Halo 3s intro is still fresh in my mind, though that solemn short monologue from Cortana is only for sure the worst ever, so the chef can survive. I remember an alien bug attack a UNSC base, that could be ripped out, swarms of strange insects were killing the magnum, the death of the Prophet of Truth and the attack of Scarabs in the ruins of the port. I played this game the first time I was 12 years old, but those memories still remain in my head. They were a testament to Halo 3s campaign and the genius set pieces that then-developer Bungie put together. The same practice was used in almost every other hand, a work of Bungie, but its peak was definitely Halo 3. The fan of Halo has been waiting for another example of Halo 3 since the game was started, a sentiment that continued to flourish when the Master Chief Collection informed everybody that its the undisputed king of the franchise. After another, the 343 industries infinite is what its follow-up that so many people had to wait for that jet the Halo franchise back to its prime. The game draws enthusiastic comparisons to Halo 3, while the fans call it a return to form. I have trouble wrapping the head around this claim. Halo games are not just defined by their multiplayer components. Indeed, Infinite has successfully nailed the way it works out of quality of life and the lock-up of standard customization options. The Halo game is very popular with many people. But the Halo Infinites campaign misses the point.

Location, location, location?

Halo games are historically extremely linear in their campaigns. Players would leave the box from one mission to the next. Moreover, the Covenant would be eliminated as they progress through levelings to keep the flow flowing. And players like the shark would follow this route, and never go back or to look around. While game design appears to have fallen out of fashion now, the Halo 3s campaign is still so gripping that it was over a decade ago. Besides being fun, Halo 3 and other Halo games that Bungie worked on are set piece-driven. Players face battles in memorable moments, not by their enemies, but by where they’re fought. Take the games levels for example because of the flooding. This is very special fighting zombies. Even the better your method after a fight for the narcotical system kills the prophet of truth or is she in a decrepit husk of Autumn, then a fight for the narcotical. [7:57] Giovanni Colantonio Location, location, location is the reason for a Halo games campaign, a rule that applies to very much sci-fi. When game settings include everything in the universe, players shouldn’t just feel like they’re fighting a slightly modified version of Earth. The variety of alien biomes makes us feel like a movie and is always a favorite.

All the worlds live on an empty stage.

The Halo Infinites campaign suffers from disease, skin remarkable and hard working action. A single goal, because of the whimstling force, guides the players towards the next fight in an exciting area. This is a freedom I could have done without because everything gives it a lot of meaning to it. There is no sanity of autumn to go through, or massive forerunner spires to ascend. Players are instead pointed to bases, all with the same objectives and enemies and while past Halo games had the same effect, at least the battlefield would change. That’s not the case in Halo infinite. The Zeta Ring is visually unremarkable, beyond its graphics, with its original design still showing a release from 2019. It is full of trees and cliffs, with smatterings of forerunner architecture. But fighting enemies on two opposite side of the map doesn’t feel any different. For example, I just beaten one of the mini-bosses Halo Infinites, a Warman who had a gravity hammer. I fought him outside the control center of the Banished Mining operation. And that’s really boring. I haven’t beaten Halo Infinite yet, but I’m worried that when I do, I won’t remember anything. I wont remember my place to defeat an iconic enemy, I won’t remember their name, I fear that nothing will stick with me. Hao Infinites campaign, its unremarkable open world, and its litany of names and aliens all fleeting without spectacular landmarks to anchor them.