NFL insider notes: Chargers learning to overcome their own demons, plus more from Week 13

Whatever got into the Chargers this afternoon, they need to bottle it up and take it with them from Cincinnati. For the first time all season they managed to attack and mitigate the run on early downs, and for the first time in a long time they got aggressively vertical with the play-calling and they may have saved their season in the process.

And then, true to form, they tried like hell to Charger it all away. Their 24-point lead quickly evaporated and they fell prey to the onslaught of mistakes that so often dooms them, but this time they didn’t give it up. For the second time in three weeks they found a way to put an opponent away that they let back in the game, and there was more than bad to build on from a 41-22 victory over the Bengals that probably saved their season (and made them 3-1 against the tough AFC North, amassing 129 total points in wins over the Steelers, Browns and Bengals).

Let’s hope the lessons are learned by a young coaching staff that had fallen into a rut in the middle of the season. They allowed Justin Herbert to show off his big arm at the start and finish of the game, they dialed up the big blitzes and shunned their zone-heavy nature at critical moments and they showed fortitude and gumption during a stretch from late in the second quarter through the early fourth quarter when the Bengals simply dominated.

Sure, there was some Chargering going on here. Thing is, they survived it, as they did against the Steelers two weeks ago. Yes, there was a span of 14 plays from the final minutes of the first half in which they allowed four sacks, threw a pick, fumbled (again), completed four balls for all of 22 yards, had three incompletions and one run for 4 yards. This after Herbert opened up that 24-0 lead by completing 11 of 15 passes for 172 yards and three touchdowns.

They remain a work in progress, prone to wild ebbs and flows. Yeah, I still have questions about the defense, though it won some early downs against a stout Bengals rushing attack and held Joe Mixon in check. It’s true it required a bizarre Ja’Marr Chase tipped-pass interception when the Bengals rookie had a clear touchdown in front of him to win this. And Mixon’s weird fumble, when he wasn’t even realty hit, was the biggest play in the game going for a score the other way.

But there is something to be said for just figuring out how to win games. Something to be said for creating sacks and turnovers in the fourth quarter (an end-zone pick of Joe Burrow cemented the win). And there is everything to be said for them getting to 7-5, with a win over the Chiefs already in their pocket, and staying alive for a division title, too.

Losing to Lions could seal Zimmer’s fate

The odds of Mike Zimmer remaining coach of the Vikings in 2022 never seemed great, but the events of the last two weeks probably cement it. He was under a mandate to make noise in the postseason, but things have fallen apart since a spirited win over Green Bay and injuries and ineffectiveness will likely doom this Minnesota campaign.

Falling behind to the Lions, trailing them by 14 at the half, allowing them to score 20 points in the first half (something that has eluded them in an entire game since Week 1), and then wasting a final minute go-ahead drive to allow an improbable game-winning TD drive to Jared Goff will doom you. His defense is a shell of what it once was, his staff has always begged questions and having things look like a bit of a mess on both sides of the ball — injuries or not — this late in the season with so much at stake tends to stick with ownership. Losing to a division rival that had not won a game all season under rookie coach Dan Campbell, try as they might, is not how you want to start December. It might be the loss that cements a change the Wilf’s have been pondering for quite some time.

More Week 13 insider notes

Bengals better hope they get their full offensive line in tact, soon. Joe Burrow was battered around Sunday in a scene far too familiar to his rookie campaign, and while he played through what looked like a fairly nasty pinky injury that’s something I am sure they will have to monitor through the week. I admit I am a Bengals believe and think that franchise is turning the corner, but the turnovers and mistakes and protection issues down the stretch in this game have to give you some pause.

The Giants’ offense is wretched and Freddie Kitchens ain’t changing much. Joe Judge continues to make bizarre timeout decisions and punting decisions. If you thought 264 total yards of offense last week against the Eagles was bad, how about 250 against Miami! And you can also check the box of the first-round QB injured again, and the first-round RB being a nonfactor yet again. Nothing trending the way you would want approaching the final stretch of his second season at the helm, and not much empirical evidence that he has the makings of a quality NFL head coach. Yeah, there is a lot of chatter about him being safe, but there is still plenty of football to be played and few signs of life from this bunch. I’d say stay tuned.

