Honestly surprised how many people are mixed on Infinite's open world

I’m with ya, i love it and i know its not perfect but it still succeeds in many ways that a game could’ve succeeded back in say like 2017/18, early 19 (lead times considering and whatnot). The biggest hurdle for me probably, was the location of the game taking place on the most shattered part of the Zeta ring leading to a map with incredibly visible seams and a near lifeless environment.

Had Infinite’s Campaign actually been set to launch ahead of MP as an original goal, I think it would’ve felt like a better pitch as they begin diverging away from chief and his story and blend it in to the continuity of the MP spartans/world cause they’ve definitely been addressing stuff about the MP Spartans in weird ways to the over arching canon of Infinite and i can just see them doing some more universal-story-telling against the backdrop of Multi-player like a Respawn does with the worlds of Apex/Titanfall.

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People should look at the Key Art for the PNW Biome by Martin Deschambault.

It’s Still mostly Grass, Pine Trees, Forerunner Structures, and Islands, BUT his arrangement of those elements is FAR FAR BETTER than the actual world we got.

  1. His Hexagons have proper lighting and color and they aren’t overused.

  2. His Grass is a better shade of Green with a Deep Hue and more color Variation and height variation.

  3. His Atmosphere have a proper deeper Blue like Combat Evolved and less “Bright”, whereas the game’s lighting is usually too over-exposed and feels washed out during most of the day time ( which is why Infinite looks better at Night )

  4. The Clouds in his art have Fullness and Definition and add depth to the Sky, whereas the clouds in Infinite are Sparse and whispy and don’t compliment the landscape well.

  5. His landscape has much better flow to the Arrangement of the Islands and they look positioned in a way that fasciliates better user experience.

  6. The Forerunner Archecture he has in the Outdoor sections has much more Variety included floating “Fortresses” with walls that aren’t just Hexagons, he Has Giant Waterfalls, Rivers that aren’t just the Puddles and Ponds we got, the Skybox he has, have snowy Mountains and don’t look like Blurry Low Res Islands we got in the background of Infinite, and the Elements of the Landscape and the positioning of the various Islands that he uses, feel like they mesh well together, whereas Infinite’s spacing on the various map sections feels Janky and Random, unbalanced due to the Overuse of Hexagons and the grouping of the Hexagon Pillars and not close enough in keeping with good Principles of design that dictate how Shapes and structures should be positioned to create an appeasing layout.

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I have yet to play it, but it seems as though it suffers from the problem of most other open world titles in that only certain areas are points of interest and are actually interested while the rest of the map looks pretty but is barren and not worth exploring.

There are games that play off this trope well like DayZ and Rust that encourage the player to seek out abandoned areas to settle and retreat to while incentivizing populated and rich areas, but the action shooters like Far Cry still have yet to really entice most players into sparse areas on their own (Far Cry 4 was the last one I played). It really just seems like the POI’s in Halo get it right along side the linear missions, but the open world just falls flat.

Open world games are very hard to make. They easily start to feel repetitive, because it’s difficult to design unique encounters into a game with so much freedom. The large open world easily becomes empty and meaningless when there is nothing surprising or interesting waiting after you manage to get into a place that’s off the beaten path.

Halo Infinite is a very average open world game, and so suffers from all the above issues. I flew around the world trying to look for surprises, but somehow when the cool secret cave I find has the exact same treasure as the random box right next to the road, it feels very anticlimactic. Or when I climb to the highest peak in the area just to find… nothing of interest.

It doesn’t help the game that the world of Zeta Halo is just aesthetically uninteresting. Aesthetics are really important for the joy of exploration. Lack of a concrete treasure might be saved by a beautiful vista, or sight of the next interesting place to go, and the travels between places always feel more pleasant if the scenery is beautiful. Halo Infinite is really hurt by only having a single biome, but I can’t help but feel like that biome could feel more magical with a more striking art direction.

