The nice thing about Halo Wars 2 is that it works.
Which is nicer than it sounds, because the biggest fear about real-time strategy games on a console, and the thing that generally keeps those games off the platforms in the first place, is that a control pad does not rank highly on the preferred methods of controlling an army quickly and accurately.
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(People playing this on PC will of course have a mouse and keyboard, but weāll get to that later.)
Itās an impressive feat, but the joy is short-lived, because in order to get the gameās controls working, Halo Wars 2āand in particular its campaignāhas stripped the RTS a little too bare.
Letās start with Halo Wars 2ās centrepiece story modeĀ which is, for the most part, a bore. Sure, the controls get the job done, but they work in part because the game doesnāt ask much of them, with its linear missions and simplistic enemy encounters. The whole thing feels like a HD remake of a very old 90s RTS, the kind full of missions where youād just walk a bunch of units from point to points lowly grinding past every enemy mob you encounter along the way.
Thereās a lot of real-time in Halo Wars 2, but not much strategy. The most taxing things youāll be asked to contemplate are which order youāll construct buildings and when youāll call down support powers (like ODST squads, which you can see dropping in below, and missile attacks), otherwise progression in the game usually consists of building a bunch of units then throwing them at the enemy.
Maps are small and cramped, so you rarely get a chance to try out tactics like flanking, and any strategies you could have developed around resources are nixed by the way the game handles them, since you simply construct the buildings that generate them inside your base.
There are some glorious exceptions though, a handful of missions where, perhaps realizing where the strengths in both the gameās design and the license lie, Halo Wars 2 gives up on the idea of this being a hollowed-out RTS and instead go for something closer to tower defence.
On these missions, where youāre tasked with defending a person or a base against waves of incoming bad guys, itās a blast. Enemies attack down lanes, you have points on the map where you can build turrets, then you have to race around plugging the gaps in your defences with units. Everything good about the game comes together here, with the āsnappingā camera controls and unit grouping system working wonderfully, and theyāre the only times the campaign feels truly exciting
The rest of the time, though, itās justā¦dull, a procession of busy work and unit-marching that seems more intent on serving as a multiplayer tutorial (elaborately explaining each new unit type thatās unveiled across the course of the missions) than as a tightly-paced standalone campaign.
I played most of Halo Wars 2ās campaign on Xbox One, because PC code wasnāt available as early. When it was, I swapped over to check things out, and found (this is my first time playing one of these fancy cross-platform Microsoft titles) that as expected it was a very cool trick, with the PC version syncing everything up with my Xbox One edition, from unlocks to save games.
The PC version of course looks a bit nicer, and has mouse & keyboard support, which should make playing the game easier. Weirdly though, I quickly found myself reverting to the control pad, not just because Iād got used to it from starting on Xbox One, but because you can tell this is a gameālike, say, sports games on the PCāspecifically designed for it.
Sure, the mouse and keyboard theoretically allow for faster and more precise control, but this is a game designed from the ground upāfrom its maps to its AIāwith the controller in mind, so playing on PC isnāt the transformative experience it could have been had the platform got its own unique version of the game. Itās got some advantages, like grouping units and more precise selection of units in the midst of battle, but the way you sweep the camera around and build units/use powers works faster on the controller.
Halo Wars 2ās ability to be played on Xbox One and PC is a neat marketing gimmick, then, but itās just that: a gimmick. This gameās focus, and reason for being, is the Xbox One. If you own a PC, thereās little reason to be playing this other than fanservice. Weighed against Xbox RTS titles Halo Wars 2 is a colossus. Compared to similar titles available on PC, though, Halo Wars 2 may as well have āFisher Priceā on the front of the box.
The gameās design woes are a shame because they let down its fantastic presentation. Halo Wars 2 is a love letter to the seriesā Bungie pomp, penned more directly and artfully than 343 themselves have managed with Halos 4 & 5. Perhaps because the story for this game involves old Halo characters using old Halo tech, everything looks, moves and sounds exactly like it would in an old Halo game, and itās a joy seeing little references to the FPS games throughout, from a Spartan throwing grenades down a tankās hatch to the use of the iconic announcer for multiplayer games.
And as critical as Iāve been of the Halo Wars 2ās 90s design on the battlefield, it shares some positives with traditional RTS games like Command & Conquer, in that its cutscenes are the absolute highlight of the entire package.
So, yeah, unless you are an absolute Halo fanatic and will play this just for the story and characters, thereās not much in the gameās campaign to get your motor running. The multiplayer, on the other hand, is at least a bit more daring.
Thereās standard multiplayer stuff on offer, with deathmatches, games where you have to control points on the map, etc. Which is all fine, and playing against other humans (or even the AI in skirmish mode) presents more of a challenge than the scripting in the campaign missions, especially since some of the maps are a bit more expansive.
I didnāt find anything that would keep me from other, bigger, better RTS games there, especially on PC, but then, my love for the Halo series has waned in the post-Reach years. Those still neck-deep in the fiction might find more fun in controlling squads of Spartans, or calling in a Scarab and seeing it lay waste to the battlefield.
Where multiplayer gets interesting for everyone, though, is Blitz Mode, which depending on your views about card games and microtransactions will either be a breath of fresh air or an affront to the genre. Or both.
In Blitz mode, instead of building units traditionally, you construct a deck of cards, with each card representing either a unit or power (like aerial bombardments). Youāre only given a small number of cards at any one time in your hand, and you āplayā them to make that unit appear on the map.
You build decks by opening packs of cards, and hereās the thing: the packs are for sale. To be fair to Microsoft you get a lot of decks for completing the campaign, enough to get you competitive, but the aim hereāwith the ability to upgrade units the more times you obtain the same cardāis to get you settled into this game mode before easing you into the idea of buying.
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Also disappointing were the technical problems I encountered across both versions of the game. The Xbox One edition frequently locked up while loading missions, while on PC some multiplayer matches would cause the entire game to slow down; Iām not talking lag, I mean everything, from moving the camera around to drawing cards in a Blitz match, which in a competitive environment was hardly ideal.
I justā¦donāt know why this game was made. I mean, I do, because Microsoft is very short on first-party video game releases in 2017, and are perhaps the only people on earth convinced that Halo is as relevant today as it was in 2007, and so are very intent on pushing this as a very big and important video game release.
But itās not. The lack of competition in the genre on Xbox, coupled with this gameās own problems, should be proof enough that RTS games are maybe just not for consoles. Something we knew after the first Halo Wars came out nearly eight years ago. You can trim and modify things around the edges to get them working at a functional level, which 343 and Creative Assembly have certainly done a good job of here, but at the end of the day what are you left with?
Youāre left with an RTS that doesnāt have much S, and a Halo game that despite its clear love and respect for the series its spinning-off from plays like genre cosplay.
If you want to play a Halo game with the simpler story, backs-to-the-wall tone and cinematic flair of Bungieās good olā days go right ahead and play Halo Wars 2. Just donāt expect the quality of the game to match that of the cutscenes.