Playing on Heroic, as with all Halo games.
Only time I died was to the first boss fight... a few times. Then I just swapped to the Plasma Rifle, and that thing just shredded him. I'm still on the first open area of Zeta Halo, so I figure the difficulty will continue to increases as they unlock more pieces of the sandbox.
I'm enjoying the game a lot. It kind of feels like the promise of the first Halo level in Halo: CE, that area felt so wide and open. It wasn't really, it was a trick of level design mostly, but the feeling of exploration and possibility was so strong. Halo Infinite feels like that again.
The sandbox and combat loop is the best it's ever been. That wonderful mix of creativity and puzzle-solving that defined Halo skirmishes from CE through Reach. Halo 4 and Halo 5 felt like COD games... straight shots through tunnels with very little room to experiment. In Halo Infinite, you can have a wonderful plan of engagement go to complete crap, and still pull it out by the skin of your teeth just by thinking on your feet and using the tools and environment to your advantage.
I do agree they go a little too Ubisoft with the icons on the map. I was kind of hoping they'd go more Breath of the Wild, and task you with finding key structures and missions yourself by, you know, looking. And then maybe have other objectives spill organically out of those. Like you come across a FOB, clear it, and find info on one of the terminals in it about a high value target that you could pursue. Or you pick up on audio-pad and it lets you know about an installation in a general direction. That kind of thing. I say all this as somebody that does enjoy the AC and Far Cry games though, so yes, I do understand the inherent appeal of crossing items off a to-do list. But it could have been a bit more ambitious.
The story is.... not good. The one cool thing about the Halo 5 campaign, literally the only good part of the entire story, is where it left off. With a rampant Cortana leading a rebellion of AI against a human military that had come to be completely dependent on them. Cortana had essentially become Halsey, and the Guardians were her Spartans. That was a very interesting place for our hero to be. He spent Halo 5 trying to reason with her, the next step was being forced to destroy his best friend. That's a journey I was interested in going on. And they just tossed all that out for... a Saturday morning cartoon villain and re-colored version of the Covenant.
I get the sense that Atriox, the guy who dumped Chief off the Infinity in the opening, is still alive. I hope so, cause he's a much more interesting, nuanced villain than this new Brute leader. But even that is less than ideal, since I only know that Atriox is an interesting character because I played Halo Wars 2... assuming everybody did is kind of a stretch. I've heard that audio-logs help fill out the detail on the events that transpired between Halo 5 and Halo Infinite, but that doesn't seem like a particularly satisfying solution.
Simply put, as of right now, I simply don't care about my enemy or my comrades. Nothing feels important, cause it feels like the diet version of everything I've done before. Oh no, a Halo ring might be set off? Never stopped that before. Oh no, the Covenant are here? Never dealt with them before. The end of Halo 5 felt like a situation and a challenge Chief and I hadn't faced before, a scale of threat that was on par with but different than the original threat of the Covenant and the Halos in Halo CE through Halo 3. This... feels like something Chief could do half-asleep at this point. It all feels very low stakes given what was set-up before it.
It's kinda crazy to me that with a full year delay, nobody at Microsoft said 'hey, we have this extra time, let's commission Blur to make a CG mini-series to cap off the Cortana storyline'. Like 6 episodes, put it up on Gamepass for free, call it Halo 6, and move on into Halo Infinite with some closure. They certainly have the money.
I feel like 343 has basically changed direction, storyline-wise, 3 times in 3 games, and done essentially nothing to smooth out the transition between the major ideas in each. It's jarring and kills player investment in both the characters and the universe.