Tag Archives: FPS

Deep Ones, Repetition, and Divorce

While there have been posts about other games hidden amongst the deluge of Halo Fest 2020 related content here, I’ve actually played a lot of other things I’ve yet to post about. Here’s a quick catch-up of random things I’ve actually finished, with several others coming in future posts when I eventually wrapped them up.

In the midnight hour though, I have as many friends as I like. -Online Gamer
“In the midnight hour though, I have as many friends as I like.” – Online Gamer”

First up is The Infectious Madness of Doctor Dekker. I’ve had most of Wales Interactive’s more notable FMV games on my wishlist ever since playing Late Shift. Doctor Dekker, however, is something a bit different from my first foray into modern FMV games. While Late Shift is very cinematic, playing something like an interactive movie, Doctor Dekker mostly consists of very short clips, almost always focusing on a single subject from a static first person perspective. This works well with the premise of the game, as you’re supposed to be a psychiatrist interviewing various patients in your office. A patient sits on your couch. You ask a question, and you get an answer. Simple.

Mechanically, just choosing questions from a dialog tree might be a little too simplistic to be entertaining, and Doctor Dekker attempts to solve this by having the player freely type their questions. Or, at least, it does in the PC version. You see, I played this on my Xbox Series X, and from what I understand the console versions of Doctor Dekker largely dumb this feature down, allowing you to select most of the more obvious questions and follow-up questions from a list. This works… okay. In fact, what I took issue with was when the game indicated that there was more to learn without showing me any new questions, meaning I was forced to type one in. Call me spoiled by 40 year old text adventure games, but man, this game’s text parser is hot garbage. I’d ask very obvious questions, even some I was absolutely positive were follow-ups to previous answers, yet 9 out of 10 times I’d get back a short FMV sequence equivalent to “huh?!” Still, other times I might get a wildly random response that didn’t seem related to what I asked at all. It seems like it’s looking for a limited number of keywords and keyword combinations rather than understanding grammar or at least having a massive list of acceptable synonyms. I also strongly suspect there was some degree of intention behind having us play “guess the keyword” as something of a puzzle. Regardless, fighting a bad parser is never fun.

Interviewing the ever popular Marianna.
“Interviewing the ever popular Marianna.”

While the format is a little limited, there’s a larger murder mystery plot with some (not at all subtle) shades of Cthulhu mythos, including a very minimal insanity system, all unraveled by questioning these patients to learn more about their backgrounds, their relationships with the victim, and ultimately investigating if they, or another of your patients, might be the killer. The actors were mostly pretty good, or at the very least fun to watch as you get to know what are ultimately all pretty wacky characters. The way the story unfolds day by day also did a good job of stringing me along as I learned more. The ending was a little unsatisfying, in that there seemed to be multiple equally viable candidates for who the killer could be, and it felt like the game simply picked one of them at random to be valid for this playthrough. That said, doing a little reading, it does seem that there can be a decent amount of deviation for each patient depending on how you choose to answer certain questions they ask of you along the way. Neat.

Overall, I definitely didn’t find The Infectious Madness of Doctor Dekker to be as enjoyable as Late Shift, but I certainly didn’t find it objectionable enough to steer me away from checking out other similar games in the future.

Moving on, I picked up Warhammer 40,000: Darktide on PC at its launch. For those that don’t know, Darktide is something of a sequel to the two Warhammer: Vermintide games. Being based in the far flung grim-dark universe of Warhammer 40k versus the high fantasy world of Warhammer Fantasy, it still follows Vermantide’s Left 4 Dead influenced style of character/class-based cooperative action. While there are a ton of systemic differences, both minuscule and quite large, I feel like comparing it to Left 4 Dead alone does a pretty accurate job of summing up the gameplay of these titles.

My Orgryn Thudd and his beloved Ripper.
“My Orgryn Thudd and his beloved Ripper.”

