After a weekend spent playing the Halo Infinite Multiplayer Beta, here are our thoughts on the return of the saga.
We were finally able to sink our teeth into the Halo Infinite Multiplayer Beta. What took place this weekend for the lucky Insiders who received the invitation for this first technical test. From within the Xbox community we’ve been fortunate enough to be able to access it and play a good handful of games and those are our impressions.
It must be said that the particularity of this beta was that all the multiplayer games available were against a team of bots in the modality 4 v 4 arena. On the first day we only had one card available called Locking, a semi-open map with three lanes separated by a central structure that also featured an underpass. During this first day the level of difficulty of the bots was quite low, it hardly posed a challenge for the somewhat experienced players.
Playable changes from Halo 5: Guardians
This first contact was enough to give us an idea of what we will find in playable terms in the multiplayer of Halo Infinite. The main changes from Halo 5: Guardians have to do with mobility. The multi-directional button on the instrument panel was removed, which offered great freedom of movement, both in terms of movement and for dodging. In return, the base movement of our character has increased significantly, almost at the sprint level.
Other notable absences are aerial aim, sprint melee hit, and aerial melee hit.. These mechanics were also first included in Halo 5. Leading to more shooter-centric gameplay
During this beta, collisions with our teammates and friendly fire have been disabled, something that we assume and hope to be available for the final version of the game. Which created a constant grenade shower situation as there was no risk of harming our allies.
Finally, as they already reported live ahead of the Halo Infinite Multiplayer Beta, murders were not available at the moment. Too bad since we are talking about one of the most iconic mechanics in the saga, although since 343 they have already warned that they are studying how to introduce them after the official launch of the game.
With the arrival of the ODST everything changed
As of day 2 of the Halo Infinite Multiplayer Beta, it has been added a new difficulty for the bot team, the ODST level. The change from the first day was more than noticeable, as the bots performed team strategies with each other, were more deadly one-on-one, and moved more naturally around the battlefield. Something that surprised more than one.
This new level of difficulty also came with a new map, Recharge. A totally enclosed map with different heights, corridors and gateways through which to catch our rivals off guard. One of the most anticipated equipment of this Halo Infinite has also appeared on the map, the hook. It offers a wide variety of use options, both in mobility to approach walls and projections at high speed as to attract objects towards us.
We’re going to go in to a bit of detail on the equipment issue now that we’ve named the hook. Equipment is scattered on the battlefield
Material spawn rate is quite high, we can therefore recover them several times per match. The same goes for special weapons, such as the combat rifle, dart, shotgun or the new Commando VK78. They stop spawning on the map to be in boxes attached to the wall with a spawn time indicator. Additionally, heavy weapons like missile launcher or sniper, as well as special powers like camouflage or overshield, have a longer respawn time and are marked on the map.
Arsenal and sensations on the battlefield
Before closing, add that on the last day the third map that we were able to enjoy during this beta was added, Bazaar. An urban map located in the Middle East that mixes up a bit of what has been seen in the previous two maps. A more open central area surrounded by accessible buildings of different heights. Here we were able to test the latest weapons and equipment available in the beta, the missile launcher and the reconnaissance beacon.
Regarding the arsenal seen to date, it should be noted the adjustment that some weapons have received. Perhaps one of the most notable is that of the MK50 pistol, with a noticeable reduction in damage in exchange for a higher rate. the MA40 assault rifle it is still very much in its lineage, effective at medium and short distances, with perhaps a slightly lower drop than in previous deliveries. the Order VK78 This was one of the new features of Halo Infinite, deadly in short bursts but a bit more imprecise with sustained fire. the BR75 combat rifle it remains one of the most reliable and least modified options, deadly in the medium and long term.
the Eagle It also took damage reduction, requiring a greater amount of sting to kill. The Alliance rifle It has completely changed its design, it is now a close range, directed fire semi-automatic weapon, very effective at taking out the enemy shield and finishing it off with a headshot. the Incinerator
Finally, heavy weapons. Like him Missile launcher like him Sniper They also have a very continuous design. the Peak This is a new heavy weapon introduced in Halo Infinite, its ammo is fine but deadly, it causes death in one hit.
Conclusions on this first contact with Halo Infinite
Overall, I think we’re up against a solid gameplay proposition, the game is fast, agile and with an excellent shooting feel. How this fits into competitive multiplayer remains to be seen, but the feel is more than good. As for the changes from Halo 5, the more creative mobility offered by the multi-directional dashboard may be missing a bit, but I think the pace of games is high enough today.
The new guns seem to me to be pretty well tuned, although they would still need to be tested in competition terrain to be more accurate. Equipment offers a wide variety of spontaneous situations in each game, one more variant to control on each map to get the most out of it. Hopefully in future betas we will have friendly fire and teammate collisions available.
As for the customization and the battle pass, nothing we haven’t seen before. The Battle Pass will give us different cosmetic rewards as we level up by completing its daily and weekly challenges.. We can fully customize our Spartan’s armor and apply different color schemes. A change for the better considering we’re coming from Halo 5’s heinous loot boxes.
Finally, the academy offered different weapon challenges to get acquainted with. They are not a big challenge but they don’t get in the way either and can be useful for the most novice players.
To be informed of all the news of the world of Xbox, to pursue Xbox community via our social networks in Twitter, Tic Yes Youtube.
Table of Contents