The Halo campaigns, ranked from worst to best
Our favorite Halo campaigns, from Combat Evolved to Infinite.
- What to read next
PC Gamer Ranked are our ridiculously comprehensive lists of the best, worst, and everything in-between from every corner of PC gaming.
Halo is no longer bound by numbers, but that hasn't stopped us from counting them up and ranking them. With Halo Infinite there are now eight campaigns, and the arrival of the first open-world Halo made us reconsider our favorite and least favorite Spartan adventures.
The Halo completionists on our team voted on the best campaigns across the series. We decided to talk about the campaigns alone here, because while weighing multiplayer at the same time made it too hard to call, we have strong opinions on what makes for a great set of FPS missions. Still, we were in for some surprise debates as we started writing about each game in the series, like:
- Is the Warthog Halo's greatest strength or an affront to god?
- Did we do Halo 3: ODST dirty?
- Did Morgan sell his votes for a Game Fuel sponsorship?
Until the next Halo campaign arrives, here's our ranking of every game in the series, ordered from worst to best.
Number of entries: Eight.
What's included: Every FPS Halo campaign.
What's not included: Extra modes like Firefight and Halo 4's Spartan Ops, as well as the spin-off Halo Wars RTS games or the two mobile games. We also didn't include the arcade-exclusive Fireteam Raven , though it is technically a first-person shooter.
Wes Fenlon, Senior Editor: I recall the moment Halo 4 trotted out a QTE in its first level, and the sad little "oh, no" I felt right then. Mercifully, it was one of only two or three QTEs in the whole campaign, and despite ranking last on this list, Halo 4 really isn't a bad game. But it's Halo at its most generic.
Halo 4's campaign has a few blatant issues. The story relies on Halo's expanded universe lore for the first time, and if you played through it without seeking out in-game datapads or reading a couple novels, you'd likely have no damn idea what was going on. Missions are noticeably more linear than any of Bungie's Halo campaigns, missing that expressive play and unpredictability that makes Halo's combat really come alive. And most damning, the new enemies, the Prometheans, just... aren't fun to shoot. They lack the reactivity of the Covenant enemies, and there's always a "best" order to attack them in, making fights feel samey and repetitive for the first time in Halo history.
On the positive side, Halo 4's environments look fantastic for an Xbox 360 game, and I remember especially liking the towering Forerunner architecture. Just wish it'd been in a game I actually enjoyed playing.
Morgan Park, Staff Writer: Those Promethean guns really did suck the fun out of otherwise okay fights. What a total misfire.
Nat Clayton, Features Producer: They ruined the Warthog, guys. I made it through the game's first level with a few concerns, but the moment I got behind the wheel of 343's wimpy, toy-like excuse for a jeep, I knew I was out.
7. Halo 5: Guardians
Wes: These two were actually tied for last in our voting, but I say Halo 5 wins the "at least they tried" award for gamely tackling Halo 4's weaknesses—then failing in its own ways. The developers really tried to make the Prometheans more fun to fight, making Knights less bullet-spongey and stopping them from teleport-zipping around the map. Even so, something about them's off, and their aggressively cyborg-y sci-fi aesthetic never really feels right, either. Halo 5 also tried to fix 4's linear levels by adding alternating paths around maps, a welcome change that again didn't quite land. These largely came in the form of walls you could bust down with a new thruster charge attack, and they're comically artificial in the more natural environments.
Halo 5 tries to tell a story that doesn't require a lore deep dive by sending a new squad of Spartans off to stop Master Chief from palling around with Cortana, but the showdown comes off as incredibly contrived. A lot of the Halo stories probably land firmly in "didn't really care" territory for most players, but Halo 5's is actively and damn-near universally disliked. By the time this game repeats the same terrible boss fight for the third time, I was done with it, but I do think it was a savvy move to design the Spartan squads around the co-op experience.
And yes, because I'm that nerd who read The Fall of Reach, seeing OG Spartan IIs Kelly, Linda, and Fred show up in a game did make me briefly happy.
Morgan: I still think Halo 5 was one of the strongest multiplayer shooters on consoles back in 2015. It keps some of Halo 4's best qualities, added fun new Spartan abilities, and had an especially satisfying pistol. The problem is those things all live in a campaign that isn't much fun otherwise. 343 also added reviving to co-op, which killed that fun scramble where a surviving teammate searches for a safe corner to let you respawn.
Wes: It's still not on PC, by the way, but I have a hard time believing it won't become part of the Master Chief Collection someday .
6. Halo 3: ODST
Nat: Sincerely, what the fuck at sixth place. Halo 3 ODST might not be the biggest, best, or most "Halo" Halo, but for my money, it's the most memorable Halo—an experimental tone piece that turns Halo 3's sci-fi antics into a moody jazz EP.
Long before Halo Infinite, ODST experimented with turning Halo into a tightly controlled open world, stranding you in the jazz-soaked streets of New Mombasa as an Orbital Drop Shock Trooper—elite soldiers who hurl themselves into battle by dropping out of spaceships in big metal bins. You're good, but you're not Master Chief, and skulking through nighttime streets has a real tension as you dodge patrols of Covenant invaders.
ODST's New Mombasa has so much more character than Infinite's pine forests, driven largely by the city's Superintendent AI. Feeling lost? Look around, and you'll see billboards and street signs flash with directions to secrets and objectives. More traditional Halo missions play out in flashbacks as you find evidence of your squadmates (voiced, for better and worse, by the cast of Firefly). Somehow, ODST manages to pull more visual and thematic variety out of one Earth city than Infinite can wring out of an entire ringworld, going from vertigo-inducing skyscraper brawls to a Warthog romp across a safari park.
