Halo 5: Guardians

*Halo 5: Guardians*

*“The quest of the hunter and the hunted has begun.”*— Halo 5: Guardians' tagline.
***Halo 5 Guardians***is a first person shooter science fiction video game developed by 343 Industries and published by Microsoft Game Studios for Xbox One. It is the second game of the Reclaimer Saga, and the sequel to *Halo 4*.

*Halo 5 Guardians* was released on October 27, 2015. *Halo 5*managed to topple *Halo 4'*s sales record, making $400 million dollars within the first week of launch. It contains almost all of the content found in previous games, save Firefight, which is present, but different from its predecessor.

## Story

### Plot

The campaign of *Halo 5 Guardians*differs from *Halo 4*and other *Halo*games in its delivery. Unlike *Halo 4*, the campaign is far shorter despite having more levels, but covers more story than *Halo 4*. The gameplay is also far quicker and twitch-based than previous *Halo*games, allowing the player to interact with the environment far more realistically and in a way that is satisfying. As the second game in the Reclaimer Saga, John-117 does return as a protagonist, but he now shares the role with a new character named Jameson Locke. Armor abilities are also replaced with the new Spartan abilities.

The game begins on Reach in 2552. With piano music playing in the background, Doctor Catherine Halsey traverses her facility. Finally, she looks at a smiling Cortana, before placing her in the armored matrix she will soon give to Noble Six.

The game skips to 2558; a year after the events of *Halo 4.*Fireteam Osiris, lead by Spartan Locke, is deployed by the UNSC *Infinity* onto Kamchatka to extract Doctor Halsey from Jul 'Mdama's Covenant Remnant because she has information on a series of Forerunner attacks on human colonies. Fighting their way to Halsey's location, they find out that the Prometheans have turned on the Covenant Remnant, further weakening Jul 'Mdama's leadership. Continuing to fight their way through Covenant and Promethean forces, Osiris finally arrive and save Halsey, finally taking out Jul 'Mdama in the process. Arriving back on *Infinity*, Halsey asks Lasky "how far has she gone," much to Osiris' confusion.

Elsewhere, Blue Team, led by John-117, insert into the Covenant-held ONI research vessel *Argent Moon*to take it back. While fighting through the Covenant scavengers, John-117 experiences a vision of Cortana activating an enormous winged machine and telling him that "Meridian is next." Recovering from the vision, he and Blue Team continue through the ship. After a Covenant fleet arrives to secure the wreckage however, they decide it is safer to scuttle the ship and deny the scavengers their prize. Setting the reactor to overload, the team heads to the hangar in the hopes of using an experimental ONI prowler to escape. Before leaving, Lasky contacts John-117 and orders him to return to the *Infinity*, but he refuses to follow them, and Blue Team leave on the prowler towards Meridian.

Back on *Infinity*, Halsey reveals that Cortana has somehow gained access to the Domain, a galaxy-spanning repository of Forerunner knowledge. Worried that Cortana is manipulating John-117, Osiris is officially tasked with the mission to bring Blue Team back, hoping to neutralize them with armor restraints. Arriving at Meridian, they descend down the space elevator and are contacted by Governor Sloan, who grudgingly accepts their presence in exchange for assistance in repelling Promethean invasion forces, who had recently begun an assault on the colony.

    Fighting alongside the colony's Liang Dortmund Corporation security forces, Osiris fend off the Prometheans long enough for the colonists to get to safety, discovering that "Governor" Sloan is actually a smart AI undergoing rampancy, and pick up clues that eventually lead them to Apogee. Sloan arranges a Pelican to get Osiris there, and once there they find Blue Team's prowler; however, Blue Team has already descended into the planet, seemingly without any opposition. Osiris follow, battling Promethean forces along the way. They eventually come across a powerful Promethean named WardenEternal, who says he is sworn to "protect Cortana." They battle him and manage to defeat him, and proceed further into the planet in pursuit of Blue Team. They eventually come across a Guardian, as well as Blue Team. Osiris pursues Blue Team through a set of portals, until finally cornering them just beneath the Guardian. Locke pleads with John-117 to stand down, but he refuses, as do Blue Team. Locke engages John-117 in hand-to-hand combat, hoping to disable him with an armor restriant, but this plan backfires, and John-117 defeats him, seizing the armor restraint and using it on Locke instead. Blue Team escape, using a slipspace portal to board the Guardian as it begins to activate, rising up to the surface. Osiris hastily escape the cavern, finding a slipspace portal to the surface.

Upon reaching the suface, Osiris witness the Guardian continuing to ascend, devastating Meridian with deadly EMP shockwaves; to their surprise however, the colony seems to already be evacuating. Sloan reveals that Cortana had contacted him earlier to warn him about the Guardian's activation, giving him enough time to evacuate as many people as he could. He then goes on to say that he plans to join her in her "new dawn," where he then proceeds to disappear during the evacuation. Osiris ascend the space elevator to reach their Pelican, with the Guardian's shockwaves increasing in intensity. Finally, Osiris narrowly escape in their Pelican as the space elevator falls apart, and the Guardian enters slipspace. Later, aboard the *Infinity*, Halsey deduces that another dormant Guardian lies beneath the surface of Sunaion on Sanghelios. Moreover, Roland figures out that the distinctive sound the Guardian makes during its activation was actually a set of slipspace coordinates, and that if they can feed it into the Sanghelios Guardian it may allow them to follow Blue Team to their destination. Lasky is optimistic that Osiris can use the Guardian to get to Blue Team, but is reluctant to get the UNSC involved in the Sangheili civil war.

    Meanwhile, Blue Team's Guardian arrives on a lush Forerunner artificial planet called Genesis, and note the arrival and presence of other Guardians as well. They are led to a console by a familiar signal from their training, and encounter ragtag Covenant survivors dragged through in the wake of multiple Guardians' slipspace drives, who believe that the planet was promised by the Prophets. They encounter the Warden Eternal, who reveals he is capable of creating new bodies for himself. As Blue Team proceed closer to Cortana's location, the Warden questions John-117's loyalty to her, wondering what he intends to do with her. When John-117 announces he intends to take her home, the Warden declares him a threat to Cortana's goal, and he sends Promethean forces to kill Blue Team. After defeating the Warden and his forces, they are contacted by Cortana who explains that she arrived on Genesis via the wreckage of the Didact's ship after it was dragged through slipspace, and that her rampancy was cured by accessing the Domain. She leads Blue Team across the planet, towards the access point of the Domain itself.

Meanwhile, the UNSC prepare to insert Osiris onto Sanghelios with an escort from the Swords of Sanghelios. Inserting near Sunaion, they learn that the Covenant Remnant has launched a last ditch effort to kill Thel 'Vadam and reverse its recent misfortunes. Osiris fight their way to the Elder Council Chamber, hoping that Thel 'Vadam can help them fight their way to the Guardian beneath Sunaion, which lies in Covenant hands. They arrive in time to evacuate Thel 'Vadam in a Phantom to a Swords of Sanghelios camp, where they make plans for a counterattack on Sunaion. During a tense moment between Thel 'Vadam and Locke (as Locke was hired in the past to assassinate Thel 'Vadam, and failed), Cortana makes her presence on the planet known. Halsey figures out that if they can acquire a Constructor Sentinel from one of the Forerunner ruins scattered across the planet, they can use it to activate the Guardian. Osiris are redeployed to recover one from a nearby Forerunner facility, fighting their way through Prometheans and Covenant while air support from the Swords of Sanghelios provides assistance, who are later forced to engage a Kraken. The Kraken positions itself between Osiris and the constructor's location, forcing the Spartan fireteam to board it. Once aboard, they destroy the Kraken's power core, and escape just before the Kraken plummets into the abyss. They finally recover the constructor and deliver to Thel 'Vadam's base, where Halsey reprograms it to find the Guardian.

    The constructor immediately sets about its task, and Thel 'Vadam gives a speech as he leads his forces in a massive assault against Sunaion to destroy the Covenant once and for all. Osiris fight their way through, assisting the Arbiter's warriors, but their priority is to reach the Guardian above all else. The Warden appears and leads Promethean forces into Sunaion to stop Osiris, but is again defeated. As the Sunaion Guardian activates, it charges its slipspace drive, creating similiar EMP pulses as those on Meridian, devastating Sunaion and the remaining Covenant forces. Commander Palmer and Halsey use a Pelican to get Osiris onto the Guardian just as it enters slipspace, but the Pelican suffers crippling damage, and crashes. The Arbiter watches the Guardian leave, commanding his forces to finish off the Covenant stragglers.

Later, the Guardian arrives on Genesis, and Osiris manage to safely disembark onto the planet's surface. They attempt to contact John-117, only to be contacted by the planet's original monitor, 031 Exuberant Witness. Exuberant is horrified that the Warden and Cortana have locked her out of all systems, and explains to them Cortana's plan; she believes AI, the "Created", are the true reclaimers of the Mantle, and that she plans to "enforce the peace" on the galaxy by deploying Guardians all over the galaxy as a police force; those who refuse the peace would be ruthlessly destroyed, as a single Guardian is capable of wiping out an entire star system. She assists Osiris as they fight their way through Genesis, fighting disorganized Covenant and Prometheans along the way towards the Gateway, a link to the Domain, noting that Cortana has actually been leading Blue Team in circles to buy herself some time. Osiris and Exuberant fight through more Promethean forces, who are buying Cortana even more time to bring the Domain's systems online. Osiris meet up with Blue Team, with Locke offering to help them stop Cortana. Before they can do anything however, Cortana translocates Blue Team away.

Reappearing in a different location, Blue Team is once again confronted by the Warden, who tries to convince Cortana that they are a threat to her plan. Cortana does not believe him however, and destroys his latest body to protect Blue Team. John-117 however reveals that he is aware of Cortana's attempts to manipulate them, and that he has been suspicious of her ever since arriving on Genesis, asking her about the casualities the Guardians have been inflicting. As Promethean forces renew their attacks against Blue Team, Kelly-087 surmizes that Cortana is deliberately allowing the Warden his numerous counterattacks to give herself more time. Warden states that while the Librarian had planned and prepared humanity to take up the mantle, the task of reclamation was that of the Created to uphold. John-117 was never the reclaimer - Cortana was. He repeatedly urges Cortana to see Blue Team as a threat as he finally engages the team in multiple bodies simultaneously. Cortana tells him that if he trusts her to use the Domain, then he should trust her when she puts her own trust in Blue Team, revealing that she is simply using them for her own ends. Finally defeating the Warden, Blue Team confront Cortana, where the Warden tries to overwhelm them with dozens of his bodies, but Cortana stops him. Cortana approaches them, now reborn and in a new body. John-117 pleads with her to come home, but Cortana refuses, and immobilizes Blue Team before imprisoning them in a Forerunner Cryptum, where she plans to take them with her when she goes to police the galaxy.

