Halo Infinite’s Multiplayer Challenges Need A Rework

Halo Infinite, a month into its existence, has earned a spot in my daily gaming program. In my initial review of the game, I was very complimentary about it. I also wrote about how the new Halo manages to strike a balance between nostalgic nostalgia and modernity. I’ve been surprised that the multiplayer component has kept me so engaged for as many weeks as it has; as many have observed, the small number of map selections and modes can be limiting, but I still find myself coming back for more of that wonderful “dance” of competition that the Halo competitive experience offers in its best moments. However, it becomes more evident that the competition’s challenge system is flawed as time goes by.

For those who may not yet have tried it, Halo Infinite’s multiplayer allows for progression through a few different tracks at a given time. Each match you play awards XP for the completion of challenges, from the always-present “play a match” requirement, to more complex goals, like nailing headshots in a particular game mode. Completing those challenges will move you along the season pass. Certain challenges also progress other events that are running during the week. Finally, completing all weekly challenges earns you a special bonus like a weapon coating and emblem.

In the early stages of playing Infinite’s multiplayer, this system holds up pretty well. There’s a consistent sense of forward momentum, and I’ve yet to meet the gamer who doesn’t enjoy the satisfaction of filling up a meter toward character improvement and rewards. However, long-term engagement can reveal big problems.

Even more than the PvE, competitive games allow players to choose modes and experience they are most passionate about. After all, it’s no fun to get beaten over and over again in Tactical Slayer if you have never gotten a handle on the Battle Rifle. Unfortunately, Halo Infinite’s challenge system largely overlooks that dilemma, regularly pushing players to dive into specific game modes or weapon usages that they may not enjoy. That problem is exacerbated on event weeks, when you’re often pushed to play one particular mode on repeat, simply to complete the various challenges on offer. I like a little bit of Fiesta’s random weapons as much as the next guy, but after multiple weeks of being compelled into that same mode, I’m desperate for a break.

If a challenge is particularly difficult, a limited-use swap currency can be used. However it seems like an imperfect patch to an already poor system. Sure, I can trade out that Chef’s Kiss challenge to nail peak efficiency kills with a kinetic weapon, but I have no way of knowing if the new challenge coming in might be even worse. Moreover, it misses the core point: I’d much rather play the game mode I want to play in a given evening rather than be forced to pursue an objective I’m not interested in.

This dilemma is made worse by the weekly ultimate challenges. On one level, it’s satisfying to gradually tick off challenges over the course of the week to snag a small but fun reward if you do them all. It can become a frustrating experience if one or two of the core challenges isn’t well structured.

That was the case with last week’s Fiesta Killjoy challenge, one of the worst offenders in a mix of unwelcome challenges the game has offered up. This challenge required players to stop enemy killing sprees within Fiesta. Now, pause for just a moment, and consider the implications: Not only are you forcing players to engage with random weapons, but you’re also asking them to only succeed at the challenge if you’ve let the other teams kick you to the curb a few times first.

If that sounds like a recipe for trouble, you’re right; ahead of reset, Fiesta on Monday evening was a total disaster. Anecdotally from the time I was online, players seemed to be purposefully throwing matches, letting enemy teams rack up killing sprees in the often-vain hope that one could then successfully turn the tables and take out one of those killing spree players with a well-timed late-game attack. Or, one could simply play the normal game and then watch helplessly as match after match passes without progress toward Fiesta Killjoy completions. It was, in a word, infuriating – especially at the tail end of a week completing every other challenge put forward. I finally quit the game, frustrated at not having completed my weekly ultimate challenge.

Even if you consider the poor rewards that are offered in most cases, I feel the challenge system is a foolish approach. I’m reminded of the early days of the original Destiny, and its bounty board. The bounty board was a limited option for players in the early days of the game. However, it could sometimes be the only way to feel that you were progressing. After loud complaints from the community, Bungie changed the structure of Destiny’s bounties, and to the game’s benefit.

Halo Infinite’s multiplayer suite would be in better shape if the developers at 343 Industries followed a similar course, and to the team’s credit, it has indicated changes are indeed on the way.

Multiplayer engagement depends, at minimum in part, upon players feeling compelled to participate and progress. The current challenges are just too restrictive, not enough choice and, often, tedious to solve.

Contrary to some players’ expressed experience that I’ve seen in the community over recent weeks, I’ve continued to find the in-game match play of Halo Infinite to be exciting and fun. However, every challenge I encounter makes me cringe in dismay at the future and pushes me closer to giving up on my eveningly gaming. That would be my real killer.

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