I haven’t played a lot of cooperative games like this outside of playing L4D with friends way back in the day, and despite being a huge Warhammer fan, I’ve yet to play either of the Vermintide games since it seems most of my gaming friends have moved on from the genre. Playing Darktide with randoms is incredibly easy though, and I found people purposely being assholes, trolling, or otherwise not playing the game properly to be quite rare. Of course, teamwork with a bunch of random people, usually without voice communications, is nowhere near as fun, but I found it to be enjoyable enough. Perhaps my favorite part of Darktide though, was simply how amazing of a job Fatshark did with representing the gritty violence of the Warhammer 40,000 setting in first person. It’s a great looking game absolutely bursting with atmosphere. The classes are all pretty fun, as is customizing and upgrading your characters.

That all said, I found the gameplay loop to get a little repetitive. Progression is reasonably fast, but still, slogging through the same (or very similar) oppressive feeling maps over and over again feels a bit too much like a treadmill. I might have stuck with it if I were playing with friends, and while I ultimately still like the game, I put it down after only around 15 hours of playtime. Perhaps I’ll return if I see some compelling updates though.

Spoilers: She dies.
“Spoilers: She dies.”

Speaking of grinds, I briefly returned to Destiny 2 (PC) late last year, just long enough to catch up from where I left off, and finally played through The Witch Queen campaign. I had a great time as usual, but the start of my burn out just happened to coincide with the announcement of the Lightfall expansion, which didn’t look too appealing to me for numerous admittedly petty reasons. From the current community backlash, perhaps I dodged a bullet?

Another repetitive online FPS that I bounced off of recently was Meet Your Maker. How do I describe Meet Your Maker? Hmm. Well, imagine a very Quake 1+2 influenced FPS (in terms of visuals, some of the enemy and weapon designs, and having a sweet grappling hook which my brain will apparently always associate with old Quake mods) in which you “raid” random procedurally designed dungeons / bases (called outputs) filled with enemies and traps. Your goal is to make it deep into the outpost, grab the loot stash therein, and then make your way back out alive (which is easier said than done, since some new monsters and traps might show up after you nab said loot.) The loot you gain from these raids can be used to upgrade your character, weapons, etc.

With only one shot left, I better not miss.
“With only one shot left, I better not miss.”

Now imagine that these dungeon base things aren’t actually procedurally generated, but designed and constructed by other players, using some of the loot from their own raids to add and upgrade more traps and enemies, expand and redesign their outpost, and build secondary outposts, and of course, you can do the same. I personally love the idea of these sort of dueling asymmetrical gameplay systems, and I’m always down for systems where players can get creative by adding their own content to the world (providing they’re not abused too much.) Building your own outpost maps, while understandably a little limited, is pretty fun, but watching replays of other players raid my outposts and navigate my traps? Amazingly entertaining! I don’t think of myself as a cruel or particularly vindictive person, but Meet Your Maker had me practically falling out of my chair, literally laughing out loud on more than one occasion after watching some hapless player wander into a particularly diabolical trap. Pure, albeit slightly evil, joy.

Personally, I always tried to make my outposts some degree of “fair” and I feel like others do as well, though when raiding you do occasionally wander into a outpost that was designed to be almost impossible, making them painstakingly slow to navigate through. Raiding in Meet Your Maker tends to lead to a uniquely cautious approach to exploration and navigation anyway, at least until you learn a lot of the more common tricks players use and how to deal with them, so if you make your outpost too stupid most players will probably just bail on it after a few deaths. I tend to get obsessed with conquering them though. Back at the hub area, which is something of a diegetic, in-game world menu, you get a taste of the fiction around all of this, which I actually found pretty interesting. Just as with Darktide though, it’s largely just set dressing to make the grind of the gameplay a bit easier to swallow and as far as I can tell there’s nothing in the way of a plot to advance through.

A fav, vertical shaft with multiple traps at each end. No one can resist a shortcut!
“A fav, vertical shaft with multiple traps at each end. No one can resist a shortcut!”

