The
first Halo Wars was the definition of
a thoroughly…okay game. It was developed
by Ensemble Studios, the same people behind the Age of Empires franchise and was the last game the team developed
before being shut down by Microsoft in 2009.
But in spite of the fact that the game was commercially successful and
released to mostly positive reviews it was nothing special and ran on an RTS
gameplay style that was outdated even at the time. Games like Rome: Total War and Medieval
II: Total War were surging in popularity at the time and were quickly
becoming the more popular way design RTS games among audiences and
critics. Heck, even the first Company of Heroes game, released three
years earlier, effectively did exactly what the first Halo Wars was trying to do and actually did a far superior
job. But, in the game’s defense, there
was a certain novelty in seeing the franchise try out the RTS genera and if
nothing else, that’s something that you cannot take away from it. It’s just a shame that Halo Wars 2 opts to be an uninspired rehash of the first game and
reeks of a “Eh, that’s good enough” type attitude.
As with
most games of the genre, you have a number of different units to pick from that
each of their own strengths and weaknesses.
Certain units are better against infantry, while others are good against
flying units and such. The problem is
that this really doesn’t matter as much as it ought to. Infantry units are, for example, practically
useless and only serve as cannon fodder in the face of vehicle units that are
far more effective in both their combat versatility and special abilities. Often times a one can simply hit a button and
run over an enemy infantry units without much sweat or allow the automatic
weapons attached to most vehicle units to mow them down. The only infantry units that have any real
value in the game are the anti-vehicle Cyclops/Hunter units who are
surprisingly overpowered in this regard but even they feel more like slower vehicles
then actual infantry units. As a result,
most games inevitably turn into a big vehicle on vehicle Twisted Metal deathmatches with a few anti-vehicle support units on
the side that eventually climaxes with tanks and heavy airships attacking and
destroying the enemy base, making for some very predictable and dull matches.
Now
with all of that in mind, compare it to the Company
of Heroes games. Like this game, it
runs on a mostly outdated gameplay style and matches can easily devolve into
tank battles where infantry units are mowed down relatively quickly. The difference, however, is that the infantry
in the Company of Heroes games
actually stand a fighting chance. There
are several areas throughout the maps for the units to take cover from gun
fire, greatly reducing the speed by which they are killed. They also had more than enough special destructive
abilities at their disposal to cause significant, if not fatal damage, thus
making them far more practical than in Halo
Wars 2. Additionally, tank battles
in this game tended to be slow, tense and required actual strategy to win. It wasn’t so much about knocking the other
guy’s hit points to zero as it was about lining up the shot with the right
angle on the tank in order to cause maximum damage, while preventing the enemy
from getting that angle on you as well.
But in Halo Wars 2? Nope!
Just put as many rounds into the enemy vehicles as you can until it goes
boom and hope your vehicle doesn’t go boom first.
The
one thing that the game does do that is kind of original are the Blitz matches
but they aren’t going to keep people playing the game for very long. The whole thing amounts to a PvP map where
you have a limited number of prechosen units that can only be deployed at
certain points in the game.
Additionally, it’s always a struggle over certain points on the map but
like the core gameplay it, for the most part always seems to end in a vehicle
battle.
The
story picks up 28 years after the end of the first game with the crew of The Spirit of Fire awakening from cryosleep
to find themselves in orbit around The Arc; the facility that introduced in Halo 3 and revealed to be where the Halo
Rings were created. Not long after, they
discover that the war with the Covenant is over but The Arc has been overrun by
a faction known as The Banished who split from the Covenant many years
ago. Upon learning this, the ship’s
captain decides to avenge those who were killed on The Ark by The Banished, drive
them off The Arc and find a way to contact home.
Now,
initially the premise sounds pretty cool and to be fair, the execution isn’t
that bad. The voice acting is all really
good and helps adds layers of dimension to these characters in a way the
writing isn’t up to and all of the cut scenes are very well animated and
directed. But then you start thinking
about everything that is going on and immediately start asking questions. Why is this the first time we’ve heard about
The Banished? From the way they are
described they sound like they were a pretty big thorn in The Covenant’s side
for a long time. Why didn’t The Heretic
from Halo 2 ally himself with this
group? Why didn’t The Arbiter try and
make contact with The Banished when The Prophet’s ordered the Elites to be
slaughtered? Why didn’t they try and
ally themselves with Earth so they could have a friend in their fight against
The Covenant? It’s questions like these
that ruin the entire experience and makes it more than a little difficult to
take the plot seriously when it seems so disconnected with the lore of the rest
of the franchise.
The
actual campaign missions themselves are a bit of a mess. Some of the can be interesting, especially when
you need to accomplish difficult tasks with a set number of troops but they
tend to be the exception rather than the rule.
Most of the missions sadly consist of slight variations on the skirmish
maps with a few more objectives and restrictions and scales tipped horribly in
the enemy’s favor put in to pad out the runtime. That last bit is especially irritating as the
enemy seems to constantly have you outnumbered and has a constant stream of
reinforcements coming from off the map that never seem to follow the population
limit rule. The worst campaign missions,
however, are the defensive missions.
Many times in this game you will be called upon to hold the line from
wave after wave of enemies and it is beyond dull and easy. After a certain amount of time you’ll know
exactly what enemy types will be thrown at you from where and this knowledge
will allow you to effectively place defenses that will turn the battle into a
slaughter. And of course, the enemy AI
does nothing to compensate for this outside of throwing larger waves of enemies
at you that just might break through if you have one to few units at the
position. To call it lazy would be an
understatement.
In
the end, Halo Wars 2 is the
definition of a lazy game with an “Eh, that’s good enough” type attitude about
it. I didn’t necessarily hate the game as much as it may have seemed in this
article but I just don’t understand the thought process behind its
development. Why dust off this
practically forgotten part of the franchise and then make such a halfhearted
effort to continue it? I honestly don’t
know but as it stands Halo Wars 2 is
prime example of otherwise talented developers working on a project and clearly
not giving a crap about it. Skip it and
spend your sixty bucks elsewhere. So until next time, please follow the site, like the Facebook Page, follow me on Twitter and let's hope that future installments of this franchise will prove better then this one.
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