Ridiculous how much Rob Gronkowski still makes an offense go. Keeping him healthy is essential for Tom Brady and the Bucs. He was one of the primary differences in the game Sunday and without his touchdown heroics (plural), the champs probably blow that game to the rebuilding Falcons. Brady throwing a pick in a fifth straight game is worth noting, if nothing else, however.

Panthers offensive coordinator Joe Brady never took hold at the NFL level, and never sold ownership that he was ready for the job head coach Matt Rhule bestowed upon him. It’s long been a simmering issue there, with the offense yet to take hold and no quarterback emerging as the answer through two seasons, and I’m far from shocked he is out at the bye week. The bigger question is where do they go from here at QB and OC, long term, and just how good a match Rhule is with owner David Tepper. As I have been reporting, college programs swoon over Rhule, and a slow start in 2022 will only lead to more rumblings about the overall viability of this regime. Not sure how much patience there will be without major gains in 2022.

Have long believed Gardner Minshew is better than a bunch of starters in this league. Can’t knock the way he came out attacking the Jets in a spot start in place of Jalen Hurts Sunday.

The Dolphins are among the hottest teams in the NFL heading into their Week 13 bye. The defense is ferocious and has allowed a total of just 55 points during this five-game winning streak. The unit faces the Jets and Saints — offensively bereft clubs — the next two weeks after its break, so getting back above .500 is well within reach, before taking on the Titans and Patriots for what could be one of the most improbably playoff pushes in recent history, given the seven-game losing steak that preceded this. Brian Flores took a lot of heat for opting not to take his bye in October after their London trip, but that looks pretty sage now.

Hawaii DOE | Waiakea High School’s Whitney Aragaki named 2022 Hawaii State Teacher of the Year

The Hawaiʻi State Department of Education (HIDOE) today named Waiākea High School teacher Whitney Aragaki the 2022 Hawaiʻi State Teacher of the Year. Aragaki received the state’s top teaching award from Gov. David Ige and Interim Superintendent Keith Hayashi during a virtual awards ceremony this afternoon.

Aragaki will represent Hawaiʻi in the National Teacher of the Year program. The honor is presented annually to a classroom teacher selected from more than 13,000 HIDOE educators. Aragaki was among 15 Complex Area Teachers of the Year and the Charter School Teacher of the Year recognized today.

“Whitney’s innovative approach to teaching offers students meaningful cultural and place-based learning opportunities that are both rigorous and relevant to our young learners,” Interim Superintendent Hayashi said. “Science can be an intimidating subject for students, but Whitney successfully engages her students in exciting and empowering ways.

Aragaki has been teaching at Waiākea High for 10 years and currently serves as a 10th-grade biology and Advanced Placement (AP) Environmental Science teacher. Her classroom activities are known to put students in touch with their local communities and are designed around learning through problem solving. Beyond science, Arakgaki’s educational activities offer students opportunities to elevate their leadership and civic responsibility within the community.

In 2018 the Department awarded Aragaki an innovation grant to support her proposal for Science Buddies, a program where AP science students could make an impact on the next generation of science learners in their own community by creating standards-based lessons for elementary classrooms. What resulted from the program were hands-on, locally based, and academically rigorous activities for over 250 students in grades 3-5.

While challenging, Aragaki’s methods of teaching have invited students to explore the world of science. “Mrs. Aragaki perseveres on a daily basis to provide her students with the proper experience, knowledge and environment they need to open up to being willing to engage in STEM,” Waiākea High alumna Lela DeVine shared. “The honesty and transparency throughout the classroom that allows her students to feel safe and inclusive is what sets Mrs. Aragaki apart from any teacher I have ever had.”

Also an alumna of Waiākea High, Aragaki has worked to further improve her school community through the creation of the peer-to-peer Warrior Professional Learning Community (PLC). After noticing a large turnover of teachers at her school, Aragaki initiated this teacher induction and mentoring group for those both new to the school and new to the profession to help foster a greater sense of school culture and belonging. Through the New Warrior PLC, new teachers receive training on career academies, how to support future first-generation college students, classroom technology integration, and other professional development sessions by school-based teacher leaders.

