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This is something of a historic moment, as it's the first time I'm
going to write a Halo review that doesn't begin with me telling
you to stop wasting time reading my review when you could be playing
the game instead! That isn't because Halo Wars isn't as great as
the rest of the Halo
series though (it is) - it's because it's such a big departure from
the acclaimed shooter franchise that I need to be sure that you
know just what a fantastic game it is, so you don't overlook it
and miss out.
Our
story begins twenty years before the original Halo on the colony
planet of Harvest, where a long and bloody battle has been waged
for over five years. The UNSC (United Nations Space Command) has
recently taken the planet back from the clutches of the Covenant,
but the alien harbingers of doom have assaulted a base in the snowy
tundra of one of the northern continents - they're up to something
and it's your job to find out what. As with every Halo game, there's
a very strong focus on the storyline, which unfolds for the first
time in gorgeous full motion video cut scenes. As is par for the
course for a series that prides itself on movie-style storytelling,
the plot twists and turns, leading to some truly spectacular action
scenes and fight sequences, both aboard the Spirit of Fire (your
base ship) and upon the various worlds that you visit. There are
also cut scenes rendered using the game engine on each level and
while these are a lot less visually impressive given the nature
of RTS games, they're still well directed and provide that extra
level of immersion, linking your objectives to the story very well.
You
play the role of Sergeant Forge (presumably named after Halo 3's
map creator), who reminds me of Cam from Stargate SG-1 - formidable
in battle but quick witted when it comes to wisecracking. Under
the command of Captain Cutter, it is your job to direct the troops
on the ground and ensure that you succeed in each of your missions.
Along for the ride are female scientist Professor Anders, who plays
a large role in figuring out what the Covenant are planning, and
female AI Serena, whose smug tone is pretty annoying - intentionally
so, but I still prefer Cortana's sassiness to Serena's superior
sounding English accent. There are also cut scenes where we see
the Covenant's side of the story, with a new (or, if we're talking
chronologically, old) Arbiter leading the charge under the guidance
of one of the Prophets. As you traverse the various worlds, you
come up against not only the Covenant but also the Flood and the
Sentinels; while this would seem to contradict the Halo series (which
was supposedly the first encounter with these races), the ending
of the game explains this pretty well.
The
single player campaign is relatively brief, consisting of fifteen
missions, most of which can be completed in under half an hour on
Normal difficulty. However, with a greater challenge on Heroic and
a fearsome battle awaiting you in Legendary mode, there's plenty
of longevity - plus there is a black box and a hidden skull to be
found on each level, the latter of which only appears once you have
completed a unit destruction objective (killing a certain number
of a particular unit type, such as grunts, elites, wraiths, flood
or sentinels). What is also to be applauded is the range of missions
on offer; there is tremendous variety not only in the landscapes
but also in what you need to achieve and the tools at your disposal.
The first mission breaks you in gently, as you guide Forge to rescue
scattered marines from their positions of cover under fire, then
form up and retake your base. The second mission introduces the
basics of base building very well, setting you up with a base, supply
pads to generate resources, a barracks for training marines and
a vehicle depot for building a few Scorpion tanks. Here you must
traverse enemy territory and fight your way to a location of interest,
destroying enemy facilities and a Covenant base along the way, if
you wish.
The
inclusion of a range of optional objectives for each mission is
a very welcome addition and completing each of them greatly increases
your score and ranking for each mission; at the end of a mission,
you are awarded a multiplier for the time taken and the unit loss/kill
ratio between you and the enemy, so the more optional objectives
you complete, the greater your score, which is then multiplied up
to fifteen times. There is always at least one kill objective, along
with others such as rescuing captured troops, destroying enemy emplacements,
establishing an extra base, saving civilians, preserving your own
facilities, and so on - they might be optional, but you'll be lucky
to get a Gold medal without completing most of them.
Anyway,
back to the campaign and once you reach your objective, the third
mission sees you letting loose with a couple of Grizzlies (suped-up
Scorpions) as you head into a structure to rescue the ambushed Forge
and escort Anders back to the landing zone. These three opening
serve as the perfect introduction, almost rendering the brief and
informative tutorials irrelevant, before the distinct rise in difficulty
for the fourth mission, which sees you attempting to protect two
evacuation transports from a heavy Covenant assault, as well as
clearing enemies from the paths of fleeing civilians, all against
a twenty minute countdown. Then, in the fifth mission, you retreat
from the city of Arcadia, build a base, and go on the offensive.
I don't want to go into too much more detail but future missions
take place in some weird and wonderful locations, involve fortification,
rescue operations, forging into enemy territory and assaulting enemy
bases - a couple even take place on the hull of the Spirit of Fire.
The story builds to a climax and the cut scenes at the start and
end of the final mission are some of the best I've ever witnessed,
particularly the segment where a group of Spartans lays waste to
a troop of Elites.
Of
course, the campaign, which includes online or system link two-player
co-op, but sadly no split screen due to the complexity of what is
happening onscreen, is only a small part of the experience; real-time
strategies are all about multiplayer skirmishes when it comes to
longevity - and it's here that Halo Wars truly excels.
You
begin each skirmish with a base, a small amount of resources and
a scout, which can be sent out to gather the resource crates dotted
around the landscape. Each base has seven building nodes (once fully
upgraded) and it's up to you to decide how you want to proceed.
Resource gathering is mercifully simple; other than the crates,
which are a big help at the start of a mission when resources are
scarce, you simply build supply pads to generate the single type
of resources that is used to purchase units, build structures, research
upgrades and activate special attacks. Experienced RTS gamers might
find this a little basic but I feel it's perfectly pitched at the
console market. There are six building types available - reactors
to increase your technology level (needed to research the higher
lever upgrades and build the more powerful units), supply pads for
resource generation, barracks for infantry units, vehicle depots,
air pads, and the field assembly for special research. The Covenant
side (which is fully playable in Skirmish) has its own equivalents
with the slight difference that the reactor and field assembly are
merged into a single building, the temple - and you can only build
one of them, whereas when playing as the UNSC you can spread reactors
across bases so you're not crippled if you lose one. There are also
four turret pods per base for building defence turrets, each of
which can be upgraded to be extra effective against infantry, land
or air units.
So,
at the beginning of a skirmish, you need to decide if you're going
to focus on launching an early attack or building up your resources
while creating a minimal defence force just in case your opponents
swoop in for the kill as soon as they can. There are also various
base sites located around the map, some of which are empty, others
of which are held by rebel humans, flood or sentinels, which must
be destroyed before you can build another base - so again, you need
to decide if you want to focus on your enemies or spend resources
and units in order to build back up bases, which in turn boost your
resource rate (the more supply pads you have, the faster your resources
accumulate).
As
you explore the many unit types and upgrades on offer, and indeed
as you play through the single player campaign, arguably the most
impressive achievement in Halo Wars is the incredible level of authenticity.
Every familiar unit has been recreated down to the smallest detail;
Warthogs bounce across the terrain, shooting troops with their machine
guns or gauss cannons if you've upgraded them, and you can even
ram enemy troops, taking a chunk from their health bars. Troops
of marines charge forward and can throw grenades, while flamethrower
units have flashbangs for stunning enemy infantry. Elites lead packs
of Grunts into combat, while jackals can be upgraded to use beam
rifles and pairs of Hunters use fuel rod cannons and a very powerful
beam weapon when fully enhanced. Hornets hover in the skies as Banshees
scream past, firing upon each other and the infantry and vehicles
below, with Scorpions, Ghosts, Choppers and Wraiths making up the
core ground vehicles.
Each
unit not only looks authentic but sounds the part too; the whine
of a Warthog's engine, the whoosh of exploding plasma grenades,
the rattle and boom of an attacking Scorpion and the chatter of
plasma pistols, with a wide range of comments from marines and Covenant
alike completing the atmosphere perfectly. The banter of marines,
the gruff voices of Elites and Brutes, the cowardly cries of Grunts
and the alien noises of Jackals and Hunters; everything is present
and accounted for, making you feel as though you are truly looking
down upon a large scale battle straight out of Halo. The bases too
fit right in, the rectangle of the UNSC base seeing buildings slowly
rising from its foundations, while the rounded contours of Covenant
installations slowly appear in a haze of energy.
Then
there are many new units that debut in Halo Wars, each feeling totally
authentic and fitting into the established canon of the series.
Hornets can sometimes be upgraded to Hawks, which look like futuristic
jet fighters, while the UNSC Vultures are large, heavily armed and
armoured Pelican dropships that hover through the air and can launch
barrages of deadly missiles. Airborne Covenant Vampires can drain
the energy of other aerial units and take it for their own, while
Engineers hover around, repairing damage and recharging Covenant
shields, which are available for some units. On the ground, the
UNSC has the Cobra for heavy damage to vehicles and buildings, and
the Wolverine for aerial defence, while the Covenant gets the four-legged
Locusts, mini-Scarabs with a continuous energy beam that is great
for destroying buildings. Throw in the Elephant (from which you
can train infantry when deployed), Scarabs, Elite Honour Guards
with swords, Brutes with jetpacks, ODST troops that can be dropped
in from above, and you're starting to get the picture; the range
of units is extensive and each has certain strengths and weaknesses
when it comes to countering enemy forces. The Spartans are still
one of the best units though (armed at first with SMGs, then machine
guns and finally Spartan lasers), as they can board any vehicle
and take command; turning the Covenant's vehicles against them,
or strengthening the effectiveness of allied vehicles, is just as
much fun in Halo Wars as it is in the rest of the Halo series.
The
balancing between unit types is spot on, a rock-paper-scissors approach
where the main infantry and grunts are your all-rounders, flamethrower
troops and jackals are very effective against infantry, and Spartans
and hunters can take down vehicles, which include the scout classes
such as Warthogs, which are also effective against air vehicles
when fully upgraded, Ghosts and Choppers, then there are Wraiths
and Scorpions which can quickly decimate infantry. Aerial vehicles
are invulnerable to attack from certain ground troops (like the
flamethrower infantry), so you need to ensure that you have a way
of fending off an aerial attack, too. You can also place infantry
units into towers or cover like Warthog wreckage to significantly
strengthen them and hold strategic areas.
Then
there are the leader powers. In the UNSC you can play as Captain
Cutter, who uses the lethal MAC (a laser blast from above that inflicts
devastating damage), while Forge can call in a wide area of effect
bombing run and Anders has a cryo bomb for temporarily freezing
all units caught within its radius. You can also heal and repair
units, and use a Pelican to transport forces across the battlefield
quickly, when playing as the UNSC. Each of these special powers
takes a while to recharge though, so use them wisely because once
they're gone, you won't get them back for a few minutes.
The
Covenant leaders are slightly different in that there is no way
to heal most infantry, although you can generate Engineers to repair
individual vehicles and restore shielding. However, you can pick
from the Arbiter, Brute Chieftain and Prophet, very powerful hero
characters with special abilities that can decimate large groups
of forces in a matter of seconds. The Arbiter can go into rage mode,
where you control him directly and can attack units at will, taking
chunks out of their energy with every swipe of your double swords.
The Brute Chieftain uses a vortex that sucks in enemy units and
explodes for extra damage, then the Prophet has a continuous beam
that comes down from above and quickly wrecks whatever is caught
in its path. The catch however is that while these powers are very
damaging, they use up resources when activated - so again, you have
to use them wisely.
There's
plenty more to consider too; unique units like Cutter's ODSC troops,
the Arbiter's suicide grunts, the Chieftain's brute squads, the
Prophet's sword-wielding Honour Guard elites, Forge's Grizzly tanks
and Anders' Hawks and Gremlins, great little vehicles that can EMP
blast vehicles and put them out of action for a few seconds. Also,
most units have a secondary attack that takes a while to recharge
once used, like the marines' and grunts' plasma grenades, the Scorpion's
turret and the Vulture's barrage. Knowing when to use these - and
how quickly they recharge - can make all the difference in a battle.
Then
there are the research upgrades - every unit can be upgraded multiple
times for a variety of enhancements. Take the lowly marine unit;
first you research New Blood for an extra marine per unit, then
the RPG upgrade gives them all rocket launchers instead of grenades,
and Medic allows them to heal whilst standing still and not taking
damage. The Warthog is next to useless in combat when you begin,
but give it a machine gun, a grenadier in the passenger seat, and
finally replace the machine gun with a gauss cannon and it becomes
much more powerful. Do you want to focus on maximising the effectiveness
of a couple of unit types or give a couple of upgrades to a wider
range? The choice is yours.
Finally,
there are special upgrades to research - better turrets, various
boosts to the special leader powers, faster infantry, faster unit
generation, and a higher population count. This last upgrade can
again make all the difference; as well as varying costs (infantry
are cheap, vehicles are more expensive), every unit adds to your
population count, which puts a limit on the number of units that
you can have at any given time. Infantry only add one or two points
while vehicles take up two to three and the uber-units take up more,
six for each Vulture and a massive twenty for a Scarab. So, again,
you need to consider whether you want a large volume of weaker units
or a small number of strong units - or somewhere in between.
Whatever
you decide, you can be sure that there will be plenty of action
and combat in this game, and when it all kicks off, it is truly
a sight to behold. Marines clash with hunters, jackals, brutes,
elites and grunts on the ground, while Wraiths and Locusts exchange
fire with Scorpions and Cobras, with air units hovering overhead.
Gunfire rattles as laser beams erupt across the screen in a blaze
of colour, Covenant leaders charging in and assaulting their foes
while Spartans rush up to commandeer enemy vehicles - and even with
fifty or more units clashing onscreen at once, there is rarely even
a hint of slowdown. All of this is backed up by a fully orchestrated
dynamic soundtrack, which sits nicely in the background while you're
building up your armies and then crescendos when you encounter enemy
forces or assault a base. Surprisingly, while there are variations
on the main Halo theme, Halo Wars' composer, Stephen Rippy, hasn't
taken that much from the Halo trilogy, instead creating an original
soundtrack that is every bit as good as Marty O'Donnell's superb
score for the Halo trilogy, in turns evocative and rousing at all
the right moments, but branches out to create something both fresh
and familiar.
Skirmish
can be played locally via system link or online for up to six players,
in head to head, two vs two or three vs three matches, with an accessible
and easy party system to ensure that your friends are on your team.
As well as the Standard mode, there's also a Deathmatch mode where
you start with a mound of resources and the focus is mainly upon
clashes between large numbers of units. If you have a decent connection
then there's rarely any lag; it's all incredibly robust and smooth,
even when the action onscreen involves multiple factions going at
each other with large groups of units. It's also worth pointing
out that the enemy AI is excellent, particularly the Automatic AI,
which eases up on you after giving you a pasting or comes in hard
when you've scored a decisive victory. Still, there's nothing like
the unpredictability of playing real people and you can aid your
teammates by sending them resources if you have a surplus, as well
as healing allied units or activating your special attack to aid
an ally who's come under attack, even if you have no units in the
area (for UNSC only, with the Covenant attacks your hero character
must be present). It's all fantastically enjoyable and very addictive;
it's easy for a bout to last more than an hour, that is of course
unless your opponents resign when you've got them on the run - you
still get the victory though so it makes no difference. There's
a full breakdown of game stats at the end of each match too, as
well as a ranking system.
After
exploring the fourteen skirmish maps, which are varied in layout
and environment (snowy tundra, desert flood worlds, lush forests,
inner city areas) while playing against the AI a few times, I hopped
online and my heart started pounding when I came under an early
attack for the first time. Fortunately I was just about able to
fend it off, then I went on the offensive and won the day. I quickly
learned that turrets make all the difference at the start, even
if they are quite expensive, and that you need to have a small force
guarding your base in case of early attack, whether you intend to
expand your resource generation or not. I also found myself adapting
to enemy tactics; if they keep sending Banshees then I counter them
with a group of Wolverines and three Spartans (the maximum you can
have of these special units). Endless supply of Warthogs coming
in? Then a large force of marines is very effective, or a few Scorpions,
or indeed a fleet of Hornets. It's worth having a couple of extra
scout vehicles, too; even if they'll die within seconds, you can
send them in to get a glimpse of what the enemy is building and
then counter their forces accordingly.
Whatever
the situation though, another of Ensemble Studios' proudest achievements
in Halo Wars is their superb control scheme. It has been said for
years that an RTS has never been created on console with a control
system to rival that of mouse and keyboard on PC - but all that
has now changed. While it's probably still not quite as fluid as
mouse and keyboard, it is without doubt the best ever control scheme
on a console RTS and it's hard to see anyone coming up with anything
much better. Unit selection is simple yet versatile, with multiple
options to suit any situation. You can select an individual unit
with a tap of the A button, or double tap to select all units of
that type. Holding A expands a circle that selects all units it
touches, which you can move around with the left thumbstick, while
the right bumper selects all the units onscreen and the left bumper
selects every unit you currently have. When multiple units are selected,
pressing the right trigger cycles through each unit type, allowing
you to command each group to attack a different target if you wish.
The overhead camera is fluid and fast, if perhaps a little claustrophobic
at times (the ability to zoom out a bit further would have been
good), with left trigger greatly speeding up camera movement to
zoom across the map in seconds, while the d-pad is used to cycle
through your bases (press left), all groups of units (press down)
and areas of conflict (press right). Finally, to avoid the bugbear
of accidentally selecting something when you were trying to order
a unit to attack or move, X and Y are used to command your currently
selected units to move, attack an enemy unit, or enter an area of
cover, with Y denoting the use of a special attack or ability as
well. It's a brilliantly intuitive system that's incredibly simple
to pick up; you'll have many battles in Halo Wars, but none will
be with the controls.
As
with any of the Halo games, there is so much more that I could say
about Halo Wars and so much that I haven't mentioned. I anguished
over my scoring of the game because I'm sure that some people will
think I'm being too generous - but as much as I tried, I could see
no reason not to give it a ten. Halo Wars has it all; a varied campaign
with a co-op mode, an engaging storyline and terrific cut scenes,
a huge range of unit types with multiple upgrades, varied special
abilities, a clever but simple base and resource management system,
robust online skirmishes for up to six players, a sublime control
system and totally authentic presentation that is so lovingly crafted
in every respect that it simply couldn't be any better - there's
just nothing here to criticise! Halo Wars is an absolute triumph,
every bit as well designed and beautifully implemented as the Halo
trilogy; the only real downside is that it's so addictive that you'll
find it hard to tear yourself away. Finished the fight? Time to
start another one!
Reviewed by Geoff Holland for AceGamez (All Rights Reserved).
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