Halo Infinite Deserves Some Recognition

While the overall impression towards Halo Infinite may lean in a negative direction, there are many things that the latest iteration of the Halo universe got right. First and foremost, almost EVERY game is plagued by a terrible battle pass system. One that forces players to either endure the stress of grinding bit by bit to finally achieve that next level and with it, a more powerful weapon. At least that’s the case for Call of Duty and a few others, actually gifting the recipient with an advantage over their peers. The battle pass is limited time and will expire with the season if you’re not careful.

Battle Pass

The battle pass experience for Halo Infinite is on the other end of the spectrum, delivering unique cosmetic items for little to no real world money. If you are looking to unlock the full version of the battle pass, you can earn credits by playing the game to completely unlock said battle pass yet the most formidable and celebration deserving decision was to allow any battle pass from any season be accessed at any time.

The “battle pass switcher” can be accessed by players whenever they want, allowing them to switch between battle passes at their discretion. This allows players to focus on unlocking the cosmetics they want, instead of being forced to do something else. The system reduces the need to focus on grindy gameplay, almost begging you to take your time on unlocking everything since it can be accessed at any time.

The actual quality of the cosmetics falls to your own personal opinion of course, but having the chance to actually unlock something purely from playing the versus dishing out money is an easy choice for me. Building the system this way also provides newer or returning players with the opportunity to catch up with everyone else that’s already tackled the battle passes.

Another fantastic feature throughout the lifespan of Halo Infinite has been the competitive experience. From the start, Halo Infinite delivered on a sweaty system that allowed competitive players the opportunity to climb the ranks and reach the top rank, Onyx. Everything has been incredibly balanced throughout, with my biggest gripe being the fact that I cannot decide what game mode I would be playing during my competitive seasons.

You won’t find a bigger hater than me when it comes to team deathmatch in video games. This is the most stale, played out game mode no matter what you’re playing. With little to no incentive to actually move around the map or participate in anything at all, TDM allows players the privilege of sitting in a corner racking up kills. This is not appealing to me, a skillful player can handle having to operate around some sort of objective.

Nevertheless, a sound competitive experience was provided for all those that would like to partake. The incredibly stringent matchmaking ultimately forced many to say goodbye to the game, with many forced to play match after match at a disadvantage.

1v1 Showdown

343’s latest addition to the Halo Infinite experience is the 1v1 showdown. In previous weeks, players could enjoy the Delta Arena, a throwback experience that removed sprinting and climbing. This slows down the game and forces players to be a little more deliberate with their movements. The experience is amplified by the inclusion of older maps, including Ascension, Lockout, and Midship.

I found myself wanting to return to Halo Infinite for the first time in a long time, to enjoy the Delta Arena limited game mode. Part of me hopes that they will remove sprint in the future game.

My latest Halo addiction is the 1v1 showdown playlist that they added with Operation: Snowbound. I didn’t expect a lot from the playlist when originally booting it up yet I found myself pleasantly surprised by the unique nature of the maps and weapon choices.

The new operation touts winter experiences down the line but I doubt any of them will capture my attention like the showdown. These are unique small maps separate from the multiplayer experience that offer a slick combat stage for two players. You’ll be playing first to three with your opponent, where you’ll switch arenas with each round along with new weapons.

A hill spawns between the two spartans, with an extended period required to cap. If you’ve played Call of Duty’s gunfight mode, just know that it takes much longer to cap than the zone in that game mode.

There’s also a power weapon that spawns on the map, but it is often inconsequential to the rounds at hand. If a player makes a move towards the power weapon, you can often just start to cap the point. Say the other player does actually manage to nab the power weapon. You now know their overall position and can prepare for them. The power weapon is usually a sword, sniper, or skewer.

You will face off until one of you achieves 500 points, 100 per kill. You’ll be reset after each death or victory, given the same weapon per round. Thus far, I’ve been equipped with the:

Bandit

Battle Rifle

Commando

Bulldog

Heatwave

Plasma Pistol

Pulse Carbine

Sentinel Beam

Sniper

The weapon variety allows for brief respite from the mundane experience from normal or competitive matches. This mode can help you master a variety of weapons in difficult situations. I’m currently on a seven win streak with only a few opponents getting close to victory yet the intensity is there throughout. There are many ways you can play, aggressive for the hill or for the hill. Delaying can also force the opponent to make a move as the player with the most points will win at the end of the time.

Another unique way to win the rounds is by simply capturing the point. You can win the entire round by capturing the point instead of simply slaying your opponent. If you’re looking for a smaller experience, I’d highly recommend checking out the 1v1 Showdown playlist in Operation: Snowbound.

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