    Osiris follows the Cryptum, baring witness as the Guardians take formation and prepare to leave to begin their invasion; they also watch as hundreds of AIs, including Sloan, pledge allegiance to Cortana, arriving over Genesis to join her new armada. As Osiris tries to stop the Cryptum from departing with Cortana, she attempts to use their individual histories to demoralize them, and accuses them of being pale imitations of "her" Spartans. Locke retorts that Halsey trusts them enough to bring Blue Team back - Cortana says that she will have her punishment soon enough. Exuberant continues to help Osiris progress, battling through Promethean forces. Cortana announces that she plans to place Blue Team in stasis for ten thousand years, giving herself time to consolidate her grip on the galaxy, as she begins to leave Genesis on her Guardian; all around them, Guardians enter slipspace, heading towards their designated attack sites. Cortana begins to broadcast across the entire galaxy, promising peace under her benevolent rule - and warning those who resist will be conquered through force. Cortana tries to take the Cryptum with her as her Guardian enters slipspace, but discovers to her horror that Osiris has restored control of Genesis back to Exuberant, who quickly seizes the Cryptum from Cortana's grasp and pulls it away; Cortana is helpless to stop her as her Guardian disappears into slipspace, taking Cortana with her as she screams out John-117's name. Afterwards, Blue Team is finally released from their prison and reunited with Osiris. John-117 asks where Cortana is, and Locke merely responds with "she's gone, sir."

    Cortana, her AIs and her Guardians begin to shutting down UNSC control across human space, attacking entire colonies with massive EMP blasts to disable them and leave them defenseless. She tracks down *Infinity*, but Lasky orders an emergency slipspace jump, and manages to escape Cortana's grasp. Lasky declares  his intention to find a way to stop Cortana, and sets a course for Sanghelios. On Sanghelios, Thel 'Vadam, Palmer and Halsey watch as a Pelican lands, and Osiris and Blue Team are reunited with them. Halsey is reunited with John-117 and her spartans.

In the Legendary ending after the credits, a lush, green planet can be seen, with a Halo ring in orbit. Cortana is heard humming a tune as the scene fades to black.

### Campaign

On average, a player will take 7 hours and 48 minutes and 11 hours and 15 minutes if played leisurely to complete *Halo 5 Guardians'* campaign. There are a total of fifteen levels, three of which are intermission segments, and another three of which feature John-117 as a playable character. The story details John-117 going AWOL, Locke's hunt for him and the uncovered truth of Cortana being alive and her plans for the galaxy at large.

Like previous games, cutscenes are rendered using the game's in-game graphics engine.

The fifteen levels of the game:

### Campaign Characters

* UNSC
* Covenant Remnant
* Forerunner
* Swords of Sanghelios
* The Created

### Main characters

* John-117
* Kelly-087
* Linda-058
* Frederic-104
* Jameson Locke
* Edward Buck
* Olympia Vale
* Holly Tanaka
* Thomas Lasky
* Sarah Palmer
* Catherine Halsey
* Roland

### Minor characters

* Brandon Pemberson
* Rooker
* Veronica Dare
* Joyce Leblanc
* Matt Riley
* Brandon Pemberson
* Micah Durbec
* Michelle Rivera
* Philip Mistral
* Priya Singh
* William Khaleed

### Minor characters

* Jul 'Mdama
* Kibbib Yany
* Krith
* Sali 'Nyon

### Minor characters

* The Librarian (Mentioned only)
* Unidentified Builder
* Ur-Didact (Mentioned only)

### Minor characters

* Dimkee Hotay
* Mahkee 'Chava
* Jacul 'Arach
* Kitun 'Arach

### Main Characters

* Cortana
* Warden Eternal

### Minor Characters

* Cleo
* Cromwell
* Sloan
* Jiang
* Kue Ching
* Louise
* Lychus
* Sonduk

### Warzone Characters

Forerunner

* Captain Hestro
* Lochagos
* Endurance-of-Will
* Strategos
* Warden Eternal

Covenant Remnant

* Baron 'Sraom
* Tankmaster Rok
* Captain Wamik
* Pilot 'Dalamen
* Lord Viratus
* Re'gish Wamik
* Rok

## Features

### Summary

*Halo 5 Guardians*is once again a change in pace from its predecessors, sporting many differences and upgrades from *Halo 4*. The gameplay itself is far more similiar to *Halo: Combat Evolved* and*Halo 2*, while a new mechanic called "Spartan Abilities" allows for interaction with the environment, giving the player the ability to traverse the terrain more efficiently, as well as deal with enemies far more effectively. Gameplay is also far more tactical, giving the player less linear routes like in previous games, and instead providing multiple options to approach a problem, whether it be stealth, close combat, sniping or guns blazing. The campaign is different in that while John-117 is present as a playable protagonist, he is only playable for three levels, with the other twelve levels featuring Locke as the playable character. It is also the first game in the franchise to feature intermission segments; there are three of these types of levels in the game, and these segments feature no combat or objectives whatsoever; the player simply moves around and listens to character dialogue.

As for multiplayer, 343 once again established online matches as canon, stating that they are tactical simulations called War Games. However, in *Halo 5 Guardians*, multiplayer has been renamed Arena on the main menu. Spartan Ops does not make a return, and has instead been replaced with a competitive battle mode called Warzone.

* **Storyline Execution**: *Halo 5*differs from the other games in the franchise as it focuses on a more fast-paced story compared to previous games. Unlike in *Halo 4*, where John-117 was the primary protagonist, Locke shares the role with him in the game. The first few levels of the game focus on John-117 going AWOL and Locke hunting him down, but the last arc of the game focuses on Cortana, the Guardians and the Reclamation. Because of the fast paced story, there is less room for character development, and much of the game is setting the stage of the next game, *Halo 6*. *Halo 5*is also the first *Halo*title to place a protagonist (Cortana) as a new antagonist.
* **Vehicular Incorporation**: As with all first-person *Halo*games, vehicle implementation involves third-person view when driving said vehicle. There is also a new range of Covenant and UNSC vehicles introduced in the game, along with returning vehicles from previous games, as well as *Halo 4*.
* **Weapon System**: As with all first-person *Halo*games, weapon implementation involves first-person view when using weapons, with the exception of plasma cannons, hardlight turrets and heavy machine gun, in which case the player is switched into third-person, as is the case with *Halo*games since *Halo 2*. These cannons can also be ripped off their stands, as is the case with *Halo*games since *Halo 3*.
* **Artificial Intelligence**: AI in the game is almost identical to that found in *Halo 4*. They act largely in the same fashion, using similiar tactics and reacting to the player similiarly. The only noted difference is that the Covenant all speak in English again, as opposed to *Halo 4*, where they each spoke their own individual languages. Aside from a few new Promethean types, the AI is largely the same, and even the new AI acts in a similiar way.

Movement in *Halo 5*is still relatively simple despite its new gameplay mechanics, and follows the same basic principles of previous first-person *Halo*titles. The player can move backwards and forwards, left and right. They can look up and down, side to side, or in circles. On the Xbox One, this is done through the use of the analogue sticks (left stick to move, right stick to look). Also, like *Halo 4*, *Halo 5*does not have a fall damage system, which means jumping from any height to land (with the exception of kill barriers) will not deal any damage to the player.

### Health System

The *Halo 5* health system, despite being very similiar to *Halo 4* and *Halo 3*, possesses more in common with *Halo: Combat Evolved* and *Halo Reach*. Despite possessing a basic shield bar at the top middle part of the screen, unlike in *Halo 4* or *Halo 3*, *Halo 5* has a health bar directly beneath the shield bar, just like in *Halo: Combat Evolved* and *Halo Reach*. Design wise, they are different. Instead of individual boxes representing the health, the health bar looks more like the shield bar, and will drain in the exact same fashion. Also different in *Halo 5'*s health system is that picking up health packs is not required to bring back health; health packs are not present in the game whatsoever, and health simply regenerates just like the shields do; however, if health is down along with the shields, health will regenerate first, then the shields.

    Also different is that Locke's and John-117's health system is artistically different on their respective HUDs. John-117's shield bar is exactly like that found in *Halo 4*, and the health bar looks almost identical to that. Locke's shield bar however is curved upwards at both ends, sloping up diagonally on the left and right sides; the health  bar is the same, although considerably smaller in comparison; the shield bar is also bright white, while the health bar is a deeper blue. Also, when a shield goes down, it does not make the iconic "beep" sound when recharging, instead making a much more electronic sound. Unlike in previous games, when a player loses all shields and health, they do not die; they enter a disabled state, which will last for a certain period time; during this time, the player must summon one of their squadmates to come and revive them. Once nearby, a squadmate will take a few moments and, if uninterrupted, will revive you with restored health and shields. If they do not get to you in time or fail to revive you quickly enough, you will die and, as usual, restart at the last checkpoint.

### Difficulty

The four difficulty levels from the previous games return, and are largely unchanged.

There are four difficulties in *Halo 5 Guardians*:

* Easy

*"Casually operate with impunity and slaughter foes with ease. Recommended for players new to Halo."*
* Normal

*"Hordes of enemy forces converge to destroy you. Show no mercy. Recommended for players with first person shooter experience."*
* Heroic

*"Formidable opposition will test your resolve. Skilled, tactical play required. Recommended for veteran Halo players."*
* Legendary

*"Death around every corner. Reload often."*
### Enemies

AI in *Halo 5 Guardians*is almost entirely unchanged from *Halo 4*, with only a few, barely noticable tweaks to improve their intelligence. The Prometheans return once more with largely the same abilities, such as teleportation, spawning enemies or stopping incoming grenades. The Covenant are almost exactly the same in terms of battle finesse, using similiar tactics and behaviour from their predecessors in *Halo 4*. Just as was introduced in *Halo Reach*, AI can hijack vehicles; something many Prometheans will take advantage of often.

Two factions of enemies are encountered in the game:

* **The Covenant Remnant**: Just like in *Halo 4*, the Covenant no longer play the significant role they used to in previous games. In *Halo 5*, their role is further dumbed down, overshadowed almost entirely by the Prometheans; a matter of fact, they aren't even a main antagonistic force, with most Covenant forces only being fought because Osiris or Blue Team run into them; by the end of the game, the Covenant Remnant are almost entirely wiped out. The Covenant Remnant appear in both campaign and Warzone, and they only appear in the campaign levels Osiris, Blue Team, Reunion, Swords of Sanghelios, Enemy Lines, Battle of Sunaion, Genesis and Guardians. Once again, *Halo 5*retains the original four races: Grunts, Jackals, Elites and Hunters. The Remnant possesses much of the same arsenal it had from *Halo 4*, but with each vehicle and weapon looking to have been upgraded to a newer and improved armament.
* **The Prometheans**: Returning from *Halo 4*, the Prometheans are highly-advanced AI constructs developed from the composed remains of humans by the Composer. Unlike in *Halo 4*however, they are not led by the Ur-Didact, and are instead led by Cortana and the Warden Eternal. They first appear in the level Osiris, and then appear in the levels Glassed, Unconfirmed, Evacuation, Reunion, Enemy Lines, Battle of Sunaion, Genesis, The Breaking and Guardians. Returning from the previous game are the three enemy types: crawlers, watchers and knights. The knights from *Halo 4*have been released with a more advanced version of the knight in *Halo 4*, which is slower in movement and lacks a teleportation ability, but does have much tougher armor and better weapons. A new enemy type introduced is the soldier, which has the knight's teleportation, but will use it almost constantly. The Prometheans now also have a vehicle called the Phaeton; a hovering gunship. Like *Halo 4*, the Prometheans are the most difficult enemies in the game.

### Allies

Unlike the enemy AI, the allied AI help you in missions, fighting beside you and giving fire support. Although the AI isn't the most intelligent (most of their actions are scripted), it still has its uses, especially on higher difficulties as a distraction or reinforcement. *Halo 5*is also the first ever *Halo*game to not feature any UNSC allies of any description (Spartan squadmates not being counted).