“Mrs. Aragaki’s commitment to excellence goes far beyond her teaching and the four corners of her classroom,” Waiākea High Principal Kelcy Koga said. “She sees the benefits that a sound education can provide, and is willing to go above and beyond the call of duty to not only serve her students but her colleagues and school community as well.”

In addition to her classroom teacher role, Aragaki has taught AP Environmental Science, AP Statistics and AP Computer Science Principles for the statewide Hawaiʻi Virtual Learning Network’s E-School since 2013. She is the lead teacher of the Waiākea High Public Services Academy, which was recognized as a National Model Academy under the National Career Academy Coalition in 2018. A National Board Certified Teacher, Aragaki was also a 2019 and 2021 state finalist for the Presidential Awards for Excellence in Mathematics and Science Teaching (PAEMST). 

The full list of finalists honored today are, in alphabetical order:

  • ʻĀina Akamu, Ka‘ū-Keaʻau-Pāhoa Complex Area, Kaʻū High & Pāhala Elementary.
  • Wesley Capdepon, Honoka‘a-Kealakehe-Kohala-Konawaena Complex Area, Honokaʻa Elementary.
  • Cara Chaudron, Public Charter Schools, SEEQS: The School for Examining Essential Questions of Sustainability.
  • Trisha Gibson, ‘Aiea-Moanalua-Radford Complex Area, ‘Aiea Elementary.
  • Wendy Gumm, Nānākuli-Waiʻanae Complex Area, Nānāikapono Elementary.
  • Ashley Ito-Macion, Pearl City-Waipahu Complex Area, Kanoelani Elementary.
  • Corrie Izumoto, Kaimukī-McKinley-Roosevelt Complex Area, Kawānanakoa Middle.
  • Jim Kunimitsu, Campbell-Kapolei Complex Area, Pōhākea Elementary.
  • Richard Lau, Kailua-Kalāheo Complex Area, Kalāheo High.
  • Theresa Malone, Kapaʻa-Kauaʻi-Waimea Complex Area, Kalāheo Elementary.
  • Jeni Miyahira, Leilehua-Mililani-Waialua Complex Area, Mililani High.
  • Miyuki Sekimitsu, Castle-Kahuku Complex Area, Kāne‘ohe Elementary.
  • Wendy Shigeta, Farrington-Kaiser-Kalani Complex Area, Haha‘ione Elementary.
  • Bill Tatro, Hāna-Lahainaluna-Lānaʻi-Molokaʻi Complex Area, Lahainaluna High.
  • Lisa Yamada, Baldwin-Kekaulike-Maui Complex Area, Wailuku Elementary.

Today’s virtual ceremony included:

  • Honorariums to each finalist by Hawaiian Electric Co. 
  • A one-year lease of a 2022 Subaru Impreza courtesy of Subaru Hawaii to the winner.

Indigenous video game streamers advocate for representation and education

(RNS) — Marlon Weekusk, a member of the Onion Lake Cree Nation from Saskatoon, in central Canada, is known by his icon: a howling white wolf that has held significance for him throughout his spiritual journey as a Cree. Those who know him expect conversations about tokenizing Indigenous people and representation of Cree characters in the video games he plays for fun and profit — Call of Duty and Dead by Daylight. 

Weekusk is a streamer — an expert video gamer who plays for a public of mostly other avid gamers — and like other Indigenous streamers, he offers running commentary while he plays: critiques of popular games, opinions about streaming platforms like Twitch, YouTube Gaming and Facebook Gaming and stories about his culture and spirituality. 

As well known as Weekusk’s identity is to his fans in the small world of Indigenous gaming, he realizes that he and his culture go almost completely unrecognized in the greater gaming world. And he is determined to change that by educating the online world while empowering other Indigenous content creators.

Weekusk said that on Indigenous reserves, sports tend to be the main pastime for kids, but “there are a lot of Indigenous youth that just don’t fit into the sports area,” he said.