I really love the game, but after 25 hours or so, that grind is ultimately why I’m not still playing Meet Your Maker. The resource requirements to upgrade your character and particularly to keep your outposts up and running seem far too punitive, even if you really enjoy the raiding gameplay. Even ignoring that, just like Darktide, the gameplay is definitely repetitive, so some degree of burnout is bound to happen. I will surely return to it in the future, though I’m afraid its player count might have dwindled precipitously by then, which would be a huge problem for a game so heavily dependent on player made content. A game with a strikingly similar design, The Mighty Quest for Epic Loot, had the same struggles, and was shuttered before ultimately being reworked into an almost entirely different game, leaving the hardcore fans of the original feeling totally abandoned by Ubisoft. I hope Meet Your Maker has a better fate.

And now for something completely different… *desk blows up*

It Takes Two was a hot topic on some of my favorite gaming podcasts, and coming from Josef Fares and the rest of the team that brought us the impressive A Way Out, it was an easy addition to my backlog. Somehow my partner also found out about it and wanted to play it just as much as I did. Definitely a good omen for a cooperative game, no? Like A Way Out, It Takes Two is a dedicated co-op game (I mean, hell, it’s in the name!) and has been designed from the ground up to be played that way, either split screen or online, and generously even offers a free pass for the latter scenario, meaning only one of the two players has to own the game. Awesome.

Your tormentor, Dr. Hakim.
“Your tormentor, Dr. Hakim.”

The two players fill the shoes of Cody and May, a husband and wife in the midst of a divorce who are magic’d into their daughter’s weird little toy doll versions of themselves. They need to work together to escape the terrifying Honey, I Shrunk the Kids-esque massively scaled version of the world and break their daughter’s evil curse, all while being taunted mercilessly by Dr. Hakim, an anthropomorphized relationship advice book. While I’m being slightly hyperbolic here, that’s about the gist of it.

You can probably already guess that by working together, the couple will slowly rediscover their feelings for each other and end up reunited, and while that’s how it goes down on paper, I don’t think their reconciliation is quite as smooth in the game itself. That is, there were tons of opportunities to show Cody and May growing closer, dealing with old wounds, rekindling passions, etc. but I don’t feel like it does a great job of presenting this gradual process. Instead, there are moments, specific lines of dialog, etc. that relay some of this, but you don’t really see the characters progress all that much. Despite this, the game ends as predicted and (sarcastic spoiler warning) the family ends up sticking it out and living happily ever after. While sweet and all, the game did actually do a pretty good job at showing us that the couple has some major compatibility issues and that maybe their divorce was actually warranted. Oh well!

I’m being pretty critical here, because that might be my only real complaint about the entire game, and it’s not even that notable. Honestly, the story could just be a total contrivance to set up the game, and while there were some interesting, even slightly emotional narrative moments, it largely takes a backseat to the incredibly fun gameplay. Unless you utterly hate the story or the characters, I don’t think this is likely to factor heavily into your enjoyment of the game.

Classic co-op action, with one player flying and one gunning.
“Classic co-op action, with one player flying and one gunning.”

As far for that gameplay, It Takes Two fits the classic 3D platformer mold pretty cleanly. I don’t even think I remember the last one of those I played, but as an Nintendo 64 owner in the 90s, trust me when I say I’ve played my share of them. The genre has always been a mixed bag for me. Light narratives featuring wacky characters, with some puzzle solving, exploration, and adventure? All pretty fun stuff. Difficult platforming, however, can be extremely frustrating to me, and lots of it? Tedious. No worries though, as the basic mechanics of It Takes Two are great. It’s smooth, responsive, and just the right level of forgiving. That’s not to say there aren’t some potentially challenging moments, and I was worried that my partner might have difficulty as, while she plays plenty of games, platformers aren’t really her wheelhouse, but there were few if any moments in the game where she struggled. It’s all fairly intuitive, and always being able to figure things out with another person further helps this (which I suppose is appropriately meta.)

