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Six years after the events in Bolivia, the Ghosts are dispatched to the fictional Auroa archipelago, the home of Skell Technology, a controversial AI drone technology firm, which has mysteriously gone dark soon after a US cargo ship was sunk in the vicinity, the company head Jace Skell apparently missing. When they get there, they find themselves not the hunters, but the hunted... by some of their own.

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Six years after the events in Bolivia, the Ghosts are dispatched to the fictional Auroa archipelago, the home of Skell Technology, a controversial AI drone technology firm, which has mysteriously gone dark soon after a US cargo ship was sunk in the vicinity, the vicinity. Unable to get in contact with company head Jace Skell Skell, the Ghosts, led by Nomad, Weaver, Holt, and Midas, are dispatched to make contact and investigate the circumstances of the sinking.

Things go wrong pretty much right off the bat.

Before they even make landfall, the Ghosts are [[HellishCopter knocked out of the sky]] by a swarm of drones. Nomad escapes, but Midas is missing, Holt is seriously injured, and Weaver is killed--by none other than Cole Walker, a man whom worked with the Ghosts back in Bolivia, and whom Nomad has history with. After meeting up with a group of survivors known as the "Homesteaders," Nomad discovers that the island has been taken over by Sentinel Corporation, a PMC which was originally hired to protect the island, but has
apparently missing. When they get there, they find themselves not pulled a coup over Skell Tech and is currently ruling Auroa with an iron fist. Nomad teams up with the hunters, Homesteaders, along with other island locals and surviving Ghosts from the crash, to bring justice to Walker for his betrayal and stop his plans, but it soon becomes clear that Walker and Sentinel are just the hunted... by some tip of the iceberg on Auroa, and that much more dangerous threats may be lurking, waiting for their own.
chance to strike...
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** The entire plot of the campaign revolves around Nomad being one of the few surviving Ghosts on Auroa, who is forced to scavenge what they need to survive and eventually becoming a OneManArmy capable of taking on Walker and his mercenary army. However, that image is immediately dispelled upon first arriving at the game's hub area, Erewhon, where you'll most likely find ''dozens'' of other Ghosts / players connected online milling about, quite often well beyond the batch of 32 sent in from the USS ''Wasp.'' This is, at least, alleviated by the Ghost Experience update introducing a Private mode which makes Erewhon only be populated by [=NPCs=] and your own squad, and ''not'' enough Ghosts to rival the Wolves.

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** The entire plot of the campaign revolves around Nomad being one of the few surviving Ghosts on Auroa, who is forced to scavenge what they need to survive and eventually becoming a OneManArmy capable of taking on Walker and his mercenary army. However, that image is immediately dispelled upon first arriving at the game's hub area, Erewhon, where you'll most likely find ''dozens'' of other Ghosts / players connected online milling about, quite often well beyond the batch of 32 sent in from the USS ''Wasp.'' This is, at least, alleviated by the Ghost Experience ''Deep State'' update introducing a Private mode which makes Erewhon only be populated by [=NPCs=] and your own squad, and ''not'' enough Ghosts to rival the Wolves.



* SelfDeprecation: The ''[[VideoGame/SplinterCell Deep Slate]]'' trailer pokes fun at the more absurd aspects of Breakpoint, from the ''Terminator'' event (Vic says he's never heard of them) to the RPG-like gear system and even the central theme of drone warfare, which Sam questions as to why anyone would fight the things.

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* SelfDeprecation: The ''[[VideoGame/SplinterCell Deep Slate]]'' State]]'' trailer pokes fun at the more absurd aspects of Breakpoint, from the ''Terminator'' event (Vic says he's never heard of them) to the RPG-like gear system and even the central theme of drone warfare, which Sam questions as to why anyone would fight the things.
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** ''Deep State'' sees the return of [[VideoGame/SplinterCell Sam Fisher]], still voiced by Creator/MichaelIronside.


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* SelfDeprecation: The ''[[VideoGame/SplinterCell Deep Slate]]'' trailer pokes fun at the more absurd aspects of Breakpoint, from the ''Terminator'' event (Vic says he's never heard of them) to the RPG-like gear system and even the central theme of drone warfare, which Sam questions as to why anyone would fight the things.
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** The entire plot of the campaign revolves around Nomad being one of the few surviving Ghosts on Auroa, who is forced to scavenge what they need to survive and eventually becoming a OneManArmy capable of taking on Walker and his mercenary army. However, that image is immediately dispelled upon first arriving at the game's hub area, Erewhon, where you'll most likely find ''dozens'' of other Ghosts / players connected online milling about, quite often well beyond the batch of 32 sent in from the USS ''Wasp.''