* **Liang Dortmund Corporation Security Forces**: Temporarily, it can be argued that the security forces of Liang Dortmund serve as the in-game replacement for UNSC Marines, as they act in a similiar manner, as well as use the same weapons and vehicles that UNSC troops would otherwise use in their place. They only appear on the levels Glassed, Unconfirmed and Evacuation, but during that period will aid you against Promethean enemies; they also appear in non-combat roles in the intermission level Meridian Station. Due to their similiar behaviour to UNSC marines, they will use the same weapons and vehicles, as well as possess the same amount of health and use the same tactics. They are essentially useless against Prometheans however, and it is more useful in the long run to rely on your squadmates. They can also drive vehicles, but despite advances in AI, they are still considered "poor drivers."
* **Swords of Sanghelios**: Returning as allies from *Halo 3*are the Covenant Separatists, otherwise known as the Swords of Sanghelios. By the events of *Halo 5*, the Swords of Sanghelios are embroiled in a desperate civil war with the Covenant Remnant over Thel 'Vadam's chosen allegiance to humanity, as well as Thel 'Vadam's goal to completely annihilate the Covenant. In the level Swords of Sanghelios, the UNSC allies with them once more to destroy the Covenant in Sunaion. Afterwards, their war is presumably over, as the Covenant is defeated, leaving no reason for the civil war to continue. The Swords of Sanghelios first appear in the level of the same name, and then appear in Enemy Lines and Battle of Sunaion; they also appear in a non-combat role in the intermission segments Alliance and Before the Storm. In combat, they are comprised of Elites, but in the intermission segments, there is evidence of Grunts as well.

### Weapons

*Halo 5*features many new weapons, but many of them are either from *Halo 4*or ones already previously introduced in the series. Many of the Covenant weapons have gone through graphical and physical changes, featuring different reload animations as well. The introduction of ADS (Aim Down the Sights) into the gameplay means that each weapon has a unique scope (with the exception of obvious melee weapons, who don't possess a zoom function). Many weapons sound different, while others also operate differently. Like in *Halo 4*, the player can put weapon skins on their weapons in multiplayer, and the game has also introduced a new feature that includes up to three versions of each weapon, each one more effective than the last; some of these are in campaign, but most of them must be unlocked in Arena and Warzone. The introduction of the REQ System also makes it so that these new variants can only be unlocked through REQ cards, each one possessing different amounts of rarity based on their usefulness and firepower.

*Halo 5*is the second first-person *Halo*game to not have the plasma rifle, effectively replacing it with the storm rifle. Dual-wielding has still not returned, even amongst enemies and allies. However, the ability to tear turrets off their stands and use them is still possible, and the 'overheat' system is still present. The 'assassination animation' feature that was introduced in *Halo Reach*, with even more animations added ontop of the new ones added in *Halo 4*, but with the combat knife still used. These animations will initiate when the melee button is held down whilst behind your enemy or beside them. You will enter third-person and be able to view as a certain animation occurs where you kill the player; assassination animations also guarantee an instant kill, and cannot be escaped once initiated unless another player either kills the intended target, or the one performing the assassination before the knife impacts the player's body.

There are different assassination moves, all of which activate according to which direction you attack from (from the side, sprinting, from above, from below, etc.).

* UNSC
* Covenant Remnant
* Forerunner

### Usable

* Railgun
	+ *Whiplash* variant
	+ *Arclight* variant
* Halo 2 Battle Rifle (Introduced in update) (Arena, Forge and Warzone only).
* Battle Rifle
	+ *Classic* variant
	+ *Hybrid* variant
	+ *Longshot* variant
	+ *Sentinel* variant
	+ *COG* variant
* M20 SMG
	+ *Hybrid* variant
	+ *Projection* variant
	+ *Recon* variant
	+ *COG* variant
* Heavy Machine Gun mounted turret
	+ *ONI* variant
	+ *Needle* variant
* DMR
	+ *Hybrid* variant
	+ *Recon* variant
	+ *Sentinel* variant
	+ *COG* variant
* Gauss Cannon
	+ *ONI* variant
* Hydra
	+ *Typhon* variant
	+ *Echidna* variant
* M41 Rocket Launcher (Arena, Forge and Warzone only).
	+ *SPNKR EM* variant
	+ *SPNKR EX* variant
	+ *SPNKR PRIME* variant
* M45D Shotgun
	+ *Lawgiver* variant
	+ *Blaze of Glory* variant
	+ *Oathsworn*
* M57 Pilum
	+ *Ad Victoriam* variant
	+ *High Five* variant
* M6D Magnum (Introduced in update) (Arena, Forge and Warzone only).
* M6H2 Magnum
	+ *Gunfighter* variant
	+ *Tactical* variant
	+ *Whispered Truth*
	+ *Buck's Magnum* variant
* M6E Spartan Laser
	+ *Endgame* variant
	+ *Selene's Lance* variant
* SAW
	+ *Appetite for Destruction* variant
	+ *The Answer* variant
* M80 Mounted Missile Launcher (Arena, Forge and Warzone only).
	+ *ONI* variant
* MA5D Assault Rifle
	+ *Hybrid* variant
	+ *Longshot* variant
	+ *Recon* variant
	+ *COG* variant
* SRS 99-S5 Sniper Rifle
	+ *End of the Line* variant
	+ *Arrow of Time* variant
	+ *Nornfang*
* Mantis main gun
* Mantis missile launcher
* Scorpion Main Gun
* M9 Frag Grenade

### Usable

* Energy Sword
	+ *Ravening Silver* variant
	+ *Vorpal Talon* variant
	+ *Prophet's Bane*
* Gravity Hammer (Introduced in update) (Arena, Forge and Warzone only).
	+ *Corpse Maker* variant
	+ *Grinder* variant
	+ *Tartarus' Gavel* variant
* Brute Plasma Rifle (Introduced in update) (Arena, Forge and Warzone only).
	+ *Sorrow of Teash* variant
	+ *Scale of Soirapt* variant
* Particle Beam Rifle
	+ *Sword of the Faithful* variant
	+ *Krith's Left Hand* variant
* Halo 2 Particle Beam Rifle
* Plasma Launcher (easter egg)
* Plasma Caster
	+ *Scourge of Fire* variant
	+ *White Scar* variant
* Plasma Pistol
	+ *Spitfire* variant
	+ *Void's Tear* variant
* Storm Rifle
	+ *Fury* variant
	+ *Blissful Slumber* variant
* Needler
	+ *Hailstorm* variant
	+ *Talon of the Lost* variant
* Covenant Carbine
	+ *Blood of Suban* variant
	+ *Rain of Oblivion* variant
* Fuel Rod Gun
	+ *Light of Urs* variant
	+ *Pool of Radiance* variant
* Plasma turret
* Ghost main guns
* Wraith main gun
* Plasma Grenade
* Shade turret
* Fuel Rod Shade turret
* Assault Cannon (Introduced in update) (Arena, Forge and Warzone only)
	+ *Wicked Grasp* variant
	+ *Berserker's Claw* variant
* 7 Wood (Arena and Forge only)

### Unusable

* Spirit/Phantom autocannon
* Lich autocannon
* Shrike AA gun

### Usable

* Boltshot
	+ *Closed Fist* variant
	+ *Open Hand* variant
* Suppressor
	+ *Song of Peace* variant
	+ *Razor's Edge* variant
* Scattershot
	+ *Loathsome Thing* variant
	+ *Didact's Signet* variant
* Light Rifle
	+ *Barbed Lance* variant
	+ *Dying Star* variant
* Incineration Cannon
	+ *River of Light* variant
	+ *Heartseeker* variant
* Binary Rifle
	+ *Retina of the Mind's Eye* variant
	+ *Twin Jewels of Maethrillian* variant
* Splinter grenade
* Splinter turret

### Unusable

* Focus turret
* Particle Cannon
* Hardlight Blade

### Vehicles

Vehicles, just like the weapons of the game, do not feature many new additions, although the one's that are present are either graphically or physically improved or upgraded, and in some cases have either been downgraded or made more powerful; also, despite there not being many, there are new vehicles, including a single vehicle for the Prometheans. Many vehicles from previous installments reappear, including ones introduced in *Halo 4*. Like all *Halo*games after *Halo: Combat Evolved*, vehicles retain their destructibility, with the exceptance of some for gameplay purposes. Unlike *Halo 4*, the Spirit dropship returns. *Halo 5*is also the second main *Halo*game since 343 took control to not feature Scarabs. Also, like the weapons, each vehicle contains 5-6 variants each, each one being significantly improved over the original in different aspects like speed, firepower, armor, etc.

* UNSC
* Covenant Remnant
* Forerunner
* Ships

### Drivable

* Mantis
	+ *CORP* variant
	+ *ONI* variant
	+ *Urban* variant
	+ *Tundra* variant
	+ *Woodland* variant
	+ *Hannibal* variant
* Scout Warthog
	+ *CORP* variant
	+ *ONI* variant
	+ *Rally* variant
	+ *Urban* variant
	+ *Tundra* variant
	+ *Woodland* variant
* Warthog
	+ *CORP* variant
	+ *ONI* variant
	+ *Sword Needler* variant
	+ *Vespin* variant
	+ *Urban* variant
	+ *Tundra* variant
	+ *Woodland* variant
* Gauss Warthog
	+ *CORP* variant
	+ *ONI* variant
	+ *Urban* variant
	+ *Tundra* variant
	+ *Woodland* variant
* Rocket Warthog
	+ *CORP* variant
	+ *ONI* variant
	+ *Urban* variant
	+ *Tundra* variant
	+ *Vespin* variant
	+ *Woodland* variant
* Mongoose
	+ *CORP* variant
	+ *ONI* variant
	+ *Urban* variant
	+ *Tundra* variant
	+ *Woodland* variant
* Gungoose
	+ *CORP* variant
	+ *ONI* variant
	+ *Urban* variant
	+ *Tundra* variant
	+ *Woodland* variant
* Scorpion
	+ *CORP* variant
	+ *ONI* variant
	+ *Urban* variant
	+ *Tundra* variant
	+ *Woodland* variant
	+ *Hannibal* variant
* Wasp (Introduced in update) (Arena, Forge and Warzone only)

### Undrivable

* Pelican
* Broadsword
* Mammoth

### Drivable

* Ghost
	+ *Sword* variant
	+ *Temple* variant
	+ *Ultra* variant
* Banshee
	+ *Sword* variant
	+ *Ultra* variant
	+ *Temple* variant
* Wraith
	+ *Sword* variant
	+ *Temple* variant
	+ *Ultra* variant

### Undrivable

* Kraken
* Lich
* Phantom
* Spirit
* Seraph
* Goblin (Introduced in update) (Warzone only)

### Drivable

* Phaeton
	+ *Phaeton Helios*

### UNSC

* Orbital Defense Platform
* *Strident*-class heavy frigate
* *Star Charter*-class colony support ship
	+ Meridian 5-Alpha
* *Argent Moon*
* *Fathom Station* (Arena and Forge only)
* UNSC *Melbourne's Pride*
* *Infinity*-class supercarrier
	+ UNSC *Infinity*
* UNSC *Of Uncommon Courage*
* *Winter*-class prowler
	+ ONI *Acrisius*

### Covenant Remnant

* Brigantine
* Carrack
* CCS-class battlecruiser
* Blockade Runner
* Man O' War
* *Perpetual Devotion*
* *Splendid Intention*

### Powerups

Powerups can be found in Arena and Warzone. There are a total of two powerups in *Halo 5 Guardians*(with the Custom Powerup no longer present), and unlike previous titles, they cannot be placed in Forge. The only way to acquire powerups is through the REQ system by acquiring REQ cards for the necessary powerups; these cards can be bought and used in Arena, as well as Warzone. Each ability enhances the player abilities. The two powerups are:

* **Active Camouflage**: Drastically reduces the player's visibility and makes them invisible; this can be found in multiplayer. This effect lasts for a total of 45 seconds. This effect is made null and void when the player is: carrying a skull, carrying a flag, hit by weapons fire, fires their weapon or when time runs out.
* **Overshield**: Adds an additional two layers of shielding. When it is active, your shield bar turns from blue to gold, and your normal shields do not take damage. Unlike Active Camo, it does not deplete over time, and only depletes once both layers have been removed by damage. However during multiplayer, it depletes over time. During this time, you can take direct hits from explosive ordinance. The player is essentially invincible to all kinds of damage, and the overshield can only be overriden by a plasma pistol overcharge bolt, or by assassination.

