/enable Dual Wielding so that if it does not work as intended, it can still be available everywhere that is not matchmaking. 3- Additionally, in forge, add an option to toggle each individual Dual Wieldable weapon [Example: Dual Wieldable: YES/NO right below Clip Size] in the weapon details forge menu. This means if some weapons work while others don’t with Dual Wielding, it can still be used for some weapons instead of completely disabling it in the gametype options. This forge option could be expanded further by allowing all weapons to have this feature in forge, which will be perfect for Action Sack style gametypes.

• [PRIORITY ISSUE: BRAVO G] Missing the following weapons: Magnum, Shotgun, S.M.G., Spartan Laser, Missile Pod, Flamethrower, Plasma Rifle, Carbine, Spiker, Mauler, Brute Shot, Beam Rifle, Fuel Rod Gun, D.M.R, Grenade Launcher, Concussion Rifle, Focus Rifle, Needle Rifle, Plasma Launcher, Sticky Detonator, Saw, Railgun, Storm Rifle, Boltshot, Lightrifle, Suppressor, Scattershot, Binary Rifle, Incineration Cannon, Gauss Turret, Rocket Pod Turret, Hunter Arm, Plasma Caster, Splinter Terret, Silenced S.M.G., Silenced Pistol, Firebomb Grenade, Pulse Grenade, Splinter Grenade, and potential others like the Target Designator. SOLUTION: Return all of these as soon as possible into the same game. The earlier when it was introduced, the higher the priority.

• [PRIORITY ISSUE: BRAVO H] Missing the following vehicles: Spectre, Shadow, Gauss Warthog, Hornet, Elephant, Prowler, Anti-Air Wraith, Scarab, Falcon, Revenant, Mantis, Mammoth, Litch, Scout Warthog, Goblin Mech (Cyclops equivalent), Phaeton, Sabre (drivable), Broadsword (drivable), Pelican (drivable), Spirit, Seraph (drivable), and Phantom (drivable). SOLUTION: Return all of these as soon as possible into the same game. The earlier when it was introduced, the higher the priority.

• Missed opportunity to introduce the following into a main Halo game: Locust (Mantis equivalent) Vampire (2 or 3 seater, Falcon equivalent), Jackrabbit, Wolverine, Cobra, Gremlin, Cyclops, Rhino, Kodiak, Mastodon, Vulture, Condor, and potentially more. SOLUTION: Add these in as drivable vehicles, preferably after all the Halo: C.E. to Halo 4 vehicles have returned. Start with the Locust and Vampire.

• [PRIORITY ISSUE: BRAVO I] Missing the following pickups: Overshields (classic cube/orb instant use), Active Camo (classic pyramid/orb instant use), and Custom Powerup. SOLUTION: Return these as soon as possible because the current ones ruin the gameplay flow and are not easily recognizable.

• Missing the following Equipment: Bubble Shield, Power Drain, Trip Mine, Grav Lift, Regenerator, Radar Jammer, Flare, Deployable Cover, Invisibility, and Invincibility. ALSO missing the following Armor Abilities: Jet Pack, Hologram, Drop Shield, Armor Lock, Evade, Hardlight Shield, Autosentry, Promethean Vision, and Regeneration Field. SOLUTION: Bring these back as soon as possible. Ensure they look and work like they used to. As for Armor Abilities, bring them back too, but as map pick-ups like the Equipment. They should initially have limited uses too, but should have an option in their Forge item menu to set the limited amount, or have unlimited uses as well (apply this to the other Equipment too). Make sure they work similar to their original versions too, or are improved. Armor Lock should be ok to return, not for Matchmaking, but for Custom Games like ‘Armor Walkers’. Everyone should be curious to see how the physics would work in that Gametype on Halo: Infinite, with the Chopper and the Mantis when it eventually returns.

• [PRIORITY ISSUE: BRAVO J] Missing the following spartan capabilities: Dual Wielding, Spartan Charge, Stabilizers, and Ground Pound. SOLUTION: Bring these back as soon as possible, but in campaign, custom game settings, and for Action Sack gametypes.

• [PRIORITY ISSUE: ALPHA 20] Missing the following gametypes: King of the Hill, Race, Juggernaut, Assault, Territories, VIP, Infection/Flood, Headhunter, Stockpile(classic), Invasion, Dominion, Regicide, Extraction, Ricochet, Warzone, and all of the associated sub-gametypes that come from them. SOLUTION: Bring these back sooner than later as the amount in the game right now helps make it boring and stale. The earlier when it was introduced, the higher the priority. Except for Dominion, as that gametype was amazingly fun with the turrets, the team shields, the base fortification, the cover forming, all of it. FUN! Lets not forget about Infection as well. Both of those gametypes should be higher on priority lists, despite when they were released.

