There is a lot of reason to be skeptical of Microsoft's real-time strategy game, Halo Wars. For one thing this is the first new Halo game not developed by Bungie, the company that has spent the last decade doing nothing more than making games starring the Master Chief. And it's not just that, there's also the worry that Halo won't translate well to this brand new genre, a genre that hasn't exactly been perfected on the non-keyboard home consoles.
Yet as worried as I was, I was definitely excited to see what Ensemble Studios had in store for their first brand new console game. This is a company best known for PC classics like Age of Empires and Age of Mythology; they definitely know what they're doing when it comes to making real-time strategy games. Halo was one of the first games to prove that you could do an amazing first-person shooter on a home console, so it only seems fitting that Halo Wars will try and do the same thing for real-time strategy games. But does it succeed? After some initial doubt, I have come away convinced that Ensemble Studios is on to something big with this title.
Unfortunately playing Halo Wars at E3 was trickier than you may imagine. For whatever reason Microsoft decided not to feature the game on the show floor, limiting the amount of people who actually got hands-on time with the short demo. Instead journalists who wanted to try out Ensemble's upcoming game had to make an appointment and visit Microsoft's behind closed doors meeting area. Oddly enough, this was also the only way you could play the upcoming Banjo Kazooie game, Lips and a few other big holiday titles.
But this article isn't about some SingStar rip-off; this is a hands-on preview of Halo Wars. Before I could sit down with the game, Microsoft made us sit through a short tutorial hosted by one of the developers at Ensemble. He explained what we would be playing, the history of the title and what they hope to deliver. They also explained some of the nuance of the controls, which I'll get to a bit later. After rushing through his memorized tutorial and answering a few questions from a group of six or seven people, Microsoft told us to find a console, pick up the control and, most importantly, have fun. It was time to play Halo Wars.
Unfortunately the demo only allowed us to play the game as a two-player co-op game. Each person got their own comfy couch and large HDTV to stare into, as well as a second player who was working with you to defeat the dastardly Covenant. In my case I was teamed up with a fellow journalist, Patrick O'Connor, who currently works over at Defunct Games. Together we built up our base, trained an army of soldiers and kicked some alien ass.
The way the demo level was laid out made it so that my real life teammate and I never had to work together, he had his own battle to fight and I had my own. He top half of the screen, I took the bottom. For the first two-thirds of the game we barely spoke, only communicating at the end to devise a plan to rush the last remaining bad guys in spectacular fashion. The truth is, we could have gone the entire match without saying a word, our coordination was absolutely inconsequential.
But don't think you're going to have to be able to use this tactic on every level. Justin "Bear" Rouse explained that the game will feature a number of unique levels, some that will require teamwork and others that are more like what we experienced. He also explained that the game would allow three-player online co-op, which meant that there would be some gigantic levels with huge armies of enemies coming after you. No matter if you're playing with one or two friends, Halo Wars should prove to be an exciting multiplayer experience.
Of course, none of this is going to matter if the controls are bad. Thankfully Ensemble has done a few clever things to make the controls work. Let's just make one thing clear, there's no way that the Xbox 360 control will ever be able to duplicate the precise controls of the keyboard and mouse. There's no better way to select a large group of enemies than by clicking and dragging, and you can map so many movements to hotkeys to make the whole experience that much easier (and faster). When it comes to real-time strategy games, keyboards will always have the advantage.
But that doesn't mean all is lost, Halo Wars manages to feel pretty good when you're playing it. Part of the reason for this is because some of the actions have been dumbed down (or deleted altogether). Another reason is because Ensemble was able to find clever ways of using all of the buttons and analog sticks. It's not the most intuitive control scheme of all time, but it didn't take me long to figure out how to move my soldiers, call for back-up and build new vehicles.