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** The entire plot of the campaign revolves around Nomad being one of the few surviving Ghosts on Auroa, who is forced to scavenge what they need to survive and eventually becoming a OneManArmy capable of taking on Walker and his mercenary army. However, that image is immediately dispelled upon first arriving at the game's hub area, Erewhon, where you'll most likely find ''dozens'' of other Ghosts / players connected online milling about, quite often well beyond the batch of 32 sent in from the USS ''Wasp.'''' This is, at least, alleviated by the Ghost Experience update introducing a Private mode which makes Erewhon only be populated by [=NPCs=] and your own squad, and ''not'' enough Ghosts to rival the Wolves.
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* ObviousBeta: On release, the game was riddled with bugs of all stripes, a number of UI issues, such as stating the wrong caliber on virtually every weapon in the game, and the in-game descriptions, tips and subtitles are loaded with typos. The [=PS4=] version in particular launched with a placeholder description for the Share button that was complete gibberish, which became the subject of [[https://kotaku.com/ghost-recon-breakpoint-ps4s-controller-menu-explains-ho-1839106905 a short, mocking Kotaku article]].
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* MenAreTheExpendableGender: While a couple of female captains are seen in cutscenes, in gameplay all the Sentinel goons you mow through are all exclusively male.
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* {{Crossover}}: A limited-time event has the Ghosts fighting ''[[Film/TheTerminator Terminators]]'' of all things, who have appeared on the island and are using the factories to multiply and start the Machine War with all guns blazing. Of course, there's precedent for this weirdness, considering a limited-time event in ''Wildlands'' had the Ghosts fighting ''[[Franchise/{{Predator}} Yautja]]''.


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* OutOfGenreExperience: The ''Ghost Recon'' franchise can get crazy, but for the most part it's meant to be a "modern-day Tier-One shooter" experience. Then a limited-time experience was added in which [[Franchise/TheTerminator Terminators]] appear on the island and start to raise hell.
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* AIIsACrapshoot: One side quest reveals that the island's drones have started learning on their own and are even constructing structures without the knowledge of Skell or Sentinel. The ending also indicates that the drones Skell used to stop Walker's sub have started to gain sentience, causing considerable worry for Nomad.
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* YouCantThwartStageOne: Averted. Once any of the Elite Wolves appear on your intel board, if you already know their hideout location (either from a walkthrough or having played through the game before) you can just go straight to them and kill them without having to follow the normal mission steps to find all the clues to their location. You can also bypass the main quest line and skip straight to the FinalBoss after the game's introductory mission, though because of his base's high tier level clearing it with a starting character is quite difficult.
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* AntiFrustrationFeatures: If you die during the FinalBoss fight, you only have to redo the fight again, instead of having to clear out the entire enemy base all over again like you do with any of the game's other boss fights.


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* BonusBoss: The Behemoths, Skell Tech's biggest and most powerful combat robots, each serve as this. They're the toughest and highest level enemies in the game, and are never encountered over the course of the regular game except for one just immediately prior to the FinalBoss.
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* BadassBystander: Prisoners you free from Sentinel will grab an assault rifle and help you fight back. Particularly notable since, unlike in ''Wildlands'', these folks are not trained rebels, just engineers and farmers, yet are still willing to fight for their freedom.
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* PayEvilUntoEvil: [[spoiler: When Vaughan tries to cover up the murder of a civilian ''and'' assaults Nomad, Walker executes him point-blank.]]
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* CoolOldGuy: Mads Schulz, the RebelLeader of Erewhon. A retired Marine formerly stationed on the island, with a mountain man beard and an [[NiceHat awesome stetson]].



* TheNeidermeyer: Vaughan. He's an arrogant, cowardly prick [[{{Nepotism}} entirely reliant on his father]]. Since the cutscenes with him are presented in AnachronicOrder, we first meet him going off the deep end. Only later we learn that he was, technically, Nomad's and Walker's superior in the Middle East.