### Spartan Abilities

New to *Halo 5*and replacing armor abilities are the new mechanics called spartan abilities. Like armor abilities, they provide the player unique abilities that give them a boost in a certain area, whether it be a melee attack or speed. Unlike armor abilities however, spartan abilities are mapped to the controller and the player by default, and are not something that can be picked up. Also unlike armor abilities, spartan abilities can be used repeititively and constantly without ever running out, but they do require a recharge between each use, although this recharge is not measured by a counter like in armor abilities.

Armor abilities served as "defensive technology" to protect the player from threats. Spartan abilities are largely used offensively, with some abilities only serving to aid the player in traversing an environment, while others allow the player to use quick, devastating melee attacks. All spartan abilities are available to a player immediately; they do not need to be unlocked, and they do not need to be acquired one at a time. They are found in campaign, Arena, Custom Games, Forge and Warzone.

Some Spartan Abilities have requirements for activation. For example, ground pound requires the player to be a certain altitude above ground, and charge and slide requires the player to gain enough momentum by sprinting.

* Thruster Pack
* Ground Pound
* Clamber
* Sprint
* Charge
* Slide
* Smart Scope

### Custom Games

Returning from *Halo 3*, *Halo Reach*and *Halo 4*is Custom Games. Just as its previous incarnations, it is a seperate lobby meant to host private games between friends or other people in the gaming community. When a player is done editing a map in Forge, they can then open up the game in Custom Games, and play on the map using whatever gametypes are compatible or modified to be used on the edited map. Just like previous *Halo*games, you can use the Custom Games options to create a subtype of the selected gametype, effectively allowing the player to create their own gametypes and use them on edited maps, or pre-designed maps constructed by 343.

This option allows the fanbase the ability to manipulate *Halo*and play it how they want to play it. Through this, you can decide if you want vehicles/weapons to be present, or equipment to vanish, or what gametype you will play on that map. And when finished, you can invite your friends to play it with you, with a total of twelve being allowed during in-game play.

Not much has changed for Custom Games from *Halo 4*. Early on after *Halo 4'*s release, there was a lack of a File Share system, but it was later added; in *Halo 5*, File Share is present on release, allowing players to upload their content online for the community to download and play around with.

### Forge

Also returning from *Halo 4*is the Forge mode introduced in *Halo 3*. Forge, simplified, is an object manipulation device that allows the player the ability to load a pre-designed map and edit it by either deleting objects, adding them or moving them around. On some maps, this is limited, while others are designed to allow more larger manipulation and rearrangement. Like previous games, its use is limited to multiplayer maps, and cannot be used on maps used for campaign and Warzone modes. Forge was an idea inspired by *Halo: Custom Edition* and *Halo 2 Vista Editing Kit*, which eventually led to the creation of Forge in *Halo 3*. It was also inspired by the much more expansive Forge editing tool present in Bungie's previous game, *Marathon*. Unlike the functions it was inspired by, Forge was severely limited, and does not allow the freedom of the previous functions. However, as Forge has evolved over the course of the series, less restrictions are present and in *Halo 5*, Forge allows far more freedom than found in *Halo Reach*and *Halo 4*.

Originally, *Halo 3*possessed a very basic Forge mode, which was massively improved in *Halo Reach*, with players even dubbing it 'Forge 2.0.' In *Halo 4*, the Forge was once again improved, although not as massively, although fans still call it 'Forge 3.0.' In *Halo 5*, 'Forge 5.0' is even more expansive than any of the Forge modes found in previous games. Although it was not launched with *Halo 5*on release, it was added in an update on December 16, 2015, and it has been gradually given new content and material ever since its release, with them being added in further updates.

    Forge 5.0 features many new features that improve the Forge massively. Among the new and improved features are the control scheme, selecting and manipulating up to 64 objects at once, a free camera and smart magnets. Almost all features from *Halo Reach*and *Halo 4*have returned along with their own improvements. Objects are no longer constrained to certain maps, meaning that all objects can be used on all maps, with no map specific items present in the mode. Up to 1700+ objects can be spawned onto a map and new types have been added. The original budget system has returned, but is now multi-layered, with individual budgets placed on lighting, FX and so forth; certain terrain pieces will eat into certain budget memory blocks. However, a memory block can be exceeded, although once filled, any further objects added with create framerate drop and, if a ridiculous amount are added, will result in gamebreaking lag.
Any features added in the *Halo 2 Anniversary '*Forge 4.0' also return, including the new scripting feature, which is also improved with new aspects and features. Groupings of objects can also be 'welded' together, creating a solid mass that counts as one object. New effect types such as flames and corpses (the latter of which is hinted at in an upcoming update) can also be added.

Like previous games, basic parts of the map can be edited, but not parts that are programmed to be solid parts of the said map (For example, you cannot remove the buildings or the ground on Vortex, because it is coding that 343 has deliberately hard-locked to prevent corruption of the map in the event that the Forge editor could cause that). You can add, delete or move turrets, weapons, vehicles, crates, containers, and more. You can also add spawn points for when the map is loaded in Custom Games. Active objects also make a return, along with a new variety of them. Teleporters have also made a return, mostly the same as they were in *Halo Reach* and *Halo 4*. You can also manipulate the properties of that object such as rotation, angle, etc. On some maps, you can add structural objects, such as buildings, walls, windows, etc, allowing you to create superstructures like you could in *Halo 4.*

    Just like before, when you enter Forge mode, you start off as your normal chosen character. To begin editing the map, you must enter 'Editor Mode.' To do this, simply press up on your D pad. When this happens, your player will turn into a Forerunner Monitor, much like 343 Guilty Spark. In this mode, and only in this mode, you will be able to add things, delete them, manipulate the map and all the other things the editor allows. While in this mode, you can fly, allowing you to reach normally unreachable areas, and making editing easier. Due to complaints about a lack of the feature in *Halo 4*, speed boost for the Monitor has been reintroduced into the mode, with the player able to edit the speed at which it propels the player from sluggish, to normal to rapid. Just like in *Halo 4*, when a player exits editor mode into player mode, momentum no longer carries into the change; previously, if the player is boosting or moving in editor mode and then exits back into player mode, the momentum continues, and the player will continue moving until they decellerate (if you are flying, the player will continue to fly until hitting the ground). In *Halo 4*, once you exit editor mode, the player simply remains in place (if in the air, they remain in place, but fall to the ground). Also, when switching back to player mode, the game must generate lighting before switching you back, meaning the transition between player and editor is no longer instantaneous.

    In *Halo 5 Guardians*, all of the object manipulation features in *Halo 3*, *Halo Reach*, *Halo 2 Anniversary* and *Halo 4* have returned, with 343's own improvements. Precision movement has been reinstituted into the game after its absence in *Halo 4*, with the player now able to edit the speed of the movement and how accurate it is; also returning is the magnets system, with the new 'smart magnets' feature making them much easier to use and less taxing on the player.  The lock system has also returned from *Halo 4*. If activated, objects will become 'locked' in place, meaning that even if a player selects it, they will not be able to move the object until it is 'unlocked.' Once again, if players hover their cursors over an object, they will light up; a feature introduced in *Halo 4*; duplication of objects has also made a comeback, largely the same as it was in the previous game.

Unlike in *Halo Reach*and *Halo 4*, there are no particular themes for all objects, with all objects seeming to have their own individual themes to allow the player to better customize their own map to their liking. 343 has also added three new maps to the game made solely for forging, each one of them just as big as Forge World from *Halo Reach*; a fault that was present in *Halo 4'*s Forge based maps, which were all only a fraction of the size of Forge World. Each one has their own theme to allow players to adapt to which terrain they prefer; one is greenery, another is snow and ice and the other is the void of space.

For more information, see the official page on Forge.

### Warzone

    A new feature in the *Halo*series, and replacing both Firefight from *Halo 3 ODST*and *Halo Reach* as well as Spartan Ops from *Halo 4*, is the Warzone mode. Unlike Spartan Ops, where the mode served as a mini-campaign within the game that was released episodically, Warzone is a hybrid of multiplayer action with Firefight. Similiar to Firefight, the player fights on a map against waves of different enemies, but also fights other players like a normal multiplayer match. Implementing elements from the gametypes Big Team Battle and Territories, the player is spawned at their base with a large team. The player works with his teammates to capture structures littered throughout the map while also competing for the structures with the enemy team, as well as opposing AI such as Covenant Remnant and Prometheans, who will randomly spawn on the map. Each team will have their own set of UNSC Marines to fight with them as allies, but this also means that the player will have to kill marines aiding the opposing team. The player will have the REQ system at their full disposal in Warzone, allowing them to summon weapons, powerups and vehicles on the fly as they rack up points by capturing structures or simply getting kills on either enemy players, enemy AI or bosses.

Bosses will randomly spawn around the map at random intervals. The player must compete with other players (even ones from their own team) to be the first to kill the boss, and the first team to get the boss will rack up more points than usual. After each boss is defeated, the next one becomes harder, until eventually the final boss is Warden Eternal. Killing Warden Eternal racks up the most amount of points and, in some cases, can even win the match for a team.

Warzone is different from previous game modes because it serves as a hybrid; it incorporates features from Firefight and Arena multiplayer. To win, the player's team must attain 1000 points by killing other players and AI, defeating bosses or taking structures. If one team manages to secure all structures except the enemy base, the enemy base's gates will open, allowing the opposing team to enter their base and attack their core. If the team's core is destroyed, the game is automatically over, and that team wins, and vice versa. Either way, there are different methods of racking points up. Warzone is also the only instance in which the REQ system can be utilized, as it cannot be used in Arena, Custom Games or Forge. Warzone maps are also extremely large, being almost five times the size of the average *Halo*map.

The player's character in Warzone is their multiplayer character; any armor or other features added to their multiplayer character will pass over into Warzone. Due to a lack of a split-screen mode in *Halo 5 Guardians*, co-op is obviously not possible in Warzone (or in any mode in the game whatsoever).

