When Halo Studios (formerly 343) announced this year that it was moving on from Halo Infinite to focus on what's next, I took that as a sign that the days of significant Infinite updates were coming to a close. To a degree that's been the case—the free-to-play Halo that finally became great last year slowed down in 2024, with recent seasons consisting mostly of forgettable cosmetics and (much appreciated) maps made by the community.
Infinite's latest season, The Great Journey, has some actual weight behind it. In honor of Halo 2's 20th birthday, the studio commissioned seven throwback Halo 2 maps from the community and put together a playlist with a 2004 ruleset. Oh, and there's a new gun: The MA5K Avenger, a rapid-fire variant of the assault rifle that fills the role of the SMG (a gun that first appeared in Halo 2). Similar to last year's Halo 3 Game Fuel celebration, the Infinite scene is one big nostalgia fest right now, and dammit, it's working its magic on me again.
It's not just warm memories of original Xbox Halo getting me in the door, though. This Delta Arena playlist with rules meant to mimic classic Halo is legitimately cool:
And these map remakes are slick:
Historically I've embraced Halo's trend toward FPS conformity with sprinting and sliding, but Delta Arena is winning me over to the old ways. Halo Infinite is a slower, more methodical shooter without sprint. I'm taking my time rounding corners and both teams are noticeably more alert. Starting with only one gun is also really weird, but maybe brilliant? Infinite's default AR/Pistol combo is so strong that you don't ever really need anything else, but with an empty slot by default I'm grabbing the first gun off the rack and playing around its strengths.
I've always liked clamber in Halo, but being without it is reminding me how creative longtime Halo players get with the jump button. Without a generous ledge grab, jumping is a more relevant skill, and vertical map control comes at a higher premium. I
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