Infinite July Flight Feedback

Hey folks, this one isn’t really intended to start a discussion, if people want to reply, that’s awesome, if they don’t, I get it! I just want to do my part & show my appreciation for having been invited into the Flight, by giving my considered feedback.

First off, I will start with a thank you to 343, both for having me on the Flight, the first Halo test I ever got to enjoy was Halo 3, & this bought back some beautiful memories of chaos with friends in that build. I would also like to say a thank you for the Infinite Flight experience being utterly superlative. Seriously, it was a joy, of course there were issues, that’s the point, but the game at core was a joy, Halo feels like it is going in a very positive direction to my tastes. Similarly the App Beta. I’ve said it before; that App is gorgeous. Smooth, clean, integrating in a fantastically user friendly (& visually appealing way) the various Halo games & customisation.

So, my Infinite Flight specific feedback, an an Xbox Series S user, & understanding that this is a Flight, things change, likely changed long before this older build etc:

General Stuff:

  • Movement - felt really, really solid. I honestly loved it & consider it an excellent blend of old & new - its super smooth & silky, maintaining momentum beautifully. I genuinely miss the ability to boost in a direction, but that could be a power up, or it could be that it would negatively affect the gameplay, I get that - I don’t know if I have a bad word to say about movement… I’m not trying to suck up here, I honestly just think you knocked this out of the park. - General Combat - again, this just felt really, really good. Occasionally I felt like shields evaporated in an instant, but I put that down to testing & probably being team shot without realising it, though the “killed by, with assistance of” does give a clue! - Powerups/Abilities etc - I actually went into the Flight not in love with the idea of a return to pickup powerups. I am now a convert. It fits, & it balances really well. - Maps - all 3 in the flight were really well balanced I thought. I’m an avowed BTB/Firefight/Warzone Firefight sort of a guy; the days of my twitch response being comp level are long behind me (lost them somewhere after Halo 3 I think, & they ain’t coming back), so arena stuff hasn’t called to me for a long time, but these maps somehow straddled the line between the confines of a true Arena map, & the breadth of larger, more interesting maps. They felt like really good additions to the Halo universe, with loads of room to explore both Arena style play, & something bigger (obviously not BTB, but not so small that they felt claustrophobic). - Circ is a beautiful soul & I will let none hurt her crazy, cackling, murder loving little heart - Music swells & soars, it feels Halo, it promises so much. It’s great. - Very much appreciate the Shooting Range, but would love to see a non-timed mode for general weapon testing/getting used to things etc - Love that we seem to have ditched the “twenty variants of every weapon” from Halo 5. I really enjoyed the variants, but to this day I don’t understand how some of them work, also felt like these made base versions of those weapons “lesser” versions of what they once were. So ditching that is in my book, 100% the right thing to do, the Plasma Pistol, Needler etc, they get to be their brilliant selves, just as they are - AI & Announcer Callouts - never felt too much, really enjoyed them & loved hearing Circ cackle wickedly - Match start animations are really nice. Presumably, we get to define what our “stance/action” will be, & I love this. Halo 5’s “bro-down” used to really rub me the wrong way, but this feels good, much more professional Spartan super soldier, much less, guys at the bar that make me tired the instant I catch sight of them

Weapons:

  • Loved the AR, I mean, how could I not? It just feels like its right in the sweet spot, like so much in the Flight, the time spent getting things right is very apparent - I do think that other weapons need a little boost, to better find their niche, as right now, while I think the AR is perfect, a lot of other weapons feel eclipsed by it somewhat, but not as a fault of the AR - The Commando was not a favourite of mine. I understand why on PC it would be a beast. On Xbox I could not get it to work for me. Where the BR was pulling headshots, this thing just felt like it was either too weak damage wise for the recoil, or the recoil was too high. I totally get the arguments against this, but honestly, I couldn’t get it to perform in-game, partly because of the descope mechanic, which the bot’s accuracy makes constant - The BR felt very good to me, though the scope suffered as a result of afore mentioned descoping - I know, descoping isn’t new, but I’ve never felt quite as abused by it as I did in the Flight! I think, again, the AR is generally so good at its all-around roll, & these maps were quite close maps generally (despite having some long sight lines), that the BR didn’t get to shine as a result of the descope flinch - All the grenades felt great, sticky kills were achievable & satisfying, the brute spike nades were very pleasing & fun (as they always have been) & the standard human grenade is everything you’d want it to be. Though, its tendency to glow when dropped but not live, was a bit upsetting, I got used to it, but instinct still screamed at me - The Hammer is really interesting, I like it a lot, though it took me a while to adjust. - Love both Shotguns, though again, took a while to wrap my head around the Heatwave - I do think they could both do with a little more range/power (I know the Heatwave has great range), as while I could really make the Bulldog work for me, the AR is so good, that it saw a lot more usage, at all ranges, just because it generally beats most things unless you’re in a very specific circumstance - The Sniper & Spiker were fine, but the range on these maps, coupled with the descope meant I rarely got to enjoy them, also felt like the sniper’s first level zoom was a bit too much - The Sidearm is brilliant. What is there to say? It feels like a really good evolution of the the Pistol, considerate to the power of the CE, but within the sandbox of Infinite, where no pistol should be a god tier ultimate killing machine (much as I loved & abused that in my own CE days)

Sandbox:

  • Loved the Grapple, was concerned pre-Flight that this would be a gimmick, like so many games hoover up these days, but it feels consistent with the gameplay & doesn’t feel like its overpowered or unfair. Its also SUPER fun. - Camo/Overshield - being part of the same pickup as other abilities really works well. The Camo is really good & feels like “yeah, its a few years since CE, we actually got better at making this in universe, so now, its not quite so… limited” which is great & works really well - Drop Shield - probably my least favourite part of the Flight, & I don’t even dislike it. I just think it needs to be swifter to deploy.

