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Walking
through the concrete and steel reinforced underground halls of the
Cabinet War Rooms cannot help but instil a real sense of presence
and pride, as you imagine Sir Winston Churchill and his fellow leaders
working every hour of the day and night in their campaign against
the ruthless evil of Hitler. Everything has been left as it was,
from the main meeting room to the living quarters and the secret,
totally secure hotline to the US president - a small room adorned
with a permanent engaged sign on its door, leading most people to
think that it was the only flushing toilet on the premises, reserved
for Churchill himself - and it is inspirational to think that you
are retracing the steps of the legendary Prime Minister, the right
man at the right time, a true leader whose courage, resolve and
wisdom prevented us - and the rest of the world - from being subjected
to Nazi rule.
You
might wonder what all this has to do with Halo Wars, and the answer
is simple - this historic locale was the venue for Microsoft's Halo
Wars Launch Event, a very apt choice, considering the nature of
the latest instalment in the unstoppable Halo
franchise. Rather than controlling the actions of one man (albeit
an incredibly powerful, superhuman killing machine), in Halo Wars
you are removed from the centre of the action, instead taking the
role of the general in charge of the war, organising and commanding
hundreds of troops and vehicles in your efforts to prevent the Covenant
from wiping out Earth's colonies in the far reaches of space. Translating
Halo's blistering shooter action to a real-time strategy setting
was an inspired idea but a bold one too, especially when many gamers
feel that no console RTS has yet hit upon a control scheme as smooth
as the keyboard and mouse combination. If anyone could do it though,
it was Ensemble Studios, the veteran developer behind the acclaimed
Age of Empires and Age of Mythology series, backed by Microsoft
and Bungie - and I'm delighted to report that, having experienced
a number of hours hands-on with the game, they have excelled themselves
and exceeded even the most positive of expectations.

The
first element that leaps out at you when beginning the single player
campaign is the stunning quality of the cut scenes. Historically,
Halo has rendered all its cut scenes using the in-game engine (sometimes
with a bit of extra polish) and while they've always been engaging
and well directed, they're not as impressive as full CGI. Given
the less detailed units of a real-time strategy game, in Halo Wars,
for the first time ever, we're treated to gorgeous, beautifully
rendered full motion video, with seamless character animation and
incredible detail on every aspect of the visuals. There's plenty
of familiarity with the Halo universe too - the Pillar of Autumn
and Admiral Cole (as in the Cole Protocol) are both mentioned in
some of the early cut scenes, so it's great to see not only a beautifully
presented and intriguing story to accompany the action, but one
that draws upon the rich background of the previous games and the
various novels as well.
Set
twenty years before the original Halo, the story begins with UNSC
forces confronting the Covenant on the planet Harvest, where they
have uncovered a mysterious ancient technological relic - yes, you
guessed it, it's a Forerunner installation and when 'the Infection'
is mentioned, it's a pretty good bet that the Flood and possibly
even sentinels and monitors will be making an appearance in Halo
Wars (more details on this can be found in our interview later in
this article). The first three missions take place in the snowy
tundra of one of Harvest's continents and they're so straightforward
that you barely even need to complete the two sections of the helpful
and friendly tutorial - as long as you've played at least one RTS
before, everything in Halo Wars comes very naturally. Don't think
that the game will be a pushover though; the difficulty steps up
a notch in missions four and five, providing a definite challenge
- and that's just on the Normal setting, so expect to have a real
fight on your hands during the Heroic and Legendary modes.

