Since the worldwide premiere of Halo Infinite gameplay last month, the discussion around the game has had its ups and downs. While it is hard to not get excited for or at least curious about a new Halo saga, fans are unsure about certain changes and additions, and whether this new take on Halo can find its footing.
Even though the game was announced just to be delayed for an unspecified amount o time, this doesn’t necessarily mean 343 will be focusing on the feedback fans have given them over the reveal. There could be unspoken issues or more fundamental problems the studio has to tackle before the game is ready, as it explained in regards to COVID-19. Regardless, it is worthwhile to discuss how the new Halo can learn from its original creator’s latest game, Destiny 2.
With Destiny 2: Shadowkeep, Bungie shifted to a monetary model that it calls “a la carte”. This meant that, moving forward, players could pick and choose what to buy in the game, and no Destiny 2 DLC would require another to be purchased beforehand. Previously, expansions like Forsaken required the ownership of Curse of Osiris and Warmind, the previous two paid DLCs.
If Halo Infinite is the platform that 343 will build for the next decade, purchases need to be independent of one another. This is not only more consumer-friendly, but a better model for the long term since it would make the game much more approachable for newer players down the line. This would help maintain a healthy player count for Halo Infinite for the decade it aims to run through.
Destiny‘s environments are one of the most endearing aspects of the game. Being able to move in and out of Lost Sectors seamlessly, and having zero loading time when going through portals creates a very smooth and immersive experience. If Halo Infinite wants to fill fans with the awe of open-world and eliminate hiccups, no loading zones is crucial.
Similarly, having a dynamic world can help players feel more like Master Chief, trying to survive and tame a hostile frontier on the new Halo ring. Mini-activities like Public Events that naturally crop up can ensure playthroughs feel more different and improve the longevity of the game’s single-player.
On the other hand, players could make their mark on the world similar to how Assassin’s Creed Odyssey‘s massive battles let players conquer zones of the world in the name of their faction. Witcher 3 had a similar but more subtle system where players could increase deer populations in an area by killing off enough wolf packs. Systems like these empower players with the feeling that they can make a difference in their worlds.
At its core, Halo, like Destiny, is about unleashing chaos with beautiful weaponry and fulfilling that power fantasy. Regarding this, Destiny 2 made a change in its early days that didn’t sit well with many fans. The game had eliminated the special weapons category, leaving players with two primary and a heavy weapon.
Special weapons were in between heavies and primaries: not as powerful as heavy weaponry, but also not as stingy with ammo. Players could more easily live a power fantasy with specials as they consistently provided surges of power. Halo Infinite, with its revamped arsenal of weapons, needs to make sure not to gate off the really fun stuff for too much of the game. Otherwise, players are left playing a more monotone and less of a fiction game.
Halo Infinite will definitely feature powerful equipment, which can be compared to Destiny‘s abilities. What makes Destiny more interesting is that every ability that grants a radical buff comes with a downside. This encourages strategy and stops abilities from being purely beneficial power-ups.
For instance, players cannot shoot through walls they erect, and blinking through the air disables the option to use guns for a short while. Even using a sparrow to speed through an environment makes enemies more aggressive towards the player, lowering survivability. This is Bungie’s way of balancing the speed benefit of the sparrow and the reason why players feel like their sparrows are “squishy”.
Bungie had referred to their game’s different elements as being chess pieces and that the player needs to maneuver through and manage them to achieve victory in a satisfying manner. If Halo Infinite can make an interesting sandbox whose elements feel like they hearken back to this line of thinking, Xbox fans may just have an engaging shooter to play next year.
Halo Infinite releases 2021 on PC, Xbox One, and Xbox Series X.
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