![]() The important core essentials have been nailed, though. Even though this game isn't nearly the next-gen showcase you might be expecting, some striking art direction does a lot to rescue its visuals from drudgery. Something that's a surprise considering the time, talent and money that has clearly been thrown at this thing from the get-go. The game’s technical state has long been questioned ever since early gameplay footage was revealed and looked shoddy, but a lot of the final version of Halo Infinite still looks quite flat. Less than stellar too is the overall technical presentation. Given how much potential there is for bigger, bolder missions that span Infinite’s massive world, their absence is a disappointment. In creating this big open space for side activities, 343 Industries has consigned the overwhelming majority of its main missions to monolithic interior structures. It’s one that doesn’t get samey, even when the main campaign missions themselves do. Layered into that eternally rewarding three-tier Halo combat loop of guns, grenades and melee, and you have an absolutely peerless balance. Once you eventually complete enough side missions to call in vehicles like the Scorpion tank and Wasp hovercraft, you can practically do whatever you want. Destructive explosive runs can be jumped into and escaped from, utilising a combo of weapons, vehicles and grappling hook. Sniping positions can be taken and departed quickly. Suddenly you’re able to get yourself into and out of precarious situations in a snitch. Master Chief can now attach himself onto any surface and rappel upwards, along or across it with ease. ![]() This open approach is made even more exhilarating with another new addition: the grappling hook.
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