Once
into the game itself, the visuals are again the first thing that
really capture your attention; Ensemble Studios has been painstaking
in its attention to detail when it comes to constructing a faithful
recreation of the Halo universe; everything from the look of the
troops, vehicles and weapons to the design of buildings, Covenant
technology and Forerunner relics is totally convincing. Warthogs
bounce over the terrain as their gunners blast at groups of plasma
pistol-toting enemy Grunts, each with an Elite or Brute Commander
who's armed with a plasma rifle, spikers or a needler, Jackals snipe
at you from strategic vantage points, groups of marines charge in
with assault and battle rifles rattling as frag and plasma grenades
fly back and forth between the warring factions. Pairs of Hunters
charge in, blasting at you with their arm-mounted fuel rod cannons
or lunging in close for a swipe. As well as the likes of Hornets,
Wraiths, Ghosts and Banshees, there are a number of new vehicles
on both sides of the conflict, each befitting the side's technology
and fitting perfectly into this new version of the Halo universe,
and every troop, weapon and vehicle features familiar sound effects
that complete the atmosphere of battle and make you really feel
like you're in the thick of the action, even though you're viewing
it from high above, using the right thumbstick to zoom in and out
and rotate the generally stable and helpful camera.
After
the opening missions it's off to another planet and while I can't
say too much about what comes next at this point, suffice it to
say that the new setting is not only a refreshing change but it
also throws up new challenges, requiring fast thinking and a quick
response to enemy insertions as Covenant dropships soar over the
terrain to drop off turrets and troops. The campaign features fifteen
increasingly challenging missions and although it probably won't
take more than a dozen or so hours to complete it, there are a number
of optional objectives in each one, along with hidden skulls, plus
you are given an overall score and rating that takes into account
the completion of objectives, finding of skulls, time taken and
damage done, meaning that getting a gold awarded on each level will
require many play-throughs and pinpoint precision, giving the campaign
plenty of longevity.

It's
not until you play a multiplayer game that the true scope and depth
of the game really hits you, though. Again, I can't talk specifics
too much (check out our upcoming review for the full details!) but
there are several playable factions, including leader characters
with their own unique (and devastating or life-saving) abilities,
along with the option to build a number of bases at various locations
on each of the skirmish maps on offer, of which there are over a
dozen. When it comes to bases, you have the option to expand to
add extra nodes, then you need to decide how to prioritise which
buildings you construct; are you going to focus on creating structures
that generate resources (the only source of resources in this game
are the crates scattered around each level and buildings that automatically
generate the resources that you need to build structures and train
troops) or do you want to have access to infantry, air units and
land vehicle units? Do you want to increase your technology level
to unlock better units and upgrades, or are you happy to swarm over
your foe with large numbers of lower level troops? Are you going
to take a chance and save up enough resources for an uber-unit,
or is your base turret defence going to be your top priority?
Even
with so much choice - as there should be in any RTS - the one thing
I will say is that having never played Halo Wars before, my first
ever experience of the game was a multiplayer battle of two versus
two, and I just sat down and played. No manual, no help, no tutorial
- I just sat down and within a matter of minutes I had an expanded
base, I was researching upgrades, I had base defences and various
troops and vehicles were pouring out of the training camp and rolling
off the construction line. This isn't because I'm an RTS genius
though; instead, it's testament to the skill with which Ensemble
has implemented its control scheme, including shortcuts that allow
you to leap to your base, between units and to hotspots where your
troops are being attacked with the press of the d-pad. You can select
all local units or every unit you have using the right and left
bumpers respectively, while you use the A button to select individual
units (or hold to select a number), with X and Y used to command
units to attack, so there's no chance of accidentally selecting
something by mistake when you meant to order your units to move
or attack. You can also emplace infantry in cover positions, such
as vehicle wreckage or turrets, making them a lot less vulnerable
to enemy fire, a very handy strategy that is essential if you want
to score high on the fourth mission.

As
much as I would love to tell you more about the game, you'll have
to wait for the review for more details - for now, all you need
to know is that Halo Wars succeeds in faithfully recreating the
Halo universe that we all know and love down to the smallest detail,
yet it feels completely different in terms of its gameplay. It's
a real-time strategy game that's exciting, engaging, fast-moving
and challenging in its own right, with a wealth of tactics and options
to choose from, while in terms of control systems, this is the closest
anyone has come to providing a worthy alternative to the mouse and
keyboard combo so far, meaning that novice RTS gamers are free to
battle the enemy rather than fighting with the controls.
After
a short and sharp presentation from Jason Pace, Halo Wars' Lead
Producer, we were let loose upon the game and the hours just flew
by - other than a quick break to enjoy the delicious buffet put
out by our hosts, and to get a photo of me and the Chief (or MC
as he's known to his friends!), I barely took a break or even looked
up to take in my surroundings; I was utterly engrossed in the game
and had to be virtually torn away from it at the end of the day
when the Microsoft team had to start packing up the Xbox 360s and
HDTVs! I did however manage to take a few minutes out to speak with
Jason and ply him with questions, so read on for more juicy details
about the forthcoming game.

