What about Halo Infinite, makes it better than Halo 5?

The focus on advanced movement mechanics utilized in Halo 5 were ubiquitous of the fast paced nature of FPS titles at the time. This alongside the scaling of the mechanics within a combat context clashed with the methodical arena style gameplay approach to combat that Halo was centered around.

While Halo Infinite utilizes movement techniques that some players would describe as “not Halo”, they are incorporated and scaled back in a way that allows there usage to utilized alongside old methods of movement as well as in a way that won’t negatively impact the experience if they go un/underused in practice.

Halo 5 demands players use the movement mechanics.

Halo Infinite offers them to be used.

The campaign (as well as Osiris) was rather bland.

The concept of Locke was fine, the execution of the concept was not.

The incorporation of Locke was also tied directly to the implementation of Osiris and Blue teams, which was also a problem as Campaign was built entirely and scaled upon a cooperation mechanic. While cooperation is a fun inclusion, it shouldn’t be the focus of a traditionally single player experience.

Story-wise:

Halo 5 was a lot like Attack of the Clones, it had far too much going on, spread out too far with far too many characters to give adequate screen time and character development to. By adding characters that are involved heavily in media that may not be familiar to players, then the characters will fall flat due to their reliance on players understanding backstory they most likely haven’t been involved in. Halo 5 was reliant on far too much exposition.

Halo Infinite’s approach focuses on 3 main players: Chief, Echo 216, and The Weapon. Each gets ample screen time, and plenty of character development. Atriox, Escharum, and the Harbinger serve as the antagonists, each with their motivations but common goal of stopping Chief and awaking the Endless. Very simple, easy to follow, and just enough character development to make the player care.

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That’s not the issue.

The guy clambered the Bridge to save himself from a fall, but the server didn’t register that and decided he fell.

He died after crossing the bridge to a Self-Destruct, because the Server said he died, even though on his screen he clambered the bridge with no de-sync or other issues. The game just up and decided he didn’t deserve life privileges anymore.

Season 2 helped but it wasn’t enough. The issues with the game are much to do with the lack of any real progression to keep gamers gaming, lack of key features present in past games and a crippling amount of netcode issues.

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I saw that but you seem to be missing the forest for the trees even in this reply.

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Also didn’t Halo 5 have a loot boxes and a pay to win playlist?

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Which is what? What exactly am
I missing?

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I don’t see how “weapon sandbox and customization” are pros over H5. H5 had so many weapons and varients the combinations and possible uses were wild and the lack of weapons in H:I have been a point of contention here for a while now. Same thing with customization! We had so much customization in armors, weapons, player cards etc literally hundreds of options.

It was a luck of the draw system.

You can’t say that it wasn’t enough. It came out with content and nothing changed. The argument was that people complained about the content. They came out with content, it got stale quick and they are now back to square one.

And it will continue to happen with every content drop. It’s going to get stale quick and the population is going to drop.

Most of the ones in regular play sucked. There was a very clear hierarchy centered around weapons like the Pistol and Power Weapons. The actual amount of weapons in 4v4 hardly mattered, and the ones in BTB all did similar things but in a different color.

In numbers? Sure. In actual capability? Not by a mile. Armors were limited to just helmet and armor customization. At least in Infinite, I can choose my shoulder pads. Weapons arguably had less, and the weapon skins were beyond garish in 5. Player Cards are just as stifling and limiting in Infinite as they are in 5.

My guy, the “content” that came to Infinite was two highly divisive maps and Battle Royale lite, with a sucky Event Pass and a terrible Armor Core. It was content, but it wasn’t enough and it was bad content to boot.

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…by the end of development

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Yes I can? Have you been playing Infinite at all? I played it for a good little while.

People are still complaining about content.

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Because by your logic; when the game is completed, it’s going to be heavily populated with people. The same was said about MCC with its abysmal launch. The game was finally completed and the numbers did not dramatically shift. Why? Because the time it finally completes to everyone’s liking, they are going to be busy playing other games that are much better.

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Within months of release.*

That’s literally not what he’s saying though? There are people, like myself, who are willing to come back to Halo Infinite when the bugs and issues are fixed. Just like there are people when to play Battlefield 3 until 4 sorted out it’s crap.

It’s never going to go back to launch numbers - most major games don’t do that. But almost every live service game that comes from a position of pedigree sees a jump when a new content drop comes out. Infinite saw a jump on Steam when Season 2 dropped, even though PC is the worst place to play Infinite.

Content will help alleviate the flagging numbers. It’s not going to skyrocket the player-base, but it’s going to help, and it’s a whole lot better than doing nothing.

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They are better off working on a new title instead of wasting time trying to perfect a broken one.

Halo infinite is equivalent to the rise of skywalker. Tried to bring in fans with nostalgia and failed.

Tell me you have no idea how business works without telling me you have no idea how business works.

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I never said it’s shooting up to fortnite numbers. I’m basically saying a quality game will inevitably see more players playing it.

Infinite is in rough shape but there are players willing to come back once it’s gotten the help it needs.

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Who are these people? If there will be better games coming out in a few years, why would they come back to this one?

I swear to god every time I see the “They’re better off starting from scratch” argument I get super tilted.

How about no? How about we let them keep working towards the goal of a finished game and not take big risks like that?

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