But ODST is at its best when you take time to soak in the city streets, turning off your night-vision and picking up logs that tell a surprisingly thrilling noir side story. If someone asked me what entry best defined Halo, it wouldn't be ODST. But if you're looking for the bravest, strangest punch Bungie ever pulled with the series, well... get set for drop.
Wes: Did Mombassa's streets really have such variety? I don't remember having that much to do in them but walk from one mission trigger to the next and fight some small patrols on the way. But that also doesn't really matter to me, because the streets are just there for vibes . And boy, the vibes are goooood. That soundtrack! The actual missions are all snacky fun, too, and Bungie was clearly liberated by crafting vignette action scenes without worrying about them all being strung together. The cool jazz and popcorn chicken Halo.
Morgan: I've read a lot of interesting takes on ODST's distinct tone over the years and haven't really connected with them. I like the format of the campaign and appreciate that Bungie went full Bioshock with audio logs, but I think it's a weaker-playing Halo. I ended up connecting way more with the characters of Reach!
5. Halo Reach
Wes: My memories of Reach were long tangled up in the changes Bungie made to its multiplayer, with awkward implementation of loadouts and sprint, and the maligned armor abilities like Armor Lock. When I revisited it for a review of the PC version in 2019, I realized just how good Reach's campaign really is. It's lean but substantial, no fat, no levels that go on forever while you explore identical Forerunner hallways. It delivers several of the great, sprawling setpiece levels I crave from a Halo campaign, with open-ended spaces to explore in vehicles or on foot. I especially love the mission where you're helping evacuate the doomed human city of New Alexandria as it's overrun by the invading Covenant, fighting through offices, jetpacking across buildings, manning the turret on a flying troop transport, and finally driving your Warthog to assaunt an island of dug-in aliens. It's got everything.
You can really feel Bungie flexing its storytelling muscles here after getting tired of Master Chief's solo adventures, and I appreciate the snippets of camaraderie we get from Reach's doomed Spartan squad. Their sacrificial moments avoid veering too far into melodrama—it's really a surprisingly subdued game, considering it's about a bunch of supersoldiers fighting a doomed battle to save a whole planet. The fantastic ending really drives home that somber tone. It's easily the most confident and consistent Halo campaign of them all.
Nat: I loved Halo Reach at the time, and I still think it's a great game. But with each passing year, it feels like the turning point for where Halo goes wrong: a muddier, fussier art style, a new emphasis on Spartans beyond Master Chief, and increased exposition for a series that is best treated with vague grandeur. Reach finds a balance, but it's so easy to see where 343 took the elements it laid down and ran them into the ground.
As a tone piece, however, Reach is impeccable. It's a wonderfully tragic final note for Bungie before the developer handed off the series to new hands.
4. Halo Infinite
Jody Macgregor, AU/Weekend Editor: Halo Infinite is the back-to-basics campaign, putting the Chief and an AI on a ring to zap aliens like the old days. The Banished may be The Covenant we've got at home, but that's fine—their budget Grunts have the best barks yet. When one ran from me, arms in the air, another stood its ground and declared, "I'll never run! I'm too lazy!"
Halo started as a quippy action movie with the occasional bit of space grandeur, and Infinite is the same. It's funny, fast-paced, and only sparingly cranks up the score while something explodes or hangs there, being dramatic and mysterious.
In some ways, Infinite feels like what Combat Evolved would have been with a bigger budget and more time. Its "wide corridor" open world is a scaled-up version of the first game's biggest levels, perfect for joyriding with a gang of unruly marines. The most significant new addition, the grappling hook, makes barreling across that world into a good time even when you don't have a vehicle. See that mountain? You can yank yourself up it, then fling yourself over the top, safe in the knowledge there's no fall damage and you'll probably land in the middle of a firefight on the other side.
Morgan: This one's too high for me, acknowledging I haven't finished Infinite's campaign yet because I keep getting a tad bored. As Nat noted in her review, I don't think the open world is used very well. Wandering the rolling hills of a halo ring with no restrictions is neat for a while, but it comes at the expense of "classic Halo" vehicle moments that I didn't realize I hold so dear. On the bright side, Infinite is the most fun that Halo combat has ever been. Too bad it's soured by the whole "no co-op at launch" thing. I'm unreasonably annoyed by that bit. Halo played all alone isn't Halo at all.
Wes: I miss the great design touches of Bungie's campaign levels, but I kept surprising myself by finding or creating fun moments out in the open world. It's the first time I've actually preferred playing a Halo game on Normal instead of Heroic, because hyper-aggressive grappling hook play is the only way to live. It really does need that co-op, though.
Nat: The more time passes, the more I think I was too generous in my Infinite review . I've probably played more Halo in the last year than any games journo on Earth, but Infinite commits the crime of leaving me frustratingly indifferent. It's the best Halo has ever felt, wrapped in a tedious open world and a story that's lacking in any of the series' spectacle and (despite 343's best efforts) fails to make me care about any of the characters involved.
Folks have complained that Halo Infinite won't let you replay missions, but let's be honest: Can you name even one mission you'd want to revisit? Outside the open world, Infinite's campaign blends into an indistinct labyrinthe of alien corridors and antechambers, well designed fights that you'll forget about instantly.
