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==Development== [[File:H5 John-117 hooded.jpg|thumb|left|250px|John-117 holding Cortana's data chip in the first teaser trailer.]] What would later be revealed as ''Halo 5: Guardians'' was first revealed with [[Halo Xbox One announcement trailer|a teaser]] released on [[2013|June 10, 2013]] during that year's [[Electronic Entertainment Expo]]. The trailer indicated that a major ''Halo'' release would occur for the Xbox One console in 2014, leading many to believe that this particular game would be the next entry in the ''Reclaimer Saga'' and the sequel to ''[[Halo 4]]''. However, Microsoft stressed the trailer's phrasing that 2014 would mark the beginning of a "journey", with the implication that this may not mean the release of the then still officially unannounced ''Halo 5''.{{Ref/Reuse|H5}} During production, ''Halo 5: Guardians'' was given the codename "Project: Osiris".<ref>[https://www.artstation.com/artwork/9JKyR '''Artstation:''' ''Halo 5: Guardians Sangheili props'' - concept art bears the logo "Project: Osiris".]</ref> ''Halo 5: Guardians'' was formally announced on May 16, 2014 by [[343 Industries]] General Manager [[Bonnie Ross]]. Ross describes ''Halo 5: Guardians'' as a bigger effort than the preceding ''Halo 4'' in terms of the content and scope of the game as well as the technology underpinning it. The game's engine is said to have been completely retooled to take full advantage of the Xbox One's hardware and ecosystem; according to [[Frank O'Connor]], the engine is all-new apart from a number of core features retained from the previous one.<ref>[http://www.neogaf.com/forum/showpost.php?p=112403080&postcount=2276 '''NeoGAF''': ''Frank O'Connor on game engine'']</ref> Ross stated that ''Halo 5'' would incorporate lessons the 343 Industries team learned from ''Halo 4'' with regard to technology, performance, aesthetics, and scale in response to feedback received from the fan community. She also mentioned that the game would run at [[Wikipedia:Frame rate|60 frames per second]] and feature [[Wikipedia:Dedicated hosting service|dedicated servers]].{{Ref/Reuse|H5}} [[File:H5G-Numbers.jpg|thumb|250px|The various features in ''Halo 5: Guardians''.]] In E3 2014, 343 Industries' statements about a "journey" beginning in the fall of 2014 were revealed to be referring to a multimedia project dubbed ''[[Halo: The Journey]]'' by 343 Industries,<ref name="eurogamer">[http://www.eurogamer.net/articles/2014-06-16-343s-master-plan-for-halo-5-guardians '''Eurogamer''': ''343's master plan for Halo 5: Guardians'']</ref> set to begin with the release of ''[[Halo: The Master Chief Collection]]'', containing remastered "Anniversary" editions of ''[[Halo: Combat Evolved Anniversary|Halo: Combat Evolved]]'' and ''[[Halo 2: Anniversary|Halo 2]]'', as well as high-resolution versions of ''[[Halo 3]]'' and ''Halo 4''.<ref name="E32014">'''Microsoft Xbox One briefing E3 2014'''</ref> Additionally, it was announced that a [[Halo 5: Guardians Multiplayer Beta|multiplayer beta]] of ''Guardians'' was set to be released on December 29, 2014. Exclusive unlockable content for the beta was made available via ''The Master Chief Collection'' and the digital series ''[[Halo: Nightfall]]''.{{Ref/Reuse|WaypointGuardians}} The 343 Industries team underwent several internal changes between the development of ''Halo 4'' and ''Halo 5: Guardians''. [[Nicolas Bouvier|Nicolas "Sparth" Bouvier]] replaced [[Kenneth Scott]] as senior art director, although Scott was stated to continue serving in an advisory role.