The game isn’t all just jumping around though. Many of the puzzles and other obstacles to navigating the world rely on some pretty clever mechanics, and It Takes Two takes the unusual approach of adding new ones and mixing up or replacing old ones constantly. In fact, the major stages and numerous smaller sections of the game have their own set of puzzle solving and/or navigation mechanics, from things like grinding on rails, riding on creatures and objects, to shrinking yourself and reversing time. Cody and May usually have their own distinct sets of abilities on each stage too, and they can typically be combined. For example, in one area early on, Cody gets the ability to shoot sticky sap which damages and slows certain enemies, and can be used to hold or weigh down objects. May gets the ability to shoot an incendiary projectile, which she can use for pinpoint shots, but more importantly, causes Cody’s sap to violently explode. These abilities need to be used both separately and in-conjunction in a variety of creative ways. Even if one of these mechanics doesn’t gel with you, it’s not usually long before you’re onto something else, which given the game’s length, clocking it at somewhere around 14 hours, is definitely a good thing.

Using their special magnets, one player has to push the door open while the other has to pull it.
“Using their special magnets, one player has to push the door open while the other has to pull it.”

In addition to the variety of mechanics, there’s also something like 25 minigames hidden throughout the stages. These minigames really just serve as a bit of a fun distraction, further breaking up the gameplay and interrupting the cooperation with some brief moments of head to head competition. Once you find a minigame it unlocks it to be played from the main menu any time you want, too. Sure, not all of them are amazing, but my biggest complaint about the minigames is that some of them are a little too hidden, and missing out on one entirely just because you didn’t happen to stumble across it is definitely a bit of a bummer. I think we missed several during our playthrough, actually.

I’ve used the word “variety” several times now, and the aesthetics of the different stages and sub areas of the game are equally as diverse. Honestly, the entire game looks absolutely fantastic; stylized just enough, featuring great animation across the board, and all running silky smooth on my Series X to boot. Voice acting (and the writing) of individual lines is great too, as are the sound effects. It’s one of those great games that feels almost like a AAA title while it clearly wasn’t one. I honestly think we need a lot more of those; there seems like there’s plenty of fertile middle ground between tiny indie projects and massive, big budget AAA hits for games with good budgets and talented teams to be able to produce quality titles with modest sales goals (which, indubitably, will occasionally be shattered.) It Takes Two is a fine example of this, winning several GOTY awards and apparently selling over 10 million copies so far.

Anyway, off my soapbox for now. It Takes Two might just be one of the best co-op games ever created, and it should be on literally everyone who enjoys even the occasional co-op experience’s list. How’s that for a summary?

Screenshots from Doctor Dekker and It Takes Two swiped from Steam Community posts because I forgot to take my own. Ooops.

Halo Fest 2020 Wrap-up

I started this journey around two and a half years ago, and given the meager amount of time I devote to gaming these days, it was definitely, errm… overly optimistic of me to think I could play through even the 5 main Halo campaigns by the time Halo Infinite was to be released a year later. It doesn’t help that I almost immediately decided to include more games and some other media. Totaling it up, as of this, fittingly the 20th Halo Fest 2020 post, I’ve beaten 12 games, not counting Halo 4’s lengthy Spartan Ops campaign, and watched 3 movies and a season of television. I also played a lot of Halo Infinite multiplayer during this time.

Funnily, I don't own a physical copy of the release I played the most for this, Halo: The Master Chief Collection.
“Funnily, I don’t own a physical copy of the release I played the most for this, Halo: The Master Chief Collection.”