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* BadassBeard: Nomad's default model, featured in the trailers, has a massive "operator beard" (slightly shorter in the live-action trailer). All the stabbing, shooting, exploding and tactical gear just highlights how badass it is.



* BadBoss: Walker kills three of his own EliteMooks and promises to hunt down the one survivor (granted, they were getting drunk and cavorting with female civilians up to allowing one of them to handle one of their sidearms). He also intimidates Stone, his [[CoDragons Co Dragon]], with a HelicopterBlender for no good reason other than to assert his alpha dominance. Nomad notes that Walker has developed a bad habit of fragging his own men.



* BrokenPedestal: Walker, for SGM Hill and Nomad. When Hill learns of Walker's FaceHeelTurn, he's understandably shocked.
--> '''Hill''': I can't believe it. He's one guy I admired, you know?
--> '''Nomad''': I guess you were wrong.



* CharacterTic: The CIA officer working with Walker in Bolivia and Middle East has a habit of playing with a lighter.



* CutscenePowerToTheMax: When Nomad first confronts Silverback, it's in a cutscene in which Silverback is able to go toe-to-toe with Nomad and their fight ends in a draw. When you actually fight him in-game a few missions later, he's not noticeably tougher than any other Wolf.



* DitzyGenius: Jace Skell may be a self-made billionaire and technological genius, but when out of his comfort zone he's remarkably awkward and lacking in common sense.



* GoodAllAlong: [[spoiler: Ayana Puri. Stone believes she's cooperating with him, Skell believes she's cooperating with Stone, while she's covertly sending info to Maurice Fox.]]



* GutturalGrowler:
** Alex Mallari Jr. as Nomad constantly growls in the trailers, be it a long list of threats in the Reveal trailer or just counting to three in "We Are Wolves" trailer. Overall Nomad's voice in ''Breakpoint'' sounds much deeper and gravellier compared to his much more average-sounding voice in ''Wildlands'' as voiced by Steve Byers.
** Jon Bernthal as Walker slips into it whenever he sounds angry or threatening, both in his BadassBoast and his MotiveRant.



* {{Hypocrite}}: Ilsa lectures a Skell Tech employee about how modern technology has made humanity soft before torturing him, yet when called up to confront Nomad she engages them with an advanced attack helicopter instead of facing them in person.
* IDidWhatIHadToDo: [[spoiler: Surprisingly, it was Jace Skell's decision to sink the USS Seay in order to stop the combat drone shipment from falling into US hands, and he did not make that decision lightly.]]
* ImproperlyParanoid: Skell Tech’s policy of minimizing contact with the outside world (to the point of full blackout) led to Walker's takeover with nobody being any wiser until it was too late and the USS Seay was sunk.



* InkSuitActor: Walker's appearance is based on his voice actor, Creator/JonBernthal, who also plays the character in the Live-Action Trailer.



* KnifeNut: Fury has no less than five on her character model, as pointed out in the [[https://ghost-recon.ubisoft.com/game/en-us/news-updates/3ZDFPUNV8zfVVV5vhSgD9Q/tom-clancys-ghost-recon-breakpoint-e3-cosplay-guide official cosplay guide]].
* TheLadette: Biographical info indicates that Fury is one of these. She was a tomboy growing up, competed in jiu-jitsu and boxing on a national level at the age of 16, and was one of the first female Navy [=SEALs=]. She also has a history of actively asserting dominance over her male counterparts in her various units, often in the form of fistfights.



* PermanentlyMissableContent: If you fail a mission, it's permanently gone. And because the game doesn't have a save system, you're stuck with the outcome and can't undo it by loading.

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* PermanentlyMissableContent: If you fail a non-plot side mission, it's permanently gone. And because the game doesn't have a save system, you're stuck with the outcome and can't undo it by loading.



* RabidCop: Ian Blake is a former cop. The way he chews out a rookie surveillance officer leaves little doubt as to what kind of cop he was.



* SmugSnake: Ian Blake. Arrogant, hateful and when you finally capture him, he tries to weasel out of having to unlock the BorderPatrol system by offering the blackmail material he gathered. Blackmail material that you might have found during a different story mission already.
* TheSocialDarwinist: Walker's rants in the trailers, both "We Are Wolves" and the live action trailer, hit several marks. In the former, he reveals that he intended to [[TheCoup take Auroa over]] and is willing to disregard any and all rules in order to prove that MightMakesRight, and in the latter he echoes the sentiment that America grew weak and corrupt.
--> '''Walker:''' Our nation has become indifferent to sacrifice! Apathetic to the ideals of our forefathers! (...) Now we wage war against this plague! With fear and retribution for all!



