Halo: Infinite - Thoughts and concerns

Hello, Halo Waypoint. I’m KCDodger. Look up the name at your own discretion, I guess.

You’ve probably seen me around here and there, attacking and defending some myriad of talking points. I’m going to take this time to compile my thoughts about the state of Halo: Infinite as it currently stands, in a format acceptable for this forum. This thread is highly likely to get drowned out by a number of others, but c’est la vie, you do what you can, right?

So let’s dive in.


Art, Style, Visuals.
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I: Impressions, Presentation of old and new

I have often found my interest in Halo: Infinite to be tenuous. I remember its original announcement and subsequent trailers, etc, from a few years back. I remember being intrigued but not necessarily impressed, yet not necessarily let down either. When I went online I was actually surprised at the deluge of negativity. After all, 343i had just come hot off the trail of the hotly anticipated and successful Halo Wars 2, where it was demonstrated that the studio had found a cohesive art style that they were moving forward with. Something reminiscent of the days of yore, a simplified blend of Halo 3 and Reach’s principles of rugged utility and identifiable geometry and silhouettes.

I did kick myself, somewhat. I thought, “Well, we did collectively ask for the Halo Wars 2 art style, didn’t we?” - and I accepted this as far superior to the likes of Halo 4 and 5’s overly messy, greebled and unfocused direction with far too many lines within identifiable silhouettes. Drawing any fanart is a nightmare of figuring out what to abstract and what to include. An issue that Halo: Infinite won’t suffer, I don’t think. Nor will Halo as a whole, going forward.

And, related to this, it is quite evident that a lot of love went into the MK VII MJOLNIR Armor. It looks like a nice fusion, again, of 3 and Reach’s design sensibilities - the series’ two undeniable giants. Sure, Halo 2 was a titan in and of itself, but the art of Halo is reflected far more in the aforementioned titles, I feel. It is then, somewhat surprising and even strange to me, the anachronism of Reach’s Armor Core being brought straight over. With the clear love and effort put into designing the next generation of MJOLNIR Armor, is it not strange then, to see these things brought over from an older title, 1:1, when so often each game’s art style re-interprets the designs?

It isn’t really a complaint. It satisfies me that I can recreate my Spartan nearly 1:1 with who they were in those old days, yet the option surprises me.

II: Everyone’s favorite bad guys

I have no issue with the Banished design or principles. These Banished, led by Jiralhanae, are reclaiming their proud heritage, their technological prowess of yore, before they annihilated themselves, before The Covenant collared and bound them. Their technologies are brutal, efficient, advanced and ethnically flavored with Bayonets, rigid lines and bright colors. The Jiralhanae are a proud people, not the barbarians we were introduced to in Halo 2. These Brutes are still brutes, but they are not savages. I very much like this evolution - though find myself quite missing implements such as the Spiker and Brute Shot. Alas, they simply will not be in at launch it seems.

One might argue that it is strange that the Unggoy, Kig-Yar and Sangheili do not share a unified visual aesthetic with the rest of The Banished, but I like it. The Covenant was a united culture of disparate races and ways of thinking brought together under religion - a powerful uniter, and tool to control. So much of the identity of these races was formed under this Hierarchal banner that even so many years removed, they still wear many of the old patterns of equipment. Some may think it strange, but The Banished is effectively a Rebel faction that has now filled the power vacuum of The Covenant, The Storm and the reformed Covenant. It is normal that they do not have the same unified system of their predecessors. I doubt they even want it.

The Banished are interesting.

III: Screaming Eagles

I’m not the only one perturbed by how shaken up the UNSC’s aesthetic was so briefly in Halo’s history, right? Right after the war they entirely reinvent themselves, get a bunch of new gear, new logo, new everything and what, seven years after that decision we’re right back to how things once looked? It’s a very strange decision indeed. The marriage of old and new made a lot of sense in Halo Wars 2, but not so much here. Especially given how piecemeal it seems to be. Halo 2’s Battle Rifle (not identical but very similar), Halo: Reach’s Assault Rifle (again, ditto), mixed with entirely new things like the Sidekick, Bulldog - it is really odd to me, especially given the latter, the MA40.