I’ve almost certainly already made some semi-controversial statements about many of these games, and as one last controversial act, here’s my final, personal ranking of the series:

  • #7 Halo 5: Guardians. The most obvious choice for last place, but I really wanted to give Halo 5 a fair shake, and I definitely didn’t hate it. Rather, in numerous ways, it simply felt the least like Halo out of all of these games, and because of that, it always ends up falling to the bottom of the list no matter how I decide to weigh the criteria.
  • #6 Halo 4, on the other hand, does feel like a Halo game. An unnecessary Halo game, with some questionable writing and some incredibly annoying enemies, but a Halo game.
  • #5 I mean, this one is definitely going to get me some flak, but hear me out. Halo 2 is a great game, and playing through the Anniversary version of it made me appreciate it so much more, but it’s hard for me to completely drop the weird baggage I brought to it when coming from Halo: Combat Evolved back in 2004.
  • #4 Halo Infinite, above Halo 2? Blasphemy! In fact, I’d considered having them tied for 4th place, but the undeniable truth is that when I compare the two campaigns in terms of the fun I had playing through them, Halo Infinite wins out. Interestingly, I realized while writing my Halo Infinite post that my biggest overall complaint about Halo Infinite was how much it held back in almost every area, while inversely, Halo 2 was perhaps too ambitious as a follow-up to Halo: Combat Evolved.
  • #3 For the longest time I’d ranked Halo: Reach as my favorite Halo game. I still think it holds up quite well to this day. Fantastic game!
  • #2 I’m kind of surprised that I’m ranking Halo 3 above Reach, but upon playing through it again, it’s impossible to deny just how damn good it is, especially if you cheekily treat the excellent Halo 3: ODST as part of the overall package. Halo 3 almost feels like a do-over of Halo 2, incorporating most of its best changes and features while pulling them all back just a bit, more in-line with Halo: Combat Evolved, and polishing the whole thing to a mirror sheen.
  • #1 Objectively, Halo: Combat Evolved might not be the best Halo game, but in terms of how unique it is, even amongst the series it spawned, its impact on console gaming and the FPS genre as a whole, and my personal nostalgia for it, it’s not even a debate.

As for the other games covered here, I’d probably say Halo Wars 2 is the best of the bunch. I never expected it to feel like such a proper sequel to the original, and the Banished were fun. As far as what wasn’t covered, well, I don’t have the hardware to experience Microsoft’s weird VR tech demo Halo: Recruit, nor did I want to track down an arcade where I could attempt to play through Halo: Fireteam Raven. I don’t consider either of these massive omissions, despite the fact that I bothered to include Spartan Assault and Spartan Strike.

Wrapping up the series with the controversial Halo Infinite, it’s reasonable to ponder where the franchise is going next. There have been some major changes at 343 Industries and it seems like most of the plans (vague ideas?) for further major developments on Infinite have been scrapped. There are also some odd rumors about a shift from the Slipspace engine to Unreal, possibly in conjunction with the long rumored Halo Infinite battle royale mode (or whatever Project Tatanka turns out to be.) It’s hard to imagine there won’t be another attempt at a Halo game, but who knows if 343 will be developing it. In short, Halo’s future is unclear, though in some ways, that’s all the more exciting.

Despite how long this took, I actually really enjoyed having to commit to a theme, and I’ve already started thinking about another series I’d like to dive into in a similar way. With Diablo IV‘s recent release, I was thinking about replaying the Diablo series, but given how massive my backlog is, it’ll likely be a series I haven’t played much of next time around though. I tossed around The Witcher, Darksiders, and Dragon Age, all games I hope to play more of in the future, but I think the winner is going to be the Metal Gear Solid series. With 7 games on that list, most of which are quite lengthy, that isn’t going to be easy, but I’m really looking forward to it.

Halo Fest 2020 – Infinite

By the time I began following Halo Infinite’s development, there were already indications of significant issues at 343 Industries that all but extinguished hopes that many of its more intriguing rumored features would ever materialize. That big, ugly delay didn’t exactly instill confidence either. However, three weeks before the game’s official launch date, its multiplayer was unexpectedly released early, and at its core was a game that somehow felt like Halo again. While the community’s frustrations have come to overshadow this, when the full game launched few weeks later, reviews of its campaign were overwhelmingly positive too. Although I dove right into its multiplayer, it’s been a real test of my willpower to wait this long to finally play the campaign.