* Standard
* Cartographer's Gift
* Ghosts of Meridian
* Warzone Firefight

The Cartographer's Gift update is downloadable via an update simply by accessing *Halo 5 Guardians*, and is automatically downloaded the next time you enter the game. It was released on December 16, 2015. The maps included in the update are:

The Ghosts of Meridian update is downloadable via an update simply by accessing *Halo 5 Guardians*, and is automatically downloaded the next time you enter the game. It was released on April 6, 2016. The maps included in the update are:

The Warzone Firefight update is downloadable via an update simply by accessing *Halo 5 Guardians*, and is automatically downloaded the next time you enter the game. It was released on June 29, 2016. The maps that will be included in the update are:

#### Warzone Assault

There is a variation of Warzone called Warzone Assault. This mode is the same as standard Warzone, except with the removal of enemy and allied AI, as well as bosses. Warzone Assault is essentially big team battle while utilizing the Warzone maps. Warzone Assault also has its own specific maps. They are variations of the standard Warzone maps, and built specifically for Warzone Assault. These are:

* Standard
* Infinity's Armory
* Warzone Firefight
* Anvil's Legacy

The Infinity's Armory update is downloadable via an update simply by accessing Halo 5 Guardians, and is automatically downloaded the next time you enter the game. It was released on January 26, 2016. The maps included in the update are:

The Warzone Firefight update is downloadable via an update simply by accessing Halo 5 Guardians, and is automatically downloaded the next time you enter the game. It was released on June 29, 2016. The maps that will be included in the update are:

The Anvil's Legacy update is downloadable via an update simply by accessing Halo 5 Guardians, and is automatically downloaded the next time you enter the game. It was released on September 8, 2016. The maps that will be included in the update are:

#### Warzone Turbo

Another variation of standard Warzone called Warzone Turbo. This mode is the same as standard Warzone, but all teams and their members are automatically ranked up to Level 9, and all REQs are unlocked immediately; energy also recharges ridiculously fast, allowing for instant access to high-ranking REQs even after using one up. There are no maps specific to this mode.

#### Warzone Firefight

Added in the Warzone Firefight update, this version of Warzone pays omage to the Firefight mode from *Halo 3 ODST*and *Halo Reach*. Similiar to Firefight, but with slight additions to accomodate the new gameplay style. Enemies include Prometheans and Covenant Remnant, and it is team-based; when a player dies, they will simply respawn, unlike in Firefight, where if the player dies more than a few times, they die permanently and then spectate.

### Theater

The last mode to return from *Halo 3*, *Halo 3 ODST*,*Halo Reach, Halo 2 Anniversary*and *Halo 4*is Theater. This allows the player to play campaign, Arena, Warzone or Forge, and then play back the footage of them playing it in Theater. You can then choose whether or not to record the footage and save it to your archive, or to discard it. You can also detach from the main player, using the camera to pan across and explore the map, and they can even use a Pan Cam mode that allows them to exit the map boundaries, and see things the player is not supposed to see normally. This allows them to see easter eggs only possible to see in Theater. This is helpful when recording machinimas.

Nothing has changed in the Theater mode from *Halo 4*. The system has the same features, except in *Halo 5*, and with the addition of filming Warzone.

### Environment

*Halo 5 Guardians*takes place on a variety of different worlds, with no one world or environment taking precedent over others. Osiris takes place on Kamchatka, while Blue Team takes place on *Argent Moon*. The levels Glassed, Meridian Station, Unconfirmed and Evacuation all take place on Meridian, and the levels Reunion, Genesis, The Breaking and Guardians take place on Genesis. The levels Swords of Sanghelios, Alliance, Enemy Lines, Before the Storm and Battle of Sunaion are all on Sanghelios. Overall, a total of five seperate locations are visited, with Sanghelios, Meridian and Genesis the most significant out of all of them.

The first level, *Osiris*, takes place on Kamchatka. The environment traversed is largely a mixture of snowy mountains and the interiors of Forerunner structures. There are few open areas, with many of the paths being compressed, narrow and linear. The next level, *Blue Team*, is based on the abandoned, but Covenant riddled, ship of *Argent Moon*. The ship possesses dark and barely lit interiors, with narrow corridors and only a few open spaces inbetween. Many areas are devoid of light all together, and can only be traversed with a flashlight.

    The third level, *Glassed*, takes place on Meridian. The area contains a large amount of bland mountain ranges, with corporate structures and buildings littered all over; there are far more open areas for vehicles to traverse in, and less narrow spaces. *Meridian Station* is based in a small industrial complex, with prefabs and equipment lying all around. *Unconfirmed*once again features an industrial complex, but gradually transitions into more rocky mountains, and eventually into a more Forerunner aesthetic, eventually giving way to large Forerunner interiors with very few open areas. *Evacuation*brings the player back to the same environment of *Glassed*, albeit with the area cracking and falling apart.

*Reunion*is based on Genesis, with large amounts of Forerunner structures spaced inbetween grassy areas and rocky caverns; there are a few open spaces, all connected by narrow spaces and dangerous drops. *Swords of Sanghelios*cuts to the Sangheili homeworld of Sanghelios; this environment is a far cry from the other locations, as it is more arid and dry, with large swaths of orange, desert like mountains and rocky areas. This format is repeated in *Alliance* and *Before the Storm*, but there is a segment in *Enemy Lines*that gives the player the objective of boarding a Kraken and destroying it; the interior and design of the Kraken is much like usual Covenant architecture, with purples and blues accentuating it throughout.

In *Battle of Sunaion*, the player is thrown into a Sangheili city, which will obviously feature large amounts of Covenant architecture, with large Sangheili-designed skyscrapers and open spaces. There are many narrow spaces, but with a few open spaces inbetween where anti-aircraft batteries are placed. *Genesis*follows the same formula and overall layout of *Reunion*, while *The Breaking*features mostly Forerunner structures and architecture. *Guardians*features a few snow-coated areas and grassy spaces inbetween, but like *The Breaking*, it largely features Forerunner interiors, with very few open areas.

## Multiplayer

*Halo 5* incorporates many elements from the multiplayer of previous games, specifically *Halo 3*, *Halo Reach*and *Halo 4*. Like those games, it uses a playlist system, where a player can choose the playlist they wish to play in. A playlist will specialize in a certain gametype(s), and when selected, the player will have to wait while the game searches for other players also wanting to play that playlist. Once players have been found, the players will able to vote on what map to play on, and once a map is selected, the game will start. *Halo 5*however uses a different system to *Halo 3*, *Halo Reach* and *Halo 4*in how maps are voted. In *Halo Reach*, players had the option of choosing from a list of maps and their gametypes and placing a vote on it, or if they wanted none, to vote on 'none of the above.' If this had been chosen, a new list of maps and gametypes would be generated, and the process would begin again. In *Halo 4*, once you have voted for something, you cannot change that vote; it is set and unchangeable. In *Halo 5*, the voting system is absent entirely, with the game randomly choosing a map and gametype for the players. Despite being alternative to the flawed systems of the past, the fanbase is still in disagreeance with the system.

Once a game is finished, the player's stats from the level will be calculated, as well as XP earned from the match. The game will calculate how much XP the player earned from what, as well as the completion of challenges, and sums up all the XP earned. Ranked playlists do not make a return, although it is likely they could add it in the future. Continuing with Bungie's decision to add community-made Forge maps into matchmaking, 343 elected, upon release, to allow the community to submit their own Forge-made maps to be added to matchmaking, just as they did in *Halo 4*.

Just like in *Reach*and *Halo 4*, the Clan System is once again embraced, with Service Tags remaining like they were in *Halo 4*to reflect this. The service tag allows you to add four letters and/or numbers, while in *Halo 3*, it was three, and it HAD to be a mixture of both numbers and letters. Unfortunately, due to the game running at 60fps, 343 was forced to sacrifice the split screen feature in *Halo 5 Guardians*, and therefore multiple players can no longer play on the same console, therefore making the 'guests' system redundant and absent from the game.

Just like in *Halo 4*, the player can log-in to the Halo official website to check their player stats in *Halo 5*. The statistics include an image of the player, their current gamerscore, what their preferred weapon is, preferred vehicle, etc.

### Arena

*Main Article: Arena*
In *Halo 5*, the concept of providing a canonical link between *Halo*multiplayer and *Halo*canon is continued. To do this, 343 has explained that the multiplayer games you play (War Games) are actual real-time combat simulations held by the UNSC onboard the UNSC *Infinity*. The maps you play on (simulated environments) are used by the UNSC to test their Spartan-IV soldiers (the players) by pitting them against each other (Slayer and other gametypes). This concept returns from *Halo 4*, but with the name changed from War Games  to Arena.

In *Halo 4*, players earned experience (like in *Halo 3*) so they could earn XP and rank up; instead of buying armor and weapons with this XP, they simply unlocked it at a certain rank once reached. In *Halo 5*, a currency system is entirely absent, and armor, weapons, vehicles, stances and poweups are instead unlocked via acquiring their corresponding REQ cards through a randomized REQ bundle. Getting the points to unlock these bundles must be done through Arena and Warzone, and any vehicle and weapon REQs can only be used in Warzone.

Loadouts and ordnance drops from *Halo 4*do NOT return, although the player can start a match with a pre-determined set of weapons, where they must then unlock more weapons gradually by levelling up.

#### Requisitions System

*Main Article: Requisition System*
New to *Halo*and introduced in *Halo 5*is the Requisition system, otherwise known as the REQ system, or simply REQs. This system is a feature for Warzone, but its features can be unlocked through playing Arena or completing challenges. All weapons, vehicles, powerups, stances, assassinations, emblems, weapon skins and armor are unlocked through purchasing REQ bundles, which all contain a set of REQ cards, with each card either having a weapon, vehicle, powerup, stance or armor piece; some cards are permanent, such as stances, assassinations, emblems, weapon skins and armor, while weapons, vehicles and powerups are temporary, and once used are gone until that card is unlocked again.

There are different types of cards; these types are based on rarity. For example, cards labelled as Common are very basic and unimpressive, while cards listed Ultra Rare, Legendary or Mythic are sophisticated or even powerful. The types are, from lowest to highest, as follows: Common, Uncommon, Rare, Ultra Rare, Legendary and Mythic. Cards will be placed in these six categories based on how powerful, useful or aesthetic they are, with extremely powerful vehicles and weapons being placed in the Legendary and Mythic categories. The higher level of rarity, the harder the card is to achieve and the less likely it is to pop in a bundle you choose; however, the higher level the bundle, the more likely the chance of higher rarity cards.

The REQ system makes it so that any cards purchased and acquired can be accessed during a Warzone match. All the player has to do is access the nearest REQ vendor, and select the card they wish to deploy; however, only weapons, vehicles and powerups can be accessed during gameplay, while the rest must be accessed on the customization screen after or before a match. If a weapon is selected, the player gets to choose which weapon they currently possess is replaced by that weapon. If a vehicle is selected, the player is teleported to a vehicle deployment bay, where they are deployed in that vehicle; aerial vehicles are launched into the air. If a powerup is selected, the player automatically activates it.

However, high level REQs cannot be accessed immediately; all Warzone matches, with the exception of Warzone Turbo, have a progression system where the player will gradually level up from Level 1 to 9. To level up, the player must get more kills, capture more structures or defeat bosses. Each level up unlocks more deadly weapons and vehicles for deployment, but only if the player has cards pertaining to those weapons and vehicles (for example: if a player unlocked a Mantis card, they can only deploy that Mantis and access the card at Level 8). This system is put in place to ensure a match is balanced, and that higher level players cannot easily triumph over lower level players. The way the level up system works is that each weapon and vehicle is given a tier: Tier 1, 2 and Legendary. Based on their power and firepower, they will be placed in these tiers (assault rifles and pistols are Tier 1, Battle Rifles and shotguns are Tier 2, while the Legendary tier gives access to all weapons).

#### Challenges

*Main Article: Challenges*
Another feature returning from *Halo 4*is Daily, Weekly and Monthly challenges. Every week, a new set of challenges will be presented to the player, and completing them will earn them additional XP at the end of a match. These 'challenges' are little tasks assigned to the player that vary in difficulty, and can only be completed once. Daily challenges are reset at the end of every day, and are usually the easiest challenges, while weekly challenges are reset at the end of every week, and are usually the hardest or longest to complete. Monthly challenges are reset at the end of every month, and are even harder to complete than weekly challenges, being among some of the most gruelling and hardest challenges.