Weekusk fit into the latter category. He and his siblings and cousins spent hours sitting around their TV chatting. He said it was a time to escape.

Marlon Weekusk. Courtesy photo

Marlon Weekusk. Courtesy photo

Today, Weekusk, a commerce student at the University of Saskatchewan who is married with two children, livestreams on his own channel, Marmar Gaming. 

Weekusk occasionally features a Cree word of the day during his streams, explaining its meaning and origins. He also answers questions from viewers: What is the significance of offering tobacco? What is a powwow? What does he think about Indigenous characters in video games?

In a recent stream, Weekusk discussed the controversy surrounding the Chief Poundmaker character in the game Civilization VI. The game developers have been accused of cultural appropriation by the Poundmaker Cree Nation.

Weekusk said his goal is to show that Indigenous streamers can occupy this creative space and do it successfully. He wants to motivate and inspire other Indigenous people to take on similar roles. “Gaming has allowed me to be a positive role model for young Indigenous kids,” he said.

“I’m not prancing around in my regalia or anything like that,” said Weekusk. “I’m just sharing stories and relating to other people.”


RELATED: Native America has lessons for surviving an apocalypse, says Choctaw elder and Episcopal priest


Aretha Greatrix. Courtesy photo

Aretha Greatrix. Courtesy photo

Other Indigenous streamers are bringing their cultures to their gaming platforms. Aretha Greatrix, who is from Kashechewan First Nation in the James Bay area of northern Ontario, has been streaming video games on her channel SimplyAretha for more than a year. Greatrix, who was born and raised in Edmonton, Alberta, is focused on fostering community among Indigenous streamers.

“We need to figure out who we are, so we can help support one another,” she said.

Last year for Native American Heritage Month in November, Greatrix invited streamers to her channel to discuss Indigenous representation in video games as they battled live. She played games such as Never Alone, which includes Indigenous communities in its plot, and Civilization VI (despite its appropriation of Chief Poundmaker).

“I try to create space for education and conversation,” said Greatrix.

Cedric Sweet. Courtesy photo

Cedric Sweet. Courtesy photo

Cedric Sweet, of the Seminole Nation of Oklahoma, shares his identity with viewers around the world via his channel ChiefSweet, named for his great-grandfather and great-uncle, who were both chiefs of his tribe. Sweet said he draws a mix of Indigenous and non-Indigenous viewers, which leads to lots of conversation and questions about his culture.

“There are so many Indigenous cultures,” said Sweet. “And I am happy to educate and talk about mine.”

Sweet, who lives in Ada, Oklahoma, said Indigenous people have flocked to video game streaming since he began in 2016. One reason for the increase, he theorizes, is that historically lamentable internet connections on reservations have slowly gotten better in the United States and Canada.

“I see so many Native streamers in the scene now, it is really blossoming,” said Sweet. “I think right now is the best time to be a Native content creator.”


RELATED: Why Oak Flat in Arizona is a sacred space for the Apache and other Native Americans


Some, however, such as Nathan Cheechoo, from Moose Cree First Nation on Treaty 9 Territory in northern Ontario, said gamers in his home area are still waiting for better internet and more recognition. Cheechoo, who streams on his channel realswampthings, likes to advocate for the support of gaming with hopes that other Indigenous people may choose to pursue it.

Nathan Cheechoo. Courtesy photo

Nathan Cheechoo. Courtesy photo

Cheechoo said it is up to the streaming platforms to feature Indigenous gamers more prominently on their sites. In the past, Twitch has celebrated Black History Month and Hispanic Heritage Month. In June, Indigenous History Month in Canada, and in November, Native American Heritage Month in the United States, the platform held no such events.

“It hurts because we can bring so much to platforms across the continent, yet the support for awareness is lacking,” said Cheechoo.

More support and awareness for Indigenous content creators means more opportunities, said Cheechoo. Knowing that there are companies, games, organizations and platforms that celebrate Indigenous people respectfully is important.

“This will allow for the future of Indigenous players to be proud of their identity,” he said.

On the other hand, both Cheechoo and Sweet said they do not get much hate from viewers because they are Indigenous — in part, they said, because commenters do not realize that Indigenous people still exist.