There will be consequences...
“There will be consequences…”

Aesthetically, Halo Infinite feels like a bit of a throwback. While the game can look amazing at times, on a technical level, it’s not as ambitious as I think many fans expected. Coupled with 343’s return to the Bungie days of Halo stylistically, which, don’t get me wrong, I absolutely love, the whole thing looks just a little… stale? While there are countless articles and videos you can dig into to understand its technical issues, one of the game’s biggest visual shortcomings is simply its lack of diverse environments. While Halo campaigns have always featured a rich variety of distinct maps, apart from Banished and Forerunner areas, Infinite mostly takes place in a single biome. Hell, a dynamic weather system or even just a more aggressive day/night cycle could have helped. It’s a shame, as overall, I like the game’s look and I really like the vast majority of its new designs, but it falls short of the home run Halo deserved.

With no technical issues to wrestle with, Infinite’s similarly Bungie inspired soundtrack fares far better. Incorporating elements of and otherwise influenced by the series defining work of Marty O’donnell and Michael Salvatori, including some full remakes of classic tracks, I have zero complaints. Again, 343 played it fairly safe here, but after the more experimental soundtracks of Halo 4 and Halo 5, I think returning to its roots was a good move. Specific nitpicks aside, the rest of the audio work, from the way weapons sound to the voice acting, is similarly top-notch.

Hey, I can see my house from here!
“Hey, I can see my house from here!”

Not surprisingly, the majority of my notes are on gameplay, as that’s where 343 took the most risks. Borrowing heavily from the open-world genre, while Infinite’s campaign still consists of a series of linearly progressed levels, there’s now a huge map that you can explore between missions. Oftentimes these more classic-style missions are triggered by reaching specific locations on the map, while others actually take place in the open world itself. Combat-wise, these open world segments don’t feel dissimilar from the larger areas in previous Halo levels, but having such a vast map, so untethered from the campaign’s mission structure is a new concept for the series. Personally, I think it works, though it’s a bit rough around the edges.

First it has to be said, combat in Infinite really feels like Halo in a way that, while hard to describe, is damn satisfying. The weapon balance is just about perfect, and many favorites return in one form or another. There are some new additions, like the Commando, something of a peculiar blend of a DMR and a SAW, though I was particularly attached to Infinite’s take on the good old, versatile Battle Rifle. On the Banished side, the new shock weapons like the Disruptor pistol and the Dynamo grenades are surprisingly effective, as are the long-range Stalker Rifle and Skewer. The two new Forerunner weapons, the Heatwave and the Cindershot, seem practically designed to promote battlefield chaos with their multiple ricocheting projectiles and bouncing explosions, respectively. As for difficulty, playing on Heroic, I felt fairly challenged by fights, especially when I was overmatched yet too careless with my approach, though I admit, most of my deaths early on were probably from falling off of the edge of the map. Well, that, and bosses. There are a number of missions that include scripted boss battles. These don’t play out too differently from similar fights in previous Halo games, but some of these fights were really fun. Overall, big thumbs up!

Not a great time to run out of charges.
“Not a great time to run out of charges.”

This means that moving through the open world, encountering Banished patrols and camps, and tactically taking them out in any way you want, is fantastic too. Naturally, 343 also made some half-hearted attempts to pepper the map with other diversions. You can rescue captured marines, destroy Banished propaganda towers, and take down “high value target” mini-bosses, all of which are just minor spins on the typical fights you’ll have in the world. You can re-take overrun UNSC bases which function similarly to the “tower” mechanic popularized by Ubisoft open world games, revealing notable locations on your map, as well as serving as fast travel and resupply points. You can, of course, also hunt down various collectibles from skulls and audio logs to multiplayer cosmetics. Then there are the Banished outposts, which are open world missions involving taking over much larger Banished bases. Again, at their core, they’re just more opportunities for combat, but they verge on feeling like actual scripted campaign missions. Probably the biggest issue with all of these side activities is how much of a pace-destroying, repetitive slog the campaign can turn into if you’re prioritizing completing/collecting everything, as I did, but that’s not exactly a new problem for the genre.

