Gameplay

Breakout: Difference between revisions

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[[Category:Multiplayer gametypes]]
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[[Category:Halo 5: Guardians gametypes]]
[[Category:Halo 5: Guardians gametypes]]

Revision as of 19:27, September 15, 2022

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Breakout
H5-Crossfire-Beta-2.jpg

Game(s):

Halo 5: Guardians

Recommended number of players:

8

Maps:

 

Breakout is a multiplayer gametype in Halo 5: Guardians .

Overview

A Breakout match begins with players getting a "running start"[1] by being propelled into the arena by man cannons. With only a single life, the objective is to eliminate the opposing team or grab the neutral flag and bring it back to their team's base. Each two minute round ends when one team completes the objective, with five rounds needed to win the game. Players begin with M45 shotguns and M6H2 magnums, with multiple weapons being scattered around the map. (The shotguns replaced M20 SMGs on September 30, 2016.[2])

Variants

Arena Breakout

Arena Breakout is a weekend playlist in Halo 5: Guardians. Contrary to mainstream Breakout which is set on variants of the Forge map Breakout Arena, Arena Breakout is set on regular Halo 5: Guardians multiplayer maps (e.g.: Truth, Regret, etc).

Community Breakout

Main article: Community Breakout

Community Breakout is a weekend playlist which includes forged maps created by the community.

Maps

Trivia

  • In the Halo 5: Guardians beta, the object of the game mode was to simply eliminate the opposing team. However, this sometimes led to stagnant games due to the ease of camping, so flag capture victory was added to the final version.[3]
  • At San Diego Comic-Con 2015 Halo fans were able to play in an actual Breakout arena with nerf guns. Frank O'Connor reprised his role as Beamish to clean up between matches.[4]
  • Breakout was heavily inspired by "Speedball": competitive paintball with inflatable bunkers that was played by Halo's multiplayer design director, Kevin Franklin. "Speedball" was also the development name for the prototype Breakout map, Crossfire.[1]
  • The first development and design of the mode started in 2010, during the development of Halo 4.[1]

Gallery

Sources