Halo 6 pc: Halo Infinite on Steam

Halo Infinite review | PC Gamer

Our Verdict

Halo Infinite can’t quite deliver on being an open-world throwback, but it’s the best shooting the series has seen to date.

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Need to know

What is it? Halo, but with an open world.
Reviewed on RTX 2070 SUPER, Ryzen 5 3600, 16GB RAM
Price $60/£50
Release date December 8
Publisher Xbox Game Studios
Developer 343 Industries
Multiplayer? Infinite’s free-to-play multiplayer came out last month .
Link Official Site

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Does an open world work for Halo? Since its announcement, that question is one that’s been constantly asked of Halo Infinite. Six years after the sour note of Halo 5, 343 Industries has dusted off the Master Chief’s armour for a throwback to Bungie’s original, pointedly nostalgic for a time when Halo was just a big green man, his blue holographic girlfriend and a wide open ring full of possibilities to explore.  

What this results in is a game that could be a true return to form for Master Chief—but I’m just not convinced Halo really needed to be an open world.

Let’s make one thing clear though: this is some damn fine Halo. Having played Halo 3 with the lads every weekend for the last year, Infinite comes as a breath of fresh air. Running and gunning in Halo has never felt this good, Master Chief moving with a real heft even as he slides and mantles his way across ancient alien amphitheatres. 

Halo Infinite’s multiplayer gave us a taste of this, launching a month ahead of the story proper. But where the game’s arsenal feels a little flat in team slayer, the campaign helps even the flimsiest weapons shine thanks to a menagerie of alien baddies with unique behaviours. Weapon types have never felt more important, especially on harder difficulties (I played through on Heroic), and juggling between bursting shields with plasma, busting skulls with kinetic and stunning foes with shock weapons becomes crucial. I hate the Pulse Carbine in multiplayer, but in the campaign it became a brutally efficient Elite-slaying machine.

It helps that every weapon feels great, snapping and popping and busting with satisfying sounds. Infinite’s firefights feel electric, hectic, a constant grab-bag of finding the next best tool (even if that means tossing a nearby plasma barrel at a pack of Grunts).

None of this comes close to the sheer absolute thrill of the grappling hook. Infinite immediately hands you a Titanfall 2-style length of rope with which to fling yourself around Zeta Halo with. At first you’re pulling yourself out of enemy fire and grappling vehicles, but a few upgrades will turn it into a deadly electric wire that shocks unshielded baddies and lets you slam-dunk entire packs of foes with a tap of the melee button. 

This does come at the cost of making the rest of the equipment feel a little redundant, mind. Changing equipment on the fly is a hassle and—besides using the threat sensor to reveal cloaked Elites—you’re always best served with the utility (and shockingly-fast cooldown) of a hooked rope.

Ring road

Multiplayer

I’m only looking at Infinite’s campaign in this review, but that’s only because we’ve already been playing multiplayer with the rest of you for the past month. It’s incredible stuff , but one that’s hindered by limited modes, somewhat flat weapon balancing, and a progression system that straight-up sucks. The game’s first limited-time mode only exacerbated problems with an uninspiring cosmetics pool and frustrating challenges, and while 343 says it’s listening, these are errors free-to-play games learned not to make years ago. 

Playing with my regular Halo buds online is still a blast, but I’m quickly burning out of Infinite’s arenas.

That grapple is also essential for exploring Halo Infinite’s open world. Introduced after two more traditionally linear missions, Infinite introduces you to the open-ish plains of Zeta Halo. But while your AI sidekick (more on her later) immediately floods your map screen with icons, don’t be fooled. This isn’t Far Cry: Ringworld—in fact, you’ll find the open world to be surprisingly small.

Instead, these activities feel more like diversions between main story missions. While heading to your next plot beat you might find a squad of marines to rescue or an FOB (bases from which to fast travel and summon weapons and vehicles) to capture. They’re fun, but incidental—and while the larger strongholds provide a more structured, traditionally ‘Halo’ challenge (shut down a refinery, demolish a weapons cache, punch through a blockade), I rarely felt the pull to break off from the main path to devote time to them.