I also take issue with the fact that the game is actively trying to discourage me from exploring and having fun with the sandbox. Having explored movement physics in prior Halo games, one would think that the verticality offered by Infinite would be a dream come true. There is this trick in older Halo games where if you jump from a high place into a slope, your vertical momentum is translated to horizontal, and you go flying through the level at great speed. For some reason 343i decided that it’s not appropriate for players to be having this much fun in their campaign, so the game has a friction on horizontal speed that quickly slows down any jump that spends too much time in the air.

The war on fun doesn’t stop there. Around the borders of the game’s floating islands, there are barriers that discourage movement between them. If you gain enough horizontal speed to make the large gap, your speed is reduced at accelerated pace so that you can’t make it to the other side. Your grapple hook refuses to grab the walls that are almost within reach, and you fall to your death. (Most infuriatingly, this can happen arbitrarily if you’re just playing Spider Man around the perimeter of just a single island.) And then, if you happen to manage to trick yourself over the gap, the game slaps you in the face with a 10 second “you can’t come here yet” countdown. I know blocking areas you’re not supposed to reach yet is not uncommon in open world games. I used to consider it normal. Then I played Breath of the Wild, which apart from the initial Great Plateau sequence has no barriers, and now I view it as completely idiotic game design which is antithetical to the principles of open world games. If you can’t design an open world game that let’s the player anywhere after the training sequence, maybe you shouldn’t be making an open world game.

I have the most to say about the movement mostly because the rest was completely expected. As I said: open world games are hard to make, most open world games are bland and formulaic, and I wasn’t expecting Halo Infinite to be an exception. But the fact that 343i went out of their way to nerf the movement physics, and actively discourage exploration, so that I could have less fun in the campaign was extremely disappointing.

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Well i think the idea was cool did they get it like represented with wild animals and such not really but it was still good but honestly i would’ve been ok with 10 campaign missions to honestly probably would’ve been easier and probably would have more content in other areas if they didn’t work so hard on the campaign

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It kind of does and doesn’t fall into that trope - there are some areas, far away from mapped POIs, where there are downed pelicans or life pods or destroyed Warthogs and bodies everywhere that do some environmental story telling, with bodies and weapons scattered around. Some even have incidental combat encounters that aren’t tied to any missions or objectives - Banished scouring the crash, or surprise brute drop pods. These chance encounters and environmental story are sometimes done well in Infinite - but there are also times where they are more boring.

However, the POIs are stepped up from this, naturally, and it can make the comparison of the two stark. Really, it kind of tends to break down that if you wander off the golden path just a bit it can feel empty, but the more you wander off, the more there is to find and see, but not everything you find and see is 100% worthwhile.

The Overworld Map for Infinite should have taken notes from Super Mario World’s overworld. Which seems like a weird thing to say, but here is why.

Super Mario World had many “Islands” ( more like small continents ) that each had their Own interesting “thematic elements” that set them apart. They were unique and memorable and each had a THEME that set them apart and made each region feel Exciting, new, mysterious, encouraged going off the main path to reach things like “Star World”, using the Haunted Houses to reach other sections and more. It had Variety and each level, island and the main sections felt Memorable. It wasn’t just the same “Biome” of levels based on the first Island or first levels, the Levels had a sense of progression and they mixed it up with Cave levels, Underwater sections, Castles, secret Areas Haunted houses. They kept it fresh and the player interested.

We had the starting Island with the big Mountain Spire, we had the next region with a Lake, the Big Cave with Fortresses Inside, the Bridges that connected to the Next Mountain/Mesa and Each level had something distinct.