* ThatManIsDead: A variant in the live action trailer, signifying Walker's FaceHeelTurn:
--> '''CIA Agent''': What are you doing?! You're a Ghost!
--> '''Walker''': No. I'm a Wolf.



* TortureTechnician: Ilsa Herzog is played as this, the [=NPCs=] are deathly afraid of her and her journal found in the Natural Hazards Control states she enjoys her work immensely.
* TragicKeepsake: Nomad’s default model has Midas’ distinctive scarf wrapped around the shoulder strap of his armor[[spoiler:, and one of the optional side missions has you retrieve the scarf and learn that Midas is MIA]].
* TwitchyEye: Walker's eyes are constantly twitching, showing that no matter how controlled he seems, what he's been through has made him not altogether all there upstairs.



* WickedCultured: The collectible files for Skell Tech combat drones state it was Walker who came up with the demonic names for them.

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* ArmorPiercingAttack: The Sniper class can use armor-piercing ammo that is highly effective against both body armor and drone armor plating.

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* ArmorPiercingAttack: ArmorPiercingAttack:
**
The Sniper class can use armor-piercing ammo that is highly effective against both body armor and drone armor plating.plating.
** The unique legendary sniper rifle you obtain from Rosebud also ignores enemy armor, at the cost of being unable to be silenced.
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* SticksToTheBack: The weapons used by the player stick to the back when not in use in a way that seems aggressively at odds with the gravity at times. One gameplay video shows two rifles slightly longer than the player's torso essentially hovering on either side of the player backpack, with nothing seeming to attach them to anything, and the player able to retrieve one into their hands and place the other back in a second.

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* SticksToTheBack: The weapons used by the player stick to the back when not in use in a way that seems aggressively at odds with the gravity at times. One gameplay video shows two rifles slightly longer than the player's torso essentially hovering on either side of the player backpack, with nothing seeming to attach them to anything, and the player able to retrieve one into their hands and place the other back in a second. Doubly so if you wear ''no'' backpack, in which case your two rifles just kind of float on your back not really attached to anything.
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* WolfpackBoss: Aside from the FinalBoss, the game's "boss" enemies are only slightly tougher than a regular enemy, but are backed up by a significant amount of EliteMooks.

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* WolfpackBoss: Aside from the FinalBoss, the game's "boss" enemies are only slightly tougher than a regular enemy, but are backed up by a significant amount of EliteMooks.EliteMooks and various other enemy support.
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** Sentinel CEO Trey Stone is a former black ops commanding officer and apparently in a similar league as Walker according to a scoreboard at Shark Base, though he's never seen in combat in the game itself.


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* OneSteveLimit: Averted; it seems there are at least 3 different people named Blake in the island; Sentinel's head of security Ian Blake, a random Sentinel officer who's the target of an assassination side quest, and a Wolf stationed at Shark Base.
* OnlyAFleshWound:
** You can shoot interrogatable enemy soldiers in the legs to disable them without killing them, so you can interrogate them for information later.
** Averted in a major case of RealityEnsues with Ian Blake, who [[spoiler: gets shot in the shoulder by Silverback and ends up bleeding to death in less than a minute as a result.]]

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** Downplayed with the game's "boss" enemies (the 4 Elite Wolves and [[spoiler: Sgt. Hill]]), who are about twice as durable as a normal Wolf, but can still be taken down with about half a mag of full auto fire or a single headshot.

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** Downplayed with the game's "boss" enemies (the 4 Elite Wolves and [[spoiler: Sgt. Hill]]), who are about twice as durable as a normal Wolf, Wolf (three times as durable in the case of Yellowleg and [[spoiler: Hill]]), but can still be taken down with about half a mag of full auto fire or a single headshot.



* BadassCreed: ''Breakpoint'' reveals that the Ghosts' motto is "Nos autem de iustitia manes", which is Latin for "We are the Ghosts of Justice".