See, Halo doesn’t lend itself well to a drip-feed of unlocks. Main story missions are tightly controlled and rarely let you just rock up with a tank. Powerful weapon variations can be acquired by taking down high-value targets in the open world, but levels are constantly throwing completely different challenges in your face. Why cling onto a long-range Sidekick variant when a mission just tossed you into a pit of beefed-up Elites?

Loading a Razorback with rowdy rocket-toting Marines never gets old. (Image credit: 343 Industries)

There’s perhaps one mission that makes use of the open world structure, a mid-game level that tasks you with crossing kilometres of space to infiltrate Forerunner beacons fiercely held by Banished forces. It’s here where all those toys you may have unlocked can finally come into play—one final effort at an open world Halo, before Infinite sort of gives up on pretending to be an open world entirely in its final hours.

Halo Finite

But Halo Infinite is still an open world, and even when it guns back into a more traditional pace in the latter half, it can’t escape that structure. The Forerunners must have loved their trip to Seattle, because Infinite’s world is all minor variations on the same Pacific Northwest environment. Because the story needs to take place within this small chunk of Zeta Halo (less an expansive ringworld and more a modest national park), missions can’t break off into desert vistas, frozen valleys or dense urban warzones. Enter a mission, and you’re guaranteed it’ll be some combination of pine forests and pristine Forerunner structures.

Don’t get me wrong, it’s a beautiful forest. Infinite is a gorgeous game, omitting the overdesigned characters and environments of 343’s previous games to create a well-considered evolution of Bungie’s visuals. Forests are thriving with wildlife, grass sways in the breeze, and Forerunner structures feel suitably imposing. That ring on the horizon is physical, interacting with the sun and casting long shadows across itself.

Nice spot for a picnic, if you’re not too busy saving the universe. (Image credit: 343 Industries)

But that familiarity robs missions of a unique identity, and after finishing the game the only mission that stands in my memory is a late-game level in a particularly fun Banished facility. The open world’s lush forests, valleys and marine-rescue setup may strongly evoke Halo (the mission) from Halo (the 2001 series debut), but none of the main missions stand up against the timeless design of The Silent Cartographer, or even Halo 3’s less-fondly remembered meat labyrinth, Cortana.

In the moment, level and encounter design is great. 343 is so careful to make sure fights never feel overly familiar, always throwing new pain points into the mix. There are even moments that call back to highs from earlier games—fending off Sentinels from a painfully slow gondola, tearing down valleys in a Scorpion tank. But there’s nothing as spectacular as the time Halo 3 dropped two building-sized Scarabs on top of you and told you to figure it out.

Instead, Infinite has boss fights. These mostly see you kiting the boss around a small arena figuring out the best way to crack their shields before finishing them off, a more bullet-spongey variation on Halo’s core loop with more punishing attack patterns. They’re fine, if a bit overlong. But there’s a special place in hell for a pair of Brutes you’re forced to face in an open ditch—one riding a souped-up Chopper while the other nukes you with artillery fire, summoning extra baddies when either is defeated. 

Think Ornstein and Smaugh with grenade launchers, and you’ll understand my pain.

The Not-So-Silent Cartographer

But the biggest frustration is that, for as much as Infinite has been earmarked as a throwback to the series’ roots, 343 can’t shed the baggage the series’ lore has accrued over the last 20 years. It’s frustrating because at the root of the game is the relationship between Chief, the UNSC Pilot who rescues him at the game’s opening, and The Weapon—an AI modelled after Cortana after Cortana went all galactic dictator-god at the end of Halo 5.

What’s better than this, guys being dudes? (Image credit: 343 Industries)

Performance and settings

Halo Infinite has been running fairly flawlessly on my 2070, and while I’ve had one or two sudden crashes on multiplayer, the same can’t be said of the campaign which remained rock-solid throughout. If you’re looking to squeeze a little extra juice out of the game, however, Infinite has a fairly robust set of graphics options, outlining how much VRAM each setting will demand of your hardware.