“Most people assume Indigenous people are extinct,” said Cheechoo. “So, we are definitely not a focus to those that like to criticize.”

This story has been updated to correct Aretha Greatrix’s birthplace.

Worldwide Serious Games Market (2021 to 2026) – Featuring CCS Digital Education, Grendel Games and Revelian Among Others – ResearchAndMarkets.com

DUBLIN–(BUSINESS WIRE)–The “Serious Games Market – Growth, Trends, COVID-19 Impact, and Forecasts (2021 – 2026)” report has been added to ResearchAndMarkets.com’s offering.

The global serious games market was valued at USD 6.29 billion in 2020, and it is expected to reach a value of USD 25.54 billion by 2026, registering a CAGR of 26.37{e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf} over the forecast period 2021 – 2026.

Companies Mentioned

  • Designing Digitally Inc.
  • Diginext (CS Group)
  • CCS Digital Education Ltd
  • Applied Research Associate Inc.
  • Grendel Games
  • Cisco Systems
  • Revelian
  • MPS Interactive Systems
  • Can Studios Ltd
  • L.I.B. Businessgames BV
  • Tygron BV
  • Triseum LLC

Key Market Trends

Learning and Education Application to Witness Significant Growth

  • In the recent past, digital games and simulations have gained popularity for being the most powerful and highly engaging learning environment. The production of these serious games requires complex and dynamic constructs with appropriate designs of multimodal context and engaging interactions and productive pedagogical strategies to preserve learning efficacy.
  • Moreover, in the education and learning ecosystem, the need for game concepts, such as challenges, rules, scores, competition, and levels, is encouraging vendors to develop solutions to address and accommodate the principal pedagogical functional variables, such as instructional support, feedback, guidance, self-regulation, attention, cognitive flow, and assessment.
  • Further, Grandel Games developed a serious game that achieves behavioral change. For instance, one of the games, ‘Garfield’s Count Me In,’ is designed for students in primary education and helps them do repetitive math exercises. It is based on the learning methodology ‘Het Rekenmuurtje’ (‘Math Wall’) and specially designed by educational advisers.
  • In April 2020, the Indiana Department of Education in the United States announced the Rose-Hulman’s PRISM program to provide school teachers across Indiana with valuable e-learning resources and summer professional development workshops. The program aims to create an online library with more than 6,000 free online teaching resources, which will enable teachers to share lesson plans with other school districts with the help of digital tools, such as serious gaming, among others.
  • Further, in May 2021, the National Cyber Security Centre (NCSC) launched a new educational game known as CyberSprinters for teaching cyber security at primary schools, clubs, and youth organizations. The CyberSprinters is an interactive game aimed at 7 to 11-year-olds learners.

Asia Pacific to Hold Significant Market Share

  • The growing awareness regarding serious games or Game-based Learning (GBL) concept, increasing investment by big players into the segment, and growing demand for mobile-based serious gaming are some of the major factors driving the growth of serious games in the Asia-Pacific region. The recent COVID-19 pandemic and nationwide lockdowns, along with governments boosting educational gaming in the country, are some of the opportunities that are expected to boost the adoption of serious games in the region over the forecast period.
  • Serious games are emerging as a powerful learning tool and are experiencing increasing popularity in recent times, owing to the cost-effective alternative to classroom-based learning for knowledge acquisition, as well as perceptual, behavioral, cognitive, affective, motivational, physiological, and social learning outcomes.
  • The healthcare industry had been one of the targeted industries for the increased usage of serious games. With the aid of simulation and visualization technologies, serious games now have the capability to teach multidisciplinary healthcare professionals key procedural and cognitive skills in an engaging manner.
  • To enable the development and implementation of serious games in healthcare, SIMS (SingHealth Institute of Medical Simulation) collaborated with the Serious Games Association (SGA), a non-profit serious games and game technology society in Singapore, to provide healthcare professionals with the ability to apply gamification in healthcare.
  • The previous collaborations with SGA include the SIMS Games Challenge 2019, a serious healthcare simulation game competition, which observed healthcare professionals submitting concepts and developing prototypes of simulation games. SIMS and SGA had also announced a collaboration to organize RICH Games 2022, a conference for the Southeast Asian region, which offers emerging solutions and innovations to advance healthcare education.