Adding more types of enemies, weapons, and vehicles could have gone a long way in keeping the open world exciting. Again, 343 were a bit conservative here. The lack of vehicles is particularly egregious with such an expansive open world available for the first time. There are vehicles, certainly, but they show up in the world surprisingly infrequently. Worse yet, when they do show up, the enemy AI’s use of them is bizarrely restrained, while friendly AI doesn’t even bother using vehicles at all. I can imagine patrols of marine Warthogs flying over the hills out of nowhere, massive tank battles in the distance, and air to air skirmishes unfolding overhead as Banshees chase down Pelicans. Come to think of it, we got far more of that kind of stuff in the older games. A real missed opportunity.

Taking the boys out on a Sunday drive.
“Taking the boys out on a Sunday drive.”

That doesn’t stop you from using vehicles, of course. Along with the staples of the series and some returning favorites from Halo 5, we have access to the new UNSC Razorback troop transport. That might sound boring, but loading a Razorback up with marines armed to the teeth is far more effective than the developers probably intended, even if the wonky physics of the Warthog-like vehicles sometimes conspire to ruin the fun. Seriously, who doesn’t love spending several minutes equipping and loading up your marines only to flip over 10 seconds after leaving your FOB?! The Banished’s selection of vehicles is a bit worse, especially since we know they have a lot more in their arsenal from their appearance in Halo Wars 2. More vehicles are added to the sandbox as you upgrade your FOBs from completing activities and unlock more of the map by progressing the campaign, and by the time you’ve made it to the last major section of the map, you’ll probably be spending much of your time exploiting the Wasp to simply fly everywhere. It’s a game changer for sure, and despite the sudden appearance of Banshees and Banished troops armed with Shock Rifles in hopes of countering you, almost the funnest way to travel.

Yes, by far the most unique new addition to the Chief’s tool belt is the Grappleshot, a launchable and retractable grappling hook. We’ve never seen anything like this in Halo before, and oh man, is it satisfying. I’d go as far as to say that the addition of the Grappleshot single-handedly saves Infinite’s new open world from mediocrity. How fun would exploring be without being able to easily scale huge structures and even mountains, and save yourself from the inevitable deadly falls that follow? Oh, and zipping directly onto an enemy, perfectly timing meeting their face with the butt of your rifle (or better yet, an Energy Sword or a Gravity Hammer) is just… *chef’s kiss*

The upgraded Grappleshot also electrocutes your enemies! *grin*
“The upgraded Grappleshot also electrocutes your enemies! *grin*”

Finally, we have the story. As this is the last game of this series, and I’ll want to talk about it a bit, let’s go ahead and summarize the plot right here. As usual I’ll keep it reasonably vague, but this, as well as the two paragraphs after it, contain spoilers. Skip the next three paragraphs if you’ve not played Infinite yet and care about the sort of thing!