Special mention has to be made of Infinite’s suite of accessibility tools. On top of fully rebindable controls, there are dozens of settings for controlling everything from sensory effects like speed lines and screen shake, multiplayer team colours, the size and appearance of subtitles, and text-to-speech options both for multiplayer text chat and menu options.

At its heart, this dynamic works! Chief is starting to feel tired after all these years of being a videogame hero, but his constant need for heroics and duty creates a wonderful tension with a stranded Pilot who is at the absolute end of his tether. The Weapon often risks coming across as gratingly naive and occasionally whedonesque in her quips, but she feels like a knowing throwback to Halo 1’s version of Cortana—a friendly voice to accompany you through ancient ruins and apocalyptic schemes. A family can be a big green man, his blue holographic partner and a nervous wreck at the helm of a 130-ton dropship, and that’s okay.

They’re a good foundation for a story, but unless you’re clued in on Halo 5 (and RTS spin-off Halo Wars 2) the story is a hot confusing mess. The Banished simply aren’t interesting baddies, a straight reskin of The Covenant only redder and meaner, but they soon share the stage with 343’s favourite trope. Halo’s established ancient aliens, The Forerunners, aren’t mysterious anymore, so we’re introduced to a new ancient alien who has a grudge against the Forerunners and, by proxy, humanity.

Any mystery Halo used to hold has been lost under a deluge of proper nouns and thousand-year machinations, and keeping track of it is exhausting. That’s likely why, when all is said and done, the story isn’t even really about The Banished, or The Harbinger, or The Endless. It’s about Master Chief and Cortana, a relationship that even with the latter’s absence, drives everything our big green man does throughout the game. And truth be told, it’s not a relationship that’s ever worked for me.

Fight finished

Infinite wants to kick off a new era of Halo by asking why we fell in love with it in the first place. In moments, even my jaded old heart can feel it. Exploring the open world after wrapping the campaign is a joy, exploring nooks and crannies for secrets, basking in the alien beauty of watching the sun set behind the ring and rising on the other side of it moments later. Wrapping up all those side missions I skipped and admitting that they probably were best left until now, when I’m done with the story but still hankering for some good Halo fights.

Infinite’s Banshee might be hot garbage, but it’s the best way to soak in the view. (Image credit: 343 Industries)

Halo Infinite really is good Halo. For lapsed fans of the Bungie games like me, Halo Infinite is a strong return to form, and in the heat of battle it’s the best running and gunning the series has ever had. It’s painfully easy to imagine a world where Infinite could have easily been one of my favourite entries to date. But between an open world that feels largely redundant and a story that can’t shed the series’ baggage, Halo Infinite’s campaign falls just shy of being great Halo.

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Halo Infinite

Halo Infinite can’t quite deliver on being an open-world throwback, but it’s the best shooting the series has seen to date.

20 years ago, Nat played Jet Set Radio Future for the first time, and she’s not stopped thinking about games since. Joining PC Gamer in 2020, she comes from three years of freelance reporting at Rock Paper Shotgun, Waypoint, VG247 and more. Embedded in the European indie scene and a part-time game developer herself, Nat is always looking for a new curiosity to scream about—whether it’s the next best indie darling, or simply someone modding a Scotmid into Black Mesa. She also unofficially appears in Apex Legends under the pseudonym Horizon.

Halo Infinite’s terrible, horrible, no good, very bad year

(Image credit: 343 Industries)

For the first time since December 2021, I played Halo Infinite last week—and somehow, despite loving and playing Halo on-and-off for 20 years, I was still shocked by how much fun I had. The springy movement, the rhythm of shield-stripping body shots followed by a snappy magnum round to the head, the zippy sci-fi slide whistle sound effects for every little action, the *chef’s kiss* sensation of hooking a frag grenade around a corner just right. Infinite is truly the best Halo has ever felt under my fingertips, a Jurassic Park-worthy refinement of decades-old FPS DNA. But I guess reviving the dinosaur wasn’t really the problem for Jurassic Park or Halo Infinite—it was knowing what to do with it once it was alive.

