Halo Infinite beta: 3 things I liked (and 3 I didn’t)
The first official Halo Infinite beta test finally went live last weekend, and I spent a lot of time playing it. I was able to match against plenty of bots of varying difficulty levels during the test, and I also played quite a few matches against other players when 343 Industries briefly turned on PvP, too. I tried out lots of weapon drills in the Academy training mode as well, and was also able to extensively play on all three of the maps included in the technical preview’s matchmaking.
In my initial Halo Infinite hands-on impressions, I said that Halo Infinite feels like the return to form that the franchise needs. I still feel that way, but after spending several days thinking about the experience and talking about it with my friends, there are also some things about the experience that I think could be a lot better. Here’s an overview of three things that I liked about our first taste of Halo Infinite gameplay, as well as three things that I think need to change or improve.
Liked: The multiplayer sandbox
Source: Xbox Game Studios
Without a doubt, I think the single best thing about the beta test was the game’s sandbox. Nearly every weapon felt great to use and served a specific role in combat scenarios, which is a design direction that harkens back to the formula that put Halo on the map in the first place. The core of Halo has always been about exploring the map with your teammates and finding unique and interesting weapons to use against your opponents, and Halo Infinite nails that philosophy — especially when you’re able to pair weapons like this together for creative new combos and strategies. One of my favorite things to do during the test was to rip someone’s shields apart with plasma bolts from a Pulse Carbine and then finish them off with a snappy headshot from the VK78 Commando or the Battle Rifle.
I also love that Halo Infinite is bringing equipment from Halo 3 back, and so far, my experience with these pickups has been positive. The star of the show is obviously the Grappleshot, which players can use to pull themselves to parts of the map, pull weapons and pickups to them, perform flashy trickshots, and more. However, I also liked the Drop Wall cover shield and the location-revealing Threat Sensor too, as both of them changed the flow of engagements in interesting ways. I’m very excited to try out other kinds of Halo Infinite equipment in the future.
Didn’t like: No friendly fire or collision
Source: Microsoft
I also don’t like collision with your teammates being disabled since it allows players to be a lot less considerate of their positioning. In other Halo games, everyone cramming into one area and bumping into each other was a positioning mistake that the other team could skillfully punish with grenades or explosive weapons. In Halo Infinite, players can escape that danger by simply walking through each other, which is goofy.
Liked: The movement mechanics
Source: Microsoft
These movement mechanics feel great to use and ensure that Halo Infinite feels more fluid than the Halo games of yesteryear, but at the end of the day, they take a backseat to the influence of weapons and equipment. I love this, as it ensures that the sandbox will still be what the gameplay experience revolves around. Fluid movement augments Halo Infinite instead of driving it, which is how things should be.
Didn’t like: Spartan Chatter
Source: Microsoft
When Spartans say that an enemy is “over there” or “over yonder” (ugh), it doesn’t provide players with useful information. Instead, it just pollutes the game’s soundscape and makes it harder to listen for more useful audio cues. There are some good callouts, such as “Enemy underneath me,” but overall this system either needs to be improved or removed.
Liked: Bots and the Academy
Source: 343 Industries
I also loved the Academy mode’s weapon drills, which give players a chance to hone their skills with every weapon in the game. For example, I initially struggled to control the kick of the VK78 Commando rifle when I got my hands on it for the first time, but I was able to adjust myself to its recoil by running multiple weapon drills with it. The ability to practice your aim with Halo Infinite’s weapons in a stress-free environment like this is awesome, and since Halo Infinite’s free-to-play status will no doubt bring in thousands of new players, I believe that the Academy training mode is exactly what the franchise needs.
Didn’t like: The Needler
Source: Microsoft
The Needler can also be troublesome to play against as well. Because the needles are small and difficult to see, it’s incredibly tough to tell whether or not they’re hitting you. And when both the shooter and the victim can’t tell whether the Needler’s attacks are landing or not, the entire combat situation becomes confusing and annoying. Moving forward, the Needler and its ammunition definitely need a visual effect rework so that it’s not such a frustrating weapon. It’s the only gun out of all of the Halo Infinite weapons that I didn’t like using during the test, so hopefully the developers make some changes to it before Halo Infinite’s launch.
Your thoughts
What do you think? Were you able to play the first Halo Infinite beta test? Do you agree with my likes and dislikes? Let me know. For more on Halo Infinite beta, don’t miss our coverage of the Halo Infinite beta schedule. Also, check out our guide to Halo Infinite preorders if you’re looking to get your copy of the game ahead of its Holiday 2021 launch (keep in mind that the multiplayer will be a standalone free-to-play experience). Ultimately, we’re hoping that Halo Infinite ends up being one of the best Xbox games ever, and we can’t to get our hands on the game when it launches.
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