* DamageSpongeBoss: Averted with the 4 named Elite Wolves (Flycatcher, Silverback, Rosebud, and Yellowleg) as well as [[spoiler: Josiah Hill]], who all are about twice as durable as a regular [[EliteMooks Elite Mook]] but still go down realistically quickly. Played straight in the FinalBoss fight, since [[spoiler: Cole Walker is protected by 4 defensive drones that vaporize all bullets that come near him; the drones all have to be destroyed before Walker can be harmed; once his shield is gone Walker is still somewhat tougher than an Elite Mook, but goes down reasonably quickly to either a second or two of full-auto fire or a headshot.]]

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* DamageSpongeBoss: Averted with the 4 named Elite Wolves (Flycatcher, Silverback, Rosebud, and Yellowleg) as well as [[spoiler: Josiah Hill]], who all are about twice as durable as a regular [[EliteMooks Elite Mook]] (three times as durable in the case of Yellowleg and [[spoiler: Hill]]), but still go down realistically quickly. Played straight in the FinalBoss fight, since [[spoiler: Cole Walker is protected by 4 defensive drones that vaporize all bullets that come near him; the drones all have to be destroyed before Walker can be harmed; once his shield is gone Walker is still somewhat tougher than an Elite Mook, but goes down reasonably quickly to either a second or two of full-auto fire or a headshot.]]



* EliteMooks: The Wolves. They react much faster than ordinary Sentinel guns for hire and are more accurate. Their body armor also lets them take slightly more hits than basic Sentinel soldiers, making them tough enough that your best option is to take them out with headshots. They're also inevitably very high level, so fighting them with low tier gear is generally ill advised. You can [[SchmuckBait try for yourself]] right after their introductory cutscene.

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* EliteMooks: The Wolves. They react much faster than ordinary Sentinel guns for hire and are more accurate. Their body armor also lets them take slightly a couple more hits bullets than basic Sentinel soldiers, making which combined with their very high damage output makes them tough enough that your best option is to take them out with headshots. They're also inevitably very high level, so fighting them with low tier gear is generally ill advised. You can [[SchmuckBait try for yourself]] right after their introductory cutscene.cutscene.
** GlassCannon: While the Wolves can't take much more damage than basic Sentinel soldiers and can be taken out with a single headshot, their damage output is very high thanks to their superior aim and reflexes (they can chew off half your health in half a second).
* EvilSoundsDeep: The Wolves all have very deep voices with heavy reverb, almost like Darth Vader. It seems likely their masks include a vocal modulator for some reason, as named Wolves lack this effect in cutscenes.



* GameplayAndStorySegregation: The entire plot of the campaign revolves around Nomad being one of the few surviving Ghosts on Auroa, who is forced to scavenge what they need to survive and eventually becoming a OneManArmy capable of taking on Walker and his mercenary army. However, that image is immediately dispelled upon first arriving at the game's hub area, Erewhon, where you'll most likely find ''dozens'' of other Ghosts / players connected online milling about, quite often well beyond the batch of 32 sent in from the USS ''Wasp.''

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* GameplayAndStorySegregation: GameplayAndStorySegregation:
**
The entire plot of the campaign revolves around Nomad being one of the few surviving Ghosts on Auroa, who is forced to scavenge what they need to survive and eventually becoming a OneManArmy capable of taking on Walker and his mercenary army. However, that image is immediately dispelled upon first arriving at the game's hub area, Erewhon, where you'll most likely find ''dozens'' of other Ghosts / players connected online milling about, quite often well beyond the batch of 32 sent in from the USS ''Wasp.''''
** Likewise, you'll find a document indicating that the Wolves are a battalion-sized unit with 200 members, with each Wolf having cost 1 million dollars to train. While that number seems about right for the main campaign, when taken together with the various Wolf Camps scattered around the map, there's ''way'' more than that number of Wolves on the island.



** Later in the game you encounter even more heavily armored Heavies, who similar to the Los Extranjeros Heavies from ''Fallen Ghosts'' are so heavily armored that they're completely ImmuneToBullets except for headshots, and you need to shoot them in the head a few times to knock off their helmet before they can be headshot.
* HellishCopter: At the end of "The Great Escape" mission, Ilsa Herzog tries to come after you with an Apache attack helicopter and a squad of Sentinel goons. You blow her out of the sky.