First impressions last year were glowing. Halo players new and old almost universally loved the new multiplayer in its beta tests, a balance developer 343 has been chasing since 2012’s Halo 4. Infinite nailed it in a way I honestly didn’t believe was possible. The first blow to that enthusiasm came in August 2021, months before the game was even out. It would end up taking a full year for Infinite to pull out of its downward spiral.

Bad year, month 1 (November): Infinite launches without core Halo features

Halo Infinite’s decline over 2022 was death by a thousand cuts and a couple gaping wounds.

In an August 2021 video update, 343 delivered the news that both campaign co-op and the Forge mapmaking mode would miss launch and arrive in 2022. The goal was for campaign co-op to arrive about three months later (reality: 12 months) and for Forge to ship in six months (reality: 12 months, in beta).

Nevertheless, the mood was still good when multiplayer surprise launched in November, on Halo: Combat Evolved’s 20th anniversary. Infinite was just… fun! Halo was good again! It was relevant. It was… a flaming dumpster fire within a month.

So much went wrong with Infinite’s multiplayer launch and its support throughout 2022, but the rot began here, with this decision to launch without Forge or campaign co-op. It was a practical, necessary decision to make it possible to release the game by the end of 2021, a date that was already one year later than planned. It was also wrong. 

This choice set Infinite up to fail in two ways: 

1. It magnified Infinite’s missing features vs. the classic Halo games

(Image credit: 343 Industries)

Every single Halo launched with co-op. Halo 3, Reach, and 4 all launched with Forge. After it seemed like 343 had finally nailed the essence of Halo’s arena gunplay, not having these two core features was a bitter chaser.

There are reasonable justifications. Modern game development is expensive, in both people and time. Infinite’s campaign was a series-first open world sandbox. Halo 3’s Forge was vastly simpler; character models and maps and lighting were all far less detailed; the old games had to run on a single console, instead of across two consoles and PCs, with dedicated servers and a network system that can seamlessly interlink between Steam and the Xbox backend. There are doubtless far more insidious complexities to do with Halo Infinite’s engine and design that I don’t understand.

None of that matters, because that’s not what players see or touch. What they see is a game missing things they’ve expected for a decade. Two decades. And when launch arrived, the lack of Forge and co-op formed the core of a snowball that picked up more and more criticisms of absent features, like:

  • You couldn’t replay campaign missions.
  • There was no SWAT playlist, a perennial favorite and simple mode to implement.
  • Thanks to the F2P progression and customization system, you could no longer pick a simple color for your Spartan the way you’d been able to do since 2001. As summarized by a player on Reddit : «You have to pay for the color blue.»
  • No way to earn most armor customization simply for playing.

2. MIA Forge exacerbated Infinite’s greatest failing: the content drought throughout 2022 

(Image credit: 343 Industries)

The above ignited the firestorm at launch, but Forge’s absence did Infinite far more damage over time. It took six months for Infinite to get two new maps and game modes. A year in this remains Infinite’s biggest problem, but the recent arrival of Forge has already proven to be what the game needed all along.

If Infinite had launched with Forge, 343 would’ve had its pick of community maps to highlight; even if only the best of the best made it into matchmaking, there’d have been a constant flow of new stuff to see. Instead, players logged in week after week to a dry riverbed.

By the time campaign landed in December (to overall quite positive reviews) the mood on the F2P multiplayer had turned venomous, based on a crappy battle pass, a narrow map selection and limited playlists. 343 announced that the first season would drag on six months, cementing the dread that Infinite’s core multiplayer issues were a long, long way from being solved. The reality turned out to be worse than the fear.

