is currently out for PC and Xbox, with the free-to-play multiplayer launching ahead of the single-player cinematic campaign. As per our in-depth review
of the Master Chief's latest adventure there was a sense that it felt unfinished. And with Joab Gilroy having spent many hours not customising his Spartan, we can give you our full take on the 4v4 and more of Halo Infinite's multiplayer.
Like most big budget AAA shooters, Halo Infinite has both the good and the bad. Good, is Capture the Flag on most of the game's Arena or quick play maps. There's a decent amount of cover which allows for some interesting pathing options in the smaller variants of Halo Infinite's 4v4 maps; so Slayer, Oddball, Control and Capture the Flag all work well on them.
Our Full Halo Infinite Multiplayer Review
Bad are the two larger sized Arena maps, Launch Site and Behemoth. They're both, well, awful. Just lopsided dumpster fires, with Launch Site being the worst of the two – an asymmetrical nightmare designed seemingly for Halo's worst perma-mode, its woeful implementation of the Arena classic "single-flag capture the flag". The series insists on splitting this mode into an attack and defend mode that has never, ever worked. Single-flag capture the flag with a solitary flag in the middle works — Halo's implementation does not and never has.
Good are the Big Team Battles, which divest players of responsibility for their actions and allow a great deal of play. The maps in Halo Infinite's BTB are all pretty good, with my favourite being Fragmentation, which has a vaguely symmetrical feel to it and loads of interesting areas to grapple up to. It feels like Halo Infinite — large and broad and gorgeous, and maybe a little shallow.