Halo Wars

A sign of growth in the business!

Microsoft's getting pretty good at not announcing Halo games. Not only did it not announce a new Bungie one at E3, but within the very same conference it managed to overlook Halo Wars completely. Given that Ensemble Studios' ambitious spin-off strategy game for Xbox 360 was announced in 2006, that raises serious questions about how long we'll have to wait to play it.

Ensemble was dodging those at E3, but despite the conference no-show it was actually demonstrating Halo Wars in a room upstairs, and even letting people like us sit down and play it, giving us our first chance to see how Microsoft's professed intent to "explore, not exploit" the Halo universe is unfolding in practical terms.

Expanding the Halo fiction isn't much of a problem for Ensemble - Bungie has a Halo bible that deals with years and years of events outside the scope of the three-game FPS arc - and Halo Wars drills 20 years into the back-story. But how the fiction actually expands is another question. The game follows the UNSC's discovery of a Forerunner artefact and their clashes with the Covenant over it, but apart from the scenario and timeline we're still in the dark. We're also not sure whether there'll be a Covenant campaign: Ensemble hasn't publicly ruled it out, only confirming that you will be able to play as the Covenant in one-off skirmish games away from the campaign. And now there are rumours of the Flood.

Whatever binds things together, though, those events will be fast-paced, brutal and very much in love with the things that made Halo so popular. Taking control of a UNSC force with a small base in the corner of a very Halo-esque environment, we're able to quickly pump out Marines, Flamethrower units (new to the series), Warthogs and of course Spartans - the Master Chief's contemporaries, who are out in force 20 years in the past - and assault a Covenant base on the other side of the map.

'Halo Wars' Screenshot 1

If it's a unit in Halo 1-3, it's probably in Halo Wars, and it probably looks very cute.

To get this to work fluidly, Ensemble had to do what nobody else working in the fledgling console RTS market has done and come up with a flexible, comfortable and intuitive control system. The team's answer is in multiple parts, but none is hard to grasp: you move a cursor across the map using the left stick, hover over a unit and press the A button to select it. Double-tapping A selects all the units of that type in your army, and holding down A allows you to drag a circular "paintbrush" selector around the map, which adds any units it touches to your selected group. Taking the fight to your enemies is equally simple: select some of your units, hover over an enemy and press X for your basic attack and Y for a special ability.

The base-building side of the game is also designed to be quick and easy to get into. It has to be: the base is the heart of your army, and if you lose all your bases it's Game Over. Starting with a grid of metal panels laid down by your orbital support vessel the Spirit of Fire (a colleague of the Pillar of Autumn, apparently - they met at the Christmas party), you select a panel and click on it to bring up a circular menu that has up to eight building options on it, allowing you to lay down a Barracks.

That circle-menu-with-eight-options concept is used throughout the game and the hard limit of eight items is by design, Ensemble's chirpy guardians tell us as they hop between E3 pods helping us to build bases and finish the fight [surely "start the fight" - Ed]. With the Barracks built, an eight-option circle menu allows for the creation of infantry and a few vehicles.

In this way your base is built up, and as you gather resources you can build more. Ensemble keeps it simple here, too, with a single "supplies" resource that you gather by building supply pads at the base (to which the Spirit of Fire pumps down more resource), collecting supplies as you stumble upon them in the world, and keeping an eye out for special Forerunner supply stations - the Wild Bean Cafes of the Halo universe.

As you gather resource, you can build reactors around the base, which gradually trigger access to more exciting equipment further along the tech tree - and Ensemble promises that a "guns versus butter" balance between combat and the economy will be spread throughout the game. Combat is a focus, but you'll always be dependent on building supplies. Lose a reactor, for example, and you can get bounced a few branches down on the tech tree, which will require investment to recover from.

You begin to get the sense, listening to and applying all this, that Ensemble's answer to the problem of making complex real-time-strategy work on an Xbox 360 pad is to reject the premise. Simple rules and a simple interface do not rule out complex strategy, their game argues. There's the rock-paper-scissors relationship between units, the question of whether to attack or to consolidate bases, the different personalities you can choose to control and their unique strengths (Captain Cutter, for instance, can deploy Elephant tanks, which are like mobile barracks that can park next to the enemy base and churn out Marines).

'Halo Wars' Screenshot 2

Expect your environment and surrounding terrain to play a key part in battles.