GH:
Are you a fan of the Halo trilogy and if so which is your favourite
game of the three and why?
JP:
I'm a massive fan of the Halo trilogy. I actually beat on
the Halo studio's door for months, trying to get them to hire me,
and when they finally did it was a very happy day indeed. It's hard
to say which is my favourite - I think Halo 1 is my favourite simply
because your first time's always the best, right? No other first
person shooter had really been done as well as Halo had been done
on console and so it has to be my favourite.
GH:
What were your main aims when starting the project?
JP:
There were two fundamental things that we needed to accomplish and
I think we have. The first one was: we needed this to be an incredible
Halo experience - we needed Halo fans to sit down, play through
the game and say "Holy crap, that was an awesome Halo game."
And the second, we needed to make it a great strategy game on the
console. If we had succeeded in creating a great Halo experience
that didn't play well because it had control limitations or any
of the historical limitations that have hampered PC games that have
migrated to console then we would have failed, so we had to do for
strategy games what Bungie did for FPS games - we had to prove that
model on console.
GH:
How closely have you worked with Bungie in retaining the atmosphere
and history of the Halo series, and have you drawn inspiration from
the Halo novels as well as the background of the games?
JP:
Oh absolutely, Bungie was involved from the very beginning and every
step of the way; everything from story consultation to the design
of the Warthogs and how they drove and how they played, those guys
know every aspect of every unit in the game forwards and backwards
- they were intimately involved throughout the development cycle.
GH:
Was that input helpful?
JP:
Very much so. I think that we would have, no pun intended, spun
our wheels a lot on the design of the units had we not had the luxury
of talking to Bungie and sharing assets with them.

GH:
Will we be seeing any familiar faces in Halo Wars, such as Avery
Johnson, Jacob Keyes, Dr. Halsey, Cortana and of course Master Chief
himself?
JP:
That I will let players experience for themselves! [I'm taking
that as confirmation that at least one of the above characters will
make an appearance! Geoff.]
GH:
The Brutes didn't make an appearance until Halo 2 - will they be
featured in Halo Wars?
JP:
From the get go, when you sit down and play multiplayer, the Brute
Chieftain is an option as a playable character.
GH:
Will the Flood feature in Halo Wars and will any installation monitors
or sentinels be making an appearance?
JP:
I will say "yes" to both of those!
GH:
And is there a plausible explanation given as to why the UNSC is
coming across these guys when it appeared that the original Halo
was the first time they encountered the Flood?
JP:
You'll discover that as you play through the game!

GH:
Many people still feel that no console RTS has yet hit upon a control
system that's as smooth as mouse and keyboard on the PC. What have
you done to try and resolve this issue and do you feel you've succeeded
in creating an ideal alternative for Halo Wars?
JP:
This is one of my favourite topics because everybody is so proud
of what we've done with the controls - what Ensemble has done. I
think that the conversation starts when you say "how do you make
a PC strategy game work on the console?" and that's where everybody
starts that discussion who has tried to do it historically, and
so you try to overlay a control model onto a game mechanic that
was designed for a different platform. For us, we gave ourselves
the freedom - and Ensemble gave themselves the freedom as well -
to innovate within that game mechanic. We weren't just creating
a new control scheme, we were building and evolving the genre itself
and so I think that's why we were successful. Ensemble, more than
probably anybody else on the planet, knows the fundamentals of a
great strategy game, so they're exactly the right people to say,
"okay, if we're starting over from the beginning on a new platform,
what can we chop, what can we keep, what do we need to change and
evolve?" - and that's what they did.
GH:
So Ensemble have tried to rebuild the genre with the console in
mind, forgetting largely about what's happened on the PC in the
past?
JP:
I wouldn't say that, I would say changing the things on the
PC that aren't absolutely required to have a great strategy experience.
Some things you don't ever want to change - you need the freedom
to be able to build different kinds of units based on your preferred
game strategy for example, you can't change that, but maybe it's
not so important for you to have tons of remote locations where
you're farming and mining resources that you need to defend - and
that is very much a PC convention that's very important for that
particular mechanic, but there are things you can do to the mechanic
that give you that same experience that take away the need to micro-manage
and move all around the map.