<ref>[http://www.ign.com/articles/2014/01/08/halo-4-art-director-steps-down-at-343-industries '''IGN''': ''Halo 4 Art Director Steps Down at 343 Industries'']</ref> [[Josh Holmes]] was also replaced by Tim Longo (known for his previous work on ''[[Wikipedia:Star Wars: Republic Commando|Star Wars: Republic Commando]]'' and the 2013 ''[[Wikipedia:Tomb Raider (2013 video game)|Tomb Raider]]'' reboot) as creative director.<ref>[http://www.joystiq.com/2013/12/08/tomb-raider-republic-commando-creative-director-joins-343-indus/ '''Joystiq''': ''Tomb Raider, Republic Commando creative director joins 343 Industries'']</ref> [[Christopher Schlerf]] was supplanted by [[Brian Reed]] as ''Halo'' franchise lead writer after Schlerf's departure from 343 Industries.<ref>[https://twitter.com/schlerf/status/397939158041120768 '''Twitter''': ''schlerf'']</ref><ref>[https://twitter.com/BrianReed '''Twitter:''' ''Brian Reed'']</ref> The game's soundtrack was composed by [[Kazuma Jinnouchi]], replacing ''Halo 4''<nowiki>'</nowiki>s [[Neil Davidge]] as the principal composer.<ref name="GAFKazuma">[http://www.neogaf.com/forum/showpost.php?p=114883654&postcount=3462 '''NeoGaf''': ''Frank O'Connor on music'']</ref> The [[Ur-Didact]], the main antagonist of ''[[Halo 4]]'', was originally slated to play a role in ''Halo 5''. At some point during the game's development, however, he was deemed to have become "extraneous" to the story, leading to him being redacted from the narrative in ''"[[The Next 72 Hours]]"'' arc of the ''[[Halo: Escalation]]'' comic series. According to Brian Reed, the manner of his removal from the story would still allow 343 Industries to use him as an antagonist in later stories if they so chose, as the franchise was considered to be lacking in recurring villains.<ref>'''[[Halo: Escalation|Halo: Escalation Library Edition Volume #1]]''', ''"The Next 72 Hours" developer commentary''</ref> On April 28, 2015 the final cover art was revealed.<ref name="XboxWireCover">[http://news.xbox.com/2015/04/games-halo-5-art-reveal-april '''Xbox Wire''': ''Halo 5: Guardians Cover Art'']</ref> ===Gameplay=== [[File:H5 - Spartan abilities.png|thumb|250px|Spartan abilities listed, with slide showcased.]] In ''Halo 5: Guardians'', [[armor abilities]] are replaced by a new set of gameplay enhancements known as [[Spartan abilities]],<ref name="mptrailer">'''[[Halo 5: Guardians Multiplayer Beta announcement trailer]]'''</ref> which are available to all players at any time. Both the campaign and multiplayer are developed around Spartan abilities.<ref>[https://twitter.com/JoshingtonState/status/590920025575305216 '''Josh Homes on Twitter''': "The Campaign and MP have both been designed around the Spartan Abilities."]</ref> There is an increased focus on player mobility; players can now use the thruster pack (which allows omnidirectional movement) at all times, vault ledges, rapidly dash for cover or charge an enemy, or generate a shockwave by striking the ground. The sprint function is still present but the player's shields do not recharge while sprinting. Additionally, the charge and slide abilities are executed as sprint reaches terminal velocity. A new feature called the "smart scope" allows players to aim down the weapon's sights in a manner similar to many other modern shooters, although with non-scope weapons this is purely a cosmetic effect and provides little to no actual accuracy enhancement; 343 Industries used the Multiplayer Beta to gauge the effects of this feature on the game's gameplay balance.<ref name="mpb bts">[https://www.youtube.com/watch?v=k96NK5moXyg '''YouTube''': ''Halo 5: Guardians Multiplayer Beta: Behind the Scenes'']</ref> The [[heads-up display]] once again allows the player to see what other weapon they have but are not currently using, a feature that had been removed in ''Halo 4''. Unlike past titles players are now able to switch seats in a vehicle without getting out. ''Halo 5: Guardians'' is the first major ''Halo'' release without any form of local splitscreen multiplayer or campaign, and does not natively support LAN play.