I hate discussing games in terms of "value for money", but time was you'd spend your $60 and get the complete package. That multiplayer is now free also makes the value proposition of the campaign a little tougher. It's a damn good shooter, but it can't help but feel like the incomplete accompaniment to a game that's arrived an entire month later. But Halo has a legacy of arriving content-complete, and without that campaign, Halo's multiplayer shortcomings are even more apparent. When Fortnite can stay in early access for three years (opens in new tab), there's no longer a clear sign of when a game is done, and we've been conditioned to expect that more content will come if we simply wait a few months. We're used to games launching a little unfinished these days. Coming off Infinite's campaign, the multiplayer arsenal feels like a fundamentally different toolkit. Halo Infinite might have a fantastically balanced sandbox, but its separation from the campaign has many weapons feeling a little flat, a little dull, designed for esports in a way that misses the weird and wild nature of how these guns act in the main game. Halo combat is a dance, playing weird weapons against uniquely specific alien baddies-and in multiplayer there’s always been the sense that you're not really using these weapons for their intended purpose. ![]() ![]() Similarly, the Pulse Carbine is awkward and naff in Arenas, but in singleplayer it's a near-vital shield cracking machine. Why is the shotgun now a much weaker Bulldog auto-shotty? Because it's meant to be a weapon Brutes use to apply pressure on you, said nobody, having not played the campaign. Going by multiplayer alone, I'd have questions surrounding the game's weapon lineup. But the lack of a campaign hasn't just emphasised Infinite's already-light offerings-it's also removed valuable context from what's there.
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