Infinite is pointedly nostalgic, and when you're exploring shimmering Forerunner tunnels or whipping a Warthog over grassy plains, that nostalgia even sometimes hits. But it's a reminder that through sheer force of weight and time, Halo can no longer be the strange, enigmatic world it used to be.
3. Halo: Combat Evolved
Tyler Colp, Associate Editor: Halo: Combat Evolved gave us the words to talk about shooters the way we do now. It gave us the corridors, the choral intro, the projectile weapons, the Energy Sword, and the Master Chief. It also gave us a stark, alien world strung together by a riotous soundtrack and an austere art style. Everyone knows Halo because it defined a particular time in culture that’s still felt today.
It didn’t know it at its 2001 release, but Halo was the shooter for non-shooter players. It took the speed of the games before it, slowed it down, stretched it out, and made a playground of action. At the time, shooter combat didn’t pop and hiss like Halo’s funky assortment of weapons and vehicles, and I think they still don’t today. It has its faults. The Library level frustrates many, but when so many modern shooters desperately try to slide you through an experience, it’s nice to have a distinct memory of a thing, regardless of its quality. Halo: Combat Evolved could be described as a lot of things—it’s rudimentary, it’s repetitive, it’s weird, but it’s definitely not forgettable.
Jody: The Warthog Run still sucks, though.
Morgan: Wha... what?
Nat: I will fight you, Jody.
But seriously, Halo has a tense, alien vibe that later games never manage to recapture. This is in part due to technical limitations—plans to have roaming herds of animals were scrapped, and of course Forerunner structures look like that with those polycounts. But that lends the enigmatic ringworld a real sense of the unknown, a quiet place that stood undisturbed for millennia, harbouring grotesque secrets that would have stayed buried had Chief and the gang not crashed a ship into it.
These days, everyone knows what a Forerunner is, who the Flood are, and why there's a series of massive hula-hoops scattered across the galaxy. But Halo CE felt strange and terrifying in a way that I'll never forget. And the Warthog run bangs, actually.
Wes: The simplicity of Halo: CE's story really is one of its great strengths. Knowing so little about its universe is what drew us in. It really could've been an incredible piece of one-off sci-fi if Bungie had never made a sequel. Bungie really had a knack for nailing those moments of wonder: stepping out of a tunnel to find yourself in a snow-covered valley, mentally mapping out the geography of The Silent Cartographer's island, sneaking aboard a Covenant ship in the dark of night.
Morgan: I grew up hearing that Halo 2 is the worst of the original trilogy. I played it alongside everyone else in 2004, and as a dumb 8 year old, all I absorbed at the time was "this Scorpion part on the bridge totally rules." Flash-forward to when I played every Halo campaign last year via the Master Chief Collection and my new takeaway was, "this Scorpion part on the bridge totally rules."
Then I remembered all the other cool stuff that happens in Halo 2. Having active camo at the touch of a button while playing as the Arbiter? Sick. Chief giving the Cuv'nent back their bomb? Iconic. Absurdly powerful rendition of the Battle Rifle? Please and thank you. Dual-wielding Needlers? I'm on it. I'm happy to acknowledge the missteps that Halo 3 corrects, like the tragic loss of the Assault Rifle and the Legendary difficulty mode that's so flippin' hard in co-op it's often an unfun slog. I'd also remind you of the excellent Delta Halo mission that lets players fight through a jungle temple biome with Warthogs, rocket launchers, Scorpions, and sniper rifles. It's followed immediately by that cool part where you snipe Covenant on a moving gondola going both ways.
Honestly, I'm not sure my Halo 2 revisit would've hit the spot if I hadn't been playing the Anniversary edition. It's a spectacular remaster. I appreciate 343's colorful take on Bungie's original style, and I especially love the updated pass on gun models and sounds. (Have you seen the H2A Sniper Rifle?) Then there are, of course, the Blur-produced cinematics that are so good that I finally believe a Halo TV show could work. You have to appreciate that they didn't just re-create what happened in the old scenes. Entire sequences were added! Barren Covenant council rooms were reimagined to be grandiose and intimidating. For a minute there, those cutscenes almost made me care about a Halo story.
It still amazes me that if I get tired of the new graphics I can just slap a button to be right back in untouched 2004 land. Now that's a damn Halo game.
Nat: Halo 2 Anniversary's remaster learned the right lessons from the somewhat botched remake of the first game. That's important, because the original Halo 2 is a brown smear of a game, evidence of its tortured development cycle. Anniversary, in contrast, is a properly beautiful thing.
Halo 2 isn't my favourite Halo. It's a troubled middle chapter, and it doesn't quite hit the highs of Halo CE, Halo 3, or ODST. But its changes set up a phenomenal gameplay foundation for Halo 3 to build from. Most important of all, Halo 2 realised that what Halo needed, more than anything else, was a healthy injection of Keith David.
Wes: Halo 2 introduced several things that are core Halo DNA to me. It wiped away fall damage, dramatically changing what it felt like to play as a Spartan supersoldier. It gave us the Battle Rifle, instantly becoming the Halo weapon of choice. It added vehicle boarding and the Gauss Warthog, the once and future king of all Halo vehicles. Halo 2 even sped up shield recharging significantly, changing the cadence of battles. The campaign drags in a few spots, but this is the game that set the template for how all future Halo would play. It only took Bungie one more game to get it just right.
