Halo Infinite, multiplayer is a beautiful dance

After years of military shooters, Halo Infinite is the headshot FPS needed. Let’s delve into the more tactical aspects of the game.

It’s a question of timing. In most modern online shooters, the winner is decided based on who sees the other first. Take aim, pull the trigger and see the enemy go down. Seconds later, you are the one who is going down, at the hands of someone repaying you the favor. But Halo Infinite it’s different. The last few chapters of Halo had lost their magic when the original developer, Bungie, left. But the launch of Halo Infinite multiplayer, made by the 343 Industries studio, seems to have reversed the trend.

The lethal dance of Halo Infinite –

There is something magnificent about the lethal dance by Halo Infinite. When you are one-on-one with an enemy, no matter what weapons you have, it is usually the best player to win. Sure, a magazine of needles will blow you up, but you always have a few seconds to break the opponent’s line of sight, prompting him to reload and thus reversing the odds of the fight. The rockets might seem too powerful, but you can always jump to avoid them or, better yet, send them back with a gravity hammer.

The Halo dance is lovely. Its back and forth is adorable. If someone hits you hard, all you have to do is find a safe space and let the shields recharge. As soon as they come back up, you turn around and you become the aggressor. It is more a question of movement than aiming: doing a few feints before changing direction allows you to get out of the opponent’s view and be able to track him, rather than be the prey. Look at this feint (at 30 seconds) during a last minute flag capture:

Halo zen —

Then there is the change of weapons. Out of ranked modes, they all start with a standard assault rifle and handgun. A full magazine of the assault rifle should be enough to eliminate an opponent but, in case the ammunition runs out at its best, you can pull out the gun quickly to finish it; if the enemy reloads, you win. Sometimes it even pays to use the gun first, that is more accurate over medium distance: you can lower the opponent’s shields before reaching an acceptable distance, and then switch to the assault rifle and see them fall under his blows.

When things go well, you enter a kind of Zen state similar to the feeling you get from playing those arcade games designed to induce synaesthesia. Move, shoot, rotate, jump, pick up a special weapon and shoot down enemies with an ever-changing arsenal, as if you were the hero of ’80s action movies.

Like in fighting games –

In a way, Halo Infinite is reminiscent of fighting games. When you are face to face with a single enemy, both of you test to see if the distance is right for you to try a melee attack of the last second. A Spartan with full shields goes down with two melee hits (unless you hit them from behind, in that case one is enough), but you only need one if you fill them with lead first. The key to victory is often knowing that you can approach your opponent safely and land that final blow before him.

And the grenades? Halo has in weapons, grenades and melee attacks its “golden triangle”: Make good use of all three of these components, and you will win more fights than you can lose. If an enemy crouches around a corner to reload his shields, throw a grenade at him to delay the reload or finish him off. If you back up to the top of a hill, leave a grenade behind to slow down a pursuer. Block entire areas with the threat of your own grenade explosions, or stick a plasma on the enemy for a guaranteed kill. Like here:

A true depth –

Even the race is reasoned. Rather than being useful only for a faster crossing of the maps, the sprint is a tool to deceive the enemy. The ride reveals indeed the position of a Spartan on radar, which might seem a little unfair until you learn how to use it to your advantage. Run down a corridor, turn suddenly and take the same road again in the opposite direction: you will surely catch someone who was on your trail by surprise, if you do it with the right timing. There is a tactical nuance behind every single mechanic, and they all relate to timing: knowing when to push and when to retreat.

Each map is built so that everyone has a dance partner. Sometimes there are too many, but most of the fights are duels, in the modes with smaller teams of four. Maps are meant to be fluid. The fights end quickly and the shields regenerate after a while, so you have plenty of opportunities to prevent a third from coming and taking you out. After years of military shooters, Halo Infinite is the headshot that FPS needed. Yes, there are some problems with progression in the battle pass and it would be nice to be able to choose the game modes, but it’s refreshing to play a shooter with real depth, beyond aiming and firing.

Written by Kirk McKeand for GLHF

We would like to give thanks to the writer of this post for this awesome web content

Halo Infinite, multiplayer is a beautiful dance