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.

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).

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.
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Comments (42) Latest comment 4 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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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).
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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.
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Multi plat of course.
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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
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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.
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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.
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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.
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Wiimote has point and click, you're thinking of a sixaxis...
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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).
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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
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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.
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Exactly what I was thinking. Aside from being a Halo title, what exactly is this game doing differently to any other RTS?
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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.
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Surely this was already proved with C+C3 and BFME2, no?
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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.
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Additionally, is it "exploiting" or "exploring"? I would say MS are exploiting while Ensemble are exploring.
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It's true. I don't even really like RTS and I will still probably buy this if reviews are solid.
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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.
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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.
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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.
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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.
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They're just not my personal faves so one based on the other is not gonna register on my personal radar
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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.
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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.