Wes: Not only does the Warthog Run not suck, Jody, but its reprise in Halo 3 is probably still the most thrilling end to a FPS campaign I've ever played! Halo 3 ends the trilogy with a Warthog race across the exploding ring, theme song roaring gloriously in the background. And when you manage to complete it flawlessly in co-op in a single go... that's peak videogames, right there.
Halo 3 stands as the most inventive and replayable campaign of the series, which is extra impressive considering it has at least one outright stinker of a mission: the infamous Cortana, a trip through a confusing rectum of Flood enemies that stops you every few minutes so a mad AI lady can yell at you. It's even worse than The Library in Halo 1.
But damn, does the best of Halo 3's campaign make up for that weak spot. You've got Tsavo Highway, The Covenant, and The Ark, sweeping open missions that expertly balance vehicle shenanigans with on-foot combat. The Silent Cartographer gets all the name recognition for being the perfect Halo mission, but The Covenant, a clear homage, is an even better journey. Halo 3's battles against the giant Scarab walkers are still a blast because you can take out their legs to board them, or you can hitch a ride with an AI pilot and get dropped on top, or you can launch a Mongoose off a ramp and yeehaw your way on.
Bungie's lighting and art direction hold up phenomenally well on PC 14 years later, and so do bits of Halo 3's writing—basically any words that come out of Keith David's mouth as The Arbiter. I could go on about Halo 3 forever, honestly, but I'll wrap up by reminding you that Halo 3 is responsible for giving us the cheering Grunt Birthday party skull for the first time. What a blessing.
Morgan: It's impossible to separate my love for Halo 3 the game from Halo 3 the cultural event. My school went absolutely bananas in the weeks leading up to it, and the hype was contagious. I remember huddling around the one kid who had a first-gen iPhone to watch trailers. My dad was bringing Game Fuel home by the 12-pack. Then Halo 3 came out and ruled as hard as we all wanted it to.
Nat: I've wasted away hours replaying that one bit of The Covenant that drops two Scarabs in your face and asks you to figure something out. Halo 3 is Halo perfected, every level offering some brand-new spectacle, featuring a sandbox of weapons, vehicles and (then-new) equipment all interacting in a chaotic, slapstick physics engine. It's still a bloody beautiful game, too. Bungie's skybox artists are at the height of their craft, with matte paintings lending the trilogy-closer an appropriately mythical air.
Halo: What to read next
That's where we stand on every Halo FPS campaign, but do we have more to say about Halo overall? Of course we do.
- Inside the journey to bring Halo back to PC
- Halo's weird, awkward history on PC
- How to not suck at Halo Infinite
- The best settings for Halo Infinite
- We can't decide if Halo Infinite's warthog is beauty or beast
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Wes has been covering games and hardware for more than 10 years, first at tech sites like The Wirecutter and Tested before joining the PC Gamer team in 2014. Wes plays a little bit of everything, but he'll always jump at the chance to cover emulation and Japanese games.
When he's not obsessively optimizing and re-optimizing a tangle of conveyor belts in Satisfactory (it's really becoming a problem), he's probably playing a 20-year-old Final Fantasy or some opaque ASCII roguelike. With a focus on writing and editing features, he seeks out personal stories and in-depth histories from the corners of PC gaming and its niche communities. 50% pizza by volume (deep dish, to be specific).
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R'shwupa -pattern Phantom
From Halopedia, the Halo wiki
The R'shwupa -pattern Ship Striker ,  commonly known as the Phantom gunboat ,  is a Covenant exoatmospheric heavy assault ship   and a gunship in support of ground assaults. 
- 1.1 Design details
- 1.2 Armament
- 2 Service history
- 3 Production notes
- 5 List of appearances
Overview [ edit ]
Design details [ edit ].
Introduced as an executive transport for fleet commanders , the R'shwupa -pattern Phantom represented the most powerful dropship ever employed by the Covenant. It is similar in design to the standard Ru'swum -pattern Phantom , but noticeably larger.  Although it is considered a vacuum-sealed variant of the Phantom family outfitted against orbital assets,   albeit seen capable of operating in-atmosphere,   standard Phantom gunships were also sometimes used during space engagements .    
Unlike other Phantom models, the gunboat is fitted with powerful energy fore-shields that can be emitted to deflect missile attacks, thus very little could blunt its devastating assault.  
Armament [ edit ]
The R'shwupa -pattern Phantom has an array of heavy weapon systems.  It is equipped with a chin-mounted superheavy plasma cannon , five side-mounted Phot -pattern pulse lasers , swapping the standard Phantom's two attached plasma cannons , and one medium plasma cannon .  This superheavy plasma cannon fires large plasma rounds similar to those of the normal "concussion" heavy plasma cannon. 
Service history [ edit ]
Several Phantom gunboats assaulted the UNSC refit station Anchor 9 in Operation: UPPER CUT during the Fall of Reach . They were escorted by Type-31 Seraphs and Elsedda -pattern Banshees . All of the attacking gunboats were destroyed by a combination of Anchor 9 's defensive guns, fire support from the UNSC Savannah , and the defending pilots, including SPARTAN-B312 , who, along with the other pilots, defended the station in a FSS-1000 Sabre .  Phantom gunboats were also used during the Battle for Earth , including the Battle of Mombasa with one such assault ship used to harass a M12B Warthog as John-117 , operating the machine gun , opened fire upon the gunboat.  Eight Phantom gunboats are carried by the CAS -class assault carrier Shadow of Intent . 
