Over the past few years, the beloved Halo franchise has faced quite a few ups and downs. Fans have experienced a mixed bag of emotions due to the post-launch support, or sometimes the absence of it, for Halo Infinite. Meanwhile, the Halo series on Paramount+ has stirred up significant debate, standing out as one of the most talked-about video game adaptations recently. Amidst this, 343 Industries, the team behind Halo, underwent a major shake-up, even opting for a rebranding to become Halo Studios.
This transformation into Halo Studios might just be the fresh start the Halo series needs. By shifting future projects to the widely acclaimed Unreal Engine, the franchise is promising new beginnings, potentially shedding any lingering shadows from its 343 era. Fans are eagerly anticipating the new leadership and direction, hoping it breathes fresh life into the popular FPS series. Though the specifics of the next mainline game remain under wraps, there’s a golden opportunity for the developers to address fan feedback and revisit certain aspects that Halo Infinite strayed from. One such opportunity lies in reviving the much-loved Firefight mode.
First emerging on the scene in Halo 3: ODST back in 2009 and then refined in Halo: Reach, Firefight quickly captured the hearts of players everywhere. The mode offers a compelling PVE experience where players team up to face increasingly formidable waves of enemies together. Its straightforward concept underpins a loyal fan base, drawn in by the mode’s cooperative nature and the thrill of facing a fierce, Noble Six-style last stand.
When fans clamored for the return of Firefight in Halo Infinite, it was clear they were yearning for the excitement it once delivered, particularly since Halo 5: Guardians had already reintroduced a version of it. Finally, Halo Infinite did bring back Firefight two years after its launch. However, this iteration left something to be desired for many in the Halo community.
Infinite’s Firefight took a different turn from the classic mode fans were familiar with. Instead of sticking to the traditional route laid out by Bungie’s earlier games, it offered a King of the Hill twist. Yes, players still fended off waves of adversaries, but they also had to capture objectives scattered across the map. The developers at 343 justified this shift by expressing their enthusiasm for the added strategic layers and cooperative dynamics, as well as the heightened tension brought by holding the hill, according to a blog post.
While the added objectives allowed Infinite’s Firefight to distinguish itself from previous versions, it’s precisely this break from tradition that disappointed many die-hard fans. After advocating for the mode for two years, what they received wasn’t quite what they had envisioned.
What players really cherish is the thrill of teaming up with friends to repel waves of the Banished, struggling against overwhelming odds. Yet, they found themselves not just managing another zone capture challenge. To make matters worse, even on harder settings, Firefight: King of the Hill proved too easy for veteran players. The surplus of weapons and vehicles, along with AI opponents more focused on objectives than player engagement, made this iteration feel like an easier task than previous ones.
Looking ahead, Halo Studios might want to consider embracing the “back-to-basics” approach that has gained popularity in multiplayer gaming. This doesn’t mean that Firefight should be devoid of new ideas, but it’s evident that players are eager for a return to what makes this mode special. Firefight is beloved not just for being another multiplayer mode to fight in but because its wave-based intensity demands teamwork, strategy, and provides unforgettable moments of valiant last stands.
As gamers search for heart-pounding, cooperative battles against fierce foes, Halo Studios has a prime opportunity to deliver exactly that with the next iteration of Firefight—where players can once again experience the adrenaline and camaraderie that have come to define the beloved Halo experience.