<ref name="nosplit">[http://arstechnica.com/gaming/2015/06/halo-5-listing-dev-statement-point-to-end-of-series-local-multiplayer/ '''ArsTechnica''': ''Halo 5 listing, dev statement confirm end of series’ local multiplayer (Updated)'']</ref> Notwithstanding the lack of local co-op campaign, players are able to play campaign cooperatively via Xbox LIVE Gold membership.<ref>[https://www.halowaypoint.com/en-us/community/blog-posts/clarity-regarding-halo-5-guardians-online-co-op-access '''Halo Waypoint''': ''Clarity Regarding Halo 5: Guardians Online Co-op Access'']</ref> ===Campaign=== [[File:H5G-Orders.png|thumb|left|Locke ordering Buck to destroy a Phaeton.|250px]] The [[campaign]] mode of ''Halo 5: Guardians'' has been designed around the game's fireteam-centric focus and alternates between the perspectives of John-117's Blue Team and Spartan Locke's Fireteam Osiris. 343 Industries considers the fireteams (internally known as "musketeers" within the studio) to be the most significant gameplay innovation in ''Halo 5''.<ref>'''[[Halo 5: Guardians ViDoc: A Hero Reborn]]'''</ref> Due to the presence of the fireteams, enemies in ''Halo 5: Guardians'' are designed to be faster, more responsive and generally more lethal.{{Ref/Reuse|h5g yourteam}} However, the campaign difficulty also scales according to the number of players.{{Ref/Reuse|gi h5}} In single player campaign, the other team members operate autonomously but the player is able to give them contextual commands by pressing up the D-pad. The order given is determined by what the player is currently looking at. Some of these orders include ''Attack My Target'', ''Go To Location'', ''Use Vehicle'' (or turret), ''Pick Up Weapon'' and ''Revive Teammate''.<ref name="h5g yourteam">[https://www.halowaypoint.com/en-us/community/blog-posts/halo-5-guardians-your-team-is-your-weapon '''Halo Waypoint''': ''Halo 5: Guardians - Your Team is your Weapon'']</ref> The new revival mechanic allows both AI members of the team to revive the player or players to revive one another in co-op play. When a player takes too much damage, they go into a "downed" state. Active players or AI-controlled fireteam members can revive the downed Spartan within a set time limit which is shown in an icon on their HUDs. If a player remains downed for too long, they will die and be subject to similar respawn mechanics as in the prior games.{{Ref/Reuse|h5g yourteam}} This is also the case with certain types of damage such as being stuck by a {{Pattern|Anskum|plasma grenade}} or falling to one's death. [[File:H5G-Revive.png|thumb|Tanaka reviving Vale.|185px]] In [[cooperative play]], players assume the roles of different fireteam members, with each having their own distinct loadout; for example, [[Linda-058]] always spawns with a [[SRS99-S5 AM sniper rifle|sniper rifle]]. The different characters' base attributes also have subtle differences: for example, [[Kelly-087]] is faster than the other members of Blue Team and [[Holly Tanaka|Tanaka]] has a higher [[motion tracker]] range. Characters also have minor differences in traits such as their grenade carrying capacity or thrust recharge rate.<ref name="QG interview">[https://www.youtube.com/watch?t=10&v=2hVMhkgjQBE '''YouTube''': ''Interview Exclusive Josh Holmes (343 Industries)'']</ref> The [[heads-up display]]s of each team member have a unique design.