Key Topics Covered:

1 INTRODUCTION

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET INSIGHTS

4.1 Market Overview

4.2 Industry Attractiveness – Porter’s Five Forces Analysis

4.3 Technology Snapshot

5 MARKET DYNAMICS

5.1 Market Drivers

5.1.1 Growing Usage of Mobile-based Educational Games

5.1.2 Improved Learning Outcomes are Expected to Increase the Adoption of Serious Game Among End Users

5.2 Market Restraints

5.2.1 Lack of Assessment Tools to Measure Serious Game Effectiveness

5.3 Assessment of Impact of COVID-19 on the Industry

6 MARKET SEGMENTATION

6.1 By Application

6.2 By End-User

6.3 By Geography

7 COMPETITIVE LANDSCAPE

7.1 Company Profiles

8 INVESTMENT ANALYSIS

9 FUTURE OF THE MARKET

For more information about this report visit https://www.researchandmarkets.com/r/vi8x2s

Code Ninjas Debuts in Lake Nona, Will Teach Kids to Code in a Cool New Way

LAKE NONA, Fla., Nov. 29, 2021 /PRNewswire/ — Code Ninjas, one of the fastest-growing kids coding franchises, is opening their newest location at 10743 Narcoossee Rd. on Nov. 29. Code Ninjas will serve the local area by offering computer coding courses for kids. The courses will allow kids to problem-solve while they build video games and collaborate with other children their age. This new learning center will establish an environment where children can learn about technology while having fun.

The Lake Nona location is owned and operated by local entrepreneurs Brock and Elissa Horton. With a background in digital animation and game production, Brock developed a passion for coding. Elissa spent over three years as an elementary teaching assistant working in special education and found it to be one of the most rewarding professions. When Brock approached her about opening their own coding franchise for kids, she was all-in.

“Coding is an invaluable language for kids to learn and Code Ninjas allows for them to hone their abilities in an interactive and social environment,” says Brock. “We provide kids with knowledge they can take with them for years to come. This is truly one of the most rewarding opportunities you can have as a business owner.”

Brock recently lost his father and decided he would use his inheritance to create something meaningful. He decided that opening a Code Ninjas learning center was a great way to honor his dad; providing educational opportunities for a new generation of kids.

Lake Nona children (ages 5-14) can look forward to the new Code Ninjas center where they can learn how to code in a fun, safe, and social environment. At Code Ninjas, gaming is celebrated, and STEM is cool. Everything about their centers – or Dojos – are built around fun, which keeps kids coming back. The center also provides the results that parents are looking for, as their children gain coding and problem-solving skills they’ll need in the evolving job market.

“At Code Ninjas, kids develop problem-solving and social skills, and they build confidence in an encouraging environment,” says Elissa. “Code Ninjas combines screen time and social interaction in a way that is productive and beneficial for kids. And once they level-up through all of the belts, they get to proudly take home their very own video game.”

Code Ninjas offers a robust, game-based curriculum made up of nine belts, just like martial arts. The courses are self-paced, but not self-taught; kids get immediate help and encouragement from Code Senseis (teachers) and fellow students as they advance from white to black belt. The program keeps kids motivated with little wins along the way, and “Belt-Up” celebrations where they receive color-coded wristbands to mark their graduation to the next level. By the time a child finishes the program, they will publish their own app, available to the public in an app store.

Code Ninjas also offers a variety of opportunities for children to get involved, including a flexible weeknight drop-in program, camps and Parents Night Out events on weekends.

For more information about the Lake Nona Code Ninjas location, please visit www.codeninjas.com/lake-nona-fl or call 407-203-3006.

About Code Ninjas
Founded in 2016, Code Ninjas® is the world’s largest and fastest-growing kids coding franchise. In hundreds of Code Ninjas centers, kids ages 7-14 have fun building video games while gaining life-changing skills in coding, robotics, and problem solving. Kids have fun, parents see results®. For more information, visit www.codeninjas.com.