One of the visual points of the MA40, was that it was a stripped down and skeletal version of the far more advanced MA5 series of rifles. So this whole thing is just very strange to me, decision wise - and yet, I do quite enjoy the olive tones and firm but beveled angle-lined geometry of The UNSC’s utility and vehicles in general. It is very cool to see these things as they exist now. I just wish perhaps, things were more daring and different. But we all know how that went for the last few years, don’t we?

I already mentioned the peculiar nature of the MJOLNIR Armor in the first section. But I will take the time to say that I strongly appreciate a new, proper MK VII that feels like something that truly does take from all prior generations of MJOLNIR, what does and doesn’t work. I will however, fuss that Master Chief’s armor in Infinite, has no design cues from MK V - and I consider this a significant design failure, where so much homage is paid to the 2-3 suit, that even his own Gen 2 suit has next to zero nods given to it. It seems disrespectful to a large portion of John’s career.

IV: It goes… pop, not boom? Oh.

I don’t like Infinite’s sound design. I think a lot of it is cracky, poppy, lacking in impact. Some weapons feel good, like the BR75. Some I just don’t feel enthused by at all, like… well, anything that isn’t handheld. Why are the Vehicles, in particular, so weak and unimpressive, sound wise? What’s with the warthog sounding like it’s running on a two cylinder engine? It’s a massive machine, but does not evoke the feeling of unchained power any of its predecessors succeed so thoroughly at doing. It is strange to me that The Scorpion, Banshee and Chopper, feel so lightweight - even in their weapons. At least Banished weapons sound nice, far more than their 4-5 counterparts did, and it’s nice that so many of the UNSC weapons have a distinct bang to them when they fire, instead of the strangely modulated treble ridden sound design of the last two games.

No complaints about the voicework. Everybody is doing a stellar job.

But perhaps that’s enough talk about art. What about gameplay? What this forum’s really here to talk about?


Gameplay, the ups and downs.
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I: Balance, or rather, imbalance
This Assault Rifle is broken. More than anything, that needs changing, first and foremost. Its range is long, it has a headshot multiplier, it has a very high rate of fire and it’s hitscan - like all UNSC weapons in this game. You must ask yourself why you’d ever use a Battle Rifle instead, since while it may not kill as effectively from afar, it is far better and less costly as a suppression weapon until you can close the distance and… just straight up get a kill with it.

It is not the ability to get a kill, that is the problem. It is that the AR is too good at everything, while being completely and utterly unpunishing to use for that utility. Personally, I would do the following. Reduce the magazine to 32, reduce the rate of fire, increase the damage per bullet, remove the headshot multiplier and widen the cone of fire. I would do this to make the Assault Rifle better at close range, more consistent at that range, not impossible to use at mid range, but not better than its mid-to-long-range competitors. It does not at all need the damage multiplier, if its damage is higher. If its rate of fire is reduced, your misses are far more costly - as you’re losing that much more damage per shot. Of all the Assault Rifles, I enjoy the feel of 5’s the most, but respect the performance of 3 and 4’s the most. Reach’s was just… Not good. To a serious sandbox detriment. It’s nice that not all of your kills are via fist after spraying somebody down… but it’s bad that the AR is THIS good.

The BR is fine. The Commando however, is strongly overshadowed by the AR at the moment. Reduce the AR’s utter utility, suddenly The Commando becomes much better. It needs either a bloom or recoil reduction but not both. I would personally recommend the the bloom be removed and that this weapon firmly reward skill and precision. But not be so insanely accurate that KB/M users can mow everyone down with it. So the recoil is totally fine to keep. It just isn’t consistent right now, though.

The Bulldog is in an incredible spot. It might be just a little OP. Don’t change it. It’s a power weapon. Straight up. It should feel like one and I love it for that so so so much.

Sidekick needs a bloom reduction. That’s all.

The Plasma pistol is utterly terrible. It needs its EMP back and it needs damage per shot increased. Its tracking for the overcharge is very bad but that may not be the worst thing in the world - nobody really likes the noob combo, I don’t think.

The Pulse Carbine is… Interesting but not very functional. I don’t know why you guys think Plasma weapons need headshot multipliers but trust me, they don’t and should not have them. Either let it be a high damage two-burst no matter where you hit, or a mid-damage three-burst with better tracking at shorter range and a higher ROF during the burst (but keep the cooldown between bursts).

Ravager’s good.

Skewer’s cool and good.

Sniper Rifle isn’t as consistent as it should be but you did good this last balance patch.