Daily challenges usually involve killing a certain amount of players in one match, or with a certain weapon, or obtaining headshots, etc. Weekly challenges usually involve completing a certain mission of the campaign on a certain difficulty with a certain skull on, etc. Monthly challenges mostly involve a task that is impossible to complete in one day, or even a week. For example, one monthly challenge could be something like winning 117 matchmaking games.

#### Waypoint

*Main Article*: *Halo Waypoint*
Like in *Halo 4*, Halo Waypoint can be accessed through the pause menu on the main menu. Waypoint is an individual app which acts as a central hub for *Halo*-related content. The app is updated regularly, and features trailers, announcements for new games or DLC, concept art, documentaries, lore explanations, etc. It can also be accessed to view the player's stats.

### Maps

*Halo 5 Guardians*comes with its own assortment of maps within the game, with a total of 21 (14 if the Alpine and Breakout Arena variants are not included). Also, like *Halo 4*, *Halo 5*makes original maps that aren't ripped directly from the campaign, although *Halo 5*does include the new feature of including 'remixes' of maps in the game. For example, there is a main map and then a remix within the game; Truth is a main map, while Regret is a remix of Truth. Truth is a ship in space, while Regret is that same ship, but crashed and with vegetation growing out of it).

Halo 5 is the first *Halo*game in history to not continue the tradition of map packs, instead including maps in periodic updates, with usually a few Warzone or Arena maps being added per update. It also continues the tradition of at least having one remake of the map Blood Gulch from *Halo: Combat Evolved.*These new updates come in the form of DLC, which can be downloaded from the Xbox LIVE Marketplace and, unlike the map packs of the past, are free.

* Standard
* Battle of Shadow and Light
* Cartographer's Gift
* Infinity's Armory
* Hammer Storm
* Ghosts of Meridian
* Memories of Reach
* Warzone Firefight
* Anvil's Legacy

The Battle of Shadow and Light update is downloadable via an update simply by accessing *Halo 5 Guardians*, and is automatically downloaded the next time you enter the game. It was released on November 18, 2015. The maps included in the update are:

The Cartographer's Gift update is downloadable via an update simply by accessing *Halo 5 Guardians*, and is automatically downloaded the next time you enter the game. It was released on December 16, 2015. The maps included in the update are:

The Infinity's Armory update is downloadable via an update simply by accessing *Halo 5 Guardians*, and is automatically downloaded the next time you enter the game. It was released on January 26, 2016. The maps included in the update are:

The Hammer Storm update is downloadable via an update simply by accessing *Halo 5 Guardians*, and is automatically downloaded the next time you enter the game. It was released on February 24, 2016. The maps included in the update are:

The Ghosts of Meridian update is downloadable via an update simply by accessing *Halo 5 Guardians*, and is automatically downloaded the next time you enter the game. It was released on April 6, 2016. The maps included in the update are:

The Memories of Reach update is downloadable via an update simply by accessing *Halo 5 Guardians*, and is automatically downloaded the next time you enter the game. It was released on May 12, 2016. The maps that will be included in the update are:

The Warzone Firefight update is downloadable via an update simply by accessing *Halo 5 Guardians*, and is automatically downloaded the next time you enter the game. It was released on June 29, 2016. The maps that will be included in the update are:

The Anvil's Legacy update is downloadable via an update simply by accessing *Halo 5 Guardians*, and is automatically downloaded the next time you enter the game. It was released on September 8, 2016. The maps that will be included in the update are:

### Customization

Returning from *Halo 3*, *Halo Reach*and *Halo 4*is armor permutations, with an even broader range of armor configurations to choose from, allowing the player alot more freedom of choice in terms of player customization. The player configuration is less expansive and complex than what is found in *Reach*and *Halo 4*, with only the body, helmet and visor able to be customized. Unfortunately, Elites, who had become playable in *Halo 2*, still have not returned since their removal in *Halo 4*, and the player can only be a Spartan-IV.

In *Halo 5*, the default armor configuration is the RECRUIT-class armor. The player can still choose primary and secondary colors for their character, as well as primary and secondary colors for their emblem, and their service tag retains the *Reach*concept of four letters or numbers, instead of the restrictive 'numbers AND letters' system of *Halo 3*. Emblems once again appear in gameplay, and will appear on the player card.

The option of choosing a gender returns, and the physique of the player is once again changed depending on the gender (males are bulkier, while females are slimmer).

#### Armor Permutations

*Main Article: Armor Permutations (Halo 5 Guardians)*
Most, if not all, of the armor permutation options from *Halo 4*have transitioned successfully into *Halo 5.*In *Halo 5*, unlike *Halo 4*, to gain access to newer and better armor configurations, the player must unlock REQ cards; these cards are randomized in REQ bundles; certain armor configurations are rarer than others, but once their card has been unlocked, you have that armor permanently. To earn the points necessary to get these REQ bundles, you must simply complete matches of Arena and Warzone. Unlike in *Reach*and *Halo 4*, only the helmet and visor can be independently handled, with the 'main body' encompassing both shoulderpads, the chest, wrist, kneepads and utilities. This system means that *Halo 5'*s armor configuration is very limited, but the game more than makes up for this in the sheer number of armor types.

Most of the armor types from *Halo 4* have returned, sporting the same style from *Halo 4*.  Along with the return of old ones, there is also new armor types, in an extremely large, and wide, variety.

### Rank System

*Main Article: Rank (Halo 5 Guardians)*
Just like in *Halo 4*, there are actually two, seperate ranking systems that return in *Halo 5 Guardians*.

Returning from *Halo 4*is the dual-ranking system; this comprises of the Spartan Rank (SR) and Competitive Skill Rank (CSR). Credits are required to rank up with SR, and the higher your SR rank, the more sophisticated the REQ bundles become. Just in *Halo 4*, the player starts at SR-1, and steadily ranks up, unlocking more cards as they go. The more credits earned, the higher you level up. The second rank system, the Competitive Skill Rank, has gone through very slight changes in *Halo 5*. In *Halo 4*, the advancement of one's CSR was calculated based on their wins and losses. In *Halo 5*, this is still the same, but the rank of the enemy opponents is taken into account as well. Unlike *Halo 4*where its CSR had its numerical values from 1 to 50, *Halo 5*CSR rank uses a league system.

There are seven divisions for the CSR, with the first five having six tiers. These include Bronze, Silver, Gold, Platinum, Diamond, Onyx, and Champion. However, before players can be placed within a division they must first play ten matches in order to be properly placed. The amount of points players gain or lose depends on the people they play against. For example if a player has been placed in the Silver division and loses against a team of Gold players, they will lose rank less than they would have if they had lost to someone from a lower Division, such as Bronze. The same goes for winning – if a player beats a team of Bronze players, they won’t rank up as much compared to when they beat a team of Champion Players. Losing games will cause a player's progress within a rank to decrease, but will never drop down a whole rank from losing. Like *Halo 4* each playlist has its own ranks.

While the first five divisions do not have a numerical value attached, the Onyx and Champion divisions do. Players within the Onyx division are ranked 201-3,000 while Champions are ranked 1-200. Players in the Onyx and Champion divisions cannot share the same rank, IE there is only one player with the rank of 185 in Team Slayer in the world. If a player wishes to rank up they will cause other players to lose rank similar to a leaderboard.

### Gametypes

*Halo 5*sports a range of gamemodes to enhance multiplayer gameplay and make it more fun than simply 'gunning people down.' With this comes gametypes specific to killing, while others are more objective based, and revolve around teamwork and colloboration with other players to take another down. The gametypes available are as shown:

#### Arena

* Assault
* Breakout
* Fiesta
* Grifball
* Team Slayer
* Slayer
* Strongholds
* Capture the Flag
* Big Team Battle
* Infection (Will be added in Memories of Reach update)

#### Warzone

* Warzone Assault
* Warzone Turbo
* Warzone Firefight

## Retail Editions

### Standard Edition

The standard edition of the game includes the disk and manual, and has remained unchanged since the game's release.

### Limited Edition

When preorders were announced for *Halo 5 Guardians*, the Limited Edition became a preorderable version of the game for $99.99. It includes collectible items such as a limited edition game disk and steelbook case, a 14-day gold trial for Xbox LIVE, the Halo: The Fall of Reach Animated Series, a Warzone REQ Bundle, dossiers on Blue Team and Osiris, as well as SPARTAN Locke's orders, and finally a metal model of a Guardian.

### Limited Collector's Edition

When preorders were announced for *Halo 5 Guardians*, the Limited Collector's Edition became a preorderable version of the game for $249.99. It includes everything from the Limited Edition, but with the game disk replaced with a digital download of the game. It also had the added collectible of a commerorative statue of John-117 and Locke. After fan uproar about the lack of a physical disk with the game, 343 reasoned that they had included a downloadable version to allow players who purchased the Limited Collector's to play the game early. However, 343 later stated they were looking for a solution to the issue, and on a Halo Community Update, they announced that the option to have a physical disk (the limited edition disk) or the game download would be given to players while preordering.

### Digital Deluxe Edition

When preorders were announced for *Halo 5 Guardians*, the Digital Deluxe Edition became a preorderable version of the game for $89.99. It only includes a digital download of the game, as well as the REQ Bundle and the Halo: The Fall of Reach Animated Series.

## Marketing Promotions and Release

### Announcements

#### Xbox One Reveal

*Halo (Xbox One)*was confirmed to be in development for the Xbox One during the Xbox One Reveal event on May 21, 2013. At the time, it was simply known as *Halo (Xbox One)*.

#### Xbox Wire

On May 16, 2014, Bonnie Ross, General Manager of 343 Industries, announced on Xbox Wire that the official title for *Halo (Xbox One)*was *Halo 5 Guardians*, and that it would be released in Fall 2015. She also stated that *Halo 5 Guardians*would be running on a new and more powerful game engine.

### Trailers

#### E3 2013

*Main Article: Halo (Xbox One) Annoucement Trailer*

At E3 2013, Microsoft showed a teaser trailer that they intended to showcase the future direction of the *Halo*franchise on the Xbox One. Rather than announcing *Halo 5*specifically, the trailer was more intended to announce *Halo'*s presence on the new console. The 'game' was set to debut in 2014 with a then-unspecified *Halo* title.

The teaser began with a hooded figure walking through a desert on an alien world. This figure comes across a large open area, where gravity begins to shift as a massive Forerunner machine emerges from the sand. A burst of energy surges from the machine as it spreads it wings, the impact enough to throw back the figure's hood; the figure is revealed to be John-117. Holding a chip in his hand (Cortana's chip), he stares up at the machine as the screen cuts to black. Cuts to the clouds, as the *Halo*title appears through the clouds.

#### E3 2014

*Main Article: Halo 5 Guardians Multiplayer Beta Announcement Trailer*
At the E3 2014 press conference, Microsoft officially released a prerendered CGI teaser trailer for the Halo 5 Guardians Multiplayer Beta, which would be accessible through Halo: The Master Chief Collection. The trailer showed a dedicated space station (Breakout Arena), where Red Team and Blue Team faced off against each other in a new gametype (Breakout). Showcased in it were new abilities (spartan abilities) such as Charge, Slide and Ground Pound.

#### Beta First Look

*Main Article: Halo 5 Guardians Multiplayer Beta First Look*
First shown at Microsoft's Gamescom 2014, the trailer features the teaser trailer at E3 2014, with some commentary over it discussing the details of the Halo 5 Guardians Multiplayer Beta.