{{Ref/Reuse|h5g yourteam}} In co-op, players are able to choose which character to play as, although they are restricted to either Locke or the Master Chief in single player. Co-operative games run on dedicated servers and allow players to seamlessly drop in and drop out of gameplay by simply joining the game and selecting a character to play as.{{Ref/Reuse|h5g yourteam}} The game has an intricate chatter system in which fireteams offer both contextual commentary during gameplay as well as scripted mission dialog, filling the role [[Cortana]] had in the prior games. This is seen by the developers as a means to tie storytelling more closely with the gameplay.<ref>[http://www.gameinformer.com/b/features/archive/2015/06/10/evolved-combat-how-halo-5-guardians-is-breaking-tradition.aspx '''Game Informer''': ''Evolved Combat: How Halo 5: Guardians Is Breaking Tradition'']</ref> If the player lingers in an area the squad members will have dynamic conversations about various topics, such as their past, the location they are in, or the ongoing events.<ref name="thebest">[https://www.youtube.com/watch?v=xPVdzBcCsw8 '''YouTube''': ''Halo 5: Guardians - The Best is Yet to Come (Interview) - E3 2015'']</ref> Some contextual lines of dialog are different depending on which characters are controlled by players at a given time.{{Ref/Reuse|h5g yourteam}} 343 Industries has stated that Blue Team has more lines of dialog in the game than they do in all prior ''Halo'' media.{{Ref/Reuse|gi blue}} As a notable change from ''Halo 4'', the Covenant enemies of [[Jul 'Mdama's Covenant faction|Jul 'Mdama's faction]] now speak [[English]] as they did in the original ''Halo'' trilogy. This is explained as 'Mdama's authority over his followers diminishing, as they have lately begun to ignore his mandate forbidding the use of human languages.{{Ref/Reuse|gi h5}} ''Halo 5: Guardians'' creative director [[Josh Holmes]] has stated that the game would feature the largest and most open gameplay spaces in any ''Halo'' game yet, with an emphasis on replayability and sandbox-like gameplay.{{Ref/Reuse|salient9039}} The campaign was stated to be twice the length of ''Halo 4''{{'}}s.<ref>[http://www.ign.com/videos/2015/08/07/halo-5-guardians-new-gameplay-footage-ign-live-gamescom-2015?utm_source=IGN%20hub%20page&utm_medium=Xbox%20One&utm_content=4&utm_campaign=Blogroll '''IGN''': ''Halo 5: Guardians: Gamescom Footage'']</ref> The campaign missions feature a variety of possible alternate routes, including ledges that can be climbed with the clamber Spartan ability and routes that can be opened by charging through destructible walls with the Spartan charge ability. When playing as Fireteam Osiris, players have access to the [[Artemis Tracking System]], which can be used to highlight these alternate paths as well as collectibles and other items of interest.{{Ref/Reuse|gi h5}} Such items include objects left behind by [[Blue Team]]. [[Wikipedia:Quick time event|Quick time events]], a controversial addition to the ''Halo 4'' campaign, are not featured in ''Halo 5: Guardians'', although some of the cinematics are designed to immerse the player to the experience of the character they are controlling in a similar manner.{{Ref/Reuse|QG interview}} Several new types of enemy have been added to the gameplay sandbox. The [[Promethean]] enemy faction returns, with the addition of the new [[Armiger Soldier]] class of infantry units and the [[Phaeton]] gunship. With [[Sequence]] making ''[[Halo: The Fall of Reach - The Animated Series]]'', [[terminal]]s have been replaced with 117 pieces of [[Mission Intel]];{{Ref/Reuse|Gold}} audio logs that provide background information contextual to each mission.