No rocket complaints.

Needler’s… tracking is… strange. I don’t think this weapon is very good and the crystals are not bright enough. Sound design does not pop enough.

Heatwave is good.

Shock Rifle is extremely interesting and I like it, but hate using it. That’s a me problem.

II: Maps. Just, maps.
I don’t like most of them. Live Fire is a very good map, Bazaar is, a lot of unused space on the sides and a not terribly fun central firefight. Recharge is equally peculiar and odd in layout and Behemoth… isn’t very fun, but it’s better than the last two I mentioned. I find the vehicle balance in Behemoth to be pretty bad - in a 4v4, nobody wants to be in a warthog, but everybody wants to be in a Ghost. Have two Ghosts, I’d say. Not sure how you’d fix Bazaar and Recharge exists. It just exists. It isn’t terribly offensive but the flow is nonexistent.

Which, brings me to this next point.

III: BTB 2.0, or, "Who exactly asked for these changes, anyway?"
It isn’t very clear, what’s going on at any given point in BTB 2.0. It isn’t clear where ordnance drops, where vehicles are dropped, why it takes so LONG for vehicles to drop, the progression OF vehicles dropped is by and large pointless and without consistency, not enough people are getting a chance to use tanks but equally the map we’re playing on is just flat out too small for tanks, while the playercount is very high, but scattered - scattered because the pathing is seriously unclear and the objectives lack any sort of weight what so ever.

The loot caves are a pretty cute and cool concept but what you find in there is rarely enough to turn the tide (Really, a Gravity Hammer in BTB? Why would you ever want that?) - a lot of very strange decisions were made to give the impression of a kind of, “living battlefield” but I would not at all call this any sort of success. A lot of very strange decisions have been made for this new mode and really it just makes me want to have the old BTB back, where we started with everything we needed, rushed out there and tried to secure truly powerful weapons to get and maintain our edges. I fear that any useful tools that are shipped in via Pelican now, will be completely overtaken by snowballing teams and such.

I don’t think BTB 2.0 is very good, but perhaps it’s just the map? Which is quite frankly, very not-good and extremely vehicle unfriendly. One of your biggest problems with vehicle map path design is that you funnel them down paths far too hard. There is next to no variance in the types of routes you can take without extreme risk of flipping your vehicle from some kind of stunt. I remember the Halo 5 matchmaking version of Sandtrap having this problem, paths determined by debris needlessly strewn about to restrict the ultimate concept of what vehicles represent: Freedom.

and finally, the elephant in the room. The Battle Pass.


Monetization, necessity, user unfriendliness.
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I: What are my options?
Your storefront looks nice. It’s easy to navigate. It’s easy to buy. You know what’s not easy? Feeling like I have true control over my Spartan’s identity, visuals, etc. I do not like, 343i, these challenges in progression you have given me. I do not like, 343i, that I must do this to level up at all. I do not like, 343i, that I must do more than just play your game to get what I want. Not only must I purchase your battle pass, but I must play the game the way you ask me to, as well? Do you know what killed Custom Games - and the soul, of Halo, in 2010? The carrot-fetching progression system of Reach’s. Nobody played Custom Games when they could play matchmaking to unlock stuff they actually wanted. You have doubled down significantly on this and I am simply just, not here for it, not a fan. This is the #1 thing that is going to get in the way of me actually enjoying this game - more than co-op not being there at launch, more than Forge not being there at launch, again. No, more than anything?

Your battle pass, challenge and innately restrictive customization options, are going to severely harm my enjoyment.

Thank you for this flexible gender expression. Love that. Love I can choose a body and voice that don’t, “match” - love my AI, love that I can choose to have cybernetics. Hate with a passion, that everything else is locked to premium crap. Please, do better by your fanbase. They deserve better than this punishment for their loyalty that you do not deserve for your myriad of bad-faith decisions. This is make-or break, 343i. Halo won’t do well again if Infinite fails.

Rectify this Battle Pass system. If nothing else, Gods, unchain the challenge system from the progression. That’s ALL I ask. Just do that if NOTHING else.


Thank you for reading my thoughts. I have a lot of concerns and considerations for Halo: Infinite and truly believe it can be the best… but you have a lot to work out, that you can’t in two months.

But hopefully you can in a year.

Please comment below, folks.

Anyone have any thoughts?