In 2554 , Parg Vol used a Phantom gunboat as his personal transport during the Battle of Draetheus V . It was stolen by Spartan Sarah Palmer to reach X50 and kill Merg Vol . She later escaped from the moon on the ship. 
Several Phantom gunboats were utilized by Jul 'Mdama 's Covenant during the Battle of Installation 03 . 
Production notes [ edit ]
Gallery [ edit ]
Top view of the gunboat.
A side view of the Phantom gunboat in Halo: Reach .
An underside view of the Phantom gunboat.
A Phantom gunboat in space.
Parg Vol 's personal Phantom gunboat.
A Phantom gunboat in Halo: Spartan Strike
Notice the three Prongs on the Nose gun.
List of appearances [ edit ]
- Halo: Reach (First appearance)
- Halo: Spartan Assault
- Halo: Spartan Strike
- Halo: Retribution
Sources [ edit ]
- ^ a b c d e f g h i j k l m n o p q r s Halo Encyclopedia (2022 edition) , page 283
- ^ a b c d e f g Halo: Warfleet – An Illustrated Guide to the Spacecraft of Halo - Shadow of Intent , page 70-71
- ^ a b c d Halo: Reach : 3D model data
- ^ a b c d e f g Halo: Reach , campaign level Long Night of Solace
- ^ a b c d Halo: Spartan Assault
- ^ a b c Halo: Spartan Strike
- ^ Halo: Retribution , chapter 8
- ^ Halo Legends - Origins II
- ^ Halo: Uprising , issue #3
- ^ Spartan Ops , campaign level S107 Home Field
- ^ Halo Infinite , campaign mission Ringfall: Warship Gbraakon
- ^ Halo: Spartan Strike , campaign level Mission 3: Conduit
- Covenant vehicles
- Phantom variants
- Pages containing missing template parameter warnings
- Articles with incomplete sections
Recent contributors to this article
A classic Covenant vehicle which has been used by the Covenant forces in all of the Halo games so far. Has the capability to be used in space, and is used as a enemy troop dropship in ground environments. Has a turret at its front and two grunt-operated turrents at its side. Has the ability to carry a lot of hostiles for reinforcements, etc.
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Upcoming PS5 exclusives - release schedule for confirmed games
Here's what games are coming exclusively to your PS5 console
Upcoming PS5 exclusives
- Marvel's Spider-Man 2
- Final Fantasy 7 Rebirth
- Silent Hill 2 remake
- Pacific Drive
- Marvel's Wolverine
- Death Stranding 2
- Stellar Blade
- Phantom Blade Zero
- Sword of the Sea
Upcoming PS5 exclusives include AAA first-party games, as well as Sony 's future slate of multiplayer titles, something slightly newer that the publisher seems to be pushing quite hard. Regardless of what kind of games you like to play, there are plenty of exclusives coming to PS5, many of which already have release dates or broad release windows.
In terms of upcoming games , the next year or so of PS5 exclusives look set to be an extremely strong lineup. That's before you consider the multiplayer offering, with games like Marathon set to continue Bungie's reign over the FPS game genre.
Here are the upcoming PS5 exclusives to look forward to in the coming years. We'll only be covering games that have been officially confirmed for release, many of which already have solid release dates locked in. In terms of what games we've chosen to include here, these are either only coming to PS5, or are console exclusives, meaning they are also set to launch on PC. We'll indicate where each game sits with regard to these release platforms as we go.
There are currently 12 major PS5 exclusives planned for future release on the PlayStation 5 console. We've listed them below, alongside their release dates where available.
In terms of what games we've chosen to include here, these are either only coming to PS5, or are console exclusives; the latter meaning they are also set to launch on PC. We'll make that clear with each entry below too so you have a clear picture of what's what.
- Marvel's Spider-Man 2 - October 20, 2023
- Final Fantasy 7 Rebirth - February 29, 2024
- Pacific Drive - Q1 2024
- Silent Hill 2 remake - TBC
- Death Stranding 2 - TBC
- Marvel's Wolverine - TBC
- Stellar Blade - TBC
- Marathon - TBC
- Sword of the Sea - TBC
- Concord - 2024
- Phantom Blade 0 - TBC
- Fairgame$ - TBC
Upcoming PS5 exclusives: Marvel's Spider-Man 2
Marvel's Spider-Man 2 is the next PS5 exclusive that'll come out, arriving on October 20, 2023. You'll play as both Miles and Peter, and you can even switch between them seamlessly while out in the open world. The web-swinging duo will face off against Venom, Kraven, and other iconic villains over the course of the story, and it looks like we'll be seeing symbiote-suit Spider-Man this time around as well. From what we've seen, it might just end up on our best PS5 exclusives list by the end of the year.
This one is only launching on PS5, with no other platforms announced for the future.
Upcoming PS5 exclusives: Final Fantasy 7 Rebirth
Final Fantasy 7 Rebirth continues the story where 2020's Final Fantasy 7 Remake left off. There's a whole open world to explore as Cloud, Tifa, and Barrett are joined by new characters. Sephiroth will play a much larger part this time around too, and by the looks of things, the story will deviate from the events of the original game.
The next chapter in Cloud's story will only be launching on PS5 but has been confirmed to be a 'timed-console exclusive,' meaning it could theoretically come to PC once that exclusivity period ends. Nothing has been confirmed so far, however.
