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First Impressions: Halo Wars demo PDF Print E-mail
Written by Josh Krehbiel   
Tuesday, February 03 2009 18:13

boxart-rp

In the big gaping void that is the end of the Halo trilogy, Microsoft has been hard at work on a  few attempts to quickly fill out the franchise to strike while it's hot, if you will. One such attempt is Halo: Recon, now known as Halo 3: ODST, which is a typical expansion that will have you taking the role of someone who isn't Master Chief, which should be an interesting shift. The other attempt is Halo Wars, bringing RTS gameplay to the Halo 'verse.

Halo Wars takes place before the Halo event, when the Spartans are still around and kicking and the war is still a bit fair between the two sides. The humans have finally taken back Harvest, a major planet in the campaign, and soon battle erupts around a Forerunner artifact. The demo, which hits Thursday, offers a short tutorial two missions of the start of the human campaign, and a single map to play 1 vs 1 on.

Find out what I thought after the jump.

With the cinematics and general flavor, this is very much a Halo game. It’s got all the flare, the tone, the enemies that we’re all familiar with. It has that quirky subdued sense of humor, and the feeling that taking out an enemy stronghold really is a triumph. This thing will offer a lot of flavor for the Halo fan, which should smooth the transition in gameplay.

halowars_02

The game plays exactly like any RTS; you move groups around to shoot at other groups, you have a base that you use to upgrade units and create more, there are leaders and objectives, etc. The game has more of an emphasis on combat rather than economy management, as every unit is meant to go toe-to-toe with your enemies, including your leaders. To assist this, they've narrowed your base of operation to a single building with a set number of spaces for add-ons. The add-ons determine the resources you get each second, what units you can bring along and your technology level, which forces you to choose wisely when you build to fill in those seven spaces. It’s a clever way to keep the player’s bases manageable on the console.

When you consider the itty-bitty building space combined with your relatively low unit cap, you can see this game as a faster and more actiony counterpart to the usual RTS, although it still feels pretty RTSy, without bringing anything special. The units are a lot less fidgety than in normal RTS's, most only having one special power that are difficult to trigger effectively. The game also suffers from the controls. The camera is obnoxiously rigid, preventing you from getting a good view of the action, and it’s difficult to micromanage your army with only a few buttons to work with and no GUI to speak of. Other RTS's have made the leap to console pretty successfully, making the game seem a bit weak in comparison.

It’s still worth a try though, because while it gives you a pretty narrow pool, the skirmish mode shows that it still runs pretty deep with a great number of strategies and methodology available. We just won’t be able to tell if the interface can handle them all. If you’re a Halo fan, check this out. If you’d like a lighter RTS, give this a try. But hardcore RTS fans may find this just a little lacking.

Comments (7)add comment

Matt Fulgham said:

Holy Hitman
...
You know, I'm fine without a 4 hour long RTS game. This sounds a little different, which I like. Same thing over and over can get tiresome.
February 04, 2009

ryan feeney said:

furio311
...
haven't most of the other RTS games that have made the leap to console have had a big knock on the controls and camera? If I am reading you correctly, you seem to imply that halo wars does it worse then the other mediocre attempts
February 04, 2009

Brian said:

Arkonian
...
I am a Halo fan and an RTS fan. The only thing I hate about RTS games is getting resources and that doesn't seem to be a problem here. So I'm set on buying this game.
February 04, 2009

Alex Ashkin said:

Mad Ashkin
...
Since many console RTS have somewhat lackluster controls the question shouldn't be whether or not the controls are "good" or "bad" but if they are customizable to allow for personal preferences. Also, it would be more a question of how approachable the game is since hardcore RTS fans would never trade a mouse and keyboard for a controller.
February 05, 2009

Chris Flynn said:

Wedge81
...
I've got to totally disagree with the writer saying other RTS's have made the jump from PC to console with relative success. Do I like all of Halo Wars controls? No way. Are they better than C&C? Hell yes. I do wish the unit cap was higher and we could assign unit grouping though.
February 05, 2009

Aaron said:

Pandemic360
...
I agree with Wedge...the unit cap is to freaken low. And to me the graphics are not what some screens have been showing.
February 05, 2009

WETSU76 said:

WETSU76
...
It's HALO - an RTS version of Halo, but Halo none-the-less.

The couple of cut scenes on the demo did their job to pull me back into the HALO-UNIVERSE...I placed the pre-order last night - now the hard part comes...wait until 03.03.09 to play this smilies/cool.gif
February 11, 2009

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