Enjoy the pretty pictures, because you won't get anywhere near this close to the action during the gameplay
Can't wait for the Lego version
Clowns to the left of me,
The ants go marching two by two
No adamantium, but plenty of ass-kicking power nonetheless
Don't run! Don't run!
Dude, I told you I should've driven the scorpion
Jokers to the right
.
Not your daddy's Halo. Point, click, repeat. Not the typical terminology that one uses when discussing a Halo game, but alas, here we are, reviewing Halo Wars for the 360, a game that takes the First-Person Shooter extravaganza into the Real Time Strategy realm. Wait, what?
That's right. Microsoft and the artists formerly known as Ensemble Studios have gone and taken Halo and turned it into a console-exclusive RTS. But by taking the guns out of the hands of the player and replacing them with, um, whatever it is you use to tactically move troops around a battlefield, they also sapped a bit of the fun from the franchise.
You there, go kill me some grunts! In the interest of full disclosure (and to prove that I'm not trying to be a total d-bag), I will point out at this time that I am not a fan of RTS games. I know they have their place, and I respect people who put lots of time in, mining for gold and building their armies to take over the virtual world. Hey, you're still playing a video game, so it can't be all bad, right? Well, they're just not for me. When someone hands me Halo, I want to pick up a gun with the Master Chief's hands (or Arbiter's, if I really have to) and shoot me some alien scum. What I don't want to do is tell someone else to pick up his gun, run from point A to point B and then, if he feels like it, please, shoot that grunt for me, thank you.
At least, that's how I felt going into Halo Wars. I'm still not sold on the whole RTS thing, mind you, but I did get a fair amount of enjoyment out of the game; definitely more than I had anticipated based on my previous feelings for the genre. But enough about me - lets talk about the game.
Halo Wars can be considered an RTS for dummies. Those who have no idea what resource gathering and army building are can still make a good run through the game, albeit with minor hiccups here and there. And, you'll be all the wiser for your mistakes. I, for instance, learned that it is a good thing to take your time building up your army in order to attack several positions at once, in the hope of a swift and easy victory. Then I learned that it is NOT in your best interest to take your time building your army (from your one and only base in the area) when your cover is being shot at repeatedly by a Scarab tank. Oops.
Control, control, you must learn control!
With the FPS Halos, the control scheme just kind of flowed naturally. The controller became an extension of your hand, to the point where you were liable to stick it in your soup should a bowl suddenly appear in front of you. When you got in that zone, no Jackal or Brute dared stand in the way of your triggers. In Halo Wars, the trigger buttons are barely used. At all. No, seriously.
Movement of your troop-selector-icon (I hesitate to use reticle, as that usually implies that you will be shooting something) is done with the control stick, while squads or groups are selected using the A button. You then point to where you'd like them to move or who you'd like them to kill and press either X or Y, depending on your mood... or whether or not you have a special attack at your disposal (RPG launchers for your marines, for example). If the thought of PC-based RTS games has you cringing, you needn't worry about an overly-complex control scheme; the simple mechanic that Ensemble put together works very well and allows those who prefer to play on consoles the perfect opportunity to get into the genre.
When building bases, the simple controls work beautifully. Simply highlight an open build site (the larger your base, the more sites will be at your disposal), pick which type of structure you'd like to make from a handy pop-up menu (Barracks, Vehicle Depot, Supply Pad, etc.), and voila! Your marines, Warthogs, and squads of out of work computer programmers (err, sorry, wrong game) will be ready to fight in no time.
Oh beHAve! You can't just go building bases wherever you like, however. You have to wait for a base site to be cleared (if and when you find one), or destroy an enemy base and then clear away the wreckage prior to constructing your own. It can be tough to deal with in some of the campaign missions, but not having to think about overextending yourself over too many bases, or worry about the nitty-gritty details of building placement makes base management considerably easier for RTS newbies.
Several upgrades are available once you build your bases, as well. Want faster marines? Build a research center and hit the books to learn how. (Don't worry, you won't actually be reading anything, it's just an upgrade process.) In some of the longer missions, if you gather enough resources and play them correctly, you can even enhance your normal, run-of-the-mill marines into battle-hardened Orbital Drop Shock Troopers. Want to add a Gauss cannon to your Warthog? Go for it! (Sadly, you can't add cup holders, not for any amount of money.)
In the heat of battle, you can also access your special menu by pushing the directional pad, giving you the ability to heal units, send in bomber squads, or utilize the Spirit of Fire's MAC gun, a high-powered blast that severely damages anything in its path.
When do we get to the good parts? Oh, so you want some redeeming qualities from the time I spent with Halo Wars? Well, for one, it takes place in the Halo universe. That's always a plus, especially for story nerds like myself who take pride in having read all of the companion books and are anxiously awaiting the rest of the damn comic series.
Your mission takes you to a time well before the Master Chief started his reign of ass-kickery throughout the galaxy, when humanity first squared off with the conglomerate of alien races known as the Covenant. The first few levels take place on the planet Harvest, where first contact was made five years earlier. The crew of the Spirit of Fire - a massive warship with an apparently unlimited supply of cannon-fodder marines - are tasked with trying to take back the planet and finding out what exactly the Covenant are after. Forerunner structures (leftover tech from the people who built the Halo rings) are soon found on Harvest, leading to other destinations and more battles throughout the universe.
Taking place in the Halo timeline, the game sports plenty of cool things, like a more unified Covenant (before the Brutes went all apes&*@ on the Elites), and tons of Warthogs and Scorpions with which to blow stuff up, and the Flood... Wait, what, the Flood? I thought they were "discovered" by mankind during Halo: Combat Evolved? What's going on here? Where's Bungie?! I need an adult!