And with so much depth to the units already active in the Halo universe, there's the double benefit of having fully-realised armies to build into the game and allowing players to act out their God-perspective Halo fantasies. Spartans, being super-soldiers, can inevitably buff any units they commandeer on the ground, but they can also highjack enemy units like Banshees. Watching them do this en masse, each with his own cute little animation, and then turn the weapons on their previous owners together is the sort of thing Halo's fans want from spin-offs.

Obviously generating new, compelling gameplay from Halo assets is part of what Microsoft means when it says it plans to "explore, not exploit" the 360's biggest breadwinner, and stupidly indulgent fan service is an equally obvious corollary. What's more, that stuff ought to be a given for a developer of Ensemble Studios' pedigree, and the E3 hands-on suggests it is. Halo Wars' biggest challenge, though, is being the first excellent console RTS game - and Ensemble's decision to let emergent strategy do the hard work on top of simple foundations points in that direction.

Halo Wars is due out early next year exclusively on Xbox 360.

Comments (42) Latest comment 4 years ago

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  • SirDespard #1 4 years ago

    Intrigued, whilst not a Halo fan boy (Halo 3 is still in it's shrink wrap and I got it when it came out as I've not finished the first one) it does look like a worth while purchase as I do like a good RTS game.
  • Dizzy #2 4 years ago

    In before the "overrated" posts!

    Phew!

    I like the idea that this is more like a skirmish RTS. In many ways it reminds me a bit of the ideas behind Myth (yes maybe not coincidentally a Bungie game as well).
    Edited by 1 at 06/08/08 @ 14:02
  • elvenearth #3 4 years ago

    Bring this to the PC and I'll be happy.
  • Benno #4 4 years ago

    EndWar has an awesome console friendly control system.
  • n3rdh8r #5 4 years ago

  • Darren #6 4 years ago

    I'm far more excited about this game than I would be if Halo 4 The First Person Shooter had been announced. Part of it is that I feel games should be restricted to trilogies before devs go on to do something entirely different or take the series in a new direction. That way you can still experience the game universe but the change in direction keeps things feeling fresh.
  • Gnort #7 4 years ago

    @elvenearth

    Surely you wouldn't want to play an RTS on the PC with a gamepad, though?

    And if you suggest they add keyboard and mouse control, then you're missing the entire design direction of the game.
  • Widge #8 4 years ago

    More RTS on consoles please.
    Multi plat of course.
  • koji_m #9 4 years ago

  • johnnybrn #10 4 years ago

    Darren,

    Agreed, You should be able to tell the whole story in 3 parts. Some get it right - Lord of the Rings , POP

    Some get it horribly wrong like Saw 4.

    I pretty sure that Halo 4 will be on the new X-Box
  • pikemon #11 4 years ago

    yeah, MORE RTS on consoles!!! esp. wii
  • Raz76 #12 4 years ago

    It is intriguing but my biggest concern with console RTS's is actually more the speed of the cursor movement than the ability to select units. Being able to move quickly around the map to respond to attacks and the like just seem to always flow better with a mouse. Also there as been an odd tendency to not be able to zoom out far enough on the console RTS's to get a good overview of the action. Is this a problem here?
  • Tomnd #13 4 years ago

    i do hope that now microsoft has bought ensemble they won't be kept on to produce halo wars 2, 3, 4 etc. They were the best RTS company in the business around the time Mythologies came out.
  • Quint2020 #14 4 years ago

    High hopes for this, I've never been in to strategy games but this could well change my mind.
  • Ryuken #15 4 years ago

    Wouldn't Halo Wars' biggest challenge be what new stuff it'll contribute to the genre in general? Because next to HW being a Halo game and the control concerns/hopes this is looking more and more like a C&C3 mod...
  • BobsUncle #16 4 years ago

    "yeah, MORE RTS on consoles!!! esp. wii"

    No, not on Wii. An RTS just needs point and click, not some convoluted "wave your wand this way to do this and that way to do that". Which will invariably get picked up wrong by the sensors and have your men kill themselves.

    And RTS's now have good graphics too.

    So no, not on Wii please.
  • Widge #17 4 years ago

    Lord Of The Rings is technically 6 parts or one whole volume! ;)

    The whole work was split into 6 books... and because printing a book used to cost so much back in days of yore, the publisher told Tolkien that they would have to publish it in 3 volumes.
  • KillerMonkey #18 4 years ago

    "No, not on Wii. An RTS just needs point and click."

    Wii's got the closest thing to point and click on consoles at the moment...