#### Multiplayer Beta: Behind the Scenes

*Main Article: Halo 5 Guardians Multiplayer Beta: Behind the Scenes*
A Behind the Scenes feature released on November 10, 2014, detailing the new features and development of the Halo 5 Guardians Multiplayer Beta.

#### Multiplayer Beta Official Trailer

*Main Article: Halo 5 Guardians Multiplayer Beta Trailer*
Released on December 18, 2014, this official trailer showcases the new maps, weapons and gametypes, as well as confirming the return of the Light Rifle and assassinations. The trailer featured many of these in a showcase format, with the game announcer saying random killstreaks such as First Strike and Hail Mary.

#### Character Advertisements

*Main Article: All Hail*
*Main Article: The Cost*
Two live-action trailers featuring a confrontation between Agent Locke and the Master Chief from both characters' respective points of view were released on March 29, 2015.

#### Spartan Locke Armor Ad

*Main Article: Halo 5 Guardians Spartan Locke Armor Set Gamestop Ad*
A prerendered CGI trailer featuring Spartan Locke fighting Covenant Remnant forces on Sanghelios was released on April 10, 2015. The ad showcased the character Locke, while also showing off the special Locke armor permutation that could only be found in preorders of the game.

#### E3 2015

*Main Article: Halo 5 Guardians E3 2015 Cinematic Trailer*
*Main Article: Halo 5 Guardians E3 2015 Campaign Demo*

At the E3 2015 Microsoft press conference, 343 officially released a cinematic trailer, accompanied by a campaign demo. The cinematic trailer showed an assortment of cutscenes from the final game, mixed together and accompanied with meticulously chosen voice over dialogue also ripped from the game. The trailer eventually transitions into the opening cutscene of the level *Battle of Sunaion*. After, the campaign demo begins, showing an edited version of the eventual level, *Battle of Sunaion.* The demo shows Osiris in a later segment of the level, following clues for John-117's whereabouts. Eventually, the Guardian rises up, and they are forced to fight Prometheans; here, the new soldier type and the Phaeton are revealed, along with the new revival ability for your squadmates. Eventually Osiris reaches the end area, but are engaged by the Warden Eternal. The Warden grabs Locke, telling him he is not allowed to enter the Guardian, and then knocks him out. The demo ends, cutting to black.

#### Warzone

*Main Article: Halo 5 Guardians Warzone Trailer*
Shown at the E3 2015 Xbox Media Briefing was the trailer announcing Warzone. The trailer showcased the fundamental elements of the new mode.

#### ViDoc: Warzone

*Main Article: ViDoc: Warzone*
A documentary released on June 15, 2015 showcases the development of the multiplayer mode, Warzone.

#### ViDoc: A Hero Reborn

*Main Article: ViDoc: A Hero Reborn*
This documentary focuses on the development of the *Halo 5: Guardians* campaign.

#### Multiplayer Trailer

*Main Article: Halo 5 Guardians Multiplayer Trailer*
First shown at Microsoft's Gamescom 2015, the trailer features gameplay footage from Arena and Warzone mixed together.

#### Opening Cinematic Trailer

*Main Article: Halo 5 Guardians Opening Cinematic*
Released on all social networks on August 31, 2015, the opening cinematic of *Halo 5 Guardians*was released. In the final game, this cutscene served as the opening intro scene for the level *Osiris*.

#### Blue Team Opening Cinematic Trailer

*Main Article: Halo 5 Guardians Blue Team Opening Cinematic*
Released on all social networks on September 23, 2015, the opening cinematic of the level *Blue Team*was released. In the final game, this cutscene served as the opening intro scene for the level *Blue Team.*

#### A Hero Falls and The Hunt Begins Trailers

*Main Article: A Hero Falls*
*Main Article: The Hunt Begins*
The minute long live-action trailer, A Hero Falls, debuted September 27th, 2015, on Sunday Night Football. It was followed five days later by a longer trailer, The Hunt Begins, which had been leaked. This trailer's officially planned debut was during a commercial break of *Fear the Walking Dead* on October 4, 2015.

#### Launch Gameplay Trailer

*Main Article: Halo 5 Guardians Launch Gameplay Trailer*
The *Halo 5: Guardians* Launch Gameplay trailer debuted October 12th, 2015, two weeks before the game's release. It shows several aspects of the campaign.

### Viral Campaign

#### The Sprint

*Main Article: The Sprint*
*The Sprint* is an ongoing digital series which presents the development of *Halo 5: Guardians*, with the first season focusing on the Multiplayer Beta, the second on developing the footage for E3 2015, and the third on the campaign.

#### Cover Art Puzzle

Between Saturday, April 25 and Tuesday, April 28, 2015 *Halo* fans from around the world searched for 117 pieces of an image. These pieces of the image were found in emails from Microsoft, Twitch, YouTube videos, and Xbox.com before the puzzle was completed revealing the final *Halo 5: Guardians* cover art. Coincidentally, Rob Semsey, senior communications manager for the *Halo* franchise, claimed that the puzzle was completed at 1:17 pm PST. Shortly after the puzzle's completion an animated version of the poster was uploaded to YouTube featuring some of the *Halo 5: Guardians* soundtrack.

#### Hunt the Truth

*Main Article:Hunt the Truth*
***Hunt the Truth***, stylized as ***HUNT the TRUTH***, was a marketing campaign for *Halo 5: Guardians*. It featured audio logs, blog posts and other media posted online and spanned two seasons. The first season centered on journalist Benjamin Giraud's hunt for the truth about the Master Chief's origins, while the second season continued the story, now focusing on the supposed rebel leader "FERO" who helped Giraud during the first season.

#### E3 Hololens Experience

*Main Article: Halo 5 Guardians E3 Hololens Experience*
At E3 2015, Microsoft had a Hololens presentation set up to show off Warzone. The presentation is 'set' aboard UNSC *Infinity* and has Sarah Palmer explain how the gametype works.

#### REQ System Tutorial

*Main Article: Halo 5 Guardians REQ System Tutorial*
A tutorial video reased on September 17th, 2015, of Mister Chief explaining the new REQ system.

## Reception

*Halo 5: Guardians* received positive reviews. It received an aggregated score of 84.21% on GameRankings based on 67 reviews and 84/100 on Metacritic based on 101 reviews.

Arthur Gies, writing for *Polygon*, wrote that 343 Industries had much to prove with *Halo 5* after *Halo 4'*s online population "evaporated",*The Master Chief Collection* woes, and Microsoft's need for a strong title to sell more Xbox Ones. "343's response to that quagmire," Gies wrote, "[is] to return to the fundamentals of what made the series great in the first place. The studio has brought *Halo* mechanics kicking and screaming into the modern era, while providing the most bombastic, co-op-driven campaign in *Halo* history." *GameSpot* Mike Mahardy agreed that 343 had produced some of the best iterations of the game series' facets with *Halo 5*. IGN's Brian Albert opined that 343 Industries had created an even bigger game than previous entries, with "the strongest combat*Halo* has ever seen." *Destructoid* Chris Carter felt that *Halo 5* failed to grab him in the same way as previous games had, "those of you who are still content with Master Chief and his wacky adventures across the galaxy will likely walk away satisfied." More critically, the reviewers of *GamesTM* felt that *Halo 5* was "sheepish and safe" and represented a series low.

*Halo 5* overall gameplay and multiplayer were strongly received. *GameSpot* praised *Halo 5* multiplayer experience for being in the "best shape *Halo* multiplayer has ever taken", and in particular, noting the game's return to "universal" weapon loadouts and obtaining stronger weapons spawning on-map, rather than unlocking weapons as in *Halo 4*. The Warzone mode was considered to be one of the "best new ideas" in both the *Halo*franchise and the genre, praising its MOBA-like mechanics and vast environments, explaining that "as with the rest of *Halo 5*, there is momentum here—but this is a force that shifts from side to side with each match. Warzone isn't so much about consistency—it's about adaptability. And the team that can roll with the punches, and punch back at the right moments, will have the upper hand."

*Halo 5* campaign and story received mixed reviews. Timothy J. Seppala of *Engadget* felt that the game's campaign was the first time in years that the campaign felt like a step backward compared to its predecessor; "instead of addressing what it got wrong with [*Halo 4*] and doubling down on what it did right, the team fundamentally altered how a *Halo* campaign works to horrendous results." In contrast, Albert praised the campaign for challenging enemies and environments dense with secret pathways and hidden weapons. "This kind of design makes *Halo 5'*s campaign ripe for replaying, and well suited for the [...] co-op it’s clearly made for," he wrote.

The game's artificial intelligence (AI) also received mixed impressions. Chris Carter found the squad controls rudimentary, but found the team chatter and their assistance welcome. *GamesTM* pointed out flaws in enemies by criticizing overpowered bosses and saying that "the number of things that can kill you instantly—even on Normal difficulty—is exasperatingly high". Reviewers like Carter and *GamesTM* complained of ally teammates failing to revive players, even in instances such as when they were standing right next to the player.

*Time* Matt Peckham felt that in comparison to the setup in *Halo 5* marketing and the *Hunt the Truth* series, which suggested a novel direction for the series, "What happens in *Halo 5* story, by contrast, feels disappointingly by the numbers." GameSpot's Mike Mahardy felt that while the plot had promise, the campaign did not effectively capitalize on its opportunities: "Cutscenes fade to black before they feel finished. Character motivations shift on a whim." *Forbes* Paul Thier and GamesRadar's David Houghton complained that players did not suitably impact the story's progression, and that the game's cliffhanger ended the plot at the conclusion of the first act. Though he also found fault with parts of *Halo 5* campaign, Albert praised Cortana's threat as "less black and white" in motives than previous antagonists, and the background chatter contributing to learning more about each character.

* **GameRankings**: 84.21%
* **Metacritic**: 84/100.
* **Destructoid**: 7/10.
* **EGM**: 9/10.
* **Game Informer**: 8.75/100.
* **Game Revolution**: 4 and half stars out of 5.
* **GameSpot**: 8/10.
* **GamesRadar**: 4 stars out of 5.
* **GamesTM**: 6/10.
* **GameTrailers**: 9/10.
* **Giant Bomb**: 4 stars out of 5.
* **IGN**: 9/10.
* **OXM (UK)**: 4 stars out of 5.
* **Polygon**: 9/10.
* **VideoGamer.com**: 9/10.
* **VentureBeat**: 83/100.

*Halo 5 Guardians*has also gone onto to win a number of awards from:

* **The Game Awards 2015**: Nominated for Best Multiplayer, Nominated for Best Shooter, Nominated for Best Score/Soundtrack.
* **The Best of 2015 Awards**: Won Best Multiplayer, Won Best Shooter, Nominated for Best Xbox Exclusive, Nominated for Game of the Year.

## Halo 5 Guardians Original Soundtrack

The Halo 3 Original Soundtrack was composed for the game, *Halo 5*, and was composed by Kazuma Jinnouchi. Altogether, there are 39 tracks on the soundtrack.

Most of the music from *Halo 5 Guardians* is present on the CDs, but some tracks are missing entirely, and some are only remixes of the actual tracks played in-game or shortened versions. It officially released on October 30, 2015; three days after the game's official release.

## Cut Content

*Main Article: Cut Content from the Halo Games*
*Halo 5 Guardians,* while not having as much as its predecessors, has alot of content that didn't make it into the final product. Amongst this cut content is missing campaign levels, scripts, characters, weapons, vehicles, maps and more. For more information, see the main article.