Media Contact: Allie Bertrand, Fishman PR, [email protected] or 847-945-1300

SOURCE Code Ninjas

‘Halo Infinite’ fans are learning that ‘free’ comes with some costs

For some fans, it doesn’t matter that Halo Infinite “lives up to sky-high expectations.” The unlocks simply aren’t coming fast enough.

It’s still early days for Infinite, which technically launches on Dec. 8. But Microsoft and developer 343 Industries surprised fans on Nov. 15 with a surprise release of the new Halo’s competitive multiplayer mode. This PvP side of the game features one significant change for the series in particular: It’s entirely free to play.

The Dec. 8 release is still a $60 game with a story that finds Master Chief, longtime hero of the series, facing off against a new alien threat to humankind’s existence. But Halo is also a favorite among people who enjoy the thrills of competing against other players online, and there’s no up-front cost for that anymore. So now, anyone can play.

That kind of change has a ripple effect, though. The free side of the game still required an investment of time and money from Microsoft, which owns 343. And it’s not a charity. Free-to-play games generate their own kind of income, and the process of turning Halo into something like that means that 343 needed to follow the examples set by other successful games.

Halo Infinite‘s free-to-play pitch starts with a Battle Pass — a concept that should be familiar to fans of games like Fortnite. Just like in Epic’s hit battle royale, Halo’s Battle Pass gives players something to reach for. As they play PvP and level up, they unlock cosmetic items that can be equipped to change the look of their profile and their in-game space marine’s armor.


The free-to-play pitch in ‘Halo Infinite’ starts with a Battle Pass — a concept that should be familiar to fans of games like ‘Fortnite’.

The troubles for 343 start with what’s available Infinite‘s first Battle Pass. Each level only nets you a couple of items — there are 166 awards in total, spread across 100 levels — and much of what you get isn’t terribly exciting. For every cool helmet or visual effect that makes it look like your armor is on fire, there are scores of slightly different color schemes or visually similar armor attachments.

There’s also a free track to the Battle Pass that gets you an even smaller pile of stuff. But the premium track for this first Battle Pass, which costs about $10, doesn’t seem like a great buy just because of how boring the unlocks are. That’s a problem 343 should be thinking about as it looks to the next Battle Pass.

Uninspiring cosmetics are only part of the problem, though. The bigger issue is how much of a drag it is to actually level up that Battle Pass. In Halo Infinite, you only earn experience points (XP) toward the Battle Pass by completing challenges. You can lose every match and rank near the bottom of your team each time, but you’ll still be making regular progress as long as you’re checking off the boxes of your challenges.

At any given moment in Halo Infinite, you’ll have three challenges in your queue (or four if you’ve got the premium Battle Pass). Those challenges are randomly pulled from a pool and they come with requirements like killing a certain number of enemy Spartans (the name for Halo’s space marines) with a specific gun or completing some number of a specific match type.

The reward for completing a challenge rarely climbs higher than 300 XP. So if you’re consistently clearing a challenge or two in every match, you’re earning the 1,000 XP needed for a new level every three or four matches. It’s not quite that smooth in reality, however.

An image from Halo Infinite's PvP mode showing a player at the controls of a Ghost, which is Halo's take on an alien hoverbike, as they shoot at another player in the distance.


Credit: 343 Industries

Halo Infinite jumbles all of its different ways to play into playlists, largely built around two options: A smaller 4v4 playlist and a larger 12v12 “Big Team Battles” playlist. So if you’ve got a challenge calling for a win in the “Control” match type, where opposing teams fight to capture specific points on the map, you’ve got to wait for it to come up in whichever playlist you choose. It’s a similar issue with gun-based challenges: Everyone starts with the same weapons, so if your challenge calls for kills with one of the trickier-to-find firearms, you’re similarly stuck waiting until you track one down.

People don’t necessarily want to wait for random elements to fall in their favor, however. So Halo Infinite‘s challenges have created a situation where you get people who are playing for the XP rather than for the win. They’re dropping out of matches that don’t line up with whatever their current challenge calls for. Or they’re wandering off from their team to hunt down a particular gun, giving the opposing team a numbers advantage in the process.