• [PRIORITY ISSUE: BRAVO K] Missing the following armor sets: E.O.D., E.V.A. [3], Mark V, Rogue, Scout [3], Security, -Katana-, E.O.D. [R], G.R.D., Military Police, Operator, Pilot, Security [R], Air Assault [Gen.2], C.I.O., Commando [Gen.2], Deadeye, Defender, Enforcer, E.O.D. [Gen.2], E.V.A. [Gen.2], F.O.T.U.S., Gungnir [Gen.2], Hazop [Gen.2], Infiltrator, Locus (proper), Oceanic, Operator [Gen.2], Orbital, Pathfinder, Pioneer, Prefect, Protector, Raider, Ranger, Recruit, Ricochet, Rogue [Gen.2], Scanner, Scout [Gen.2], Stalker, Strider, Tracker, Vanguard, Venator, War Master, Warrior, Wetwork, Achilles, Argonaut, Argus, Athlon, Atlas, Breaker, Buccaneer, Centurion, Challenger, Cinder, Copperhead, Cyclops, Cypher, Dynast, Fenrir, Foehammer, Freebooter, Goblin, Helioskrill, Hellcat, Helljumper, Hermes, Hunter, Icarus, Interceptor, Jumpmaster, Legionnaire, Mako, Marauder, Maverick, Mark IV, Nightfall, Nomad, Olive, Raijin, Reaper, Recluse, Seeker, Shinobi, Stinger, Technician, Teishin, Timmy, Tracer, Valkyrie, Vector, Venture, Viper, Void Dancer and the new armor added to Halo: T.M.C.C. Hayabusa is the only exception. Any armor mentioned multiple times is included due to how different the visor shape is (E.V.A. for example). All Halo 4/Halo 5 armor sets listed are expected to change to fit the new art style, not because I want the over detailed design back. SOLUTION: Bring all of these back properly. The earlier it was introduced and how popular it was, the higher the priority. All of these must be available in Reward Paths, NOT in the shop, especially the Halo 3 armor.

• [PRIORITY ISSUE: BRAVO L]The Mark V[B] (and Mark VII if the shoulders are properly named) armor sets are the only ones that are complete. In order for one to be complete, an armor set must share the same name and contain the following: Helmet, both shoulders, and chest piece (one which covers up most of the front chest part like how it was in Halo 3, or the entirety like Halo 4). SOLUTION: Bring back FULL armor sets like how they were in Halo 3 and Halo 4. And finish incomplete sets like Rogue from Halo 3.

• [PRIORITY ISSUE: BRAVO M] The Halo 3 style armor pieces have not returned and receive less care. Example: The Halo 3 recon shoulders haven’t returned and get replaced by the unrecognizable ones in Halo: Reach (one of many issues with that game). All us Halo 3 armor fans get the kukri in the back ever since Halo: Reach released. SOLUTION: Bring back all the Halo 3 armor pieces exactly how they were. No redesign. Sharpening the models is ok. This includes the E.V.A. helmet. Hayabusa is the only exception since it is from another franchise. All these pieces must NOT be in the shop, but in a Reward Path that focuses on these armor pieces. If the Reach armor gets one, so should Halo 3 armor.

• The Recon helmet available currently is rounded/bloated around the top. As a major fan of the helmet due to how it looks in Halo 3 and Halo: Reach, I am greatly perturbed by this. It is supposed to be sloped inward like in Halo 3, or angled in Halo: Reach. But it looks like it is swelling from a bee sting instead. SOLUTION: Remodel it in an update or bring back the proper design as a separate helmet using the Halo 3 armor issue mentioned above. And call it ‘Recon [3]’ if using that method, or just ‘Recon’ while changing the current one to ‘Recon [R]’ or ‘Recon [B]’.

• [PRIORITY ISSUE: BRAVO N] Missing a Military Level progression system like in Halo 3 and Halo: Reach. This game is bland without one and gets boring once you complete the Reward Paths. Numbered levels are not appealing. SOLUTION: Add one in. Alternatively, make each level in each Reward Path have a Military Rank for each level.

• [PRIORITY ISSUE: BRAVO O] Some shoulder armors are attached incorrectly where they have a gap you can see through. This can be seen with the Mark V[B] shoulders. Shoulder armor can also not look cool like the JFO shoulders unless you turn them upside down. The shoulder armor pieces should not look like they are attached with a pole either, like the Mark V[B] pieces. SOLUTION: Edit the gaps. Make the shoulder armor look like it molds well with the arm, like how it looks in classic Halo 3, and not JFO.