Issues that players felt needed to be addressed immediately were clearly way down the roadmap. However complex they were from a development standpoint, they seemed frustratingly simple to players. For example, Infinite launched with a progression system based around daily and weekly challenges. But everyone hated them: 

  • Many required specific gametypes that players just had to hope to get into via matchmaking
  • Others required using certain weapons or playing in a specific way, like a melee hit to the back
  • Simply playing the game rewarded no XP until 343 hastily patched in challenges that rewarded playing your first few matches
  • It took a year, until November 2022, for Infinite to reward match XP for playing and performing well on your team

The battle pass was littered with «challenge swaps» that let you replace one challenge with another, a band-aid for an obviously bad system. The trickle of armor you unlocked felt particularly meager. The season’s first special event had its own free battle pass, which 343 had to alter because it, too, was loaded with challenge swaps and XP filler.

343’s former head of design, Jerry Hook, talked openly about those issues in a December 15 livestream, but also said something that I think encapsulated Infinite’s first painful year: «One of the biggest challenges we knew we’d have, no matter what we did, was that changing Halo’s 20 years of boxed product models to a free-to-play model is not going to be inherently satisfying for most of our players. We get that. However, we don’t think we have to continue to follow normal tropes of the industry to make that effective. We think we can do some things better for our players and better for the game experience, to push that edge a little bit. So we’re taking a look at that across the board.»

Other than Infinite’s good idea to never have battle passes expire, its progression system and cosmetics seemed sparse compared to other F2P games, not innovative. While Halo players were grinding for shoulderpads, Fortnite was literally being turned upside down and adding Spider-Man. Fortnite is in a class of its own, but Infinite was meant to be Halo’s grand comeback, the start of a «10 year platform» fueled by Microsoft’s bottomless pockets and years of development time.

How did it take until launch to see how poorly it stacked up to other F2P games?

In hindsight, Infinite’s 2020 delay set the wrong expectations

(Image credit: Microsoft)

Microsoft and 343 Industries absolutely needed to delay Halo Infinite after its first poor showing at E3. It was originally meant to be out by the end of 2020, and an extra year of development time made many players think that Infinite would arrive robust, extra polished, with a bulked-out multiplayer and more maps lined up to debut at a rapid clip. What’s the point of a live service game without constantly feeding grist into the content mill, right?

Yet the «10 year platform,» which had seemingly gotten a generous extra year in the oven, looked thin even next to the older games in the series that promised no such longevity and launched into far less competitive multiplayer environments. 

Halo multiplayer map history

Halo 2

  • Launch day: 11 maps
  • 5 months later: 2 free maps, 2 paid maps ($5), made free 2 months later
  • 7 months later: 5 paid maps ($12), made free 2 months later
  • 2 years, 6 months later: 2 paid maps ($4), made free 3 months later

Halo 3 

  • Launch day: 11 maps, Forge
  • 3 months later: 3 paid maps ($10), made free 3 months later
  • 7 months later: 3 paid maps ($10), reduced price later
  • 10 months later: 1 free map
  • 1 year 7 months later: 3 new maps ($10), reduced price later
  • 2 years later: 3 new maps ($10)

Halo Infinite 

  • Launch day: 10 maps (6 exclusive to Arena, 4 exclusive to Big Team)
  • 6 months later: 2 new free maps
  • 1 year later: 2 new free maps (built in Forge), Forge mode
  • 1 year, 1 month later: 1 new free map (built in Forge)

One year in, Halo 2 had 20 maps. Halo 3 had 18 maps. Halo Infinite had 14, divided more strictly between game modes.

That was never going to go over well with longtime players or wow new ones.

Looking back, perhaps a radical degree of transparency about Infinite’s fraught development, instead of repeating the upbeat mantra «this is just the beginning,» could’ve set a different expectation: that it was a freaking miracle Infinite shipped in a playable state at all, and that 2022 would be a year defined by playing catch-up. 

Bad year, month 3 (January): Big Team Battle woes

(Image credit: 343 Industries)

In December, it became clear that Infinite’s Big Team Battle matchmaking was having serious issues, especially when trying to play with groups. Due to the holidays, it took until January 19 for a patch aimed to fix the issue. It did not succeed.

A limited time event introduces a new mode which is mostly well-received, but players remain frustrated by the challenge system used for progression.

