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Halo Infinite: 10 New Features Revealed In The Multiplayer Gameplay Demo

The Halo Community has been anxiously awaiting multiplayer gameplay for Halo Infinite. In late July, 343 released a full unedited video of a 4v4 multiplayer match. Additionally, the tech test went live, giving thousands of players the opportunity to experience the game against AI.

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Overall, the reception has been very positive despite the fact that Halo Infinite is still an unfinished game. After watching the demo and playing the tech test, there are a few completely new features that players are going to love. Here are a few exciting things gamers can look forward to when the beta launches in the coming months.

10 Sliding

The slide is a popular mechanic in modern first person shooters, but it is a new addition in the Halo franchise. Sliding adds yet another movement mechanic for players to use, creating a more dynamic experience. Gamers can use slides on sloped surfaces to get new angles and become smaller targets.

Both the slide and sprint were added to the game to increase the pace of play. Instead of being confined to just jumping and crouching, gamers can combine different movements to gain a competitive advantage. Adding the slide is a way to modernize Halo without making it feel like just any other shooter.

9 Power Ups Do Not Activate On Pickup

This is a clever feature that many in the community did not consider. Instead of picking up active camo and having it activate immediately, gamers can hold onto it and use it when they please. Players will now be able to pocket those power ups and use them strategically.

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In objective modes, this will play a large role. Spartans will be able to time an overshield or active camo to sneak into a base or capture an objective. In kill based modes, players can keep their streaks alive by getting out of impossible situations.

8 Spartan AI Alerts Players Of Power Weapons

One of the crucial aspects of competitive Halo in the past was timing weapon spawns. The best players knew how long it took for every weapon and power up to spawn back into the game. In Halo Infinite, players will get real time notifications that a power weapon has spawned.

The same notifications apply to power ups as well. This feature makes the gameplay more accessible to casual players and takes the mystery out of spawns. Gamers will receive more information in game than ever before.

7 Needler SMG

343 have completely re-designed this classic Halo weapon in a few different ways. The gun has new animations and an improved character model. More importantly, the sound of the weapon is completely new. The Needler sounds more like a rapid fire SMG than the needle cannon from previous titles.

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The new needler feels a lot crisper than it used to, but it is hard to get accustomed to the way it sounds. New animations are always a good thing in video games. However, the changes may not be well received by Halo purists.

6 Dropwall Equipment

The dropwall, or barrier, is a new type of equipment in Halo Infinite. In game, it can be used like the bubble shield of old Halo titles. Spartans can create head glitches to catch enemies off guard, or block off passageways. The barrier offers a nice balance between a small shield and the huge oval of a bubble shield.

These new features give Spartans a ton of different ways to play the game. Players will be able to get creative and use the environment to their advantage. All of the new equipment will give rise to new multiplayer strategies.

5 Return Of The Assault Rifle

The assault rifle is back in a big way in Halo Infinite. The classic weapon has been a running joke in the community for years, as it was only effective at very close ranges. It appears that the range of the weapon has finally been extended, and the assault rifle can be used from farther away.

The feather technique returns, as skilled players can dominate by using trigger discipline. The assault rifle has never had a significant role in Halo, and it's great to see that gamers will be able to compete against other weapons with it.

4 The Most Satisfying Ragdoll Ever

When a player dies in Halo Infinite, the ragdoll effect is as good as it has ever been. Beat a player down in the air, and their body will shoot skyward. If an enemy is killed by a weapon up close, their body will fall slowly to the ground.

Weapons, angles, height, and grenades all have an effect on the way a ragdoll looks in game. While not entirely realistic, the way an enemy player's body moves makes sense, which is a welcome addition to the gameplay. 343 did a fantastic job with the animations and physics.

3 The Battle Rifle Has Recoil

In Halo Infinite, the three round burst weapon has a realistic kick to it. Following every burst, the gun will jump up slightly, making it a little more difficult to control. Including this small detail will create an even larger skill gap in the game.

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Many of the old battle rifles were hit scan with absolutely zero recoil. Now, players will need to account for the recoil and center well to hit all of their shots. Spartans should look forward to modes with a BR start. The weapon feels amazing, and stands out as one of the better features in Infinite.

2 Enemy And Ally Outlines

Both enemies and allies are outlined in Halo Infinite. Enemies are outlined with a red hue by default, and teammates have a light green hue. While Spartans stand out better on the screen, seeing teammate locations through walls can be distracting.

Thankfully, there is an option to change the color of the outlines to make them a little easier on the eyes. Whether this addition will help or hinder the experience remains to be seen. At least it is easier to tell friend and foe apart. An FOV slider is another awesome addition that will bridge the gap between PC and Console players.

1 Smaller Reticles On All Weapons

It is not clear if the reticles from the test will stay the same size when the beta and official game launch. From what fans have seen, all of the reticles are very small compared to other Halo titles. This means that hip firing will likely play a larger role with long distance weapons, at least on the smaller maps.

The smaller reticles look really good, and it will be interesting to see how that effects gameplay. On mouse and keyboard, there is a much lower likelihood that users will zoom in for more precise shots.

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