Halo needs each of those Islands to feel DISTINCT in some way to give them “Identity” and set them apart so that players have visual Cues such as “Oh this starting region has a Huge River, a UNSC base on a Mountaintop, a Big Waterfall flowing from the Mountain” and oh “This Next Island Section is Underneath and slightly beneath the first Island and has a continuation of the River with a Waterfall going from Island to Island as a “Transition” but this time the Waterfall is off the natural edge of a Forerunner structure and has Cliffside sections, bays doors, Pathing and other stuff to reach the lower Island, which is more of an Open Valley with a Big River and a big Fortress in the Distance and waving tall grass in Hills that becomes the player accross the landscape”

The Actual Islands in the Game didn’t feel Particularly “Distinct” because they mostly all had similar elements of A. Grass/Rocks/Pine/Trees B. FOB’s C. Banished Bases, and Each Island didn’t have key feature that Felt Memorable and Distinct enough to set them apart and make Each Island Feel Unique and a progression from one Distinct region to another.

Some Examples of “Distinct” Landscape features to set apart each Island/or Major section would stuff like:

— A Massive Waterfall like Victoria Falls at the top of a Mesa flowing into a River that leads to a huge lake

— A Snow covered Mountain peak with a UNSC starport that was captured by the Banished and turned into a Banished Drydock and Starport for their Frigates

— A Massive Banished Garrison that houses Their Scarab Walkers and has a Floating ship overheas that players have to Board and destroy

— The Debris from the Crashed Brute ship “Grbrakon” that players destroy in the first Mission could have been in the Landscape and players could have missions to Hunt the surviving troops that are using it as a makeshift base etc

— A Massive underground fortress where the Sentinels are produced and repair that the player has to assault to gain tech that can be used to Augment their gear at a UNSC science facility

— The Lake has a set of Forerunner Structures that Compliment each other and are interconnected bases by a tunnel system that players can use to traverse between the Lake Base complex

— A Large Forerunner Structure like “The Library” from Halo 2 which is Massive against the Horizon, has a unique Color Scheme and looks mysterious and massive against the Skybox and has a “Metroid Prime” like map for exploring various maze like Rooms, chambers, sub-facilities etc etc

— A crashed UNSC vessel similar to the Pillar of Autumn that is EXPLORABLE

— A distinct section of the map where the player has a “Warthog” Run in the main Story that can be revisited later

— Massive network of Forerunner Tunnels like those in Halo’s second level that serve as “caves” and subterranean levels that are all interconnected, have NODES, which are points where players exit the tunnel systems to the surface at various points going through fortress-like facilities and elevators and bridges ( Like the Inner part of Silent Cartographer ) that serve as “Gates” to other sections that players access Via a “Keycards” type mechanic ( could be a Forerunner data disc, a Cartographer, or Icon like the Index ) instead of the annoying “Power seeds” mechanic they used

— A crashed Guardian ( Which they DID HAVE, except it wasn’t even accessible ) The one thing that REALLY felt distinct about the landscape was the Crashed Guardian yet we didn’t even have it as part of the playable map.

EACH of those elements feel “DISTINCT” and would help create “Identity” to various regions in addition to other landscape elements like different foliage or a large Swamp or a coastal region to set those areas apart in the players mind as being unique, interesting and having purpose to the players mission and sense of exploration

This especially hurt me. In almost any open world RPG game, you’re mentally programmed to check every corner, every high area, and every suspicious looking area, expecting to find secrets, lore, or treasure. Halo Infinite had none of that. Since I played a lot of RPG games and Destiny, a lot of my first playthrough was spent searching and scanning the first level ship, trying to grapple to far areas and check everything, only to find… well… nothing at all. Everywhere in the Campaign I explored, places where normally you’d find something in any other games, I found nothing

I understand Halo Infinite isn’t an RPG or a looter shooter, but it just feels so empty and pointless to explore anything, since all the pickups are marked on the map, and all the enemies are standing around not guarding anything, so no reason to fight 90% of enemies. It was just underwhelming the whole way through.

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Well thank god for him. Otherwise it would’ve been a terrible thing they added into the game. :skull:

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This zeta halo feals like alot of trees I would much rather go back to the halos from the older games

The Hexagons wouldn’t be so bad if the far away lighting didn’t look so horrible and the fact that the sides of the Islands are ALL HEXAGONS, instead of having a mix of Hexagons and other Forerunner structure and wall shapes.