Upcoming PS5 exclusives: Silent Hill 2 remake
The Silent Hill 2 remake is being handled by Bloober Team, the studio behind the Layers of Fear series. We've only seen a cinematic trailer so far, but things certainly look promising. With the original being such a well-regarded classic, the new term certainly has a lofty task ahead of it. Hopefully, we'll see some gameplay sooner rather than later.
Silent Hill 2 will launch on PS5 and PC so is a PS5 console exclusive.
Upcoming PS5 exclusives: Pacific Drive
Pacific Drive is a first-person driving survival game. Your car is your only companion as you navigate a surreal and anomaly-filled reimagining of the Pacific Northwest. Structured as a “road-lite”, each excursion into the wilderness brings unique and strange challenges, as you restore and upgrade your car from an abandoned garage that acts as your home base.
It'll launch on PS5 and PC.
Upcoming PS5 exclusives: Marvel's Wolverine
Marvel's Wolverine is coming from the folks over at Insomniac, the team responsible for the Spider-Man PS4 and PS5 games. As such, expectations are very high indeed, and because we've not seen much on it so far, things are still very much up in the air. Only a brief cinematic trailer has been revealed so far, showing Logan sitting at a bar after what looks to have been a very bloody brawl.
At present, Wolverine is only slated for a PS5 release.
Upcoming PS5 exclusives: Death Stranding 2
Death Stranding 2 was something of a surprise when it was announced, given that many hadn't expected 2019's Death Stranding to get a sequel. What we've seen so far amounts to some classic Kojima cinematics, with Sam Porter Bridges now sporting grey hair. It looks as though Fragile will also return. Not much is known beyond that, and we don't even have a broad release window yet.
When it does eventually arrive, Death Stranding 2 will only be available for PS5.
Upcoming PS5 exclusives: Stellar Blade
In Stellar Blade , you'll engage in blisteringly fast combat as you slash a path through the remnants of Earth, facing epic boss encounters that will challenge both brain and brawn in equal measure. The trailer that was shown off alongside the game's reveal is eye-poppingly beautiful, so we're expecting big things from it when it does eventually launch.
Given that Stellar Blade is being published by Sony, it's no surprise that it will only launch on PS5.
Upcoming PS5 exclusives: Marathon
Marathon comes from Bungie, the creators of Destiny and Halo . It'll be a sci-fi extraction shooter, and what we've seen so far looks absolutely incredible in terms of its visual style. Marathon will have players engaging one another as cybernetic mercenaries known as Runners, exploring a lost colony on the planet of Tau Ceti IV in search of riches, fame, and infamy.
It'll launch on PS5 and PC, with full cross-play and cross-save.
Upcoming PS5 exclusives: Fairgame$
Fairgame$ is a competitive heist game where you join an underground movement to rob the ultra-rich and rebalance the scales. We've not seen any gameplay yet, nor do we have a release window or release date.
What we do know is that it'll launch on PS5 and PC.
Upcoming PS5 exclusives: Phantom Blade Zero
Phantom Blade Zero was revealed during a PlayStation Showcase event earlier this year. It looks set to blend fast-paced action with cinematic quick-time gameplay. There are epic boss battles, and plenty of parrying as you make your way across a fractured land, looking to seek revenge on those that have mortally wounded you.
Phantom Blade Zero has been confirmed to be in development for PS5 and PC, though no further details have been given on when it'll be coming out (or if that number of platforms will grow).
Upcoming PS5 exclusives: Concord
Concord was revealed last year, with a trailer that didn't exactly reveal much. Apparently, it's a first-person PvP multiplayer shooter, and it'll launch on PC and PS5 sometime in 2024. It's said to have a "unique universe of vibrant worlds and its rich cast of colorful characters". You can read more on the PlayStation Blog .
Upcoming PS5 exclusives: Sword of the Sea
Sword of the Sea takes place in an abandoned realm where the terrain flows in waves. You'll make use of a traversal vehicle called the Hoversword. The Hoversword controls like a snowboard, skateboard, and hoverboard all in one. Build momentum to achieve great speeds and catch big air as you explore skatepark-like ruins, uncovering an ancient mystery as you go.
At present, Sword of the Sea is announced for PS5 and PC.
So there you have it, those are the upcoming PS5 exclusives to look out for in the next year or so. For more on PlayStation, be sure to check out our look at the New PS5 games launching soon. To see which of the console's current lineup are worth playing, visit our best PS5 games list.
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Jake is a freelance writer who currently works regularly with TRG. Hailing from the overcast shores of Brighton in the United Kingdom, Jake can be found covering everything from features to guides content around the latest game releases. As seen on NME.com , Eurogamer.net , and VG247.com , Jake specializes in breaking games down into approachable pieces for guides, and providing SEO advice to websites looking to expand their audiences.
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A scheme for making easy money goes awry when a young man turns to counterfeiting to repay his father's debts. A scheme for making easy money goes awry when a young man turns to counterfeiting to repay his father's debts. A scheme for making easy money goes awry when a young man turns to counterfeiting to repay his father's debts.
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2014, Crime/Drama, 1h 29m
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Phantom halo photos.
A scheme for making easy money goes awry when a young man (Luke Kleintank) turns to counterfeiting to repay his father's (Sebastian Roché) debts.