The Story: Having spent a year evading the Created, the UNSC flagship Infinity is dispatched to Installation 07 to execute a plan to defeat Cortana. Mere moments after their arrival, the Infinity and her escorts are ambushed by a massive Banished force. The Infinity is abandoned, with its surviving crew scattering to the ring’s surface. During the chaos, the Master Chief comes face to face with Atriox, the leader of the Banished. In the ensuing melee, the Chief is thrown from the Infinity and left for dead. Six months later, he is discovered amongst the debris and revived by a lone UNSC Pelican pilot. Together they discover an encoded message being sent from the Halo and head to its surface to investigate. The Chief finds the Weapon, a copy of the Cortana AI that was the linchpin in UNSC’s now evidently successful plan. The Chief and the Weapon unite and attempt to rally the scant surviving UNSC forces against the ring’s Banished occupiers, now led by Atriox’s lieutenant Escharum after Atriox’s apparent death. During their mission, they encounter the installation’s monitor, 117649 Despondent Pyre, who hysterically warns them of the Harbinger, a dangerous entity that the Banished have released. Later the pair encounter the Harbinger herself, who divulges her plan to repair the ring and free the rest of the Endless, an ancient race imprisoned there by the Forerunners. After being taunted by a hologram of Escharum, who imparts that the Banished and the Harbinger share the same goal, Master Chief and the Weapon hatch a plan to disrupt the Harbinger’s attempts to accelerate the ring’s repair systems. In the process, they discover that these repair efforts are being focused on a specific mysterious part of the ring known as the Silent Auditorium. Escharum again taunts the Chief, baiting him with the coordinates to where he is holding the Pilot captive. Soundly defeating the Banished warlord, the Chief and the Weapon continue on to the Silent Auditorium. While searching the facility, they encounter numerous corrupted fragments of Cortana’s memories. Ultimately, these visions reveal that Cortana sacrificed herself to stop Atriox from releasing the Endless and ensure that the Weapon remained active to guide the Chief. The Chief locates and defeats the Harbinger, but too late as Atriox, in an unknown location, is already freeing the Endless himself.

Before playing it, I was under the impression that Halo Infinite more or less ignored the plot of Halo 5. It doesn’t. In fact, despite leaving out a lot of those details above, it’s actually quite important to Infinite’s plot. Regardless, this was still an incredibly unsatisfying way of following up the semi-cliffhanger ending of Halo 5, skipping ahead and barely even referencing much of the preceding drama outside of audio logs. Playing these games back to back, one moment the fate of the entire galaxy hangs in peril thanks to Cortana’s Created and their Guardian enforcers, the next you’re just facing off against the newest batch of wanna-be Covenant goons, and you completely miss most of that action to boot! Like a good Noir story, there can be something compelling about putting the pieces together after the fact, but I’d argue that Infinite doesn’t lean far enough into it to make it interesting. Instead, it just feels like a flimsy excuse to go a different direction with the story without having to worry too much about the details.

Sign up now for Escharum's officer morale improvement seminar!
“Sign up now for Escharum’s officer morale improvement seminar!”

That wanna-be Covenant comment aside, I do really like the way the Banished are portrayed here, being my favorite depiction of the Brutes by far, and they’re about as fun of an enemy as I could imagine facing while rehashing the Covenant yet again. I also enjoyed the dynamic between Master Chief and his naive new AI companion “the Weapon”, and running around solo with just her at your side (err, in your head) feels like a welcome return to form after Halo 5. I also kind of appreciate Infinite’s attempt to deliver a more grounded, less epic “hero saves the entire universe” kind of story this time around, even though, if we ever get it, I expect the DLC (or standalone sequel) that has us dealing with the Endless to be more along those lines.

That uncertainty is the saddest thing about Infinite. I’d imagine that most of my complaints were due to that aforementioned rocky development, resulting from compromises to get the game shipped, but Infinite was supposedly going to live up to its name by being something of a “live service” game. Yet, it’s obvious that 343 has utterly failed to make that happen, even struggling to put out fixes and new maps for multiplayer with any sort of expediency. With recent news of more departures and layoffs, this could even end up being the last 343 Industries developed Halo game. It’s a shame because the core gameplay and a lot of the ideas here are great, and if fully realized, I think Infinite could have finally been the game to prove that 343 was worthy of carrying the torch. In the end, it is definitely worth playing, but it’s definitely not that.

Well, after that gut punch, I’ll cover the live-action stuff quickly. A pair of teasers, Forever We Fight and Carry On are kind of neat, with the latter showing the Chief squaring off against a Banished Brute. Less neat, the UNSC Archive trailers Unspoken, Project Magnes, and Lightbringers may also be of some interest too. Much more on this subject next!