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** Later in the game you encounter even more heavily armored Heavies, Heavies (usually in the later main story missions), who similar to the Los Extranjeros Heavies from ''Fallen Ghosts'' are so heavily armored that they're completely ImmuneToBullets except for headshots, and you need to shoot them in the head a few times to knock off their helmet before they can be headshot.
* HellishCopter: HellishCopter:
**
At the end of "The Great Escape" mission, Ilsa Herzog tries to come after you with an Apache attack helicopter and a squad of Sentinel goons. You blow her out of the sky.sky.
** During your duel against Yellowleg, she's backed up by the circling attack helicopter that was sent to extract her, along with a couple of patrol helicopters that get drawn into the very loud firefight.


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* WolfpackBoss: Aside from the FinalBoss, the game's "boss" enemies are only slightly tougher than a regular enemy, but are backed up by a significant amount of EliteMooks.
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* SerialKiller: One early sidequest has you helping out a Homesteader who's known for preferring to live out by himself instead of sheltering with everyone at Erewhon. However, when you explore his shack you'll discover a torture cellar with a vivisected Sentinel officer as well as several dead civilians piled in a corner.

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* CosmeticallyAdvancedPrequel: ''Breakpoint'' makes the previous games into this. Despite the game taking place a few years after ''Future Soldier'' and ''Shadow Wars'', it features a predominantly "real world" technology level with almost none of the futuristic equipment, such as cloaking devices, electromagnetic goggles, or homing bullets, seen in those previous games. Even Skell's advanced combat robots are for the most part essential just smart cars with armor and guns, compared to the actual mech robot from ''Future Soldier''.



* DarkIsEvil: In contrast to Santa Blanca's all-white gang colors, Sentinel and the Wolves dress in very dark-colored uniforms.

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* DarkIsEvil: In contrast to Santa Blanca's all-white gang colors, Sentinel and the Wolves dress in very dark-colored uniforms.uniforms, and every major Sentinel leader wears almost entirely black clothing.


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* {{Hypocrite}}: Ilsa lectures a Skell Tech employee about how modern technology has made humanity soft before torturing him, yet when called up to confront Nomad she engages them with an advanced attack helicopter instead of facing them in person.


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* NotSoDifferent: One of the major themes of the main plot seems to be the fine line between a black ops soldier and a glorified death squad member. The game also shows that the Ghosts had previously worked cooperatively with both Afrikaner torture experts and a full blown U.S. military secret death squad, and many of the Wolves are former Ghosts who are perfectly fine with committing mass murder of civilians if the rules of engagement say it's OK.

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* AuthorityEqualsAsskicking: Downplayed with the game's "boss" enemies (the 4 Elite Wolves and [[spoiler: Sgt. Hill]]), who are about twice as durable as a normal Wolf, but can still be taken down with about half a mag of full auto fire or a single headshot.

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* AuthorityEqualsAsskicking: AuthorityEqualsAsskicking:
** Colonel Walker is the leader of the Wolves and their most dangerous combatant.
**
Downplayed with the game's "boss" enemies (the 4 Elite Wolves and [[spoiler: Sgt. Hill]]), who are about twice as durable as a normal Wolf, but can still be taken down with about half a mag of full auto fire or a single headshot.headshot.
** Averted with Ian Blake, who's no tougher than a regular Mook (although with possibly a slightly better assault rifle), and turns into a blubbering wreck the moment you capture him.



* BottomlessMagazines: In a case of MyRulesAreNotYourRules, enemies in ''Breakpoint'' don't need to reload at all and can fire their weapons infinitely, though they do pause between bursts.



* HeavilyArmoredMook: Sentinel Heavies are considerably more dangerous than their Santa Blanca equivalents from ''Wildlands'', being significantly more heavily armored and also wielding miniguns rather than simple light machine guns. They're more than 4 times as durable as regular Sentinel soldiers and can soak a little over a full mag of full auto fire from your starting assault rifle. Higher tier gear makes them somewhat more manageable. They also have helmets that need to be shot off before you can headshot them.