• [PRIORITY ISSUE: CHARLE] The following maps feature a boring aesthetic, add to too many non-nature terrain maps, and add to too many human themed maps: Aquarius, Recharge, Launch Site, and Streets. Aquarius would have been best as a purple Covenant Midship-like map. Recharge, a snowy mountain peak map with the elevator side being a warm Forerunner flora facility. And Streets being a rocky canyon chunk of Zeta Halo with Officer George’s Desk inside area being a structure. As for Launch Site, it was a disappointment as it looked like it was going to be this game’s map remake of Countdown. SOLUTION: Going forward, add more maps that are more focused on natural terrain as those maps tend to be more enjoyable. In addition, make sure they cover a larger variety of biomes.

• [PRIORITY ISSUE: CHARLE] Missing enough map remakes. Not one was made. SOLUTION: Remake some maps, but do it properly. Ragnarok was ruined due to the permanent kill barriers on the rocks (one was used for Infection on Valhalla) and the metal bars on the back of each base. Pitfall was ruined because it did not have the 2nd story rooms at each base and you could not stand on the yellow wall blocks. The forge map remake of Sandtrap in Halo 5 was ruined because it had kill barriers on top of each base. It was fun that your team could get a side objective to take down the enemy sniper, who got up there using a banshee. Learn from these mistakes of ruining map remakes. Lets not forget about Bloodline missing the basement banshee rooms from Coagulation. SOLUTION: Suggestions for maps long overdue for a remake (or just need to be remade again): [Halo C.E.] Boarding Action, Death Island, Infinity, Gephrophobia, [Halo 2] Ascension, Burial Mounds, Colossus, Coagulation, Waterworks, Containment, Turf, Backwash, Elongation, Gemini, Terminal, Tombstone, District, Uplift, [Halo 3] Epitaph, Guardian, High Ground, Isolation, Narrows, Sandtrap, Valhalla, Foundry, Rat’s Nest, Standoff, Avalanche, Blackout, Ghost Town, Cold Storage, Orbital, Sandbox, Heretic, [Halo Reach] Boneyard, Countdown, Forge World, Powerhouse, Spire, Tempest, Highlands, Battle Canyon, Ridgeline, Breakneck, [Halo 4] Abandon, Exile, Haven, Longbow, Meltdown, Vortex, Ravine, Impact, Erosion, Harvest, Shatter, Monolith, Daybreak, and the Forge Canvases from Halo 5. If any changes are to be made to any remake, take inspiration from the Halo: Reach Anniversary map pack in which Forge pieces can be used to change it back, which can be put into matchmaking.

• There are not enough Big Team Battle maps. SOLUTION: Add some more. I suggest doing remakes from the list above.

• The jump from ‘Hydro’ to ‘Top Mid’ on the map Aquarius, requires a certain spot to get up there. The entire part, not just the outer curve next to CAUTION, should let you get up there. SOLUTION: Add a Forge object on the Top Mid ledge, so that a certain spot is not required.

• There are some corners next to inclines you can get stuck at in which you intended to walk up, but for some reason it does not work when it looks like it should. Examples: ‘Yellow/Blue Refrigeration’ on Aquarius, ramp from ‘Canal’ to ‘Tower’ on Live Fire, parts of the steps in ‘House’ on Live Fire, the inclines under each base on Behemoth, and any just like them. SOLUTION: Make it to where you can step up naturally at these locations. Or add invisible Forge blocks at these locations to make moving around smoother.

• There are kill barriers on top of the ‘East/West Towers’ on Behemoth. They should not be there. Getting up there should be a reward as well as being an easy target. This is exactly the type of thing that killed the Forged Sandtrap remake in Halo 5, besides no Elephants. SOLUTION: Remove the kill barriers at those locations. Otherwise I’ll have to do it in Forge when that releases. And if I can’t do that, then we have another issue.

• You can’t see the lower half of your body when you increase the Field-of-View. The game kind of feels cheap for a Halo game if I can’t see my own legs. SOLUTION: Update it to where it does not disappear when your view is increased.

• The Assault Rifle uses the repulsively ugly, uncurved, detached Halo: Reach design. Specifically, the top front part of the weapon is the problem. It is not perfectly curved, the curved plating doesn’t cover enough, and the ammo counter is too disconnected from the weapon. It also has the yellow stripe as well. This is one of the many main problems with Halo: Reach, and it was brought back. The rest of the design is fine. SOLUTION: add a variation of the better looking Assault Rifle (Halo: C.E. or Halo 3) or a skin/filter that changes its appearance.