    As for good graphics, I don't give a tit.
    Edited by 3 at 06/08/08 @ 15:06
  • gingerlink #19 4 years ago

    "No, not on Wii. An RTS just needs point and click, not some convoluted "wave your wand this way to do this and that way to do that""

    Wiimote has point and click, you're thinking of a sixaxis...
  • BobsUncle #20 4 years ago

    I know Wii could do point and click, my point is that that's ALL you need. But being on Wii would make it have to have some stupid motion sensitive control system shorehorned in "Just because", which can really ruin games.

    Do you really think if this was converted to Wii it would ONLY use the pointer? It would be bound to have some stupid "make a pumping action to build this unit" or similar. Which would totally ruin it.

    So I say again, please not on Wii. (Although I just wouldn't buy it so it doesn't really affect me anyway).
  • ronuds #21 4 years ago

    lol @ BobsUncle

    Not only would you be required to mimic a pelvic thrusting motion to build a unit, but your units would be cats and dogs on red wagons, scratching and biting each other, all in a magical fairy-tale land. Either that or it would be Super Mario RTS and we'd be throwing turtle shells at each other..

    lol
  • Krun #22 4 years ago

    I hope the control system works, but from reading it, it doesn't sound that special. It still sounds like it would work better with a mouse, and this is always the problem. Make a Console RTS you have to start with the controls, and this system just sounds like an adapted PC game without making the PC game first.

    I had high hope for this, because someone building a RTS on a console from scratch would have the chance to start from absolute basics, designing a whole new way to think about the controls and even the game system. But this really sounds like they couldn't break out of the old way of doing it. Instead using the old way of doing things and trying to fit it around the joypad when we all know the mouse is what this system was designed for.

    Until they really make the effort to start out with a joypad, so that the joypad is the BEST way to play the game and forget about all other RTS games that used mice, they won't get there.
  • PearOfAnguish #23 4 years ago

    "Wouldn't Halo Wars' biggest challenge be what new stuff it'll contribute to the genre in general? Because next to HW being a Halo game and the control concerns/hopes this is looking more and more like a C&C3 mod..."

    Exactly what I was thinking. Aside from being a Halo title, what exactly is this game doing differently to any other RTS?
  • the_mtfr #24 4 years ago

    I laughed my pants off at the subtitle, remembering the unbelievable asshole at Micro$oft declaring that. Nice one EG.
  • QotSAfan #25 4 years ago

    Base building?! Base building! That is where all console RTS fail and fail badly. Give me a force good to go so i can concentrate on the combat. Instead of going back to base and building and then going to combat only to notice that you have no units. Bunch of idiots in charge of this.
  • ronuds #26 4 years ago

    Since when was Halo about defining a genre? Halo, to me, is about taking the best formulas and executing them perfectly, which is something a lot of other games don't do.

    Hell, if we're only looking for genre-defining games, we'll be looking a while because I don't see any on the horizon.
  • Darren #27 4 years ago

    @Raz76 - Halo Wars is being built from the ground up for the Xbox 360 so like Civilization Revolution I don't think it'll suffer from the usual controls shortcomings that have plagued other RTS games that originated on the PC. At least that's my hope anyway.
  • grantc7 #28 4 years ago

    I am slightly annoyed with the developers harking on about how they will be the ones that prove that rts games can be done on a console.

    Surely this was already proved with C+C3 and BFME2, no?
  • Feanor #29 4 years ago

    I find it very hard to get into the Halo fiction when the human military is still using shotguns and machine guns 500 odd years from now.
  • Raz76 #30 4 years ago

    @Darren

    Yes that has to be the point. I just have yet to read something that really puts my mind at ease that they are really solving these issues. But still the preview seemed positive so the hope remains.
  • bonker #31 4 years ago

    An RTS based on a FPS - my own personal hell.
  • Rash' #32 4 years ago

    For me this game is simply an interesting prospect because it's a RTS take on a franchise reowned for it's FPS pedigree. How a fan base nurtured on a FPS interface take to a RTS game remains to be seen. As a game it's been getting great previews, but the whole point of it being an Halo game is the intention to appeal the Halo crowd and I'm not convince this will be as successful a venture as the original series has been. Then again, fans will buy anything, right?