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* HeavilyArmoredMook: HeavilyArmoredMook:
**
Sentinel Heavies are considerably more dangerous than their Santa Blanca equivalents from ''Wildlands'', being significantly more heavily armored and also wielding miniguns rather than simple light machine guns. They're more than 4 times as durable as regular Sentinel soldiers and can soak a little over a full mag of full auto fire from your starting assault rifle. Higher tier gear makes them somewhat more manageable. They also have helmets that need to be shot off before you can headshot them.them.
** Later in the game you encounter even more heavily armored Heavies, who similar to the Los Extranjeros Heavies from ''Fallen Ghosts'' are so heavily armored that they're completely ImmuneToBullets except for headshots, and you need to shoot them in the head a few times to knock off their helmet before they can be headshot.
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* DamageSpongeBoss: Averted with the 4 named Elite Wolves (Flycatcher, Silverback, Rosebud, and Yellowleg) as well as [[spoiler: Josiah Hill]], who all may be slightly tougher than a regular [[EliteMooks Elite Mook]] but still go down realistically quickly. Played straight in the FinalBoss fight, since [[spoiler: Cole Walker is protected by 4 defensive drones that vaporize all bullets that come near him; the drones all have to be destroyed before Walker can be harmed; once his shield is gone Walker is still somewhat tougher than an Elite Mook, but goes down reasonably quickly to either a second or two of full-auto fire or a headshot.]]

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* DamageSpongeBoss: Averted with the 4 named Elite Wolves (Flycatcher, Silverback, Rosebud, and Yellowleg) as well as [[spoiler: Josiah Hill]], who all may be slightly tougher than are about twice as durable as a regular [[EliteMooks Elite Mook]] but still go down realistically quickly. Played straight in the FinalBoss fight, since [[spoiler: Cole Walker is protected by 4 defensive drones that vaporize all bullets that come near him; the drones all have to be destroyed before Walker can be harmed; once his shield is gone Walker is still somewhat tougher than an Elite Mook, but goes down reasonably quickly to either a second or two of full-auto fire or a headshot.]]
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* AuthorityEqualsAsskicking: Downplayed with the game's "boss" enemies (the 4 Elite Wolves and [[spoiler: Sgt. Hill]]), who are about twice as durable as a normal Wolf, but can still be taken down with about half a mag of full auto fire or a single headshot.


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* HellishCopter: At the end of "The Great Escape" mission, Ilsa Herzog tries to come after you with an Apache attack helicopter and a squad of Sentinel goons. You blow her out of the sky.
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* CallBack: The events of "Operation Oracle" from ''Wildlands'' get mentioned in a conversation between Nomad and Skell.
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* EliteMooks: The Wolves. They react much faster than ordinary Sentinel guns for hire and are more accurate. Their body armor also lets them take somewhat more hits than basic Sentinel soldiers, making them tough enough that your best option is to take them out with headshots. They're also inevitably very high level, so fighting them with low tier gear is generally ill advised. You can [[SchmuckBait try for yourself]] right after their introductory cutscene.

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* EliteMooks: The Wolves. They react much faster than ordinary Sentinel guns for hire and are more accurate. Their body armor also lets them take somewhat slightly more hits than basic Sentinel soldiers, making them tough enough that your best option is to take them out with headshots. They're also inevitably very high level, so fighting them with low tier gear is generally ill advised. You can [[SchmuckBait try for yourself]] right after their introductory cutscene.



* HeavilyArmoredMook: Sentinel Heavies are considerably more dangerous than their Santa Blanca equivalents from ''Wildlands'', being significantly more heavily armored and also wielding miniguns rather than simple light machine guns. They're more than 4 times as durable as regular Sentinel soldiers and can soak a little over a full mag of full auto fire from your starting assault rifle. Higher tier gear makes them a lot more manageable. They also have helmets that need to be shot off before you can headshot them.

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* HeavilyArmoredMook: Sentinel Heavies are considerably more dangerous than their Santa Blanca equivalents from ''Wildlands'', being significantly more heavily armored and also wielding miniguns rather than simple light machine guns. They're more than 4 times as durable as regular Sentinel soldiers and can soak a little over a full mag of full auto fire from your starting assault rifle. Higher tier gear makes them a lot somewhat more manageable. They also have helmets that need to be shot off before you can headshot them.



