Halo Infinite Preview Impressions: A Good Time with Good People

Until around 2015, I don’t think I ever actually owned a single Halo game. I borrowed the games from a friend, playing through the campaigns and swapping the disks back for the next one. Mostly though, I played at my friend’s house, huddled in the dark after a midnight McDonald’s run, laughing at and with each other as we blasted each other away. Like many, my first experiences with Halo were social.
Over time they became more lonely, until recently. I tend to hyper fixate and flit from game to game. My job as a critic only facilitates this, as I review and write primarily about games without constant updates and surging communities. The pandemic, the trend away from couch co-op, and my own online friendships (often with distinct gaming hobbies) have ensured that I play mostly alone. Even when I play a game that has hit the zeitgeist, it tends to be months after it has faded from conversation.
This doesn’t mean I haven’t longed to live differently, though. I’ve looked afar at Destiny and Final Fantasy XIV with jealousy, wanting to have a game I could really care about and talk about with lots of people. I’ve booted up Warframe and downloaded Magic the Gathering: Arena with the promise that this would be the game I play consistently. None of it has really stuck. My interest in older games and constant switching around has ensured that I could never really settle into a single title to call my “social” game. Based on the recent preview, though, Halo Infinite is teeing up to be exactly that.
To some degree, this is not a testament to Halo Infinite’s quality, but a matter of extraordinarily good timing. I recently fell into a small discord server where we primarily play Halo: Master Chief Collection. I’m not good at it, though I have my moments, but most of us on the server aren’t. Rather it’s an excuse to get together or to make new friends, all around something we enjoy doing. I already liked Halo, but playing with friends every couple of weeks has solidified its particular joys to me. I love Master Chief’s lumbering gait. I love the contrast between the rumble of the assault rifle and the “pew pew” of the plasma weapons. I love the greens and steels of an earthly military swept up in galactic majesty. I love the inert and grand tragedy of the super soldier Spartans, metal people forever meant to fight battles that are not entirely their own. This is, basically, the perfect time for a new Halo to drop for me. Fortunately, if the preview build is anything to go by, it’s more than a worthy successor to all that came before.
If you’ve played Halo at all, you understand the basics of how Infinite works. The basic set of weapons have all returned. You still have to shoot through shields to get to the venerable meat underneath. Deathmatch, capture the flag, and two variants on control points were the central modes available in the preview. If you’ve played any competitive shooter since functionally the beginning, you’ve played variants on these modes. This familiarity, though, was a boon to the test. I felt comfortable enough to hop right in, but also disoriented enough to notice the changes.
The two areas that 343 Industries has most distinctly improved over their previous games are aesthetics and weapon design. Halo 4 and 5 embraced the sheen of post-Star Wars prequel science fiction. While Halo’s aesthetic could hardly be called unique, its combination of neon soaked alien tech, gritty American militarism, and sweeping natural landscapes usually managed to impress. In later entries, that difference was flattened into the shine of a gleaming HD world. Expensive, yes, but it sometimes felt as if the scale and drama of Halo’s spectacle was lost. Of course, there was still plenty that felt inspired. Halo 5’s depiction of the alien world of Sangheili is among my favorite set of levels in the franchise. Nevertheless, the games often felt more shine than substance.