The recent arrival of Halo Infinite‘s first in-game event highlights some these issues in a profound way. The event, Fracture: Tenrai, gives all players, free and paid, an event-specific track of unlocks to reach for — the highlight of which is Spartan armor with a distinctly samurai look. To get any of the unlocks, you need to complete event-specific challenges in the limited time “Fiesta” playlist.

The problem is, all of the Fracture challenges live in the same pool as standard challenges. So if you have three non-Fracture challenges queued up, you’ll need to clear at least one of them — or use one of the few “challenge swaps” you get from leveling up the free Battle Pass track — to have a chance at receiving a Fiesta-linked challenge. It’s entirely possible to land in a situation where playing the event’s Fiesta mode gives you no chance at actually making progress toward another unlock, ostensibly the reward for event participation.


The recent arrival of the first ‘Halo Infinite’ in-game event highlights some these issues in a profound way.

That’s absolutely bonkers. Events in games with “live” elements, such as Fortnite or Destiny, feel meaningful because they tie limited time activities directly to tangible rewards. Halo Infinite‘s first Fracture event fails on this most basic level because of how uncertain it is that you’ll actually make progress on a given day.

The studio is clearly listening. Already, 343 has acknowledged feedback about Infinite‘s progression issues and added a repeating “Play 1 match” challenge that nets everyone 50 XP for every match completed. It’s not the ideal way to level up; you’d have to play 20 matches to earn 1,000 XP. But it does provide a steady trickle of XP as you play, which wasn’t an option before. Hopefully, the next in-game event will embrace challenges with a similar line of thinking.

The flipside here is that Halo Infinite is remarkably enjoyable. I haven’t had this much fun playing a Halo game online with friends since the Xbox 360 era of releases, going back almost 15 years. It feels as fast and fluid to play as Halo always has, but with major improvements to the overall look as well as rule tweaks and a whole assortment of new firearms that make every match feel more balanced and winnable by either team.

I’ve made my peace with the rockier bits by just ignoring them. The thing about the Battle Pass, and cosmetics as a whole, is it’s entirely optional. If you ignore all that stuff, Halo Infinite is still there. It plays exactly the same, and carries the added bonus of you not having to worry about any of that challenge stuff. Your in-game avatar will looking a bit more boring to other players, but you yourself rarely see it outside of between-match menus.

A text-free menu screen from Halo Infinite's PvP mode showing a version of the unlockable samurai-inspired Spartan armor available from the Fracture: Tenrai in-game event.


Credit: 343 Industries

That’s not a great situation for 343 or Microsoft, of course. But it speaks to the challenges that lie ahead for a creative team that hasn’t ever attempted something like this before. Infinite is Halo’s first brush with free-to-play, and while 343 has plenty of experience building Master Chief adventures, the studio has never bundled that together with the kinds of hooks that make a free-to-play experience really sing.

That’s why I’m not alarmed by any of the issues Halo Infinite is dealing with right now. These are growing pains. Plenty of games come and go quickly because they’re simply not mechanically satisfying to play. That’s not a problem here. This is the best Halo’s been in a very long time, at least from where I’m sitting. That gives 343 an up-front advantage, and one that pairs easily with the name recognition the studio already enjoys as Microsoft’s principal creator of Halo games.

There’s no way of knowing if Halo’s free-to-play experiment will pan out in the long run. This 20-year-old series that’s been largely absent for the past six years is returning now to a game industry that’s been re-shaped by an explosion of high quality free-to-play experiences. It may be that Halo’s DNA simply doesn’t mesh well with the cosmetic unlocks that make the likes of Fortnite so alluring.

At this admittedly early stage of Halo Infinite‘s life, that’s what it feels like to me: Halo, a series that traditionally pitted generically armored red and blue teams against one another, doesn’t immediately feel like a great fit for the free-to-play cosmetics grind. But the team at 343 deserves the benefit of the doubt from fans and newcomers alike as they work to find the approach that works best for Halo in a free-to-play world.