It’s like Getting a sandwich with one piece of meat, one piece of cheese, one piece of lettuce and 15 slices of bread. It’s too much.

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That’s what I was saying about running at Ultra settings - it does change up the lighting some, but I’m also playing on PC at native res, with HDR enabled on both machines I play on, one has an OLED, and neither machine has resolution scaling enabled, so that could be a difference. I’ve noticed the OLED’s light/dark contrast plays the best with the pillars, with my second HDR monitor behind just a touch, but still not bad. I haven’t run the game in SDR, so I’m not sure what difference that would make.

I am curious to see what difference ray tracing makes in terms of lighting interaction with the pillars. Depending on the implementation, it could make a very large or very small difference.

I actually really like the hexagons. Looked horrible last year but the final looks good. I haven’t noticed a time where they looked bad.

I felt like overall it was the worst execution of an open world that I’ve ever seen.

I LOVED the idea of an open world, but I never thought it would be this generic and devoid of environmental storytelling.

For me, the lack of biomes is a game-breaking issue. The entire world is the same. There is absolutely nothing to draw you from place to place except that there’s another fob we need to get to have another notch on our belts.

All of the missions that drove the open world, from Banished strongholds to marine fireteams to armor lockers, HVTs, and FOBs, were weak and repetitive.

Each FOB needed to be a unique location, they are designed in an entirely illogical way (why would you just have a platform as a fire base? There are no firing positions lol.) There should have been FOBs based around caves, crashed ships, etc.

The Banished Strongholds were just not all that hard to beat, and none of them really felt that interesting.

The Marine fireteams made no sense, why are they captured and just sitting on their knees in the middle of the woods? Even if they had just delivered on the basic promise of being like the opening mission of Halo: CE, they would have been much more entertaining (sometimes you find a lifeboat surrounded by marines, sometimes they’ve fled to a forerunner structure, or they’re on a hillside creating a defensive position.)

HVTs were poorly written and were spread around the map for seemingly no reason.

Mjolnir Lockers just… didn’t have armor in them?

Overall it was a great idea, but an incredibly weak execution of it.

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I wish there was a lot more to do in the open world. Can’t replay story missions and it isn’t like you get new HVTs or Marine rescues or anything once the original ones are cleared. Nor do I feel like really starting over a new game just to do all that again.

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it’s a test bed if anything. i quite like it myself. fighting the high tier banished. finding spartan cores, lockers, upgrades, etc… it is a fun campaign in the open world

what i don’t like is that… it feels lacking. not in the ‘what to do’ depo, no no. it feels like there’s not enough. even on legendary, doing litteratly everything. i’ve gotten to the end and it was like i breezed through it all. despite the challenges and the personal challenge of no upgrading.

it’s an improvement from 5, and certainly an okay first attempt at an open world. but what it really needs is DLC. more locations, weather, proper day/night, etc…

I felt the exact same way while playing.

The open world nature caused me to have little interest in the campaign. The unfinished nature cause me to l have zero interest.

Just 343 chasing trends again and failing to deliver.

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I kinda wish we could have got a standard linear campaign with various environments and types of missions for the Chief, while saving the open world for a new and revamped spartan ops, which would have been the game’s general PvE experience.

You could load into Zeta with your party on servers with up to say 100 or so other players, and roam around running missions with YOUR Spartan while gaining new weapons, vehicles, equipment upgrades, variants and unlocking perk tree choices to have a chance at higher difficulty zones.

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Having played Ghost Recon Breakpoint. In terms of Open world Breakpoints environment, graphics and dynamics are better than Halo Infinites.

There is also a more continues amount of content to do daily. The daily faction missions keep you busy even of they are pretty repetitive.

The wildlife being present, the weather changes along with the day night cycle.

And that game came out around the same.time as Halo 5 or a bit past it. Either way a game that old should not be looking graphically better than Halo Infinite and the map Dynamics should at least be on par with an older game.

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