Bad year, month 4 (March): Quiet period

Big Team Battle matchmaking is finally fixed. 

In a post on Halo Waypoint, 343 writes that its priorities are addressing issues, completing season 2, and working on co-op, Forge and season 3 while also balancing «team health, with an emphasis on getting ourselves into a sustainable development rhythm so that we can deliver great experiences to all of you while keeping a healthy work/life balance… Frankly, these last few months have been slower than we expected, and we sincerely thank you for your patience.» 

The post highlighted major issues still being worked on, including anti-cheat vulnerabilities and the progression system. The update breaks the news that campaign co-op will not be available at the start of season 2 in May, and that only two maps will be added in season 2.

Bad year, month 5 (April): Season 2 stretches to November

(Image credit: 343 Industries)

«We would all like to have more things happening at a faster pace,» says Halo community lead Brian Jarrard on a livestream before the launch of season 2, which is turns out will also last for six months, instead of the expected three.

Here’s something I don’t think 343 gets enough respect for: they know they’re going to get booed, and they get up on stage anyway. They put out lengthy blog posts and video updates about their goals and their shortcomings while the crowd pelts them with rotten cabbage and human shit. They’re far more open than most development studios. Unfortunately, admitting that they’re unhappy with the pace of updates internally can’t mollify fans who don’t understand why the updates take as long as they do, when other games seem more capable of meaty, rapid-fire additions. 

Bad year, month 7 (June): Frustration mounts over lingering problems

343 consistently worked to fix technical issues Halo Infinite launched with, improving anti-cheat, smoothing out incorrect animations, rebalancing the sound mix, squashing bugs and crashes. This work does not alter player perception that Infinite remains flawed in some key areas, including network performance impacting accurate shot registration. Dozens of threads about lag and «desync» dot Halo Waypoint and Reddit, intensifying over the summer.

A 343 post in late June says that it’s high on the priority list, but explains that «the devs that would work on these fixes have been allocated to other Infinite work.» Some of that work has indirectly helped desync issues, but not in the most important cases «around melee and ‘around the wall’ shots.» It took 343 until the December 2022 update to specifically target these issues. 

Bad year, month 10 (September): Local co-op gets cut, and an updated timeline does not go over well

In a community update video, Joseph Staten announces that splitscreen co-op is being scrapped. Digital Foundry gains access to an unfinished version of splitscreen co-op and found that it was actually quite playable, even on a 2013 Xbox One.

In the same update video, new head of live service Sean Baron strikes a nerve by saying that Halo’s DNA is a «highly competitive game,» which some players construe as prioritizing ranked/esports-esque competitive play over the sillier social side of Halo. This is, I think a bit unfairly, used as more ammunition for the argument that 343 is out of touch with its players. 

Other things Baron says in the stream are candid and good to hear, like: «We want players to expect a smooth quality experience with very few technical issues, and we’ve really fallen down there, from a PC perspective. We can do better.» But 343’s objective of improving on all of its core pillars by the end of 2023 highlights how little seemed to get done in 2022. After months and months of the same refrain, it becomes increasingly hard to believe.

Forge is delayed two months from a planned release in September.

Bad year, month 12 (November): The update everyone was waiting for

The end of Halo Infinite’s very bad year is, at long last, a very good month. On November 8, 343 launches online co-op and the ability to replay missions. I’ve played it, and it works as well as I’d hoped.

Forge mode launches (still in beta form, but solid) and immediately brings a sense of hope that the year-long content drought is over.

An overhauled progression system arrives, delivering XP just for playing Halo (what a concept). A free battle pass offers players a slew of new cosmetics. The winter update also includes a brand new game mode and two maps, weapon balance changes, and many bug fixes.

The mood, for the first time in a year, is resoundingly positive . 

Forward unto dawn

(Image credit: 343 Industries)

In early December, 343 moved up its planned release of a custom game browser by several months, making it possible for players to join games played on custom Forge maps with ease. It also added a remake of popular Halo 3 map The Pit made in Forge. 

