Even the lasers have some oomph to their pew pews. Sometimes, the weapons leaned too realistic other times they were too cartoonish, like the submachine gun’s popcorn rattle in “Halo 2.” “Halo Infinite” finds a happy medium between distinctive and powerful. Halo games, even the original Bungie five, are famously uneven in their treatment of the game’s arsenal. The clang of the battle rifle gives each shot real weight and power. The guns don’t just feel good - they sound good too.Much of this is due to great map design that keeps the landscape easy to read and near symmetrical - while also changing just enough to keep players on their toes. Deadlock, in particular, works well both for Big Team Battles overall and the smaller, PvP engagements that flare up in different corners of the map over the course of a match. Every map so far is very solid, particularly the maps for Big Team Battles, from the brooding Brute structures of Deadlock to the Seattle-tinged forests of Fragmentation. Sprinting now just feels like an additional tool kit for players to access, whether they’re shooting or dodging bullets. But in “Halo Infinite,” the game’s 10 maps feel balanced and large enough for faster movement. That way, every firefight is a free-flowing battle of gunplay and positioning, since everyone moves at roughly the same speed. Classic competitive players (myself included) have always appreciated and preferred a slower pace. Sprinting has been a divisive addition to recent Halo games.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |