Preview
Halo Wars Preview (Xbox360)
As we stare into the infinity of space surrounding us, we can’t help but wonder: if – as experts say - there are indeed infinite dimensions, representing an infinite number of alternate realities, are the UNSC Spartans actually fighting the Covenant right now in some distant, intangible universe? Then it dawns on us that we’re actually sitting in a planetarium gazing up at planets and stars that are being projected onto the domed ceiling in order to promote the atmospheric outer space vibe for playing Halo Wars.
Halo Wars’ Lead Designer, Graeme Devine is leading us through a demo of the game and revealing some of the background to the epic storyline told in Ensemble’s Halo RTS set 20 years before the events of the original Halo (so DEFINITELY no Master Chief). With eye-popping, highly polished cinematics setting the scene, we’re told that Halo Wars’ narrative will be suitably deep and epic in true Halo fashion. In the same way that the Halo trilogy made you feel like you were part of something inexplicably grand as you engaged in battle, one of Ensemble’s main objectives was to replicate the same type of sweeping action in RTS form. This must have been very hard to do when your viewpoint is permanently hovering over the conflict rather than right in the thick of it, but from our extended hands-on with the game, Ensemble have certainly had a damn good crack at giving you the impression that your decisions really do matter.
As far as meticulously recreating the authentic Halo universe aesthetic, Ensemble have made every effort to ensure that the sound effects and designs are completely true to Bungie’s original vision. So the Warthog looks, sounds and handles like a Warthog and a UNSC Assault Rifle or Covenant Needler sound the way they should too. A cursory glance at the game screen is enough to tell you that this most definitely is a Halo game, as everything the UNSC build is green and the Covenant love purple more than Prince. By the same token, if you were to put your ear up to the speakers while blindfolded, you’d instantly recognise the trademark Halo noises. Even the menus are typically Halo, so you’ll immediately feel at home if you’re already familiar with Bungie’s sprawling FPS opus. It’s to Ensemble’s credit then that they’ve flawlessly nailed Halo as an RTS, but then the game has been four years in the making.
Four years is a long time to be making a game by anyone’s standards but it’s all up there on the screen – a perfectly realised, miniature Halo battlefield that’s yours to control. And you can tell that Halo Wars has been a labour of love for the team at Ensemble, who having been recently shut down, have committed to finishing the game for its February release date. What you really want to know is how the thing plays though, right? Those of you who have read our interview with Graeme Devine (check it out now if you haven’t already) will already be aware of the audacious statement he made regarding the controls, but the proof of the pudding as they say, is in the eating. And Halo Wars turns out to be a pretty tasty pudding, with a control system that makes issuing orders and carrying out objectives totally effortless. Laboured food analogy # 263: If the game is the pudding, then the slick control system is the big squirt of whipped cream on the top. (Why do I feel hungry all of a sudden?)
The control system is the crux of Halo Wars as it’s what makes the game so accessible and easy to play. Designed specifically with the Xbox 360 in mind due to the exclusivity of the title, Ensemble has gone to great lengths to get the control layout and implementation just right. Without prior briefing of the controls, picking up the game is a breeze and within minutes we had our first base built and generating resources as well as a small battalion assembled and ready to roll.
Your main commands are mapped to the controller’s face buttons, so selecting multiple units of the same class is as simple as double-tapping A whereas pressing A once selects an individual trooper, while holding it down expands the selection area allowing you to ‘paint’ over units you’d like to select. B cancels selections and a quick tap of the X button sends your army off on their attack, unleashing their standard fire against enemies, whereas pressing Y executes a more powerful secondary attach that needs to be charged between uses. Each unit’s secondary attack is different, so a soldier will throw a grenade while a Warthog will ram enemies sending them hurtling skyward. A tap of the bumper will highlight your entire force if you want to engage in one huge push to the finish and the analog sticks move the cursor and camera in exactly the way you’d expect. Baby simple, no?
During levels where you commence with a base of operations, you’re given a number of empty slots on which to build generators, barracks and so forth. Clicking on an empty slot opens a radial menu from which you can easily select the type of building you’d like to construct. Within a short space of time you’ll have put together a formidable fortress, which you will then have to protect from Covenant attack. Erect some turrets at the perimeter though and you're better equipped to deal with incoming threats.
So far so good then for Halo Wars as it’s shaping up to be the definitive console RTS that non-PC strategy heads have been waiting for. Every effort has been made to keep things simple without diluting any of the resource management and tactics, so the game will appeal to the rabid hardcore RTS fan as well as the apprehensive newcomer. There’s enough depth and intricacy to keep you absorbed while the aid of a giant blue arrow always pointing towards your mission goal ensures that you’re constantly making progress. Thankfully this eliminates the need to fanny around aimlessly exploring the vast maps, although exploration can often yield rewards.
Halo Wars has an immediacy unlike any other console RTS we’ve played in recent memory. Whether the game will stand up to scrutiny from devoted Halo fans raised on a diet of fast-paced shootery remains to be seen however, and it’s a long way from the realms of a high octane FPS to the relative sedation of an RTS. Hopefully Ensemble’s long gestating project will find it’s rightful home amongst faithful Halo aficionados, as it does everything right in terms of fan service.
Halo Wars development period may have been a protracted one with an unfortunate ending, but on the basis of what we’ve played so far, it will have all been worth it, especially if the game manages to find and satisfy its target audience.
Halo Wars’ Lead Designer, Graeme Devine is leading us through a demo of the game and revealing some of the background to the epic storyline told in Ensemble’s Halo RTS set 20 years before the events of the original Halo (so DEFINITELY no Master Chief). With eye-popping, highly polished cinematics setting the scene, we’re told that Halo Wars’ narrative will be suitably deep and epic in true Halo fashion. In the same way that the Halo trilogy made you feel like you were part of something inexplicably grand as you engaged in battle, one of Ensemble’s main objectives was to replicate the same type of sweeping action in RTS form. This must have been very hard to do when your viewpoint is permanently hovering over the conflict rather than right in the thick of it, but from our extended hands-on with the game, Ensemble have certainly had a damn good crack at giving you the impression that your decisions really do matter.
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| The cut scenes are extremely well produced and look stunning. | The planet of Harvest has been reduced to a snowy wasteland by Covenant carpet bombing. Naughty Covenant! Kill them in the face! |
As far as meticulously recreating the authentic Halo universe aesthetic, Ensemble have made every effort to ensure that the sound effects and designs are completely true to Bungie’s original vision. So the Warthog looks, sounds and handles like a Warthog and a UNSC Assault Rifle or Covenant Needler sound the way they should too. A cursory glance at the game screen is enough to tell you that this most definitely is a Halo game, as everything the UNSC build is green and the Covenant love purple more than Prince. By the same token, if you were to put your ear up to the speakers while blindfolded, you’d instantly recognise the trademark Halo noises. Even the menus are typically Halo, so you’ll immediately feel at home if you’re already familiar with Bungie’s sprawling FPS opus. It’s to Ensemble’s credit then that they’ve flawlessly nailed Halo as an RTS, but then the game has been four years in the making.
Four years is a long time to be making a game by anyone’s standards but it’s all up there on the screen – a perfectly realised, miniature Halo battlefield that’s yours to control. And you can tell that Halo Wars has been a labour of love for the team at Ensemble, who having been recently shut down, have committed to finishing the game for its February release date. What you really want to know is how the thing plays though, right? Those of you who have read our interview with Graeme Devine (check it out now if you haven’t already) will already be aware of the audacious statement he made regarding the controls, but the proof of the pudding as they say, is in the eating. And Halo Wars turns out to be a pretty tasty pudding, with a control system that makes issuing orders and carrying out objectives totally effortless. Laboured food analogy # 263: If the game is the pudding, then the slick control system is the big squirt of whipped cream on the top. (Why do I feel hungry all of a sudden?)
The control system is the crux of Halo Wars as it’s what makes the game so accessible and easy to play. Designed specifically with the Xbox 360 in mind due to the exclusivity of the title, Ensemble has gone to great lengths to get the control layout and implementation just right. Without prior briefing of the controls, picking up the game is a breeze and within minutes we had our first base built and generating resources as well as a small battalion assembled and ready to roll.
![]() |
![]() |
|
| You can play as the Covenant, but not in the main story camapign. There's co-op and head to head multiplayer too. | Some stages start you off with a base to build up your burgeoning army. |
Your main commands are mapped to the controller’s face buttons, so selecting multiple units of the same class is as simple as double-tapping A whereas pressing A once selects an individual trooper, while holding it down expands the selection area allowing you to ‘paint’ over units you’d like to select. B cancels selections and a quick tap of the X button sends your army off on their attack, unleashing their standard fire against enemies, whereas pressing Y executes a more powerful secondary attach that needs to be charged between uses. Each unit’s secondary attack is different, so a soldier will throw a grenade while a Warthog will ram enemies sending them hurtling skyward. A tap of the bumper will highlight your entire force if you want to engage in one huge push to the finish and the analog sticks move the cursor and camera in exactly the way you’d expect. Baby simple, no?
During levels where you commence with a base of operations, you’re given a number of empty slots on which to build generators, barracks and so forth. Clicking on an empty slot opens a radial menu from which you can easily select the type of building you’d like to construct. Within a short space of time you’ll have put together a formidable fortress, which you will then have to protect from Covenant attack. Erect some turrets at the perimeter though and you're better equipped to deal with incoming threats.
So far so good then for Halo Wars as it’s shaping up to be the definitive console RTS that non-PC strategy heads have been waiting for. Every effort has been made to keep things simple without diluting any of the resource management and tactics, so the game will appeal to the rabid hardcore RTS fan as well as the apprehensive newcomer. There’s enough depth and intricacy to keep you absorbed while the aid of a giant blue arrow always pointing towards your mission goal ensures that you’re constantly making progress. Thankfully this eliminates the need to fanny around aimlessly exploring the vast maps, although exploration can often yield rewards.
![]() |
![]() |
|
| Note the mixture of old and new vehicles and marines (if you've got a magnifying glass handy). | Now would be a good time to call in the Spirit Of Fire to nuke this lot. |
Halo Wars has an immediacy unlike any other console RTS we’ve played in recent memory. Whether the game will stand up to scrutiny from devoted Halo fans raised on a diet of fast-paced shootery remains to be seen however, and it’s a long way from the realms of a high octane FPS to the relative sedation of an RTS. Hopefully Ensemble’s long gestating project will find it’s rightful home amongst faithful Halo aficionados, as it does everything right in terms of fan service.
Halo Wars development period may have been a protracted one with an unfortunate ending, but on the basis of what we’ve played so far, it will have all been worth it, especially if the game manages to find and satisfy its target audience.
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