If The Washington Post says Halo Infinite’s progression is bad, you know it’s bad

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Halo Infinite’s free-to-play multiplayer released as a “surprise” early beta drop on November 15th, and in the days since almost everyone agrees that the shooting and movement is great, but the title’s progression system is awful. Like many other free-to-play multiplayer games, Halo Infinite features a battle pass with both free and paid tracks that unlock cosmetic doodads like armor bits and gun skins. Unlike most other games, the only way to progress in the tracks is by fulfilling a rotating set of challenges like “win two capture-the-flag matches” or “get five melee kills without dying in one match.” The kills themselves or advancing objectives do not contribute to your progression unless they happen to be part of an active challenge. As The Washington Post notes, this leads to some frustrating play.

Many of these challenges distract from the objective of winning matches, like when players are asked to use certain weapons or vehicles to get a kill. And since the current playlist system means you can’t choose what game type you’ll play, oftentimes you’ll see people running around using less-than-viable guns instead of, say, capturing the flag in a game of Capture the Flag.

To add to that frustration, the current game only allows a Quick Play option with no way to choose a match type. If you have a challenge tasking you to win three rounds of Oddball, it is extremely annoying to get placed into a second slayer deathmatch in a row.

Despite 343 Industries’ repeated assurances that they’re listening to feedback and their pre-Thanksgiving attempts to adjust some of the system, the addition of a special time-limited Fracture: Tenrai event featuring another confusing and frustrating progression layer inspired some heated discussion online. It’s a situation that’s now onerous enough to garner attention from The Washington Post, of all outlets. What’s next? Master Chief subpoenaed to appear before Congress?

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