As is often the case at large press events, our recent brush with Halo Wars took place in a room where the number of journalists eclipsed the number of test consoles by a ratio of about three to one. In this situation, you simply have to hang around and watch someone else play until they're done, at which point you hopefully get to sit down and try the game yourself.
So, on a wet and windy evening last week we found ourselves at the Peter Harrison Planetarium in Greenwich. After a quick presentation from Ensemble studios, we joined the scramble to grab a controller. As predicted, we failed to reach a free console in time - so instead we perched behind a friendly-looking guy in a smart shirt. Did he mind if we watched? "Not at all," he replied. "But you're going to watch me being crap."
He wasn't kidding. Whoever the nice man was, we doubt he'd played many RTS games before. After working through the tutorials and the basic first level, he started out on the second mission in Halo Wars' main campaign - a stage which serves as the proper introduction to developing a base and building your army. The scenario is that you've just recaptured a UNSC outpost that was previously overrun by the Covenant; your objective is to stop the alien cult from destroying a relic they've found nearby. You have to produce a small force and then send it to the north of the map, moving past a Covenant base in the process.
Unfortunately our poor comrade found this quite challenging. For a start, he didn't seem to grasp how Halo Wars' construction system works. Rather than simply building an HQ and then dumping other structures nearby, as is typically the case in RTS titles, bases in this game are located on specific sites. Each USNC outpost has a limited number of slots which can house the buildings you need: barracks and vehicle depots let you create troops, reactors give you access to better technology, and supply pads give you a slow-yet-steady stream of resources. You can eventually use upgrades to increase the number of slots you have to work with, but the core principle remains the same: either you build more supply pads to increase your cash flow so you can pump out troops quickly, or you use the space to strengthen your forces.
The point, of course, is that Ensemble really has succeeded in making a highly intuitive control system.
But as we say, the guy we were watching didn't understand this. He built one of each structure and then left the rest of his base empty. Then he'd build a couple of marine units and a warthog, which he'd then send up the map to awaiting Covenant - where they would promptly die. At this point he'd return to base and build the same combination of units, who would also be sent to their untimely deaths. He actually managed to make some progress with each attack - thanks largely to the efforts of Sergeant Forge, a hero unit in a Warthog - but it was taking him ages. It was like watching an ant trying to eat a wedding cake.
Why do we tell you all this? Well, because it serves to demonstrate the game's design. Our subject may have made a mountain out of a molehill, but he got there in the end. With a bit of experimentation - and a few nudges from a nearby Ensemble dev - he got the hang of things. It took him just shy of an hour to complete the level, but he did it - and by the close of play, he knew how it all worked. He was queuing up reinforcements while his main force pushed ahead, he was using his units' secondary abilities, and he was kicking asses and taking names.
The point, of course, is that Ensemble really has succeeded in making a highly intuitive control system. A lot of the people who will buy this game will be Halo fans who haven't played many RTS games. They're likely to be better gamers than our man in Greenwich, but they'll still appreciate a setup which lets them control their armies swiftly and coherently. And on the flipside, we can equally recommend the system for those of you who are familiar with the genre. We did finally get a go, and when we did we completed the level in under 20 minutes. It's simply a great control setup: you can grab individuals units with a tap of the A button, or hold it down to summon a larger selection circle. Double tapping on a trooper or vehicle highlights every unit of that kind, while RB gives you everything on-screen. Whether it's jumping back to your base, triggering a special attack or setting a way point, nothing feels 'far away'. Everything is within easy reach, and the result is that you're twice as likely to use these tools.
Ensemble tell us that there are 15 missions to the central campaign. That's a reasonable total, but each stage will also have optional objectives to complete which improve your score and win you a shinier medal on the end-of-level stats page. On the stages we played, these bonus goals included the destruction of a Covenant gas refinery and the elimination of 20 Jackal snipers; both tasks required a bit of exploration away from the main thread of the map, and we reckon there's scope for more complex requirements later in the game when the action gets tougher and more complex. Here's hoping.
Once you're done with the campaign, there's always the skirmish and multiplayer modes. It's here and only here that you'll get to play as the Covenant. It's a bit of a shame that there's no main game for the religious nutters, but playable-in-skirmish is clearly better than not-playable-at-all. We didn't get much time to try the cultists out last week, but from what we've seen they offer a decent alternative style to the USNC. The bread-and-butter grunt teams are usually weaker than their marine counterpoints, but a Covenant player can turn things to their advantage through the clever use of their leader - a special one-off hero unit who empowers everyone near him. A Covenant force will only have one of these at any given time, but they come in a variety of flavours and have different special abilities. There's also a very cool feature that allows you to march troops into a particular structure at your base and then warp them directly to the leader's position. This opens the door for some crafty tactics, but naturally there's a risk in sending your most powerful unit deep into enemy territory, since you'll be at a big disadvantage if they get cut down. As we say, we've only had a brief encounter with the Covenant as a playable force, but from what we've seen so far we'd say they're a bit reminiscent of the Egyptians in Age of Mythology; veterans of that game may do well here.
