![]() ![]() The trouble is, despite trying a bit of everything on offer before finishing the game, I couldn’t help feeling that nothing is quite as useful or as fun as that starting grappleshot. For example, a fully upgraded grappleshot lets you pull off a massive punch from distance, or electrify your foes, with a much quicker recharge time. Using points to upgrade them do things you’d pretty much expect. There are five abilities to upgrade in total, starting with the grappleshot but including your shield. More exciting, however, is the Spartan Cores you can find hidden in cache boxes around the world which allow you to upgrade the Chief’s abilities. There’s Mjolnir Lockers that are often hidden in caves or up mountains, and these unlock cosmetic changes for the multiplayer. You can also free UNSC soldiers from captivity, and again, there’s a small encampment style operation, all the way up to large bases that need you to open gates and free multiple hostages at a time. These range from almost comically easy to brutally difficult, especially when one assassination becomes a double team event. You can hunt down and assassinate Banished targets, which will in turn give you a special variant on a weapon you can unlock at any FOB. There’s a decent range of side activities on offer, but again, nothing you haven’t seen before. At a FOB you can stock up on ammo, call in human reinforcements, and grab vehicles, it’s a nice touch that lets you change up your attack if you’re struggling. There’s nothing revolutionary about Zeta Halo, really: you take back FOBs (forward operating bases) which are akin to fast travel spots on the map, and when you do so, you’ll open up other missions and points of interest nearby. When I saw the credits roll I had done over half of the available activities and had clocked around 12-13 hours, with plans to go back and mop up the rest of the map. ![]() Without that core fun, it really would fall apart.Īnd what fun it is. It’s very clear from the off, starting with a grappleshot, that you are the star of everything Halo Infinite offers up. Crucially, it’s also an open world where the keystone of the entire experience is based around gameplay being fun over everything else. It all takes place on Zeta Halo, and whether or not 343 Industries wants to admit it, this is an open world adventure akin to the likes of Far Cry or Assassin’s Creed, only on a much smaller scale. Halo Infinite: Master Chief goes open world The Banished are very much in charge, and a newly revitalised Chief needs to put an end to all of that. This Halo experience is set around 18 months after the events of Halo 5: Guardians, and to be completely clear: this is a Master Chief adventure. All I will say is that it makes good on most things I had hoped for going in, and leaves the series open for future developments. It may go without saying, but I’ll say it anyway: I’ll be steering clear of spoilers for Halo Infinite’s story. That may be sacrilege, or merely a bold statement, but 343 has shown a masterful understanding of what made Halo feel so good in the first place, while putting its own stamp on the series in a way that, in truth, I am left wondering how long-term fans will feel about it. ![]() There’s no question in my mind that Halo Infinite is the biggest and best adventure in the series to date. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |