Analyzing the Unexpected: The Debut of Halo Infinite 3rd Person Mode

For the first time outside of manning turrets and vehicles, Halo Infinite 3rd Person Mode has been released, marking one of the most unexpected alterations the series has ever seen. The announcement left many fans initially questioning "Why?" while others actively embraced the idea of a new gameplay mechanic. This. New addition.—released to celebrate the twentieth anniversary of Halo 2—arrived with the Great Journey update, introducing not only the long-requested 3rd Person Firefight but also a custom game toggle to test the new perspective.
For an even broader perspective on what the future holds, check out our insights on the next Halo game.
Technical Issues and Game-Breaking Exploits
The Halo Infinite 3rd Person Mode remains in beta, and testing by experts has revealed significant challenges that would affect competitive integrity if not resolved before an official PvP playlist release.

View Model Misalignment Exploit
My testing confirms a significant issue: the view model is not precisely aligned to the actual projectile source.
The Glitch: This misalignment basically allows players to hide behind impenetrable walls and still shoot at enemies. Your player model is still mostly obstructed, but your shots can pass through the blockage.
The Worst Offenders: This exploit is worst with the auto guns and the S7 Sniper Rifle.
Automatics allow players to fire through solid walls entirely without any indication of being safe.
The Sniper Rifle exploit is less obvious but can be used in specific locations on the maps by seasoned players to get easy, cheesy headshots.
Field of View (FOV) Impact on Gameplay
Field of View dramatically alters the Halo Infinite 3rd Person Mode gameplay experience.
65 FOV: This setting provides a snug, close-up experience that plays quite similarly to classic third-person cover shooters like Gears of War.
120 FOV: This is sensory overload, as the map is completely opened up and the player is able to see a wide, sweeping view of all of the action within the game.
Design Intent and Player Experience
Despite current technical issues, the general response to the new view is well-liked, providing a clear refresh of the core Halo formula.

An Internal Test Tool Turns into a Feature
The beginnings of the Halo Infinite 3rd Person Mode found their roots in developer testing.
The view already existed on the debug console the studio uses to test development builds and updates.
They decided to make it a live feature when one of the developers realized it could offer something fresh and unique for the loyal fanbase. Excellent out-of-the-box thinking here.
Intentional Weapon Adjustments
Developers made deliberate, meticulous changes to weapon handling for the 3rd Person Mode:
Some weapons now zoom in faster or do not zoom at all.
This was an intentional design decision as the jarring feeling of being knocked out of scope repeatedly was disorienting in the new third-person mode.
Observations suggest they may also have adjusted bullet magnetism in this mode, but this is not officially confirmed and makes non-scoped sniper shots feel more lenient.
Customization and Future Outlook
The third-person option essentially changes player strategy and creates new content possibilities.

How to Access and Change the Mode
The game does not allow players to switch from first to third person in the midst of a game via a button press. The mode must be selected before the match begins.
Workarounds include:
Selecting the 3rd Person Firefight playlist (currently accessible to everyone).
Toggling the option in Custom Game menus before the match starts.
Scripting it into a Forge mode (e.g., "kill the Juggernaut in 3rd person and the view switches").
The Future of Halo Infinite 3rd Person Mode
The addition is an excellent way of breathing new life into the game, especially given that Halo Infinite is free-to-play, which raises the exposure and appeal of player cosmetics.
This perspective essentially changes the manner in which players approach PvP confrontations, encouraging sneaky, observational play behind cover.
The biggest opportunity is for new, rotational PvP playlists (Big Team Battle, Free-for-All, etc.) built specifically around the third-person perspective, giving players wildly different, fun experiences.
What are your thoughts on whether the developers should remove the view model exploit immediately or wait for community feedback on the current state of Halo Infinite 3rd Person Mode?