In a reversal of the heavily criticized cosmetic options available at launch, 343 made all of the Spartan armor cores (key pieces of the customization system) free to all players, alongside 10 color options.

I wish this had been the game Halo Infinite launched as. Imagine a version of this comeback story where Infinite launched with Forge and a progression system that prioritizes just playing Halo, and one month later players got an early version of a custom game browser to play community maps. Sure, the six month wait to the second season would still annoy some people—but the rest of us could’ve hopped into some classic CTF on a fan-made Blood Gulch to pass the time.

Building a smoothly updating, constantly engaging live service game is like climbing a mountain. Despite 343 Industries’ best efforts, Halo Infinite spent much of its first year burrowing down instead, losing players who expected much more, and much faster. Now after 13 months Halo’s finally returned to level ground, with a tailwind of enthusiasm from Forge and an accumulation of improvements big and small. It still feels far, far behind other live service games, and it’s going to take a long time to get there. But if 343 can deliver on its goals by the end of next year, we might have finally reached a vantage point from which 10 years of Halo Infinite looks like an exciting journey.

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Wes has been covering games and hardware for more than 10 years, first at tech sites like The Wirecutter and Tested before joining the PC Gamer team in 2014. Wes plays a little bit of everything, but he’ll always jump at the chance to cover emulation and Japanese games.

When he’s not obsessively optimizing and re-optimizing a tangle of conveyor belts in Satisfactory (it’s really becoming a problem), he’s probably playing a 20-year-old Final Fantasy or some opaque ASCII roguelike. With a focus on writing and editing features, he seeks out personal stories and in-depth histories from the corners of PC gaming and its niche communities. 50% pizza by volume (deep dish, to be specific).

Why do halos occur? —

Some people who get rid of glasses through laser surgery see halos in the dark, which they describe as a halo of light around light sources. Light rings around street lamps and car lights can also interfere with driving. In most cases, the vision of light rings or scattered light rays will either decrease or disappear completely over time.

Halo is most often caused by either too dilated pupils of the eye, or dryness of the surface of the eye, or swelling of the cornea. nine0003

Approximately half of the patients who come for laser surgery have relatively wide pupils (> 6.5 mm). If in the dark or at twilight the pupils dilate more than the area changed during the laser operation, this can cause the appearance of a halo. The compatibility test measures pupil size and evaluates whether the thickness of the cornea and the amount of correction required allow a sufficiently large area of ​​the cornea to be changed. In general, it can be said that the wider the pupil and the greater the minus, the higher the resulting probability of the appearance of a halo. When driving, turning on moderate interior lighting or applying pupil-constricting drops may help. In the case of greater minuses, halos can also be in the non-operated eye. nine0003

After surgery, corneal edema occurs in everyone, regardless of the amount of correction or age. It may take up to 3 months for the swelling to go away, after which the halos either disappear or are perceived to a lesser extent. However, if halos continue to be a concern, their optical causes should be investigated and possible treatments considered. One possible reason could be that the procedure did not achieve full correction and due to nearsightedness or farsightedness and/or astigmatism, focusing is still not ideal. A second procedure or the use of glasses in the dark can help. nine0003

Rings of light around light sources and «scattering» of the luminous parts of road signs can also be caused by dry eyes, ie. insufficiency of the lacrimal layer. The tear film smooths out the physiological irregularities of the eye, and in case of its insufficiency, the quality of vision decreases. In the first months after the laser procedure, the heterogeneity of the tear layer is a fairly common occurrence.

Why is the halo less likely to occur with ReLEx Smile compared to previous methods? nine0003

First, the ReLEx Smile operation preserves more of the sensory nerves of the ocular surface, so the symptoms of dry eye are much less than in the case of earlier methods. The difference is especially noticeable in the first months after the procedure.

