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Reviews / Xbox / Halo Infinite
Halo Infinite
Xbox

Halo Infinite

The Chief is back and the campaign is the best in years — the live service is another story.

7.0 / 10
Gameplay
8
Graphics
8
Audio
9

Let me separate the two things that Halo Infinite is trying to be, because they deserve different verdicts.

The campaign is genuinely excellent. The open-world Zeta Halo structure suits the series better than I expected — you have a real sense of scale and freedom while the tight corridor combat arenas the franchise is famous for remain intact. Master Chief feels weighty and capable. The grappleshot is the best new addition to Halo's sandbox in a decade. Boss fights are a return to form. 343 Industries finally feels like they understand what makes Halo tick.

Craig the Brute is no longer ugly. The visuals, which were savaged at reveal, are genuinely impressive at launch — particularly the lighting across Zeta Halo's open expanse at dusk. The audio is some of the best in the series, from the crisp weapon sounds to Mando's score which channels Marty O'Donnell without imitating him.

The live service component is where my enthusiasm fades. The progression system at launch was unconscionably slow. The battle pass structure felt designed by committee to extract money rather than reward play. Two years on it has improved, but it still carries the scent of a game that compromised its identity for monetisation.

Multiplayer is fun when you find your footing. Big Team Battle remains chaotic and joyful. Ranked is tight and well balanced. But the map pool is thin and new content has dripped out at a pace that tests the patience of even devoted fans.

The Verdict

A campaign that reminded me why I love Halo. A live service that reminded me why live services make me nervous.