GH:
Sticking with that subject, resource gathering is often seen as
the biggest chore in RTS games. Is there resource gathering in Halo
Wars and if so how big a role does it play?
JP:
There is resource gathering in Halo Wars - everything is dependent
on resources but we've streamlined the way in which you produce
resources so that it does not become tedious. For example, my preferred
play style, I always like to have tons of resources - some people
like to ride that edge but I like to just have thousands, so what
I do is as soon as possible get a secondary base location that I
will devote entirely to producing resources. So, instead of gathering
resources in Halo Wars, we have the means to use a slot on the base
to produce them, and where some additional strategy comes in is
that we have a finite number of slots on those bases, so you are
always choosing between, do I want to make new units, do I want
to make resources, do I want to upgrade my units, and the complexity
increases when we allow you to get separate, remote, base locations.
They need to be defended, so if I have a base that's purely producing
resources, I need to consider what happens when it gets attacked
- what does that do to me? But it's very much a streamlined process
in Halo Wars because you create resource-producing factories and
then you don't need to think about them any more, you just need
to make sure they're defended, and that one resource type is used
throughout the entire game for all units.

GH:
How much diversity is there with regards to map terrain, weapons,
and vehicles, and will this allow for a range of tactics in battle
beyond the usual 'tank rushing' approach?
JP:
If you're talking about multiplayer, the depth there and the potential,
the number of ways in which you can play is really awesome. We have
people in the studio who've been playing for years and they still
haven't explored all the different ways you can do it. We're shipping
with fourteen maps and the terrain is very varied, everything from
mountainous terrain to maps that have Flood in them that will serve
as creeps to all different kinds of things that I won't discuss
here that you'll discover as you play through the game. There's
desert terrain, frozen terrain, and in addition you can play as
both the Covenant and the UNSC, and you can choose one of three
leaders with special leader powers in each of those races; each
of those leader powers has a very distinct effect on rock-paper-scissors
balancing within the game, and so you can see the matrix that starts
building is really, really deep - you can play literally hundreds
of different strategy components out of the gate, depending on who
your opponent is. You might say "oh I've played this guy before
and he always uses the Arbiter so I'm going to always do this,"
or maybe he mixes it up and it throws you for a loop - but then
within all of the units that you can produce, most of them have
considerable upgrade paths available and each upgrade path will
add new, unique characteristics to that unit, not just increase
their strength. It may give them an additional bonus against certain
other types of enemies, it may strengthen their defences against
certain forms of attack, we have an upgrade that makes marines able
to heal themselves over time - there are dozens of upgrade combinations
available on top of hundreds of ways to play based on which side
and leader you choose so it's very deep.

