Joystiq impressions: Halo Wars

And that's a good thing, especially when an entire genre hinges on how well you can control your on-screen armies. The real-time strategy genre has never enjoyed the same level of success it has on those platforms equipped with handheld rodents, and it's a problem that's been gnawing at Ensemble ever since the decision was made to plunge into the Halo universe. For the first six months of its two and a half year development period, Halo Wars was nothing more than a testing platform for console-based strategy controls. "There was no game," reveals Ensemble Studios producer, Chris Rippy.
Though iteration and refinement is still taking place, Rippy feels the controls are worthy of being called "pretty revolutionary." Of course, it's fairly easy to stage a revolution in a country filled with drunken generals commanding their tanks into the ocean. Though EA's Battle for Middle-Earth II and Command & Conquer 3 have both given the real-time strategy genre a foothold in console territory, some elements of the design still evoked a desire to ditch the controller and grab a mouse. Graeme Devine thinks Halo Wars will jettison that idea and be the first to satisfy armchair generals. "We cracked the genie open."
You obviously want people to obey your wishes in a strategy game, but first, you have to get them to listen. Devine's very picky about unit selection, noting that it's one of the most vital aspects of managing your army. To demonstrate, Devine moves a central on-screen cursor to a group of UNSC soldiers loitering about the middle of a large base. Where the analog stick and cursor move, the camera follows. A tap of the A button selects an individual unit and pressing X sends it it towards the location of the cursor. A double-press (resist the urge to say "double-click") of the A button selects units of a similar type and holding the same button down creates a much larger reticle for sweeping over every character you wish to include. Tying various levels of selection to a single button seems like it would make for a natural process, though it may prove to be imprecise during heated moments.
It doesn't take long before things get hot. Moments after leaving the military stronghold, the soldiers encounter a group of Grunts and Elites. The ensuing firefight sees lasers lighting up the landscape and the combatants casting tall shadows on the ground due to the light of a nearby blue light from an alien structure. The humans are quickly wiped out, prompting a return to the base (instantly initiated by pressing a direction on the D-pad) and a trip to a vehicle factory. Once the building is targeted, a circular menu is displayed, showing the possible vehicles that may exit its confines. Not too long afterwards, a couple of warthogs come roaring out and are sent off to the previous battlefield. Things go better this time -- except for the grunts that don't jump out of the way in time.
After leaping across a considerable chasm, the warthogs join an occupied human attack force, currently being bombarded by Banshees and Ghosts. Scorpion tanks roll in, anti-air Wolverines take on the flying targets and the graceful Chinchillas wonder why they didn't make it into the game. The battle's climax comes when an enormous Covenant Scarab arrives on the scene, only to be decimated by a massive cannon blast from an orbiting ship.
In case you haven't noticed, Halo Wars remains true to the franchise's interstellar bravado and larger-than-life sensibilities. Devine notes that stuffing new vehicles and characters into Halo cannon allows them to tell their own "over-the-top story" within the universe and that the collaboration with Bungie still allowed "Ensemble to make an Ensemble game."
Based purely on our observations, this Ensemble game looks to be a well-presented real-time strategy title, with only the controls remaining somewhat vague. Things seemed to proceed smoothly and without interference from controller contrivances, but it isn't until hectic micromanagement is required that a control set shines or shatters. A further concern lies in the possibility that Halo Wars may just be shooting too low. Though Ensemble's commitment to efficient controls is commendable, there needs to be a drive to produce a striking example of the genre, regardless of the platform. After all, if you're the first to get it right, it simply means everyone else was getting it wrong.
We'll learn more once Ensemble Studios declares war on clunky console strategy next year.










Reader Comments (Page 1 of 1)
dork @ Jul 12th 2007 2:26AM
more pumped for this game than anything else
steal the demo for me
Nomi @ Jul 12th 2007 3:37AM
Ok what I seriously don't understand. The covenant have grunts, brutes, elites, jackals and hunters as "soldier" units, but the UNSC only have Marines and Spartans. How do they intend to balance the game out? i.e. there should be a UNSC version of something as heavily armored as a hunter. Or is it just gonna be Spartans and Elites with a couple of grunts thrown about?
Will @ Jul 12th 2007 4:36AM
There will be diffrent types of marines I assume, I mean in the books they have hell jumpers and stuff, it will probably be like that, i wont be surprised if they make some new marines up but it wont hinder the story of halo.
SeriousKriss @ Jul 12th 2007 5:53AM
"Though EA's Battle for Middle-Earth II and Command & Conquer 3 have both given the real-time strategy genre a foothold in console territory (...)"
A lot of the previous Command & Conquer games were already ported to PS1/PS2/N64/Saturn. Same with Age of Empires II, Warcraft II on the PS2 and Starcraft on the N64. Maybe I'm forgetting a few others, but the point is that these games didn't sell well on console. Although I'm guessing that the name "Halo" alone will help boost sales og Bungie's attempt, regardless of the game's quality.
Eric @ Jul 12th 2007 8:25AM
Thats true, but C&C 3 and BfME II are the first console RtS's that actually got the control scheme right.
Joshua @ Jul 12th 2007 10:39AM
And the game is by Ensemble, too.
Purple Haze @ Jul 12th 2007 6:07AM
So far the only thing game has special about it is the name, not that theres no chance for it to be the best console RTS ever just that so far I don't see anything amazing about it.
Stevo @ Jul 12th 2007 9:02AM
At this point I'd agree that it is silly to call it a candidate for the best RTS ever...especially for being on a console. But overall, the game is coming along well.
Maybe it'll be the best CONSOLE RTS ever...which really isn't that much of a statement, but at least a step forward for the genre.
Bill @ Jul 12th 2007 11:14AM
"...stuffing new vehicles and characters into Halo cannon..."
That sounds like one big-ass cannon.
dustandechoes91 @ Jul 12th 2007 2:44PM
eh if only it was for pc....
Chris @ Jul 13th 2007 11:37PM
i love the fact people are saying "you havent seen enough to call it best ever"
umm you havent really seen anything... whats leaked so far a 30 second gameplay clip? and a bunch of short handson reports of an early beta? lol give me a break
teamxbox's review seems a bit more indepth and either way the game should be wicked... i love rts's and im sick of upgrading my pc to play them... so god bless them bringing cc3 and lotr and halowars to the 360!