Halo Infinite: our impressions of the second multiplayer technical test

Halo Infinite: our impressions of the second multiplayer technical test

© 343 Industries / Microsoft

WhileHalo Infinite Finally, 343 Industries has launched several technical test phases for multiplayer. So I was able to try on PC with a certain feverishness two weekends during this very first version free-to-play from the legendary FPS franchise. After having postponed the project for an entire year, has the studio having taken over the torch from Bungie finally shown itself to be up to the master? Here are my first answers.



It is indeed important to remember that 343 Industries intends to make Halo Infinite a title paying homage to its first creators, while bringing its personal touch and modernity. The technical tests were therefore there to try out his next title for veterans and newcomers alike and to put the multiplayer and its servers to the test. All this in order to offer the most successful game possible on December 8, despite many elements that will not be present at launch.

Barely on the menu, Halo Infinite is already enchanting

From the outset, at least after various problems to launch this build intended for technical tests, we are welcomed in the most beautiful way possible thanks to the music of the main menu so magnificent and specific to Halo games since Combat Evolved . This choir of voices accompanied by an orchestra will necessarily make the most nostalgic people shed a little tear of joy, as in my case.

Halo Infinite: our impressions of the second multiplayer technical test

A rather classy title screen, but lacks the sound to make it a proper Halo title screen.

From the home screen, my first instinct was to go to the game options, accessible via a small menu at the bottom right. Small flat from the point of view of the overall ergonomics of the main menu, but it is ultimately only a lesser inconvenience. In the options, we can salute the work of 343 Industries on the many parameters available for the PC version. The absence of a full-screen mode is however to be deplored, but should be included when the game is launched.



Halo Infinite: our impressions of the second multiplayer technical test

The options menu is particularly complete, except for a few missing elements in this build.

Second stop this time in the customization part of the multiplayer mode. And here again, 343 Industries has gone all out. Avatar customization is a central element in a Halo game, and the studio intends to sign here the best iteration ever seen in the franchise since Halo: Reach. It is even possible to customize its weapons, its vehicles, and its personal AI, which acts as an in-game announcer.

Halo Infinite: our impressions of the second multiplayer technical test

Limited during technical tests, the customization menu looks crazy for launch.

At Spartans training, and on the run!

Finally, my first little inspection tour took me to the side of the Academy. For the first time in a Halo game, 343 Industries lets newcomers experience multiplayer seamlessly, and veterans a warm-up before getting to the heart of the matter. During this technical test, shooting ranges were open to try out all the weapons available in the build, as well as a training mode against bots in Arena type maps.

Halo Infinite: our impressions of the second multiplayer technical test

Shooting ranges allow you to become familiar with the many weapons in the game.

And from the first moments I launched my Spartan into a bot kill chase, the Halo magic hit me like a gauntlet of Mjölnir armor in the gums. This additional year of development allowed 343 Industries to do an exemplary job on the visual aspect of Halo Infinite. The attention to detail on the textures is remarkable and the effects of light and explosion are frankly successful. All pretty smooth thanks to a solid setup, well over 60fps in ultra quality at 1p.



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In one year, 343 Industries has made real progress on the visual aspect of the game.

343 Industries also deserves some praise for Halo Infinite's sound design, already shown in various videos throughout development. Apart from the sumptuous soundtrack, the sound of weapons, explosions or the various actions of the Spartans is an aural treat. Even the bots are remarkably well coded, apart from a few hiccups. It is possible to modify their difficulty, and be aware that the bots in Spartan difficulty are truly ruthless.

Between tribute and modernity

All this is well and good you will tell me, but what about the gameplay? I come here, precisely. Having known the franchise with Halo 2 in 2004 and made all the main games since, except Halo 5: Guardians (for lack of Xbox One), I was conquered from the first moments by Halo Infinite. The game strictly respects 343 Industries' desire to offer a title between homage to Bungie's work and modernity.