GH:
Do you feel that you've succeeded in programming intelligent AI
opponents who vary their tactics enough to cause the player to adapt
their tactics as well?
JP:
I think they do and I think that if you play on the automatic difficulty
setting when you're playing against the AI, you'll see that we do
a great job of tuning the AI against your play style, so in addition
to beginner, intermediate and advanced, we have self-scaling AI
that monitors how good you are and will adjust itself accordingly.
Certainly if you play through on Easy then it's probably going to
be a cakewalk for experienced gamers, if you play through on Heroic
or Legendary then it's going to be much harder and you'll see that
the way in which the enemy units attack you is fairly interesting.
GH:
Halo Wars is one of the best looking and best sounding RTS games
I've ever seen, you've really captured the look and feel of the
Halo series - was this high on your priority list when you began
the project?
JP:
Absolutely. Halo is the flagship franchise for Xbox, it's our premier
first party title and as such it has an incredibly high bar for
the kind of experience we would deliver in any genre or any multimedia
experience, so you'll find a lot of folks at Ensemble who are really
pleased with how everything turned out. The road we took to getting
it there was really long and filled with a lot of checkpoints explicitly
to say "does this look Halo, does it sound Halo, does it play Halo?"
and we made changes to the game throughout the development process
to make it move specifically in that direction because we didn't
think it was quite there at various different points. Where we ended
up, Bungie thinks it's a quality Halo offering and they're very
tough customers to please - certainly from the Microsoft Games Studios
perspective we are super proud with the work that Ensemble's done
and we think it nails everything about a Halo game that it should.

GH:
What are some of your favourite little features or touches within
the gameplay, what are some of the things you see and you still
think now, "that is so cool, the fans are going to go nuts for that."?
JP:
I am a major fan of the Flood, I think they're creepy and weird,
and I actually spent a lot of time personally thinking about what
the Flood means to a Halo experience, how to best reveal it in the
game. The Ensemble guys were awesome to work with, they were very
open to my feedback, I was giving them a lot of feedback at certain
points of the process and they were just great, so some of my favourite
elements come from how we reveal the Flood within the game, the
different kinds of Flood units that there are, the kinds of things
that they do - there are some spectacularly cool animations we have
where Flood stalks will pick off random Marines and toss them around
and then throw them to the ground. This is absolutely one hundred
per cent Ensemble's influence; they're known for ambient detail
- in the Age of Empires games there is just a ton of strange little
things going on in the background that make you feel like it's a
living and vibrant world, and they carried that through in Halo
Wars really, really well.

[At
this point I'm told that we're nearly out of time and I have one
last question - it was a tough call, as I had plenty more to fire
at Jason, but I went with this one...]
GH:
What plans do you have to support Halo Wars post release with downloadable
content?
JP:
There's nothing I can comment on specifically but a lot of people
feel very passionately about continuing to move this series forward
and so we're always looking for opportunities to do that. We have
not yet committed to anything but as far as supporting the title
goes, you may be aware that many of the folks from Ensemble have
created their own new studio and we're partnering with them to do
critical updates and patches, anything that can really be done to
move forward.
GH:
And just following on from that, if Halo Wars is as successful as
I think it's going to be and you guys hope it's going to be, is
there a possibility of this becoming a Halo series?
JP:
We certainly hope so! Again, nothing I can comment on officially,
but there is definitely a lot of momentum behind this within the
studio, people are very excited about it, very jazzed, and we're
always looking for ways to carry it forward.
GH:
And you guys have got other ideas of time periods or locations or
settings you can use for future RTS games in the Halo universe?
JP:
Yes, one of the great things about the universe is that it spans
over fifty thousand years, we can go back in time to when the Forerunners
were still around, we can go forward in time, and even within just
the window you see from Halo 1 to 3, the FPS games, there are many
other stories to tell.
GH:
Great, thank you very much indeed for your time, it's been a pleasure.
JP:
Thank you!

As
I left the Cabinet War Rooms, I had not only gained an insight into
what it was like for the commanders of Britain's army in World War
II, but also what it is like to take control of the battlefield
and watch humanity's war against the Covenant unfold, with my every
decision potentially making or breaking our campaign. It's a lot
of pressure, that much is to be sure, but with a few skirmishes
under my belt, I can't wait to continue the conflict when I get
hold of my very own copy of Halo Wars - so make sure you check back
in for our full review, and pre-order a copy while you're at it,
because this is without doubt going to be one of the gaming highlights
of 2009.
I'd
like to thank Kate Szlendak, Jason Pace and everyone else from Microsoft
for all their hard work and effort in making the Halo Wars Launch
Event such a smoothly run and enjoyable day from start to finish.
Written by Geoff Holland for AceGamez (All Rights Reserved).
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