Okay, that minor freak-out aside, there are some additional discontinuities that just don't seem to mesh with the rest of the story. Though the tale of the Spirit of Fire and her crew (and totally bitchy, British-accented AI) is pretty cool, it just doesn't seem right in the Halo universe. I mean, if the Spirit of Fire had so many damn Hornets at its disposal, how come we didn't see any in Halo 1 or 2? Ditto some of the other, more badass armaments at the UNSC's disposal, some of which - like the Wolverine tank and Vulture jet - are completely new to the saga.
Of course, there are Spartans here, too. Spartan-I soldiers, mind you; John and his Spartan-II crew were still in training. These supersoldiers are certainly badass, and can help turn the tide in battle. They also provide some of the cooler moments in the campaign. You're sure to get a chuckle out of watching some poor Wraith driver get his head bashed in as his ride is snatched out from under him by one of the Spartans, turning that vehicle into another asset for your side. Of course, it's still more fun actually jumping on and bashing the Wraith yourself, but hey, we'll take what we can get here.
And... Action! As mentioned, the story is certainly a plus to the game, and the bulk of it is relayed in beautifully rendered cutscenes. The clips showcase some fine CGI art, and give a little life to the otherwise neutral characters that you are ordering around the battlefield. Serina, the Spirit of Fire's constantly-PMS-ing AI, has just enough humor to keep her from becoming totally worthless, while Captain Cutter and Sergeant Forge keep military stereotypes going strong well into the 26th century. Dr. Anders - obviously thrown in for some fanboy sex appeal - shows off her smarts during several scenes and almost makes story-hounds yearn for a real glimpse at Dr. Catherine Halsey (read The Fall of Reach, you'll understand).
One of the drawbacks to having such awesome cutscenes, however, is that you run the risk of them stealing some of the fire from the game proper. As with the short movie between missions 14 and 15 which is cooler than, oh, 90% of the actual gameplay. While this does make repeated viewings pretty fun, it doesn't speak well for the game as a whole.
The graphics during gameplay aren't as jaw-dropping as the CGI movies, but they definitely provide some stunning scenery. The backgrounds and planetscapes are sights to behold, even if the characters and vehicles are a little too far away to notice much detail. You can zoom in, to a point, but really there's no need; just pan back, watch the action unfold, command your troops, and feel free to scratch yourself whenever you feel the need.
It's like chess, only with more explosions. And cursing. This couldn't possibly be a Halo game without some form of multiplayer. You can amble your way through the campaign with a buddy, or take on the world in deathmatch or skirmish modes, commanding either UNSC or Covenant armies and attempting to beat up on your opponent. It definitely calls for some more intensive thinking than a round of Halo 3's multiplayer, but if you take your time, you can plot out some pretty cool moves.
Of course, if you're doing this well, you probably know what you're doing with RTS games in the first place and, by default, are not me. If you are like me, you are probably going into online matches and getting smoked in very short order. But hey, if you get tired of being demolished on your own, you can always share the fun with friends, as 2v2 and 3v3 multiplayer options are available as well.
At ease, marines. All in all, Halo Wars is a very valiant effort to bring the fun and style of Real Time Strategy to the home consoles in a way that nearly anyone can enjoy. Halo fans will get a kick out of the timeline and seeing more than one Spartan in battle at a time, and RTS fans will relish the ability to kick the crap out of some Halo players for a change. It's not perfect by any stretch, but definitely worth a playthrough if you're in any way a fan of the series.
...
Darthziggy
Summary: The Halo series moves away from the FPS realm to try an RTS.
Already played it? Trade it for another game at
Systems: Xbox 360.
Genre: Real-time Strategy.
Setting: Harvest, Arcadia, and other areas of the Halo universe.
Mood: Gritty, but distanced in a way.
Story: Follow the crew of the Spirit of Fire as they try to stop the Covenant from killing humanity. Definitely a strong point of the game, though there are some lapses in continuity that may have long-time fans of the series scratching their heads.
Graphics: The bra is off in the CGI cutscenes, and there is plenty of detail during the fighting as well.
Music/Sound: Very appropriate and well-utilized.
Voice Acting: As good as you could hope for, I suppose.
Script/Dialog: Standard military drama, with Halo terminology thrown in.
Similar Games: Hmm... Age of Empires? With training wheels?
Gameplay: The simplest, most basic RTS you've ever played. Maybe even the tutorial from that game.
Strengths: Graphics, story (to a point), ease of gameplay.
Weaknesses: Halo-verse continuity, not allowing players to actually kick ass.
Depth: Not quite all the way to the deep end, but right at that midpoint where it starts to drop off.
Length: 7-10 hours for the campaign.
Pace: Frenzied at times, when you're fighting on several fronts at once, but also with moments of relative calm when you can stack your troops.
Difficulty: Variable.
Control: Again, easy.
Learning Curve: Easy.
Replayability: Moderate - there are a few unlockables and some skulls to find throughout the campaign.
Will keep you up until (a.k.a Fun
Factor): You beat a few levels or get frustrated from the lack of mid-mission checkpoints.
Notable Features: Easy controls, new Halo story, console-exclusive RTS.
Fav. Character: Dr. Anders.
Instant Classic: Possible, but doubtful.
Publisher: Microsoft.
Developer: Ensemble Studios.
Release Date: 2009-03-03
Players: 1-2 campaign, 2-6 online.
Multiplayer: Campaign and versus.
ESRB: T for Teen.
Target Audience: Halo crazies, first time RTS-ers.
Recommended For: Halo completionists and RTS nuts who want to exact some revenge for getting pwned in Halo 3.
Not Recommended for: People who can't bear the thought of a Halo game in which they don't get to fire a gun.