Halo Infinite’s terrible, horrible, no good, very bad year

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Halo Infinite's terrible, horrible, no good, very bad year


For the first time since December 2021, I played Halo Infinite last week—and somehow, despite loving and playing Halo on-and-off for 20 years, I was still shocked by how much fun I had. The springy movement, the rhythm of shield-stripping body shots followed by a snappy magnum round to the head, the zippy sci-fi slide whistle sound effects for every little action, the *chef’s kiss* sensation of hooking a frag grenade around a corner just right. Infinite is truly the best Halo has ever felt under my fingertips, a Jurassic Park-worthy refinement of decades-old FPS DNA. But I guess reviving the dinosaur wasn’t really the problem for Jurassic Park or Halo Infinite—it was knowing what to do with it once it was alive.

First impressions last year were glowing. Halo players new and old almost universally loved the new multiplayer in its beta tests, a balance developer 343 has been chasing since 2012’s Halo 4. Infinite nailed it in a way I honestly didn’t believe was possible. The first blow to that enthusiasm came in August 2021, months before the game was even out. It would end up taking a full year for Infinite to pull out of its downward spiral.

Bad year, month 1 (November): Infinite launches without core Halo features





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