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Halo Infinite, the best masterpiece since Bungie


▲ Halo Infinite standby screen (Photo: Game Mecca shooting)

Halo Infinite is more than an ordinary series numbering new work. It is the 20th anniversary work of the Halo series that represents the Xbox faction, and it is also the work that will decorate the end of the successor trilogy since Halo 4. Furthermore, it has a role to overturn Halo 5: Guardians’ worst ratings, and even though it’s been a year since its release, it’s still the flagship title representing the latest console, the Xbox Series X.

Surprisingly, 343 Industries endured all this weight and presented Halo Infinite as the most complete game. Except for multiplayer, which has been released in reality, it is excellent even if you look at it solely based on singleplayer. The level design boasts a classic yet challenging composition that captures the strengths of the series as it is, and the detailed and smart battles based on it were impressive. The story also ended the current trilogy and made me look forward to this series forever.

▲ Halo Infinite launch trailer (video source: game official YouTube)

The epic of Halo Infinite realized in a semi-open world

Halo Infinite continues from the previous work as it is a new numbering work. Humanity, who was defeated in the creation uprising led by Cortana, and its last hope and warlord, the Infinite Ship, are invaded by the remnant of the alien race, the Covenant, the Benished. In the process, our main character, the Master Chief, drifts into space while being defeated by Eitriox, the leader of the Benished. After six months, the Master Chief, awakened by the hand of the pelican pilot Echo-216, sets out on a journey to save mankind by gathering the remnants of the UNSC with a new AI ‘weapon’ in the Zeta Halo.

▲ Master Chief on a journey to save mankind with a pilot and AI (Photo: Game Mecca shooting)

Halo: With the intention of spiritually inheriting the prelude of war, this work adopts a semi-open world system. It provides one huge field, but the progression rather than the degree of freedom is focused on the story and combat. However, although the main missions are in order, the player can freely set the process and method of arriving at the location where the missions are performed. This means, for example, that it is possible to defeat a field boss on the way to the spire for a story mission, or go collect equipment to upgrade the Mjölnir suit.

It is FOB that actively utilizes this semi-open world system. This work thoroughly revolves around the recapture and utilization of the forward operational base called FOB. Players can restore a base occupied by the enemy and turn it into a gathering point for the UNSC, where they can supply the necessary resources, materials, and even troops before entering the mission. You can upgrade the level of weapons, equipment, and troops on the human side with the resource called Valor that can be obtained by destroying various structures in the Benished in the middle of the field, such as spires, speakers, and watch towers.

▲ This work is centered on this forward operation base (Photo: Game Mecca shooting)
▲ Depending on the situation, these major bases may be attacked (Photo: Game Mecca shooting)
▲ You have to face the boss in person (Photo: Game Mecca shooting)

A clever hop that offset the shortcomings of the genre

To spoil the overall review, the overall quality of the game is very high. First of all, the level design and its composition are very detailed. As mentioned above, although this game is an open world, it thoroughly revolves around the story and main missions. In an ordinary open world game, when one mission is completed, it drifts to find another mission far away, which causes disadvantages such as wasting time for movement. However, in the process of moving to the next mission, you must meet the FOB in the middle or near the next mission location. As a result, the player can naturally secure FOB that can supply the resources required for the mission before performing the mission.

This FOB has different levels of restoration difficulty by region. Basically, the FOB that is near the current mission in the sequence is weaker. The FOB, which is located in a different location from the naturally guided movement in the game, has a lot of elite and high-ranking troops, of course, it is in a difficult position to reach. In addition, while going to major missions close to FOB, open world collection elements such as field bosses and Spartan cores were placed so that the route was not boring even though it was not a long route.

▲ The story is delivered through a cutscene that goes straight from the first person to the screen (Photo: Game Mecca shooting)
▲ Battle with numerous enemies (Photo: Game Mecca shooting)
▲ It consists of numerous boss battles (Photo: Game Mecca shooting)
▲ You can also gather troops from the outpost to participate (Photo: Game Mecca shooting)

The story itself is not just a repetition of the same mission, but an appropriate amount of battles and boss battles. Even if you do nothing and just play the story, you can enjoy the boss battle once every 30 minutes, and where powerful enemies appear, weapons that boast high firepower or attack weaknesses are placed in the nearby arsenal, so you can have fun without interruption in any situation. It is designed to progress the story.

The battle proceeds more densely and smartly as much as the clever level design that allows you to clearly enjoy the fun of the open world despite the classic story progression. First of all, there is only one player, the Master Chief, and the enemies conduct defense operations based on a well-formed squad and bloody artificial intelligence. Relatively weak pawns use their shields thoroughly as a bullet catcher, and Brute, who wears various types of armor as he is large, uses concealment and cover when the player is far away, and uses firepower to fight, and when he gets close, he tries to fight directly. It throws grenades, as well as nearby explosives, such as explosive cores, and even self-destructors at the player. Sometimes I throw it somewhere other than the player, this is to block the escape route.