Secondly, in the case of the SMILE procedure, the area remaining outside the optical zone changes to a lesser extent than in the non-contact (ASA) or (femto)LASIK procedure. The cornea consists of many layers, each of which forms a separate belt that maintains the shape of the cornea. When resurfacing with an excimer laser, they pass through the superficial layers, and as a result of sagging, they cause a thickening of the cornea in the area outside the optical zone. In the case of the femtolaser-only SMILE procedure, the fibers remaining outside the optical zone are “flattened”, however, since the anterior layers of the cornea maintain tension, the thickening of the part remaining outside the optical zone is less, therefore, the probability of a halo during pupil dilation is lower. nine0003

Thirdly, the SMILE technology makes it possible to make the width of the optical zone up to 8 mm, while the limitation for non-contact methods (ASA) and (femto)LASIK excimer lasers is 7 mm.

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  • Reviews and comments 900,000 9000 9000 9000 9000 9000 9000 9006 6 km, located in the Selkhozposelok microdistrict of the Soviet district in the north-east of Minsk. Named in honor of Zakhar Zakharovich Galo, a member of the Minsk communist underground during the Great Patriotic War. Underground pseudonyms: «Zorik» and «Maxim», was also known as «the owner of the Ausweiss». I got my name at 1964 year.

    Starts from the intersection with Nekrasova street and goes to the northwest. Crosses Komarovskoye ring, Korsh-Sablina streets, then Volochaevskaya, Belinsky streets approach the street, Tirazhnaya street intersects, then 2nd Tirazhny lane starts from the street, 1st Tirazhny lane intersects, Meliorativnaya street, Meliorativny lane, 1st Basisnaya street , Bazisny and Literary lanes depart, 1st Poselkovaya and Lukyanovicha streets intersect. It ends with an intersection with Olesheva street. It is a two-lane, dual carriageway road consisting of a single carriageway. It is interesting that on a significant part of the street, the old paving stones, partially covered with asphalt, have been preserved. nine0003

    House numbering on the odd side starts at 61 and ends at 155; on the even side — from building 4 to 148. Mixed development: there are both private and multi-storey buildings. There is an industrial zone on the even side between the intersections with Lukyanovicha and Olesha streets. Of the significant buildings on the street, the Veterinary Station of the Savetsky District of Minsk can be noted. The city administration planned the demolition of the private sector in Selkhozposyolok. According to the updated plan for September 2011, until 2020, it was decided not to touch the buildings on Galo Street, in contrast to the numerous cottages of the Agricultural Village, which were included in the demolition plan. nine0003

    There are no public transport routes on the street. The nearest metro station — Academy of Sciences is located at a distance of 2.7 km, and the nearest stop is Tirazhnaya, through which a bus and a fixed-route taxi pass.

    The remaining streets of Minsk

    Geographical coordinates

    • Absolute in degrees, minutes and seconds:
      53 ° 56 ′ 24 ″ N • North latitude
      27 ° 37 ″ E • East longitudes
    • in themines with decimals:
      53.940064° ; 27.593551°

    The length of the street from south to north is 1.512 kilometers, from west to east — 0.656 km.

    Postal address in English:

    Halo Street, Minsk, Belarus

    Crossroads

    Galo Street intersect:

    • with Nekrasova Street
    • with Komarovskoye Ring
    • with

    • Street

      045 with a circulation of

    • with the 2nd circulation Lane
    • with 1st circulation lane
    • with a reclamation street
    • with a landlord
    • with the 1st base street
    • with a basic lane with a literary side. with 1st Poselkova street

    • with Poselkov lane
    • with Lukyanovicha street
    • with Olesheva street

    House numbers

    On the odd side

    611251550003

    Even side

    48148

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    Address plate at Galo street

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    Photos nearby

    Photos of Galo street in Minsk taken from Google Maps. Click on the icon to download all photos. Click «Report» if the image is inaccurate. Did not find a suitable photo — use the panorama from Yandex or Google.

    Exterior (outside view)

    Interior (interior view)

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    Video

    Video of Galo street in Minsk taken from YouTube. Click the cover to start playing the video.

    11:09

    The most party street of Minsk without embellishment with Anna Bond

    0:19

    Halo in Minsk over the building of the Technological Institute

    6:48

    How the most party street of Minsk lives.