Bots:
Loved these guys, felt like the Spartans weren’t much of a step up from ODST, but it was nice not to have my head kicked in as I had expected! As a Perfect Dark fan, & rapidly aging person who enjoys co-op more than PvP these days (though I still enjoy PvP, just not as… energetically as I once did), they offer a really nice, & much appreciated paddling pool PvP experience to let me just chill out & have some fun. I can see these guys adding massively to the longevity of Infinite for me.

But, their accuracy does seem a bit mental. While I had no trouble beating them senseless, it always felt like they NEVER miss, regardless of difficulty, which is weird, because they should always beat you if that were the case. But, added to the descope mechanic, they pretty much made scoping something I abandoned within the first day or so of the Flight.

Battlepass/Store:
This looks really good to me. Like many others, I hope that matches will reward XP based on your score & achievements in game, with the Challenges giving a larger boost, & I expect this is the intent. In all other respects, the BP looks really good & I love that it never expires. FOMO can kiss my backside, & is a caustic nightmare that embitters players (even if they don’t realise it) & kills games - so Infinite’s obvious attentiveness & desire to care for its player base, is much appreciated & very solid footing to work from.

The Store is a nice idea, if folks want to spend money on bling, that’s a decision that they, as adults, get to make. If the right bling is in there, I’ll spend, but I hope we won’t see cool armour locked behind actual money, & it would be nice if there was a decision to be made, ie; I can buy this now, or save in game credits. Again, FOMO is bad, so hopefully there won’t be too much that is limited time availability - I will likely spend money here, if it doesn’t feel abusive, & so far, it doesn’t look like that’s the intention - certainly it wouldn’t mesh with the other aspects of Infinite that scream “we actually really like other humans & want them to have fun in a safe, non-abusive way”.

UI/HUD etc:

  • The HUD is really nice. I immediately noticed the Radar & found it both aesthetically pleasing, & highly functional - conversations regarding what it detects haven’t really phased me, because I never felt in game, like it wasn’t “right” - sure, I could go for greater range & sensitivity, who wouldn’t want to know someone was creeping up behind them, but as it is, it feels pretty deferential to Halo, & the wider gameplay needs to me, it felt right. - I am unsure about the grenade/ammo/equipment counter. I never had trouble reading it, but something about it seemed to require me to actively intend to read it, more than passively absorb it. I wonder if I’d just like it a little bigger? - Health Bar healthbars like a pro. - I actually really liked the scale & reporting of medals/discretes etc, I get people saying they’re too small, but they felt just right to me - I really like the general UI, but I do feel like it is a little less efficient & lean than other elements - almost as though matchmaking needs to be an overlay, from which you can easily switch back to the main UI - trying to move around the menus while matchmaking often made me feel like I was going to exit matchmaking accidentally (I wasn’t), or felt like I had to backup a bunch of steps to get around. - I’d like to see the Consumables made single click access from the main menu, in the same way the Battlepass is - Halo 5’s access is spot on for this sort of thing - its right there, & no one can miss it, or have to go digging for it - Weapon Pads are good, the little refill bar works brilliantly

Customisation:
This felt spot on to me, I encountered issues where things I’d “bought” weren’t always available, or required some jiggery-pokery to make work, but you can see that there is a solid depth of customisation here that should allow us to go nuts with our bad ourselves. I’m not super in to the colouring system, but I get it, & if the depth of variants is there, its a non issue for me.

It also didn’t feel too granular, I think its a good balance all in all.

Summary:
If this reads as really sickly & overly positive, I can’t help you. This Flight laid bare the truth of Infinite; 343 are 100% focused on making a game that is for the players, & it shows in every single pixel. I had a blast & as a die-hard Halo fan of 20 years, couldn’t be happier or more confident in the direction things are going.

I think that the biggest thing I noticed was some basic weapon tuning to make other weapons have their niche & stand proud alongside the AR, which is not too strong, it’s just exactly right.

So, thank you 343. I’m only sorry I don’t have more constructive feedback for you, I hope that the datalogs garnered from my participation were more useful than is my gushing praise of what is clearly a labour of love that I can’t wait to return to.

Bonis Round:

  • Seeing allies through walls & their overhead status icons is awesome for teamwork, even in pug matches, I like teamwork! - Phasing through allies, so nice not to bounce off them! - Changing Team/Enemy outline colours is brilliant, as are outline colours generally! Was literally talking with a H5 friend about this a week before the Flight, then bam, there it is! - So many options! Someone really wants you to make Halo Infinite fit you like a glove you’ve had your whole life, but without all the smelliness and moth holes! - Graphically the game is a joy on Series S. I spent some time splicing together some gameplay clips, doing a few slow mos here and there, and the models, when seen in slow Mo, really show off the attention to detail and artistry. They’re so crisp! - Death Animations. These are never not fun in Infinite! Especially when they’re slowed down, they make me smile every time!