While we're very sad about the closure of Ensemble Studios, we're mildly comforted by the fact that its final game is looking like a winner. The in-game graphics are crisp, colourful and beautifully animated, combining the charm of the developer's previous titles with the iconic designs and sounds of Bungie's landmark series. The cut scenes look damn impressive too, although we still don't know an awful lot about the plot. What we do know is that Halo Wars is set on the planet Harvest, some 20 years prior to the events of the original Halo. After a gruelling five-year battle, the USNC has regained some control from the Covenant, but the planet is still a hellish warzone. We're imagining that the discovery of the aforementioned relic will play a key role in the story, but it'll be interesting to see how the writers handle a story that takes place so long before the exploits of Master Chief and co. The strength of the this narrative will play a large part in determining how Halo Wars is received by the series' massive fanbase, but personally we're just happy with the way the core gameplay appears to have turned out. Lately there have been several attempts to create the definitive console RTS, but the contest is far from won. If Ensemble can pull it off with its final game, it would be a gratifying swansong indeed.
Halo Wars will be released exclusively on Xbox 360 in February next year.






» Go to 's original post
» Go to 's original post
» Go to 's original post
Ty for the heads up - fixed.
» Go to 's original post
» Go to 's original post
No offense but this game breaks Halo canon in so many ways that it's not funny; and wtf? "Finished the one level in under twenty minutes", you have to be friggin joking, where the hell is that so rich RTS longivity!?!
And also yet again no offense but an RTS is not an FPS and therefore will never have that FPS excitement to it unless it represents the FPS form and thus there goes that RTS feel...
Plus if all the levels are that short I reckon I could get past the game on legendary within a day... considering how easy the game seems to be; so easy that it's hard to think of it as an RTS and not just another FPS except in a birds eye view aspect =/
The graphics look awesome though and so does the environmental aspect :) Cut scenes are also brilliant but considering the flood may be in campaign some 20 years before they were discovered is a general put off for me as this shows a lack of respect for Halo's story.
» Go to 's original post
» Go to 's original post
I really wouldn't worry about mission length. Yeah, I did manage to nail the level I mentioned in under 20 minutes - but it was the first 'base' mission of the game, following a unit-only stage. In other words, it was supposed to be fairly simple.
It's also worth pointing out that I was rushing though the mission because I had an interview slot I needed to meet. And on top of that, i'd had a whole hour of watching this other guy do it 'the wrong way'. If it'd had been the first time i'd played that level, it would have taken longer - particularly if I'd gone exploring to find the optional objectives.
For the record, I think this is going to be a decent game. Ensemble know their stuff when it comes to RTSs, so you're not going to get some shoddy palm-off. The main issue will be the one you highlighted: most Halo fans like FPS games, so they make take some convincing to play something so different.
In terms of the Halo canon... well, i'm no big Halo player (hence my embarrassing slip-up on the UNSC) but I can tell you that Bungie have been keeping a close eye on the story and what goes in. If the Flood are there, Bungie will have decided the how and the why. It still might come off as being a bit stupid, but it'll be officially stupid...
» Go to 's original post
That's another problem, yes Halo has a tradition of being a generally easy game to play but with the example that guy set it seems in terms too easy... even on the easy difficulty which he must have been playing on. Also what was the game-play dialogue like? I'm just curious to know :)
Really? All Halo Wars does for me is point out the limitations that are thrust upon RTS games on the console, for instance the lack of unit diversity and having not the ability to diversify the same variant of unit with different types of that variant mixed up among each other to synchronize their defence or offense ability by a larger percentage. Simply you cannot have both the gauss and gatling warthog fight with each other, this is because when you upgrade the warthog the previous version of warthog before the upgrade can no longer be built =/ This means I won't be able to re-enact battles from Halo 2 where both the gauss and gatling warthog fought alongside each other in perfect harmony :(.......
Spartan laser is in even though in Halo 3, twenty years later, it was only a prototype 0_o
Cyclops was not among the MJOLNIR class, there was an exoskeleton but they're not one and the same.
I heard tell that the banshee hovers. It shouldn't hover...
Cobra, since when was Halo 'the transformers', the same goes with the Cyclops; an asinine mech and something that strikes me as an attempt to make an equivalent for the hunter.
Spartans that jump some 13 feet in the air while doing some weird back flip and thus making themselves even more vulnerable to enemy weapons fire. Spartans that do not act like a squad but instead lone wolfs of which they are not excluding John 117.
The armour the normal marines wear looks too much like ODST (Orbital Drop Shock Trooper) armour and thus the unique look of the normal marines has evaporated. I would have preferred the Halo CE armour in green.
Spoon fed resources seems a letdown considering that this game is an RTS at that and the base is too compact, the structures need to be more spread out from each other. Structures also build too fast from what Ive gleaned off others, they should build so fast. The pace of the game seems that of an FPS and not a Real Time Strategy game.
You cant construct pelicans. WTF!?
The Cryo bomb is inane and totally ridiculous.
I can keep on going ----------------------------------- Conclusion = this game does not properly depict the Halo universe in line with Halo 1, 2, 3 and the Halo novels.
P.S. Don't worry about the UNSC slip up; it was probably just a typo anyway.
» Go to 's original post
it seems fitting that Ensemble's last production is going to be so fantastic.
» Go to 's original post
» Go to 's original post
~And come on, wtf do they call defence these days. There should be a balance between defence and offense but instead the view for this game is only offense and that is stupid. I've always been a turtler on RTS games and if Halo Wars does not give me that option then the RTS is not yet a proven addition to the 360. Halo Wars has no strategy at all, just the same concept > throw any type of unit against the enemy as fast as you can. WTF do they call Real Time Strategy these days?
This game is for lazy people of who are used to playing FPS games with some to no strategy.
» Go to 's original post
I used to be 1800 with Ra, I'm not too worried
» Go to 's original post
» Go to 's original post
» Go to 's original post
Post Comment
Login or register to reply to this topic
Create a new account or login to take part in this topic discussion.