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Our young rookie Spartan is ready to fight.

Tribute because Halo Infinite departs from the thrusters introduced in Halo 5 in favor of a more down to earth approach, and modernity thanks to various interactions inherent in each Spartan. Starting with a very well calibrated sprint: this does not offer a huge speed gain, but is pleasantly responsive since you can follow up with many actions without transition. The gameplay is thus nervous without distorting what makes the salt of a Halo game.

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Launched on the battlefield, our young Spartan discovers the Big Team Battle at 12v12.

The slide while crouching after a sprint is another nice addition, allowing you to quickly get into cover. Finally, the possibility of climbing ledges makes it possible to better take advantage of a very present verticality on the maps.



On track Spartans

The maps, let's talk about them. Four in Arena mode and only one in Big Team Battle mode, the only two modes available, they are among the most successful in the entire franchise. They offer an ideal balance between close combat zones and open areas, all in an architecture superbly respected by Halo's unique artistic direction. Hoping that the other maps concocted by 343 Industries will be as successful on all counts.

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Here is an aerial view of the only Big Team Battle map available during the technical test.

Scattered on these maps, we will find at specific locations various weapons, equipment and, if necessary, vehicles. All this is part of the famous sandbox of Halo games, including new accessories that blend well with this freedom offered by the franchise. Special mention to an incredibly versatile grappling hook and repulsor with plenty of gameplay options.

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One of the new accessories in the game, the grappling hook is a joy to use.

The weapons are no exception either, each having a very specific role in this sandbox, even if one can criticize the overpower of the basic pistol compared to other ballistic weapons. The vehicles are not to be outdone and are particularly pleasant to drive.

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It wouldn't be a Halo game without its iconic vehicles like the Ghost here.

Note that I played Halo Infinite exclusively with the keyboard / mouse, and the experience was generally very pleasant and intuitive, despite shortcuts to review yourself for better comfort. However, I would tend to deplore a certain advantage given to the game with the joystick, in particular because of the magnetism which makes aiming much easier than with the mouse, devoid of these small spare wheels.

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Despite the presence of 24 players (in cross-platforms), the servers held up pretty well.

Given the opening hours for the fully multiplayer cross-platform sessions, I didn't have much time to face Spartans in the flesh. But the experience was satisfying and smooth, with very few latency issues or blocking bugs. A solid performance, or a lot of luck on my part (like a certain John).

Earn your stripes

Free-to-play requires, Halo Infinite will offer a seasonal Battle Pass system, only for cosmetic content. However, we must still salute the choice of economic system made by 343 Industries. No Battle Pass will be time-limited and everyone will be able to buy the one from any current and past season, and progress on the one of their choice. There is also a shop where you can buy cosmetic items, which will be renewed regularly.

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A first prototype of the Battle Pass was present.

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And a perfectible draft of the challenges to climb the levels.

To progress through the many levels of each Battle Pass, the only way will be to complete daily and weekly challenges. On this point, the technical test was very poor: in a few hours, I had already run out of challenges and therefore the means to progress. Hoping that 343 Industries will find a better method before the game launches.

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In addition to the Battle Pass, an in-game store is also included.

Halo Infinite: our first impressions of multiplayer

As you can see, I was generally won over by this preview of Halo Infinite multiplayer, despite some technical issues and slight balancing issues. Nothing that makes me doubt about the work done by 343 Industries and its desire to bring together veterans of Bungie games and new audiences under one banner. Delaying the launch for a full year has therefore not been in vain, and the studio finally seems ready to earn the torch passed on by the original creators of this legendary FPS franchise.

I can't wait to finish the fight and find Master Chief on Halo Zeta to see if the campaign is up to what the multiplayer offers. Of course, I won't spit on a few technical tests until then to get my little extra dose of Halo.

Halo Infinite will be released on December 8 on PC, Xbox One and Xbox Series X|S.

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