• The Plasma Pistol uses the bloated design from Halo 5. SOLUTION: Bring the older design back by adding a variation, or applying a skin/filter for it.

• The Banshee design is using the terrible Halo: Reach design. The one in the original trilogy looked more alien, better, and controlled better as well. SOLUTION: Bring back the classic Banshee with better flight controls.

• You have to press Y to swap vehicle weapons. This negatively affects gameplay. SOLUTION: Bring back pressing B for Banshee Bomb and LT for Wasp Rockets.

• There are a LOT of missing medals AND the colors of the current ones are STILL incorrect. They are also too small to see and pop up next to the reticle. SOLUTION: Bring back all the missing ones (Inconceivable, Invincible, etc.). Change the colors back to how they were in Halo 3/Halo: Reach (Double kill being yellow/blue, Overkill being bronze/green, etc.) as they stand out better and are recognizable. And enlarge them, followed by placing them above the kill feed.

• Some phrases have pointlessly changed to become un-Halo-y. This includes Suicide to Self-Destruction and S.W.A.T. to Tactical Slayer. SOLUTION: Change them back.

•[Flight] The Plasma Pistol’s overcharge blast no longer has the EMP effect. SOLUTION: Bring it back as soon as possible or re-enable it if it has been disabled.

• The sound of some sandbox items are unrecognizable. Most notably the Sniper Rifle. This can cause confusion over what you died to. SOLUTION: Bring the proper sounds back.

• The Sniper weapons don’t leave a trail (or long enough) from where they were shot. SOLUTION: Bring the trails back and have them last long enough.

• [PRIORITY ISSUE: ALPHA-QUICK FIX] The combination of letters, ‘via’, is used in this game. Specifically: “Unlocked ‘via’ Heroes of Reach Battle Pass”. This combination of letters is repulsive to hear, read, and think. Especially since it had better actual words in its place before the 2010s. SOLUTION: Replace all instances of the letter combination with the words: “through”, “through the”, “by”, and “by the”.

The Neutral:

•[Flight] The new vehicle damage system is intriguing and is initially fun to mess around with. Unfortunately, it could prove to be annoying after a while. Time will tell.

Merchandise, Promotions, and Advertisements

The Good:

• The Jazwares The Spartan Collection figures have shiny/metallic visors.

The Bad:

• [VERY HIGH, LONG TERM PRIORITY ISSUE] Halo: Infinite requires server access for stuff beyond Matchmaking. What happens when the servers shut down? This is a really big issue. When Halo 5 servers get shut down, you will only have access to the Campaign. No Forge. No walking around by yourself in custom games. Nothing. It’s practically pointless to play Halo 5 knowing you will eventually get locked out of content. So what about Halo: Infinite? SOLUTION: Update Halo: Infinite for proper offline support like Halo: C.E. through Halo: Reach. Have it to where you are given the option to download each part of the game onto your local storage device. This includes Armor, Reward Paths, Weapon Drills, etc. And let there be an option to have save copies of your Forge maps, Gametypes, Films, Clips, and Screenshots locally as well. I will not forget that the Halo: T.M.C.C. Season 8 update deleted all of my non-File Share maps and gametypes from the cloud. If all of this can’t be done initially but you know you can do this eventually, please put out a statement. Otherwise I recommend abandoning Halo: Infinite while porting all sandbox content and features to the next game (which would have been a DLC for Halo: Infinite). And making that game be the 10 year platform, except everything is available offline besides Matchmaking

• [PRIORITY: ISSUE ALPHA] Halo: Infinite does not have a number in the title, which is another way it is following negative Call of Duty trends. That series stopped using numbers with it’s 5th main title which I originally thought was going to be a cool pattern where every fifth entry would not have a number. Nope, they just give the subtitles numbers now. It is also hard for normal people to figure out the order of series and I’m tired of telling them, which is why series should always have numbers. Halo also made it to where people would be curious to see what the next number would look like in the Halo format on a product. Now we won’t know what a 6, 7 , 8, 9, 1, and 0 will look like on the front covers of Halo titles. Side games are not required to follow this. Halo: Infinite is NOT Halo 6: Infinite, especially since my friend says Call of Duty: World at War is not Call of Duty 5: World at War because it does not have a 5 in the title. Which is ironically the opposite of what he said about Halo: Infinite. SOLUTION: Rerelease Halo: Infinite with a 6 on the front cover. OR have the next main Halo game have a 6 on the title.