The basics are simple, your right analog stick acts as the cursor, so you can select individual units with the "A" button or hold that button down and select a larger group. Each of the units has a primary and secondary fire, which are activated by pressing the "X" and "Y" buttons respectively. Whenever you're building something or ordering up new units (vehicles, soldiers, etc.) a large circle will appear on the screen with eight possible selections, allowing you to easily select what you want and get back to the action. Better still, all of the characters and upgrades are in the same locations, so if you play the game enough you will be able to select new units without even looking. It's this sort of clever thinking that makes me think that Ensemble is going in the right direction when it comes to making this real-time strategy game.
Outside of the controls, a big chunk of this game has to do with the types of characters and vehicles you can develop. After all, half the fun of this real-time strategy game is the fact that you're playing characters that you've grown to know and love in past Halo games. Seeing as this takes place decades before the first-person shooter games, Halo Wars won't allow you to take control of Master Chief. What you can do, however, is control an army of Spartan warriors, which is the next best thing. From what I could surmise from the demo this game will feature at least eight different soldier characters, each with their own unique weapons and attributes. One thing I noticed was that you could now choose flame thrower characters, which makes sense in the real-time strategy world, even if I don't exactly remember it being part of the canon.
Beyond the various soldiers, players will also be able to make develop and drive a whole host of familiar vehicles. Obviously we've seen the pictures and videos of people tooling around in the Warthog, but you can also jump into flying vehicles and other crafts that show up twenty years later in the first-person shooter games. Better still, crafty players can even have their soldiers commandeer the enemy crafts and use them to win the war. In other words, everything you know and love about the Halo universe is alive and well in this strategy game.
One thing I noticed was that you were somewhat limited on where you could build your various installations. The game started me out with what looked like a large, empty TV dinner tray, complete with room for you to place all sorts of factories and training facilities. What you do is select the installation you want to drop on this land and where it will sit. This means that all of your buildings will be in one small area and not spread out like in other real-time strategy titles. Building and upgrading these facilities is a breeze, and it's actually pretty cool to watch them dropped in by a large helicopter-style craft. It's also worth noting that while you can pick up various materials, you won't have to train grunts to mine or chop down trees. In fact, you won't even need to deliver the material back home; just picking it up is good enough.
For the most par the standard real-time strategy rules apply to Halo Wars. For example, I knew that I could only train a certain amount of soldiers before I had to build more places for people to live. I also knew that if I upgraded my facilities then I could make bigger and better units. Ensemble isn't setting out to reinvent the wheel; instead they are trying to focus on making the best playing console RTS game they can come up with.
Unfortunately I didn't have a chance to try out the single-player portion in any capacity. Justin Rouse mentioned that there would be a lengthy single-player campaign that fills in some of the gaps in the Halo universe, but he wouldn't expand on exactly what he meant by that. What I do know is that this is a prequel ... and that's basically all of the story I know at this point. It's definitely clear that Ensemble has come up with some stunning cinemas, so I can only hope that they feature high quality cut scenes between levels, building an epic story that actually makes me want to fight on.
I also was not allowed to try out the competitive multiplayer mode, which should prove to be the biggest draw to Halo Wars. Justin Rouse confirmed that the online game will offer matchmaking and medals, much like the first-person shooter titles. Whether the matchmaking he talks about is as well thought out as the matchmaking in Halo 3 remains to be seen, but it sounds like Ensemble is on the right track when it comes to developing the online component. I'll be honest with you, between all of the PC real-time strategy games I'm not sure there are any online modes that hasn't already been tried. We'll have to wait and see if Halo Wars can deliver brand new game types.
Beyond a few minor quibbles, Halo Wars is definitely shaping up to be one of the better Xbox 360 games on the horizons. The graphics may not have the detail of the first-person shooters, but it's undeniably a Halo game. With its single-player campaign, online mode and three-player co-op, Halo Wars has a lot to offer. Ensemble Studios may just be able to create a real-time strategy game that works flawlessly on a home console, and after two decades it's about time somebody gets it right.




