* IncrediblyDurableEnemies: Compared to previous games in the series, including ''Wildlands'', due to the GenreShift introduction of character tier levels. Even regular Sentinel goons can withstand several torso shots from your starting assault rifle, and generally that durable if you take on leveled enemies with equivalently leveled gear. All human enemies (except for Heavies) still die from a single headshot from any weapon, however.

to:

* IncrediblyDurableEnemies: Compared to previous games in the series, including ''Wildlands'', due to the GenreShift introduction of character tier levels. Even regular Sentinel goons can withstand several torso shots from your starting assault rifle, and generally have that durable amount of durability if you take on leveled enemies with equivalently leveled gear.basic gear (though with some gear optimization you can be capping them with just a few bullets each). All human enemies (except for Heavies) still die from a single headshot from any weapon, however.
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* IncrediblyDurableEnemies: Compared to previous games in the series, including ''Wildlands'', due to the GenreShift introduction of character tier levels. Even regular Sentinel goons can withstand several torso shots from your starting assault rifle, and are likewise similarly durable if you attempt to take on a higher level base with insufficiently low tier weapons and gear. All human enemies (except for Heavies) still die from a single headshot from any weapon, however. Basic enemies at the same tier level as your own weapons should still go down in 2-3 shots, just like in previous games.

to:

* IncrediblyDurableEnemies: Compared to previous games in the series, including ''Wildlands'', due to the GenreShift introduction of character tier levels. Even regular Sentinel goons can withstand several torso shots from your starting assault rifle, and are likewise similarly generally that durable if you attempt to take on a higher level base leveled enemies with insufficiently low tier weapons and equivalently leveled gear. All human enemies (except for Heavies) still die from a single headshot from any weapon, however. Basic enemies at the same tier level as your own weapons should still go down in 2-3 shots, just like in previous games.
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Added DiffLines:

* PermanentlyMissableContent: If you fail a mission, it's permanently gone. And because the game doesn't have a save system, you're stuck with the outcome and can't undo it by loading.
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* EliteMooks: The Wolves. They react much faster than ordinary Sentinel guns for hire and are more accurate. Their body armor also lets them take several bullet hits before going down, making them tough enough that your best option is to take them out with headshots. You can [[SchmuckBait try for yourself]] right after their introductory cutscene.

to:

* EliteMooks: The Wolves. They react much faster than ordinary Sentinel guns for hire and are more accurate. Their body armor also lets them take several bullet somewhat more hits before going down, than basic Sentinel soldiers, making them tough enough that your best option is to take them out with headshots.headshots. They're also inevitably very high level, so fighting them with low tier gear is generally ill advised. You can [[SchmuckBait try for yourself]] right after their introductory cutscene.



* IncrediblyDurableEnemies: Compared to previous games in the series, including ''Wildlands'', due to the GenreShift introduction of character tier levels. Even regular Sentinel goons can withstand several torso shots from your starting assault rifle, and are likewise similarly durable if you attempt to take on a higher level base with insufficiently low tier weapons and gear. All human enemies (except for Heavies) still die from a single headshot from any weapon, however.

to:

* IncrediblyDurableEnemies: Compared to previous games in the series, including ''Wildlands'', due to the GenreShift introduction of character tier levels. Even regular Sentinel goons can withstand several torso shots from your starting assault rifle, and are likewise similarly durable if you attempt to take on a higher level base with insufficiently low tier weapons and gear. All human enemies (except for Heavies) still die from a single headshot from any weapon, however. Basic enemies at the same tier level as your own weapons should still go down in 2-3 shots, just like in previous games.

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Changed: 285

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* HeavilyArmoredMook: Sentinel Heavies are considerably more dangerous than their Santa Blanca equivalents from ''Wildlands'', being significantly more heavily armored and also wielding miniguns rather than simple light machine guns.

to:

* HeavilyArmoredMook: Sentinel Heavies are considerably more dangerous than their Santa Blanca equivalents from ''Wildlands'', being significantly more heavily armored and also wielding miniguns rather than simple light machine guns. They're more than 4 times as durable as regular Sentinel soldiers and can soak a little over a full mag of full auto fire from your starting assault rifle. Higher tier gear makes them a lot more manageable. They also have helmets that need to be shot off before you can headshot them.


Added DiffLines:

* IncrediblyDurableEnemies: Compared to previous games in the series, including ''Wildlands'', due to the GenreShift introduction of character tier levels. Even regular Sentinel goons can withstand several torso shots from your starting assault rifle, and are likewise similarly durable if you attempt to take on a higher level base with insufficiently low tier weapons and gear. All human enemies (except for Heavies) still die from a single headshot from any weapon, however.

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