Rating: R (Brief Sexuality|Violence|Language)
Genre: Crime, Drama, Mystery & thriller
Original Language: English
Director: Antonia Bogdanovich
Producer: William Blaylock , Brian Espinosa , Gabby Revilla Lugo
Writer: Antonia Bogdanovich , Anne Heffron
Release Date (Theaters): Jun 19, 2015 limited
Release Date (Streaming): Jun 6, 2016
Runtime: 1h 29m
Distributor: ARC Entertainment
Cast & Crew
Gabby Revilla Lugo
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- Halo: The Master Chief Collection Achievements
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Phantom Hunter achievement in Halo MCC
Halo 3: Destroy 3 total Phantoms on The Covenant.
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10 most iconic weapons in the halo game franchise.
There's no doubt that the slew of remarkable weapons has also helped Halo stick out from the many other popular sci-fi franchises.
Few people knew how big of a cultural cornerstone the Halo franchise would be when the original Halo: Combat Evolved launched on the Xbox, but it's continued to be Microsofts biggest exclusive and one of the most influential first-person shooters of all time.
RELATED: 10 Best Multiplayer Modes In The Halo Gaming Franchise
While the games' gripping narrative and memorable campaign characters are two major reasons for the franchise's success and longevity, there's no doubt that the slew of remarkable weapons has also helped Halo stick out from its peers. Each game has added some weapons, and each one has taken others away. Some have been nerfed, some rebalanced, and some retooled into something completely different. Through it all, the most memorable weapons have maintained their unique looks and feels.
The Plasma Rifle was introduced in the original Halo: Combat Evolved as the Covenant answer to the human Assault Rifle. It's never been the strongest weapon Spartans could wield, but its unique visual and aural design have made it one of the most recognizable weapons in the Halo franchise.
Unfortunately, it seems as if Halo has moved on from the Plasma Rifle. Halo 4 and Halo 5 replaced this iconic firearm with the more traditional-looking Storm Rifle, and Halo Infinite has combined the Plasma Rifle and Carbine into the Pulse Carbine.
Halo 2 is one of the highest-ranked Halo games on Metacritic , and the much-beloved sequel introduced several weapons that would become classic fan favorites. While Halo: CE 's default firearm was the short to medium-range Assault Rifle, Halo 2 fundamentally changed the flow of combat by introducing the powerful Battle Rifle.
Its zooming scope, tighter bullet spread, and increased effective range meant that Halo games required more precision and line-of-sight control than ever before. While Spartans still usually start with an Assault Rifle in casual multiplayer, Battle Rifles are still the default starting gun in ranked modes.
Several games feature sniper rifles, but this long-range weapon has always played an important role in the Halo franchise. While players can use it more traditionally in campaigns and Big Team Battle multiplayer matches, the tight maps of standard multiplayer games mean that Spartans can't camp and pick enemies off.
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Instead, to be effective with this deadly weapon, players must master the art of quick-scopes, no-scopes, and frequent movement. Since Halo: CE , the sniper rifle has undergone several visual changes, but it's been present in every game with largely-unchanged functionality.
There are several important plot points to know in Halo 's lore , and the introduction of the Gravity Hammer is tied to the rise of the Brutes in Halo 2 . The Elites were initially the Prophet's highest-regarded soldiers, but the Brutes replaced them after the Elites failed to stop Master Chief in Halo: CE .
These ape-like beings were much more blunt and aggressive than the elites, and their demeanor is reflected in their signature weapon. The Gravity Hammer is a big, loud weapon capable of taking out enemies in one hit. It also deals splash damage to the surrounding area and can push enemies that survive its strike.
The Halo franchise has several amazing multiplayer modes , and most of them start Spartans off with the standard Assault Rifle. There isn't much about this automatic rifle's functionality that makes it stand out, but it's the weapons that players are likely to have in their hands the most often.
It's a well-rounded firearm with a solid clip size that excels at short and medium-range, and its bullet spread hits the sweet spot between restrictively narrow and overly wide. Since its inclusion in Halo: CE , it's undergone several visual updates, but it's never lost its bulky silhouette and triangular back panel.
Every Halo game since the original has included the Plasma Pistol, and it's undergone shockingly few changes to its look and functionality. Newer players may brush off this Covenant side-arm due to its underwhelming primary firing mode, but its charged shots are critical for completing campaigns on Legendary difficulty and also have a niche use in multiplayer.
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Charged shots fully deplete enemy shields, which opens them up to a single-shot headshot finish. When paired with a precision weapon like the Battle Rifle, this makes for swift takedowns if the player can land their first plasma shot. Charged shots have also traditionally stalled vehicles, but this functionality has been significantly nerfed in Halo Infinite .
Except for Halo 4 and small parts of Halo: Reach , every Halo game has started players with the same weapons and equipment. Given that players don't have load-outs to tweak, multiplayer success has always depended on power-weapon control, and there are few weapons as powerful or fun to use as the various rocket launchers that have appeared throughout the series.
While they've sometimes looked different or sported different names, rocket launchers have always all but guaranteed that their wielders can earn a few kills, take out a vehicle, or clear a control point.
Pistol (Halo: CE)
Halo: Infinite 's Sidekick pistol is a powerful ranged weapon, but none of the seres' handguns have been as memorable as the original Halo: CE M6D. This weapon was one of the first in the series to feature a 2x zoom, but it is best known for its borderline broken power level.
Bungie, the original developer of the Halo franchise, tweaked its damage output in the final moments before the game went gold, and the result was a weapon that could kill any enemy with only three shots to the head. The weapon dominated multiplayer in a way that no gun has since.