▲ Jackal hiding his body with only his shield (Photo: Game Mecca shooting)
▲ Brute rushes with a destroyer (Photo: Game Mecca shooting)
▲ If you don’t hold on to your spirit, you will die soon (Photo: Game Mecca)

That’s not all. Higher ranks like the elite usually come out with a shield, but when the shield is removed, these guys hide in nearby cover and sit and rest until they recover. Guys with energy swords are equipped with stealth function and ambushed players from the side, and there are so many mercenaries that you don’t even know where they’re coming from. The gun accuracy of all enemies, including the sniper, is also great, so reconnaissance and strategy planning are essential for even one small battle.

These two elements create a wonderful synergy. The boredom caused by excessive movement unique to the open world and the tiredness of going to complete missions and stories directly is offset by the linear structure and fun of battle. In addition, the same type of combat, which is a chronic weakness of FPS, has been solved with numerous boss battles and collection elements based on a precise movement structure. It’s amazing that they’ve taken a 20-year-old classic hyper FPS to such a clever level.

▲ Disadvantages of Open World (Photo: Game Mecca shooting)
▲ Successfully offset all the shortcomings of the shooter genre (Photo: Game Mecca shooting)

Incredible attention to detail and precision

It’s surprising, but even if you look at these big parts apart, you can easily see the charm points of this game in every nook and cranny. For example, all enemies have different shooting motions for each part. It can attack the arms, legs, body, head, and even batteries on grunts and small armor gaps on the hunter’s knee. If you use this, you can neutralize an enemy holding a shield, or lay an enemy with armor on in one shot. It is a feature that was not in the previous work, and compared to other games that implemented part destruction, you can see that it was made with great care.

The visual, which was a concern before the release, is excellent enough to be called an advantage at this point. The scenery of Zeta Halo, where various weather and time such as day and night are applied, is beautiful, and the enemies are also expressed in so much detail that they are different from those that were ridiculed when they were first revealed. Even brutes that look alike have different tattoos and outfits for each individual. If you watch the scene change from the first person perspective to the cutscene and vice versa, the textures of each character’s skin, hair, ground, and scrap metal are also very good. The music and sound produced by the new music director are also fantastic.

▲ There is almost no distinction between cutscenes and in-game (Photo: Game Mecca shooting)
▲ Even if you just take a screenshot at any time, the same scene comes out (Photo: Game Mecca shooting)
▲ Like this (Photo: Game Mecca shooting)

A slightly reduced weapon type may come a little disappointing to old fans. However, it turned out to be a good choice. Rather, it is because the characteristics of each weapon have survived better thanks to it. In the past, there were too many high-ranking weapons, so weapons like the Needler were easily thrown away, but here the perfect basic weapon, the MA Assault Rifle, has a good balance of weapons that it can be used enough depending on the situation. Thanks to this, the fun of strategically setting weapons according to the strategy and enemy inclinations has increased.

The feeling of hitting is in the realm of likes and dislikes to be honest. Overall, it is not different from multiplayer, but in singleplayer, the enemies’ HP and shield amount are relatively higher. In particular, among the Covenant races, due to the characteristic of the Venishid, which has many brutes, they are not as strong as the enemies they face. When you catch a jackal, a grunt, or a drone, the feeling of heavy hitting when an enemy dies is still alive, but while you are dealing with a boss who is wearing various types of armor, as well as a Sangheil or elite wearing a lot of shields, I doubt if the attack is working right now. . For users who value the feeling of hitting each shot, it can be a bit boring compared to multiplayer.

I can’t talk about the story in detail, but at least it is certain that Halo’s solemn narrative, which entered the 6th episode, ended in a splendid way. Above all, the successor trilogy was more than enough to finish.

▲ Weapons seem to have decreased a bit (Photo: Game Mecca shooting)
▲ Thanks to this, the balance is rather perfect (Photo: Game Mecca shooting)
▲ Even if you don’t know anything else, the feeling of hitting an enemy is an art (Photo: Game Mecca shooting)
▲ What is the fate of the new AI ‘weapon’? (Photo: Game Mecca shooting)

Expected work in the second half of 2021 that did not betray us

Halo Infinite contains a huge journey, but it is a game that boasts a sophisticated and clever composition that makes it never boring. Beyond the bad reviews experienced in Episode 5, it shows a great level of perfection that can be counted in the entire history of the series. Halo Infinite is sure to play a role like an ark amidst the failure of all anticipated works.

▲ You didn’t betray us (Photo: Game Mecca shooting)

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