<ref>[https://www.halowaypoint.com/en-us/news/canon-fodder-locke-load '''Halo Waypoint''': ''Canon Fodder - Locke & Load'']</ref> ===Audio=== {{Main|Halo 5: Guardians Original Soundtrack}} 343 Industries' [[Sotaro Tojima]] returns as the audio director for ''Halo 5: Guardians'', with the intentions to have the most realistic sound possible in gaming. Though Tojima's sound team used recordings for ''Halo 4'' as reference, it was decided that reusing the recordings would not suffice for ''Halo 5: Guardians''. Tojima stated "We decided to design the whole sound from scratch again to update the fidelity for the new-generation platform, Xbox One."<ref name="gi h5">[http://www.gameinformer.com/b/features/archive/2015/06/12/the-halo-5-guardians-cover-story.aspx?PostPageIndex=1 '''Game Informer''': ''July 2015 Halo 5: Guardians coverage'']</ref> For high quality explosion sounds, Tojima's team recorded the sounds produced from various forms of debris dropped from a crane. For better bullet sounds, a microphone was placed behind a rock and an armed individual shot past it from 1,000 feet away. An accurate weapon tail was captured by utilizing the reflected sound from the environment when a gun was fired; Tojima's team shot off guns in a variety of interior and exterior spaces.{{Ref/Reuse|gi h5}} Kazuma Jinnouchi served as the game's sole composer,{{Ref/Reuse|GAFKazuma}} recording music at [[Wikipedia:Abbey Road Studios|Abbey Road Studios]] in London and the [[Wikipedia:Rudolfinum|Rudolfinum]] in Prague. The game's tracks are noted to "sound fresh, yet distinctly ''Halo''". Jinnouchi expressed interest in bringing back the original [[Halo Theme|''Halo'' Theme]] into ''Halo 5: Guardians''. After a number of discussions, it was determined that the "''Halo'' choir" was to be implemented into the game in an obvious way, compared to the subtle manner the choir was implemented in ''Halo 4''. Ultimately, Jinnouchi and his team composed their own interpretation of both the ''Halo'' Theme and its choir.{{Ref/Reuse|gi h5}} ====Voice cast==== *[[Steve Downes]] as ''[[John-117]]'' *{{Plain|[http://www.imdb.com/name/nm2941559/ Ike Amadi]}} as ''[[Jameson Locke]]'' *[[Jen Taylor]] as ''[[Catherine Halsey]]'' and ''[[Cortana]]'' *[[Keith David]] as ''[[Thel 'Vadam]]'' *{{Plain|[http://www.imdb.com/name/nm1495675/ Michelle Lukes]}} as ''[[Kelly-087]]'' *[[Travis Willingham]] as ''[[Frederic-104]]'' and ''[[Jul 'Mdama]]'' *{{Plain|[http://www.imdb.com/name/nm5956260/ Brittany Uomoleale]}} as ''[[Linda-058]]'' *[[Nathan Fillion]] as ''[[Edward Buck]]'' *[[Laura Bailey]] as ''[[Olympia Vale]]'' *[[Wikipedia:Cynthia McWilliams|Cynthia McWilliams]] as ''[[Holly Tanaka]]'' *[[Wikipedia:Jennifer Hale|Jennifer Hale]] as ''[[Sarah Palmer]]'' *{{Plain|[http://www.imdb.com/name/nm1394523/ Darren O'Hare]}} as ''[[Thomas Lasky]]'' *{{Plain|[http://www.imdb.com/name/nm1281932/ Brian T. Delaney]}} as ''[[Roland]]'' *{{Plain|[http://www.imdb.com/name/nm0232897/ Dan Donohue]}} as ''[[Warden Eternal]]'' *{{Plain|[http://www.imdb.com/name/nm1977134/ Melanie Minichino]}} as ''[[031 Exuberant Witness]]'' *[[Joseph Staten]] as ''[[Dimkee Hotay]]'' *[[Jeff Steitzer]] as ''Multiplayer Announcer'' ===Multiplayer=== [[File:H5 Ground Pound ability.jpg|thumb|left|250px|The ground pound ability, used on the map Crossfire.]] With ''Halo 5: Guardians'' multiplayer, 343 Industries seeks to highlight the "arena shooter" aspects of classic ''Halo'' multiplayer gameplay. The unlockable custom loadouts and killstreak rewards present in ''[[Halo 4]]'' have been disposed of in favor of a "level playing field"; all players start with identical equipment as in the pre-''[[Halo: Reach]]'' games, with a focus on controlling weapons present on the map.