The Needler, with its bird beak-like shape and bright pink bullets, is definitely one of the more alien-looking weapons in the Halo franchise. While it started out as a middle-of-the-road novelty weapon, it has had more ups and downs than the other original firearms. Halo 2 's dual-wielding nerfed them to near-uselessness, but Halo Infinite has tuned them into incredibly potent weapons worth seeking out.
That being said, it's still a tricky weapon to use well. While its needles' automatically home enemies, there's a short delay between when the needles make contact and when they explode.
Several of Master Chief's best quotes in the Halo franchise see him asking for weaponry, and no weapon is more uniquely Halo than the Energy Sword. The signature melee weapon of the Elites, these dual-bladed weapons are frequently available to use in most campaigns. They aren't available in every multiplayer map, but they're a game-changing tool that teams need to fight to control when they are.
Part of what has made the Energy Sword so memorable, in addition to its unique look and sound effects, is that it requires skill to use. Its one-hit kills can clear out a room under the right circumstances, but it can be challenging to get close enough to land hits.
NEXT: 10 Best Superhero Games (Not Based On Marvel or DC)
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Home / Products / Booster Pack / Phantom Nightmare
Booster pack, unlock the terrifying secrets of new themes, find brand-new cards for recent favorites, and meet more memorable monsters.
Don’t close your eyes – Phantom Nightmare is lurking just around the corner! This 100-new-card set is loaded with astounding new cards that are the stuff your dreams are made of (and your opponent’s nightmares…). Unlock the terrifying secrets of new themes, find brand-new cards for recent favorites, and meet more memorable monsters! No matter which way you turn, there’s no escaping the exciting new cards in Phantom Nightmare !
Yubel is back! Both friend and foe to Jaden in Yu-Gi-Oh! GX , Yubel first appeared in Phantom Darkness back in 2008! Phantom Nightmare introduces new Effect Monsters, Spells, and Traps that look familiar, but unlock an all-new Yubel strategy. Power up with the original 3 forms of Yubel, or use the new Continuous Trap Card that lets you Fusion Summon a new “Yubel” Fusion Monster using your opponent’s monsters as Fusion Material!
The tempestuous Majespecters are storming into battle again in Phantom Nightmare ! These gusty, gutsy Pendulum Monsters are hard to pin down because they can’t be targeted or destroyed by your opponent’s card effects. Originally there were no “Majespecter” monsters for your Extra Deck, but in Phantom Nightmare you’ll find two: a new Rank 4 Xyz/Pendulum Monster and a Link-2 Link Monster. These new monsters will make sure you’ll have all the “Majespecter” monsters you need, when and where you need them!
Time to dust off some of your old Ritual Monsters, because there’s a cool new Ritual-focused theme coming that can Summon some old favorites directly from your Deck. These new cards can be played as their own strategy or used to enhance any strategy that Ritual Summons LIGHT Warrior and/or LIGHT Dragon Ritual Monsters!
The events of an ancient battle play out over and over again as a brand-new World Premiere Pyro theme lights up the field in Phantom Nightmare . Make sure to pick up Maze of Millennia to get your copies of Bonfire so you’ll be ready to try it out when Phantom Nightmare launches in February!
And there’s even more to discover where all that came from. So keep your eyes open, lest you stumble unprepared into the Phantom Nightmare !
The complete Phantom Nightmare booster set contains 100 new cards:
10 Secret Rares 14 Ultra Rares 26 Super Rares 50 Commons (24 of these cards are also available as Quarter-Century Secret Rares and 1 special card is ONLY available as a Quarter-Century Secret Rare!)
*Set name and contents are subject to change
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- View history
The Halo Franchise includes all products, media, and ideas that are set in the Halo universe . The franchise is named after the Halo Array .
- Video Games
- Comic Books
- Reference Material
Video Games [ ]
Motion pictures [ ], television series [ ], comic books [ ], references [ ], official game guides [ ].
- Halo: Combat Evolved: Sybex Official Strategies & Secrets
- Halo: Combat Evolved: Prima's Official Strategy Guide
- Halo 2: The Official Game Guide
- Halo 3: The Official Strategy Guide
- Halo Wars: Official Strategy Guide
- Halo 3: ODST Official Strategy Guide
- Halo: Reach Official Strategy Guide
- Halo: Combat Evolved Anniversary Signature Series Guide
- Halo 4: Official Game Guide
- Halo 5: Guardians Official Game Guide
Soundtrack [ ]
- McFarlane Toys - Various Series of action figures and statues.
- Joyride Studios - Various series of action figurines.
- RISK: Halo Wars Collector's Edition - A spinoff RISK based on Halo Wars
- RISK: Halo Legendary Edition - A spinoff RISK based on the Halo universe
- Monopoly: Halo Collector's Edition - A spinoff Monopoly based on the Halo universe
- Halo Trading Cards - Trading cards based on the Halo universe
- Halo Mega Bloks - A series of block toys, based around various different vehicles, characters, and locations from the Halo universe.
- Halo: Fleet Battles - A set of miniatures that can be used to recreate naval battles.
Other Media [ ]
- Halo Waypoint - The primary Halo website, and an app for the Xbox 360.
- Halo Channel - The Halo app for the Xbox One, Windows 8, and Windows 10 devices.
06 December 2021
22 November 2021
27 October 2015
- 2 SPARTAN-B312