    Additionally, is it "exploiting" or "exploring"? I would say MS are exploiting while Ensemble are exploring.
    Edited by 2 at 06/08/08 @ 22:38
  • Yossarian #33 4 years ago

    "Watching them do this en masse, each with his own cute little animation, and then turn the weapons on their previous owners together is the sort of thing Halo's fans want from spin-offs."

    It's true. I don't even really like RTS and I will still probably buy this if reviews are solid. :(
  • Yossarian #34 4 years ago

    "I find it very hard to get into the Halo fiction when the human military is still using shotguns and machine guns 500 odd years from now."

    You're assuming that mankind's development and technology would continue at the same rate it has since the Industrial Revolution. There have been stretches of considerably longer than 500 years in our past history where technology hasn't evolved much. Besides, they have mastered space travel etc., so they weren't just lazing about all that time.
  • Xerx3s #35 4 years ago

    "An RTS based on a FPS - my own personal hell."

    So would you say that RTS/FPS genres are less than other genres?

    "You're assuming that mankind's development and technology would continue at the same rate it has since the Industrial Revolution. There have been stretches of considerably longer than 500 years in our past history where technology hasn't evolved much. Besides, they have mastered space travel etc., so they weren't just lazing about all that time."

    Well, not only that but most of the research in making more modern weapons concludes that advancing projectile weapons is much more efficient than advancing other weapon types. [discovery channel wisdom off] Besides, there is a specific gameplay reason why humans use these weapons.
  • bioreit #36 4 years ago

    Radial menus - the key to simplifying complex controls for consoles.

    Mouse/keyboard is great for C & C style interfaces, where you click on an object and it opens up a menu of options on the left side of the screen and something a game pad should *never* try to emulate. The Oufit still stands out to me as a very well-executed example of great a radial menu system works. Have yet to try Kane's Wrath, so cannot comment on their method.

    I have a strong feeling that Halo Wars will work in terms of controls and can only hope that it will show other devs that it really is the way to go for consoles RTS games.

    Radial menus also work well for other games - X-Wing/TIE Fighter or a Freespace game would undoubtedly benefit from them, as the sheer plethora of commands usually assigned to a keyboard could never be mapped to a controller.

    Battlefield 2: Modern Combat had a cross-menu for weapon switching, which in my opinion was far superior to Bad Company's pedestrian and frustrating left bumper/right bumper weapon switch control.
  • Inigo #37 4 years ago

    Esemble are up there as one of my fravouite games developers. There still patching Age of Empires 3 and the expantions make that game even better. But... it a RTS on a console.
  • bobshirunkel #38 4 years ago

    @Darren
    CivRev is a good comparison, I think. Simple controls, small number of units, pretty graphics. Not the most cerebral experience, but a fun game nevertheless. The key to Civ, I think, is that its difficulty scales up beautifully. I'm looking forward to this, I hope it delivers.
  • EmiliasHorse #39 4 years ago

    I want it. I want it all.
  • bonker #40 4 years ago

    "So would you say that RTS/FPS genres are less than other genres? "

    They're just not my personal faves so one based on the other is not gonna register on my personal radar :)
  • YourMessageHere #41 4 years ago

    Radial menus may be good for pads, but they're hell for mouse-driven ones. The delightfully cumbersome 'comms rose' in BF2 killed me so damn often.

    Quite apart from questions of utility, weapons that go bang, fire actual projectiles, eject tinkling shells and require reloading are significantly more fun to use than weapons that go 'pew pew' or 'fweep fweep', never run out and just recharge and fire glowing lines, in about 99% of cases; the only exceptions that spring to mind are Doom's plasma gun and FEAR's excellent beam laser. Halo's not a favourite of mine, but the pistol and shotgun stuck in my mind as pretty satisfying, while all the energy weapons ended up being desperation measures only because they were fundamentally less fun to play. There is no super future laz0r equivalent of the coolness of a pump-action shotgun. Similarly, lightsabres are all well and good, but they're nothing compared to the earthy satisfaction and aesthetic beauty of a good katana.
  • Feanor #42 4 years ago

    "You're assuming that mankind's development and technology would continue at the same rate it has since the Industrial Revolution."

    No, I'm just assuming that it would continue at a rate above 0% with regards to hand-held weapons. A fairly reasonable assumption, I think. That they have already mastered faster than light travel is not something that makes using a shotgun 500 years in the future more believable.

    It's irrelevant as far as the game goes because the weapons in Halo 1 & 2 have a great feel to them. (I haven't played 3.) But it's an obvious negative for the overall science-fiction universe of Halo.