<ref name="BetaFirstLook">'''[[Halo 5: Guardians Multiplayer Beta First Look]]'''</ref> The new Spartan abilities also play a large role in the multiplayer;{{Ref/Reuse|mpb bts}} the thruster pack in particular increases player mobility significantly. Another new feature is battle-chatter, automatic dialog among the team in which Spartans call out enemy locations and kills.<ref name="ign played">[http://www.ign.com/articles/2014/11/11/we-played-the-halo-5-guardians-multiplayer-beta-and '''IGN''': ''We Played the Halo 5: Guardians Multiplayer Beta, and...'']</ref> The multiplayer also includes the name of the segment of the map that the player is currently in being displayed near the [[motion sensor]] as in ''[[Halo 2: Anniversary]]'' and ''Halo: Reach''. Dynamic map elements similar to the multiplayer maps in ''Halo 2: Anniversary'' are also present.<ref>[http://www.gameinformer.com/b/features/archive/2015/06/26/a-guided-tour-of-halo-5-guardians-newest-map-fathom-.aspx '''Game Informer''': ''A Guided Tour of Fathom'']</ref> During the ''Halo 5: Guardians Multiplayer Beta'' when a team won a match the Spartan-IVs on said team would congratulate each other with high fives and clap. However, in the final game the winning team will only stand. In addition to the staple UNSC and Covenant weapons, all of the [[Forerunner]] weapons introduced in ''Halo 4'' return in ''Halo 5: Guardians''. A number of new weapons have been added to the multiplayer sandbox, among them unique weapons including the [[Mythic weapon]] [[Thel 'Vadam|Arbiter]]'s personal [[energy sword]], ''[[Prophets' Bane]]''. Other new weapons include the [[Hydra]] multi-launch missile launcher. Vehicles like the [[Mark IX Mantis|Mantis]] now have multiple variants and skins.<ref>[https://www.youtube.com/watch?v=Wqb3Mgc_T0M#t=984 '''The Game Informer Show''': ''The Halo Spectacular'']</ref> The ''[[Halo 5: Guardians Multiplayer Beta]]'' was used to gather data and feedback on the new multiplayer model as well as some of the new features. The beta featured two new multiplayer modes: [[Breakout]], in which two teams are thrown into a training arena via [[man cannon]]s and each player has only a single life with no respawns;{{Ref/Reuse|ign played}} and [[Strongholds]], in which two teams control moving territories. [[File:H5G-Warzone-MixedMedium.jpg|thumb|250px|Players in the new [[Warzone]] game mode.]] ''Halo 5: Guardians'' also features an all-new multiplayer mode called [[Warzone]], which combines large-scale competitive multiplayer with objective-based gameplay and AI-controlled enemies. Warzone is treated as a distinct experience from the game's classic competitive multiplayer, now named "Arena".<ref name="req">[https://www.halowaypoint.com/en-us/community/blog-posts/more-info-req-packs-in-halo-5-guardians '''Halo Waypoint''': ''More info: REQ Packs in Halo 5: Guardians'']</ref> The game's [[Rank (Halo 5: Guardians)|ranking system]] is similar to ''Halo 4''{{'}}s dual-ranking system composed of a [[Experience point|progression-based]] rank and a competitive skill rank based on wins and losses.<ref>[https://twitter.com/JoshingtonState/status/592368034561458176 '''Josh Holmes on Twitter''': "Still have SR, plus CSR in Arena. Also a new progression/unlock system that we'll be talking about in the coming months."]</ref> A new addition to the game's multiplayer component is the [[Requisition system]], designed to reward players across different multiplayer modes. Players earn "REQ Points" after each match of Arena or Warzone multiplayer. These points can then be used to purchase "REQ Packs", which contain both cosmetic and gameplay-affecting items; however, the latter are only usable in Warzone while only cosmetic items are usable in Arena to maintain balanced competitive play. REQ packs can also be purchased with real-world currency.