The player leads human soldiers aboard the warship Spirit of Fire in an effort to stop an ancient fleet of ships from falling into the hands of the genocidal alien Covenant.
Ensemble designed the game specifically for the Xbox 360 controller, in an attempt to circumvent issues present in previous console RTS titles.
Reviewers lauded the game's pre-rendered cinematics, attention to detail in replicating the Halo universe, and intuitive control scheme.
Halo Wars is a real-time strategy (RTS) video game developed exclusively for the Xbox 360 console, in which players command armies from a bird's-eye view of the battlefield.
[5] The game features two factions the players can control: the human United Nations Space Command (UNSC) as Captain Cutter, Sergeant Forge, or Professor Anders, and the alien Covenant as the Prophet of Regret, the Arbiter, or a nameless Brute Chieftain.
Covenant units are generally weaker than their UNSC counterparts, but can use inexpensive and powerful defensive shield generators to add protection to their bases.
The commander of the UNSC warship Spirit of Fire is Captain James Cutter (Gregg Berger), a strong leader who has earned the admiration of his subordinates.
[12] Serving under Cutter is Sergeant John Forge (Nolan North), a gruff Marine whose devotion to his men has caused him to be jailed twice for disobeying orders and engaging in disorderly conduct.
[13] Joining the Spirit of Fire's military expedition is Professor Ellen Anders (Kim Mai Guest), a scientist interested in ancient ruins of the mysterious Forerunners.
The Spirit of Fire is operated with help from Serina (Courtenay Taylor), a super-intelligent artificial intelligence (AI) with a sardonic sense of humor.
UNSC forces discovered that the Covenant has built a giant energy shield to hide the construction of a gigantic Scarab super-weapon, and their search of Forerunner ruins in the area.
It's not a question of just changing the control scheme to be gamepad friendly—you need to adapt the underlying strategy mechanic to make sense with the new input device.
"[2] Senior designer Justin Rouse said that the team kept the controls from the research they had conducted, but scrapped the rest in favor of "build[ing] from the floor up what we need[ed]: the basics, the core of a strategy game.
[27] The character design of the Spartans was meant to emphasize their relative inexperience and the setting of the game, which takes place decades before the events of the main trilogy.
[22]Ensemble expanded the Halo universe during the game's development, in order to create enough units to give players strategic options.
[29] Halo Wars was officially announced at Microsoft's X06 media briefing on September 27, 2006,[31][32] with a pre-rendered trailer created by Blur Studio.
[39] Robot announced that, while developing new intellectual property, it would support Halo Wars and Age of Empires through a partnership with Microsoft Game Studios.
Rippy wanted to write new material while maintaining continuity by reusing iconic elements of the Halo trilogy's music, written by Martin O'Donnell and partner Michael Salvatori.
Rippy had been in Prague attending recording sessions for Age of Empires III: The Asian Dynasties and loved both the city and the sound the orchestra produced.
[50] The pre-release playable demo for Halo Wars was first mentioned in the October 2007 issue of Official Xbox Magazine,[51] and it became available for download on February 5, 2009; redemption codes for early access were given starting January 29.
[54] A 48-page, half-size hardcover graphic novel was also included; titled Halo Wars: Genesis, it was created by Phil Noto, Graeme Devine, and Eric Nylund.
[63] By March 12, the limited edition and standard version were ranked second and third, respectively, on the United States Xbox 360 sales charts, behind Call of Duty: World at War.
[29] On March 19, 2009, Microsoft announced that the game had sold 1 million units and that players had spent 118 total years of time in online skirmish matches.
[84] Tom Price of TeamXbox said that gamers have been waiting a long time for a console RTS "to get it right", and Halo Wars did so;[90] reviewers for Official Xbox Magazine credited Ensemble with creating a strategy game that felt "absolutely at home on the console", rather than a "poorly shoehorned ... port" of a PC game with clumsy controls.
[3] Digital Trends' Scott Steinberg said that, while not perfect, Halo Wars made a strong case for the viability of RTS on consoles; "There's certainly the potential to have PC holdouts seriously reconsidering hoisting the controller.
[3] Brett Molina of USA Today said that experts would find the action oversimplified, but that the game "is an excellent choice for fans of the Halo universe and players new to real-time strategy".
[96] Reviewers for GameSpy, G4tv, and Eurogamer stated that the controls worked well mainly because the developers omitted features to make most options quickly available;[89][97] for example, limiting base construction to select areas made sure players could easily find their buildings.
[103] Jon Wilcox of Total Video Games wrote "there's an ebb and flow" to the gameplay, with "lengthy chapters cut with shorter punchy ones or time-based missions, all together creating a surprisingly compelling experience".
"[104] Adam Biessener of Game Informer wrote that Halo Wars gameplay was better against human players, as campaign "gimmicks" and poor artificial intelligence were not an issue.
[83] Wilcox commented that with the Halo-inspired menu system and Rippy's score, "before the campaign even begins, the message is clear: this is still very much a Halo game.