• [PRIORITY ISSUE: BRAVO] Purchasing the full game for $60 does not get you the full game. You only get the campaign and a small amount of multiplayer content, all add up to a total of $25 to $35. You don’t even get the first Reward Path with the full purchase. The Halo series is known for providing the full game all in one 1-time purchase package. Halo: Infinite is an insult to this. SOLUTION: Add a full one time purchase bundle at some point soon, like mentioned in a solution above. OR give owners of the full game (both physical and digital) access to all store items for free, and only the first Reward Path for free, WHILE free-to-play players have to buy the store items.

• [PRIORITY ISSUE: ALPHA] Throughout all modes, bodies and weapons despawn too quickly. This takes away from enjoyment and gameplay. SOLUTION: Make them not despawn as quickly as they do now. Make sure the weapons don’t despawn at least for another minute.

• [PRIORITY ISSUE BRAVO] The title of Halo: Infinite does not have enough texture to it and the Infinite part is just as bland as Halo: Reach. The original trilogy should be a great reference for how much detail the series’ titles have. SOLUTION: Don’t make this mistake again.

• [PRIORITY ISSUE: BRAVO] Weapon Drills and Customization are not accessible offline. The only thing that should require online access is Matchmaking and the Store. SOLUTION: Patch in their access.

• [PRIORITY ISSUE: BRAVO] Apparently purchasing the physical copy still requires internet access to just get into campaign. This is unacceptable as it is anti-game preservation and is the opposite of Microsoft’s intentions to preserve games. Additionally, the base multiplayer is also not on the disc too. SOLUTION: Eventually make a complete physical version of Halo Infinite a year or two from now which includes the full download of the campaign (+ co-op) and initial multiplayer with forge. All accessible without the need for the internet.

• The physical copy of the game does not come with a booklet. SOLUTION: Bring them back like how they used to be. And not a disappointing four page pamphlet either.

• The physical disc comes on the wrong side of the casing, like all Xbox One disc cases. This is wrong. SOLUTION: Remold the casings to have the discs attach to the right side of the case like the Xbox 360 days.

• The Jazwares-Wicked Cool Toys World of Halo line is the standard size instead of The Spartan Collection being the standard size. The World of Halo line is too small to interact with LEGO Technic action figures (Toa Metru to Toa Inika) and is therefore another Hasbro sized disappointment. The Spartan Collection line is actually close to perfection (due to the size and ease of posing unlike Mcfarlane and Mattel lines) and should be the standard line instead. SOLUTION: Turn The Spartan Collection line into the standard line with more than just spartans, and include vehicles as well. If they were to be closer to perfection, then the Master Chief figure would be 8 inches instead of 7.25 inches with the other figures following in conjunction, but they are fine as is, due to being size compatible with Toa Mata to Toa Metru sized figures. Toa are 7 feet tall on average and Spartans are about the same, so it’s well balanced as all things should be.

• The Jazwares-Wicked Cool Toys lines lack armor swapping features. SOLUTION: Make the figures (Multiplayer figures at minimum) have the ability to swap armor pieces(helmet, shoulders, and knees at minimum) for both lines(The Spartan Collection guaranteed to have it).

Final Continuation: [3/3]

• The Spartan Collection line began going downhill a bit by having the non-Reach figures not have shiny visors anymore. Which began in Series 3 with Master Chief and Spartan Palmer. SOLUTION: Don’t go this way.

• The Jazwares lines in general have a major Quality Assurance issue. The joints are stiff. Paint application isn’t good enough. But at least it is not as bad as the McFarlane line, like how the red Halo 3 CQB spartan always had it’s arm break right out of packaging. SOLUTION: Improve the QA of the products, especially The Spartan Collection line.

• Some promotions to unlock in-game content require cell phones to take pictures of receipts for content. Not everyone has a cell phone or wants one. SOLUTION: Don’t allow promotions to require them and ensure all promotions are simple such as having a code on the product itself. In which, said code is not a code to get THE code that gives you the content.

• Master Chief was not put in the soda. Instead, this time, it was energy drinks. And they were some of the worst kind. Monster and Rockstar energy drinks. One has the symbol of triple sixes (and not three Noble 6s in co-op) on it, and the other has caffeine in it (the other one might, I’m not sure). SOLUTION: For all future drink promotions, avoid these and anything that has caffeine in it. Avoid Coca Cola (their drink tastes different now compared to how it was in the 2000s). Mountain Dew is preferred. If an energy drink is in order, I recommend Gatorade.

• The ‘Lightbringers’ ad didn’t resonate well with me.

The Neutral:

• No one is mentioning that the cat ears attachment can also be seen as bat ears with the right colors to look like Batman.