{{Ref/Reuse|req}} ''Halo 5: Guardians'' [[matchmaking]] features no voting or veto system and instead features map rotation.<ref>[http://teambeyond.net/voting-in-halo-5/ '''Beyond Entertainment''': ''There Will Be No Map Voting In Halo 5: Guardians'']</ref> The game launched with 21 maps as well as over 18 maps as DLC, the most of any ''Halo'' game. Unlike past titles all DLC maps are free.<ref name="Gold">[https://www.halowaypoint.com/en-us/community/blog-posts/halo-5-guardians-goes-gold '''Halo Waypoint''': ''Halo 5: Guardians Goes Gold'']</ref> [[Forge]] in ''Halo 5: Guardians'' has been greatly improved upon even in comparison to ''Halo 2: Anniversary''{{'}}s, with feedback from members of the community used to improve the experience.<ref>[https://www.halowaypoint.com/en-us/community/blog-posts/building-the-biggest-forge-yet '''Halo Waypoint''': ''Building the Biggest Forge Yet'']</ref> {{Clear}} ;Multiplayer maps *[[Alpine]] – A large [[Forge]] map with grassy terrain, hills, and a body of water that can be Forged over. **[[Basin]] – A Forged Big Team Battle map inspired by the ''[[Halo 3]]'' map [[Valhalla]]. **[[Deadlock]] – A Forged Big Team Battle map. Remake of the ''Halo 3'' map [[Standoff]]. **[[Guillotine]] – A Forged Big Team Battle map. Remake of the ''[[Halo 2]]'' map [[Headlong]]. **[[Orion]] – A Forged Arena map. **[[Pegasus]] – A Forged Arena map. *[[Breakout Arena]] - A dedicated Forge map used in the [[Breakout]] mode, set in an orbital UNSC training arena with a holographic floor. **[[Altitude]] - A Forged map used in the Breakout mode. **[[Crossfire]] - A Forged map used in the Breakout mode. **[[Gambol]] - A Forged map used in the Breakout mode. **[[Trench]] - A Forged map used in the Breakout mode. **[[Trident]] - A Forged map used in the Breakout mode. *[[Coliseum]] – An Arena map set on a Forerunner structure inside a Burn, used to train [[Warrior-Servants]] for combat against the [[Flood]]. *[[Eden]] – An asymmetrical remix of Empire at night. *[[Empire]] – A human urban-themed Arena map with a symmetrical layout. *[[Fathom]] – An Arena map set in an undersea base. *[[Glacier (Halo 5: Guardians map)|Glacier]] – A large snow and ice covered Forge map set beside a cliff with a giant ravine cut down the middle. **[[Antifreeze]] – A Forged Big Team Battle map inspired by the ''[[Halo: Combat Evolved]]'' map [[Ice Fields]] and ''[[Halo 4]]'' map [[Meltdown]]. **[[Grifball Court]] - A map specifically for the [[Grifball]] gametype. **[[Recurve]] - A Forged Big Team Battle map inspired by the ''[[Halo 4]]'' map [[Longbow]]. *[[Mercy]] - Arena map and remake of the ''Halo 4'' map [[Haven]], set on Sanghelios. *[[Molten]] - A remix of the Arena map ''The Rig'', set in an industrial facility on [[Ruthersburg]]. *[[Overgrowth]] – A remix of the Arena map ''Plaza'', set in an overgrown urban environment. *[[Parallax]] – A "skybox only" Forge map set in interplanetary space. **[[Entombed]] – A Forged Big Team Battle map inspired by the ''[[Halo 2]]'' map [[Burial Mounds]]. *[[Plaza]] – An asymmetrical map dedicated for Arena, set in the back alleys of a human city. *[[Regret (Halo 5: Guardians map)|Regret]] – A remix of the Arena map ''Truth'', set in the now overgrown wreckage of the ship after its crash-landing on [[Installation 04|Alpha Halo]]. *[[Riptide]] - A remix of the Arena map ''Fathom'', set on a Created-controlled world. *[[Stasis]] - A remix of the Arena map ''Torque'', set on a crashed habitat ring on an icy planet. *[[The Rig]] – An asymmetrical map dedicated for Arena, set on a mining rig on Meridian. *[[Tidal]] - A Forge map set over open water. *[[Torque]] - Arena map, set on the Created-contro