Halo Wars
Rather than build an army filled with various unit types each specialised for different situations, it’s generally more effective to build a battalion of the biggest and most powerful units available to you (fully-upgraded Spartans, for example, or deadly Scorpion tanks), a balance only offset by the game’s moderate population cap. While this focus on fast, hard-hitting combat will most likely be welcomed by Halo Wars’ target market (and is still unquestionably a whole lot of, you know, fun), it’s this diluted sense of strategy that sets the game apart from Ensemble’s previous RTS exploits, with a Command & Conquer-esque tank rush often much more preferable to any tactical provisions. The change will undoubtedly prove to be divisive amongst Ensemble’s followers and RTS fans-alike, but shows a firm understanding of the audience Microsoft are so eager to capture, where itchy trigger fingers go before tactical deftness.
Ensemble’s greatest achievement, however, is in making Halo Wars a worthy extension to Microsoft’s iconic brand, rather than simply feeling like a generic RTS redubbed in a shiny Halo skin. Each of the locations in Halo Wars (which range from arctic tundras to wastelands decorated with derelict Forerunner technology) are sublime, capturing the very essence of what makes the series as emblematic as it is. And rather than fall into the age-old RTS trap of having missions simply made up of single-track search and destroy endeavours, Halo Wars makes impressive use of its source material with many memorable missions that fall far from your average RTS events. If there’s any disappointment to be had from the campaign it’s that, despite the faction being fully-playable in the game’s skirmish mode, there is no option to play a parallel Covenant campaign, instead restricting players purely to a UNSC component. It’s a minor grievance admittedly, and one that we assume dictated by time constraints or – more likely – plans for a sequel.
Until then though the game’s multiplayer skirmishes – which are available able to play both online with up to six players or offline with AI counterparts – should tide you over. Just like any other RTS, waging war against human players is where Halo Wars truly comes into its own, though the game also comes complete with an adaptive AI that adjusts to your skill level. That’s not to say it’s particularly impressive – Halo Wars’ AI does leave a lot to be desired – but it should prove enough of a challenge for those that still aren’t online. The ability to play as one of six different leaders each with their own unique strengths and abilities also adds a touch of variety, ensuring that matches aren’t always simply just a case of UNSC vs. Covenant. An alternative deathmatch option also allows players to get straight into combat with a pre-built base, unlocked tech trees and an avalanche of cash, reducing the RTS genre’s typical forty-five minute playtime to a more manageable fifteen; something bound to please the masses that favour a quick dip every so often.
Microsoft must have its own reasons for the closure of the world’s favourite RTS studio but, based on the evidence provided by Halo Wars, Ensemble’s sudden departure seems entirely unwarranted. Not only has the studio delivered a title that lives up to its predecessor’s colossal standards, but it’s achieved a new milestone for the console RTS, paving the way for the future of the genre on a platform previously thought lost.
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