## Trivia

* The *Halo 5 Guardians Multiplayer Beta*was accessible through *Halo: The Master Chief Collection*. It was made available on December 29, 2014, and lasted until January 18, 2015.
* Exclusive content that players unlocked in *Halo: The Master Chief Collection*they were able to carry over into *Halo 5 Guardians*.
* *Halo 5'*s Theater mode writes replay files to the dedicated servers as they player is playing. These files can be accessed in real-time, enabling players to spectate others live.
* *Halo 5'*s internal development code name for the AI companions was "Musketeers."
* *Halo 5 Guardians*is the first first-person *Halo*title to be given an ESRB rating of T for Teen.
* *Halo 5 Guardians*is the first *Halo*title to feature intermission  "weapons down" levels.
* *Halo 5 Guardians*is the first main *Halo*title to feature Warzone.
* Oddly enough, the 'prologue' and 'epilogue' scenes in *Halo 2 Anniversary*do not actually happen in *Halo 5 Guardians*. The Epilogue eludes to it being part of the *Battle of Sunaion* level, but in the final game, their entry into the battle does not occur this way.
	+ It is possible that the Epilogue was either an early concept for the level, or was simply made up for the purposes of the cutscene.
* Although *Halo 5 Guardians*was advertised and marketed as such, the Hunt for John-117 technically only lasts until the level *Evacuation*. Afterwards, the mission becomes more about rescuing John-117, and the story becomes more focused on Cortana.
	+ Also odd is that Cortana, who becomes the sole focus of the game, does not appear in any of the marketing for the game outside of the Announcement Trailer. However, this was likely done to make her reveal as the antagonist more shocking and dramatic.
* *Halo 5 Guardians*is the first *Halo*title to not feature map packs since their introduction in *Halo 2*. Instead, these map packs are replaced with content updates, which also include content outside of maps.
* *Halo 5 Guardians*is the first *Halo*title to not feature Forge on release since its introduction in *Halo 3*. Instead, Forge was released afterwards in the Cartographer's Gift update, so as to give 343 more time to work on it.
* *Halo 5 Guardians*has fifteen levels. However, if the intermission levels are technically not "proper" levels, than it can be argued that it only has twelve levels, making it the first *Halo*game to have that amount.
* *Halo 5 Guardians*is the first first-person full *Halo*title to be released on Xbox One.
* *Halo 5 Guardians*is the first *Halo*title to not feature split-screen co-op, a move that has sparked fan uproar.
	+ 343 reasoned that the reason for a lack of split-screen co-op was that they had to sacrifice it to make the game run at 60fps.
* *Halo 5 Guardians*continues the *Halo*tradition of remaking the Blood Gulch map from *Halo: Combat Evolved.* However, it does this differently by remaking Valhalla from *Halo 3*, which was, of itself, a remake of Blood Gulch.
* The *Halo 5 Guardians*cover art is vastly different from the one that accompanied Bonnie Ross' announcement of the game. On the original cover, the background appeared to be a desert, with Locke standing ontop, while a "mirror image" of John-117 stood on the bottom. The game's final cover art however was entirely different.
	+ It is likely that the original cover art was only a placeholder until the planned one could be finished.

## Gallery

Halo 5 Guardians Promotional PosterHalo 5 Guardians Promotional PosterHalo 5 Guardians WallpaperHalo 5 Guardians WallpaperHalo 5 Guardians Multiplayer Beta PosterHalo 5 Guardians WallpaperOriginal cover art for Halo 5 GuardiansHalo 5 Guardians Wallpaper based on original cover artHalo 5 Guardians LogoHalo 5 Guardians title art

## Links

### Internal Links

1. ↑ 7.0 7.1 7.2 GameInformer Issue 267, July 2015
2. ↑ ***Halo 5: Guardians*** - *Reunion*
3. ↑ **Halo Channel** - *The Sprint, Episode 3*

### External Links

1. ↑ 1.0 1.1 **GameSpot** - *Xbox One Revealed*
2. ↑ **NeoGAF** - *Frank O'Conner's post*
3. ↑ **IGN** - *Halo 5: Guardians Release Date Announced*
4. ↑ **Halo Waypoint** - *Clarity Regarding Halo 5: Guardians Online Co-op Access*
5. ↑ **Gameinformer** - *July Cover Revealed, Halo 5: Guardians*
6. ↑ 8.0 8.1 8.2 8.3 8.4 8.5 8.6 8.7 8.8 8.9 **Youtube:** *Halo 5: Guardians Campaign Trailer, and Co-op Gameplay [E3 2015* *1080p*]
7. ↑ 11.0 11.1 **YouTube** - *IGN*, Halo 5 ViDoc: A Hero Reborn
8. ↑ 12.0 12.1 **Youtube:** *Halo 5 Warzone ViDoc*
9. ↑ 13.0 13.1 **YouTube** - *51-2 Unfriggenbelievable | First Game on Skirmish at Darkstar - Halo 5 Guardians*
10. ↑ 14.0 14.1 14.2 14.3 14.4 14.5 **IGN:** *15 Minutes of Halo 5 Warzone Multiplayer*
11. ↑ 15.0 15.1 15.2 15.3 15.4 15.5 15.6 **Halo Waypoint:** *Cannon Fodder - Beta Late Than Never*
12. ↑ 16.0 16.1 **Youtube:** *Halo 5: Guardians Spartan Locke Armor Set | 60 | GameStop*
13. ↑ 18.0 18.1 18.2 **Halo Waypoint** - Games - Infinity's Armory
14. ↑ 19.0 19.1 19.2 19.3 19.4 19.5 **Halo Waypoint:** *Canon Fodder - Conventional Warfare*
15. ↑ 20.0 20.1 20.2 **Halo Waypoint:** - Blogs - Hammer Storm Preview
16. ↑ 21.0 21.1 **Halo Waypoint** - Community - Halo 5: Guardians REQ System Introduction
17. ↑ **Halo Waypoint:** *Canon Fodder - Have S'moa* (*What is the name of Spartan Locke's armor variant? Spartan Locke is currently equipped with the MJOLNIR GEN2 Hunter variant*)
18. ↑ 23.0 23.1 23.2 23.3 23.4 23.5 23.6 **Halo Waypoint** - *Memories of Reach Preview*
19. ↑ **Twitter** - *Quinn DelHoyo*
20. ↑ **Twitter** - *Bonnie Ross*
21. ↑ 26.0 26.1 26.2 26.3 26.4 26.5 26.6 **Youtube:** *Halo 5: Guardians Beta - All 7 Spartan Abilities (Smart Scope, Charge, Etc.)*
22. ↑ **Youtube:** *Halo 5 Guardians: New Gameplay Footage - IGN Live: Gamescom 2015*
23. ↑ **IGN** - Big Team Battle Will Not Be in Halo 5 Multiplayer At Launch
24. ↑ **Youtube:** *Halo 5: Guardians - EPIC Competitive Features Revealed*
25. ↑ **Youtube:** *Halo 5: Guardians - 35 Maps Confirmed, DLC Free, BIG Sandbox*
26. ↑ **Youtube:** *Halo 5 Forge - "Time Of Day" Gadget Confirmed? Orion Walkthrough!*
27. ↑ 32.0 32.1 **Twitter** - Josh Holmes
28. ↑ 33.0 33.1 33.2 33.3 33.4 **Team Beyond** - *HALO 5: GUARDIANS BETA SCHEDULE ANNOUNCED*
29. ↑ 34.0 34.1 **Twitter** - Josh Holmes
30. ↑ 35.0 35.1 **Halo Waypoint:** *Halo 5: Guardians, Halo 5: Guardians Beta*
31. ↑ **Halo Waypoint** - Halo Community Update: Rigged
32. ↑ **Gamespot** - *Halo 5 New Warzone Map Is Biggest Ever, Inspired By Original Halo*
33. ↑ **Youtube:** *Halo 5: Guardians Beta Gameplay - "Empire" (Slayer)*
34. ↑ **Youtube:** *HALO 5 Gamescom | Full Segment | 1080p*
35. ↑ 42.0 42.1 42.2 42.3 42.4 42.5 42.6 42.7 42.8 42.9 **Halo Waypoint** - Canon Fodder - Locke and Load
36. ↑ **GameSpot** - *New Halo 5 "Memories of Reach" Armor and Helmet Reqs Revealed*
37. ↑ 44.0 44.1 44.2 44.3 44.4 **YouTube:** *HALO 5 Gameplay | RAID ON APEX 7 New Weapons | Warzone 1080p 60fps (Halo 5: Guardians WARZONE)*
38. ↑ 45.0 45.1 45.2 45.3 **Youtube:** - *Halo 5: Guardians Multiplayer Beta First Look*
39. ↑ "Bring back the SPNKr Rocket Launcher as a legendary version of the weapon" - **Halo Waypoint** - Blogs - How Fans Helped Shape the Multiplayer of Halo 5: Guardians
40. ↑ **Youtube:** *Halo 5: Guardians Beta - Weapons In Halo 5 (Secret Weapon)*
41. ↑ 48.0 48.1 48.2 **The Sprint** - *Season 2 - Episode 3: Warzone Wednesday*
42. ↑ **Halo Waypoint** - *Halo Championship Series* - Promotional Image
43. ↑ This Screenshot of a player zoomed into the magnum in the *Halo 5: Guardians* Multiplayer Beta.
44. ↑ **Youtube** - *Halo 5: Guardians - Prophets Bane" Sword, and "Breakout" Gamemode*
45. ↑ **YouTube:** *HALO 5 GAMEPLAY | ENEMY LINES Campaign Gameplay (Halo 5 Guardians Gameplay)*
46. ↑ **Halo Waypoint** - *Universe* - *Splinter Grenade*
47. ↑ **Youtube** - *IGN*, 15 Minutes of Halo 5 Warzone Multiplayer
48. ↑ **Youtube:** *Halo 5: Beta - Epic Things You Can Do in Spectator Mode*
49. ↑ **Youtube:** *Halo 5: Guardians Warzone Multiplayer E3 2015 Trailer*
50. ↑ 62.0 62.1 62.2 62.3 **Halo Waypoint:** *Canon Fodder - A Time to Give Tanks*
51. ↑ 63.0 63.1 63.2 63.3 **Halo Waypoint** - Canon Fodder - Designs of the Times
52. ↑ **Microsoft Store** - *Halo 5: Guardians* - Limited Edition
53. ↑ **Microsoft Store** - *Halo 5: Guardians* - Limited Collector's Edition
54. ↑ **Game Stop** - *Fans Upset $250 Halo 5 CE Only Includes Digital Copy, But 343 Exploring Solutions*
55. ↑ **Halo Waypoint** - *Halo Community Update 7.17.15*
56. ↑ **Xbox Store** - *Halo 5: Guardians* - Digital Deluxe Edition
57. ↑ **IGN** - *Microsoft on Halo 5, Halo 2 Anniversary*
58. ↑ **Xbox Wire** - *The Halo Journey*
59. ↑ **Twitter - Frank O'Connor @franklez**: *The countdown is on http://huntthetruth.tumblr.com/ #Halo5 #HUNTtheTRUTH*
60. ↑ 72.0 72.1 **Tumblr** - *HUNT the TRUTH*
61. ↑ **YouTube** - *Xbox E3 2014 Media Briefing: Halo*
62. ↑ **Halo Waypoint** - *Halo 5: Guardians*
63. ↑ **YouTube** - *Halo 5: Guardians GAMEPLAY - E3 2015 Interview*
64. ↑ **YouTube** - *Halo 5 ViDoc: A Hero Reborn*